Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: bittersweet on July 14, 2008, 07:53:33 pm

Title: Help a newbie modder with a new race?
Post by: bittersweet on July 14, 2008, 07:53:33 pm
I'm trying to get my gnolls to work correctly.  I'll post the entity_default for it and the creature file.
The specific problem (beyond the fact that the caves aren't showing up for me in .39a) is that I take them to human/etc towns and they never seem to be hostile.

[ENTITY:EVIL]
   [CREATURE:GNOLL]
   [INDIV_CONTROLLABLE]
   [ADVENTURE_TIER:4]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_CROSSBOW]
      [AMMO:ITEM_AMMO_BOLTS]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_PIKE]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_SWORD_2H]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_DAGGER_LARGE]
   [WEAPON:ITEM_WEAPON_SCOURGE]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [WEAPON:ITEM_WEAPON_SCIMITAR]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [ABUSE_BODIES]
   [CLOTHING]
   [USE_CAVE_ANIMALS]
   [USE_ANIMAL_PRODUCTS]
   [LOW_SKILL]
   [FRIENDLY_COLOR:6:0:0]
   [DEFAULT_SITE_TYPE:CAVE]
   [liKES_SITE:CAVE]
   [TOLERATES_SITE:CAVE]
   [CAN_HAVE_MILITARY_LEADER]
   [CAN_HAVE_MILITARY_SITE_LEADER]
   [START_BIOME:MOUNTAIN]
   [START_BIOME:NOT_FREEZING]
   [SPHERE_ALIGNMENT:WAR:512]
   [BIOME_SUPPORT:ANY_WETLAND:3]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_LAKE:2]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:1]
   [BIOME_SUPPORT:ANY_SAVANNA:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:1]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]
   [RELIGION:ANY_APPROPRIATE_POWER]
   [CULL_SYMBOL:ALL:DOMESTIC]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:HOLY]
   [CULL_SYMBOL:ALL:PEACE]
   [CULL_SYMBOL:ALL:NEGATOR]
   [CULL_SYMBOL:ALL:GOOD]
   [AMBUSHER]
   [MAX_STARTING_CIV_NUMBER:10]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:2000]
   [MAX_SITE_POP_NUMBER:120]
   [SCOUT]
   [SIEGER]
   [PERMITTED_JOB:MINER]
   [PERMITTED_JOB:TRAPPER]
   [PERMITTED_JOB:ANIMAL_DISSECTOR]
   [PERMITTED_JOB:STONECRAFTER]
   [PERMITTED_JOB:BONE_CARVER]
   [PERMITTED_JOB:HERBALIST]
   [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]
   [ETHIC:KILL_NEUTRAL:ACCEPTABLE]
   [ETHIC:KILL_ENEMY:ACCEPTABLE]
   [ETHIC:KILL_ANIMAL:ACCEPTABLE]
   [ETHIC:KILL_PLANT:ACCEPTABLE]
   [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
   [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
   [ETHIC:TREASON:PUNISH_CAPITAL]
   [ETHIC:OATH_BREAKING:ACCEPTABLE]
   [ETHIC:LYING:ACCEPTABLE]
   [ETHIC:VANDALISM:PERSONAL_MATTER]
   [ETHIC:TRESPASSING:PERSONAL_MATTER]
   [ETHIC:THEFT:PERSONAL_MATTER]
   [ETHIC:ASSAULT:ACCEPTABLE]
   [ETHIC:SLAVERY:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]

and the creature file

[OBJECT:CREATURE]

[CREATURE:GNOLL]
[NAME:gnoll:gnolls:gnoll]
[TILE:'G']
[COLOR:7:0:0]
[GLOWTILE:'"']
[GLOWCOLOR:4:0:1]
[GENPOWER:2]
[EVIL]
[INTELLIGENT]
[liKES_FIGHTING]
[BONECARN]
[CANOPENDOORS]
[PREFSTRING:funny names]
[PREFSTRING:devotion to conflict]
[PREFSTRING:thick mane]
[PREFSTRING:miserable nature]
[PREFSTRING:savage hunger]
[PREFSTRING:conflicting temperaments]
[PREFSTRING:hunched stature]
[PREFSTRING:unnerving laughter]
[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
[CHILD:4]
[BABY:1]
[SIZE:9]
[FAT:2]
[EQUIPS]
[NOCTURNAL]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:10]
[SWIMS_LEARNED]
[SWIM_SPEED:2500]
[PERSONALITY:ANGER:25:75:100]
[PERSONALITY:IMMODERATION:50:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:40:90]
[PERSONALITY:SYMPATHY:0:25:50]
Title: Re: Help a newbie modder with a new race?
Post by: Zaratustra on July 14, 2008, 10:29:35 pm
Check errorlog.txt on the game's home dir and fix all the mistakes it shows.
Title: Re: Help a newbie modder with a new race?
Post by: Deon on July 15, 2008, 05:12:07 am
Do you want them to replace your goblins? Why do they share the same entity name?
Also is it for a new version? In the new version there's no evil/friendly tags; the wars are fought for some reasons.
Title: Re: Help a newbie modder with a new race?
Post by: Aqizzar on July 15, 2008, 05:37:09 am
For clarity, there are still [EVIL] tags - goblins have them, though they might not do anything.  And according to the file changes txt, entity groupings are now meaningless.

