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Topics - Ralkesh

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DF Modding / [Mod][DF v0.43.03] Custom race & civ - Mousekin
« on: July 27, 2016, 11:23:49 pm »
Been ages since I've been on the forums after lurking for a long time... figured I'd take a crack at DF modding, by adding in a custom race and civ entity for them... spent roughly 3-4 days on both raw files and could do with help; granted I barely know any code (mostly copy/paste bits from other creatures/entity). But here's what I've done so far.

My aim is to add in a civilization of peaceful, yet isolationist mousepeople (smaller than dwarf but stronger than a kobold) that worship a single deity of creation (as in whoever created them), follow a basic caste hierarchy based on professions and if possible to have family groups as in [Name] [Surname] [Clan name], [Profession - Caste]? Closest example would be Skaven from Warhammer, with softer features and less self-centered murdering. Doesn't mean that an unscrupulous dictator benevolent overseer can't use them to harvest blood for Armok Wine for the Maker.

Ethics and Values:
Greatly revere law, family, truth, knowledge hard work, co-operation, commerce, harmony and respect crafts, skills, martial skill etc.
Follow human ethics, but find torture to be abhorrent and collect trophies of sentients/animals to be a personal matter.

Caste system as defined by skill and profession and pretty much condenses fortress professions into smaller groups
  • Administrators/Nobles - Self-Explanatory
  • Crafters - Smiths, Tailors, Crafts, Bowyers etc.
  • Militia - Soldiers.
  • Hearthmice - Agriculture/Cooking
  • Laborers - Hauling, Cleaning, basic jobs.
  • Caste-less - anyone who doesn't have the requisite skill level to move into a caste.
  • Children/Infants - self-explanatory, might add petitioners to this caste :p.

Creature Raw file. I've been trying to split hair into two groups one for the head (hair) the other covering the body/limbs (fur), both separate colours and along with a fairly largeish littersize well... you'll end up with a mousesplosion which is offset by most hazards like danger rooms, GCS, goblins etc

Spoiler (click to show/hide)

And the associated entity raw.
Spoiler (click to show/hide)

Have no idea how to lock them to a [Good] surrounds for their spawn biome but at least I've gotten them to spawn into the world :3 shame they don't appear as civilized in Legends viewer, but fall under the 'other' creature section. Will get around to writing their language file most likely Slavic translations, as for adding in intermittent *squeaks* into dialogue..

Copied the dwarven and human entity raws and spliced them together, I'll add their own variation of nobles. Also would increasing the militia cap be a good idea? as in swarm opponents?

Probably repeated myself here... but the problems I am running into are
  • Spiting hair into two subgroups, head and body. eg "His hair is chestnut and unkempt. His fur is soft and white."
  • Castes defined by profession group
  • Single deity religion other than Force
  • Forcing civilization spawn to any good surrounding biome
  • adding *squeak* into dialogue

Quick update after testing in fortress mode.... Managed to get them to construct workshops and harvest plants, however even with '1' priority designations they can't mine or chop trees nor will they pick the axes or picks up.

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