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Author Topic: Castes question (Derived Castes?)  (Read 1336 times)

Tamber

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Castes question (Derived Castes?)
« on: August 19, 2012, 07:48:06 am »

Apologies if this has come up before, I did a quick search, but couldn't seem to find anything relating to this in the results.

In the creature_standard raws, there's this little bit of explanatory text: "Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste."

I'm putting together a little hodgepodge 'race' comprised of various others, and derived castes would make it a lot easier. (Each 'race' would be a caste, then I could add the male/female castes as derived from that.)

Except I can't figure out how to do it, and it's taunting me! Any help on the matter (Even if it's just "*point* You can find that info there, you idiot"  :) ) would be appreciated.
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TomiTapio

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Re: Castes question (Derived Castes?)
« Reply #1 on: August 19, 2012, 09:38:37 am »

I haven't heard of derived castes ever and I'm the assistant modder of Genesis. Unless it's done with APPLY_CREATURE_VARIATION.
http://dwarffortresswiki.org/index.php/DF2012:Creature_token should list all the possible tags one can have in creatures.

I wouldn't mess with "make creature variant of complex-casted creature". Too uncharted waters.
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Sutremaine

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Re: Castes question (Derived Castes?)
« Reply #2 on: August 19, 2012, 09:48:27 am »

[USE_CASTE:<new caste>:<base caste>]

I'm not sure if that's the tag you want here, as to make separate male and female castes derived from a genderless base caste that genderless caste would have to already exist.
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Tamber

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Re: Castes question (Derived Castes?)
« Reply #3 on: August 19, 2012, 09:57:56 am »

[USE_CASTE:<new caste>:<base caste>]

I'm not sure if that's the tag you want here, as to make separate male and female castes derived from a genderless base caste that genderless caste would have to already exist.
That would be perfect, thank-you. And, as expected, it's so painfully obvious in retrospect. *facepalm*
(Basing the gendered castes off a genderless one was what I planned anyway~)

Quote from: TomiTapio
Too uncharted waters
Well, someone's got to go through them to chart them, right? :)
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IamanElfCollaborator

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Re: Castes question (Derived Castes?)
« Reply #4 on: August 19, 2012, 12:18:18 pm »

Please do, I want to see where this leads.

Igfig

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Re: Castes question (Derived Castes?)
« Reply #5 on: August 19, 2012, 12:19:01 pm »

Do you mean that each race will have male, female, and genderless members? Because that's what will happen. Unfortunately POP_RATIO:0 doesn't work, so any defined caste has the potential to show up during worldgen.

If you don't want genderless creatures to show up, the way to do it is by defining all of your castes with just a name, first, then grouping them with SELECT_CASTE and adding all the tokens in one go.

Spoiler: Example (click to show/hide)

Do note that your different races will still interbreed, and parents of any race can have children of any caste.  If you want the races to stay separate, you'll need to make them completely different creatures and put all the creatures in your entity definition.

IamanElfCollaborator

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Re: Castes question (Derived Castes?)
« Reply #6 on: August 19, 2012, 12:34:55 pm »

....would that work for playable entities?

Sutremaine

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Re: Castes question (Derived Castes?)
« Reply #7 on: August 19, 2012, 07:33:34 pm »

Quote from: TomiTapio
Too uncharted waters
Well, someone's got to go through them to chart them, right? :)
I've used derived castes for complicated creatures, as well as heavily using the select caste/select additional caste tags. It's a good way of cutting down on space, though you do need to keep track of which castes are copying details from others and possibly rearrange your raws according to... something I can't articulate. For instance, if you have a lot of castes and the no-argument tags spread out in such a way that all castes have several of them but no two castes share the same arrangement, then it may be helpful to have a separate section for the bits that go something like:

[SELECT_CASTE:A]
[NOPAIN]

[SELECT_ADDITIONAL_CASTE:B]
[NONAUSEA]

[SELECT_ADDITIONAL_CASTE:C]
[NOBLEED]

[SELECT_CASTE:D]
[NO_EAT]
[NO_SLEEP]
[NO_DRINK]

[SELECT_ADDITIONAL_CASTE:A]
[SELECT_ADDITIONAL_CASTE:B]
[EXTRAVISION]

That results in the following, with all the tags in the same section of the raws instead of being spread throughout the castes:
Caste A: no pain, no nausea, no bleed, extravision
Caste B: no nausea, no bleed, extravision
Caste C: no bleed
Caste D: no eat, no sleep, no drink, extravision

'Course, layering caste selection like that is more an exercise in tidying up than writing the creature raw, since tying the castes together like that means that making changes to one caste is rather tricky.

In the same way that you can group caste selection, you can group caste deriviation since each derived caste has only a few lines of tags (most of the creation having been done in the base caste). This grouping works for me because I find it easier to form a mental map of a raw when it's made up like this, with visually-distinct sections being connected to other visually distinct sections, but other people might find arranging a raw by caste alone to be easier.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

GreatWyrmGold

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Re: Castes question (Derived Castes?)
« Reply #8 on: August 19, 2012, 08:06:40 pm »

....would that work for playable entities?
Of course!
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IamanElfCollaborator

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Re: Castes question (Derived Castes?)
« Reply #9 on: August 20, 2012, 03:35:06 am »

So wait. You're saying I didn't have to screw around with DFusion and crap simply to get a BLOODY MULTIRACIAL FORTRESS?!

peregarrett

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Re: Castes question (Derived Castes?)
« Reply #10 on: August 20, 2012, 04:49:34 am »

So wait. You're saying I didn't have to screw around with DFusion and crap simply to get a BLOODY MULTIRACIAL FORTRESS?!
Technically they all are the same race, but you can make castes as different as you like, representing dwarves, trolls and pixies.  And trolls could mate with pixies giving you any random caste of your creature.
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IamanElfCollaborator

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Re: Castes question (Derived Castes?)
« Reply #11 on: August 20, 2012, 05:33:21 am »

I was talking about the fact that you could put multiple races as the same entity.

peregarrett

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Re: Castes question (Derived Castes?)
« Reply #12 on: August 20, 2012, 07:39:18 am »

I was talking about the fact that you could put multiple races as the same entity.
Yes, you could. But you can't use SELECT_CASTE tokens in ENTITY object, if that's youre talking about.
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IamanElfCollaborator

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Re: Castes question (Derived Castes?)
« Reply #13 on: August 20, 2012, 08:27:17 am »

I know. I'm saying that would it be possible to embark and play with different races with a multiracial entity?

peregarrett

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Re: Castes question (Derived Castes?)
« Reply #14 on: August 20, 2012, 08:35:08 am »

I know. I'm saying that would it be possible to embark and play with different races with a multiracial entity?
I doubt. If you play as mulltiracial entity, the actual race of your civ is chosen randomly from list.
Can migrants be members of civilization other than yours? Dunno.
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