*fist punches up through grave of the Zombie Mod project*
Hey, I'm back. Sorry about the drought, but I've been caught up in other things. I
have been continuing work though, and I've got a few things in store for the next update. These include the new materials I mentioned way back, making zombie torsos more unique, world gen balancing, making paralysis temporarary, and a few new creatures. It'll go up sometime this week, once I've done some testing and balanced the new materials properly (and made sure they work).
Man, this mod looks fantastic. I downloaded and installed it on a fresh install of Dwarf Fortress, though, and my FPS slowed to 4, max 6... Totally unplayable, even on a 1x2 map. What is going on? Sorry if this issue has already been addressed, I don't have enough time to read the whole thread. My other vanilla install of DF is working fine.
Don't know what's going on there (surprising, isn't it
). Is anyone else having these problems?
DFwiki describes CAN_LEARN as "A creature with this tag can gain skill experience." I believe this allows them to learn skills like Wrestling, and in turn makes them more formidable in battles. Not really sure if it works on non-civ creatures.
If there's going to be champion wrestler infected, then they need can_learn I suppose. There's the wild infected, then there's the civ. infected. Dunno why the Non-Civ. infected would have can_learn.
CAN_LEARN wasn't actually in the initial release, but added for world gen balancing later. The problem was that the infected would dominate for a few decades, then get pushed back by the champions gaining experience in other civs. While this would be nice if DF could do world gen in smaller steps, allowing me to do a rapidly spreading infection that could eventually be countered, it just didn't work with what we have. So I added CAN_LEARN and that fixed things nicely.
Wild infected have it because they're just a copy-paste job of the civ kind modified for living in the wild. They have a few superfluous tags.