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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 645032 times)

Propman

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1305 on: March 25, 2015, 12:25:18 am »

Is there any way to emulate the material weakness that werebeasts normally possess?
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Lightningy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1307 on: March 27, 2015, 07:08:02 am »

how would i go about changing the appearance(the flavor text) of my creature in game and make it robust like the dwarfs' description? ???
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

GENERATION 29:
Copy and add 1.

BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1308 on: March 27, 2015, 09:24:52 am »

Beard and skin colours and other such tissue descriptions are controlled by the various tissue layer modifier tokens.

For example, these are the various eye colours that a human may have:
Code: [Select]
[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]

They may also define a body part rather than a tissue layer. For example, these are for various eye modifiers:
Code: [Select]
[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]

Finally, there are some much more general modifiers, such as those that affect height and broadness:
Code: [Select]
[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]

There may be a few others I may not remember at the moment as well.
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Lightningy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1309 on: March 27, 2015, 11:50:59 am »

thx
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

GENERATION 29:
Copy and add 1.

20firebird

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1310 on: March 27, 2015, 10:33:40 pm »

I figured out what was wrong with the raptorik entity file (I forgot the opening text), so that's good.

Anyway, how do I make a creature turn itself into an animal every full moon?
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WHERE DO YOU EVEN GET ENOUGH BABY FOR A PICKAXE? THERE ISN'T ENOUGH BABY.

BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1311 on: March 27, 2015, 10:42:04 pm »

Give it an interaction or some other method to reliably give itself a syndrome, such as a reaction that creates a boiling rock that imparts the syndrome.

This syndrome will grant the transformation effect, which is tied to a periodic trigger that activates on fool moons.

An example, taken from werebeasts, would look something like this:
Code: [Select]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
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WordsandChaos

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1312 on: March 28, 2015, 12:31:15 pm »

Caste glow tiles: How do they work.

So I put the following into a caste:

Quote
[CASTE:BLAHBLAHBLAH]
[CASTE_NAME:The Amazing Blah:the amazing blahs]
[CREATURE_TILE:'B'][COLOR:4:0:0]
[CASTE_GLOWTILE:'"'][CASTE_GLOWCOLOR:4:0:1]
[DESCRIPTION:Blahblahblah.]


But this doesn't seem to add a glow. What am I doing wrong?

BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1313 on: March 28, 2015, 12:34:47 pm »

From the wiki:
Quote
If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness.
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WordsandChaos

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1314 on: March 29, 2015, 03:11:20 am »

Aaah, ok. That actually makes more sense. Interesting, thanks.

Lightningy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1315 on: March 31, 2015, 03:05:59 pm »

i have a question(duh!). i have made this borderline immortal race out of Slade, and made them have civs. but i want them to be fairly rare and when i embark i want it to be so i don't get migrants but only the very rare children about every 20 years or so.

Entity raw
Spoiler (click to show/hide)

Creature raw
Spoiler (click to show/hide)
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

GENERATION 29:
Copy and add 1.

BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1316 on: March 31, 2015, 03:48:05 pm »

Can't prevent migrants by just modding, to my knowledge. You would need to have a dead or nearly dead civ to prevent or slow migrations.

Though you might be able to make the civ less common by allowing a fewer starting amount, and lower population amounts. Or limiting where they may settle to fewer areas. Though that may just cluster them tightly over a small area.

Not quite sure about how to lessen the amount of children. You can't control gestation, though you could possibly lower marriages by reducing their love propensity and love values, as well as alter their orientation so that most are not interested in marriage, or do not like members of the opposite sex.
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Lightningy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1317 on: March 31, 2015, 03:50:51 pm »

thx you are really a legend ☼modder☼
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'What is life?', you ask. Fundamentally life is the apotheosis of pointlessness. We live to multiple. But what for? The Endless cycle of carnage pulls hardest on the furthest victim. An inescapable fate; one no one wants but we all desire. The more immoral we become the more ideal we are. A perverse oxymoron. We who live unencumbered but are the most burdened. We fight but at the end it is all for naught, as in life there are no winners; only the undistinguished.

