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Author Topic: Raw tweaks for vermin creature variations  (Read 2159 times)

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Raw tweaks for vermin creature variations
« on: July 14, 2013, 07:22:17 pm »

I skimmed the forum and didn't see this mentioned anywhere so thought I'd post it.

There are a couple vermin tags that make life a pain for dealing with their GIANT or ANIMAL_PERSON cousins. Here are some solutions.


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MagmaMcFry

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Re: Raw tweaks for vermin creature variations
« Reply #1 on: July 16, 2013, 04:16:55 pm »

That sounds really useful. I just added them to Blast (see my sig) as a configurable option. Do you have any more bugs you could fix?  :P
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Taverius

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Re: Raw tweaks for vermin creature variations
« Reply #2 on: September 09, 2013, 06:19:02 pm »

That depends on your definition of bugs.

For example:
  • any [AMPHIBIOUS] or [FLIER] with [MOUNT(_EXOTIC)] creates pathing errors. The solution is to remove 'mountability' for these creatures, but this also means you don't get flying goblin sieges.
  • Giant armadillo caste names are backwards with male called "sow" and female called "boar".
  • Giant Tortoise and Desert Tortoise don't appear in game because they lack the [LARGE_ROAMING] token.
  • Adders give birth to live young irl.
  • Whips and Scourges are incredibly powerful. This is because the hit depth/surface etc are for the tip striking, but the mass of the weapon is like a mace instead of the tip of the weapon. SOme people work around this by increasing the contact area, but the correct solution is to decrease the weapon size to 2 for whips and 10 for scourges.
  • Many creatures are missing [CHILD] tags and do not reproduce.
  • Undead do not die in lava because many organic materials (eg, bone) have the wrong temperature values.
I'm not sure which count as valid 'bugs' for the purpose of the Blast base :)
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MagmaMcFry

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Re: Raw tweaks for vermin creature variations
« Reply #3 on: September 10, 2013, 03:21:58 am »

They're valid as long as they can be solved by small raw changes.
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