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Author Topic: Troll Civ problems  (Read 1540 times)

Watercleave

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Troll Civ problems
« on: March 14, 2010, 05:17:28 am »

Just as an experiment, I've tried creating a version of DF with modded trolls as a playable civilization. Firstly, I tried modding the actual trolls in creature_standard.txt, but I wasn't too surprised when this didn't work.

But it now my new plan won't work either. When I try to generate a new world, it seems to be having problems placing a controllable civilization. Changes I have made are:

New file: new_creature.txt (In the raw/objects folder):

Spoiler (click to show/hide)

The full contents of the file:
Spoiler (click to show/hide)

New file: new_entity.txt

Spoiler (click to show/hide)

File contents:
Spoiler (click to show/hide)

Altered file: entity_default.txt

Spoiler (click to show/hide)

Final file contents:

Spoiler (click to show/hide)

The generator has gone through almost fifteen thousand rejections as I write this, as well as about two thousand on a previous attempt.

It also says it's having trouble placing low enough elevations, even on the default "SMALL" map type. I'm guessing this is a normal problem that has only been noticed because it's having trouble generating worlds for other reasons?

Ditto for "trouble placing peaks". And now for rainfall. Annnd now high elevations. And now drainage as well.
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Highlight of the week:
Fifteen adventurers down versus five enemies...

(My) Stupid question of the weekfive seconds:
What does the "[DAMBLOCK:whatever] tag do?

3

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Re: Troll Civ problems
« Reply #1 on: March 14, 2010, 05:24:29 am »

Quote
Code: [Select]
[ENTITY:MOUNTAIN]

Presuming you still have dwarf civs in your game, this needs to be changed (to whatever you like).
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Knight Otu

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Re: Troll Civ problems
« Reply #2 on: March 14, 2010, 05:31:17 am »

First of, you'll need to change the names of your files - creature_new and entity_new, for example. DF won't process them correctly if they don't start correctly. Change the first line in the files accordingly, of course. You'll probably want to delete the contents of your data/objects folder (not the raws/objects).

For the map rejects, you should edit the worldgen parameters. Nullify the values for Minimum Number of Mid/Low/High-Elevation squares and its cousins, the Minimum Initial/Final Square/Region counts, and the Minimum Peak Mountain Number, Edge Oceans, and Volcano Number. That should minimize rejects.

Fake Edit: And yeah, new entity name as well.
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Watercleave

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Re: Troll Civ problems
« Reply #3 on: March 14, 2010, 05:38:23 am »

Sorry, could you clarify on "changing the names of the files"? Do you mean I should rename the .txt files?
« Last Edit: March 14, 2010, 06:57:53 am by Watercleave »
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Highlight of the week:
Fifteen adventurers down versus five enemies...

(My) Stupid question of the weekfive seconds:
What does the "[DAMBLOCK:whatever] tag do?

Knight Otu

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Re: Troll Civ problems
« Reply #4 on: March 14, 2010, 05:40:33 am »

Yep, you'll want creature_new.txt and entity_new.txt (or whatever other name, as long as it starts correctly).
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Watercleave

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Re: Troll Civ problems
« Reply #5 on: March 14, 2010, 05:44:38 am »

Eh? Forgive me if I'm showing my ignorance, but they're already named creature_new.txt and entity_new.txt.

Anyway, deleted the data/objects files and trying again.
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Quote
Highlight of the week:
Fifteen adventurers down versus five enemies...

(My) Stupid question of the weekfive seconds:
What does the "[DAMBLOCK:whatever] tag do?

Knight Otu

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Re: Troll Civ problems
« Reply #6 on: March 14, 2010, 05:47:56 am »

Sorry, according to your first post, they're named new_creature and new_entity. If they're already named otherwise, that's good.
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Watercleave

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Re: Troll Civ problems
« Reply #7 on: March 14, 2010, 05:50:23 am »

Ah, hold it. Read my own file names wrong... So what the names begin with matters?

Off to change now.
« Last Edit: March 14, 2010, 06:02:21 am by Watercleave »
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Quote
Highlight of the week:
Fifteen adventurers down versus five enemies...

