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Topics - GoblinCookie

Pages: [1] 2 3 4
1
DF Suggestions / Invading our own ex-fortresses (Invasion Mode)
« on: October 18, 2019, 05:27:05 am »
If we lose our fortress to an invasion then presently it simply becomes a ruin that we can reclaim.  In a few of cases this makes sense such as the following.

-Undead would just carry the bodies of our dwarves back to their towers for reanimation (not presently the case).
-Forgotten Beasts/Megabeasts/Titans would likely leave our fortress in ruins.

In the case of a lot invading civilizations however, it does not make sense that they would simply leave a fully built-up fortress in ruins to be reclaimed, especially if it's location is of strategic value.  The proposal here is that they decide what to do with a fortress when they have captured it based upon a combination of the fortress 'livability value' and it's strategic importance or liability.  The livability value is how suitable the fortress is for habitation by dwarf or other life.  Factors deciding livability could be the following.

+ Having a large number of accessible bedrooms increases livability.
+ Having an accessible dining room increases livability.
+ Having a large number of tame animals increases livability (except for elves).
+ Having access to a river or lake increases livability.
+ Having wells with drinkable water increase livability.
- Having accessible areas without fortification reduces livability.
- Setting up your fortress to be regularly flooded reduces livability.

This means that if you simply lie about in a field and do nothing before being conquered it is unlikely the invading goblins will occupy your fortress and you will be free to return.  If the fortress is occupied the occupiers will set up a group of huts with beds in them which house about 20 people each if present housing is insufficient.  The total population of the occupied player fortress is the number of bedrooms that there were at the time of it's conquest plus these huts.

The proposal is to have a mode in which we reconquer sites we have lost.  What happens is that we command an army from a playable civilization generated normally with the usual array of weaponry and we have to overcome the defending army which is of the civilization that occupies the site.  Civilians, including potentially dwarves from our previous embark do not fight at all but instead belong to whoever wins the invasion, should they survive the crossfire.  Once we have won the invasion we get three options, the first is for us to destroy the site and expel the population; that option would result in us being able to reclaim the site normally but we would lose most or all of the wealth to looting and the existing population would not be there.  The second option would result in you immediately embarking with the regular group of dwarves which are then immediately joined by any surviving civilian population.  The third option gives the site over to the conquering civilization to be ruled by an AI, maintaining the Status Quo in most mechanical senses. 

The third option largely exists because the second option would not be available if the population is higher than the population cap. 

2
DF Modding / Does Biome Support have any absolute meaning?
« on: July 07, 2019, 08:50:28 am »
The question I have is this, does Biome Support work in an absolute sense or does it only work in a relative sense.  So if I set [BIOME_SUPPORT] to 10 for all environments does that increase the density of the settlements of that faction as opposed to setting everything to 1, or does it only work relatively so that this will do nothing at all since all values are the same?

3
At the moment you can assume an identity, walk in a goblin dark fortress and release all the prisoners.  It makes sense that you should initially be able to infiltrate dark fortresses in this way, but only until someone spots your released children.  Also this bug need fixing.

4
Link to Book

Last week I finished a second edition of my (presently solely online) book, the Staff of Zelzhin, improving the spelling and redoing the formatting of how I notify people about languages; I felt I should set up a thread for it.  It is a fantasy novel that fits well with the kind of themes of Dwarf Fortress, it initially involves a bunch of young men in your typical epic fantasy kingdom being conscripted from their peasant village to fight against the dwarves. 

But the plot of the story really isn't just about dwarves fighting humans.  :)

I am also presently working on a sequel which is to be titled the Empire of Spikes.  You will find out who the emperor is and what spikes have to do with it in the Staff of Zelzhin.

5
DF Suggestions / Accidental advocacy
« on: February 26, 2019, 07:40:49 am »
When authors or artists write books or create works, they should reflect the values of the authors or artists; that is already in.  However on occasion a creator should create a work that advocates values that they don't themselves agree with and aren't necessarily even aware of.  This should be biased heavily towards the theme of the content, so a historical book concerning a battle should have a high chance of accidentally promoting pro-peace or anti-peace content, even if the author intended it to be a neutral account.

