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Author Topic: Preliminary Raw Analysis  (Read 2585 times)

Greiger

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Re: Preliminary Raw Analysis
« Reply #15 on: February 05, 2008, 04:13:00 pm »

[POWER] means that races with the goblins' religion can have them as their religious icon.  It likely requires the creature to have sphere entries too.

And after more testing it appears that the game crashes at worldgen if you give something the temperate or tropical version of the biome tags for their entity biomes.  I originally thought the crash was due to to many hist figures.  But my last test had me at a quarter of a million and more than two million events by the end of worldgen.  (My COMPUTER however crashed when I tried to export it.)

I'm not sure if that qualifies as a bug though.

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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Hague

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Re: Preliminary Raw Analysis
« Reply #16 on: February 05, 2008, 04:24:00 pm »

Hrm... What if you created a civilization that couldn't breed and only lived 500 years. Would that make a buncha ruins all over the place of some ancient civilization when the civilization just dies out from old age?

Also, I noticed that when I added another evil entity, lizardmen, it seemed to be that I could only be neighbors with either lizardmen or goblins but not both as dwarves. However, when I made Lizardmen the controllable race, goblins and other lizardmen only showed up but they had a "NO TRADE" tag in red next to them. Why is that?

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Earthquake Damage

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Re: Preliminary Raw Analysis
« Reply #17 on: February 05, 2008, 04:47:00 pm »

quote:
According to the Neighbor menu on the embark screen you can have more than the standard 4 neighbors now

Two or more evil civs could make for a very different game


!

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Nite/m4re

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Re: Preliminary Raw Analysis
« Reply #18 on: February 05, 2008, 05:04:00 pm »

quote:
Originally posted by Hague:
<STRONG>Hrm... [SITE_LEADER_TYPE: ]

Can this be any type of unit? Where do I get a list of units at?</STRONG>


Alright, here it goes!!!

code:
MINER
WOODWORKER
CARPENTER
BOWYER
WOODCUTTER
STONEWORKER
ENGRAVER
MASON
RANGER
ANIMAL_CARETAKER
ANIMAL_TRAINER
HUNTER
TRAPPER
ANIMAL_DISSECTOR
METALSMITH
FURNACE_OPERATOR
WEAPONSMITH
ARMORER
BLACKSMITH
METALCRAFTER
JEWELER
GEM_CUTTER
GEM_SETTER
CRAFTSMAN
WOODCRAFTER
STONECRAFTER
LEATHERWORKER
BONE_CARVER
WEAVER
CLOTHIER
GLASSMAKER
STRAND_EXTRACTOR
KING
KING_CONSORT
FISHERY_WORKER
FISHERMAN
FISH_DISSECTOR
FISH_CLEANER
FARMER
CHEESE_MAKER
MILKER
COOK
THRESHER
MILLER
BUTCHER
TANNER
DYER
PLANTER
HERBALIST
BREWER
SOAP_MAKER
POTASH_MAKER
LYE_MAKER
WOOD_BURNER
ENGINEER
MECHANIC
SIEGE_ENGINEER
SIEGE_OPERATOR
PUMP_OPERATOR
CLERK
ARCHITECT
ADMINISTRATOR
TRADER
TAXCOLLECTOR
EXECUTIONER
BARON
COUNT
DUKE
BARON_CONSORT
COUNT_CONSORT
DUKE_CONSORT
PHILOSOPHER
ADVISOR
ALCHEMIST
DUNGEONMASTER
MERCHANT
DIPLOMAT
GUILDREP
MERCHANTBARON
MERCHANTPRINCE
OUTPOSTLIAISON
DRUID
CHAMPION
HAMMERMAN
MASTER_HAMMERMAN
SPEARMAN
MASTER_SPEARMAN
CROSSBOWMAN
MASTER_CROSSBOWMAN
WRESTLER
MASTER_WRESTLER
AXEMAN
MASTER_AXEMAN
SWORDSMAN
MASTER_SWORDSMAN
MACEMAN
MASTER_MACEMAN
PIKEMAN
MASTER_PIKEMAN
BOWMAN
MASTER_BOWMAN
BLOWGUNMAN
MASTER_BLOWGUNMAN
RECRUIT
TRAINED_HUNTER
TRAINED_WAR
MASTER_THIEF
THIEF
STANDARD
CHILD
BABY
DRUNK
LASHER
MASTER_LASHER

You can also use the entity/site link tokens in place of the profession tokens:

MAYOR
LEADER
CAPTAIN_OF_THE_GUARD
SHERIFF
MANAGER
BOOKKEEPER
BROKER
HIGH_PRIEST
PRIEST
SHOPKEEPER


Not sure if all of these really works...

