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Author Topic: First Try at Modding DF: New creature/civilization  (Read 1561 times)

Lofn

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Re: First Try at Modding DF: New creature/civilization
« Reply #15 on: March 31, 2010, 01:35:43 am »

No worries, after all the help I've demanded from the forums over time I think it's only fair to give assistance in return.
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Bentusi16

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Re: First Try at Modding DF: New creature/civilization
« Reply #16 on: March 31, 2010, 02:04:49 am »

Got another question for the world in general, sorry.

I noticed that goblins are always set to hostile on embark for regular dwarf fortress. Is there a way to make it so elves and humans and dwarves are hostile and goblins aren't? Or something like that?

Basically, how do I set my civilization to be evil?

Do I just add [EVIL] in the entity file?
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Lofn

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Re: First Try at Modding DF: New creature/civilization
« Reply #17 on: March 31, 2010, 02:07:04 am »

Adding [EVIL] to the creature file - not the entity file - results in the creature being able to live in evil biomes, if I remember right.  If you want the other civilizations to be hostile, there are a few things you can do.

1. add [BABYSNATCHER] or [ITEM_THIEF].  Apart from the obvious, they also make that civ hostile to all other civs.
2. remove [INTELLIGENT] from their creature definition and add [CAN_LEARN] and [CAN_CIV].  If they can't speak, they're automatically hostile.
3. mess with the ethics in their entity definition so that they are opposed to yours.
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