The same link between content and values should apply elsewhere.  There should be a higher chance that someone with relevant values concerning the topic should add those values in.  So a book about two people getting married should tend to reflect their authors values on romance and family, even if they are aware of their advocacy.  People with strong views on a value should also be biased towards the initial selection of topic according to that value. 

So instead of there just being specifically pro-value books, there would also be less explicitly ideological books that are still ideologically biased and the ideologically biased would be drawn towards topics in which their particular bias is relevant. 

6
DF Suggestions / Self-deification of the player
« on: December 25, 2018, 08:08:33 am »
I thought that with prophets in the game maybe the player could appoint their own prophet dedicated to a god that the player decides the name of.  So in effect the player's spiritual presence in the game becomes a deity and the deity is called whatever the player call it, plus has a caste, creature-type and spheres as well.  In effect the player-created god's religion then behaves rather like any other religion, with the extra caveat that the success or otherwise of the player in various roles can influence the success of that religion.

An extra mechanic is the ability to reveal or conceal the player's role.  When playing a fortress/adventurer the player can choose to declare that they are in fact God X.  This is naturally a double-edged sword, is they do well then it strengthens their faith but if they do badly it undermines their faith.  If they conceal their role, there is a possibility that someone with enough foresight might still figure out the player's role in events.

Also, avatars in general could exist and false avatars as well, whether the false avatar accepts their divinity or not.  It would be possible for the player to have a false avatar of the player running about the place and all sorts of fun if the player runs into the false avatar or the false avatar's followers and challenges their claims. 

7
DF Suggestions / Add scribes to major adventure mode sites that have books
« on: November 24, 2018, 08:20:13 am »
At the moment finding reading material for your adventurer to read on adventurers can be a challenge.  The problem is that a lot of books are artifacts and to take them from sites counts as stealing.  However what if we could order a copy of an artifact book on-site from a scribe that would solve the problem.  All we would have to do is add a scribe character to any major sites, based upon their entity being literate.  We can enter a dialogue with them in which we will be handed a book with a binding of our choice and select from a list of all the artifact books stored on site, in addition to any in our inventory. 

The scribe would be found in the library (if there is one) or otherwise would be stationed in the marketplace/depot of the site.  The basic cost of each book copy would be *100, but added to that would be value of the binding we choose from the available materials the site has access to; this would be a debt that would work like tavern drink/room debts currently work. 

8
Mod Releases / GoblinCookie's Expanded Dictionary 0.5
« on: September 08, 2018, 01:59:16 pm »
Taking over an abandoned attempt from Amostubel in creating an expanded dictionary for Dwarf Fortress, I finished the dictionary for use in my mod Forgotten Realms Direforged. This took me almost a year to complete and having finished the new version of the mod, I released a vanilla version of the dictionary as I had always planned to do once the work on the mod release was complete.

This is the version. It consists of a stripped down and simplified version of the mod's dictionary, intended for use by other modders to make their own mods without having to do all the work and for anyone who wants to use the dictionary stand-alone.

Credits to Amostubel for the original dictionary.

Link
0.5 Changes
Removed a number of redundant words.

9
DF Suggestions / Corporate Personality/Values.
« on: August 05, 2018, 06:59:58 am »
It does not really do to simply model rebellions by dwarves according to whether they personally are happy, because that basically means we can do whatever we wish as long as we give them nice dining halls and plenty of booze, which is not how things realistically would work.  As a solution to this problem I propose that site governments be given a corporate personality.  This would mean that the fortress would have an 'alignment' in terms both personality and values, which contrasts with that of the individual dwarves. 

To begin with the values are set to that of our civilization and the personality is the mean personality of of it's dominant species (so humans are set to 50 at everything).  Various actions and abstract decisions made by the player in play would adjust the corporate personality/values of the government in a given direction.  If an individual dwarf personality and values deviate from that of the corporate personality, then that dwarf's loyalty to his government is undermined, causing him to become prone to rebellion. 