GENERATION 29:
Copy and add 1.

terribleperson

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1318 on: April 01, 2015, 02:26:44 am »

I spent all of last night working on some orcs, to provide me a bigger challenge than goblins in the absence of a Fortress Defense mod. I finally got them functional and error-free, only to discover that throughout multiple worldgens, they are not hostile to any of my Dwarven civilizations, and in the site picker are marked 'No Trade'. I thought at first this might be because despite originally intending for them to be single-faceted enemies, I ended up liking them and actually taking some care with their culture. After replacing most of their ethics with values that Dwarves would find objectionable and adding some other tags, they still failed to be hostile or at war. I now think that my two problems likely share the same root cause, and if I can fix the 'No Trade' issue, I can probably fix the hostility issue. If anyone can help, I would be grateful. Ideally I could simply set them to be eternally at war (then they can have decent culture AND be a fun enemy), but I'll settle for twisting their ethics if I can get it to work. The entity raw follows.

Code: [Select]
entity_orc

[OBJECT:ENTITY]

[ENTITY:WARRIORS]
[CREATURE:ORC]
[TRANSLATION:ELF]
[WEAPON:ITEM_WEAPON_LONGSWORD]
[WEAPON:ITEM_WEAPON_SWORD_GREAT_FALCHION]
[WEAPON:ITEM_WEAPON_PIKE_AWLPIKE]
[WEAPON:ITEM_WEAPON_MACE_FLAIL]
[WEAPON:ITEM_WEAPON_MACE_FLAIL_2H]
[HELM:ITEM_HELM_BASCINET:FORCED]
[ARMOR:ITEM_ARMOR_GAMBESON:COMMON]
[ARMOR:ITEM_ARMOR_JERKIN:COMMON]
[ARMOR:ITEM_ARMOR_HAUBERK:COMMON]
[ARMOR:ITEM_ARMOR_ORC_PLATE:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[PANTS:ITEM_PANTS_GREAVES_UPPER:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:FORCED]
[SHOES:ITEM_SHOES_GREAVES_LOWER:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[SHIELD:ITEM_SHIELD_TOWER]
[SHIELD:ITEM_SHIELD_SHIELD]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:UGLY]
[SELECT_SYMBOL:REMAINING:VIOLENT]
[SELECT_SYMBOL:REMAINING:NEGATIVE]
[CULL_SYMBOL:ALL:NATURE]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:NEGATOR]
[OUTDOOR_WOOD]
[STONE_PREF]
[METAL_PREF]
[EQUIPMENT_IMPROVEMENTS]
[ART_FACET_MODIFIER:EVIL:256]
[ART_FACET_MODIFIER:OWN_RACE:64]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:128]
[ART_IMAGE_ELEMENT_MODIFIER:SHAPE:128]
[ART_IMAGE_ELEMENT_MODIFIER:CREATURE:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:0]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:5120]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:2560]
[ITEM_IMPROVEMENT_MODIFIER:GLAZED:0]
[ITEM_IMPROVEMENT_MODIFIER:ART_IMAGE:0]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:DISCIPLINE]
[SPHERE_ALIGNMENT:DEFORMITY:128]
[SPHERE_ALIGNMENT:DARKNESS:256]
[SPHERE_ALIGNMENT:WAR:384]
[SPHERE_ALIGNMENT:FIRE:256]
[SPHERE_ALIGNMENT:FAMILY:256]
[SPHERE_ALIGNMENT:DANCE:256]
[SPHERE_ALIGNMENT:REVELRY:256]
[SPHERE_ALIGNMENT:REBIRTH:128]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_RIVER:3]
[BIOME_SUPPORT:ALL_MAIN:2]
[BIOME_SUPPORT:ANY_FOREST:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_POP_SIEGE:4]
[SIEGER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:150]
[MAX_POP_NUMBER:2000]
[MAX_SITE_POP_NUMBER:90]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[ETHIC:ASSAULT:PUNISH_EXILE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:KILL_ANIMAL:PERSONAL_MATTER]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:PERSONAL_MATTER]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:LYING:SHUN]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAPIENT:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:OATH_BREAKING:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:SLAVERY:APPALLING]
