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Messages - Farce

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751
Other Games / Re: How did you last die?
« on: April 19, 2011, 09:03:19 am »
Fell knight
Stop playing the PSP version!


Also, nothing was happening during the round, so I, the Mime, buckled myself into the Theatre counter's chair and suicided.  Death standing up!

I got a real good kick out of it when the rest of the crew came by and noticed I was dead.  Doctors, Sec and the Chaplain were all standing around there.


On a mostly unrelated note, my latest DoomRL death was due to attempting The Wall with only two large medkits.  I was doing really good, too...

...So I savescummed and beat it.  Didn't die beyond that one time, either.  Also got me my Ammochain (infinite ammo for rapidfire weapons) there, and on the very next level I spawned next to a laser rifle.  Dakka dakka!

752
Other Games / Re: How did you last die?
« on: April 16, 2011, 01:57:15 am »
DoomRL spawned me in one of those wide-open cavern levels with no cover.  Cacodemons.  They'd only just started showing up in the normal levels, I think.

Surrounded, didn't have enough dakka, armor or health.

Goddamn, how am I supposed to deal with those levels?

753
Other Games / Re: Gimme steampunk!
« on: April 13, 2011, 05:46:56 pm »
Quote
Wachenroder, a JP-only Sega Saturn-era Steampunk Strategy RPG

Oh wow, I didn't know there was another one of those.


It's a bit of a stretch, but you could look up Sakura Wars.  It's a mecha series set in an alternate-history 1920s.  Instead of WWI, demons appeared, and the game is set right after that.  It's a TRPG/Adventure game/Dating sim, and your characters are theatre performers in the downtime between being badasses in magisteamtech power armor.  It relies pretty heavily on Rule of Cool.

Unfortunately, the focus isn't really the steampunk, and the only one available in English is more Jazz and Jets, as I understand it.  Robot samples.

/fangush.

It's pretty silly and over the top.  If you don't mind that though, it's great.

There's an incomplete Let's Play of the first game on SA, if you're interested.

754
LiberHell Crime Squad.
Oh man.  Fund it.

755
Other Games / Re: On Touhou: Where do I start?
« on: April 13, 2011, 03:12:49 am »
You know, I think Hina's got my favorite theme out of the lot.  Marisa has awesome music like everywhere, and Mystia's can get awesomely spooky-ominous with the right treatment.

...I've only tried the fighting games and Mystical Chain, myself.  I don't think I'd do well at the whole danmaku thing, but I don't want to play on anything besides Lunatic.  Lunatic has the prettiest patterns.  :<

Concealed the Conclusion looks really cool, too, but as I understand it's really hard.

756
You get to breed your bulls, through bull on bull action

Er. Er...

What?  :o
Show me your honor.

757
Other Games / Re: Your Worst Video Game Luck
« on: April 07, 2011, 03:55:49 am »
Oh... yeah, I think I dumpstatted Dexterity.  He was also using MP5Ks, which I assume are pretty unwieldy held one-handed.  When I got him the rifle from the guy on the roof of the Drassen SAM site, though, he did much better.

758
Other Games / Re: Your Worst Video Game Luck
« on: April 06, 2011, 04:20:23 am »
Fallout 2, a couple weeks ago.

Man, I know I only put 1 into Luck, but those shotgun blasts to the eyes should really do more than 17 damage.

I also feel that I missed on 95% accuracy shots a disproportionately large amount of times.

Somewhat similar is Jagged Alliance 2, slightly less than a couple weeks ago.  He was dual-wielding, but even then, my IMP guy had ambidextrous and maxed-in-chargen marksmanship, and it was still pretty rare for him to hit anything.  Fox, who only had... 73 marksmanship, I think - 12 less than the IMP guy - was hitting near everything I told her to shoot.  And Bull, the real soldier of the group, was a pretty terrible shot as well.

759
...This revision is sounding pretty lame, and has mostly crushed the little desire I had to get back to it.

760
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 06, 2011, 04:00:05 am »
Moving this and deleting the other one, cause I don't think Farce saw this. If there's anything I'm very wrong about or doesn't need to be changed cause it won't affect anything, let me know, as I'm still learning myself. :)
Sorry!  I've been a bit preoccupied, so I hadn't made time to type up a reply yet.  :x  I've managed to get them in worldgen - I haven't encountered them in Fort mode, and I haven't tried them out in Adventure mode yet, though.


