Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 7

Author Topic: Tags for embarking pets?  (Read 3121 times)

Zargen

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #30 on: April 28, 2010, 04:31:33 am »

Think removing

      [BODY_DETAIL_PLAN:CHITIN_MATERIALS]
        [REMOVE_MATERIAL:CHITIN]
        [BODY_DETAIL_PLAN:CHITIN_TISSUES]
        [REMOVE_TISSUE:CHITIN]

Might help?
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Tags for embarking pets?
« Reply #31 on: April 28, 2010, 04:40:08 am »

No, that will make it worse.
Those templates include things like fat, mussel, lungs and brain, its only chitin you want to remove from them, and thats been done.

Ilmoran

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #32 on: April 28, 2010, 08:47:48 am »

Max, I don't think this is the cause of the problem, but the raw you posted has:

[REMOVE_TISSUE:CHITEN]

Chitin is misspelled there (under Body Detail plan for chitin tissues)
Logged

Zargen

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #33 on: April 28, 2010, 02:29:28 pm »

Yea I caught that when I first edited it into the RAW Ilmoran, still have a problem.
Logged

Zargen

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #34 on: April 28, 2010, 04:19:57 pm »

Decided just to revert them back to having chitin since I couldn't figure out the problem. Though can anyone still help modifying them to have crab claws and the like? I've tried checking for already existing animals that fit the bill but can't find any.

Edit - Tested, reverting to chitin makes it not crash. Also good news :D Changing it's breath attack from liquid rock to liquid hematite makes it a -lot- more effective in a fight. Shot an anubite to death.
« Last Edit: April 28, 2010, 04:25:23 pm by Zargen »
Logged

Zargen

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #35 on: April 28, 2010, 04:37:27 pm »

If I'm correct I just add :UPPERBODY_PINCERS] at the end of  [BODY:BODY_WITH_HEAD_FLAG:BRAIN:MOUTH:2WINGS] and it should give it a pincer attack?
Logged

Wirevix

  • Bay Watcher
  • Hammered Elf Sympathizer
    • View Profile
Re: Tags for embarking pets?
« Reply #36 on: April 28, 2010, 05:05:38 pm »

Not quite.  Once you have the pincer part defined, you need to add an attack tag that is set to use the pincer.  Here's a random example of how to setup an attack tag (taken from the alligator's raws):

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
     [ATTACK_SKILL:BITE]
     [ATTACK_VERB:bite:bites]
     [ATTACK_CONTACT_PERC:100]
     [ATTACK_PENETRATION_PERC:100]
     [ATTACK_FLAG_EDGE]
     [ATTACK_PRIORITY:MAIN]
     [ATTACK_FLAG_CANLATCH]

Obviously you'll need to change things like the skill and penetration etc.
Logged
In other news, the trees in my game can have invisible sex.

Zargen

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #37 on: April 28, 2010, 05:22:59 pm »

   [ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:snatch:snatches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
      [ATTACK_FLAG_WITH]

Would this work?
Logged

Zargen

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #38 on: April 28, 2010, 07:29:46 pm »

Hahahaha! Adding claws to them had an unexpected side effect. When they latch onto a creature that isn't fire immune they start melting!  ;D
Logged

Ilmoran

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #39 on: April 28, 2010, 09:28:07 pm »

Ran into a problem. Trying to look at the crab after embarking causes the game to crash. Looking as in checking it's description and such. I can hit U and select it in the unit selection, but hitting z to see it's stats crashes.

Code: [Select]
   [TISSUE:SLADE]
      [TISSUE_NAME:slade:slade]
      [TISSUE_MATERIAL:INORGANIC:SLADE]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
      [CONNECTIVE_TISSUE_ANCHOR]

Try adding the last line (connective tissue anchor) to the tissue:slade section.  I was able to get them in the arena this way, view them, and watch them massacre things while every blow glances off.  Also, be careful embarking on a grassland with these guys.  They will ignite it.  I've also found, from the arena, that dumping enough into a river could probably handle evaporating the river fast enough to let you build a dam... lol.
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Tags for embarking pets?
« Reply #40 on: April 28, 2010, 09:31:04 pm »

Well thank you very much Ilmoran!
See I would have never got that.

Ilmoran

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #41 on: April 28, 2010, 09:41:02 pm »

Well thank you very much Ilmoran!
See I would have never got that.

I figured it out by looking at the tissue template for chitin compared to what you had.
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Tags for embarking pets?
« Reply #42 on: April 28, 2010, 09:41:42 pm »

Should of thought of that...Ah well, I know for next time.

Zargen

  • Bay Watcher
    • View Profile
Re: Tags for embarking pets?
« Reply #43 on: April 29, 2010, 01:02:01 am »

Works! No more crashing, they have a nice hard shell of iron ore and spit molten blobs of iron.
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Tags for embarking pets?
« Reply #44 on: April 29, 2010, 01:03:07 am »

Anything else you want them to do?
Pages: 1 2 [3] 4 5 ... 7