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Author Topic: Creating interesting races  (Read 883 times)

DeKaFu

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Creating interesting races
« on: November 13, 2010, 05:22:43 pm »

Can anyone experienced with creating interesting civs tell me which (if either) of the following are possible using ethics?

- A pacifist race that will not start wars or attack anyone, ever.
- A race that eats its own dead, but not that of other races.

Also, how do things currently stand on flying and amphibious civilizations? Do they work in adventure mode, dwarf mode (trading/seiges) or neither?
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NewsMuffin

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Re: Creating interesting races
« Reply #1 on: November 13, 2010, 05:32:31 pm »

I don't know about the two civs, but I know you can fly in Adv mode if your adventurer's race can. Most races can swim already, they just have to learn how.
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magistrate101

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Re: Creating interesting races
« Reply #2 on: November 13, 2010, 05:33:00 pm »

I do believe your trying to make non-pussy elves... :P Please, continue, and may they shed their own blood to Armok!

3

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Re: Creating interesting races
« Reply #3 on: November 13, 2010, 05:40:17 pm »

- A pacifist race that will not start wars or attack anyone, ever.

Adjust their personalities enough and that'd probably work out.

- A race that eats its own dead, but not that of other races.

Impossible.

Also, how do things currently stand on flying and amphibious civilizations? Do they work in adventure mode, dwarf mode (trading/seiges) or neither?

There is no specialised pathing for flying creatures (meaning that a flying civver needs to be able to walk to a location before it'll try to get there). They'll work fine in adventurer mode.

Amphibious civs won't work very well at all - the fortress mode AI is coded so the player race is scared of water, regardless of whether they can swim or not or even breathe underwater; there's also no specialised sites for amphibious non-player civs (not like most of those sites even physically exist in recent versions), but they'll work fine as siegers and adventurers.
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Baron Baconeer

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Re: Creating interesting races
« Reply #4 on: November 17, 2010, 01:31:11 am »

Flying races can't trade with you, though, due to the fact that they release their pack animals when they enter the fort. As a babysnatching civilization they would work correctly.
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Yes, mother ****ing walruses stormed in through my well room, fatally gored my expedition leader, and danced off into the frosty tundra to sing happy walrus songs about oysters.

Ieb

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Re: Creating interesting races
« Reply #5 on: November 17, 2010, 02:56:57 am »

Flying races CAN trade with you, the only issue you need to take care of however is to remove things like ponds and so on, and to have a roof over your depot. They like to take detours since they path straight to your depot, and don't give a crap about what's in their way. If we ever get the chance to specify what domestic animals a race uses, it might be possible to make these guys to use flying creatures as pack animals. Assuming that the connection between the trader and animal doesn't sever the moment the guy takes flight.

And anyway, even with current flying traders, you can still get their stuff. Since the pack animal is left behind, it'll walk to the depot by itself but won't drop the stuff it has. So you can just order everything it has to be dumped and your guys will do just that. It's mildly irritating, sure, but it works in case of emergencies.
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