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Messages - expwnent

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256
That's absolutely possible. I'll try and get the base script working first though. It works in the most difficult case (spawning fort dwarves that can take on noble and military positions, even after save/reload) but I have to make sure it works for pets and invaders and wild animals too.

257
I can write a make-invasion script or something that does that. You'd have to specify which unit equips which item at which body part, which would be tedious copy-paste work, but it shouldn't be too bad.

258
The init.d folder already does everything you've said for scripts, and raw/scripts supports custom modules with script_environment.

259
Not sure what the antecedent of "it" is in that sentence, but the script I linked is in the current version of DFHack.

260
Equipment is the easy part. We already have good tools for making items, and it's simple enough to equip them on creatures, even in silly ways if you want them to wear their pants on their head or something. The "proper" way to do it would be to have them be separate functionality: one tool for creating units, and one for equipping them. That way if you want to do a magical girl transformation or whatever you can reuse the equipment script to replace what they're wearing.

Hmm...I wonder if wearing armor on your brain would give it extra protection.

261
Results are promising. I'll try and post a beta version today after some tinkering.

262
I haven't done much work on it myself but I'm told that nemesis/histfig stuff is the hardest part to get working properly. As for code in the game you can use, there's always transformation + pregnancy, but that only works on races that can reproduce, it requires a unit to start with who isn't otherwise occupied with anything important, it can only be done across 3-4 frames, and if the game exits halfway through it might do horrible things to the save file.

Still, this helps. I'll keep trying tonight. I might be able to get spawn-unit working from this and the old version.

263
I can confirm it doesn't add the unit to civs properly. I'll try stitching this together with the old version and see if it works.

264
I can manage that bit myself once the core functionality is there. That part's easy.

265
I think you need to add "links" to the proper population for them to truly be a member. See the spawn-unit version I linked for details.

266
Oh, sure. It would be great if it works for all cases though. That way we won't have to work out how to fix the script every time there's a new significant DF release.

267
PS: For scripts it will need to be fully-automated, since when the mod requires many evil goblins to show up out of nowhere you don't want the user to be consulted and spawn fluffy wamblers instead.

268
Sorry, I have only been able to loosely follow what has been going on with the spawn unit script, so these questions may have already been answered.

1. Does it allow for spawning of both friendly and hostile animals?
2. Does it allow for spawning of hostile entity creatures (they don't have to be entity members, but just CAN_SPEAK or CAN_LEARN invaders?)
3. Does it allow for spawning of friendly civ members? (from what I have read this is still a no)
4. Does the friendly and hostile animals extend to semi and megabeasts?

I would add:

5. Do pets work?

6. Can new dwarves join the military / take on noble roles?

Before and after saving and reloading of course, in each case.

269
I haven't read in detail but you may be interested in persist-table.

270
Most recent spawn-unit as far as I know: http://www.bay12forums.com/smf/index.php?topic=139553.msg6197007#msg6197007

If you can make a fully-automated version of spawn-unit with viewscreen_layer_arena_creaturest which works in all cases I would jump up and down with joy.

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