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Author Topic: Megabeast triggers  (Read 823 times)

Ladygolem

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Megabeast triggers
« on: December 02, 2014, 01:19:31 pm »

Is it possible to make a specific megabeast attack with triggers other than wealth/trade/population? Also, is it possible to make a megabeast friendly to certain civs?

I'm specifically thinking of a sort of 'nature guardian'-type beast that would attack depending on trees cut or beasts slain; this would obviously be friendly to the elves. Another idea would be an evil beast that doesn't attack goblins.

I'm thinking the way to do this could possibly be a custom entity with a per-site population limit of 1, though I have a feeling they'd die out very quickly no matter how powerful they would be.

Dirst

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Re: Megabeast triggers
« Reply #1 on: December 02, 2014, 02:09:12 pm »

I don't think it's possible to fiddle with the triggers themselves, but you could probably have a script that monitors the state of the embark site at intervals and spawns a certain creature when the conditions are right.  But that doesn't make them show up in worldgen or align with Elves or anything.
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Ladygolem

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Re: Megabeast triggers
« Reply #2 on: December 02, 2014, 02:38:55 pm »

Makes sense, thank you for the advice!

I might just make them population based - it's hard to imagine any sort of dwarfy fort activity that WOULDN'T infuriate a nature spirit.

Dirst

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Re: Megabeast triggers
« Reply #3 on: December 02, 2014, 02:52:33 pm »

Makes sense, thank you for the advice!

I might just make them population based - it's hard to imagine any sort of dwarfy fort activity that WOULDN'T infuriate a nature spirit.
Good point.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
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(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map