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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419457 times)

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1500 on: December 21, 2010, 11:59:21 pm »

Thats what I thought!
Bah, I think the silly dwarf is putting he's armour on the wrong way, so he slaps on a helmet, and tries to put a coif over that. Ah well, what ever.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1501 on: December 22, 2010, 12:01:18 am »

Again, at least in the current version, it doesn't matter what the gender ratios are, the populations will be just fine.  Marriages are not tracked in even a rudimentary fashion during world gen.  This will probably change in the future, but probably not for a while.
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The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1502 on: December 22, 2010, 12:02:22 am »

But I'm trying to make a fortress with them. Can't have my few females get married to a retarded no gender class.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1503 on: December 22, 2010, 12:06:26 am »

You could make it so that out of the few who do choose a suitable husband, they have lots of kids to keep populations up. Deja vu much?

The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1504 on: December 22, 2010, 12:07:27 am »

What would be a good amount? Can't have 200 facehuggers running around. Also, can you make a workshop that creates a custom material, to build stuff out of?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1505 on: December 22, 2010, 12:08:17 am »

In world gen it isn't tracked.  In fortress mode it doesn't matter (you mostly grow by immigration)

Edit:  And, definitely yes to the custom workshop making building materials.  The product would be a BLOCK or a BOULDER of whatever the material was.  The material might have to have some special tag, I'd check the wiki page on material tokens or check the stone_template raw.
« Last Edit: December 22, 2010, 12:10:44 am by D_E »
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1506 on: December 22, 2010, 12:09:35 am »

I'm thinking between 200 and 300 babys per birth, then have them killed of in tribal worship to heathen gods.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1507 on: December 22, 2010, 12:12:56 am »

On a different track with the marraige and gender ratio thing:  Do the queens have to be intelligent?  Because if you leave off the INTELLIGENT tag on their caste and the MALE caste, I believe they will reproduce without getting married.

The "worker" caste would then be the intelligent ones.  I reallize this is probably the exact opposite of what you're trying to achieve, but, hey.  Thought I'd mention it.

Edit:  meant worker caste.  It's fixed now.
« Last Edit: December 22, 2010, 12:15:08 am by D_E »
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The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1508 on: December 22, 2010, 12:15:59 am »

Would getting rid of intelligent make them into animals? Unable to do anything? Would still make them useless.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1509 on: December 22, 2010, 12:23:10 am »

Yeah, they would basically be pets. 

I'm not sure what you're priorities are.

So far, I think we've got the following possibilities:
1)  You can make rare queens and abundant male workers.  The queens will marry a random worker, but that might be OK.
2)  You can make rare queens, rare males, and abundant genderless workers, but the males and queens will moslty marry the workers in fortress mode, and fail to reproduce.  Again, this doesn't hurt the entity any, marriages and offspring are no longer tracked, the game just pops people as necessary.
3)  You can make rare queen "pets," rare male "pets," and an intelligent, genderless worker class to care for them.

I don't know which of these options, if any of them, fits what you're trying to achieve, though.

In all cases you would want large numbers of offspring to be born from each mating, although how many would be mostly cosmetic, since I don't think it bothers the entity any.
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Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1510 on: December 22, 2010, 12:26:13 am »

Well in ant and bea hives, the queen realy is nothing more then a pet to them. Or realy more of a baby factory. They don't listen to her, or care about what she says, she just keeps the population high as long as they feed her.

The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1511 on: December 22, 2010, 12:27:27 am »

Damn, I have several classes. Drone, runner, facehugger, warrior, chestburster, and hopefully a queen soon. Now try to find a reliable way to get that working.
Edit: Ninja.... Still, I want her to be able to do stuff. She is generally able to learn trades faster and is about 10x bigger and meaner.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1512 on: December 22, 2010, 12:38:54 am »

Ah, you're doing Xenomorphs.

Sadly, castes can't mature into each-other (so you might want to loose facehugger and chestburster as independent castes).  At the least, chestbursters should just be immature Xenos (do you know about the CHILDNAME and BABYNAME tags?).

Basic Xenos can lay eggs too, right?  You could give the basic Xenos the [MULTIPLE_LITTER_RARE] tag.  Also, LITTERSIZE may be caste level.  That way, the queens could pump out eggs and the basic Xenos could contribute some, too.  That way you could have a much more even split of males and females, so you'd hopefully see some kids in fortress mode.

Edit:  I really should be saying "babies" instead of "eggs."  We can't do eggs yet (although it may be in next release!).
« Last Edit: December 22, 2010, 12:40:47 am by D_E »
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Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

The Scout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1513 on: December 22, 2010, 12:41:08 am »

Could a facehugger and chestburster be children? So I has to choose? If not, I'll make chestbursters children and facehuggers an extremely rare thing, which they slowly get bigger forever.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1514 on: December 22, 2010, 12:49:21 am »

If a facehugger has a different BODY in your mod, it has to be a separate caste.  If you're willing to let facehuggers share a BODY plan with Xenos, then you have a couple of choices:

1) babies = facehuggers, children = chestbursters, adults = Xenos,
2) you could also do two castes of Xenos that differ only in what their children and babies are called, and have one be called chestbursters and the other be called facehuggers.

But that's pretty different from Aliens.
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Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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