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Messages - LunatictheInvincible

Pages: [1] 2 3
1
DF Modding / Re: Creature not appearing in world.
« on: March 25, 2012, 07:16:21 am »
An entity file contains an entity definition which defines everything about a civilization. The file you're looking for is called entity_default.txt. You can create new entity files so long as you define them as such, but you don't necessarily need to.

To create a new entity/civ:
1. Open entity_default (or any other entity file from a mod).
2. Copy and paste the entity most similar to what you want for your new entity to the bottom of the file or a new file (dwarves or humans are usually good choices).
3. Modify the new entity to suit your desires. Bare minimum you need to change the entity name and the creature tag.
-Note: If you copy the a non-dwarf entity and want a playable race then you need to add noble positions so that you can have things like a bookeeper or a broker or a military.
This site will help with editing the entity: http://dwarffortresswiki.org/index.php/Entity

Hope this helps.

2
DF Modding / Re: I've made my first creature! Did I do it correctly?
« on: March 24, 2012, 02:34:54 pm »
Assuming I understand your question correctly:
1. Go to the raw/objects folder and create a new text file (.txt) with the same name as the first line in the file (Ex. creature_hindor.txt).
2. Copy and paste the code above into the new file.
2a. Edit it if you want to.
3. Generate a new world or go into arena mode.
4. Enjoy the new semimegabeast.

Alternatively, you can just copy and paste the creature code (everything after OBJECT:CREATURE) into an existing creature file (creature_standard perhaps) instead of creating a new file.

3
DF Modding / Re: I've made my first creature! Did I do it correctly?
« on: March 24, 2012, 01:21:16 pm »
No problem, the error log did most of the work anyway.

4
DF Modding / Re: I've made my first creature! Did I do it correctly?
« on: March 23, 2012, 08:46:15 pm »
Nicely done!

Found a couple of minor errors (just typos really) after looking it over and trying it out in arena mode.

[OBJECT:HINDOR] should just be [OBJECT:CREATURE] as that is the tag that tells the game what kind of file it's reading. All files that contain creatures should have OBJECT:CREATURE, all entity files should have OBJECT:ENTITY, and so on.

Found a typo on the prefstring. Should be PREFSTRING instead of PRESTRING.

SPHERES should be SPHERE.

It would appear that the speech file human.txt does not exist, in my version at least, changed that to dwarf below.

Looks like the tags FIREBREATH and DRAGONFIREBREATH are no longer used, the interaction should be enough.

Also, speed is inverse, lower is faster instead of the other way around, as such it is extremely slow (318 in arena, about 1/3 the speed of an average dwarf). Don't know if that was what you intended though so I left it alone.

Here's a corrected version:

Code: [Select]
creature_hindor

[OBJECT:CREATURE]

[CREATURE:HINDOR]
[DESCRIPTION:A god-like being, it tends to get violent and kill everything with fire and fist.]
[NAME:hindor:hindorian:hindors]
[CASTE_NAME:hindor:hindorian:hindors]
[CREATURE_TILE:'H'][COLOR:3:0:0]
[INTELLIGENT][POWER]
[GENERAL_CHILD_NAME:hindor kin:hindor kins]
[PRONE_TO_RAGE:90][CARNIVORE]
[SEMIMEGABEAST][DIFFICULTY:150]
[FREQUENCY:45][EXTRAVISION]
[POPULATION_NUMBER:100:500]
[CANOPENDOORS][FANCIFUL]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[PREFSTRING:power]
[PREFSTRING:massive size][AMPHIBIOUS]
[SPHERE:DEATH][SPHERE:WAR]
[SPHERE:MISERY][SPHERE:CHAOS]
[SPEECH:dwarf.txt][AMBUSHPREDATOR]
[SOUND:VOCALIZATION][BUILDINGDESTROYER:2]
[SPEED:3000][TRANCES]
[TRAINABLE][REMAINS:Hindor corpse:Hindor corpses]
[PET][PETVALUE:900000]
[PACK_ANIMAL][NOFEAR]
[NOEXERT][NO_DIZZINESS]
[MOUNT][MAGMA_VISION]
[LIKES_FIGHTING][LARGE_PREDATOR]
[LAIR:SHRINE:80][IMMOLATE]
[HOMEOTHERM:10067][GRASSTRAMPLE:100]
[FIREIMMUNE_SUPER]
[EQUIPS][CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER][CURIOUSBEAST_ITEM]
[HABIT:USE_ANY_MELEE_WEAPON:25][HABIT:COOK_PEOPLE:90]
[HABIT:COLLECT_TROPHIES:100][PARALYZEIMMUNE]
[BIOME:ANY_LAND][ALL_ACTIVE]
[PERSONALITY:ANGER:25:75:100][PERSONALITY:ARTISTIC_INTEREST:75:90:100]
[PERSONALITY:EMOTIONALITY:9:90:100][PERSONALITY:INTELLECTUAL_CURIOSITY:75:89:100]
[PERSONALITY:LIBERALISM:80:90:100][PERSONALITY:COOPERATION:100:100:100]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:25:10000]
[BODY_SIZE:13:29:500000]
[BODY_SIZE:12:35:25000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAXAGE:60:120]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:0]
[CHILD:13]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[LITTERSIZE:10:25]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
BODY