(My) Stupid question of the weekfive seconds:
What does the "[DAMBLOCK:whatever] tag do?

Deon

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Re: Troll Civ problems
« Reply #8 on: March 14, 2010, 06:04:37 am »

Don't forget to change the first strings too accordingly.
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Watercleave

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Re: Troll Civ problems
« Reply #9 on: March 14, 2010, 06:15:14 am »

Working!

And yes, I did forget to change the first strings.

Now, more questions:

  • Will there be any problems with setting the default site type for the troll civ to cave?
  • Is creating a new language just a matter of copying a language files and replacing all the words?
  • How do you set what trolls bring when trading?

More to come, I'm sure.
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Quote
Highlight of the week:
Fifteen adventurers down versus five enemies...

(My) Stupid question of the weekfive seconds:
What does the "[DAMBLOCK:whatever] tag do?

3

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Re: Troll Civ problems
« Reply #10 on: March 14, 2010, 06:33:54 am »

  • Will there be any problems with setting the default site type for the troll civ to cave?

Unlikely.

  • Is creating a new language just a matter of copying a language files and replacing all the words?

Yep, near enough.

  • How do you set what trolls bring when trading?

Changing this sort of thing is a bit abstract - one supposed means of doing so (which I haven't been able to confirm myself) is to change the entity material preferences, which can be done by adding METAL_PREF/STONE_PREF/GEM_PREF/WOOD_PREF to the entity. Note that some of these settings have knock-on effects - METAL_PREF will result in the trolls always using the highest-quality metal they can use (steel by default), and WOOD_PREF will make them behave akin to elves when it comes to making things (they won't be concerned about wood as such, but they'll make wooden armour and weapons). Other means include the use of:
INDOOR_FARMING (subterreanean plants)
OUTDOOR_FARMING (overland plants)
USE_ANIMAL_PRODUCTS (obvious; anything from meat to leather to cheese to soap), USE_GOOD(/EVIL)_ANIMALS
USE_GOOD(/EVIL)_PLANTS
USE_GOOD(/EVIL)_WOOD
USE_MISC_PROCESSED_WOOD_PRODUCTS
EQUIPMENT_IMPROVEMENTS (high-status civ members will use high-quality equipment, not directly related to trade but useful nonetheless)

In addition, you may be able to remove certain jobs from the occupations list in the entity file to stop the trolls from making the item in the first place - this doesn't work with all of them, mind.
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Watercleave

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Re: Troll Civ problems
« Reply #11 on: March 14, 2010, 06:45:43 am »

Thanks.

A few more:

  • What does [DAMBLOCK] do?
  • Are the native attacks ever used in fortress mode?
  • Will changing them cause any problems?
  • How would you alter the number of children born? And the number of immigrants?
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Quote
Highlight of the week:
Fifteen adventurers down versus five enemies...

(My) Stupid question of the weekfive seconds:
What does the "[DAMBLOCK:whatever] tag do?

3

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Re: Troll Civ problems
« Reply #12 on: March 14, 2010, 06:58:58 am »

  • What does [DAMBLOCK] do?

It's a direct subtraction on the damage rolls of any attacks made on the creature. Natural armour, if you will.

  • Are the native attacks ever used in fortress mode?
  • Will changing them cause any problems?

They're used whenever an unarmed attack is made, just like in Adventurer mode. And no, changing them shouldn't be any fuss.

  • How would you alter the number of children born? And the number of immigrants?

Litters can be controlled with LITTERSIZE:min:max. I don't know of any method of controlling immigration via the raws.
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Watercleave

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Re: Troll Civ problems
« Reply #13 on: March 14, 2010, 07:20:32 am »

Can you alter the frequency of births?
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Quote
Highlight of the week:
Fifteen adventurers down versus five enemies...

(My) Stupid question of the weekfive seconds:
What does the "[DAMBLOCK:whatever] tag do?

Haspen

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Re: Troll Civ problems
« Reply #14 on: March 14, 2010, 07:46:13 am »

Can you alter the frequency of births?

Nope. Every pregnancy lasts 9 months, and after new kids are born, female can get pregnant any time (don't bother, it's matter of in-game days). If there's a male in the site, that's it.
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