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Author Topic: Animals unique to a civilization?  (Read 1525 times)

Brithwyr

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Animals unique to a civilization?
« on: November 04, 2018, 12:16:57 pm »

I've been trying to make a more traditional Kobold civilization. I've got most of it down, changing the skin to scales and giving them venom and such, but I'd like to make it so they can tame and embark with lizards and skinks and such.

My question is, how do I make it so an animal can be tamed and embarked with only one civilisation? I know that Goblins and Elves get unique animals, but they use the [GOOD] and [EVIL] tags and I want these animals to be used only by the Kobolds
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thefriendlyhacker

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Re: Animals unique to a civilization?
« Reply #1 on: November 04, 2018, 01:51:43 pm »

Try doing [ANIMAL][ANIMAL_TOKEN:{insert creature name here}][ANIMAL_ALWAYS_PET][ANIMAL_ALWAYS_PRESENT(if you want them to always have their pets)].  I believe that should get you what you want.  The wikipedia entity page goes into more detail on how the ANIMAL definitions works.
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FantasticDorf

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Re: Animals unique to a civilization?
« Reply #2 on: November 04, 2018, 02:35:52 pm »

Yes, and making the particular animal [PET_EXOTIC] will allow them to export them to you via merchants but not widely circulate in the world.

I've sorted this out as a solution for beak dogs in goblin civilizations as well as evil creatures in general (the field for good creatures stretches JUST to unicorns pretty much without further modding).

Code: [Select]
[ANIMAL]
[ANIMAL_CLASS:EVIL_PET]
[ANIMAL_FORBIDDEN_CLASS:GOOD_PET]
                [ANIMAL_ALWAYS_MOUNT]
                [ANIMAL_ALWAYS_WAGON_PULLER]
                [ANIMAL_ALWAYS_SIEGE]
                [ANIMAL_ALWAYS_PET]
                [ANIMAL_ALWAYS_PACK_ANIMAL]
[ANIMAL]
                [ANIMAL_TOKEN:BEAK_DOG]
                [ANIMAL_ALWAYS_PRESENT]

[EVIL_PET] is a self-made creature class that i've stretched over creatures like stranglers & ice wolves to properly simulate the [USE_EVIL_ANIMALS] tag itself and put a hard block on its inversion [GOOD_PET] creature class, i gave to the elves. Elves are typically not interested in settling evil areas but cannot be allowed to tame evil creatures due to this restriction if they somehow conquered evil land.

Dwarves and humans are free to tame whatever they wish with no creature class restrictions the way they'd usually do.
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Brithwyr

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Re: Animals unique to a civilization?
« Reply #3 on: November 04, 2018, 03:09:25 pm »

I didn't even know you could make your own creature tags. How do you do that?
« Last Edit: November 04, 2018, 03:14:32 pm by Brithwyr »
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FantasticDorf

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Re: Animals unique to a civilization?
« Reply #4 on: November 04, 2018, 04:10:23 pm »

Creature class, just input a name since none of them are hardcoded (everything else is, creature class is basically just for tagging groups of creatures)

EI a existing creature class [CREATURE_CLASS:MAMMAL]

Wheras [CREATURE_CLASS:EVIL_PET] was one of my own creation since just as long as the fields connect up with the relevant code there isn't any restraints to what you can call a self-made creature class.

  • In vanilla, Kobolds are banned from using [CREATURE_CLASS:MAMMAL]
Code: [Select]
[ANIMAL]
[ANIMAL_CLASS:POISONOUS]
[ANIMAL_FORBIDDEN_CLASS:MAMMAL]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]
« Last Edit: November 04, 2018, 04:12:23 pm by FantasticDorf »
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Brithwyr

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Re: Animals unique to a civilization?
« Reply #5 on: November 09, 2018, 07:45:11 am »

Well, I tried it. But it doesn't seem to be working.The animals never show up at embark, aren't traded with by our caravans or anything else of the sort.

I put these tags under the SKULKING entity:
Code: [Select]
[ANIMAL]
[ANIMAL_CLASS:SCALYBOI]
[ANIMAL_ALWAYS_MOUNT]
[ANIMAL_ALWAYS_WAGON_PULLER]
[ANIMAL_ALWAYS_PACK_ANIMAL]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL]
[ANIMAL_CLASS:SMALLSCALYBOI]
[ANIMAL_ALWAYS_PRESENT}
[ANIMAL_ALWAYS_PET]

Where SCALYBOI is big creatures, like Giant Lizards, and SMALLSCALYBOI is for regular sized lizards.

Spoiler: SCALYBOI Example (click to show/hide)

Spoiler: SMALLSCALYBOI example (click to show/hide)

What is it I'm doing wrong?
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voliol

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Re: Animals unique to a civilization?
« Reply #6 on: November 09, 2018, 08:04:24 am »

The creatures should use CREATURE_CLASS instead of ANIMAL_CLASS;
Code: [Select]
[CREATURE:GIANT_LIZARD]
        [COPY_TAGS_FROM:LIZARD]
        ...
[CREATURE_CLASS:SCALYBOI]
...

[CREATURE:LIZARD]  zootoca vivipara, no eggs
[DESCRIPTION:A small reptile.]
[NAME:lizard:lizards:lizard]
        ...
[CREATURE_CLASS:SMALLSCALYBOI]
...

Brithwyr

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Re: Animals unique to a civilization?
« Reply #7 on: November 09, 2018, 08:39:43 am »

Thank you! Found a rather interesting side effect, where making Lizards pets also makes Lizard people pets XD But that's no problem
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voliol

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Re: Animals unique to a civilization?
« Reply #8 on: November 09, 2018, 11:30:22 am »

Thank you! Found a rather interesting side effect, where making Lizards pets also makes Lizard people pets XD But that's no problem

Give the affected animal men a CREATURE_CLASS of their own (why not ANIMAL_PERSON) and add
Code: [Select]
[ANIMAL_FORBIDDEN_CLASS:ANIMAL_PERSON] (or whatever class name you choose)to your earlier animal definition.

Code: [Select]
[CREATURE:LIZARD_MAN]
        [COPY_TAGS_FROM:LIZARD]
        ...
[CREATURE_CLASS:ANIMAL_PERSON]
...
Code: [Select]
        [ANIMAL]
[ANIMAL_CLASS:SMALLSCALYBOI]
                [ANIMAL_FORBIDDEN_CLASS:ANIMAL_PERSON]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_PET]