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Author Topic: No Dwarf, Elf, or Goblin settlements?  (Read 2931 times)

infinity

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No Dwarf, Elf, or Goblin settlements?
« on: January 04, 2011, 02:46:06 pm »

When I create a new world, tried modifying the various parameters, etc., I can only find human settlements.   On the local map, I'll see directions to nearby dwarf / elf / goblin sites, but upon arrival, there's simply nothing there.  No elves, no dwarves, no walls, etc.   Really not sure what's going on.  No matter whether I play as an Elf, Dwarf, or Human, I always start in human settlements. 

This is a fresh install, no mods, etc.

NB: This seems to be a "known problem" based on some responses that I read, but I never found a thread which explained (a) why it's occurring and (b) if there's any way to fixed it.

Thanks!
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Qinetix

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #1 on: January 04, 2011, 04:01:32 pm »

Practically they do not exist , no matter , the only dwarf settlements will be the settlements build by your hand
I think they will exist after the military arc is done
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Johuotar

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #2 on: January 04, 2011, 05:13:58 pm »

Oh, i had no idea that theyre removed. This explains so much, thx!
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infinity

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #3 on: January 04, 2011, 05:20:03 pm »

Okay, thanks. 

Any ideas which specific files control their existence (or lack thereof)?  I'd like to try to mod them back in, at least roughly (one option would be to simply replace humans with dwarves). 

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The Merchant Of Menace

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #4 on: January 04, 2011, 05:31:16 pm »

In the Entity Default.txt there should be an entry something like [DEFAULT_SITE:CAVE_DETAILED]
and [LIKES_SITE:CAVE_DETAILED] for dwarfs [DEFAULT_SITE:TREE_CITY] and [LIKES_SITE:TREE_CITY] for elves.
Replace CAVE_DETAILED and TREE_CITY with CITY this will replace dwarf and elf civs cities with human style cities. Including shops selling dwarf sized and elf sized goods.
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #5 on: January 14, 2011, 09:59:55 am »

I take it modifying the game like this should give you no problems in dwarf mode?
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The Merchant Of Menace

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #6 on: January 14, 2011, 10:01:29 am »

Nope.
Won't make any difference at all.
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #7 on: January 14, 2011, 10:27:34 am »

All right.
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #8 on: January 14, 2011, 10:54:36 am »

This is what I've been using with some rather decent success rates:

Dwarves:
Quote
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_GRASSLAND:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:12]
   [BIOME_SUPPORT:ANY_RIVER:4]

Elf:
Quote
[DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_FOREST:1]
   [BIOME_SUPPORT:ANY_LAKE:12]
   [BIOME_SUPPORT:ANY_GRASSLAND:3]
   [BIOME_SUPPORT:ANY_SAVANNA:2]
   [BIOME_SUPPORT:ANY_RIVER:4]

Human:
Quote
[DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_WETLAND:5]
   [BIOME_SUPPORT:ANY_OCEAN:12]
   [BIOME_SUPPORT:ANY_LAKE:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:5]
   [BIOME_SUPPORT:ANY_RIVER:2]

Goblin:
Quote
[DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_FOREST:12]
   [BIOME_SUPPORT:ANY_LAKE:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:1]

Also, be sure to add [BUILDS_OUTDOOR_FORTIFICATIONS] to your individual entities if you want them to build strongholds (fortresses where you recruit axeman, bowman, etc) like the humans do.
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #9 on: January 14, 2011, 11:18:15 am »

Also, be sure to add [BUILDS_OUTDOOR_FORTIFICATIONS] to your individual entities if you want them to build strongholds (fortresses where you recruit axeman, bowman, etc) like the humans do.

Sound advice, thanks.
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Avarage

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #10 on: January 14, 2011, 11:22:17 am »

Thanks a lot Vipre, I'm going to give that a try after I'm done with my current adventurer. I'm assuming you need to change the values and then regenerate a new world, as dwarf/elf/gob cities aren't just going to instantly spring up?
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #11 on: January 14, 2011, 11:42:50 am »

No worries guys.

Also, I tweaked the values a little bit and this might be more of a preferred setup. It's hard to say, probably comes down to individual preference on how populated you want your world. Also, I added a custom Vampire civ to my games (kind of like another all around bad guy for everyone), but I'm including the values I use for them as well for another example to use for your civs.

