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Author Topic: Adding a new civ  (Read 1526 times)

Wiles

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Adding a new civ
« on: November 21, 2007, 07:30:00 pm »

I decided to try my hand at modding.

How would I go about adding another playable race in fortress mode. I gave it a shot, and I was able to play them in adventure mode, but when I went to make a fortress I could only use dwarves. (I did add civ_controllable)

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AlanL

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Re: Adding a new civ
« Reply #1 on: November 21, 2007, 07:32:00 pm »

You have to get rid of the dwarfs tag, otherwise it'll use it and not the others.
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Wiles

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Re: Adding a new civ
« Reply #2 on: November 21, 2007, 07:38:00 pm »

Do you mean I should remove civ_controllable from the dwarfs?

Does that mean I can only have one controllable civ when I gen a world? I was hoping to add a few.

[ November 21, 2007: Message edited by: Wiles ]

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Wiles

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Re: Adding a new civ
« Reply #3 on: November 21, 2007, 10:15:00 pm »

Would anyone know what

USE_CAVE_ANIMALS does?

Also, I'm not sure what TRANSLATION in entity_default does. Since SPEECH is already in the creature_standard raw
Thanks.

[ November 21, 2007: Message edited by: Wiles ]

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Trukkle

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Re: Adding a new civ
« Reply #4 on: November 21, 2007, 10:28:00 pm »

quote:
Originally posted by Wiles:
<STRONG>Do you mean I should remove civ_controllable from the dwarfs?

Does that mean I can only have one controllable civ when I gen a world? I was hoping to add a few.

[ November 21, 2007: Message edited by: Wiles ]</STRONG>


Actually, during my experiments with Kobolds I found you don't have to remove the [CIV_CONTROLLABLE] from dwarves, you just have to make sure you can tell the races' home cities apart when you select where you come from on embarking.
Example: Dwarven home settlements are a lot of capital omegas, my Kobold's home cities were a single round blob.

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Greiger

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Re: Adding a new civ
« Reply #5 on: November 22, 2007, 08:56:00 am »

I use a custom fortress race all the time.  I just tab over to the screen that shows what races you can trade with are.  Your race is the topmost one.  If you don't get the one you want change yer civilization and look again.
Verification:Yes multiple civ_controllable tags work, but don't go overboard. the game doesn't like it if it can't place at least one of each race and the rng doesn't cooperate with it in that respect.

Use cave animals just allows that race to spawn with things like cave spider silk clothing or dwarven milk and things like that.  Stuff a race that avoids cave creatures wouldn't have.

Translation just serves as a pointer for what translation raw to use when translating our English into the race's language.

EDIT: I should also point out that the game seems to act kinda funny when theres a large number of races taking up one kind of entity type(mountains, plains,ect)
I ended up with a race of playable wagons once. Probably 2 or 3 is the most you can get away with.

[ November 22, 2007: Message edited by: Greiger ]

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Wiles

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Re: Adding a new civ
« Reply #6 on: November 22, 2007, 11:09:00 am »

Thank you!

I am having some more difficulties. My race is not represented by a tile; I can't see them when I play (But I can play them!)

I was also wondering if the [ENTITY:FOREST] or [ENTITY:MOUNTAIN] did anything, or if it was more of a descriptor.

Also, for some reason most of their weapons are made of wood. I'm not sure what I did that would make that happen.

code:
 -Entity Default

[ENTITY:MOUND]
   [FOREST_SETTLEMENTS]
   [INDIV_CONTROLLABLE]
   [CIV_CONTROLLABLE]
   [CREATURE:SIDHE]
   [TRANSLATION:ELF]
   [DIGGER:ITEM_WEAPON_PICK_SMALL]
   [WEAPON:ITEM_WEAPON_HATCHET]
   [WEAPON:ITEM_WEAPON_MALLET_WAR]
   [WEAPON:ITEM_WEAPON_DIRK]
   [WEAPON:ITEM_WEAPON_SPEAR_SHORT]
   [WEAPON:ITEM_WEAPON_CUDGEL]
   [WEAPON:ITEM_WEAPON_WHIP]
   [WEAPON:ITEM_WEAPON_BOW_SHORT]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_BLOWGUN]
      [AMMO:ITEM_AMMO_BLOWDART]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_COAT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
   [ARMOR:ITEM_ARMOR_VEST:COMMON]
   [ARMOR:ITEM_ARMOR_DRESS:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [HELM:ITEM_HELM_VEIL_HEAD:COMMON]
   [HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [GLOVES:ITEM_GLOVES_MITTENS:COMMON]
   [SHOES:ITEM_SHOES_SHOES:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [SHOES:ITEM_SHOES_SANDAL:COMMON]
   [PANTS:ITEM_PANTS_PANTS:COMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [PANTS:ITEM_PANTS_THONG:COMMON]
   [PANTS:ITEM_PANTS_SKIRT:COMMON]
   [PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
   [PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
   [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
   [AMBUSHER]
   [CLOTHING]
   [CURRENCY_BY_YEAR]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:ALL:ARTIFICE]
   [SELECT_SYMBOL:ALL:NATURE]
   [SELECT_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL :DOMESTIC]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [WOOD_PREF]
   [METAL_PREF]
   [GEM_PREF]
   [STONE_PREF]
   [OUTDOOR_FARMING]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]


