I think that this all just comes down to a better genetic model, which wouldn't be too hard to implement, the problem then comes with storing all the genetic information, because the human genome is like 1 Gb in size or something large like that, but in DF I guess there'd be a lot less traits for each entity.
Lol, yes. WAY fewer traits. No need to keep track of rare blood types or tendencies for alcoholism, retardation, etc. Just hair color, eye color, and skin color. Additionally for ethnicity one could keep track of ethics, clothing and hair style, and which language they speak. Hah... 1gb... funny guy
There is already a genetic model that is not switched on in vanilla DF. Problem is, nobody seems to know how, or indeed IF it works. It's not found in the raws but it is found in the string dump. I repeat my request for any information that is known on it, just in case anyone reading this thread knows anything about it.
I can deal with someone who speaks a pseudo arab language, follows a pseudo arab lifestyle, etc, who is actually blond haired and blue eyed, so long as their children are the same as they are and I can keep track of this on a per-world basis.
Wont we only need to store heritage? Like skin colors,hair colors, face details, height, and eye colors? I don't see the need for saving the data of a child's ancestors.
That's basically the goal I'm looking for. All this information doesn't need to be kept track of in a long-form family tree. Having instantaneous data is good enough, so long as each generation takes their own information from their parents.
As to the rest of the points you brought up, the genetic model that DF seems to have somewhere buried deep inside but switched off, as I mentioned above, has 3 modes:
MIX
DOMINANT_LESS
DOMINANT_MORE
Problem is nobody seems to know what these tokens are exactly, or more to the point how they would work. They are placed, seemingly, into two tokens:
APP_MOD_GENETIC_MODEL
TLCM_GENETIC_MODEL
Again... the only thing known about these two tokens is that one is for appearance mods (which are poorly understood to begin with) and the other is for tissue layers. This knowledge, however, is known only from their very names. How they work, however...
ps Jeoshua, have you posted anywhere describing this culture modding in more detail?
No I have not, except as vague information. I would post a long thread on the subject but... honestly... I can't make heads nor tails of any of it. All I know is that one can have multiple entities with the same creature, or different creatures, and if they move into a place together they seem to be kept separate. If they're the same creature type (in my testing, I've used humans), they can breed, but any creature comming out of their union seems to pay attention only to their place of birth as far as entity-level things go.
It would seem that certian things are stored on a per-actor basis, and others are stored on a per-civ basis... problem is that since legends mode is often very vague about all of this, there is usually not a way to differentiate the two.