Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Night Creatures - Manual creation  (Read 1301 times)

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Night Creatures - Manual creation
« on: November 20, 2010, 12:44:32 am »

Hey guys,

Just wondering if anybody has had much luck in getting these guys showing up, since I've been having some difficulty.
If you have, would you mind posting raws/pointing me to your raws?
Logged
Why not join us on IRC? irc.newnet.net #bay12games

3

  • Bay Watcher
    • View Profile
Re: Night Creatures - Manual creation
« Reply #1 on: November 20, 2010, 12:52:21 am »

The creature:
  • Needs to have biomes
  • Needs to have the NIGHT_CREATURE_HUNTER tag
  • Needs some kind of lair
  • Needs one or more caste(s) with the SPOUSE_CONVERTER/CONVERTED_SPOUSE tags
Logged

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Night Creatures - Manual creation
« Reply #2 on: November 20, 2010, 12:56:23 am »

what about the bogeymen? only the NIGHT_CREATURE_BOGEYMAN tag is required? or biomes as well?
Logged
Why not join us on IRC? irc.newnet.net #bay12games

3

  • Bay Watcher
    • View Profile
Re: Night Creatures - Manual creation
« Reply #3 on: November 20, 2010, 12:58:53 am »

I'm not sure. I haven't tried.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Night Creatures - Manual creation
« Reply #4 on: November 20, 2010, 05:44:43 am »

  • Needs one or more caste(s) with the SPOUSE_CONVERTER/CONVERTED_SPOUSE tags
Here is notable that each caste with SPOUSE_CONVERTER will be placed in worldgen, and that the caste converted to will be determined randomly. Direforged currently has three custom night creature hunters (well, the dark master isn't quite the same as it is more of a workaround for a bug).

Bogeymen should need biomes as well, but I haven't done any real tests yet (though they'll probably go mostly into my other mod).
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Night Creatures - Manual creation
« Reply #5 on: November 20, 2010, 06:17:37 am »

Hmm, assuming we didn't add a gender tag to the coverted class, would the night creature continue to convert things? The best example being if a vampire was male, and the mindless undead zombie slaves it makes when it bites are genderless, will it get more then one zombie slave?

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Night Creatures - Manual creation
« Reply #6 on: November 20, 2010, 06:29:40 am »

I haven't tested it, but I wouldn't think so, if it works at all. The converted creature is supposed to "marry" the converter, after all.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Night Creatures - Manual creation
« Reply #7 on: November 20, 2010, 06:32:27 am »

Heart breaking...
I want undead slaves!
Now, what do we make of night creatures as playable adventure mode races?

rex mortis

  • Bay Watcher
    • View Profile
Re: Night Creatures - Manual creation
« Reply #8 on: November 20, 2010, 07:38:21 am »

I guess you could use the same creatures and make entities that you are INDIV_CONTROLLABLE. However, the game experience should be no different from regular adventurers. Currently, all night creature conversions are world gen stuff so you cannot create a minion army. I doubt npcs react to you any different if you are a vampire.
Logged
Because death is peaceful and magma is lovely.

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Night Creatures - Manual creation
« Reply #9 on: November 21, 2010, 04:19:26 pm »

I guess you could use the same creatures and make entities that you are INDIV_CONTROLLABLE. However, the game experience should be no different from regular adventurers. Currently, all night creature conversions are world gen stuff so you cannot create a minion army. I doubt npcs react to you any different if you are a vampire.
well you could just recruit enough folks until your "limit" then body swap to either your companion else and recruit enough until their "limit" and repeat until satisfied oh and don't travel out unless you use a second tier companion or the game will crash.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Toastergargletop

  • Bay Watcher
    • View Profile
Re: Night Creatures - Manual creation
« Reply #10 on: November 21, 2010, 07:42:50 pm »

I haven't tested it, but I wouldn't think so, if it works at all. The converted creature is supposed to "marry" the converter, after all.

is polygamy something that can be modded into the game?  It seems to me that marrige customs are something that toady should include to be moddable.  Something like [MONOGAMUS] [POLYGAMOUS] [POLYFIFELITY] and whatnot.
Logged

3

  • Bay Watcher
    • View Profile
Re: Night Creatures - Manual creation
« Reply #11 on: November 21, 2010, 08:05:26 pm »

is polygamy something that can be modded into the game?

Nope, not yet.
Logged