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Author Topic: New to Modding  (Read 1020 times)

Trance

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New to Modding
« on: July 19, 2012, 02:25:37 am »

I've been inspired by masterworks to create some of my own mods. Not to say Masterworks isn't beautiful as it is, it just lacks a personal touch i'd like to create for myself.

So, in saying that a a quick question to get me started. I'll continue to add to this topic as I descover more questions.

Is it possible to have creatures spawn with equipment, that i want? How do I do that?
EG - I want ratmen to spawn with ratspears. (And I dont want to turn them into a "civ")



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Eric Blank

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Re: New to Modding
« Reply #1 on: July 19, 2012, 02:50:14 am »

There's currently no way to make wild (non-civilized) creatures spawn with any sort of items. They can have a "ratspear" body part that is made of a specific material and used in attacks, but that's kinda awkward...
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Replica

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Re: New to Modding
« Reply #2 on: July 19, 2012, 03:31:48 am »

That can be taken a bit out of context.

The sword hits the rat man in the ratspear, the severed part sails of in an arc!
The rat man gives in to pain.
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Trance

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Re: New to Modding
« Reply #3 on: July 19, 2012, 03:32:32 am »

Ok,

In the entity_default file, the last entity "[ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]"
Is it possible to set something like this up and have the entity spawn in forests, rather then
subterranean areas?
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Putnam

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Re: New to Modding
« Reply #4 on: July 19, 2012, 04:02:06 am »

I think that the camps for subterranean civs are part of the LAYER_LINKED token, unfortunately.

If they're not... hehe.

Wannabehero

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Re: New to Modding
« Reply #5 on: July 19, 2012, 10:55:41 am »

I'm also pretty sure that the LAYER_LINKED token confines the civ to subterranean existence.  It also makes the civ "hidden", in that it won't show up in the civ list.

You could try experimenting with giving them both LAYER_LINKED as well as some other biome placement tokens and see what happens.  Maybe add:

[BIOME_SUPPORT:ANY_FOREST:10]
[BIOME_SUPPORT:SUBTERRANEAN_WATER:6]
[BIOME_SUPPORT:SUBTERRANEAN_CHASM:4]
[START_BIOME:ANY_FOREST]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:TREE_CITY]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:CAVE]

Or you could remove LAYER_LINKED and add in the above if they aren't compatible.  Or duplicate the Entity, change the name, remove LAYER_LINKED and add in the above for a subterranean and surface animal peoples.  You could also add siege requirements to the surface version to get yourself another sieging civ (which will make the game more !!FUN!!).
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Meph

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Re: New to Modding
« Reply #6 on: July 19, 2012, 11:33:21 am »

Good luck and have fun with modding :)
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Hugo_The_Dwarf

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Re: New to Modding
« Reply #7 on: July 19, 2012, 11:37:15 am »

LAYER_LINKED afaik forces them in the caverns and make camps, they can also invade if given the right tokens. But they can show up on any cavern level, mainly the one you see their camps on (if no camp is in the embark site, it's hit and miss)
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Eric Blank

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Re: New to Modding
« Reply #8 on: July 19, 2012, 11:44:53 am »

You could make the civ a copy of the kobolds' civ, and set their starting biome and support to forest. Then add/subtract weapons as you please.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.