Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modding Civilizations to Produce Cities?  (Read 2022 times)

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com
Modding Civilizations to Produce Cities?
« on: August 18, 2013, 07:41:33 pm »

I was told that civilizations can be modded to produce more cities instead of place holders. Like dwarf mountain homes. I was hoping someone in here could explain how to go about this. -I assumed in adventure mode this happened automatically.

Logged
Dark Ages IV: DF & Skyrim mods + Survival Sims 
http://AdventRPG.com/

TheDarkStar

  • Bay Watcher
    • View Profile
Re: Modding Civilizations to Produce Cities?
« Reply #1 on: August 18, 2013, 08:28:25 pm »

In the entity_default file in the objects folder of the raws folder, there's the [DEFAULT_SITE_TYPE] token. Set it to city (so it's [DEFAULT_SITE_TYPE:CITY]) for all the civs that you want making cities. In the next version of DF, this will be unnecessary.

The wiki (http://dwarffortresswiki.org/index.php/Main_Page) has a lot of information on modding, so you should go there first if you have any more questions. Occasionally, there are specific things that aren't clear or are not explained; the modding forum (http://www.bay12forums.com/smf/index.php?board=13.0) is a good place to look, especially the modding questions thread (http://www.bay12forums.com/smf/index.php?topic=100707.0).
Logged
Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

TruePikachu

  • Bay Watcher
  • Accomplished System Administrator
    • View Profile
    • cDusto (my personal server)
Re: Modding Civilizations to Produce Cities?
« Reply #2 on: August 19, 2013, 12:51:06 am »

Also be aware that your world might end up incompatable with the future release, knowing that Toady has been working on site generation for dwarves/elves.
Logged
He likes Pokémon, composing ≡«☼characters☼»≡, Windows for its compatability, Linux for its security, and Pikachu for its electric capabilities. When possible, he prefers to consume pasta. He absolutely detests Apple.

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com
Re: Modding Civilizations to Produce Cities?
« Reply #3 on: August 19, 2013, 05:35:23 pm »

In the entity_default file in the objects folder of the raws folder, there's the [DEFAULT_SITE_TYPE] token. Set it to city (so it's [DEFAULT_SITE_TYPE:CITY]) for all the civs that you want making cities. In the next version of DF, this will be unnecessary.

The wiki (http://dwarffortresswiki.org/index.php/Main_Page) has a lot of information on modding, so you should go there first if you have any more questions. Occasionally, there are specific things that aren't clear or are not explained; the modding forum (http://www.bay12forums.com/smf/index.php?board=13.0) is a good place to look, especially the modding questions thread (http://www.bay12forums.com/smf/index.php?topic=100707.0).

Thank you! I meant to post this thread in modding. Should I expect that doing this mod will undermine stability?

Also be aware that your world might end up incompatable with the future release, knowing that Toady has been working on site generation for dwarves/elves.

I assumed that all my worlds would be broken in the next version. Does this mean that default site types will all be cities?
Logged
Dark Ages IV: DF & Skyrim mods + Survival Sims 
http://AdventRPG.com/

DS

  • Bay Watcher
  • DS cancels Attend Party: no floor space.
    • View Profile
Re: Modding Civilizations to Produce Cities?
« Reply #4 on: August 19, 2013, 05:40:11 pm »

In the entity_default file in the objects folder of the raws folder, there's the [DEFAULT_SITE_TYPE] token. Set it to city (so it's [DEFAULT_SITE_TYPE:CITY]) for all the civs that you want making cities. In the next version of DF, this will be unnecessary.

The wiki (http://dwarffortresswiki.org/index.php/Main_Page) has a lot of information on modding, so you should go there first if you have any more questions. Occasionally, there are specific things that aren't clear or are not explained; the modding forum (http://www.bay12forums.com/smf/index.php?board=13.0) is a good place to look, especially the modding questions thread (http://www.bay12forums.com/smf/index.php?topic=100707.0).