There might be more issues/errors that I missed. Hope this helps.

5
DF Modding / Re: new creature: the biblical devil
« on: October 16, 2011, 05:04:53 pm »
Well, not entirely useless. The spine is composed of nervous tissue and can't be severed (that I've seen) and as such will use the nervous tissue healing rate. At least, that's what the wiki says, I have no experience with that myself (creatures with broken spines tend to die quickly). If you want to prevent nerve severing, just remove the [HAS_NERVES] tag in the creature entry.

I've yet to really mess around with sizes and armor and the wiki doesn't have anything useful. If it is possible, the solution probably involves the RELSIZE tag and some extensive tweaking to get the right settings.

Hope this helps.

6
DF Dwarf Mode Discussion / Re: The ocean and metals
« on: February 24, 2011, 09:26:30 pm »
First, Rude, ?

Second, GET TO DA CHOPPA! WE STRAYING FROM DA TOPIC!

Finally, on topic. Although I have not generated many worlds, the four or five that I have generated have all had most excellent embark sites featuring multiple metals and everything else one could desire. However, I have noticed that overall the types of stone and rock are less than what they once were. So far, I have done three memorable embarks and a couple of ones that were rejected due to user error or some similar issue.

First one: Lots of materials, lost to river creatures, player incompetence, and lack of third party tools.
Second one: Lots of non-iron metals, flux stones, and anything else one could want, including enough blue metal to outfit around fifty dwarves in full armor and weaponry; lost to modding typo (caused by sleep deprivation), and critical fps.
Third one: Lots of iron, chert, schist, red pyrope, white calcedony, trees, sand, and clay; non-ideal location in order to kill elves; lost to goblins; reclaimed, one dwarf survives, fifteen arrive in migrations, still going strong, but slow due to the 800,000 flows caused by cavern water loss upon reclaim.

Hopefully, this was on topic.

Also, the Future of The Fortress sticky in the DF General Discussion page has a discussion going on about the findings in this thread and their possible applications to shipbuilding/ocean mining. (Page 254-255 for later readers)

Also, posting to watch.

Too wordy and self-centered. I apologize.

7
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 24, 2011, 03:36:52 pm »
Do you see humans as the seafaring race? Will waterways and trade by ship play a central role to civilizations? Which races will participate in sailing and building ships? How large, in units of men and/or dwarfcube dimensions*, will the larger boats be in the future?

Personally, I see all races as having some manner of sea/river travel ability possible in the future. First question: Yes. Second question: Chances are good, possibly hopefully randomly determined for each world. Third question: Already answered/will be answered.

(All measurements in length by width by height and in dwarfcubes)

Humans: Yes: fishing boats (smaller, maybe 5-7x3-5x2-3 dwarfcubes in size), galleys along the line of ancient greeks/romans/egyptians (i.e. ramming, boarding, ballistas, catapults).
Elves: Yes: Canoes or hollowed logs, perhaps some manner of specially cultivated tree (2-20x1-3x1-2) with the larger measurements being for the massive trees. Alternatively, give them boats similar to the humans made entirely out of sentient corpses.
Kobolds: Yes: More by accident than anything else, but they can travel by fallen tree express (1-3x1x1).
Goblins: Yes: They are intelligent enough for the smelting of metals, so they should have sailing capabilities, probably something along the lines of the viking raider/pirate style that I believe has been mentioned previously.
Forgotten Beasts/Titan: They walk.

