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Author Topic: Removing a civ  (Read 1442 times)

nunix

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Removing a civ
« on: February 02, 2008, 08:27:00 pm »

So if, hypothetically, someone wanted to excise the elves - because they hated elves with a blind, spitting rage that lit up the sky like a thing that was burning and on ten kinds of fire - which section(s) of which file(s) would they be looking to modify? If there's a handy wiki link for this kind of thing, that'd work just as well.

[EDIT: FEB 19]: See post below for more details, but accomplished this with a simple tag removal.

[ February 19, 2008: Message edited by: nunix ]

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Fenrir

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Re: Removing a civ
« Reply #1 on: February 02, 2008, 08:59:00 pm »

Go here, then click on Modding Guide.
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nunix

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Re: Removing a civ
« Reply #2 on: February 02, 2008, 09:07:00 pm »

Thanks, that's what I was looking for. Knew I'd seen it somewhere.
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Hague

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Re: Removing a civ
« Reply #3 on: February 04, 2008, 12:01:00 am »

Well, you could modify elves to have a natural ignition point of room temperature so whenever they'd spawn they'd immediately start on fire. How's that sound?
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nunix

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Re: Removing a civ
« Reply #4 on: February 04, 2008, 12:12:00 am »

...
...
...

AWESOME.

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Kagus

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Re: Removing a civ
« Reply #5 on: February 04, 2008, 08:43:00 am »

Or, alternatively, turn them all into groundhogs.  You'd have groundhog traders coming by to offer you berries and tame tigers, along with a representative of the groundhog counsel who will request a meeting to inform you of how very upset he is at you for surpassing the treecutting limit.

And then you can kill him and butcher the corpse for meat and bones.

Fenrir

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Re: Removing a civ
« Reply #6 on: February 04, 2008, 08:50:00 am »

You could also make them vermin so that they get eaten by your cat whenever they come to trade (theoretically).
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Armok

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Re: Removing a civ
« Reply #7 on: February 04, 2008, 11:13:00 am »

So many possibilities!  :D
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

nunix

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Re: Removing a civ
« Reply #8 on: February 06, 2008, 05:50:00 pm »

Just as a note, I tried simlpy deleting their entry from the entity raw..

The world generation got up to 300 rejects before I finally gave up on it. -.- It seems the game REQUIRES some kind of forest civ to complete a standard map. Looks like all I can do is modify or replace them for now.

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Mephisto

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Re: Removing a civ
« Reply #9 on: February 06, 2008, 11:04:00 pm »

quote:
Originally posted by Hague:
<STRONG>Well, you could modify elves to have a natural ignition point of room temperature so whenever they'd spawn they'd immediately start on fire. How's that sound?</STRONG>

Even better. Set it to 0 and see if you get clouds of elf vapor.

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Kagus

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Re: Removing a civ
« Reply #10 on: February 06, 2008, 11:55:00 pm »

You could turn them into an interesting tribal civ and remove the various tags that makes them so pissy about wood and animals.   Thanks to the new version, those tags are free game.

Zaratustra

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Re: Removing a civ
« Reply #11 on: February 07, 2008, 03:15:00 pm »

Easiest would be to replace ELF with SATYR in entity_default.txt.

nunix

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Re: Removing a civ
« Reply #12 on: February 19, 2008, 07:52:00 pm »

So, an update: the way to remove a civ from being active is to take out the [ACTIVE_SEASON:] tag from entity_default. I removed this tag completely from the elves and they no longer show up as a nearby civ and won't come to trade. I haven't tried deforestation to see if they show up off the respect_nature trigger.

Goblins and kobolds are active in all seasons, interestingly enough, so some behaviour mods could be found there for new civs (vampires/undead that are only active in winter, frex).

The world generated fine and I've had 0 issues so far, so this method looks pretty promising.

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