Thank you! I meant to post this thread in modding. Should I expect that doing this mod will undermine stability?

Also be aware that your world might end up incompatable with the future release, knowing that Toady has been working on site generation for dwarves/elves.

I assumed that all my worlds would be broken in the next version. Does this mean that default site types will all be cities?

I would bet that any bugs that might arise from modding other races to have cities would occur when visiting in adventure mode. Some of the places that dwarves like to settle in tend to be pretty steep, so that might screw with the city layout. Although, that already happens occasionally with human sites, so that wouldn't be a huge deal.

And in the new version, each race will have it's own settlement layout(s). Elven forest retreats are completely different in style and design from a goblin tower, and so on.
Logged
Finished: Weatherwires, the Last Mountainhome. A tragic mix of Children of Men, City of Ember, and, uh, magma.
Stymied: Correspondence from Syrupurns, a prematurely ended narrative, told through annual updates.
In Progress: Roomcarnage, a fortress clinging to life beneath a haunted glacier.

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com
Re: Modding Civilizations to Produce Cities?
« Reply #5 on: August 19, 2013, 06:14:45 pm »

Quote
I would bet that any bugs that might arise from modding other races to have cities would occur when visiting in adventure mode. Some of the places that dwarves like to settle in tend to be pretty steep, so that might screw with the city layout. Although, that already happens occasionally with human sites, so that wouldn't be a huge deal. And in the new version, each race will have it's own settlement layout(s). Elven forest retreats are completely different in style and design from a goblin tower, and so on.

That answers my burning questions completely. Thank you very much.
Logged
Dark Ages IV: DF & Skyrim mods + Survival Sims 
http://AdventRPG.com/

Kolnukbyne

  • Bay Watcher
  • A medium-sized creature prone to great laziness.
    • View Profile
Re: Modding Civilizations to Produce Cities?
« Reply #6 on: August 19, 2013, 06:30:52 pm »

As someone who has had plenty of experience with non-human towns/cities in adventure mode I can confirm that it actually functions quite well. Areas are generally flattened out (I'm not sure how or why: my dwarven towns and hamlets just seem to be this way. I'm not complaining) rather than being ridiculously steep. The only problems I can think of are the fact that you cannot fast travel into any area that is in a mountain, obviously, meaning that to gain access to dwarven civs you'll need to walk there normally for the most part. This isn't a huge problem for me since I've also added deserts and tundra to the biomes that dwarf civs appear in. There's also an odd bug with goblins and doors. It doesn't affect the game in any way. It's just doors in goblin civs appearing as 'unknown material door', so I guess they're using dark matter or something.

That said, you might find these civs a bit lacking. If you only change their site types then there will be no nobles/lords, fortresses or tombs, even roads. These you'll have to add yourself. It's simply a matter of copying the relevant tags from the human raws in entity_default. The wiki has a page dedicated to entity tokens which I have found to be absolutely invaluable in my modding experience, which I suggest you use.

Oh, also, you'll very likely still find human-sized gear in non-human sites. No idea why, just happens.

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com
Re: Modding Civilizations to Produce Cities?
« Reply #7 on: August 19, 2013, 08:16:49 pm »

As someone who has had plenty of experience with non-human towns/cities in adventure mode I can confirm that it actually functions quite well. Areas are generally flattened out (I'm not sure how or why: my dwarven towns and hamlets just seem to be this way. I'm not complaining) rather than being ridiculously steep. The only problems I can think of are the fact that you cannot fast travel into any area that is in a mountain, obviously, meaning that to gain access to dwarven civs you'll need to walk there normally for the most part. This isn't a huge problem for me since I've also added deserts and tundra to the biomes that dwarf civs appear in. There's also an odd bug with goblins and doors. It doesn't affect the game in any way. It's just doors in goblin civs appearing as 'unknown material door', so I guess they're using dark matter or something.