The rebellions themselves work in the powderkeg/spark fashion.  An individual dwarf decides to rebel and keeps this fact initially secret from the player.  Dwarves with subordinate positions not only can lead rebellions while retaining their position but they are far more likely to lead rebellions than the average dwarf is.  The ultimate leaders of the site cannot lead rebellions, but instead becoming sufficiently disloyal causes them to resign from the government.  Subordinate position holders that are particularly honest in their values will also resign the government in a similar fashion if they become sufficiently disloyal/are recruited into a rebellion.  It goes without saying that you cannot reappoint a resigned leader to his former position. 

Rebellions start with an individual, aside from being a subordinate position holder another factor that encourages rebellion leader is having lots of friends.  The rebel leader will recruit followers from the disloyal dwarves, whether they are happy or not in the course of normal conversation and socializing, which will be invisible to the site government.  Once the rebellion has sufficient numbers and strength it will make a bid for power, loyal dwarves will fight for the government, disloyal dwarves even if not already recruited into the rebellion will oppose the government and dwarves who have mediocre loyalty will sit it out. 

Squads will follow the lead of their commander, the difference between squad members and ordinary dwarves is that mediocre loyalty squad members follow whatever stance taken by their commander, while both loyal and disloyal squad members will follow the lead of their commander should he decide to stay neutral.  The outcome of a successful rebellion in a player's site depends upon the state of the site, in all instances a successful rebellion causes the site to become unplayable but how they behave depends upon how complete the site is.

If the site is considered incomplete for the current population, that is to say there is insufficient furniture, rooms, constructed space etc, then the rebel dwarves will abandon the site and build a new site nearby, this will be a hillocks if the fortress population is small; the original site becomes a ruin and new dwarves can be moved in by the player (but not by anyone else).  If the site is considered complete for the current population then they will continue to live there and can be visited in adventure mode; but the population will be capped at the total number of dwarves supported by the architectural layout when the player was overthrown. 

10
DF Suggestions / Playing as existing historical characters.
« on: August 03, 2018, 07:09:49 am »
In order to allow us to play as existing historical characters, we need to consider the potential for abuse by the player in which having brought himself to ruin in one game, he can just retire and take over the historical character that leads the force threatening them and deliberately lead them to ruin before returning to his original perspective. 

I propose as a solution a system by which all positions in the civilization are given a particular score according to their relative importance, written along the lines of 10/100/1000/10000.  If the player rises to that position, then their score is increased to that level provided it is lower than the player's existing score.  The score however is per site government or per civilization and allows you to assume the role of any historical character whose position is scored equal to or less than the players score WITH the relevant entity.

The score is refunded if the player retires the character alive, or the character dies in a manner unavoidable to the player like old age.  If the player's character manages to get killed in a violent manner then the player loses the equivilant score as that character is worth.  So a king is worth 10000 and the player's score with that civilization is 20000 and the player has the king throw himself off a cliff then the player can play as the next king of their civilization, since he would then have 10000 points.  If he kills off that king however then he is back to the bottom of the heap, playing as an adventurer along the lines we have at present.

Fortress mode converts into adventure mode terms because the highest ranking position in your fortress turns into a score with your own site government/civilization government once you retire.  That would mean that if you played all the way until you were the capital, the highest position would be able to play as the mayor *of* your site or you could play as the king of your civilization.  Equally you could play as any of the nobles in your civilization but not the mayors of any other site.

11
DF Suggestions / Allow us to see our adventurers likes/dislikes
« on: April 16, 2017, 01:31:27 pm »
At the moment we cannot enter the full character screen for our adventurers during play, which I get around by simply taking a screenshot of my character when I create them.  However even though the characters have the demand to eat a nice meal, there is no actual information about what our adventurers likes/dislikes actually are.  Including on the initial creation screen strangely, so even screenshot taking does not allow me to get around this limitation. 

I suggest that we be able to see the likes/dislikes of our adventurers, even if only on the initial character creation screen.

12
DF Suggestions / Better animal behavior needed
« on: March 20, 2017, 02:20:05 pm »
At the moment, much as with many things animals while physically quite developed mechanically, are rather lacking in the behavior front. I have come up with a list of basic problems with animal behaviors that annoy me and their solutions.

