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Author Topic: Dog Breeds [WIP]  (Read 5941 times)

brolol.404

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Re: Dog Breeds [WIP]
« Reply #90 on: May 05, 2019, 05:42:25 pm »

Well, how does this look?

Retriever, Labrador, Setter, Pointer, Poodle, Spaniel, Collie, Corgi, Great Dane, Greyhound, Pug
LOVE_PROPENSITY 100
CHEER_PROPENSITY 100
FRIENDLINESS 100
EMOTIONALLY_OBSESSIVE 100
ACTIVITY_LEVEL 100
GREGARIOUSNESS 100

Rottweiler, Pinscher, Boxer, Bulldog, Pitbull
HATE_PROPENSITY 100
ANGER_PROPENSITY 85
STRESS_VULNERABILITY 15
VIOLENT 100
BRAVERY 100
CONFIDENCE 100
VENGEFUL 100
ACTIVITY_LEVEL 100
EXCITEMENT_SEEKING 100

Bloodhound, Coonhound, Foxhound, Beagle, Dachshund
PERSEVERANCE 100
SINGLEMINDED 100
CURIOUS 100
ACTIVITY_LEVEL 100

Akita, Shepherd, Dalmatian, Saint Bernard, Mastiff, Great Pyrenees, Sheepdog, Cur, Husky, Schnauzer
STRESS_VULNERABILITY 15
BRAVERY 100
CONFIDENCE 100
DUTIFULNESS 100
ACTIVITY_LEVEL 100

Terrier, Chihuahua
LOVE_PROPENSITY 100
HATE_PROPENSITY 100
ANXIETY_PROPENSITY 100
EMOTIONALLY_OBSESSIVE 100
STRESS_VULNERABILITY 100
ACTIVITY_LEVEL 100

FantasticDorf

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Re: Dog Breeds [WIP]
« Reply #91 on: May 06, 2019, 08:19:11 am »

I think most of those values are ok, most are ineffectual but definitely you could argue add RP aspects. I've color coded them with a comment on their practicality, red is probably not going to have any impact, yellow is improbable and green is self explanatory.

Quote
Love propensity - Animals don't really form bonds or express marriage so this is a little bit wasted or RP.
Cheer Propensity - See above

Friendlyness - Im unsure whether this would alter temprament, shouldn't have any overwhelming affect but might be suprising.

Emotionally Obessive - Might cause the creature to have out of character emotional bursts, i wouldnt recommend it though it does actually do something.

Activity Level - Unsure, worth a try, possibly may make the animal very irritable in movement.
Gregariousness - Animal doesn't really socialise, so sort of wasted.

HATE_PROPENSITY - animals don't really form bonds to implicitly hate someone
ANGER_PROPENSITY - this causes goblins to fly off into rages, not dissimilar from tags that also do this when the stimulation is required, id be careful with the strength of this because rages can become murderous against anybody, sentients take it out on people they grudge against but animals might not be picky.

STRESS_VULNERABILITY - theres no science to determine whether creatures feel stress the same way sentients like dwarves do.
VIOLENT - Could be substituted with anger entirely but may propogate how at ease a creatures attitude to fighting is.
BRAVERY - as previously mentioned this is needed for morale
CONFIDENCE - bravery is more important, though it might have a lasting effect to degredation of morale speculatively
VENGEFUL - already spoken about previously, vengefulness causes pile ins.
EXCITEMENT_SEEKING 100 not seen to have a known effect for animals, similar to violent, better still going for violent/anger for temprament

DUTIFULNESS - I would say it does nothing but again i would be open to being suprised by animals being more diligent when patrolling a zone, doesn't hurt to leave in
ANXIETY_PROPENSITY - May affect morale, for quick analysis you can look at [FLEEQUICK] and kobolds in general who are skittish


Also these are not in code terms (you can add a coded block by pressing and putting your content into the # button in the post panel) so i can't actually assess whether you would have implemented them to advise on syntax etc. Remembering that the ranges exist so that they are also a bit different per creature (or identical with fixed in values)

For the most part this is just my advice, not any sort of finality until all the ranges are understood better, just to re-iterate that combat based ones are the most likely to have a impact.

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brolol.404

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Re: Dog Breeds [WIP]
« Reply #92 on: May 06, 2019, 09:22:40 am »

Thanks. Yeah not in code syntax yet. I am just figuring out how to handle it. When you say add RP aspects, are these values viewable on animals in game? If they are just buried in the code and don't show in thoughts or preferences or elsewhere, they might as well not be there right?

Enemy post

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Re: Dog Breeds [WIP]
« Reply #93 on: May 06, 2019, 09:42:34 am »

I think they should be visible if a player gets a chance to see the dog's thoughts and preferences screen.
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brolol.404

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Re: Dog Breeds [WIP]
« Reply #94 on: May 06, 2019, 12:28:03 pm »

I guess my question is, can a player see a dog's (or any animal's) thoughts and preferences screen?

FantasticDorf

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Re: Dog Breeds [WIP]
« Reply #95 on: May 06, 2019, 12:59:25 pm »

I guess my question is, can a player see a dog's (or any animal's) thoughts and preferences screen?

Not really, which is why i initially came into contact with it using DFhack's gm editor function that kind of peeled away to look at how it worked, all the values were there as they would be on any other unit in a roughly standard configuation.
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brolol.404

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Re: Dog Breeds [WIP]
« Reply #96 on: May 06, 2019, 01:29:56 pm »

Alright well I'll just stick the RP values in there and see what happens.

I decided to do something similiar to Enemy Posts suggestion and I made five creature variations: family dogs, aggressive dogs, hound dogs, function dogs and small dogs. These variations contain the sounds, interactions, prefstrings and personality values of that "type" of dog. I will then apply those variations to their respective breeds.

brolol.404

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Re: Dog Breeds [WIP]
« Reply #97 on: May 07, 2019, 08:43:14 am »

Is this syntax correct?

Spoiler (click to show/hide)

Or do I need to put CV_NEW_TAG in front of every CDI?

brolol.404

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Re: Dog Breeds [WIP]
« Reply #98 on: May 07, 2019, 05:28:07 pm »

Version 0.4 released:

http://dffd.bay12games.com/file.php?id=14362

I still need to balance the breeds, but this version has all of the planned features included in it. If anyone is interested, I would appreciate any testing and feedback.

Meph

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Re: Dog Breeds [WIP]
« Reply #99 on: May 07, 2019, 05:39:52 pm »

I could release it with the tileset now, you get plenty of testers that way.
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brolol.404

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Re: Dog Breeds [WIP]
« Reply #100 on: May 07, 2019, 05:46:34 pm »

I'm actually testing it now and it looks like the giant variants arnt using the correct graphics

Edit: also the boxer corpse is a monkey lol

Meph

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Re: Dog Breeds [WIP]
« Reply #101 on: May 07, 2019, 06:03:26 pm »

Corpses use tile numbers instead of sprites atm. Look at the dog in the tileset version and copy it's tile number to all your dogs to fix it.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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brolol.404

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Re: Dog Breeds [WIP]
« Reply #102 on: May 07, 2019, 06:34:19 pm »

Oh ok cool. I'll fix it and post the release version

brolol.404

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Re: Dog Breeds [WIP]
« Reply #103 on: May 07, 2019, 07:29:59 pm »

fixed and v1.0 released. feel free to release it with the tileset whenever you get a chance :)

I created a new discussion thread in mod releases for further discussion: [44.12] Dog Breeds v1.0
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