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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 634940 times)

Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1215 on: February 28, 2015, 02:27:30 am »

Sorry if this is common knowledge, but I couldn't find much.

When assigning weapons to NPCs, does Dwarf Fortress go by skill group or by specific weapon?
That is to say, if you gave a civ access to pikes and nine types of sword, would their army have be half pikemen or one-tenth pikemen?
Half pikemen. Well, not really. Goblins in vanilla seem to pick their army complectation quite randomly. So, army of your modded entity will only have swordsmen (armed with a random sword from the defined list) and pikemen, but in different proportions in each siege.
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Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1216 on: March 01, 2015, 07:29:20 am »

Hmmm, I tried adding currency, I already had trader as a permitted job, I added broker, diplomat, and mayor, they live near dorf fortresses, there is a freaking tunnel built between one of my angel forts and nearby dorf forts (awesome) but they still refuse to build trade depots... though I did get a kludgey workaround for mooding with them since I found myself after reclaim with a fort full of like 60 angels and my 7 dorfs... tweak makeown'D them, then added preferences and an artifact name with gm-editor, then change their race to 465 (dorfs) and without moving the cursor tab over to the dfhack terminal and force the mood. Works well, got a helm, pair of gauntlets, and a pick so far.
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Lukander

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1217 on: March 03, 2015, 09:43:09 am »

[OPPOSED_TO_LIFE] creatures attack those that lack the [NO_AGING] tag. [NOT_LIVING] is used to denote something that can't be reanimated(nor resurrected?) in vanilla RAWs(and Generated Creatures) primarily, [OPPOSED_TO_LIFE] creatures don't factor it in when picking out 'enemies' at all.
Um...ok.

BTW, I've been toying around with these tags and figured out that [OPPOSED_TO_LIFE] creatures don't attack [NOT_LIVING], if not provoked. However, every creature who lacks [OPPOSED_TO_LIFE] will attack creatures those having it. For no obvious reasons (even if the attacker has [AT_PEACE_WITH_WILDLIFE] and the attacked has [NATURAL]). Seems a little bit weird for me.

And no, members of same species won't attack each other just because of [OPPOSED_TO_LIFE].


UPD:
I have some more questions. Will megabeast appear if it's modded to be a cavern creature? Also, can a megabeast be a spouse converter or it's only available for night creatures?

Cavern Megabeasts should work; just give it one or more of the [SUBTERRANEAN_*] Biome types and set [UNDERGROUND_DEPTH:*:*] to range anywhere below 0(0 is the surface layer, 5 is normally the demonic 'underworld' layer).
  Valikdu found [SPOUSE_CONVERTER] Megabeasts too work just fine(they still follow the Megabeast per world pop cap though). The [LAIR::] token common to (Semi-)Megabeasts and Night Creatures appears to be the important part for it to work(the [POWER] token disrupts this because the creature may live in a Civ site instead of a Lair, at which point they also stop spouse-hunting/converting)

   I know virtually all vanilla [NOT_LIVING] creatures also have [NO_AGING] so it could be reading either tag in most cases.
The results both I (and I believe Meph) have seen in testing were: Any creature that acquires [NO_AGING] won't be targeted by [OPPOSED_TO_LIFE] ones, unless otherwise provoked(there can be loyalty-cascade issues though). I tried to make friendly necromancers and a race of 'natural' necromancer's/'undead' using innate supernatural learning of a custom secret that granted [NO_AGING] but not [OPPOSED_TO_LIFE](so they were fortress playable). Other 'undead', Husks and necromancers ignored them but would assault foreign caravans/invaders.
« Last Edit: March 03, 2015, 10:10:38 am by Lukander »
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Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1218 on: March 03, 2015, 01:46:26 pm »

[OPPOSED_TO_LIFE] creatures attack those that lack the [NO_AGING] tag. [NOT_LIVING] is used to denote something that can't be reanimated(nor resurrected?) in vanilla RAWs(and Generated Creatures) primarily, [OPPOSED_TO_LIFE] creatures don't factor it in when picking out 'enemies' at all.
Um...ok.

BTW, I've been toying around with these tags and figured out that [OPPOSED_TO_LIFE] creatures don't attack [NOT_LIVING], if not provoked. However, every creature who lacks [OPPOSED_TO_LIFE] will attack creatures those having it. For no obvious reasons (even if the attacker has [AT_PEACE_WITH_WILDLIFE] and the attacked has [NATURAL]). Seems a little bit weird for me.

And no, members of same species won't attack each other just because of [OPPOSED_TO_LIFE].


UPD:
I have some more questions. Will megabeast appear if it's modded to be a cavern creature? Also, can a megabeast be a spouse converter or it's only available for night creatures?

