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Author Topic: Battlecats  (Read 991 times)

Rotho

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Battlecats
« on: December 11, 2010, 07:56:18 pm »

I tried asking this in the general forum and was redirected here, so now I ask you this: how can I make a functional army of cats that fight alongside the dwarfs they've bonded with? Basically I want to make them less fragile, more powerful, and able to equip armor. How would I go about doing that?
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NecroRebel

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Re: Battlecats
« Reply #1 on: December 11, 2010, 08:13:52 pm »

Less fragile: Increasing their SIZE is the simplest way. You could also alter the materials that they're made out of so that they're tougher, but that's significantly more complex. It's possible that if you gave cats inherent skill at dodging that they'd be able to avoid more attacks and thus have more survivability simply by not getting hit; do this with [NATURAL_SKILL:DODGING:some number]

More powerful: Again, increasing their SIZE is the simplest way. The other option is to toy with the materials their claws and teeth are made from to make them more effective, but, again, more complex. Also, it's possible that if you gave cats inherent skill with biting (with [NATURAL_SKILL:BITE:some number]), wrestling ([NATURAL_SKILL:WRESTLING:some number]), and clawing (...Probably [NATURAL_SKILL:STANCE_STRIKE:some number]), they'd be more skilled attackers.

Equip armor: Not directly possible, though you could make a new caste of dwarves that are cats. That'd have some oddites, however, like dwarves giving birth to cats and cats giving birth to dwarves, would let cats do pretty much everything dwarves can including all jobs, cats and dwarves would occasionally marry, female cats wouldn't give birth unless they were married (to a male cat or a male dwarf)... Oh, and I don't think they'd adopt dwarves, so they wouldn't actually be "bonded" to anyone like they sometimes do now.



Also, you'd probably want to remove the VERMINHUNTER tag so the cats actually stay with their bonded dwarf instead of wandering all over hunting vermin, except that if you do that cats won't bond to dwarves automagically like they do now.
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A Better Magma Pump Stack: For all your high-FPS surface-level magma installation needs!

Rotho

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Re: Battlecats
« Reply #2 on: December 11, 2010, 08:38:22 pm »

Okay, so no armor. What about riding them as mounts?
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NecroRebel

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Re: Battlecats
« Reply #3 on: December 11, 2010, 08:55:05 pm »

Okay, so no armor. What about riding them as mounts?
Totally impossible; in fortress mode, your people cannot ride anything.
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Max White

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Re: Battlecats
« Reply #4 on: December 12, 2010, 01:21:31 am »

Not without modding in a cast of dwarf that has a cat as part of its body, and it geneticaly riding a cat. his has the problem that you wouldn't be able to seperate the dwarf from the cat from birth, though...

TomiTapio

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Re: Battlecats
« Reply #5 on: December 12, 2010, 02:02:27 am »

You could take a look at the double-strength flesh-and-bone materials I made for Genesis mod's ogres, megabeasts, crocodiles...

download Genesis mod v3.18 and search for [BODY_DETAIL_PLAN:TOUGHSTANDARD_MATERIALS]
and you can give the battle cats' bite a toxin that stuns the enemy (with their ferocity).
Also put LIKES_FIGHTING on them for extra fierceness.

I have my Genesis lions at
   [SPEED:820]
   [NATURAL_SKILL:BITE:5]
   [NATURAL_SKILL:DODGING:3]
   [NATURAL_SKILL:WRESTLING:4]
   [NATURAL_SKILL:STANCE_STRIKE:2]
   [NATURAL_SKILL:GRASP_STRIKE:3]
   [NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Max White

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Re: Battlecats
« Reply #6 on: December 12, 2010, 02:03:47 am »

download Genesis mod

Does deon offer the raws alone any more, or do we have to get the enitre game?

TomiTapio

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Re: Battlecats
« Reply #7 on: December 12, 2010, 02:38:54 am »

Does deon offer the raws alone any more, or do we have to get the enitre game?
I'm afraid Deon distributes it as a newbie-friendly large pack complete with musics...
If your bandwidth is 42 to 380 kbps, you can grab my fine-tuned raws of it, 550 kB, from
http://dl.dropbox.com/u/8967397/Gen18_TomiTapio_raw_objects_Dec9.zip
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Max White

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Re: Battlecats
« Reply #8 on: December 12, 2010, 02:41:19 am »

Its not the band width, its the fact that I worked hard on getting my init files just right, and I'm worryed that mod only comes in game format because Deon himself has done things to the init, so putting my own in would change the game in ways not intended.

TomiTapio

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Re: Battlecats
« Reply #9 on: December 12, 2010, 03:13:56 am »

Your init and worldgen files should work just fine in Genesis, except that the graphical Genesis uses a 18x18 ironhand tileset.
There's different steel-making and lots of new workshops and reactions in Genesis.

Anyways I suggested that you look at the genesis raws, not install it on top of your main DF folder.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Max White

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Re: Battlecats
« Reply #10 on: December 12, 2010, 03:15:06 am »

I don't use tile sets, they make things annoying. If I want to make a new creature, I don't want the trouble of making a tile for it.