Make sure you check for an errorlog in the DF main folder.
I wasn't aware it existed beforehand.  :x  It was really helpful, thanks for pointing it out.

Unless it was intentional, you might want to add a few [CULL_SYMBOL:ALL:xxx], otherwise you could end up with orc places with pretty, lovely, flowery names.  :-*
I'm fine with the flowery names.  I'm going for more a boisterous, violent joie de vivre, so orcs that loev flowers is cool.  Also, my idea for 'em came about when I didn't realize giving them the "birth" art/sphere/whatever would make them emblazon their shields with babies.  The mental image of humongous, ridiculously strong, half-naked green guys charging into battle and eviscerating everything while using bloodspattered shields decorated with babies was hilarious, so if I keep from culling other stuff I might get lucky with something else funny.

Also I didn't want to go through the list again.

The image linked in the face in my sig was from that, too, I think.

They start in cities, but then they try to move to ruins and caves? You could try adding [LIKES_SITE:CITY] and see if that helps them prosper a little, but I'm just guessing at that one.
I wanted them to have little villages and stuff visible on the adventure travel map, but also live in caves and other primitive kinda stuff like that.  I don't think there're any appropriate sites, so I sorta just half-assed it.  :x

I think the soldier tile is only needed if it's different than the creature tile. Probably not a huge deal though.
Yeah.  They were displaying as blank spaces, so I think that was the issue.

2HEART
There is no such thing as a 2HEART body tag. You can't just add a number to that, it's just a tag name. You could call it POOP and it would still be a heart if you gave it heart parameters. lol You will have to make a tag and specify the two hearts and what they are used for. Look under the body_default for the HEART and 2LUNGS for an idea of how that works and then make your own body_orc file with that one new part. I have two hearts for my centaurs, but one is larger and located in the lower body but it works the same way, so let me know if you have any trouble.
I've since made a 2HEART body thing, as well as a TEETH_WITH_TUSKS tag - which is the regular TEETH entry with the lower canines replaced.  I'm not sure if they work, though - haven't seen 'em in my current game, and I haven't checked out Arena with 'em yet.  ...I think I might've done sommat wrong though, as a quick adventure mode didn't display their tusks when in the targetting menu.

Is that intentional? 9 years old they are 85 kg and then they grow to 100 kg at age 60? Not saying it wouldn't work or that you can't do it, but consider the age limit you gave them starting at 40. If they can possibly die of old age at 40, should they be growing again at age 60? Just curious what that's all about, really.

 I don't know if this is a problem, but your orcs don't live that long. You started their old age at 40 and maxed it at 95. For reference, dwarves' maxage is 150-170, so that's why their gray and white hair growth stopping points are higher.

Same deal here. 60 is when you wanted body size to grow again, so why would they start to get wrinkly skin at 60?
Yeah, intentional.  I wanted to make even buffer elder-orcs, so I gave them an extra growth in their old age - the normal adult ones are already bigger and stronger than everything else, so these superpowered ones should be rarer due to old age.  The hair-graying and wrinklifiying things weren't touched - made the creature file by copying and editing the Dwarf file, so it's the same.  I didn't really want to bother with it.  :x

Let's just say their bodies stay healthy and strong into their old age, or something.  That makes sense sorta, right?

You don't have crossbows in your entity file.
Yeah.  Also a leftover from the Dorf file.  It's not really doin' anything, so might as well leave it, no?

This is under debate. It's a new tag and we're unsure if it makes a creature default to a rage state. But you do need a number here I believe. Start with 1 and see what happens?
Yeah, I didn't see them raging without the :1.  I haven't tested that yet either, though, but it should work - I copied the entry from the giant badger entry.


That would restrict orcs to Savage areas. Did you make high Savage worlds so that they are more likely to survive?
Yeah, I was tweaking the savagery up in worldgen.  I think it was due to choosing a rare biome - I didn't know which was rare and which wasn't, and I sorta didn't see the biome thing in the wiki.  Once I found that, I switched 'em over to something resembling the human's.