That said, you might find these civs a bit lacking. If you only change their site types then there will be no nobles/lords, fortresses or tombs, even roads. These you'll have to add yourself. It's simply a matter of copying the relevant tags from the human raws in entity_default. The wiki has a page dedicated to entity tokens which I have found to be absolutely invaluable in my modding experience, which I suggest you use.

Oh, also, you'll very likely still find human-sized gear in non-human sites. No idea why, just happens.

This helps a ton. And raises one more burning question. Do Dwarf bandits drop dwarven armor?  ???   
Logged
Dark Ages IV: DF & Skyrim mods + Survival Sims 
http://AdventRPG.com/

Kolnukbyne

  • Bay Watcher
  • A medium-sized creature prone to great laziness.
    • View Profile
Re: Modding Civilizations to Produce Cities?
« Reply #8 on: August 19, 2013, 08:54:09 pm »

Genned characters will always be wearing clothing that fits them so in theory you could definitely make dwarf civs have banditry up the wazoo and harvest them for their delicious steel shells. Or try. Keep in mind that adding the
Code: [Select]
[local_banditry] token will cause members of the entity to become hostile to your adventurer no matter what*. If you wanted to be able to be able to harvest dwarf bandits for their armor you could, I suppose, create an entity that is sort of a cross between dwarves, kobolds and goblins. Make sure they have no clothing, only armor, no civilian proffesions, live in caves so they don't generate confusing towns of naked or armored psycho midgets, and have local banditry and stuff. That or you could just find bandit camps. Which would probably be much less painful.

*Starting an adventurer in a town of an entity with local banditry will result in the NPC's being friendly the first time around. Return to that town or go to a different one and they'll cut you to giblets. They will talk to you like normal and stand around like the useless plebs they are but if you try to move in their direction, even when lying down, rather than move (unless you alt-move) your character will attack them. A bit of useless information for you, I guess. Also, if you want useable goblin towns you'll want to remove the tag, unless of course you want to commit goblinicide without antagonising them.

BoredVirulence

  • Bay Watcher
    • View Profile
Re: Modding Civilizations to Produce Cities?
« Reply #9 on: August 19, 2013, 09:30:38 pm »

I made an amphibious civilization, and they build cities. While I have yet to swim out into the ocean to see a fully oceanic city, the ones on the coast suggest that the city building process flattens and creates land. So I wouldn't think it would be much of a problem.
Logged

Ubiq

  • Bay Watcher
    • View Profile
Re: Modding Civilizations to Produce Cities?
« Reply #10 on: August 19, 2013, 09:45:04 pm »

Oh, also, you'll very likely still find human-sized gear in non-human sites. No idea why, just happens.

The material in keeps, castles, and tombs will most often be dwarf-sized while the items found in dungeons and thief hordes will be a mixture. Everything in stores will be human sized though.

It might take wandering around a while to find a complete set of armor, but you can usually do it without too much trouble.

This helps a ton. And raises one more burning question. Do Dwarf bandits drop dwarven armor?  ???   

They will but I don't think I've ever seen them drop anything made out of steel.
Logged

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com
Re: Modding Civilizations to Produce Cities?
« Reply #11 on: August 20, 2013, 07:44:14 pm »

Okay. It seems like I would have to generate a new world to make stuff like Dwarf cities in the tundra. Is that correct?  :-\
Logged
Dark Ages IV: DF & Skyrim mods + Survival Sims 
http://AdventRPG.com/

Kolnukbyne

  • Bay Watcher
  • A medium-sized creature prone to great laziness.
    • View Profile
Re: Modding Civilizations to Produce Cities?
« Reply #12 on: August 20, 2013, 08:08:11 pm »

Okay. It seems like I would have to generate a new world to make stuff like Dwarf cities in the tundra. Is that correct?  :-\

Yes, once you've modified the appropriate text files in the way you wanted you'll have to generate a new world to be built using the modified entities.

I normally end up generating a few worlds as I tend to find a problem here or there and go back to edit it, or think of another thing I'd want to add/change. It's worth it though.