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Author Topic: Reaction Economy and Limitations?  (Read 605 times)

Jeoshua

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Reaction Economy and Limitations?
« on: March 21, 2011, 02:05:43 am »

Is it possible to have a reaction that is permitted in fortress/adventure mode, but not in worldgen?  I ask because I am trying to meld the Wizard mod into Genesis, and am finding that even if I limit the possible number of wizards in the world to no more than 13 (!!) their civilization will nonetheless take over the world.

I was really confused by this until I noticed something about the Wizards.  Their powers are great, sure... but their real abilities come from their entity file.  Specifically, from their reactions.  They have the ability to make anything through alchemy.  Normally it requires rare things like Pitchblende or Adamantine, but in worldgen, these kind of things are seemingly not calculated.  The second problem is that since Wizards are not exactly even tempered, they get into squabbles with each other and spread out alot.  And sometimes take people over.  Or be really charismatic and attract lots of peasants of all races... some of those become Wizard in entity... And all of a sudden in worldgen you have 10k people in a town that never need starve, want, or fear....

If I could make it so that reactions were not automatically performed with no respect to needed reagents in worldgen, the wizards would be powerful but not so rediculous.  I don't want to generate a world where the entire population moves into a place that  all of a sudden gives them all the powers of the wizards even when proper wizardry has been so restricted (namely, the above limit of only 13 wizards, yet somehow I get Keepers and Ezrakim that have given up their civs and become "Wizard" in name, gaining all their main powers)
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NecroRebel

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Re: Reaction Economy and Limitations?
« Reply #1 on: March 21, 2011, 02:16:38 am »

Copy your reaction file for the magical reactions. Back up the copy someplace. Edit the original such that the reactions exist, but have no products. Generate your world. Your wizards won't have uber-powered reactions available since the uber-powered reactions don't actually product anything. After the world is generated, replace the savegame's raw for the reactions with the backed-up copy which has the "real" reactions. It's as simple as that.

While you can't add new reactions after world generation, you can edit preexisting reactions endlessly, just so long as you don't alter the reference name (which is found in the [REACTION:whatever] tag). The method above leaves the reference names intact during world generation but not the rest, then puts in the rest after world generation, allowing the reaction to be used to its full extent only after world generation is finished.
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Jeoshua

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Re: Reaction Economy and Limitations?
« Reply #2 on: March 21, 2011, 02:27:21 am »

Brilliant! Now I can simulate the added boost that having wizard rules would give you, but not really let anyone but a player get to the REAL meat of the race.  Thanks
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