Birds on the ground

Birds and other flying creatures presently always spawn on the ground and then take off when the player approaches, whether to attack or flee.  While it might be the case that we would find a bird or other flying creature on the ground, chances are that that would not be the normal manner in which to encounter them. There is no good reason for this, the game generates the Z-Levels above our heads as we pass, hence there is no reason that the birds cannot be generated in flight. This could be defined in the raws quite simply and easily, by default the bird groups are generated at a random Z-Level above our heads but there is also a small chance that they will generate on the ground.  Custom raw definitions would allow us to eliminate this altogether by setting the grounding value to 0, but equally we could set the value to 100 so that things are as present.  Related to this is the situation with pheasants, chickens, guinea fowl, peacocks and the ilk, they need a tag that tells them that they prefer to walk, keeping them from using flying except when they cannot reach their destination by any other means.

Predator/Prey behavior

At the moment everything is either [LARGE_PREDATOR] or [BENIGN], the absence of either tag causes creatures that are considered hostile but yet fail to act as such.  Predators attack creatures that are of a different species, while prey flee from creatures that are of a different species, this is a pretty solid system if simple, but it results in a silly situation.  Predators attack things that are too big from them to have any reasonable chance of harming while prey flee from things that are minute and they could crush underfoot effortlessly; basically in dwarf fortress elephants really are scared of mice.  I propose that these tags be made size dependent, a predator creature attacks only things that are below a certain size while a prey creature flees only from things that are above a certain size.  Otherwise the creatures should remain passive but the whole group should respond as regular enemies do if hostility is initiated against any one of their number, this would be the default behavior.  In this system a creature can be both predator or prey, or neither.

At a more advanced level there are a number of other things to consider adding in.  One of these is pack strength, predators should have a modifier that basically makes other things appear smaller than they are as per size calculations based upon the present strength of the group, so only a very large pack of wolves will hunt a human and a lone wolf will flee from one.  Certain prey animals could benefit from a threat range, this is a number of squares within which the creature will respond either with hostility or flight should a non-specific enter it; certain creatures while herbivorous are also extremely dangerous to get close to.  Another consideration is the reputation of one's species, entities probably ought to have a multiplier value defined that determines how big the prey animals are that the civilization can hunt, for instance if we have 10X value then we will kill off things 10X our size, so a human of 70000 would kill things up to 700000.  This ought to change the behavior of the creatures in biomes where that entity is close enough to hunt, this would override the normal default logics, causing creatures to flee from creatures even if they would be too small to normally fear them if they reside in biomes where they are hunted BY creaures of YOUR species.

The mechanics of hunting could do would other improvements as well.  Creatures that are prey animals should not stop running away until they are offloaded and creatures that are alerted should not be possible to sneak up on, basically they should be given extravision.  Extravision should be a general thing in this sense, alert creatures should no longer be constrained by their normal field of vision becoming impossible to sneak up on until they return to the normal unalert state.  Predators on the other hand that are hunting the player should methodologically follow the players tracks, stopping only when they find something else to eat.  That means that dumping a pile of meat on the ground along your tracks once the predators are out of sight should work to facilitate your escape.


Intelligent 'Animals'

Groups of intelligent creatures basically bite the biscuit when it comes to dysfunctionality at present.  Aside from fixing all the bugs that presently exist, one idea that really should be in is simply to allow us to define items IN the creature file DIRECTLY.  Instead of having all item bearing creatures HAVE to belong to an entity, we simply give them non-tracked items generated as soon as they are loaded and decide where to put them on the creature as normal.  The behavior of the creatures should also be unique, basically non-entity dwelling creatures should respond intelligently to threats in the enviroment.  That means that they would not simply run away or attack but would instead respond according to a 'reputation' that the nearby entities have given your own creature-type.  If your entity eat sentients AND hunts expect to end up killed, otherwise you should be able to have a chat with them or maybe even trade items. 

