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DF Modding / Re: Need help on new playable Civ : Spiderman
« on: June 03, 2011, 06:52:58 am »
Has to be said...can they do whatever a spider can?
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[Check the third post in the thread for current dwarf list. I'll update the image rather than keep making new posts which get buried all the time.Hey, that's a good idea. Don't forget skills! I'd like to know how Ubendastot is going with his marksdwarf training.
Draknoiss, Drakonis...Plump helmet, hump pelmet...It doesn't matter.How's Drakoniss?
Oh, I thought his name was Draknoiss.
As much as we'd all like to see the new version now, I'm sure we'd also like to see it without any major bugs and with each of the new features feeling fleshed out.I'm not aware of any bugs; that is actually why I suggested noting major and/or entertaining bugs.
And now for the old cliche;
It'll be done when it's done
Toady's longer dev benders usually involve tearing up huge swathes of code and then reshaping them. This is not an altogether clean process, and usually involves, after doing his work, going back and smoothing out all of the seams and rips he's left behind. Were he to release now without finishing his work and damage control, the new features would almost certainly be tricky to really access, given entire frameworks of integral code would be still kinda hanging around dangling loose....That is an interesting analogy, as well as an enlightenment into Toady's style.
3.) The town maps aren't done yet, and Toady wants to still add furniture placement and markets.Ah...This is the kind of not-previously-aware-of knowledge I was looking for.
So it's a combination of all three, assuming that sponsorship animals fall under 1.), and that future bugs he works out pre-release fall under 2). Since he has mentioned that furniture placement should happen with haunted houses, 1.) and 3.) might be too intermingled at this point, and it seems he wants to "cap" town development with the actual markets.
(Also, it won't be 31.26, but 32.01 or perhaps even 33.01)
I can now embark but it apears my civ is a group of beakdogs.......Maybe there's a duplicate critter?
I went into legends...Only Beakdogs and MagmaCrabs aperar to be sentiant...did i do something wrong
All challenge, then?I want to make most things easier, but not take away any challenge.
Just posting to point out how amazingly self contradictory this statement is...
I'd remove the spaces.Copied from the badger man.
In my own experience in coding various programs and files, spaces create problems. Use underscores instead.
Otherwise, check if all the types match up. If you've copied it from the badger entry, it might still be an animal, rather than a humanoid.
Of course, bat men have a different body shape than badger/rat/lizard/etc men.I'm not too sure of how COPY_TAGS works, but you have an error.Actually, badger men are [CREATURE:BADGER MAN] and giant badgers are [BAGDER, GIANT]. So I doubt that that's the problem.
Replace [CREATURE:BADGER MAN, GIANT] with [CREATURE:BADGER_MAN_GIANT], that should solve one of your problems.
I attempted to scrounge up the BAT_MAN creature, and I have noticed a lack of body tokens. Maybe this will fix it?Code: [Select][GO_TO_TAG:BODY]
[CV_REMOVE_TAG:BODY]
[APPLY_CURRENT_CREATURE_VARIATION]
[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES:MOUTH:EYELIDS:CHEEKS:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
Of course, modify those. We don't want gigantic flying winged humanoid badgers now, do we?
Umm... Don't Remove BODY? That seems just wrong. Do not use creature variations if you're having trouble, just edit a copy of the original creature into your new thing. (go_to_end is useful for select tissue, select material, select caste statements)Then, A. Why is it "CV_REMOVE_TAG", B. Why is it CHANGE_BODY_SIZE_PERC, a variation tag, and C. Why does it matter? Giant badgers have that tag.
Also, I think [CV_REMOVE_TAG:CHANGE_BODY_SIZE_PERC] attempts to remove a tag from the creature, not from the CV template.
I'd remove the spaces.So do references to nonexistent files or creatures or whatnot.
In my own experience in coding various programs and files, spaces create problems. Use underscores instead.
Otherwise, check if all the types match up. If you've copied it from the badger entry, it might still be an animal, rather than a humanoid.
I'm not too sure of how COPY_TAGS works, but you have an error.Actually, badger men are [CREATURE:BADGER MAN] and giant badgers are [BAGDER, GIANT]. So I doubt that that's the problem.
Replace [CREATURE:BADGER MAN, GIANT] with [CREATURE:BADGER_MAN_GIANT], that should solve one of your problems.
I don't know of GO_TO_START or why it would be there. Same with GO_TO_END. Considering that there's no nesting or break statements, if that were a loop, it'd be an instant crash because one of the first tags in it sends it to the start of the file.Yeah, that's just like the GB raws.
If you're using it as it appears in a file I don't know of, carry on.
I have changed my mind. After reading other peoples' thoughts, I think that pits of slowly-disintegrating zombies would be awesome.Because of that, only some zombie parts should become their own entity.Eww...
Imagine being chased by zombie guts...
I think that A. This thread has been derailed and B:
Zombies rely only on their head, but other parts will not be effective if removed from the chunk of body that includes the head.
Skeletons should require total disassembly (or at least enough that no body part has more than one joint) to be destroyed.
Zombies should attack in hordes (2-3x the size of normal herds/packs); skeletons should only attack in groups slightly smaller than normal herds/packs.
It is also possible that no EarthGov civ was added, or that they don't have access to your site, or that they are the default civ (maybe; I haven't downloaded this mod and don't know much about Dead Space).Necro im having the same problem there heres a way around that create two human named like earth human or some thing it will help thats just my two cents throughI think there's no EarthGov at all. If EarthGov had been actually in, we'd see two "Humans" at the start screen, at the very least.

[CREATURE:BADGER MAN, GIANT]
[COPY_TAGS_FROM:BADGER MAN]
[APPLY_CREATURE_VARIATION:GIANT]
[CV_REMOVE_TAG:CHANGE_BODY_SIZE_PERC]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_END]
[CHANGE_BODY_SIZE_PERC:2040]
[GO_TO_START]
[NAME:giant badger man:giant badger men:giant badger man]
[GENERAL_CHILD_NAME:giant badger man cub:giant badger man cubs]
[DESCRIPTION:A huge monster the shape of a badger man. It is ferocious in combat.]
[POPULATION_NUMBER:15:25]
[CLUSTER_NUMBER:5:11]
[CREATURE_TILE:'B']
[COLOR:7:0:0]
[PET_EXOTIC]
[PETVALUE:500]
[PET]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:giant badger man:giant badger men:giant badger man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:giant badger woman:giant badger women:giant badger woman]
[PREFSTRING:great size]
[PREFSTRING:underground communities]
[PREFSTRING:striped faces]
[PREFSTRING:terrifying weaponry]Most of this was just copied from giant badgers.