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Author Topic: Need help adding new material  (Read 994 times)

Lumpy

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Need help adding new material
« on: July 23, 2018, 02:06:29 pm »

Alright, I've been pretty obsessed lately with creating a world to my liking during worldgen. I've edited the civ entities and races and all is shaping up nicely. There is but one problem left: elves tend to get conquered pretty fast during worldgen, due to their preference of absolutely harmless wooden weaponry. I thought about just giving them access to iron or steel, but that would be quite inelegant. I've been thinking about adding a new wood type with the properties of iron, only accessible by elves. Can this be done? I imagine I'd need to add the according tree type aswell? Can someone help me out here?
« Last Edit: July 25, 2018, 09:15:50 am by Lumpy »
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Hugo_The_Dwarf

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Re: Need help adding new material
« Reply #1 on: July 23, 2018, 10:24:56 pm »

you can add a tree that a metal like WOOD material, however that doens't mean they'll use it over the PINE they have handy
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Halnoth

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Re: Need help adding new material
« Reply #2 on: July 30, 2018, 09:42:39 am »

You could take away the wood armor weapon tags from the elves entity and then give Elves a reaction that makes your new material. Make the new material a metal and give elves access to the forge. Make sure you give the armor and weapon tags to your new material.

This should result in elves making armor and weapons out of the new material and using it exclusively.
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One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

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TomiTapio

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Re: Need help adding new material
« Reply #3 on: July 31, 2018, 03:16:33 am »

Maybe if boost the elf civ's combat attributes?

      [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
      [PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
      [PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
      [PHYS_ATT_RANGE:RECUPERATION:880:1050:1150:1250:1350:1550:2250]           +
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +

      [MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]             ++
      [MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   --
      [MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                    --
      [MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
      [MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500]                       ---
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++

Spoiler (click to show/hide)
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==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

Sver

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Re: Need help adding new material
« Reply #4 on: July 31, 2018, 05:15:54 am »

I'm not sure if available materials or creature attributes affect worldgen. My observations suggest that, even if they do, the effect is pretty much insignificant. There are four major factors that affect a civ's military success in worldgen:

1) Population size. For elves, it's usually pretty big due to their immortality, but, in some worlds, their civilization gets limited by the size of their home forest biome, so it's hit or miss. You can further increase it by adding NO_EAT and NO_DRINK to the elf raws or by lowering their CHILD age, but I don't recommend that, as in heavily forested worlds this will lead to elfsplosion.

2) BODY_SIZE of the creature. You can raise it up to the human value of 70000 to beef up the elves a little. The side effect is that the dwarves will no longer be able to wear elven clothing/armor.

3) Individual combat skills. These can be adjusted by adding some [NATURAL_SKILL:skill:value] tokens to the elf raws. I don't know if different skills have a different effect on the worldgen battles or not, but if you want to play safe, I'd suggest to add only the weapon-neutral skills, such as DISCIPLINE, MELEE_COMBAT, RANGED_COMBAT, SHIELD, DODGING, SITUATIONAL_AWARENESS. Values of 5 is a good starting point, but you can try and raise them up to 9.

4) Siege minions and their BODY_SIZE values. Any sort of siege minions give a significant boost in enemy battle mortality. For the elves, it's usually pretty good, but is, again, varies from world to world, from civ to civ. You can beef up the elves by adding some guaranteed minions to their entity raws, using the [ANIMAL] token (with all due specifications) followed by the [ANIMAL_ALWAYS_PRESENT] token.
« Last Edit: July 31, 2018, 05:18:19 am by Sver »
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