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Author Topic: Preliminary Raw Analysis  (Read 2586 times)

Greiger

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Re: Preliminary Raw Analysis
« Reply #30 on: February 05, 2008, 07:54:00 pm »

I recall back in 2D adventurers killed in goblin caves would be displayed out in front of it on a pike.  Maybe thats what it does.
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Torak

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Re: Preliminary Raw Analysis
« Reply #31 on: February 05, 2008, 08:41:00 pm »

quote:
Originally posted by Greiger:
<STRONG>I recall back in 2D adventurers killed in goblin caves would be displayed out in front of it on a pike.  Maybe thats what it does.</STRONG>

I haven't seen a Head-On-A-Pike since 2d.

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Untelligent

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Re: Preliminary Raw Analysis
« Reply #32 on: February 05, 2008, 09:42:00 pm »

While I'm downloading the new version, are reactions possible at other buildings yet?
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Zonk

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Re: Preliminary Raw Analysis
« Reply #33 on: February 06, 2008, 08:26:00 am »

Unfortunately, not, there is only [SMELTER]

By the way, anyone has any clue of how BIOME_SUPPORT really works? I thought it was for seeing how well entities spread to certain biomes, but I'm not sure..

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Keilden

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Re: Preliminary Raw Analysis
« Reply #34 on: February 06, 2008, 08:53:00 am »

quote:
Originally posted by Hague:
<STRONG>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?</STRONG>


Sweet making ruins of an ancient race that died out long ago and give them imba weapons that you only can get from the ruins.

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Mover#005

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Re: Preliminary Raw Analysis
« Reply #35 on: February 06, 2008, 01:41:00 pm »

When I was in adventure mode in the new version, I had seen a head lying around on the top of a goblin tower. I killed a few goblins through, didn't know if it was a goblin head, was very unlikely through because there was no body and it was lying far away from the place where I fighted against the goblins. There was also no blood as far as I remember.

 

quote:
Originally posted by Nite/m4re:
<STRONG>

Nah, no luck. It stills only choose 1 evil entity as neighbor...</STRONG>


Well damn... It worked with friendly civs at least. I have to say that I deleted the line [CIV_CONTROLLABLE] from the dwarves and added it only to one custom race. Coincidence?

[ February 06, 2008: Message edited by: Mover#005 ]

[ February 06, 2008: Message edited by: Mover#005 ]

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Sean Mirrsen

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Re: Preliminary Raw Analysis
« Reply #36 on: February 06, 2008, 01:58:00 pm »

Somebody put PLAYER_FORTRESS as the LIKES_SITE or starting site of a civ and try to make a fort...  I'll go ahead and try for myself. Fished it out of the exe.
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Gigalith

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Re: Preliminary Raw Analysis
« Reply #37 on: February 06, 2008, 09:50:00 pm »

It works!!!
I made an atheistic human nation of philosopher kings with [LEADER_TYPE:PHILOSOPHER]. After messing around with the number of civs, I got the world to generate successfully! This just opens up so many possibilities. A Hammerer-King! An Alchemist-King! A Soap-Maker king... Ok, that last one is stupid.
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Keiseth

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Re: Preliminary Raw Analysis
« Reply #38 on: February 07, 2008, 12:00:00 am »

quote:
Originally posted by Gigalith:
<STRONG>It works!!!
I made an atheistic human nation of philosopher kings with [LEADER_TYPE:PHILOSOPHER]. After messing around with the number of civs, I got the world to generate successfully! This just opens up so many possibilities. A Hammerer-King! An Alchemist-King! A Soap-Maker king... Ok, that last one is stupid.</STRONG>

No soap! Dwarf Fortress!

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Kagus

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Re: Preliminary Raw Analysis
« Reply #39 on: February 07, 2008, 12:16:00 am »

Human fortress, actually.  It just gives you one more reason to attack the human traders when they come.

Speaking of which, although you won't have more than one civ launching outright war against you, you can have more than the standard amount of "friendly" civs that you can piss off and get to come after you with an army (at least in theory, haven't tried it myself.  Seems reasonable).

Hmm...  The Lizardman civ thing gave me and idea.  I might consider trying to flesh out a fullscale Lizardman civ. Does anybody know what defines where civs place themselves?  It's not the [ENTITY:~~~~], is it?  I figured that was just a meaningless reference point.

Sean Mirrsen

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Re: Preliminary Raw Analysis
« Reply #40 on: February 07, 2008, 03:49:00 am »

START_BIOME: is what defines where the civ starts. BIOME_SUPPORT: defines where the civ can spread out to, beyond the initial biome.
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Kagus

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Re: Preliminary Raw Analysis
« Reply #41 on: February 07, 2008, 10:20:00 am »

Hmm, just decided to actually answer a few questions myself by looking in the raws.  That's a lot of new tags in there, should be fun to mess around with for a bit...


Eek.  I'm having a quandry.  Should I make the BotS mod, the Lizardman mod, or make the temple fort I was planning...

And to think some people can't see how we can spend so much time playing with this game.

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