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Author Topic: Making dorf civs start in good aligned biomes...  (Read 1137 times)

runlvlzero

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Making dorf civs start in good aligned biomes...
« on: March 20, 2012, 05:49:15 pm »

I'm trying to figure out how to get two dorf civs to populate a 257x257 map while keeping it mostly joyous wilds with a few itty bitty evil spots for fun, gobbo's and potential necromancy.

Anyone know a good set of numbers for "Desired Good Square" counts from previous experience with this?

Oh ya I'm tempted to edit the Rawrs(tm) for some serene dorfs, but, not quite there yet.
« Last Edit: March 20, 2012, 06:14:52 pm by runlvlzero »
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runlvlzero

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Re: Percise neutral room needed for dorf civs?
« Reply #1 on: March 20, 2012, 06:14:06 pm »

Well I figured it was too much math to figure out the neutral territory.

Any help with what I need to edit in the raws would be greatly appreciated.

   [DEFAULT_SITE_TYPE:CAVE_DETAILED]
   [LIKES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [START_BIOME:MOUNTAIN]
   [BIOME_SUPPORT:ANY_FOREST:1]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:1]
   [BIOME_SUPPORT:ANY_SAVANNA:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:1]
   [BIOME_SUPPORT:ANY_RIVER:1]

I'm assuming it might be one of these! Comparing it to the elfs now...
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runlvlzero

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Re: Making dorf civs start in good aligned biomes...
« Reply #2 on: March 20, 2012, 07:06:10 pm »

well standard_creature.txt changing elf, dwarf, and human [BENIGN] tags to [GOOD] did not do it, still have not figured it out.
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SethCreiyd

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Re: Making dorf civs start in good aligned biomes...
« Reply #3 on: March 20, 2012, 07:17:07 pm »

For good biome settlement you have to provide entity with the following, akin to elves:
Code: [Select]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]

switch GOOD to EVIL for evil.  Just one of the tokens might be enough, I'm not sure.
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runlvlzero

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Re: Making dorf civs start in good aligned biomes...
« Reply #4 on: March 20, 2012, 07:34:14 pm »

Thanks, I added all three of those tags to my dwarfs entity, I think they can live in both good and neutral biomes now =P O.o

OOOMG LOL, just a quick update not worthy of a bump, but they can now use UNICORNS on embark cause of the "Good" animal thing =P LOLOLOLOL (STUPID HAX!) (gonna fix that) and sorry for the all caps and rambling, but thats tooo funny (I remember embarking and dieing to unicorns within 5 minutes on Joyous Wilds in 31.25.x
« Last Edit: March 20, 2012, 08:03:13 pm by runlvlzero »
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runlvlzero

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Re: Making dorf civs start in good aligned biomes...
« Reply #5 on: March 20, 2012, 08:17:07 pm »

On a further more serious note, the [USE_GOOD_WOOD] alone will not work, you need at least also [USE_GOOD_PLANTS] (for a little bit of science for those interested).

Also unicorn meat is 8 points on embark =P
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Meph

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Re: Making dorf civs start in good aligned biomes...
« Reply #6 on: March 20, 2012, 08:49:08 pm »

Thanks, that is immensely helpful to make many civs survive in worldgen :)
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runlvlzero

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Re: Making dorf civs start in good aligned biomes...
« Reply #7 on: March 20, 2012, 09:28:49 pm »

Ya, I never thought of it till I started wanting more fantastic worlds. Think Norrath, Eberron, or wow style, instead of Tolkein-esque (which is what I would call dwarf fortress with its little pockets of elves). So far I have found a good balance of evil, good, and neutral that I like. However (No evil large reagions, because clouds are sadistic as hell). Dorfs definitely need it to survive in my worlds lol. And it was great fun learning something about the raws, I can see myself editing much more when I get bored with this next iteration of fortresses. Believe it or not the humans manage to scrape by in their little pockets of neutral hills I have managed to keep about.
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