Dwarf Fortress > DF Suggestions
Suggest some raws!
Dasleah:
Is it just me, or is that exclamation mark really obnoxious?Anyway, we all know the plan is to eventually move everything possible into the raws, and to be fair, we've already got a lot to fool around with. But there's always room for improvement, and there's always things that are needed but rarely thought of. So, I've started this thread where we can all brainstorm some new raw tags, alterations to existing tags, or I suppose just general comments on modding.So, here's a few of my own to get things started.
[GROUPNAME:name] - this is one part flavour, one part clean up. In the unit list, we've all had pages and pages of spam, because it lists each unit individually. This tag not only gives a name to a group of animals (pack, herd, crash, flock, etcetera) but also allows for the grouping of wild animals in the Unit list. So instead of seeing 'carp - Wild Animal' printed ten thousand times, we instead have 'a murder of carp'. Zooming on this brings you to the average of their location. Creatures that are named, have the [LOOSE_CLUSTERS] tag, or are 1-creature groups are still listed individually.Not a new tag, but simply adding an existing one somewhere else - including the [TILE:] tag as a valid entry for ammo types would be nice. The default is fine for arrows and bolts, but some of us need different shapes to represent bullets and other fantastical things. [COLOR:0:0:0] would be nice as well.Whilst we're on the subject of colour, it'd be nice if that tag could accept standard RGB values as well. I know it's nice and retro to support terminal colours, but some of us need more variation, and DF would still look like a great low-fi game with more colours. Perhaps an option in the INIT file that allows you to choose between terminal and expanded colours, and so entries would require a new [COLORRGB:255:255:255:background] entry.Another one adding more flavour, a [SOLITARY:] tag would be nice. The arguments would be either MALE or FEMALE. This is to emulate the fact that some groups of animals expel their males from the group at a certain age. So, if the game ever generates a 1-creature pack of this animal, it forces it to be a particular gender (most often male).Related to the above, a tag like [HUNTERS:] would be nice, with the same arguments as above (MALE or FEMALE), to specify exactly which gender of the group does the hunting. It'd make that gender more aggressive than the rest of the group, who would loiter around until one of the hunters made a kill, and then they'd wander over there and hang around.Something like [SETTLEMENTNAME: DEFAULT:new] would be nice for entity entries. It would rename the existing default names for settlements - so instead of towns I could call them 'camps' or 'outposts' or something. Perhaps it could even take a population arguement, so it starts off a Camp, becomes a Village at X number of inhabitants, a Town at Y, and a City at Z.
So those are just a few off the top of my head. I look forward to everyone's suggestions about renaming Workshops ;)
ricemastah:
[MATERIAL_PREF:MATERIAL_TYPE:SPEC_MATERIAL] It would determine the materials that civs would use in making their items. The spec material would be to give a specific material that they would use as opposed to just metal, wood, or stone.
So elves would have [MATERIAL_REF:WOOD:ANY] or something like that. Giving multiple tags should allow the civ to select from those materials. This would be really useful for modding new civs and giving them custom materials. I think it would allow more diversification of civs.
Okenido:
[world_limit=?] would be nice.
Neonivek:
Hmmm extra Tags? Well please don't judge them by their name... I should also warn that I don't know most of the existing tags.-Bonecollector: The creature collects corpses and bones and drags it to their lairs.
-Fast healing: The creature heals faster then usual
-Regeneration: The creature can regrow lost bodyparts
-Leader(Creature): The creature can lead these beings. Doesn't refer to civilisations. (like how a Queen Bee leads Bees)
-Leadersize(#): The Size of the group, can override normal group sizes.
-Variable*Stat*(#): The creature can have altering stats such as size, speed, strength and Damlock.
-Alpha(t/f): Herd/groups of this creature will almost always be lead by an exceptional version of said creature.
-Alpha(Gender): If specified the Alpha will always be a specific gender.
-Alpha*Stat*(#): How powerful the alpha of a creature is compared to its kind.UGH I am horrific... What ya think?[ June 03, 2008: Message edited by: Neonivek ]
Dasleah:
Regarding the above, how about allowing [CHILD:] and [BABY:] to accept creatures as arguments as well as age? So, if you wanted an ant-race to start off as Grubs, move on to Soldiers, and then upgrade to full Royalty, in the ANT_ROYAL's creature entry you'd have [BABY:ANT_GRUB:2] to signify it should be the ANT_GRUB creature for two years, [CHILD:ANT_SOLDIER:3] to tell it that it should grow into an ANT_SOLDIER creature, and then after that it becomes the ANT_ROYAL (whose MAXAGE is the time measured from its transformation into a Royal, not overall years starting from Grubs)It'd be awesome for creatures who do undergo a metamorphosis in their lifespan, like Moths, Butterflies, or even some of the more fantastical creatures - start off with Eggs, move onto Wyrms, and then into full Dragons, for instance.
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