Here's their current files, if you wanna take a look.  I'll probably change them around later.  Pastebin'd because character limit.
[/quote]

761
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 06, 2011, 03:58:25 am »

Moving this and deleting the other one, cause I don't think Farce saw this. If there's anything I'm very wrong about or doesn't need to be changed cause it won't affect anything, let me know, as I'm still learning myself. :)
Sorry!  I've been a bit preoccupied, so I hadn't made time to type up a reply yet.  :x  I've managed to get them in worldgen - I haven't encountered them in Fort mode, and I haven't tried them out in Adventure mode yet, though.


Make sure you check for an errorlog in the DF main folder.
I wasn't aware it existed beforehand.  :x  It was really helpful, thanks for pointing it out.

Unless it was intentional, you might want to add a few [CULL_SYMBOL:ALL:xxx], otherwise you could end up with orc places with pretty, lovely, flowery names.  :-*
I'm fine with the flowery names.  I'm going for more a boisterous, violent joie de vivre, so orcs that loev flowers is cool.  Also, my idea for 'em came about when I didn't realize giving them the "birth" art/sphere/whatever would make them emblazon their shields with babies.  The mental image of humongous, ridiculously strong, half-naked green guys charging into battle and eviscerating everything while using bloodspattered shields decorated with babies was hilarious, so if I keep from culling other stuff I might get lucky with something else funny.

Also I didn't want to go through the list again.

They start in cities, but then they try to move to ruins and caves? You could try adding [LIKES_SITE:CITY] and see if that helps them prosper a little, but I'm just guessing at that one.
I wanted them to have little villages and stuff visible on the adventure travel map, but also live in caves and other primitive kinda stuff like that.  I don't think there're any appropriate sites, so I sorta just half-assed it.  :x

I think the soldier tile is only needed if it's different than the creature tile. Probably not a huge deal though.
Yeah.  They were displaying as blank spaces, so I think that was the issue.

2HEART
There is no such thing as a 2HEART body tag. You can't just add a number to that, it's just a tag name. You could call it POOP and it would still be a heart if you gave it heart parameters. lol You will have to make a tag and specify the two hearts and what they are used for. Look under the body_default for the HEART and 2LUNGS for an idea of how that works and then make your own body_orc file with that one new part. I have two hearts for my centaurs, but one is larger and located in the lower body but it works the same way, so let me know if you have any trouble.[/quote]
I've since made a 2HEART body thing, as well as a TEETH_WITH_TUSKS tag - which is the regular TEETH entry with the lower canines replaced.  I'm not sure if they work, though - haven't seen 'em in my current game, and I haven't checked out Arena with 'em yet.  ...I think I might've done sommat wrong though, as a quick adventure mode didn't display their tusks when in the targetting menu.

Is that intentional? 9 years old they are 85 kg and then they grow to 100 kg at age 60? Not saying it wouldn't work or that you can't do it, but consider the age limit you gave them starting at 40. If they can possibly die of old age at 40, should they be growing again at age 60? Just curious what that's all about, really.

 I don't know if this is a problem, but your orcs don't live that long. You started their old age at 40 and maxed it at 95. For reference, dwarves' maxage is 150-170, so that's why their gray and white hair growth stopping points are higher.

Same deal here. 60 is when you wanted body size to grow again, so why would they start to get wrinkly skin at 60?
Yeah, intentional.  I wanted to make even buffer elder-orcs, so I gave them an extra growth in their old age - the normal adult ones are already bigger and stronger than everything else, so these superpowered ones should be rarer due to old age.  The hair-graying and wrinklifiying things weren't touched - made the creature file by copying and editing the Dwarf file, so it's the same.  I didn't really want to bother with it.  :x

Let's just say their bodies stay healthy and strong into their old age, or something.  That makes sense sorta, right?

You don't have crossbows in your entity file.
Yeah.  Also a leftover from the Dorf file.  It's not really doin' anything, so might as well leave it, no?

This is under debate. It's a new tag and we're unsure if it makes a creature default to a rage state. But you do need a number here I believe. Start with 1 and see what happens?
Yeah, I didn't see them raging without the :1.  I haven't tested that yet either, though, but it should work - I copied the entry from the giant badger entry.


