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Author Topic: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod  (Read 17172 times)

kopout

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #90 on: April 22, 2010, 03:29:27 pm »

Hm . . . I wonder what happens if you stuff MALE and FEMALE under the same caste?
I tested it with dwarf in an otherwise unmodded version. The game can't place there civ. Going to attempt it with a domestic animal now.

EDIT: Ok, so the game won't place a playable cive in a world where dwarfs have a single cast with both genders. Same goes for domestic animals such as cats or wild animals such as deer. I will now remove [PET_EXOTIC] from deer to see if the problem is with dwarfs potentially owning hermaphroditic animals. 
« Last Edit: April 22, 2010, 03:58:17 pm by kopout »
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Demonic Gophers

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #91 on: April 22, 2010, 04:15:59 pm »

Hm . . . I wonder what happens if you stuff MALE and FEMALE under the same caste?

This is from a while ago, but probably still accurate:
Quote from: Toady One
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what would happen if a cast were given both the MALE and FEMALE tags?
In this case, as it's stored as a variable instead of a flag, last tag wins, and there's no further trouble.

So, alas, not much of interest happens.  You just get whichever gender is last on the list.
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kopout

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #92 on: April 22, 2010, 04:31:07 pm »

it actual appears to not work at all the game refuses to place dwarf civs
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Demonic Gophers

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #93 on: April 22, 2010, 10:38:58 pm »

I just tested a three-caste creature with [MALE], [FEMALE], and [MALE][FEMALE].  The entity worked fine, and the third caste seems to be female.  Then I made 'em all female, removed all the other entities, and then generated a pocket world; a settlement was placed, but they all got killed by monsters within a decade, and of course, they couldn't reproduce.  I was still able to start a fortress in that world.
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uber pye

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #94 on: April 22, 2010, 11:33:26 pm »

THIS WILL BE COOOOL also i would split the avalon in to two parts western and eastern  :D
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kopout

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #95 on: April 24, 2010, 01:51:05 pm »

when male dwarf are live stock and thus there is no ability to marry can dwarf still reproduce like live stock or do they not reproduce at all?
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NW_Kohaku

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #96 on: April 24, 2010, 10:44:00 pm »

Livestock males CAN marry.  Females can raise relationship levels and hold conversations that raise social skills even when males do not have [CAN_SPEAK] as a tag.
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Rolan7

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #97 on: April 25, 2010, 02:10:24 am »

Mayor: Do you take this dwarf to be your lawfully wedded husband?
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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #98 on: April 25, 2010, 02:52:15 am »

My god, I modded this mod to throw in the Succubi from the Succubus mod as well, only to find out interbreeding is possible to a small extent.
And by small extent, I mean I just had a female elf give birth to an Aranea hatchling.
I have to say this mod makes me love the new version of DF the most, I've been wanting multiple-race forts for a very long time.

Deon

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #99 on: April 25, 2010, 04:57:02 am »

It's not really interbreeding, the game picks any caste for the child, so you could have an elven child born from two dwarves. And good luck explaining to the tantruming husband that "it's how castes work".
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NW_Kohaku

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #100 on: April 25, 2010, 08:59:17 am »

Don't worry, there's a simple explanation for these castes causing children to be born to seemingly random races:

Genetics with magical races don't work quite the way that genetics with non-magical races work, especially when you involve races with radically altered physiologies who have been magically altered to be breedable with humanoid races.  Since a lamia and an aranea can't have something you might call a "half-breed", with eight serpant tails growing in different directions that would be a viable offspring, one race is arbitrarily determined to be the "dominant" race in that offspring, while the blood of their other castes lies "recessive", waiting for a chance somewhere several generations down the road.  That way, if the child was an aranea, that aranea might breed with a minotaur, whose aranea child might breed with a dwarf, and produce a lamia child.

For example, in the webcomic Krakow, two humanoid demons had a Marilith daughter because the mother had a marilith grandmother, herself.

It just requires putting your modern, "scientific" (Pbbbbt!) notions of genetics in the corner for a little bit.
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warhammer651

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #101 on: April 25, 2010, 10:14:13 am »

makes about as much sense as anything else in DF :P
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Smew

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #102 on: April 25, 2010, 12:39:21 pm »

It's not really interbreeding, the game picks any caste for the child, so you could have an elven child born from two dwarves. And good luck explaining to the tantruming husband that "it's how castes work".
Well, it's still quite a bit closer than we were last version, which is a step!

darkflagrance

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #103 on: April 26, 2010, 12:48:38 pm »

By the way, have you thought of having each faction use a different kind of metal for weapons?
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warhammer651

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Re: Stonehall Alliance - Experimental DF2010 cosmopolitan civs mod
« Reply #104 on: April 26, 2010, 04:16:47 pm »

By the way, have you thought of having each faction use a different kind of metal for weapons?
I dunno about that. It seems kind of hard to rationalize it, i mean.
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