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Author Topic: Modding Animals for SCIENCE  (Read 2711 times)

Hels

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Modding Animals for SCIENCE
« on: September 19, 2011, 11:28:32 am »

So I've made an army of badgers, and subsequently had a badgersplosion that crippled my FPS.

What other kinds of tags are there to add to a creature to make it even more ferocious in combat? (Namely badgers, as I love them).

Can I make them intelligent? Maybe get them to wear armor?
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Ross Vernal

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Re: Modding Animals for SCIENCE
« Reply #1 on: September 19, 2011, 11:48:42 am »

Learning, talking, vermin-hunting equipping war badgers who are prone to rage, can enter martial trances, breathe fire, see without eyes, like to fight, have no concept of fear, and have a very, very, very painful bite. This may induce random moments of FUN!!, especially before you tame them.

And especially if they get into the booze to go after vermin.

Code: [Select]
[CAN_LEARN]
[CAN_SPEAK]
[DRAGONFIREBREATH]
[EQUIPS]
[EXTRAVISION]
[FIREIMMUNE_SUPER]
[HUNTS_VERMIN]
[TRAINABLE_WAR]
[TRANCES]
[PARALYZEIMMUNE]
[LIKES_FIGHTING]
[PRONE_TO_RAGE:30]
[NOFEAR]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen badger venom]
[STATE_ADJ:ALL_SOLID:frozen badger venom]
[STATE_NAME:LIQUID:badger venom]
[STATE_ADJ:LIQUID:badger venom]
[STATE_NAME:GAS:boiling badger venom]
[STATE_ADJ:GAS:boiling badger venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:badger bite] [SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:BADGER:ALL] [SYN_INJECTED]
[CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH] [ATTACK_SKILL:BITE] [ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100] [ATTACK_FLAG_EDGE] [ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_FLAG_CANLATCH]
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KtosoX

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Re: Modding Animals for SCIENCE
« Reply #2 on: September 19, 2011, 11:53:56 am »

That is some very nasty bite, indeed
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Necro910

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Re: Modding Animals for SCIENCE
« Reply #3 on: September 19, 2011, 12:12:34 pm »

So I've made an army of badgers, and subsequently had a badgersplosion that crippled my FPS.

What other kinds of tags are there to add to a creature to make it even more ferocious in combat? (Namely badgers, as I love them).

Can I make them intelligent? Maybe get them to wear armor?
I believe this goes into modding, but I'm not going to bitch.

Moving on, I made magma carp. Turns out that there was nothing preventing them from walking on land and eating the fortress.

Take note I said "Fortress" not just "the population"

Ross Vernal

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Re: Modding Animals for SCIENCE
« Reply #4 on: September 19, 2011, 12:16:12 pm »

Testing seems to indicate that this works.

As a side note, two of these badgers managed to take down a Giant by biting it in the head and shaking it around until it died.

Additional side note: giant badgers now also breathe fire.
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Roraborialisforealis

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Re: Modding Animals for SCIENCE
« Reply #5 on: September 19, 2011, 01:19:34 pm »

Now just make badgers playable in adventure!
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Spoiler (click to show/hide)

Girlinhat

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Re: Modding Animals for SCIENCE
« Reply #6 on: September 19, 2011, 01:40:51 pm »

Size matters more than anything for combat, which is why giant badgers hurt a lot.  Trancing helps too, it basically lets the creature dance circles around multiple foes.  A trancing enraged giant badger is probably the most destructive force in the known world.

IronValley

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Re: Modding Animals for SCIENCE
« Reply #7 on: September 19, 2011, 01:50:26 pm »

One thing that truly bothers me is this: My giant badgers won't breed! (Vanilla ones). They're penned together, males and females, but refuse to reproduce.... my army needs Giant Badgers! Grizzly bears just don't cut it anymore =/
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Ross Vernal

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Re: Modding Animals for SCIENCE
« Reply #8 on: September 19, 2011, 01:54:02 pm »

Alternately, if you don't want Fire Breath...

[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW] for that same lovely poison for a breath attack....

Spoiler (click to show/hide)
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Girlinhat

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Re: Modding Animals for SCIENCE
« Reply #9 on: September 19, 2011, 01:56:23 pm »

Make sure they have the [PET] tag.  Even if they're not tamed, they need that tag to breed.  [PET_EXOTIC] will not breed in the wild, and those without a tag can't at all.  And of course, make sure they have a valid CHILD tag.

Melissia

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Re: Modding Animals for SCIENCE
« Reply #10 on: September 19, 2011, 02:04:22 pm »

Hm.  Perhaps we can mod a giant kitten whose bite can go throuth adamantine?
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They Got Leader

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Re: Modding Animals for SCIENCE
« Reply #11 on: September 19, 2011, 03:33:07 pm »

You could mod these badgers to have leave adamantine behind when they die. That would be like the icing on the cake of awesome. Every badger that falls to the enemy will create adamantine to fuel the fires of your economy.
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Necro910

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Re: Modding Animals for SCIENCE
« Reply #12 on: September 19, 2011, 04:16:42 pm »

You could mod these badgers to have leave adamantine behind when they die. That would be like the icing on the cake of awesome. Every badger that falls to the enemy will create adamantine to fuel the fires of your economy.
Bonus points if they drop burning coal as well.

Xen0n

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Re: Modding Animals for SCIENCE
« Reply #13 on: September 19, 2011, 04:21:15 pm »

You could mod these badgers to have leave adamantine behind when they die. That would be like the icing on the cake of awesome. Every badger that falls to the enemy will create adamantine to fuel the fires of your economy.
Bonus points if they excrete burning coal as well.

Fix'd that for you.

...Wait, now I'm curious, is this possible right now?   I feel like it should be.  If we can make chickens lay live bees, and I heard someone had a goose laying solid iron thrones by accident, can we add some kind of [LAYS:COAL] tag to these guys?  Because we totally should.

Heck, if we do this right, we should be able to replace ALL creatures in the game with UberBadgers.  Possibly all industries, if we add [SHEARABLE], [MILKABLE] and somehow get booze out of the mix.
« Last Edit: September 19, 2011, 04:24:27 pm by Xen0n »
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Ross Vernal

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Re: Modding Animals for SCIENCE
« Reply #14 on: September 19, 2011, 04:33:49 pm »

http://df.magmawiki.com/index.php/DF2010:Creature_token

I would advise you to figure it out yourself from there. I'm pretty sure you can have badgers laying cotton candy gems, but, yeah, I'm the type who goes by gut feeling to build things and I feel that at the moment, that's beyond my skills.
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