Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Modding in Civ's  (Read 1676 times)

Vayre

  • Bay Watcher
  • Quoth the Raven, "Nevermore"
    • View Profile
Modding in Civ's
« on: March 18, 2010, 10:29:26 am »

Just a few general questions about modding in civs

1) If a civ has the ability to swim will they use it if they invade/come to trade

2) Same for the ability to fly, also how well will they use the ability to fly in combat?

3) One thing i was interested in trying was simulating a civil war between dwarves by creating a second dwarf race, which would siege my fortresses. Aside from a different name what tags would i need to make this work properly (specifically to make them hostile)

Logged
And, they came. My fingers tingled, my nose twitched and my toes tickled... they came around the corner, over my bridge... Into my courtyard... Onto my trade depot...

Then everything near it exploded in a cloud of blood.

Tellemurius

  • Bay Watcher
  • Positively insane Tech Thaumaturgist
    • View Profile
Re: Modding in Civ's
« Reply #1 on: March 18, 2010, 01:30:34 pm »

if i remember correctly the playable civs couldn't swim due to due toady programming fear for water and flying was broken.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Modding in Civ's
« Reply #2 on: March 18, 2010, 01:40:44 pm »

Yeah, swimming and flying won't work too well in the current version. I think flying will work properly in the next version, though. Swimming will work in the sense that aquatic creatures will be fine if they fall into a pond, but they won't show up via ocean or river as far as I know.

As for #3, the easiest way is to make them baby snatchers. Check out the Chaos Dwarves from Civilization Forge for an example.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

D_E

  • Bay Watcher
    • View Profile
Re: Modding in Civ's
« Reply #3 on: March 18, 2010, 02:07:13 pm »

I tried to make a flying civ in the past.  It didn't work.  Specifically:

Flying raiders and seigers can't path to your fortress.  They hang out in the air near their spawn point until you send out the military to shoot them down.

Flying traders don't work at all.  They path to your Depot no problem, but the AI never realizes they've arrived, meaning you can't trade with them.

Swimming doesn't break the game, but the pathfinding algorithm doesn't take advantage of it so it doesn't have any effect.

Flying civs work great in adventure mode, however, so if you want you can make two sets of raws, one with flying and one without for adventure and fortress mode respectively.

[ITEM_THIEF] also makes everybody hate a civ, in case you don't want to use [BABYSNATCHER]
« Last Edit: March 18, 2010, 02:08:56 pm by D_E »
Logged
Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Geti

  • Bay Watcher
    • View Profile
Re: Modding in Civ's
« Reply #4 on: March 18, 2010, 03:10:06 pm »

Wouldn't it be possible to just add [NO_FEAR] to get rid of both the job cancellation spam and the pathing issues of innate swimming?
Logged

Asatruer

  • Bay Watcher
    • View Profile
Re: Modding in Civ's
« Reply #5 on: March 18, 2010, 04:04:06 pm »

Swimming doesn't break the game, but the pathfinding algorithm doesn't take advantage of it so it doesn't have any effect.

While being sieged by turtlemen from a primitive civs mod they managed to path through the river and into my dinning hall without any up ramps on the edge of my dinning hall.  So I think the hostile swimming pathing works just fine.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Modding in Civ's
« Reply #6 on: March 18, 2010, 04:10:30 pm »

I never actually tested a Turtleman siege. Do they ever show up from off-screen in a water source?
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

xoen

  • Bay Watcher
    • View Profile
Re: Modding in Civ's
« Reply #7 on: March 19, 2010, 09:38:34 am »

Hmmm interesting topic - i had turtlemen traders leaving my (like i thought) closed fortress by water pond i did not grated(so it was only exit available as in fact).
=7777=
======<--wall, water under it at z-1
=7777=
(it was sth like that-just simple path, i assume)

MORE - on next siege i had fortress open while traders were erm..trading.
in panic two turtlemen jumped into pond(it looked like they wanted TO HIDE THERE), one of them was already badly hurt - he spent ONE YEAR INSIDE pond then ..left(or died, i dont remember), second one left after siege was over.

I was AMAZED by that scene
(and i was glad they did not polluted that ONLY water source available inside fortress).
« Last Edit: March 19, 2010, 06:53:28 pm by xoen »
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Modding in Civ's
« Reply #8 on: March 19, 2010, 10:10:30 am »

Hmmm, fun. Sounds like making a hostile amphibious civ might be a fun addition. I'll have to add that in to the next version of Civ Forge.