That would restrict orcs to Savage areas. Did you make high Savage worlds so that they are more likely to survive?
Yeah, I was tweaking the savagery up in worldgen.  I think it was due to choosing a rare biome - I didn't know which was rare and which wasn't, and I sorta didn't see the biome thing in the wiki.  Once I found that, I switched 'em over to something resembling the human's.


Here's their current files, if you wanna take a look.  I'll probably change them around later.  Pastebin'd because character limit.

762
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 03, 2011, 06:24:47 am »
Modding is confusing.

I've been trying to mod in some orcs.  I've managed to put the creature in - it works in adventure mode and stuff - but not the entity, and I can't figure out why.  When I check legends mode, I don't see any orcs being generated in the historical figures list, so I don't think they're just dying out, before they can get on their feet, which happened when I tried to mod them in in a previous version....  What am I doing wrong?

entity_orc - it's in a separate entity file, not under entity_default.  That's not the problem, is it?
Code: [Select]
entity_orc

[OBJECT:ENTITY]

[ENTITY:SAVAGE]
[INDIV_CONTROLLABLE]
[CREATURE:ORC]
[TRANSLATION:GOBLIN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[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_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:RARE]
[ARMOR:ITEM_ARMOR_LEATHER:RARE]
[ARMOR:ITEM_ARMOR_COAT:UNCOMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[HELM:ITEM_HELM_HELM:UNCOMMON]
[HELM:ITEM_HELM_CAP:RARE]
[HELM:ITEM_HELM_HOOD:UNCOMMON]
[HELM:ITEM_HELM_MASK:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:20]
[CURRENCY:GOLD:100]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:ALL:PRIMITIVE]
[SELECT_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:ALL:VIOLENT]
[SELECT_SYMBOL:ALL:UGLY]
[SELECT_SYMBOL:ALL:NEW]
[SELECT_SYMBOL:ALL:ASSERTIVE]
[SELECT_SYMBOL:ALL:WILD]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:BIRTH:768]
[ART_IMAGE_ELEMENT_MODIFIER:ANIMALS:384]
[ART_IMAGE_ELEMENT_MODIFIER:CHAOS:384]
[ART_IMAGE_ELEMENT_MODIFIER:COURAGE:512]
[ART_IMAGE_ELEMENT_MODIFIER:CREATION:384]
[ART_IMAGE_ELEMENT_MODIFIER:DANCE:384]
[ART_IMAGE_ELEMENT_MODIFIER:DEATH:512]
[ART_IMAGE_ELEMENT_MODIFIER:FAMILY:640]
[ART_IMAGE_ELEMENT_MODIFIER:FERTILITY:768]
[ART_IMAGE_ELEMENT_MODIFIER:FESTIVALS:512]
[ART_IMAGE_ELEMENT_MODIFIER:HUNTING:384]
[ART_IMAGE_ELEMENT_MODIFIER:FREEDOM:384]
[ART_IMAGE_ELEMENT_MODIFIER:MARRIAGE:384]
[ART_IMAGE_ELEMENT_MODIFIER:SCHOLARSHIP:64]
[ART_IMAGE_ELEMENT_MODIFIER:SONG:384]
[ART_IMAGE_ELEMENT_MODIFIER:STRENGTH:768]
[ART_IMAGE_ELEMENT_MODIFIER:VALOR:512]
[ART_IMAGE_ELEMENT_MODIFIER:VICTORY:384]
[ART_IMAGE_ELEMENT_MODIFIER:WAR:512]
[ART_IMAGE_ELEMENT_MODIFIER:YOUTH:512]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:512]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:768]
[ADVENTURE_TIER:4]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:RUIN]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[START_BIOME:TEMPERATE_SAVANNA]
[BIOME_SUPPORT:ANY_FOREST:3]
[BIOME_SUPPORT:MOUNTAIN:2]
[BIOME_SUPPORT:ANY_GRASSLAND:4]
[BIOME_SUPPORT:ANY_SAVANNA:4]
[BIOME_SUPPORT:ANY_SHRUBLAND:4]
[BIOME_SUPPORT:ANY_RIVER:2]
[BIOME_SUPPORT:ANY_MARSH:2]
[BIOME_SUPPORT:ANY_SWAMP:2]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:AUTUMN]
[MAX_STARTING_CIV_NUMBER:110]
[MAX_POP_NUMBER:15000]
[MAX_SITE_POP_NUMBER:200]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:BIRTH]
[RELIGION_SPHERE:ANIMALS]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:COURAGE]
[RELIGION_SPHERE:CREATION]
[RELIGION_SPHERE:DANCE]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:FAMILY]
[RELIGION_SPHERE:FERTILITY]
[RELIGION_SPHERE:FESTIVALS]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:FREEDOM]
[RELIGION_SPHERE:MARRIAGE]
[RELIGION_SPHERE:SCHOLARSHIP]
[RELIGION_SPHERE:SONG]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:VALOR]
[RELIGION_SPHERE:VICTORY]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:YOUTH]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[ABUSE_BODIES]
[BANDITRY:35]
[LOCAL_BANDITRY]

