Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lofn

Pages: 1 ... 42 43 [44] 45 46 ... 55
646
HOLY SHIT IT'S BEEN THREE HOURS AND I HAVE A PAGE DONE

WHAT IS THIS MADNESS

647
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 02:07:04 am »
Adding [EVIL] to the creature file - not the entity file - results in the creature being able to live in evil biomes, if I remember right.  If you want the other civilizations to be hostile, there are a few things you can do.

1. add [BABYSNATCHER] or [ITEM_THIEF].  Apart from the obvious, they also make that civ hostile to all other civs.
2. remove [INTELLIGENT] from their creature definition and add [CAN_LEARN] and [CAN_CIV].  If they can't speak, they're automatically hostile.
3. mess with the ethics in their entity definition so that they are opposed to yours.

648
I can't work out exactly how you would make a body material out of a specific metal or stone rather than METAL_TEMPLATE or STONE_TEMPLATE.

Rather than adding a material to the creature's material list (LOCAL_CREATURE_MAT), you just add a tissue and set its TISSUE_MATERIAL to whatever you want.  Usually TISSUE_MATERIAL uses something like LOCAL_CREATURE_MAT:FAT, but you could use INORGANIC:LEAD instead.

.. oh neat.  So that's how that works.  So when I'm defining the tissues I can refer to inorganic materials that haven't been added the creature's material list?  Awesome.  Thanks, Footkerchief.

649
You haven't seen the previewed raws that Toady revealed months ago have you or any of the other raw stuff he has shown us? Theres quite alot of new raw stuff, ALOT of new stuff. Some of the old stuff will still be there of course.

While there's a lot -more- in the raws, a lot of the basic mechanics remain the same.  I've got a bunch of tentative raws ready to go as soon as the release hits, and the only thing that really confuses me is the body material thing.  I can't work out exactly how you would make a body material out of a specific metal or stone rather than METAL_TEMPLATE or STONE_TEMPLATE.

650
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 01:35:43 am »
No worries, after all the help I've demanded from the forums over time I think it's only fair to give assistance in return.

651
Thanks for that, Toady.

One fledgeling discussion that was somewhat relevant was lost in the purge: do you lot think it would be smarted to start modding immediately after release, or wait until it's stable?

would it be possible to make a custom workshop require a certain body part of a specific creature (say, a heart) or a whole living creature or at least the corpse of one?

I don't think you can demand a living creature, since a creature isn't an item, but since the custom workshops are an extension of the smelter reaction system, you should be able to use limbs or chunks.  I may be wrong about this, though.

652
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 01:24:51 am »
Item modding is relatively simple compared to civ/creature modding. 

Sadly, thrown weapons aren't possible outside of tantrums and adventurer mode, let alone as natural weapons integrated into the creature itself.

653
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 01:16:58 am »
I'm not sure that's possible, unless you made all their organs actual bodyparts rather than internal bits.

... brb, modding in a new HFS creature.

654
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 01:12:43 am »
You don't actually need the body_iksar file right now.  Adding TAIL to the end of the bog standard HUMANOID:2EYES:2EARS:ETC line you already have gives them a humanoid body with a tail.  You only really need to play with the body files if you want to add something nonstandard like a tail that's also a [liMB], or mandibles, or jet turbines.

655
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 01:03:03 am »
Well, as it is you've added a body template called IKSAR that covers all of the limbs, joints and organs present in the standard template, plus a tail.  Then in your creature definition you just used the HUMANOID body and ignored your IKSAR one completely.  I assume it's just due to an incomplete understanding of how the bodies work - if you wanted to use your IKSAR body you would replace
Spoiler (click to show/hide)
with
Spoiler (click to show/hide)

Honestly I suggest deleting that giant mass of bodyparts and replacing it with just the [STANCE]-free tail, and using the body setup in your current creature definition, since otherwise you're adding redundant bits.  Does that make sense?

656
DF Modding / Beached creatures.
« on: March 31, 2010, 12:53:38 am »
So I've been thinking about amphibious creatures and beaching.  My idea was to make an amphibious creature in the vein of the bronze colossus and have them wash up on shore every so often - ancient relics of an underwater civilization, or something.  To do this I was thinking of giving them a 100% beach chance.  Does beaching mean that they can't move at all?

657
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 12:49:14 am »
This isn't terribly relevant, but why have you added an Iksar body type then used the standard humanoid one?

658
DF Modding / Re: First Try at Modding DF: New creature/civilization
« on: March 31, 2010, 12:36:50 am »
Your entity file and body file are initialized as entity_default and body_default.  They should be initialized as entity/body_iskar or whatever they're saved as.

659
Jesus shit I have no idea where to start.  WHOSE STUPID IDEA WAS THIS.

660
Creative Projects / Re: +The Engravers Guild+
« on: March 30, 2010, 10:59:25 pm »
I live to inspire, Lord Fault.  I think yours are a tad more skillfully executed than mine. :P

Pages: 1 ... 42 43 [44] 45 46 ... 55