Dwarves: Most certainly yes. I support the previously mentioned designs, all of them. Also, just because they are dwarves, I see them sailing in massive vessels composed of anything from wood to stone to bones to bones/flesh to ice. These massive vessels would possess extensive fortifications and excessive quanitites of weapons, not to mention the onboard plump helmet farms and the endless supply of booze.

Speaking of booze, does dwarven wine really fit for dwarves? Perhaps it could be named whiskey or something similarly more liver terrifying.

8
DF General Discussion / Re: Censor MY Let's Play, will ya?
« on: February 11, 2011, 07:45:15 pm »
OH CARP!

AMPERSAND! (alternatively, just &)

CAT! SCAMP!

Overall grade of discussion on the usage of profanity on forums/life: Meh.

Now back to the original topic, we must create a collection of suitably dwarven curses based upon the very nature of both dwarves and the player community! Otherwise, creating the game's log as a dwarf would not be accurate as the standard English curses do not exist in the language files (sadly, neither does carp).

Bonus points if someone does Double A or someone else does the entirety of the game log of an LP or succession game in dwarven and approiate dialog languages for liasons/invaders. Also, has anyone ever created a translation program for the dwarven language? (i.e. type in phrase, get back dwarf)

9
DF Modding / Re: Greenskins, for that extra little spice.
« on: February 05, 2011, 10:28:28 am »
By the power vested in me as creator of this thread, I hereby ressurect you.

Three of you have downloaded my fortress, now you must provide your opinions on it!
Seriously, any comments, opinions, questions, insults, complaints, suggestions, requests, mandates, or carp-related incidents are acceptable and desired.
Unfortunately no news on the ork effectiveness front. Urist Worthsplattered the Godly Harshness of Realms has yet to find any orks in the human lands.
Due to the impending (I think) release of the new version, I shall postpone any real modifications until after the release and the inevitable bug fixes.
However, I would appreciate some advice on a computer issue/question that I have: Is it possible to "slave" one computer to another, in that the "master" computer can make usage of all of the "slave" computer's resources (hard drive, processor, RAM, graphics card, etc.)? My hour or so of searching online resulted in nothing I could use, but maybe I was just using the wrong keywords. Again, any help would be very much appreciated.

One day, my school will close for the day when a volcano suddenly erupts (despite the complete lack of mountains, large hills, or volcanic activity/presence) ten miles away. This erruption will then cause a chain reaction that triggers the Yellowstone supervolcano turning North America into a massive volcanic crater (caldera?) filled with magma/lava. Inside the magma will dwell several species of magma fish and a tribe of magma toadmen that will conquer the world using what American technology survives (not much).

10
DF Dwarf Mode Discussion / Re: Jumping
« on: February 05, 2011, 10:08:48 am »
In regards to duplicate RAW files or entries, I am extremely careful when I am modding just so that I can avoid rains of pink flamingos. As far as I can tell, the alligator did climb up through the unlocked floor hatch at the bottom of the construction, which I did not lock to pets in order to avoid that potential FPS hit as animals continously attempt to path through the door/hatch.
However, my original (and mildly strange) idea as to the reason behind the alligator involved water and the tendency of falling objects to be cushioned by objects they land on (as seen in one post I read a while back involving how the massive pile of body parts in a killing shaft was causing animals and goblins dropped into it to survive). In regards to Girlinhat's comment about dodging/jumping traps I have used them in previous forts (usually unintentionally) as a defense measure. It will be a dark day for those who utilize moats when jumping is properly and fully implemented. I'm thinking uploading the fortress and my answer either later this evening or tommorow somewhat early.

Thanks everyone.

11
DF Dwarf Mode Discussion / Re: Jumping
« on: February 02, 2011, 09:20:19 pm »
Aye, NW_Kohaku I tried exactly that approach, but was wondering if there was some manner of sneaky code or other type of approach that could be used. However, this does not matter, as such more insane ideas must be posited for laughs!
In reality it looks C is most likely but G should be quite laughable when I release it in a couple of days (along with the fort on the map archive) <Insert Sneaky/Stealthy Smiley Here>

12
DF Dwarf Mode Discussion / Re: Jumping
« on: February 02, 2011, 08:30:41 pm »
Spoiler: Thanks, friend. (click to show/hide)

Now, for bonus points, how might one go about putting a spoiler within a spoiler within a spoiler within a spoiler ad infintum until the very poorly played joke at the end?