[ACTIVE_SEASON:SUMMER]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:ASSAULT:SHUN]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:OATH_BREAKING:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:SHUN]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[WILL_ACCEPT_TRIBUTE]

For the LAND_HOLDER positions below (baron etc.) this sets up the different levels your fort needs to reach to attain them.  LAND_HOLDER_TRIGGER:<land holder number>:<population>:<wealth exported>:<created wealth>

[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:MONARCH]
[NAME:high chief:high chiefs]
[NUMBER:1]
[SPOUSE_MALE:high chiefs husband:high chiefs husbands]
[SPOUSE_FEMALE:high chiefs wife:high chiefs wives]
[SUCCESSION:BY_POSITION]
[SQUAD:6:Honor Guard:Honor Guard]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:RELIGION]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:GENERAL]
[NAME:warboss:warbosses]
[NUMBER:6]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:BUILD_MORALE]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:underboss:underbosses]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:battlemaster:battlemasters]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia boss:militia bosses]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-orcs:militia-orcs]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia underboss:militia underbosses]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-orc:militia-orcs]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHERIFF]
[NAME:lawboss:lawbosses]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REPLACED_BY:CAPTAIN_OF_THE_GUARD]
[PRECEDENCE:130]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:guardboss:guardbosses]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:guardorc:guardorcs]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:settlerboss:settlerbosses]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:tribe chief:tribe chiefs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:workboss:workbosses]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:boss healer:boss healers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:SHAMAN]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:SHAMAN]
[NAME:shaman:shamans]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[RESPONSIBILITY:RELIGION]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:155]
[DO_NOT_CULL]
[COLOR:5:0:1]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:tradeorc:tradeorcs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:recordorc:recordorcs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:tribe emissary:tribe emmisaries]
[NUMBER:1]4
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:65]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:TAX_COLLECTOR]
[NAME:tax collector:tax collectors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:COLLECT_TAXES]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:140]
[DO_NOT_CULL]
[COLOR:6:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:1]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:HAMMERER]
[NAME:hammerer:hammerers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
*** needs hammer item/skill here
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:250]
[POSITION:DUNGEON_MASTER]
[NAME:beastmaster:beastmasters]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TAME_EXOTICS]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:90]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:250]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]

Code: [Select]
creature_orc

[OBJECT:CREATURE]

[CREATURE:ORC]
[DESCRIPTION:A huge, green humanoid, known for impulsiveness, adventurousness, great physical strength and a strong communal spirit.]
[NAME:orc:orcs:orcish]
[CASTE_NAME:orc:orcs:orcish]
[CREATURE_TILE:o][COLOR:2:0:0]
[CREATURE_SOLDIER_TILE:o]

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[INTELLIGENT]
[CANOPENDOORS]
[PREFSTRING:strength]
[PREFSTRING:boisterousness]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:2HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]

Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

Eyebrows and eyelashes are manually added here.

[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]

And nails.

[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]

Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

Then back to some more body detail plans.

[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]
[RELSIZE:BY_CATEGORY:LIVER:200] Of course!  Standard relative size for humanoids is 200.

Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:150]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:150]

This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

[HAS_NERVES]

This controls the bleeding behavior.

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.

[CREATURE_CLASS:GENERAL_POISON]

Some tags to control the overall infection behavior.

