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Author Topic: Looking forward to civ modding possibilities  (Read 1104 times)

Guy

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Looking forward to civ modding possibilities
« on: January 04, 2008, 10:55:00 am »

quote:

01/03/2008: Okay, I've sorted out the entity tags now, and I'm ready to get back to civilization placement and the new histories/wars. I won't be able to release tomorrow since civilizations aren't currently placed on the map, but I'll do my best to slip out some releases with a few bug fixes while I'm working on this stuff.
  • changed how neighboring entities are selected
  • updated how the invasion flags work together
  • added entity tag for skulking invasion types
  • added entity tag to control general grouping
  • added entity tag to control diplomacy type
  • added entity tags for season and progress contact conditions
  • added entity tags to control whether bodyguards are present
  • made bodyguard types depend on entity
  • added entity tags for diplomats/merchant nobility
  • added entity tags for biome support
  • added entity tags to control leader/lieutenant unit types

    01/02/2008: The current entity tags were too general to start the history rewrite, so I've started a process of breaking them apart that will continue tomorrow. This will also allow modders to have quite a bit more control over civilization placement and properties. Tags like "MOUNTAIN_SETTLEMENTS" and "BABYSNATCHER" shouldn't have any hidden or wide-ranging implications when I'm done.

  • added entity tags for default site type and site preferences for migrants and hist figs
  • added entity tag to allow use in undead ruins
  • added entity tag for friendly color
  • added entity tag to order adventure mode char gen entity site listings
  • added entity tags for sphere alignments and art modifiers
  • added entity tags for forest-type trade rejections
  • added entity tag for body abuse
  • added entity tags for forest-type target behavior/equipment
  • added entity tags for nuisance-type skills/equipment
  • added entity tags to tease apart animal/plant use in place of forest/babysnatcher

  •  :D

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    Armok

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    Re: Looking forward to civ modding possibilities
    « Reply #1 on: January 04, 2008, 11:27:00 am »

    Indeed, behavioral moding has virtually not been existent before this pont.
    *hugs Toady*
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    Alfador

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    Re: Looking forward to civ modding possibilities
    « Reply #2 on: January 04, 2008, 11:35:00 am »

    Also means my fox mod will be postponed since I have a vulpine civ as part of it.

    On the plus side, this will give me more time to hammer out the language file, which is taking an awfully long time. How did Toady and Armok do their language files (Toady: the normal ones, Armok: hornets), make some syllables and shove it through a random pattern generator? Or do I just have insufficient self-control to work out a unique word for each translation in under a month? >_>

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    MyBeardIsOnFire

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    Re: Looking forward to civ modding possibilities
    « Reply #3 on: January 04, 2008, 12:13:00 pm »

    Alfador, there are lots of fantasy languages already created, why not base yours on one of them? If not that, then a random syllable generator works fine enough.

    Also, sweet, more tags to fiddle with.

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    Teldin

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    Re: Looking forward to civ modding possibilities
    « Reply #4 on: January 04, 2008, 01:59:00 pm »

    In the Rome Fortress mod I made, I converted every word in the language file to latin.

    By hand.

    Let's just say that I never want to see another latin word again, ever.

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    Impending Doom

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    Re: Looking forward to civ modding possibilities
    « Reply #5 on: January 04, 2008, 02:02:00 pm »

    Et tu, Teldin?  :)

    (Sorry, couldn't resist)

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    Red Jackard

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    Re: Looking forward to civ modding possibilities
    « Reply #6 on: January 04, 2008, 02:05:00 pm »

    Speaking of languages, why do some new words show up blank ingame even though they have been added to the files correctly?
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    Armok

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    Re: Looking forward to civ modding possibilities
    « Reply #7 on: January 04, 2008, 06:39:00 pm »

    It's not hard at all, i was actually to lazy to even check all the words, I happened to note that all the words was written lowercase and all the code uppercase, so I just opened one of the original files, elven for the hornets I think, in notepad and did some clever use of "replace all".  :p

    Now get back on topic.

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    Guy

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    Re: Looking forward to civ modding possibilities
    « Reply #8 on: January 05, 2008, 10:03:00 am »

    quote:
    Originally posted by Armok:
    <STRONG>Now get back on topic.</STRONG>

    I hope we'll be able to set what kind of settlements our custom civs make.  When I was working on my wizard mod I wanted to have them live in towers, but I didn't want them to be baby snatchers (well, I guess it depends on what kind of wizards we're talking about).

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