13
DF Modding / Re: Greenskins, for that extra little spice.
« on: February 02, 2011, 08:06:38 pm »
RAGE! Post #1 was lost due to timeout! This post will be substandard. (I blame it on the long upload time for the save)
Long time, no post.
Instead of long happy semi-sarcastic post, I will provide numbers! (Somewhere in here was a !!SCIENCE!! reference but it was lost in the "upgrade".)
1: Update small, shoota, upgraded crossbow.
2: Warning: Do not add (decent) armor to orks.
3: Arena mode (addictively fun) Orks vs. Bronze Collossus (probably spelgilinged incorrectly due to my skillz from my edumacation), 1-4 orks with only shiny bitz choppas and decent skills are capable of defeated one of these bronze creatures. Effectiveness increases upon loss of legs for Orks (no throwing).
4: Primary cause of death in worldgen: Wild Animals (see Grizzlies). Secondary cause of death in worldgen: Night Creatures.
5: Save for the doubter/issued http://dffd.wimbli.com/file.php?id=3753
           Please visit the crossbowork, he's lonely. Also, pay a visit to the southeast sea and note the name after visiting the fortress.
Finally, don't be too critical on my fort as I'm not particularly skilled at fortress mode.

Have FUN!

14
DF Dwarf Mode Discussion / Jumping
« on: February 02, 2011, 06:59:38 pm »
My current fort is almost completely cut off from the rest of the world, with the only two methods of getting in (when the drawbridge is up) being flying and "jumping" around ten z-levels or actually jumping over a one square gap (not currently implemented as far as I know). However, that did not prevent an alligator from getting inside and killing one (maybe two) of my fifteen dwarves. Although I do believe I know how the gator got inside, I thought I might want to get some second opinions. Also, if there is sufficient demand I will (try) to upload the fortress onto the map archive for observation. Do note that the gator managed to make it into a high traffic construction zone without being noticed where it killed one dwarf and caused another to jump into the river (also the gator is currently mildly injured).
I have a pretty good idea as to how the gator made it inside the fortress, but would like to make this a "competition" of sorts, with the winner receiving this +cat skull totem+ I was waiting to be created when this little incident occured.
To be fair I shall post some of the possibilities:
A: Alligators can jump across small gaps.
B: Alligators are suicidal/kamikaze dive bombing relatives of the dreaded carp.
C: It is possible for alligators to pull themselves out of the river (without a stairway of any sort) through an unlocked hatch on the z-level above the water.
D: It's raining gators! While the weather is clear...
E: The alligators tag teamed in a wrestling match in order to throw one of their own into the fortress.
F: Anything else you come up with.
Spoiler: G: Hint/Cheating (click to show/hide)

So, have fun!

15
Other Games / Re: Favorite Game Quotes
« on: January 23, 2011, 07:35:25 pm »
Been playing through Icewind Dale II with a party consisting of a Chaotic Evil Halfling Ranger named Belkar, a Lawful Neutral Dwarf Fighter named Urist, and a pair of Rogue/Spellcaster Halflings. Upon reaching General Guthma of the annoying Goblin/Orc army in his Fortress, I first realized that in most RPG groups the party would have killled Guthma during his conversation with Sherincal. Then I had this hilarious conversation with Guthma. (Urist is doing the talking)

Guthma- "Who are you?! It hardly matters as your kind won't be tolerated here!"
Urist- "Are you Guthma, the leader of this fortress?"
Guthma- Ha-ha! You want to know - as a last wish before you die - I will grant this wish, CORPSES. I AM GUTHMA and it is *I* who have laid waste to the crippled town of Targos.
Urist- Laid waste? Your pathetic attacks have done nothing.
Guthma- You cannot fool me! Your port is destroyed... your wall is in shambles. No doubt you come for some sort of revenge- which shall go unrealized. Ha-ha-ha!
Urist- Vengance? We're just a mercenary group. You should see the trail of bodies we left on the way in.
Guthma- Errr-what? HOW *DID* YOU GET IN HERE?! I am done talking with you. NOW YOU DIE!

Guthma is promptly slaughtered by Belkar (80some hitpoints) and Urist (114 hitpoints), Rogue 1 was searching the containers for loot and Rogue 2 had been taken down by spells.

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