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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002069 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4335 on: March 04, 2013, 06:28:37 pm »

Note that creatures don't die from necrosis until they go into combat.

Mohreb el Yasim

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4336 on: March 04, 2013, 06:43:46 pm »

Can graphics be defined for a caste in specifique?
What target should be used for fortress mode auto targeting syndrome? (i hasitade betvene CLEANING and GREETING SELF ONLY but i do not know wich would work / work better)
Uninteligent civ members use still the same way of procreating than domestic animals?
Can professions be restricted to a caste inside a creature or we can only set the skill precentages to prevent efficient use of said jobs?
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4337 on: March 04, 2013, 06:49:21 pm »

Quote
What target should be used for fortress mode auto targeting syndrome? (i hasitade betvene CLEANING and GREETING SELF ONLY but i do not know wich would work / work better)

Depends on what you want do do with it.

Quote
Uninteligent civ members use still the same way of procreating than domestic animals?

No, as far as I know, they still have to marry.

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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4338 on: March 04, 2013, 06:49:44 pm »

Can graphics be defined for a caste in specifique?

I wish, but no.

What target should be used for fortress mode auto targeting syndrome? (i hasitade betvene CLEANING and GREETING SELF ONLY but i do not know wich would work / work better)

GREETING or SELF_ONLY would both work, but I would recommend GREETING.

Uninteligent civ members use still the same way of procreating than domestic animals?

What stirk said.

Can professions be restricted to a caste inside a creature or we can only set the skill precentages to prevent efficient use of said jobs?

The latter.

evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4339 on: March 04, 2013, 10:09:07 pm »

The severity is really low for a syndrome, jacking it up a lot should help.

Oh, really?  None of the natural syndromes go past 100 in severity, so I thought that a syndrome 10 times the limit would do the job nicely.

I just gave it a whack and it worked.  Thanks, people.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4340 on: March 04, 2013, 10:14:30 pm »

The limit is 2147483647, not 100. The natural syndromes have that because they're not interactions. Interactions are special, you need much higher sevs because it assumes it's coming from the smallest possible creature (or something like that).

Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4341 on: March 04, 2013, 11:58:55 pm »

Note that creatures don't die from necrosis until they go into combat.
What does that mean? I've never heard of anything like that.
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4342 on: March 05, 2013, 12:40:20 am »

Note that creatures don't die from necrosis until they go into combat.
What does that mean? I've never heard of anything like that.

It's bizarre but true.  A unit with necrosis in their brain and spine won't die till they get attacked.  I hit a unit with a syndrome that rotted their brain, but they didn't die until nearly a half-hour later when they got pecked in the leg by a duck.  It's weird.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4343 on: March 05, 2013, 01:10:35 am »

Will things like vomiting that produce combat reports work as well?
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4344 on: March 05, 2013, 01:58:57 am »

Will things like vomiting that produce combat reports work as well?

They will produce an announcement, if you are in adventure mode ("You vomit blood").  Otherwise, you won't notice other than a spot of blood showing up.

Also, it's pretty much impossible to get a dwarf to turn into a constant blood-vomit fountain.

 I tried.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4345 on: March 05, 2013, 02:14:42 am »

what about paralyzing the legs, causing them to fall over? Will that trigger combat and thus necrosis-melting?
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4346 on: March 05, 2013, 03:53:10 am »

If you make a baby snatcher civ, do Dwarves lay siege? I got none in 10 years but considering I only got 2 human siege and 3 elven ambushes, I may have chosen a wrong position.

Also, is there something preventing goblins to trade with me? All the places I tried had "No trade". I wanted at least merchants so I can properly antagonize then.
Do they have [COMMON_DOMESTIC_PACK] and/or [COMMON_DOMESTIC_PULL]?
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4347 on: March 05, 2013, 10:09:38 am »

what about paralyzing the legs, causing them to fall over? Will that trigger combat and thus necrosis-melting?

Paralysis is full-body.  If you mean CE_IMPAIR_FUNCTION, then I guess, as long as it makes a combat log.  Fall damage and cave-in's trigger the necrosis-death, too.

Note, though, that if the rot is "minor" then the necrosis isn't lethal (even if it's their brain and spine).  From Advanced Rot they'll die at the drop of a hat.



Also, I've been working on some zombies and I think I've come up with a partial fix for the infinite-reraising deal.  If you give the target corpse

      [IT_REQUIRES:FIT_FOR_RESURRECTION]
      [IT_REQUIRES:FIT_FOR_ANIMATION]

then the target must have either a head or hands to be reraised.  Oddly, after chopping them to bits you get "Urist McNoheadorhands' partial remains" which I don't think are supposed to exist, but he's unraisable. 

I'd like for it to just be isolated to requiring a head rather than hands, as a headless zombie blindly fumbling for my adventurer is a little silly.

Is there any other way to make raising a corpse require the targets head to be attached to their upper body?
« Last Edit: March 05, 2013, 10:50:16 am by evictedSaint »
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Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4348 on: March 05, 2013, 10:53:36 am »

Also for "Underground special" Is there any difference from that to a husk/thrall stat wise?
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Sibilantjoe

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4349 on: March 05, 2013, 10:56:17 am »

So, in an attempt to make some kind of quasi-immortal caste in Masterwork's Bandit race, I lifted the regeneration interaction from the excellent Dragonball mod and tried to add it to the caste. However, when I test the new caste everything works except the interaction, which shows up as "unknown interaction" under 'innate ability.' Here's what my raws look like:

-SNIP-

Genning a new world fixed it.
« Last Edit: March 05, 2013, 11:21:39 am by Sibilantjoe »
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