Cavern Megabeasts should work; just give it one or more of the [SUBTERRANEAN_*] Biome types and set [UNDERGROUND_DEPTH:*:*] to range anywhere below 0(0 is the surface layer, 5 is normally the demonic 'underworld' layer).
  Valikdu found [SPOUSE_CONVERTER] Megabeasts too work just fine(they still follow the Megabeast per world pop cap though). The [LAIR::] token common to (Semi-)Megabeasts and Night Creatures appears to be the important part for it to work(the [POWER] token disrupts this because the creature may live in a Civ site instead of a Lair, at which point they also stop spouse-hunting/converting)

   I know virtually all vanilla [NOT_LIVING] creatures also have [NO_AGING] so it could be reading either tag in most cases.
The results both I (and I believe Meph) have seen in testing were: Any creature that acquires [NO_AGING] won't be targeted by [OPPOSED_TO_LIFE] ones, unless otherwise provoked(there can be loyalty-cascade issues though). I tried to make friendly necromancers and a race of 'natural' necromancer's/'undead' using innate supernatural learning of a custom secret that granted [NO_AGING] but not [OPPOSED_TO_LIFE](so they were fortress playable). Other 'undead', Husks and necromancers ignored them but would assault foreign caravans/invaders.
Well, thanks for figuring it all out :)
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1219 on: March 05, 2015, 02:50:59 am »

Good lord there is weirdness when you do something like have a necromancer adventurer, with a necromancer wife/companion, with rescued civilians, and your wife reanimates a corpse in the middle of them.

Lots of them did what I expected and started punching the corpse, some tried to punch her, some started punching each other, but they ignored me until I got close enough to start killing them for hitting her, and even then lots of them were still friendly to me while attacking someone else on my companion list. What a mess.
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Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1220 on: March 06, 2015, 12:52:43 pm »

Can a creature be civilized if it doesn't have [INTELLIGENT] / [CAN_SPEAK] / [CAN_LEARN]?
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Cryxis, Prince of Doom

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1221 on: March 08, 2015, 12:10:34 am »

This probably sounds like a dumb question but how do you get your mode to work
Do I modify the original raws and then create a new world and the more show up in the new region's raws or do you make a region and then modify it's raws to see them in game?
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1222 on: March 08, 2015, 12:25:19 am »

Modify original raws, make a new world.

Cryxis, Prince of Doom

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1223 on: March 08, 2015, 01:57:33 am »

Ok thank you
Will probably have more questions later this week when I have time to do modding
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Henny

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1224 on: March 08, 2015, 11:17:27 am »

I'm experimenting with transforming dogs. With these raws:

Code: [Select]
        [CASTE:FEMALE]
[FEMALE]
POP_RATIO:1
[CASTE:MALE]
[MALE]
POP_RATIO:4
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

they transform just fine, but if I add brackets around POP_RATIO they don't. What's up with that?
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Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1225 on: March 08, 2015, 02:34:55 pm »

I'm experimenting with transforming dogs. With these raws:

Code: [Select]
        [CASTE:FEMALE]
[FEMALE]
POP_RATIO:1
[CASTE:MALE]
[MALE]
POP_RATIO:4
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

they transform just fine, but if I add brackets around POP_RATIO they don't. What's up with that?
What exactly do you mean under "transforming"?
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Henny

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1226 on: March 08, 2015, 02:40:26 pm »

I'm experimenting with transforming dogs. With these raws:

Code: [Select]
        [CASTE:FEMALE]
[FEMALE]
POP_RATIO:1
[CASTE:MALE]
[MALE]
POP_RATIO:4
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

they transform just fine, but if I add brackets around POP_RATIO they don't. What's up with that?
What exactly do you mean under "transforming"?
I've got an inorganic material set up that boils at room temperature and transforms any male dog it's in contact with into mechanic ones (ie a different creature).
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Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1227 on: March 08, 2015, 04:01:08 pm »

I'm experimenting with transforming dogs. With these raws:

Code: [Select]
        [CASTE:FEMALE]
[FEMALE]
POP_RATIO:1
[CASTE:MALE]
[MALE]
POP_RATIO:4
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

they transform just fine, but if I add brackets around POP_RATIO they don't. What's up with that?
What exactly do you mean under "transforming"?
I've got an inorganic material set up that boils at room temperature and transforms any male dog it's in contact with into mechanic ones (ie a different creature).
And they do transform, but once you add these POP_RATIO tags, they don't? Well, that's really strange indeed. Are you completely sure this is the exact reason?

I mean, there can be like a lot of them.
Are you sure the test subjects always get "caught up in the cloud of %material_name%"?
« Last Edit: March 08, 2015, 04:12:44 pm by Sver »
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Urist McCoder

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1228 on: March 08, 2015, 07:22:49 pm »

How do you add a breath attack that spreads poison.
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1229 on: March 08, 2015, 07:26:40 pm »

Make the emitted material carry a syndrome.

For example, something like this:

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath poison]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:INORGANIC:POISON:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]

Then create an inorganic called POISON and give it a syndrome that will affect those caught within the breath attack.
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