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Author Topic: Human Culture Level Tokens  (Read 712 times)

Jeoshua

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Human Culture Level Tokens
« on: April 20, 2012, 04:33:33 pm »

Quite simply, a Caste-like system for Entities.

[ENTITY:HUMAN]
[CREATURE:HUMAN]

[BLAH BLAH BLAH]

[CULTURE:GOOD]
[START_BIOME:ANY_FOREST]
[USE_GOOD_WOOD]

[CULTURE:EVIL]
[START_BIOME:ANY_DESERT]
[START_BIOME:ANY_WETLAND]
[DEFAULT_SITE_TYPE:DARK FORTRESS]
[USE_EVIL_WOOD]
[ABUSE_BODIES]

[SELECT_CULTURE:ALL]

[BLAH BLAH BLAH]

=====

This could be used to give humans a reason to fight each other, create hill dwarves, elven cities, dwarf towns... the list goes on and on.
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I like fortresses because they are still underground.

dree12

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Re: Human Culture Level Tokens
« Reply #1 on: April 22, 2012, 08:17:01 pm »

This could be used to give humans a reason to fight each other, create hill dwarves, elven cities, dwarf towns... the list goes on and on.
Just create more than one entity. There isn't any more to it.

Code: [Select]
[ENTITY:FOREST]
    [CREATURE:ELF]
    ...
[ENTITY:FOREST_MOUNTAIN]
    [CREATURE:ELF]
    ...
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Niyazov

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Re: Human Culture Level Tokens
« Reply #2 on: April 22, 2012, 08:24:35 pm »

This could be used to give humans a reason to fight each other, create hill dwarves, elven cities, dwarf towns... the list goes on and on.
Just create more than one entity. There isn't any more to it.

Code: [Select]
[ENTITY:FOREST]
    [CREATURE:ELF]
    ...
[ENTITY:FOREST_MOUNTAIN]
    [CREATURE:ELF]
    ...

I think that we are going to get some form of robust randomization and growth for civilization entities as part of Core Goal 95.
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Jeoshua

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Re: Human Culture Level Tokens
« Reply #3 on: April 23, 2012, 04:50:52 pm »

I didn't suggest this to be able to do something you normally can't do.  I suggested this to make it far easier to do something that you can already use a workaround to simulate.

If you had the "Culture" tokens, you could define these different entities as a sub-type more easily.  You wouldn't have to duplicate all of the hundreds of lines of tokens just in order to change the elves, for example, into mountain elves

You could just [SELECT_CULTURE:MOUNTAIN_ELF][START_BIOME:MOUNTAIN] instead.
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I like fortresses because they are still underground.