[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[CURIOUSBEAST_EATER]


Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:600:1000:1250:1500:1800:2500:4500]             ++
[PHYS_ATT_RANGE:AGILITY:100:400:700:900:1000:1050:1600]                 -
[PHYS_ATT_RANGE:TOUGHNESS:650:950:1150:1450:1750:2000:3000]             ++
[PHYS_ATT_RANGE:RECUPERATION:800:1000:1200:1400:1800:2300:3100]         ++
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:250:400:600:800:1000:1100:1800]      +
[MENT_ATT_RANGE:FOCUS:300:600:800:900:1100:1500:1700]                   ++
[MENT_ATT_RANGE:CREATIVITY:450:750:1050:1150:1350:1400:1800]            +
[MENT_ATT_RANGE:PATIENCE:150:350:550:750:850:1000:2300]                 --
[MENT_ATT_RANGE:MEMORY:200:300:800:1000:1200:1400:2400]                 +
[MENT_ATT_RANGE:SPATIAL_SENSE:200:400:700:800:1100:1400:1900]           -

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:2000]
[BODY_SIZE:1:0:25000]
[BODY_SIZE:5:0:75000]
[BODY_SIZE:9:0:85000]
[BODY_SIZE:60:0:100000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:60:90:100:105:112:120:135]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.

[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]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:60:70:90:100:130:200]
[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:0:10:20:30:35:40:50]
[BP_APPEARANCE_MODIFIER:UPTURNED:100:120:140:150:170:190:200]
[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]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[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]

These are as before.

[MAXAGE:40:95]

Attack definitions are formatted as follows:

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[ATTACK_CONTACT_PERC:100]
[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_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

This causes all of the nails on the finger's of a given grasp to be used.

[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_PRIORITY:SECOND]

This causes all of the teeth on a given head to be used.

[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_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]

Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:orcish baby:orcish babies]
[BABYNAME:orcish baby:orcish babies]
[CHILD:5]
[GENERAL_CHILD_NAME:orcish child:orcish children]
[CHILDNAME:orcish child:orcish children]
[EQUIPS]
[CREPUSCULAR]
[GRASSTRAMPLE:15]


This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[PROFESSION_NAME:CRAFTSMAN:craftsorc:craftsorcs]
[PROFESSION_NAME:FISHERMAN:fisherorc:fisherorcs]
[PROFESSION_NAME:HAMMERMAN:hammerorc:hammerorcs]
[PROFESSION_NAME:SWORDSMAN:swordsorc:swordsorcs]
[PROFESSION_NAME:SPEARMAN:spearorc:spearorcs]
[PROFESSION_NAME:CROSSBOWMAN:marksorc:marksorcs]
[PROFESSION_NAME:AXEMAN:axeorc:axeorcs]
[PROFESSION_NAME:PIKEMAN:pikeorc:pikeorcs]
[PROFESSION_NAME:BOWMAN:boworc:boworcs]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksorc:Elite Marksorcs]
[PROFESSION_NAME:MASTER_BOWMAN:Sniporc:Sniporcs]
[PROFESSION_NAME:MASTER_HAMMERMAN:Smashmaster:Smashmasters]
[PROFESSION_NAME:MASTER_AXEMAN:Hackmaster:Hackmasters]
[PROFESSION_NAME:MASTER_SWORDSMAN:Slashmaster:Slashmasters]
[SPEECH:goblin.txt]
[HOMEOTHERM:10067]
[PERSONALITY:ACHIEVEMENT_STRIVING:60:100]
[PERSONALITY:ACTIVITY_LEVEL:0:80:100]
[PERSONALITY:ADVENTUROUSNESS:0:90:100]
[PERSONALITY:ALTRUISM:35:80:100]
[PERSONALITY:ANGER:35:50:100]
[PERSONALITY:ASSERTIVENESS:20:75:100]
[PERSONALITY:CAUTIOUSNESS:0:20:94]
[PERSONALITY:CHEERFULNESS:5:55:100]
[PERSONALITY:COOPERATION:5:58:100]
[PERSONALITY:DUTIFULNESS:5:70:100]
[PERSONALITY:EMOTIONALITY:10:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:20:76:100]
[PERSONALITY:FRIENDLINESS:8:65:100]
[PERSONALITY:GREGARIOUSNESS:10:70:100]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:45:94]
[PERSONALITY:LIBERALISM:5:90:100]
[PERSONALITY:MODESTY:0:25:80]
[PERSONALITY:ORDERINESS:0:25:95]
[PERSONALITY:SELF-CONSCIOUSNESS:0:35:91]
[PERSONALITY:SELF_DISCIPLINE:0:0:0]
[PERSONALITY:SELF_EFFICACY:0:75:100]
[PERSONALITY:SYMPATHY:0:0:0]
[PERSONALITY:VULNERABILITY:0:45:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[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]
[HABIT:COLLECT_TROPHIES:70]
[HABIT:COOK_PEOPLE:50]
[HABIT:COOK_VERMIN:90]
[HABIT:GRIND_VERMIN:90]
[HABIT:COOK_BLOOD:90]
[HABIT:GRIND_BONE_MEAL:90]
[HABIT:EAT_BONE_PORRIDGE:90]
[HABIT:USE_ANY_MELEE_WEAPON:80]
[LIKES_FIGHTING]
[LITTERSIZE:2:8]
[PRONE_TO_RAGE]