13
DF Modding / Apparently there is something wrong with this creature.
« on: January 30, 2017, 12:23:07 pm »
Code: [Select]
[CREATURE:DUERGAR]
[DESCRIPTION:A dwarf descended from the duergar, a ruthless and coldly calculating race of underdark dwelling dwarves. They came about when the shield dwarves of Barukair were enslaved by mind flayers and then transformed through genetic mixing with devils before they gained their freedom. ]
[NAME:duergar:duergar:duergar]
[CREATURE_TILE:1][COLOR:0:0:1]
[CREATURE_SOLDIER_TILE:2]
[LOW_LIGHT_VISION:10000]
[INTELLIGENT]
[STRANGE_MOODS]
[NATURAL_SKILL:DISCIPLINE:5]
[NATURAL_SKILL:DAGGER:1]
[NATURAL_SKILL:DODGING:1]
[NATURAL_SKILL:MELEE_COMBAT:1]
[CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:DWARF]
[CREATURE_CLASS:TORIL_CREATURE]
[CREATURE_CLASS:LAWFUL]
[CREATURE_CLASS:EVIL]
[CREATURE_CLASS:DEVIL]
[PERSONALITY:CHEER_PROPENSITY:0:10:100]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:10:100]
[PERSONALITY:EMOTIONALLY_OBSESSIVE:0:10:100]
[PERSONALITY:TRUST:0:10:100]
[PERSONALITY:HOPEFUL:0:20:100]
[PERSONALITY:IMAGINATION:0:20:100]
[PERSONALITY:ALTRUISM:0:20:100]
[PERSONALITY:HOPEFUL:0:20:100]
[PERSONALITY:WASTEFULNES:0:20:100]
[PERSONALITY:LOVE_PROPENSITY:0:20:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:30:100]
[PERSONALITY:ART_INCLINED:0:30:100]
[PERSONALITY:IMMODERATION:0:30:100]
[PERSONALITY:ACTIVITY_LEVEL:0:70:100]
[PERSONALITY:GREED:0:90:100]
[PERSONALITY:CRUELTY:0:90:100]
[PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500] ++
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500] ++
[PHYS_ATT_RANGE:RECUPERATION:700:1200:1400:1500:1600:1800:2500] ++
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1200:1400:1500:1600:1800:2500] ++
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500] ---
[CANOPENDOORS]
[BENIGN]
[LOCKPICKER]
[PREFSTRING:cold hearts]
[PREFSTRING:ability to swindle]
[PREFSTRING:ruthless efficiency]
[PREFSTRING:work ethic]
[GENERAL_BABY_NAME:baby duergar:baby duergar]
[GENERAL_CHILD_NAME:duergar child:duergar children]
[LOCKPICKER]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAXAGE:200:450]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:90]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[SWIMS_INNATE]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SKILL_LEARN_RATE:MINING:24]
[SKILL_LEARN_RATE:CRUTCH_WALK:300]
[SPOUSE_CONVERSION_TARGET]

[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CREATURE_CLASS:FEMALE_HUMANOID]
[BABYNAME:baby duergar girl:baby duergar girls]
[CHILDNAME:duergar girl:duergar girls]
[CASTE_NAME:duergar woman:duergar women:duergar woman]

[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CREATURE_CLASS:MALE_HUMANOID]
[BABYNAME:baby duergar boy:baby duergar boy]
[CHILDNAME:duergar boy:duergar boys]
[CASTE_NAME:duergar man:duergar men:duergar man]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:CHARCOAL:1:SLATE_GRAY:1:TAUPE_GRAY:1:ASH_GRAY:1:TAUPE_DARK:1:]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:facial hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:12:1:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:facial hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:facial hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:facial hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:CHARCOAL:1:SLATE_GRAY:1:TAUPE_GRAY:1:ASH_GRAY:1:TAUPE_DARK:1:]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:300:100:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:50:200]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_BLACK:1:]
[TLCM_NOUN:eyes:PLURAL]

Well apparently there is something wrong with this creature.  It works find in object testing and does not show up any error messages but as soon as I try to run a civilization with it then the world-gen crashes at the end of generating civilizations.  Having spend about a day trying different things, I am basically at the end of my patience, so I put it up here.

