Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Creating a new race  (Read 12235 times)

Central Speaker Dan

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #30 on: July 16, 2011, 12:08:32 pm »

I think the flesh layer parts makes sense now.
Will start working on that shortly.

Thanks for the confirmation on the description. Will do that momentarily.

Should I do the webbing like this?
      [PARALYZEIMMUNE]
      [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
      [WEBBER:LOCAL_CREATURE_MAT:SILK]
      [THICKWEB]
And how can I define the value of the shreen silk?

I am already using the QUADRUPED_NECK and I had not noticed that the limbs were single part.
If I wanted to create a being with multi-segment limbs and humanoid-ish joints should I simply create a new body_default out of an amalgam of the two?
If yes then it shouldn't take me too long to do.

Thanks,
Dan.
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Creating a new race
« Reply #31 on: July 16, 2011, 12:16:47 pm »

Something like:
[SELECT_MATERIAL:SILK]
      [MULTIPLY_VALUE:4]
or even make all it's materials more valuable like with giant cave spiders.
[SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:4]

If you wanted to have four multi-part legs you'd have to make a new body based on the two.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Central Speaker Dan

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #32 on: July 16, 2011, 12:32:51 pm »

Is this body plan correct?

Spoiler (click to show/hide)

And other than liquid Gems does anyone have a good idea for what to make my egg whites and yolks out of?
And since the eggs must be inedible how to get rid of the ones that aren't fertile?

Thanks again for your help,
Dan.
« Last Edit: July 16, 2011, 01:25:54 pm by Central Speaker Dan »
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Creating a new race
« Reply #33 on: July 16, 2011, 03:49:37 pm »

A. Chitin for yolks/whites.
B. Garbage dump.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Central Speaker Dan

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #34 on: July 17, 2011, 03:25:52 am »

Quote
A. Chitin for yolks/whites.

I have already defined the shells of the shreen eggs as chitin but didn't want to use it for the whites/yolks because it would make the egg a single solid lump. It is a good idea though and for lack of alternatives I probably will use it.

Quote
B. Garbage dump.

Does a nest box have a maximum capacity or could I just leave them there for all time?
The reason why I am considering this is because when the Queen has a mate I will have no way of telling whether the eggs in the nest box are fertile or not.

According to the tokens page on the wiki (http://df.magmawiki.com/index.php/Creature_token) the tag EGG_SIZE determines the time taken for the egg to hatch as well as how big it is but it does not provide any kind of relative scale.
If I wanted the eggs to take half a year to hatch then could someone please tell me what number to insert to the tag?

Thank you all,
Dan.
Logged

Central Speaker Dan

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #35 on: July 17, 2011, 05:30:21 am »

This is everything that I have so far and as far as I can tell it is all correct.
If it's not too much to ask could someone please check it over?

Spoiler (click to show/hide)

The Body Plan CUSTOM1 is here:

Spoiler (click to show/hide)

Am I correct in thinking that all I am missing for the queen now is the main and second attack and the appearance modifiers?
I do not yet know how to do the attacks or the appearance modifiers so they might take a little while.

Is the learning rate for all skills on the queen OK?
I want her to be good at everything so I made the learning rates high and the rust rates low. On the other castes I will have to manually define all 115 skills so as to create the caste-skill sets that I desire.

Thanks again,
Dan.
Logged

Central Speaker Dan

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #36 on: July 17, 2011, 12:13:02 pm »

Quote
someone figured out a set of syndrome stuff that closely mimics real-world acid

I am trying to set up a ranged injection attack (based on the blowgun skill) that uses acid but I need the acid syndrome and prefferably instructions on it's application.

Thanks,
Dan.
« Last Edit: July 17, 2011, 12:15:31 pm by Central Speaker Dan »
Logged

Central Speaker Dan

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #37 on: July 19, 2011, 07:23:02 am »

Have I upset someone or something?
This thread has gone painfully quite.

Sorry for all the requests but I really do need a bit of help here...

Thanks,
Dan.
« Last Edit: July 19, 2011, 11:22:42 am by Central Speaker Dan »
Logged

Emerald Salamander

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #38 on: January 17, 2012, 08:51:17 am »

I probably sound like i am stupid and didn't look at any thing else in this topic but i want to change the dwarfs a bit. I am not sure where to go to find the dwarfs file though. I went into raw-objects and then i don't know where to find the dwarfs.
Logged
"Therefore, I implore you, merry band of shit-for-brains midgets, to stop acting like idiots."

ayoriceball

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #39 on: January 17, 2012, 09:54:45 am »

I probably sound like i am stupid and didn't look at any thing else in this topic but i want to change the dwarfs a bit. I am not sure where to go to find the dwarfs file though. I went into raw-objects and then i don't know where to find the dwarfs.

Entity Default.
Logged
Don't dwarven ladies know they're beautiful the way they are? They don't need to starve themselves to look like those elven bitches.
"Tigermen are lazy and worthless... but not MY friend, Grroawarul."

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: Creating a new race
« Reply #40 on: January 17, 2012, 12:36:38 pm »

Perhaps you should create a caste with a venom that causes extreme pain, severe swelling and minor bleeding in the affected area for self defense.
They could be the farmers.
Logged
Dwarf Fortress: Threats of metabolism.

Emerald Salamander

  • Bay Watcher
    • View Profile
Re: Creating a new race
« Reply #41 on: January 17, 2012, 09:06:40 pm »

I found the Dwarf File but where in the file do i go to change their speed and change whether they need food and water. Do i just write it in? like [NO_EAT], [NO_SLEEP], and [NO_DRINK]?
Logged
"Therefore, I implore you, merry band of shit-for-brains midgets, to stop acting like idiots."
Pages: 1 2 [3]