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 - Interus

Pages: 1 ... 16 17 [18] 19 20 ... 33
256
The only downside is that their personalities would still probably be random, so there's a chance they'll have personalities that don't allow them to improve in social skills that they have, but you wouldn't notice that unless you really looked, and it wouldn't change anything.

No, personalities are already set when you're at the "prepare for the journey carefully" screen. If you know what you're looking for, or you use tools like my little script, you can figure out which social skills suit which dwarf.

What I meant was, I'm pretty sure if you saved a profile, quit, edited it, and loaded it, you would have a different set of dwarves with different personalities.  I also know that if you embark from a different civilization, sometimes it yells at you about not having the right supplies and lets you go in and customize it again.  I haven't done a whole lot with embark profiles myself though.

257
DF Modding / Re: I have created a pub! Input is helpful.
« on: May 03, 2011, 07:26:13 pm »
With the chat reaction, do they just talk to themselves?

For flavor, you might want to change the building around a little.  Make it like, 2x1 or something, with the model being a chair and a table, and work done on the chair side.  You could even make it require a chair and table to build, though I don't think you can make it count as those things for general purposes once they're part of the building.  Then you could fill up a room that you consider to be the pub with a row of bar stool things for just getting drunk at, and then regular chairs and tables for the dining patrons.  Then you could either build an archery target thing and let military dwarves practice shooting in your new bar, or make a seperate custom building for that purpose.

I'd use multiple building just so you don't have a pub with a single lonely drunken dwarf sitting in it.

258
Oh, didn't know you could do that.  That's probably the best solution.  It goes off of the embark saving system right?  So you could create a profile, save it, and then open up the editor and add 1 or 2 points to each social skill?  It seems like that's exactly what the OP was looking for.

The only downside is that their personalities would still probably be random, so there's a chance they'll have personalities that don't allow them to improve in social skills that they have, but you wouldn't notice that unless you really looked, and it wouldn't change anything.

259
Oh man, I should have read more of this thread, didn't notice you had paint too!  I finally developed a method that works for me, but I only have paints made from dyes.  Now I have to figure out if I want to look at what you did for ore or try to figure it out for myself.  I've been kind of obsessed with the painting idea for awhile, and I think I actually finished work on mine right around the time you added yours, not that I can prove it, since it's still only on my computer.  Even if I don't decide to check out your paint system, I'll probably have to try adventure mode in this.

It's interesting that you allow logs to be painted.  I went with just blocks because I didn't like the idea of a carpenter being able to take a log covered in red paint and somehow make a chair that's painted red out of it.  But when your options are "Don't allow everything to be painted, make a custom reaction for every single item that can be painted(or something like that), or just paint the logs and say that works" that last option starts looking preeetty good. 

260
I put a couple points into social skills(usually the once that help with trade) for one of my embark dwarves to ensure that that one becomes the leader.

Modding-wise, you could make social skills go up even faster, but your starting dwarves only have the stats you give them, and you only have 10 ranks to spend each.  I don't think you can increase that, though you can give yourself more general embark points through custom world gen.

261
DF Modding / Re: Ugh, stupid catgirls.
« on: May 02, 2011, 02:36:38 pm »
Right now they don't know how to bite, presumably because their teeth aren't properly attached or something.  All the other humans can bite, and I add their teeth in at the caste level too.  There's probably a few other things wrong, but I'm checking out a couple other features I modded in, which are actually done now.  I just want to make sure they're working as intended before I let them out.
Use "bite" from wolves. You're using eyeteeth instead of teeth, but human bite uses teeth.

Oh hey, there was a bunch of stuff while I was playing.  Thanks for the advice, didn't realize it was different.  I actually switched over to fangs instead of eyeteeth(they have a relsize of 10 instead of 15) but switching back is no big deal, especially if that works, and I'm sure it will.  Thanks.

And yeah, eyeteeth totally confused me the first time I ripped one out.  Eyes don't have teeth!  Then I sort of figured it out.