As for why they're not hostile, it's the same unknown conflation of ethics and actions that's rendered goblins into pacifistic yeomen.  Until extensive modding figures out how all the tag settings interact, you'll probably just have to hop Toady releases a "make gobs evil" patch and copy it.
Title: Re: Help a newbie modder with a new race?
Post by: Zaratustra on July 15, 2008, 05:56:06 am
Entity -groupings- are meaningless, but the tag [ENTITY:EVIL] will conflict with the goblin one. call it [ENTITY:GNOLL] or something.
Title: Re: Help a newbie modder with a new race?
Post by: Deon on July 15, 2008, 06:26:22 am
That's exactly what I said, Zaratustra.

Well, you have to read the legends now to understand are the gobbies your enemies now. Or will you get elven caravan or ambush.

Do the end-worldgen settings affect the fortress mode? I mean, if your civ was at war with elves in year 1050 does it mean that you'll get no elven caravans and elven ambushes?
Also how to tread "neighbour civs" now? There're only elves/dwarves/humans but there's no civ names.
Title: Re: Help a newbie modder with a new race?
Post by: Nazush Ebsas on July 15, 2008, 08:29:17 am
well, as it stands globlins find everything acceptable/p_m, so they won't attack another civ for any ethical reason, as the ethics tags so far as i can see are on a negative scale, if there are some on a positive scale, and goblins seem to be missing a sieger tag aaaand...

*Although, pretending to think about it, it probably has alot to do with goblins having little or no interest in the dwellings of other races, dark fortress is the only one they [...]

As ethics looks like it's purely for worldgen interaction, and worldgen interaction then sets civ vs civ stances, and you're out to be teh evilz, just set your entity to like all sites, and find everything acceptable, and everybodyelse to like just their own site, and find everything unthinkable. well, except kobolds i guess. Sounds of the comments so far is that additional civ entities are possible, so.. if they aren't, modding the kobolds out would probably be more interesting tan modding the goblins out..



Deon, I think it lists civs you're at war with with a red - - - - - - when you tab to them. I'll assume that when you go to that screen it's checking the civ of the race that you'd be trading with, rather than the race as a whole, which still makes sense, and obviously [if it's not bugged] a civ you're at war with would send an attacking force rather tha a caravan.
Title: Re: Help a newbie modder with a new race?
Post by: bittersweet on July 15, 2008, 12:38:28 pm
Ah, thanks for clarifying the change to the [evil] tag.  As for the other things they were just bits and pieces I hadn't fixed up when I posted that.  I'm pretty sure its not something wrong with it making them unaggressive.  I wasn't trying to replace the gobs or kobolds and switched the entity tag over, too.  It just seems like they shouldn't get along with anyone, but wherever I go its all peace and harmony from the humans, elves, dwarves.  I can understand the goblins because they have almost identical tags, but these are sapient eating, torturing, tree cutting beasts we're talking about.

Oh well, I'll figure something out.
Title: Re: Help a newbie modder with a new race?
Post by: Deon on July 15, 2008, 12:43:40 pm
well, as it stands globlins find everything acceptable/p_m, so they won't attack another civ for any ethical reason, as the ethics tags so far as i can see are on a negative scale, if there are some on a positive scale, and goblins seem to be missing a sieger tag aaaand...

*Although, pretending to think about it, it probably has alot to do with goblins having little or no interest in the dwellings of other races, dark fortress is the only one they [...]

As ethics looks like it's purely for worldgen interaction, and worldgen interaction then sets civ vs civ stances, and you're out to be teh evilz, just set your entity to like all sites, and find everything acceptable, and everybodyelse to like just their own site, and find everything unthinkable. well, except kobolds i guess. Sounds of the comments so far is that additional civ entities are possible, so.. if they aren't, modding the kobolds out would probably be more interesting tan modding the goblins out..



Deon, I think it lists civs you're at war with with a red - - - - - - when you tab to them. I'll assume that when you go to that screen it's checking the civ of the race that you'd be trading with, rather than the race as a whole, which still makes sense, and obviously [if it's not bugged] a civ you're at war with would send an attacking force rather tha a caravan.
Thanks for the info on red "---", then I ended with worlds without enemies and didn't see it, that's why I asked.
Title: Re: Help a newbie modder with a new race?
Post by: Tiler on July 15, 2008, 03:25:07 pm
I don't think the red ----- means you're at war. If you are at war, you get a nice big ol' WAR text instead. I think the ------- means they won't trade with you, or while you're not at war, they'll attack you anyways.
Title: Re: Help a newbie modder with a new race?
Post by: LumenPlacidum on July 15, 2008, 04:11:28 pm
There's definitely a "WAR" indicator in the neighboring civilizations screen at embark.
Title: Re: Help a newbie modder with a new race?
Post by: DwarfMan69 on July 16, 2008, 06:49:23 pm
Has toady stated whether he was going to make goblins evil again in the next release?

Also, I noticed that most of the goblins in the dark fortresses are killed/murdered and replaced by beings of other races. My suggestion is to simply make goblins hate everybody besides kobolds and themselves. They should always be looking for more land and ready to go to war. Also, their fortresses should be harder to attack. Attacking a human wooden town or an elven retreat should be easier than assulting a stone fortress.
Title: Re: Help a newbie modder with a new race?
Post by: Deon on July 16, 2008, 07:11:55 pm
I have never seen friendly goblins yet so it should be pretty random.
Title: Re: Help a newbie modder with a new race?
Post by: Grey_313 on July 18, 2008, 04:55:55 pm
I haven't seen anything BUT friendly goblins, at least in Adventure mode.
Title: Re: Help a newbie modder with a new race?
Post by: Deon on July 18, 2008, 05:48:35 pm
Well, I was lucky to have a war with them. Now I have goblin happy tree friends.