Hi i have a question about creature variation.
For a bit of background im trying to edit in a creature variational shortcut for inferring intelligence without having to rip out the creature raw and make a new one, instead putting it into practically identical castes with the variational changes in force.
Meaning that taking a troll for a prime example, i could entirely remove the semi-sapience of them from base raws add some new pet tags for goblins to use (making them edible and useful material wise and shearable, not to mention importable via trade), but have 1/10 and 1/20 chances (or therabouts) for semi-intelligent and intelligent castes to be born with seperate raws. To tell them apart i would attach a BP group indicative of 'intelligence' such as eyes possessing a soul or some other indicator, so that they filter through and can be discriminated from natural groups or behaviour in fortress mode by observation in the same entrance off the map rather than staggered between the smart and the dim entering predictably at different times as you would get with seperate raw entries.
This is effectively leaving the door open for more tags and possibly rolling the sentient troll castes into their own little subterrean civilisation or join up with the goblins as equal citizens/adventurer/traveler-local hero types alongside their trained feral and dim cousins who naturally get rolled into gobbo civs because of tag compatibility. All and all it fleshes them out and resolves issues about how wonky semi-sapients who are so close to animals (no prerequisite for marriage, inaccessible basic minds & needs) yet so incredibly close to sentients (equips/open doors etc, ability to sing) at the same time are.
Yeti's and troglodytes (as well as expanding the industrial & yarn use on those creatures, yeti fur is very interesting for being so insular, so if i modded in ice-breath creatures, the materials would protect my dwarves) are also of interest in the long run, and if its of any use this intelligence can be used in reverse for turning sentients into beast like creatures via [crazed] also thrown in as interactions against certain civ creature entities as per secrets and curses etc.
Defining which variational tag traits i want to remove and enter at once isnt a problem, but im having a little bit of trouble thinking of a way to fix the odds of a caste being born, unless im reading it wrong. The little guidance part of C-variational about 5|6 and ARG! is a bit more difficult when trying to put them into practical means if you don't really touch the subject as per routine raw modding a lot.
I plan to use [USE_CASTE] in order to get my castes all uniform with the base male/female, though i don't have a clear plan of how to shove all these castes in and execute them without some overlap, its just a concern on the side right now while i figure out the core root of how to get them all shoved in in the first place.
A start of what im working on right now, it'll need more refinement but that's just 1 iteration and a shortcut if you don't really care about modifying the base creature. The intelligent variant is a bit more fleshed out and has room for additional variables like personality.
[CREATURE_VARIATION:SEMI_INTELLIGENT_BEAST]
[CV_REMOVE_TAG:PET]
[CV_REMOVE_TAG:PET_EXOTIC]
[CV_REMOVE_TAG:MOUNT]
[CV_REMOVE_TAG:MOUNT_EXOTIC]
[CV_ADD_TAG:UTTERANCES]
[CV_ADD_TAG:SLOW_LEARNER]
[CV_ADD_TAG:CAN_OPEN_DOORS]
[CV_ADD_TAG:LOCAL_POPS_CONTROLLABLE]
[CV_CONVERT_TAG]
[CVCT_MASTER:INTELLIGENT]
[CVCT_REPLACEMENT:SEMI_INTELLIGENT]
[CV_CONVERT_TAG]
[CVCT_MASTER:CAN_SPEAK]
[CVCT_REPLACEMENT:UTTERANCES]