262
DF Modding / Re: Ugh, stupid catgirls.
« on: May 02, 2011, 01:35:01 pm »
I just genned a new world.  Then I found out I forgot to actually add the bog iron reactions that I'm using (http://www.bay12forums.com/smf/index.php?topic=77644.0) so it doesn't matter that they have permission for those too. I should probably change the name of this now, but the catgirls are still throwing out errors.  Right now they don't know how to bite, presumably because their teeth aren't properly attached or something.  All the other humans can bite, and I add their teeth in at the caste level too.  There's probably a few other things wrong, but I'm checking out a couple other features I modded in, which are actually done now.  I just want to make sure they're working as intended before I let them out.

263
DF Modding / Re: Ugh, stupid catgirls.
« on: May 01, 2011, 11:13:42 pm »
They aren't really well thought out, and I like catgirls.  Mostly because I like cats.  If I do end up publishing the mod, which I'm considering, I'll probably take them out, or create a sub-file for them.  Besides, it's a fun little practice thing, since every other class is identical to normal humans, except for the eye description.  For example, artists have this:  But yeah, it's really just because I like catgirls, and I know that's not entirely unique on these forums.

   [SET_BP_GROUP:BY_CATEGORY:EYE]
      [BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:curious eyes:PLURAL]

Though that's not the entire thing.  Essentially though, their eyes are always described as curious.  Military has determined I think, and I forgot what I gave leaders.  Wise or something.

Or at least, that's how they're descriptively different.  Each one learns certain things faster(and artists are the only ones capable of improving in farming at all) and their attributes are different, except leaders cuz I haven't got to them.

In other news, I got it to work mostly, though I get a complaint now that catgirls can't bite because it can't find teeth.  Odd since I think every other caste can bite, but maybe Teeth doesn't recognize generic_teeth_with_fangs.  Not that it matters.  I'm going through legends, and every catgirl I've seen so far(they're fairly rare), has died within a year.  Murdered by trolls or something.  I'm guessing that's because I pumped up the savagery.

Also, I found a fun little night creature.  In the early autumn of 109, Ngalak changed Nino from a elf into a man wife of twilight.

Edit:  I found one that lived for like 30 years and was a "lady" apparently.  Another lived from 61 to worldgen, and is the overlord of The Whirling Dead.  I also found out that I forgot to put my reactions and crap back in before worldgen, so neither humans nor dwarves have access to them, making it impossible to test.  Darn it.

264
I've heard something about waves being generated a fair bit before they arrive, so that even when you reach the cap, you will always get a couple waves beyond that.

I would also recommend keeping the first two and setting it up so you get none beyond that.  Even if they don't have many useful skills, is starting with ~20 dwarves that much worse than starting with 7, when none will arrive after that?

265
DF Modding / Re: Ugh, stupid catgirls.
« on: May 01, 2011, 09:37:48 pm »
Maybe they aren't to blame.

For awhile now, the error log has only been giving me errors related to that particular caste, and it was always when I went into the Create New World option.  I finally got all the errors to stop showing up(although it means I only have hair on the top of the ears and tail, though it's not like you can tell) and DF still crashed when I genned a world.  Then I deleted the caste entirely, like I did before(at least from the DF raws, I'm not gonna delete all my hard work in frustration just like that), and the world crashed again both times I tried to generate it.  Last time, it worked for me.  So now I have to try and figure out what's different.

The most likely suspect right now is the entity files.  The must serious change right now is that there is no PLAINS civ in the entity_default file. However, I've also made a few other minor changes to it, such as adding buildings and reactions to dwarves.  Actually, I think those are the only 2 changes I've made to the default file.  The entity file for my personal humans might be the source instead though.  I don't know what could be causing this, and I'd like to test what I've already made before I move on to the recipes stage.

Time for science.

Science has succeeded?
Spoiler (click to show/hide)

All my castes, and the opening tag for the section that describes physical characteristics.  The game gens a world fine with it written like this.

Spoiler (click to show/hide)
The old method I used to select castes.  I'm guessing I wrote it wrong or something.  The reason it's like this is because this is how I got around the duplicate bodyparts issue, though it's not as elegant as only adding the necessary parts to catgirls.  Essentially the file declares the body for all normal humans, then it declares it specifically for catgirls.

The process I used to narrow it down:
First, I deleted the catgirl caste and references.  Worldgen crashed.  Then I reset the default entity and deleted the custom one.  Worldgen worked.  Then I set the PLAINS entity to use HUMAN_PLAYER, the creature class that this is all a part of.  Worldgen crashed.  Then I switched all that select_caste nonsense to just [SELECT_CASTE:ALL] and worldgen worked fine, or at least didn't crash.