Vampires:
Quote
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_FOREST:12]
   [BIOME_SUPPORT:ANY_LAKE:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:2]

Dwarf:
Quote
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_GRASSLAND:2]
   [BIOME_SUPPORT:ANY_SHRUBLAND:12]
   [BIOME_SUPPORT:ANY_RIVER:4]

Elf:
Quote
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_WETLAND:2]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_LAKE:12]
   [BIOME_SUPPORT:ANY_GRASSLAND:3]
   [BIOME_SUPPORT:ANY_SAVANNA:3]
   [BIOME_SUPPORT:ANY_RIVER:4]

Human:
Quote
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_WETLAND:5]
   [BIOME_SUPPORT:ANY_OCEAN:12]
   [BIOME_SUPPORT:ANY_LAKE:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:4]
   [BIOME_SUPPORT:ANY_RIVER:2]

Goblin:
Quote
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]

   [START_BIOME:ANY_LAND]

   [BIOME_SUPPORT:ANY_DESERT:4]
   [BIOME_SUPPORT:ANY_SAVANNA:2]

Keep in mind that the values work on a kind of scale. The lower the number the more the civilization prefers to build junk there. So if you put ANY_OCEAN:1 and made ANY_FOREST:12 that particular civ is going to build all over the ocean and hardly (if ever) touch forests. It's a lot of trial and error.
« Last Edit: January 14, 2011, 11:46:04 am by vipre01 »
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Avarage

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #12 on: January 14, 2011, 12:05:45 pm »

Great information, I'll definitely be playing around with the numbers. Is there a way to make the goblins prefer evil land? I'm going to start trying to cook up a very evil world overrun with goblins and perhaps a custom civ or two, with a few sparse patches of resistance (dwarves, elves, humans).
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #13 on: January 14, 2011, 12:26:49 pm »

So I take it this biome_support thing signifies the environments into which civilizations will expand? And what does that number after the colon mean? (didn't read part of the post before I replied) I left those at default values and only changed starting biomes and cites. The world I've created now has so far been disappointing: I asked a guy for work and was told they were "untroubled", whereas earlier I'd get more assignments than I needed. What follows is that I need to make my worlds less densely settled, since that apparently isn't conducive towards providing work for the adventurer.
« Last Edit: January 14, 2011, 12:54:08 pm by assimilateur »
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #14 on: January 14, 2011, 02:54:00 pm »

Great information, I'll definitely be playing around with the numbers. Is there a way to make the goblins prefer evil land? I'm going to start trying to cook up a very evil world overrun with goblins and perhaps a custom civ or two, with a few sparse patches of resistance (dwarves, elves, humans).

Well, I did some checking and I think I may have found a decent answer for you. If you look in the entity file under the GOBLIN heading you should see a section of text that looks like this:

Quote
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]

Now, go look at the ELF section. You should see for the elves something like this:

Quote
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]

If you run the world gen a few dozen times you'll notice a pattern. In a heavily dominated evil world goblins will ALWAYS populate in the evil areas of the map (Land of Sorrows) and the elves will ALWAYS populate in the "good" areas (Land of Bunny Rabbits and Sunshine). Now, if you swap the goblins evil text with the elves good text then you'll find the goblins populate the good areas (Jungle of Friends, awwww) and the elves populte the evil areas (Jungles of Kicking Old People, boooooo).

Now, you're probably thinking, "Great! But what about the Dwarves and Humans, dude?" Well, to be honest, I'm not exactly sure. I tried a few different things and I've been receiving mixed results. The dwarves and humans both have this tag that reads something like COMMON_DOMESTIC_etc, and if you replace those areas with the USE_EVIL tags the humans and dwarves will populate in evil areas, but at the same time if you run a map with NO evil and all good areas dwarves and humans (and even Goblins) will setup towns and hamlets in the (I think) nice areas. So, I'm not entirely sure at this point. It could be a combination of things that aren't obvious to me yet.

Regardless, though, you mentioned to me that you wanted to get Goblins to setup shop in only evil areas and using the above method in a very heavily evil dominated map, they will. You just have to make sure the civ entity is setup with USE_EVIL_etc.
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