[ETHIC:THEFT:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TREASON:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:VANDALISM:SHUN]
[VALUE:LAW:11]
[VALUE:LOYALTY:25]
[VALUE:FAMILY:40]
[VALUE:FRIENDSHIP:25]
[VALUE:POWER:40]
[VALUE:TRUTH:25]
[VALUE:CUNNING:30]
[VALUE:ELOQUENCE:10]
[VALUE:FAIRNESS:40]
[VALUE:DECORUM:-11]
[VALUE:TRADITION:10]
[VALUE:ARTWORK:25]
[VALUE:COOPERATION:25]
[VALUE:INDEPENDENCE:40]
[VALUE:STOICISM:-11]
[VALUE:INTROSPECTION:10]
[VALUE:SELF_CONTROL:41]
[VALUE:TRANQUILITY:-11]
[VALUE:HARMONY:-25]
[VALUE:MERRIMENT:11]
[VALUE:CRAFTSMANSHIP:25]
[VALUE:MARTIAL_PROWESS:40]
[VALUE:SKILL:26]
[VALUE:HARD_WORK:40]
[VALUE:SACRIFICE:26]
[VALUE:COMPETITION:40]
[VALUE:PERSEVERENCE:41]
[VALUE:LEISURE_TIME:10]
[VALUE:COMMERCE:-10]
[VALUE:ROMANCE:0]
[VALUE:NATURE:-25
[VALUE:PEACE:-25]
[POSITION:PRINCE]
[NAME:prince:princes]
[NUMBER:1]
[ELECTED]
[PRECEDENCE:1]
[SQUAD:25:elite warrior:elite warriors]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[DUTY_BOUND]
[POSITION:WARLORD]
[NAME:warlord:warlords]
[NUMBER:1]
[APPOINTED_BY:PRINCE]
[PRECEDENCE:100]
[COMMANDER:CAPTAIN:ALL]
[SQUAD:20:elite warrior:elite warriors]
[RESPONSIBILITY:MILITARY_STRATEGY]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DUTY_BOUND]
[POSITION:CAPTAIN]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[ELECTED]
[PRECEDENCE:150]
[SQUAD:10:warrior:warriors]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:BUILD_MORALE]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:CHIEF]
[NAME:chief:chiefs]
[SITE]
[NUMBER:1]
[ELECTED]
[PRECEDENCE:150]
[RESPONSIBILITY:RELIGION]
[RESPONSIBILITY:ACCOUNTING]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[KILL_QUEST]
[DUTY_BOUND]
[POSITION:SHAMAN]
[NAME:shaman:shamans]
[SITE]
[NUMBER:1]
[ELECTED]
[PRECEDENCE:150]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[RESPONSIBILITY:MEET_WORKERS]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[KILL_QUEST]
[DUTY_BOUND]
[POSITION:RANGER_COMMANDER]
[NAME:ranger commander:ranger commanders]
[SITE]
[NUMBER:1]
[APPOINTED_BY:CHIEF]
[PRECEDENCE:200]
[COMMANDER:RANGER_CAPTAIN:ALL]
[SQUAD:5:ranger:rangers]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:RANGER_CAPTAIN]
[NAME:ranger captain:ranger captains]
[SITE]
[NUMBER:AS_NEEDED]
[APPOINTED_BY:RANGER_COMMANDER]
[PRECEDENCE:250]
[SQUAD:5:ranger:rangers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[APPOINTED_BY:PRINCE]
[PRECEDENCE:150]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[COLOR:7:0:1]
[DO_NOT_CULL]
[MENIAL_WORK_EXEMPTION]
[DUTY_BOUND]
[POSITION:TRADER]
[NAME:diplomat:diplomats]
[NUMBER:AS_NEEDED]
[APPOINTED_BY:PRINCE]
[PRECEDENCE:250]
[RESPONSIBILITY:TRADE]
[COLOR:7:0:1]
[DO_NOT_CULL]
[MENIAL_WORK_EXEMPTION]
[DUTY_BOUND]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[BANDITRY:5]
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1319 on: April 01, 2015, 10:48:06 am »

They can't trade because they have no animals to pull wagons or carry luggage, as they are missing various pet-allowing tags.

Aside from having radically different ethics, wars can also be started if one civ has [ITEM_THIEF] and/or [BABYSNATCHER], and the other does not have the same combination of those two tags.

Not allowing them to speak or making them speak utterances also causes hostilities.
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