[ February 05, 2008: Message edited by: Nite/m4re ]

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Zemat

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Re: Preliminary Raw Analysis
« Reply #19 on: February 05, 2008, 05:07:00 pm »

quote:
Originally posted by Mover#005:
<STRONG>According to the Neighbor menu on the embark screen you can have more than the standard 4 neighbors now

Two or more evil civs could make for a very different game

[ February 05, 2008: Message edited by: Mover#005 ]</STRONG>


This is the best part of this new release. Still, could it be possible to have more than one playable civ in the same world?

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Hague

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Re: Preliminary Raw Analysis
« Reply #20 on: February 05, 2008, 05:09:00 pm »

YES! It is possible. I added the CIV_CONTROLLABLE token to all the races and each is playable by selecting the individual civilization.
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Lord Licorice

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Re: Preliminary Raw Analysis
« Reply #21 on: February 05, 2008, 05:21:00 pm »

quote:
Originally posted by Hague:
<STRONG>YES! It is possible. I added the CIV_CONTROLLABLE token to all the races and each is playable by selecting the individual civilization.</STRONG>

Does this mean you adventure as whatever species you choose as your starting civ, versus previous versions where you could only adventure as one species at a time?  If I'm reading this correctly, that's awesome.

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Hague

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Re: Preliminary Raw Analysis
« Reply #22 on: February 05, 2008, 05:25:00 pm »

Well, I'm not sure about adventure mode, but in fortress mode you can select whichever civ you'd like as long as they have the [CIV_CONTROLLABLE] token... Well, all except for kobolds, it would appear. Don't know why, though.
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Lord Licorice

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Re: Preliminary Raw Analysis
« Reply #23 on: February 05, 2008, 05:31:00 pm »

quote:
Originally posted by Hague:
<STRONG>Well, I'm not sure about adventure mode, but in fortress mode you can select whichever civ you'd like as long as they have the [CIV_CONTROLLABLE] token... Well, all except for kobolds, it would appear. Don't know why, though.</STRONG>

Well, this is just an excuse for me to add [CIV_CONTROLLABLE] and [INDIV_CONTROLLABLE] to each race and generate a new world, and see if it works.    :D

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Hague

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Re: Preliminary Raw Analysis
« Reply #24 on: February 05, 2008, 05:34:00 pm »

You don't even need to generate a new world, chief  :D
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Lord Licorice

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Re: Preliminary Raw Analysis
« Reply #25 on: February 05, 2008, 05:45:00 pm »

quote:
Originally posted by Hague:
<STRONG>You don't even need to generate a new world, chief   :D</STRONG>

Shhh, don't ruin my fun of building new worlds on the smallest hint of an excuse!  :p  Anyway, INDIV_CONTROLLABLE lets you Play Now! in Adventure Mode as any of the five races, but you can only pick to start at specific locations for dwarves, elves and humans.  I'm not sure why this is, exactly...

CIV_CONTROLLABLE likewise does allow you to choose any race to start a fort, by way of choosing the specific starting civilization; however, it doesn't specify which species you're using for a given civ.  You can figure this out by exporting the world history though.

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Hague

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Re: Preliminary Raw Analysis
« Reply #26 on: February 05, 2008, 05:58:00 pm »

Well, that and the symbols are different on the map.

In order to make each race playable as a specific civ on a given world you must add the [ADVENTURE_TIER:] tag to the race. This number shouldn't match any other number. I did it and you can play as kobolds of 10 different civs, and goblins of 5 and so on.

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Nite/m4re

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Re: Preliminary Raw Analysis
« Reply #27 on: February 05, 2008, 06:09:00 pm »

quote:
Originally posted by Mover#005:
<STRONG>According to the Neighbor menu on the embark screen you can have more than the standard 4 neighbors now

Two or more evil civs could make for a very different game
</STRONG>


Nah, no luck. It stills only choose 1 evil entity as neighbor...

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Torak

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Re: Preliminary Raw Analysis
« Reply #28 on: February 05, 2008, 06:15:00 pm »

I must know what [ABUSE_BODIES] means.
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Hague

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Re: Preliminary Raw Analysis
« Reply #29 on: February 05, 2008, 06:42:00 pm »

Heads on pikes? Maybe goblins will eviscerate corpses even after they are destroyed?
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