I'll be remaking all of the Primitive Civs for the next version as well, of course.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Vayre

  • Bay Watcher
  • Quoth the Raven, "Nevermore"
    • View Profile
Re: Modding in Civ's
« Reply #9 on: March 19, 2010, 06:27:53 pm »

managed to engineer a opposing civ, however something puzzles me.
Other than ethic changes and a different name, this new civ is the same as the dwarves, as its meant to be a rebel faction.

However for some reason they will not use any armour or weapons, even though its written in their raws.

This has only been confirmed in adventure mode, not played a fort yet.

Anyone got any idea whats going on?
Logged
And, they came. My fingers tingled, my nose twitched and my toes tickled... they came around the corner, over my bridge... Into my courtyard... Onto my trade depot...

Then everything near it exploded in a cloud of blood.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Modding in Civ's
« Reply #10 on: March 19, 2010, 08:17:55 pm »

Hmmm, can you post the raws for the civ?
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Ultimarr

  • Bay Watcher
    • View Profile
Re: Modding in Civ's
« Reply #11 on: March 20, 2010, 01:24:50 am »

managed to engineer a opposing civ, however something puzzles me.
Other than ethic changes and a different name, this new civ is the same as the dwarves, as its meant to be a rebel faction.

However for some reason they will not use any armour or weapons, even though its written in their raws.

This has only been confirmed in adventure mode, not played a fort yet.

Anyone got any idea whats going on?


Without seeing the raws, i would think A) You forgot a letter in the tag, or B) you didn't add METAL_PREF or MINOR_METAL to them.


Edit: But then they would still have wooden weapons. Hmm don't know then ;D
Logged
I discovered something new about aquifers!  On the down side, there's now a cave fish swimming around in the bedrooms.

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Modding in Civ's
« Reply #12 on: March 20, 2010, 01:47:50 am »

Civilizations with METAL_PREF will use the second-best metal in the game (steel).    Civilizations with MINOR_METAL will use the second-worst metal in the game (copper).  Civilizations with neither tag will use the "base" metal (iron).

Only civilizations with WOOD_PREF (assumed) will use wooden weapons and armor.

Vayre

  • Bay Watcher
  • Quoth the Raven, "Nevermore"
    • View Profile
Re: Modding in Civ's
« Reply #13 on: March 20, 2010, 04:50:05 am »

heres the RAW files
Code: [Select]
[CREATURE:CULT]
[NAME:Cultist:Cultists:dwarven]
[TILE:1][COLOR:3:0:0]
[GENPOWER:3]
[CAN_CIV]
[cAN_LEARN]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:beards]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[STOUT]
[MAXAGE:150:170]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[DAMBLOCK:1]
[FAT:3]
[SIZE:6]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
[FISHERMAN_NAME:fisherdwarf:fisherdwarves]
[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]
[SPEARMAN_NAME:speardwarf:speardwarves]
[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]
[AXEMAN_NAME:axedwarf:axedwarves]
[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]
[MACEMAN_NAME:macedwarf:macedwarves]
[PIKEMAN_NAME:pikedwarf:pikedwarves]
[BOWMAN_NAME:bowdwarf:bowdwarves]
[SPEECH:dwarf.txt]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:50]
[ALCOHOL_DEPENDENT]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]

Code: [Select]
[ENTITY:CULT]
[CREATURE:CULT]
[TRANSLATION:DWARF]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[INDOOR_FARMING]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:3]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[LEADER_TYPE:KING]
[SITE_LEADER_TYPE:STANDARD]
[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:3]
[PROGRESS_TRIGGER_PRODUCTION:3]
[PROGRESS_TRIGGER_TRADE:2]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[DIPLOMAT]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:AUTUMN]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:WEALTH]
[MAYOR]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[SIEGER
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:ACCEPTABLE]
[ETHIC:OATH_BREAKING:ACCEPTABLE]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]

like i said tis purposly very close to dwarf, i wanted to do something easy for my first attempt at adding stuff in
Logged
And, they came. My fingers tingled, my nose twitched and my toes tickled... they came around the corner, over my bridge... Into my courtyard... Onto my trade depot...

Then everything near it exploded in a cloud of blood.

kotekzot

  • Bay Watcher
    • View Profile
Re: Modding in Civ's
« Reply #14 on: March 20, 2010, 07:24:55 am »

To make them permahostile to everybody replace [intelligent] with [can_civ][can_learn]can_speak.

After embarking add square brackets to can_speak.
Logged
Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?
Pages: [1] 2