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Author Topic: [38a][modding] Aquatic civ crashes worldgen  (Read 375 times)

Sean Mirrsen

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[38a][modding] Aquatic civ crashes worldgen
« on: February 07, 2008, 12:38:00 pm »

I decided to have a go at something uncommon, and created a merman civ. The thing is, DF crashes whenever it finishes the terrain generation and starts civ spread. I have found out that setting the starting biome to ANY_OCEAN is the cause of the crash. I was kinda thinking the new version allows such entities...

Here's the entire entity entry, minus the extra weaponry.

quote:
[ENTITY:OCEAN]
   [CREATURE:MERPERSON]
   [TRANSLATION:HUMAN]
   [DIGGER:ITEM_WEAPON_PICK]
   WEAPON:ITEM_WEAPON_CLUB
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   WEAPON:ITEM_WEAPON_TRIDENT
   [WEAPON:ITEM_WEAPON_SWORD_LONG]
   WEAPON:ITEM_WEAPON_ARBALEST
      AMMO:ITEM_AMMO_SPEARS
   [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_CAPE:COMMON]
   [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_VEIL_HEAD:UNCOMMON]
   [HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [GLOVES:ITEM_GLOVES_MITTENS:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [CLOTHING]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:ALL:NATURE]
   [CULL_SYMBOL:ALL:DOMESTIC]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [STONE_PREF]
   [GEM_PREF]
   [OUTDOOR_FARMING]
   [COMMON_DOMESTIC_PACK]
   [USE_GOOD_ANIMALS]
   [USE_GOOD_PLANTS]
   [USE_GOOD_WOOD]
   [USE_ANY_PET_RACE]
   [IMPROVED_BOWS]
   [INVADERS_IGNORE_NEUTRALS]
   [AT_PEACE_WITH_WILDLIFE]
   [EQUIPMENT_IMPROVEMENTS]
   [SPHERE_ALIGNMENT:FISH:384]
   [SPHERE_ALIGNMENT:ANIMALS:384]
   [SPHERE_ALIGNMENT:OCEANS:512]
   [ART_FACET_MODIFIER:EVIL:200]
   [ART_FACET_MODIFIER:GOOD:384]
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
   [ART_IMAGE_ELEMENT_MODIFIER:PLANT:384]
   [ART_IMAGE_ELEMENT_MODIFIER:TREE:512]
   [ITEM_IMPROVEMENT_MODIFIER:SPIKES:100]
   [ADVENTURE_TIER:3]
   [FRIENDLY_COLOR:2:0:1]
   [DEFAULT_SITE_TYPE:RUIN]
   [LIKES_SITE:RUIN]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:CAVE]
   [LEADER_TYPE:MASTER_SPEARMAN]
   [SITE_LEADER_TYPE:STANDARD]
   [START_BIOME:ANY_OCEAN]
   [BIOME_SUPPORT:ANY_LAKE:5]
   [BIOME_SUPPORT:ANY_OCEAN:5]
   [BIOME_SUPPORT:ANY_RIVER:2]
   [DIPLOMAT]
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [ACTIVE_SEASON:SPRING]
   [ENTITY_GROUPING:FRIENDLY]
   [AMBUSHER]
   [MAX_STARTING_CIV_NUMBER:3]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:400]
   [MAX_SITE_POP_NUMBER:90]
   [RELIGION:REGIONAL_FORCE]
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Toady One

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Re: [38a][modding] Aquatic civ crashes worldgen
« Reply #1 on: February 07, 2008, 07:58:00 pm »

I'll fold this in to Bug 701.  I can't think of an immediate reason why this would happen, though once it works there will most likely be some kind of problem when you actually go to visit underwater sites (since they aren't supported yet).
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Sean Mirrsen

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Re: [38a][modding] Aquatic civ crashes worldgen
« Reply #2 on: February 08, 2008, 12:09:00 pm »

I suspect that fixing this properly will require first allowing buildings to be designated and placed in water (let pathing choose whether the area is dangerous or not), then allowing fort site placement according to the entity's creatures' movement caps - like allowing any ground-pathable spot for walkers, any land spot for fliers, and any water-pathable spot for swimmer, plus variations for amphibians and such.


Oh, also - I've had some "trees" and "plants" added that are designed to grow in the OCEAN biomes - will they actually appear underwater? I haven't seen any yet...

And a final note - the aquatic and amphibious tags don't coexist - I thought the first would mark the creature as water-dwelling and striving for water, while the second allowed to breathe both water and air, but it seems the aquatic takes precedence in the breathing department.

Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India