14
DF Modding / I have had enough of these reactions!
« on: August 27, 2016, 12:25:22 pm »
Code: [Select]
[REACTION:EXTRACT_GELATIN_FROM_CARTILAGE]
[NAME:extract gelatin from cartilage]
[BUILDING:KITCHEN:CUSTOM_A]
[REAGENT:A:150:GLOB:NONE:NONE:NONE][UNROTTEN][REACTION_CLASS:CARTILAGE]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:INORGANIC:GELATIN_TEMPLATE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:COOK]

[REACTION:MAKE_JELLY]
[NAME:make fruit jelly]
[BUILDING:KITCHEN:CUSTOM_J]
[REAGENT:A:1:POWDER_MISC:NONE:NONE:NONE][UNROTTEN][REACTION_CLASS:GELATIN]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:C:1:TOOL:ITEM_TOOL_JUG:NONE][EMPTY][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:D:1:PLANT_GROWTH:NONE:NONE:NONE][REACTION_CLASS:AM_FRUIT][UNROTTEN]
[PRODUCT:100:1:GLOB:INORGANIC:FRUIT_JELLY_TEMPLATE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:C]
[SKILL:COOK]

I cannot seem to get these reactions to work. My gnomes built a kitchen and butchered some animals, they seem to identify the reagents correctly as cartilage (I added a custom class to the material) and a bag.  However however much they add in no actual gelatin powder ever comes out, even though the product seems to be written perfectly, indeed pretty much identically to the powders in the game raws. 

15
DF Suggestions / 4 Level World Map: Better Caverns.
« on: August 18, 2016, 01:04:57 pm »
Basically speaking I do not like the present caverns much.  I do not see anything interesting about three generic spaces below the whole world that are filled with meaningless randomized detail where there is no sense of direction or actual meaningful development, it is just a place to get lost in and nothing more.  With fully developed kobold sites coming up imminently I feel we need to discuss the whole concept of developing the caverns into something akin to the surface world.

The basic idea here is to overhaul the present way the caverns are generated from the present where the whole world has three generic caverns and wherever you go you will find them to a system where caverns are generated based upon the caves that are randomly placed in the initial map.  During the initial generation of the surface world there are no caverns at all but then onto the surface world are placed caves exactly along the lines of the way that they are at the moment.  Then a new map is generated for the first layer of the caverns, with the map initially being nothing but rock but the other ends of the caverns on the surface are mapped in.  Around these caves are formed cavern biomes with a random size and shape, with their own unique cavern flora and fauna just as with the surface biomes, taken from the raws for the first layer of the caverns.  Sometimes more than one cavern will bump into each-other, especially if their caves on the surface are close together and then it will be possible to travel from one cavern biome to the other.  Then within, around or between the cavern biomes we create underground lake biomes with subterranean water creatures appropriate for the 1st cavern level. 

Then we add in underground passages into the cavern level just as we added in the caves to the surface and we create a 2nd cavern level from the 1st cavern level in the same manner we created the 1st cavern level before creating the 3rd cavern level in the same manner.  In the end we now have a 4 level world map that operates according to the exact same mechanics, we can add in the ability of groups to travel between the levels and we can model a whole world underground, with pretty much everything that happens on the .  We can have sites built and civilizations expand actually in the caverns, caves are no longer sites on the map in which kobolds live, instead the kobolds have sites in the caverns which function like all the other sides and the kobold thieves travel through the cave entrance which is no longer an actual site as such to steal from sites on the surface.  They could also potentially be joined in the caverns by the sites of other races, probably dwarves and goblins and steal from those too or they could head downwards into an even deeper cavern. 

The tricky part is goblin and dwarf fortresses which exist partly in the caverns.  This can however be solved by making those sites exist at all four levels at once, on the surface and each of the three cavern layers.  They take up space in those levels preventing other sites from colonizing there and they also act in all four levels as well, able to colonize and send armies or other parties to any cavern levels that they intersect.  Sometimes however they will be built on solid rock in all the levels are so will not be able to access any caverns at all, in the same manner if the player colonizes such a place he will find that there are no caverns at all and he can dig all the way down to the magma sea without encountering anything.

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