[SPOUSE_CONVERSION_TARGET]

Now we'll declare the specific castes.

[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]

Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_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:HEAD:EYELASH]

A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

[TL_COLOR_MODIFIER:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1:AMETHYST:1:CARMINE:1:CRIMSON:1:DARK_SCARLET:1:DARK_VIOLET:1:FUCHSIA:1:HELIOTROPE:1:INDIGO:1:LAVENDER:1:LAVENDER_BLUSH:1:LILAC:1:MAROON:1:PLUM:1:PUCE:1:PURPLE:1:SCARLET:1:VERMILION:1:VIOLET:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]

This gives the start and finish time in <year>|<days> for the color change to occur

[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:45:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:75:0:150:0]

Now we'll select the eyebrows and eyelashes and give them variable lengths.

[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:HEAD: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]

All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_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:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0: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:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[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]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:DARK_GREEN:1:DARK_OLIVE:1:EMERALD:1:FERN_GREEN:1:GREEN:1:JADE:1:LIME:1:MINT_GREEN:1:MOSS_GREEN:1:OLIVE:1:PINE_GREEN:1:SEA_GREEN:1:SPRING_GREEN:1]
[TLCM_NOUN:skin:SINGULAR]

[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]

Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1:PUPIL_EYE_RED]
[TLCM_NOUN:eyes:PLURAL]


Also, I used to have [SAVAGE] in the creature_orc file.  I removed it to see if it was preventing them from spawning or something, but it doesn't - will it affect where they build cities and stuff?

Body tags are serious magnets to me.  Does changing the HEART to 2HEART in the [BODY:HUMANOID:...] tag give them 2 hearts, or does it break everything or something?  Also, the whole point was to sorta give them redundant organs - will it help them survive getting stabbed in one heart, or do they just bleed to death twice as fast or something?

Similarly, I'm really confused as to how custom body parts work.  Specifically, I want to make a cat, with a hand for a head, and in the palm and fingers are all mouths of razorteeth.  ...How would I go about that?

763
Other Games / Re: Saints Row 3
« on: April 03, 2011, 05:32:33 am »
The latest Game Informer that came in the mail had one of it's big articles on SR3.  I laughed hysterically at:

 - One of your Saints homies.  He's a pimp who speaks in autotune, due to a voicebox.
 - A minigame where you drive around town with a tiger.  Every time you hit something, the tiger mauls you.  This is all the idea of one of your homies, who is a luchadore.

I am sold as fuck.

764
Other Games / Re: The FPS perfected
« on: February 14, 2011, 09:29:42 pm »
How are L4D and Crysis different?  Haven't played L4D or L4D2 in a while, but I'm pretty sure it was all floating-camera style.  A quick youtube of Crysis shows me the same thing.

I don't play FPSes very much, but the only one I can think of that actually shows your legs when you look down is Halo, and that still has the no-arms thing.

765
Other Games / Re: The FPS perfected
« on: February 14, 2011, 09:00:30 pm »
You know what's always bugged me about FPSes?  That you can look down and see only ground ever, and you can only see like half your forearm, if that.

It makes me feel like I'm playing as a floating camera with arms attached, and it never stops bothering me.

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