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Messages - Tibb

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Mod Releases / Re: [43.05] Dwarvemon Mod (515/802 Pokemon)
« on: February 07, 2017, 07:55:37 pm »
That's not it either. Some times they are together and sometimes they aren't. Dwarf fortress is a mystery.

I did find out that if you put [INTELLIGENT] in the entity_default section rather than the creature, worldgen works fine as if they were intelligent but as soon as you embark your fortress crumbles.

Wonder if any super modders know a way to add 800+ diff creatures to a single civ and have them all show up and have the [intelligent] tag but also leave their base creatures without the [intelligent] tag?

probably some sort of script-based wizardry.

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Mod Releases / Re: [43.05] Dwarvemon Mod (515/802 Pokemon)
« on: February 07, 2017, 07:44:33 pm »
No the TRANSLATION is just what it's called in dialogue.

I have no idea why yours came out as only one species? Although i'm pretty sure they all need at least [CAN_CIV]?

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Mod Releases / Re: [43.05] Dwarvemon Mod (515/802 Pokemon)
« on: February 07, 2017, 07:14:09 pm »
You can just make a single civ and then add all the creatures to it. Just keep adding [CREATURE: ] tags to the same entry and they'll all be part of that civ, and make the [TRANSLATION:ADVENTURER]

For example: I did this to replace the dwarf entry in entity_default

Code: [Select]
[ENTITY:MOUNTAIN]
[SITE_CONTROLLABLE]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:MACHOP]
[CREATURE:CLEFAIRY]
[TRANSLATION:CHILD OF THE MOUNTAIN]

Both are considered "Child of the mountain" and are part of the same civ during worldgen. On some worldgens, clefairy don't survive and it just ends up with machop, but sometimes they survive together.

4
Mod Releases / Re: [43.05] Dwarvemon Mod (500/802 Pokemon)
« on: February 07, 2017, 11:50:58 am »
Masterwork DF and Dark ages: War & Mythos use a script for random generation. I know MWdf has it configured to be able to do a number of things, including generate a number of sapient creatures that show up in adv mode.

http://www.bay12forums.com/smf/index.php?topic=91255.0CreateObject

But if you really want to use this mod in fortress mode, it's pretty straight forward. Assemble your dwarf fortress of choice; modded or not or whatever, drop this mod in, pick the playable civ you want to replace from an entity_ text and replace the CREATURE: entry with the all caps of the species you want, then edit the species you want to play to have whatever you want of the appropriate tags you can probably copy over from the civ you're replacing from the respective creature_ text. [INTELLIGENT] and [EQUIPS] and [CANOPENDOORS] for example. It's also safe to delete all creature_ texts besides the ones that came with this mod, and all the entity_ texts as long as you make sure to have at least one entity_ text with at least one civ inside it, else worldgen might not work.

It works, for the most part, though you might need to copy over the gaits if you notice any weirdness. (for instance, if you use Clefairy you might notice they move really slow respective to dwarves.)

Some species are pretty weak compared to others, and make for incredibly challenging fortress embarks.
Some species don't seem to survive as civs often in worldgen; For instance, almost every worldgen I've tried with Ghastly as a civ  ends their entire species within the first 30 years.

5
Mod Releases / Re: [43.05] Dwarvemon Mod (500/802 Pokemon)
« on: February 06, 2017, 10:29:26 pm »
Yeah that's kind of a shame.

Maybe make it so that random humanoid variants can spawn civs during worldgen?
Like the base game's x-man system (Owl-man, seal-man, whatever), except actual civ instead of just savage wanderers/hamlet builders.


6
Mod Releases / Re: [43.05] Dwarvemon Mod (500/802 Pokemon)
« on: February 06, 2017, 09:10:23 am »
I was goofing around with raws;
As a test I removed the redundant can_speak tag and added [INTELLIGENT][EQUIPS][CAVE_ADAPT][DIURNAL][SMELL_TRIGGER:90][LOW_LIGHT_VISION:10000][LIKES_FIGHTING][STRANGE_MOODS][TRANCES][BENIGN][CANOPENDOORS]

to Riolu creature, and [INTELLIGENT][EQUIPS][LIKES_FIGHTING][TRANCES][BENIGN][CANOPENDOORS] to the Lucario creature..

Then replaced in entity_default the dwarf entry with [CREATURE:RIOLU][TRANSLATION:RIOLU], and the human entry with [CREATURE:LUCARIO][TRANSLATION:LUCARIO].

It worked, oddly enough. Was interesting, and I could probably set up a scenario where all the base civs are replaced with first tiers of various types edited like this, and just have their next evolution up be savage or something and see what the worldgen result is.

I did run into some weirdness, though. At one point I approached a Riolu mayor and this happened,

Code: [Select]
The mayor Olin Avuznosing: Hello B‰mbul.
The mayor Olin Avuznosing breathes a cloud of Olin Minedbrush's riolu n/a vapor!
The mayor Olin Avuznosing is caught in a burst of Olin Minedbrush's riolu n/a!
The mayor Olin Avuznosing is caught in a cloud of Olin Minedbrush's riolu n/a!
The mayor Olin Avuznosing is caught in a cloud of Olin Minedbrush's riolu n/a!
The mayor Olin Avuznosing is caught in a cloud of Olin Minedbrush's riolu n/a!
You are caught in a burst of Olin Minedbrush's riolu n/a!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!
You are melting!

I assume it was the evolution syndrome, and the entry for that ability has no adventure name, so it shows up as an invisible entry for the adventurer.
Using it themselves as an adventurer, though, it seems to work as intended, and doesn't melt or anything. The evolution doesn't seem to happen until the site gets unloaded, though, IE: sleeping or traveling.

Second weirdness:

For some reason, going from riolu with superior strength ends up with a lucario with low strength. (I assume it has something to do with how small creature strength is treated vs large)


I assume these aren't really direct bugs, as this raw editing was never the intention of the mod itself, but thought I'd bring it up.

As to a suggestion for the mod: Maybe some object or objects that give off evolution syndromes, maybe each species has its own unique trigger rather than having identical, or maybe some reaction you can use on items that gives off a cloud? Would be neat if pkmn could CAN_LEARN and it checked for skill progression somehow?

Seems kind of silly that they can just randomly belch it out themselves for a mass evolution party.

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