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Author Topic: help with some adv mode mods plz  (Read 1062 times)

Sabre of Pain

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help with some adv mode mods plz
« on: January 03, 2011, 04:24:32 am »

basically i want to play adv mode as a wolf
being a wolf i wouldn't have any companions so i would want to remove bogeymen as well
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eddyg86

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Re: help with some adv mode mods plz
« Reply #1 on: January 03, 2011, 04:47:35 am »

wah..? bogeymen r allies to wolves or something? maybe you'd need a 'wolf' civ for this to work; besides that you would be better off just eating everyone and not worrying about realism (hello wolf! would you like something from my warAHHes.. *blood everywhere* *you eating vendor*.. lol)
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Sabre of Pain

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Re: help with some adv mode mods plz
« Reply #2 on: January 03, 2011, 08:01:22 am »

no i mean bogeymen would attack me every night with no companions
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cartmann

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Re: help with some adv mode mods plz
« Reply #3 on: January 03, 2011, 09:49:03 am »

http://df.magmawiki.com/index.php/DF2010:Entity_token
That's the wiki page for entity modding.

The main parts you would need to include are:
[CREATURE:WOLF] - Defines the creature which belongs to the entity.
[ADVENTURE_TIER:#] where '#' would be the number higher than the entity at the top of the entity_default.txt file. If you have no other entities above [ENTITY:MOUNTAIN], then '#' would be 4.

I'm not too familiar with entity modding, so you should have a look around and ask a few more detailed questions. You could just copy/paste the kobold civilisation, change, remove and add the appropriate tags and you would have a good wolf entity.

Remember: New entities go AT THE TOP of the .txt file!

D_E

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Re: help with some adv mode mods plz
« Reply #4 on: January 03, 2011, 11:46:39 am »

Actually, it's easier than that!

Wolves wouldn't have clothing etc, so the easiest way is to put in an unspawned civ and give it the INDIVIDUAL_CONTROLABLE tag, like so:

Code: [Select]
[ENTITY:WOLVES]
[INDIV_CONTROLLABLE]
[CREATURE:WOLF]

That's all you need.  It doesn't mater where in the entity file you put it either, as far as I know.  I always add new entities to the end of the file myself.

Bogeymen must be removed using world-gen options.  Use the generate world using advanced parameters option.  The number of night creatures to create is one of the advanced parameters.  To save you some time, you might copy and paste this into your world_gen.txt file, located in DF\data\init\
Code: [Select]
[WORLD_GEN]
[TITLE:NO_NIGHT_CREATURES]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:105]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:404:404]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:202:202]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_CREATURE_NUMBER:0]
[GOOD_SQ_COUNTS:3:32:64]
[EVIL_SQ_COUNTS:3:32:64]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:10]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:12]
[NON_MOUNTAIN_CAVE_MIN:24]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:13]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264]

This will also turn off the spouse converter night creatures.  There may be a way to avoid this, but I'm not sure.  I think there's some rule about when it switches from generating spouse converters to generating bogeymen.
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cartmann

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Re: help with some adv mode mods plz
« Reply #5 on: January 03, 2011, 01:40:43 pm »

Ah yes, of course you don't need any more than a 'Play Now!' option  :P

Rumrusher

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Re: help with some adv mode mods plz
« Reply #6 on: January 03, 2011, 03:32:53 pm »

if you really want to be a wolf you could just body swap(with Dfusion) to one and recruit a bunch of wolf buds or slap a high adventurer trait on humans and easily pick one to be a follower/ pet owner.
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Alkhemia

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Re: help with some adv mode mods plz
« Reply #7 on: January 03, 2011, 11:17:43 pm »

Actually, it's easier than that!

Wolves wouldn't have clothing etc, so the easiest way is to put in an unspawned civ and give it the INDIVIDUAL_CONTROLABLE tag, like so:

Code: [Select]
[ENTITY:WOLVES]
[INDIV_CONTROLLABLE]
[CREATURE:WOLF]

lol playing as a balor
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Sabre of Pain

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Re: help with some adv mode mods plz
« Reply #8 on: January 03, 2011, 11:22:01 pm »

Wolves wouldn't have clothing etc, so the easiest way is to put in an unspawned civ and give it the INDIVIDUAL_CONTROLABLE tag, like so:
Code: [Select]
[ENTITY:WOLVES]
[INDIV_CONTROLLABLE]
[CREATURE:WOLF]
it works but as far as i can tell i don't have any skills, they dont show up on the skill list and i cant kill any npcs also i took moderate dmg from a raven
« Last Edit: January 03, 2011, 11:23:43 pm by Sabre of Pain »
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D_E

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Re: help with some adv mode mods plz
« Reply #9 on: January 03, 2011, 11:50:21 pm »

That is because wolves have no skills and can't learn.  This is because of the wolf creature rather than the entity.

If you want skills, you'll have to add the CAN_LEARN tag to the wolf creature, or copy/paste that creature, rename it to, say, WOLF_PLAYABLE, and give that creature the CAN_LEARN tag.

Remember to change CREATURE:WOLF to :WOLF_PLAYABLE in the entity file if you do this.

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Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Sabre of Pain

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Re: help with some adv mode mods plz
« Reply #10 on: January 04, 2011, 07:43:39 am »

it works now... but the graphic turned into that of a human

i dont understand... the creature tile should still be wolf but for some reason it isnt, i didn't change it and its still the same in the .txt
« Last Edit: January 04, 2011, 07:54:14 am by Sabre of Pain »
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Deon

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Re: help with some adv mode mods plz
« Reply #11 on: January 04, 2011, 08:03:42 am »

If you changed WOLF to WOLF_PLAYABLE, you have to make graphics for the WOLF_PLAYABLE creature as well (and don't forget to remove its biome settings or you will have two wolf types with the same name).
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Sabre of Pain

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Re: help with some adv mode mods plz
« Reply #12 on: January 04, 2011, 08:17:23 am »

these are the various codes i'm using

Code: [Select]
[CREATURE:WOLF_PLAYABLE]
[CREATURE_TILE:'w'][COLOR:7:0:0]
Code: [Select]
[CREATURE:WOLF]
[CREATURE_TILE:'w'][COLOR:7:0:0]
Code: [Select]
[CREATURE:HUMAN]
[CREATURE_TILE:'U'][COLOR:3:0:0]

what shows up when i try playing is
Code: [Select]
[CREATURE_TILE:'U'][COLOR:7:0:0]
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Deon

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Re: help with some adv mode mods plz
« Reply #13 on: January 04, 2011, 08:27:35 am »

So it's "U" instead of "w"? I thought you were playing with graphics.

Quote
but the graphic turned into that of a human
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sabre of Pain

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Re: help with some adv mode mods plz
« Reply #14 on: January 04, 2011, 08:31:28 am »

it appears i was mistaken, i needed to add WOLF_PLAYABLE to the graphics .txt despite the creature file being more or less an exact copy of WOLF

everything seems to be in order, time to tear out some throats

i find it interesting how you all seemed to assume i had basic knowledge of how any of this works, i did not, i do now, i did not then.
« Last Edit: January 04, 2011, 08:53:19 am by Sabre of Pain »
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