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Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« on: April 23, 2011, 01:16:31 am »*whimper*MUAHAHAHAHA
... Clever girl ....
Okay, how do these stats look? (It's okay if they're overpowered, insane, and/or gamebreaking; that's what I'm going for, though I'll probably tone them down later. It's not okay, on the other hand, if they are any less than awesomely awesome.) I noticed that dogs have that wacky [SKILL_RATE] tag, which I wasn't completely sure how to use, so I copied them over and modified them without any real idea of what I was doing... soooo these are probably really messy (I would appreciate help in that department!).
I've been running them through the arena, but they still tend to go down fairly easy. This is okay, but I'd prefer they do serious damage first.

I also added a few more skills, such as kicking and melee combat. I'm not sure, looking over the attacks, if kicking warrants its own attack, like bite and claw?* someone help me
Spoiler (click to show/hide)
[edit] Just realized I'd left in MOUNT_EXOTIC; replaced it with just MOUNT until that bug is fixed.
Oh, and PETVALUE is intentionally that low so that I can embark with a bunch and test them out as guard/war animals. Haven't yet set them to hunting... an interesting project.
*A 'rip' or 'rend' attack would be pretty cool. Is there any way to mod that toe claw, or am I stuck with the current body parts?


I think I've since given them [LIKES_FIGHTING] and [TRAPAVOID]. [MOUNT_EXOTIC] actually sounds like a good idea for the reason you mention; I am going off to alter my raws now.

Fortunately I have a couple of faepuppies running around, but I'm not sure if they're related—and come to that, does the animal AI even take inbreeding into account?
But then I'm pretty OCD! It drives me nuts, for instance, that some of the Genesis raws aren't indented, yet I lack the time to go through and indent every... single... line... which reminds me: