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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430344 times)

RantingRodent

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #945 on: October 20, 2010, 01:54:30 pm »

Fairly minor thing, but I can't seem to track down the answer anywhere. What tile is used for forgotten beasts, and is it possible to have the game use a graphical tile instead of an ASCII tile for them?
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

fivex

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #946 on: October 20, 2010, 03:03:52 pm »

Spoiler (click to show/hide)
(not in the same file, obviously)
The dwarfs I'm testing this with in arena never actually fire the sword beams(even if there is no way to attack) and instead just attack with the sword its self

Dumb question time: Do they have any items called "sword beam"? They have to be carrying the physical object (ala bolts or arrows) to have ammo to fire.
Yes.
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #947 on: October 20, 2010, 04:57:03 pm »

Hmm, I don't know, then. Lemme snag those and try it out.

Edit: Werkin'. Changes bolded.
Spoiler (click to show/hide)

Your [RANGED:SWORD:SWORD_BEAM] was making the game look for a ranged weapon that used sword skill, and used the sword_beam class ammo. Thing is, your beam didn't use sword_beam class, it used sword class, and when when I set it to use sword class it threw a fit, so I changed it to beam. Hope you don't mind.

Anyone know how to make flaming/ice/water/poison/etc weapons?

« Last Edit: October 20, 2010, 05:14:03 pm by MaximumZero »
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krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #948 on: October 20, 2010, 06:01:17 pm »

Is it possible to make a civ share the same home cities? Working on my own little mod, but I'd prefer the new playable race to not really own their own cities and instead share it with the dwarves... that way the dwarves are in charge of the autumn caravan and all that, or is this just not possible/more work then it's probably worth?

Since I assume to add dwarves back in, I'll need to rescript the entire custom race so it isn't just copy/paste of dorfs, with some names changed.

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #949 on: October 20, 2010, 06:04:15 pm »

I suppose you could make [insert race name here] a caste of Dwarf, but they'll freely intermingle.
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krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #950 on: October 20, 2010, 06:11:41 pm »

I suppose you could make [insert race name here] a caste of Dwarf, but they'll freely intermingle.

No way to make the Dorfs themselves not playable as a result though?
I might just write it off as too much work. Though it does raise the question, in my mind, how they learned all the dwarf alcohol methods when there are no dorfs...

KaguroDraven

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #951 on: October 20, 2010, 06:44:56 pm »

Would it be possible to mod the game to have a sci-fi theam, with sci-fi civs instead of the normal ones? Laser weapons and guns instead of axes and swords.
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fivex

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #952 on: October 20, 2010, 07:54:40 pm »

Would it be possible to mod the game to have a sci-fi theam, with sci-fi civs instead of the normal ones? Laser weapons and guns instead of axes and swords.
Yeah.
Remove their entries in the raws
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krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #953 on: October 21, 2010, 09:44:52 pm »

Does the location of a token matter in the raws? I noticed some of the stuff looks pretty... I dunno, unorganized and it kind of bugs me. I'm not sure if the sloppy placement is on purpose though.

3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #954 on: October 21, 2010, 09:46:55 pm »

In some cases, yes. In most, no.
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krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #955 on: October 21, 2010, 09:55:05 pm »

In some cases, yes. In most, no.

That's good. I couldn't find it noted in the wiki, but for POP_RATIO is it female:male or male:female?

3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #956 on: October 21, 2010, 10:18:55 pm »

Neither. You apply POP_RATIO to each caste and specify a relative weighting for each token. Example:

Code: [Select]
...
[CASTE:MALE]
[POP_RATIO:50]
...
[CASTE:FEMALE]
[POP_RATIO:5]
...

Results in an average of ten males to one female.
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ArcaneSaint

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #957 on: October 23, 2010, 12:41:33 pm »

When I made some new creatures, I couldn't get them to appear in game (not even in arena) until I moved their RAWs from mod_creature_test.txt into standard_creatures.txt
I already checked whether the file name was correctly spelled and if the [OBJECT:CREATURE] tags was there, but everything was fine.

So, this means modded creatures won't appear in game unless they are placed in one of the pre-made creature files? 'cause the wiki says otherwise, but then again the wiki is often outdated regarding modding.
« Last Edit: October 23, 2010, 01:22:06 pm by ArcaneSaint »
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #958 on: October 23, 2010, 12:58:58 pm »

The file names simply have to start correctly. So for creature files, the name has to be creature_*. The game won't realize that you want it to look into a file named mod_creature_test.txt.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #959 on: October 23, 2010, 01:02:42 pm »

I got the same kind of 'problem' myself Arcane. I have no idea how to make them appear when using separate files.

After being Ninja'ed by Knight Otu: Even if I use something like creature_standard_mod.txt, it still won't show up, while having everything in it what it requires.
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