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Author Topic: Share your monstrosities  (Read 9429 times)

Zurai

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Re: Share your monstrosities
« Reply #45 on: October 23, 2006, 10:43:00 pm »

quote:
Originally posted by Zaratustra:
<STRONG>There, the majority of these creatures is now here.</STRONG>

The dinosaurs do spawn properly in tropical zones (I saw the note you left). I saw my frist T-Rexes last night  :D  Generally, with the map I'm playing, there's 2-3 packs of benign creatures (warthogs, bonobos, chimps) and 0-1 giant cheetah, tiger, or jaguar, and 1-3 dinos (I've seen all 5 types now with the T-Rexes finally showing up).

An Ankylosaur absolutely mauled one of my hunters and his pack of dogs, but only after the same hunter had managed to bring another Anky down. So, I feel confident that they're strong without being TOO strong. All that remains is to define more correct body types for the pterodactyl and t-rex and then add in some small herd type dinos.

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Abyssal Squid

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Re: Share your monstrosities
« Reply #46 on: November 02, 2006, 01:43:00 pm »

Here is the contents of my creature_birds.txt

None of these actually does anything, they're just for flavor, and the owl should probably be a large creature, but I've had trouble getting the large birds (ratites and game fowl, mostly, but eventually hawks and some others).  Also, I'm mostly familiar with temperate western hemisphere birds, so the only exclusively tropical small birds are parrots, with some others being generally widespread.

creature_birds

[OBJECT:CREATURE]

[CREATURE:BIRD_JAY]
   [NAME:jay:jays:jay]
   [TILE:249][COLOR:1:0:1]
   [VERMIN_GROUNDER][FREQUENCY:100]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:coloration]
   [PREFSTRING:boldness]
   [DIURNAL]
   [BIOME_GRASSLAND_TEMPERATE]
   [BIOME_SAVANNA_TEMPERATE]
   [BIOME_SHRUBLAND_TEMPERATE]
   [BIOME_FOREST_TEMPERATE_BROADLEAF]
   [BIOME_FOREST_TEMPERATE_CONIFER]

[CREATURE:BIRD_CARDINAL]
   [NAME:cardinal:cardinals:cardinal]
   [TILE:249][COLOR:4:0:1]
   [VERMIN_GROUNDER][FREQUENCY:100]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:coloration]
   [PREFSTRING:cheerful singing]
   [DIURNAL]
   [BIOME_SAVANNA_TEMPERATE]
   [BIOME_SHRUBLAND_TEMPERATE]
   [BIOME_FOREST_TEMPERATE_BROADLEAF]
   [BIOME_FOREST_TEMPERATE_CONIFER]

[CREATURE:BIRD_GRACKLE]
   [NAME:grackle:grackles:grackle]
   [TILE:249][COLOR:5:0:0]
   [VERMIN_GROUNDER][FREQUENCY:100]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:raucous calls]
   [PREFSTRING:irridescence]
   [DIURNAL]
   [BIOME_GRASSLAND_TEMPERATE]
   [BIOME_SAVANNA_TEMPERATE]
   [BIOME_SHRUBLAND_TEMPERATE]

[CREATURE:BIRD_ORIOLE]
   [NAME:oriole:orioles:oriole]
   [TILE:249][COLOR:6:0:1]
   [VERMIN_GROUNDER][FREQUENCY:80]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:coloration]
   [PREFSTRING:whistled songs]
   [DIURNAL]
   [BIOME_FOREST_TEMPERATE_BROADLEAF]
   [BIOME_FOREST_TROPICAL_MOIST_BROADLEAF]

[CREATURE:BIRD_RW_BLACKBIRD]
   [NAME:red-winged blackbird:red-winged blackbirds:red-winged blackbird]
   [TILE:249][COLOR:0:0:1]
   [VERMIN_GROUNDER][FREQUENCY:100]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:coloration]
   [DIURNAL]
   [BIOME_MARSH_TEMPERATE_FRESHWATER]
   [BIOME_MARSH_TEMPERATE_SALTWATER]
   [BIOME_SWAMP_TEMPERATE_FRESHWATER]
   [BIOME_SWAMP_TEMPERATE_SALTWATER]