- Creature_standard.txt

[CREATURE:SIDHE]
   [NAME:Sidhe:Sidhe:Sidhe]
   [TILE:f][COLOR:3:0:0]
   [GENPOWER:3]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT]
   [BENIGN]
   [CANOPENDOORS]
   [PREFSTRING:elegance]
   [PREFSTRING:grace]
   [PREFSTRING:beauty]
   [BODY:HUMANOID:2WINGS:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [FLIER]
   [NARROW]
   [MAXAGE:800:900]
   [ATTACK:MAIN:BYTYPE:GRASP :punch :punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:4][BABY:1][MULTIPLE_LITTER_RARE]
   [DAMBLOCK:-2]
   [FAT:1]
   [SIZE:3]
   [EQUIPS]
   [DIURNAL]
   [CRAFTSMAN_NAME:Faecrafter:Faecrafters]
   [FISHERMAN_NAME:Faefisher:Faefishers]
   [HAMMERMAN_NAME:Hammerfae:hammerfae]
   [SPEARMAN_NAME:spearfae:spearfae]
   [CROSSBOWMAN_NAME:marksfae:marksfae]
   [AXEMAN_NAME:axefae:axefae]
   [SWORDSMAN_NAME:swordfae:swordsfae]
   [MACEMAN_NAME:macedfae:macefae]
   [PIKEMAN_NAME :pikefae :pikefae]
   [BOWMAN_NAME:bowfae:bowfae]
   [SPEECH:elf.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:50]
   [SWIMS_LEARNED][SWIM_SPEED:2500]
   [PERSONALITY:IMAGINATION:0:55:100]
   [PERSONALITY:ARTISTIC_INTEREST:0:60:100]
   [PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
   [PERSONALITY:SELF_DISCIPLINE:0:45:100]
   [PERSONALITY:ACTIVITY_LEVEL:0:40:100]


[ November 22, 2007: Message edited by: Wiles ]

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Zurai

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Re: Adding a new civ
« Reply #7 on: November 22, 2007, 12:07:00 pm »

If you're specifying a letter for a tile (instead of the number of a specific tile) you MUST surround it with single quotes. In your critter, it should be [TILE:'f'], not [TILE:f]. f is hexadecimal for 15, but I'm not sure whether it reads it as hex or just garbage.
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Wiles

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Re: Adding a new civ
« Reply #8 on: November 22, 2007, 12:19:00 pm »

Thank you, that worked.

Unfortunately I've run into a new problem. They won't build anything! They keep canceling construction due to dangerous terrain. Which I assume is because they are flying? Anyway to work around that?

EDIT: Every now and then they'll land and do their work if I keep re-assigning it. It's a pain in the arse.

[ November 22, 2007: Message edited by: Wiles ]

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Armok

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Re: Adding a new civ
« Reply #9 on: November 22, 2007, 12:48:00 pm »

[PATTERNFLIER] is needed for flying creature pathfinding to work properly.
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Wiles

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Re: Adding a new civ
« Reply #10 on: November 22, 2007, 01:17:00 pm »

I tried adding patternflier. It did not get rid of the problem. When they are flying they still refuse to build/drink/dig/eat due to dangerous terrain
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Cosmonot

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Re: Adding a new civ
« Reply #11 on: November 22, 2007, 04:49:00 pm »

I vaguely recall that flying creatures don't work very well now. You should probably remove the tag.

Also, I believe [WOODPREF] is causing all the wooden weapons. You don't need [WOODPREF] to use wood, it just makes it use wood for everything, even when it doesn't make sense.

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Wiles

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Re: Adding a new civ
« Reply #12 on: November 22, 2007, 05:19:00 pm »

That's too bad. Maybe I'll change them to be adventure mode only. Thanks for all the help everyone.
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Earthquake Damage

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Re: Adding a new civ
« Reply #13 on: November 23, 2007, 01:49:00 am »

quote:
[PATTERNFLIER] is needed for flying creature pathfinding to work properly.

I thought that one had something to do with batmen flying along the chasm with blowguns in an earlier version (never saw 'em in the last one myself, though that doesn't mean they weren't there)?

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Thingy Master

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Re: Adding a new civ
« Reply #14 on: November 25, 2007, 06:14:00 am »

Ive made my own race of playable ninjas but the problem I'm having is that they refuse to do any hunting and for some reason I'm not getting any immigrants at all.
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