Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 120

Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 189093 times)

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #195 on: December 27, 2017, 04:26:49 pm »

Does only one caste die from old age? Immortals won't marry mortals and vice versa.

Both castes lack a MAXAGE token. Do you think that might be the problem ?
That's the same as elves, isn't it?

Yeah, and the elves almost always survive world-gen, and do pretty well most of the time.
Logged

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #196 on: December 27, 2017, 06:12:01 pm »

I plugged the drow creature into a copy of an entity file that I was using for my beastmen, and... they not only survive worldgen, but thrive.

So, I'm thinking there must be a problem with the entity definition file for the drow civilisation.  ???
Logged

Nahere

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #197 on: December 27, 2017, 06:42:52 pm »

How much does their civ value romance and family? It could be that marriage isn't a high priority for them.
Logged

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #198 on: December 27, 2017, 06:54:25 pm »

How much does their civ value romance and family? It could be that marriage isn't a high priority for them.

Even when I set the civ values for romance and family to +40, they were still not surviving world-generation.   :-\

right now, I've reverted both the creature and the entity definitions to what they were before I started trying to make them work. I've plugged the elfs into the drow's entity definition, and plugged the drows into my beastmen civilisation, because I know elfs work, I know the beastman civ works, so if they've collapsed this time in the world I'm generating now, then I know there's a problem with both the entity definition (if the elves fail in this entity definition), and the creature definition (if the beastman civ fails this time since it worked last time with a different creature definition).


edit: so, the elfs-in-the-drow-entity-definition civilisations have all failed, but the drows-in-the-beastman-entity civs are still successful.

So there must be a problem with the entity definition somewhere.
« Last Edit: December 27, 2017, 07:06:16 pm by Kat »
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.44.x questions thread
« Reply #199 on: December 28, 2017, 12:46:16 am »

edit: so, the elfs-in-the-drow-entity-definition civilisations have all failed, but the drows-in-the-beastman-entity civs are still successful.
So there must be a problem with the entity definition somewhere.
I guess [LITTERSIZE:3:7] in creature wouldn't make a difference, then.

Got Site type tolerances set up? [TOLERATES_SITE:CITY]
Are the biomes they prefer very rare, like a specific jungle?
[OUTDOOR_FARMING] ?
And the obligatory    [MAX_STARTING_CIV_NUMBER:2] [MAX_POP_NUMBER:600]   [MAX_SITE_POP_NUMBER:150] ?

Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #200 on: December 28, 2017, 02:28:38 am »

LITTERSIZE was actually removed quite a few versions back, strangely enough.

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #201 on: December 28, 2017, 10:10:50 am »

edit: so, the elfs-in-the-drow-entity-definition civilisations have all failed, but the drows-in-the-beastman-entity civs are still successful.
So there must be a problem with the entity definition somewhere.
I guess [LITTERSIZE:3:7] in creature wouldn't make a difference, then.

Got Site type tolerances set up? [TOLERATES_SITE:CITY]
Are the biomes they prefer very rare, like a specific jungle?
[OUTDOOR_FARMING] ?
And the obligatory    [MAX_STARTING_CIV_NUMBER:2] [MAX_POP_NUMBER:600]   [MAX_SITE_POP_NUMBER:150] ?

Biomes were originally set up, by the original creator (Rhenaya), as:
Code: [Select]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:DARK_FORTRESS]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:SUBTERRANEAN_CHASM:2]
[BIOME_SUPPORT:SUBTERRANEAN_WATER:2]
[BIOME_SUPPORT:SUBTERRANEAN_LAVA:1]
[BIOME_SUPPORT:MOUNTAIN:3]

They have indoor farming rather than outdoor farming.

And they have this:
Code: [Select]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:150]

But that's similar to what the default entities have these days.

So any suggestions as to what to try next ?
Logged

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #202 on: December 28, 2017, 02:50:46 pm »

Hmmm.

replaced their biome setup with the one from the dwarves.
Code: [Select]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
And... it works. They've survived worldgen in large numbers. I guess that was it. Hooray.
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.44.x questions thread
« Reply #203 on: December 28, 2017, 04:41:29 pm »

I guess dark fortresses aren't very fleshed out currently. What do they look like in adventure mode?
And using the underground biomes probably doesn't cause civ to make towns & cities?
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

tyrannus007

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #204 on: December 28, 2017, 07:37:14 pm »

What happens if I remove the [BENIGN] trait from dwarves, or other civilized races? Also, what'll happen if I add [LARGE_PREDATOR] to them?
Logged
GENERATION 26:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: [MODDING] 0.44.x questions thread
« Reply #205 on: December 28, 2017, 08:00:51 pm »

I know that if you add LARGE_PREDATOR to a civilized race you may get a kill quest in adv mode targeting nobles, i.e mayors, saying that they are an "evil that lurks within".

scourge728

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #206 on: December 28, 2017, 08:15:50 pm »

I know that if you add LARGE_PREDATOR to a civilized race you may get a kill quest in adv mode targeting nobles, i.e mayors, saying that they are an "evil that lurks within".
sounds about right

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #207 on: December 28, 2017, 09:18:34 pm »

I guess dark fortresses aren't very fleshed out currently. What do they look like in adventure mode?
And using the underground biomes probably doesn't cause civ to make towns & cities?

I don't know, never played adventure mode myself. And yeah, they didn't make towns and cities, which probably wouldn't help the situation of them dying out in worldgen.

Still, it seems to work now, which is great. Allows me to try out some other mod ideas and things.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #208 on: December 29, 2017, 03:38:21 am »

I guess dark fortresses aren't very fleshed out currently. What do they look like in adventure mode?
And using the underground biomes probably doesn't cause civ to make towns & cities?

They stretch out a fair bit, aboveground there's weapon storages, statues & the leader's throne room, for the first few floors below that there's dungeons and deeper below there's the actual minute living quarters and pits where trolls & goblins gather, at the very bottom is a suprise.

Id recommend exploring a abandoned tower rather than one laggily inhabited, but most people re-roll when the goblin civilisation gets prematurely wiped out by marauding monsters.
Logged

MachinaMandala

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #209 on: December 29, 2017, 08:37:26 pm »

Is there a guide to sub-arguments for the new [ANIMAL] tag for entities?
Logged
Pages: 1 ... 12 13 [14] 15 16 ... 120