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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 10820 times)

Gaybarowner

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #555 on: September 16, 2012, 03:07:01 pm »

Also for a race what is the entity to increase a skill such as strength and agility ect?
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i2amroy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #556 on: September 16, 2012, 03:57:24 pm »

Also for a race what is the entity to increase a skill such as strength and agility ect?
Do you mean how do you increase a particular creature's strength/agility/etc.?

If so it's just the [PHYS_ATT_RANGE:STRENGTH:X:X:X:X:X:X] tokens in the creature. There are no entity tokens that involve stats of the respective creatures.
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Ultimate Fortress Mod. Plans to add tons of new content, currently working on plants. (Currently on Hiatus)
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!

Gaybarowner

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #557 on: September 16, 2012, 05:29:06 pm »

Oh yeah my bad thank you again! Half way finished making a Necromancer type adventure class!
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Gaybarowner

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #558 on: September 16, 2012, 06:54:59 pm »

Also forgot to mention in my earlier post what allows creatures to not be attacked by the undead? was it [NOT_LIVING]?
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Ultimuh

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #560 on: September 19, 2012, 03:38:10 am »

So I have gotten this idea of making a raccoon civ.
What should I change in the creaturee's raws?
And I think I am going to base the entity on the kobold one,
but they should be able to survive as a civ and not die out as easily during worldgen.
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If it's dubbed and not subbed, it's not worth watching.

Courtesy Arloban

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #561 on: September 19, 2012, 02:58:19 pm »

  I was researching creatures from Dungeon Crawl Stone Soup and noticed that they use numbers for their various demons, and I thought that numbers for demons would be a good idea to implement in an pseudo-ascii graphics set.  At the same time I was researching PADC and Ascii Plus graphic sets, and noticed that PADC uses Two Letter combinations for their graphics.  I came to the conclusion that I could combine the two ideas for not just demons, but all procedurally generated creatures, and some others besides.

  A Symbol signifies what type of procedurally generated creature, while a Number matches to the number the creature would have in extracted raws.  Also from PADC I use the idea of a lowercase letter being the creature as a child, and added a smaller letter for babies.

This image is just the concept, not the finished set.  Left to right it goes Adult, child, baby, animated, ghost, Law Giver, Prisoner, and Default.  The numbers are along the bottom of the image, in order to fit three digits they are turned sideways on the right side of the image.



Credits go to the creators of PADC, Asciiplus, and Dungeon Crawl Stone Soup for the inspiration.  And to Lord Nightmare for the letters, and Zarathrusta for the numbers.

The vampire graphics would depend on whether you can give a seperate graphic to a creature based on whether they have a syndrome or not, and would require being added to each civ creatures individually.  The reason I have graphics for Law Giver, and Prisoner is that Demons get a seperate tile if they take over a civ.  The micellaneous creatures at the bottom are leftovers.

Having seperate graphics for the boogeymen and werebeasts require preparation ahead of time.  If you know what your world settings are, then you switch symbols while keeping the correct number after reaching that number.
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:26]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
the default settings would be to switch to bogeyman at NIGHT_CREATURE_27 and then to werebeasts at NIGHT_CREATURE_53.  I just realized I forgot about forgotten beasts!
« Last Edit: September 19, 2012, 03:10:54 pm by Courtesy Arloban »
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #562 on: September 19, 2012, 03:02:19 pm »

fucking incredible

BFEL

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #563 on: September 19, 2012, 04:31:44 pm »

Hey anyone know a way to make force a civ to use one particular material? Steel in this case. Basically Giant Desert Scorpions+Steel Plate+Crossbow/Axe-things. However they still used other things like iron and I didnt even see them use Steel in anything they made. I only included reactions that produced pig iron, coke and other materials for steel. So yeah anyone know how to force them to outfit in steel?

smakemupagus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #564 on: September 19, 2012, 04:54:20 pm »

give them reactions that actually produce steel (bars)

.. and if you don't want them using anything else, then no other reactions that produce other bars
« Last Edit: September 19, 2012, 05:00:42 pm by smakemupagus »
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #565 on: September 19, 2012, 05:19:05 pm »

And don't let them mine, either.

BFEL

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #566 on: September 19, 2012, 05:22:05 pm »

Ok so I need to make a custom reaction that produces steel from....nothing basically :P

smakemupagus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #567 on: September 19, 2012, 05:23:58 pm »

Yes... or from something.  Either way.

BFEL

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #568 on: September 19, 2012, 06:01:00 pm »

Lol well this race considers both killing animals and plants to be unthinkable so if they cant mine...then they really have no resources whatsoever

krisslanza

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #569 on: September 19, 2012, 10:05:49 pm »

How would I go about modifying only the healing rates of normally unhealable/long-healing parts of a specific race, without changing the tissues of EVERYTHING using those tissues?

Also, how does the game determine fatness? Trying to see if I can't... tweak that a bit.
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