I'm only posting sections in order to save space, if you want the whole thing, I can post either creature file.

266
DF Modding / Re: Ugh, stupid catgirls.
« on: May 01, 2011, 08:47:14 pm »
I was already planning on adding recipes in at some point.  I was mostly considering baked goods, but vermin stew seems like a good idea too now.  Too bad I probably can't make it so that certain castes prefer certain food.  And I guess now I have to make reactions that require oil and batter(flour and eggs?) too.

Last I heard, they're supposed to eat vermin if they're starving, and vermin hunting seems like it would make it easier for them to find vermin since they'd actively seek them out instead of just grabbing one that walked by.  Of course, now that I think of it, the last time I paid attention to whether or not anybody eats vermin was actually pre-df2010.  That probably doesn't apply in worldgen though.  And I'm not 100% sure I want my catgirls actively eating the rats and birds and roaches they kill, rather than trying to show them off to their owner.  "Look what I caught!" and all that.  Especially if they interrupt whatever actual work they're doing to go chase after something.  That is exactly what I want(and I'm not being sarcastic).  All this talk of vermin is starting to make me regret that chili I just ate.

I think I saw something in the newb modding thread that helps me out with the hair thing, and might allow me to give them seriously dangerous claws too.

267
DF Modding / Re: Will this work? Blood-into-fuel reaction...
« on: May 01, 2011, 08:00:23 pm »
Code: [Select]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

That's not exactly what you're looking for, I only copied it because it's the same basic principle.
I have a reagent, in this case "oil" and another reagent, which simply requires an item that contains the "oil."

To be honest, I haven't done enough science to this reaction to know if it really works, but it shows up and lists the right requirements, plus I'm almost certain that this is the format you need.

It looks like you're using an old way of using containers, and I'm not sure it works anymore.

268
DF Modding / Re: Ugh, stupid catgirls.
« on: May 01, 2011, 07:44:17 pm »
I've added [HUNTS_VERMIN] to Kobolds before, and it worked just fine as one could expect for them killing vermin.  Unfortunately they wouldn't eat said vermin tho.  I'm not sure how it would work as a caste-level thing, tho.

I know the Pet tags work on a caste level.

Cool.  I kinda want them to eat the vermin since they're carnivores and need the food(might have to get rid of that if it ends in too many dead 4-year old catgirls), but simply having killing rats as a part of their nature is definitely something I want.  Of course, I'd like for them to be able to exist at all first, and right now their existence seems to compromise the existence of everything else.

I might have to see how the pet tags actually affect them.  There's a lot of stuff I wanna do with this caste specifically.  All the others are boring.  Just a few genius-castes for humans.

269
DF Modding / Re: Ugh, stupid catgirls.
« on: May 01, 2011, 06:59:31 pm »
Rare litters?! That's no catgirl.

I can get rid of it, but they're basically humans, so their children have like, a 2% chance of actually being a catgirl too.  So it's not like they'd be giving birth to tons of kittens.  Just bundles of regular babies.  I didn't want to turn them into complete breeding factories either.  They're mostly just to provide a more agile, unarmed focused, slightly unfocused, caste, that I also happen to think is cute.

Oh, does adding [HUNTS_VERMIN] do anything to intelligent creatures or things that aren't normally pets?  What about [RETURNS_VERMIN_KILLS_TO_OWNER] and [ADOPTS_OWNER].  They probably shouldn't adopt, but it would be cute.  A bit awkward if they got married to somebody that wasn't their owner though.

270
DF Modding / Re: Ugh, stupid catgirls.
« on: May 01, 2011, 06:01:22 pm »
Spoiler (click to show/hide)

That's kind of annoying.  Still, better than saying I'm not applying it to anything.  I think I need to add those BY_CATEGORY things I saw in one of the body_detail files.  I really don't understand this tissue layer stuff.

I thought changing that was good, since the first gen after that made it to 125 years and crashed during the finalization, but then the next world crashed at year 4.

Pages: 1 ... 16 17 [18] 19 20 ... 33