[CREATURE:BIRD_WOODPECKER]
   [NAME:woodpecker:woodpeckers:woodpecker]
   [TILE:249][COLOR:4:0:0]
   [VERMIN_GROUNDER][FREQUENCY:80]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:ability to drill through wood]
   [DIURNAL]
   [BIOME_ANY_TEMPERATE_FOREST]
   [BIOME_ANY_TROPICAL_FOREST]
   [BIOME_FOREST_TAIGA]

[CREATURE:BIRD_NUTHATCH]
   [NAME:nuthatch:nuthatches:nuthatch]
   [TILE:249][COLOR:7:0:0]
   [VERMIN_GROUNDER][FREQUENCY:80]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:ability to climb down trees headfirst]
   [DIURNAL]
   [BIOME_ANY_TEMPERATE_FOREST]
   [BIOME_ANY_TROPICAL_FOREST]
   [BIOME_FOREST_TAIGA]

[CREATURE:BIRD_CHICKADEE]
   [NAME:chickadee:chickadees:chickadee]
   [TILE:249][COLOR:7:0:0]
   [VERMIN_GROUNDER][FREQUENCY:100]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:dark caps]
   [PREFSTRING:acrobatics]
   [DIURNAL]
   [BIOME_ANY_TEMPERATE_FOREST]
   [BIOME_FOREST_TAIGA]

[CREATURE:BIRD_OWL]
   [NAME:owl:owls:owl]
   [TILE:249][COLOR:4:0:0]
   [VERMIN_GROUNDER][FREQUENCY:80]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:penetrating stare]
   [PREFSTRING:hooting calls]
   [NOCTURNAL]
   [BIOME_ANY_TEMPERATE_FOREST]
   [BIOME_ANY_TROPICAL_FOREST]
   [BIOME_FOREST_TAIGA]
   [BIOME_SHRUBLAND_TEMPERATE]

[CREATURE:BIRD_PARROT]
   [NAME:parrot:parrots:parrot]
   [TILE:249][COLOR:2:0:1]
   [VERMIN_GROUNDER][FREQUENCY:100]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:coloration]
   [PREFSTRING:squawking calls]
   [PREFSTRING:inquisitiveness]
   [NOCTURNAL]
   [BIOME_ANY_TROPICAL_FOREST]
   [BIOME_SAVANNA_TROPICAL]

[CREATURE:BIRD_SPARROW]
   [NAME:sparrow:sparrows:sparrow]
   [TILE:249][COLOR:6:0:0]
   [VERMIN_GROUNDER][FREQUENCY:100]
   [FLIER]
   [SMALL_REMAINS]
   [SPEED:400]
   [PETVALUE:30][NATURAL][PET]
   [NOT_BUTCHERABLE]
   [PREFSTRING:tenacity]
   [DIURNAL]
   [BIOME_GRASSLAND_TEMPERATE]
   [BIOME_SAVANNA_TEMPERATE]
   [BIOME_SHRUBLAND_TEMPERATE]
   [BIOME_GRASSLAND_TROPICAL]
   [BIOME_SAVANNA_TROPICAL]
   [BIOME_SHRUBLAND_TROPICAL]
   [BIOME_FOREST_TEMPERATE_BROADLEAF]
   [BIOME_FOREST_TEMPERATE_CONIFER]

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lumin

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Re: Share your monstrosities
« Reply #47 on: November 06, 2006, 05:02:00 pm »

How do the colors work for the ASCII symbols?  Is it using RGB?  It's not from 0 to 256 though.  So how can we see what color it will be before putting it into the object file?
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Abyssal Squid

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Re: Share your monstrosities
« Reply #48 on: November 06, 2006, 08:58:00 pm »

It's indexed, with the last number setting the basic area to look in (0 for dark, 1 for light), and the first number sets the exact color.  0:0:0 would be black, 7:0:1 is white, 1:0:0 is dark blue, 3:0:1 is bright cyan, and so on.  Look in init.txt to see what order they're in, or use them at random if you want to live dangerously.
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lumin

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Re: Share your monstrosities
« Reply #49 on: November 07, 2006, 02:04:00 pm »

quote:
It's indexed, with the last number setting the basic area to look in (0 for dark, 1 for light), and the first number sets the exact color. 0:0:0 would be black, 7:0:1 is white, 1:0:0 is dark blue, 3:0:1 is bright cyan, and so on. Look in init.txt to see what order they're in, or use them at random if you want to live dangerously.  

Boy, that seems pretty confusing.  I wish it was just RGB - that would be 100x easier.

