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Author Topic: Civ-specific clothing thoughts  (Read 533 times)

Crandal

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Civ-specific clothing thoughts
« on: April 05, 2012, 04:56:27 am »

From what I can tell, while the new clothing fixes are great, they doesn't really mod well.  Having created a civ with a very specific set of clothing, it becomes somewhat obvious that I need to provide everything for them to not feel 'unclothed', which comes off rather peculiar that they're having unhappy thoughts for clothing items they either don't know about, never bothered making, or whichever.  Having the game check the civ norms before applying the negative thought might alleviate this problem.
« Last Edit: April 05, 2012, 05:04:25 am by Crandal »
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Williham

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Re: Civ-specific clothing thoughts
« Reply #1 on: April 05, 2012, 05:03:34 am »

I'm not sure what you mean: Dwarves only require an ITEM_ARMOR (like a shirt, vest, dress or robe), an ITEM_PANTS (like a loincloth, skirt or thong) and an ITEM_SHOES (like a pair of socks) to not feel unclothed. So long as these three are satisfied in some form or other, they'll be happy, with one caveat:

The items must be tagged as OVER or UNDER, or possibly COVER (further testing required). Items marked as ARMOR will not provide clothing cover.
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Crandal

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Re: Civ-specific clothing thoughts
« Reply #2 on: April 05, 2012, 05:07:46 am »

That's just it.  What about a civilization of creatures that don't wear shoes, like, say, Hobbits for example if I recall right?  What I'm trying to say is that if a civilization doesn't have the item specified, I think the creatures shouldn't have a bad thought from lacking it.  Or at least should only get it very rarely for whatever reason.  The current build is a little too constraining for mods.
« Last Edit: April 05, 2012, 05:11:56 am by Crandal »
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Williham

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Re: Civ-specific clothing thoughts
« Reply #3 on: April 05, 2012, 05:26:34 am »

While it is indeed true that halflings don't wear shoes, any halfling civilization in a DF world would rapidly become extinct: The number of contaminants they would track around on their feet would kill them in the blink of an eye. Shoes in DF are a practical necessity, not a cultural phenomenon.

The same applies for tops and bottoms; there are *ahem* bits that need support and are for practical reasons not left dangling about.

However, as a general mechanism, this has merit, because of the specific case of hats and gloves. The wearing of hats and gloves is less about practical concerns, and more about societal convention (although not exclusively).

Proposed mechanism:

Entity tags are added:

[REQUIRES_SHOES:{chance}]
[REQUIRES_PANTS:{chance}]
[REQUIRES_ARMOR:{chance}] shirts, vests, robes, etc. are all called armor in the item raws, so retaining the name seems appropriate
[REQUIRES_GLOVES:{chance}]
[REQUIRES_HELM:{chance}]

where chance is a number from 0 to 100, or NEVER (synonym for 0); RARELY (synonym for 25), SOMETIMES (synonym for 50), USUALLY (synonym for 75), ALWAYS (synonym for 100) that a generated civilization by convention will require the wearing of the specified type of clothing to avoid bad thoughts.

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Chthonic

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Re: Civ-specific clothing thoughts
« Reply #4 on: April 05, 2012, 07:05:43 am »

What might be helpful is if the game periodically did a survey of what clothes the fortress population-at-large was wearing.  This way, if everyone is wearing only loincloths (or is a nudist) then any given dwarf wouldn't get an unhappy thought about only having a loincloth.  Conversely, if everyone else is bundled up for arctic conditions in double robes and triple cloaks, the lone dwarf in a loincloth would become uncomfortable and unhappy very quickly.  The survey might also note the average value of a dwarf's wardrobe, so that dwarves dressing in poor quality clothes or rags would get unhappy thoughts, while dapper dwarves above the median might get a bonus to happiness by way of being smug.  This might even be reflected in social interactions--a noble dressed in clothes inferior to a diplomat might become unhappy as a result of the interaction.
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