Anyway, I think Toady is adding in some color definitions in this next release:

quote:
11/04/06:..., added color and shape definitions to the raws  

I don't know what it means exactly, but I hope it has to do with this.

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Fleeb

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Re: Share your monstrosities
« Reply #50 on: November 15, 2006, 11:18:00 am »

I created a raptor for my dino world. Basically copied the jaguar and changed a thing or two. Hows this look?

code:
[CREATURE:RAPTOR]
   [NAME:raptor:raptors:raptor]
   [TILE:'R'][COLOR:6:0:1]
   [MODVALUE:3]
   [LARGE_ROAMING][FREQUENCY:5]
   [POPULATION_NUMBER:2:3]
   [CLUSTER_NUMBER:2:6]
   [LARGE_PREDATOR][MEANDERER]
   [GENPOWER:2]
   [PETVALUE:100]
   [GRASSTRAMPLE:0][NATURAL][TRAINABLE][PET]
   [CARNIVORE]
   [PREFSTRING:slashing claws]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:CLAW]
   [SIZE:8]
   [MAXAGE:15:30]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:2][CHILDNAME:raptor hatchling:raptor hatchlings]
   [FAT:2]
   [ALL_ACTIVE]
   [BIOME_ANY_TROPICAL]
   [BIOME_ANY_DESERT]
   [BIOME_ANY_TEMPERATE]

I'd like to change the bite attack to a claw attack, but I'm not familiar with the flags. Any suggestions?

[ November 15, 2006: Message edited by: Fleeb ]

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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
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Abyssal Squid

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Re: Share your monstrosities
« Reply #51 on: November 15, 2006, 11:41:00 am »

If you want them to kick like a utahraptor, change
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
into
[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:6:SLASH][ATTACKFLAG_WITH]

Also, I'd remove the ears, but that's mostly cosmetic.

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Fleeb

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Re: Share your monstrosities
« Reply #52 on: November 15, 2006, 11:46:00 am »

Thanks! Is it possible to have both attack_with and attack_canlatch?
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"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Abyssal Squid

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Re: Share your monstrosities
« Reply #53 on: November 15, 2006, 12:13:00 pm »

Beats me, but unless you want to have raptors shaking adventurers around with their feet I'd advise against trying it.
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Fleeb

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Re: Share your monstrosities
« Reply #54 on: November 15, 2006, 12:47:00 pm »

That makes sense. Thanks again!
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

bbb

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Re: Share your monstrosities
« Reply #55 on: November 17, 2006, 09:12:00 pm »

how much of an effect does damblock have? is there a limit as to how high it can be set? (i mean... the higher it is, the more damage is blocked... right?)
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Zurai

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Re: Share your monstrosities
« Reply #56 on: November 17, 2006, 11:32:00 pm »

Damblock is extremely effective. Even 1 point is enough to make something more or less immune to unskilled opponents (except buggy ranged weapons, of course). You can set it as high as you want, but I'd be very very cautious about setting it higher than 5 or so unless you want the creature to be all but immune to non-ranged damage.
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bbb

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Re: Share your monstrosities
« Reply #57 on: November 18, 2006, 03:10:00 am »

does it apply to dwarves?..

i had it set to 12 for dwarves.. yet i saw one of my civilians get chopped to pieces by a snakeman (well.. severely wounded by 1.. then chopped up by 2 more ganging up.)

... doesn't help when i send the rest of the dwarves (armed with obsidian swords and nothing else!) out to chop things up... they chopped the snakemen up alright... but 2 of them just jumped into the river to do it and drowned after being wounded.


---------
nevermind the 1st bit.. just looked at it a bit more and found 2 damblock lines XD
damblock 1 and damblock 12.. no wonder!

at least it helps with getting "rash" noble

[ November 18, 2006: Message edited by: bbb ]

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Ancient_Sleeping_Dude_Rei

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Re: Share your monstrosities
« Reply #58 on: November 19, 2006, 05:32:00 pm »

Here is my set of new monstrosities, and these are not the last of them!
http://dwarf.lendemaindeveille.com/index.php/New_Creatures#Metalmen_and_Fallout2_Creatures
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RPB

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Re: Share your monstrosities
« Reply #59 on: November 19, 2006, 06:39:00 pm »

Does anyone know exactly what each number on the [RIVERATTACK:1:1:etc] block does? I'd like to mod in some more extensive underground raids and it would be nice to know how the numbers work.
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