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Author Topic: How did I add more Civs to basic game?  (Read 474 times)

Brambled

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How did I add more Civs to basic game?
« on: June 10, 2011, 12:21:17 pm »

I am really wanting to add many of the Civs from Genesis mod to the vanilla game.  Is there a way to do this?
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TomiTapio

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Re: How did I add more Civs to basic game?
« Reply #1 on: June 10, 2011, 01:03:24 pm »

Yes, there is a way. Copy the relevant creatures and their entities, and delete all mentions of their custom workshops, weapons (katana etc.) and armor (lamellar armor etc.) and metals (ironwood, spellwoold, sun gold etc.). And then assign the vanilla weapons and armors to the civs. I guess about 25 minutes of copy-pasting chunks of code in a text editor.

Probably would be easier if you just used Genesis and deleted the deadlycreatures & civs you don't like. I personally don't like the Mind Flayers and Werewolves.
« Last Edit: June 10, 2011, 01:05:52 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Brambled

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Re: How did I add more Civs to basic game?
« Reply #2 on: June 10, 2011, 04:12:47 pm »

I don't even mind most of the creatures i just don't like all the new added ores and workshops lol.  Game is pretty confusing enough for a noob like myself and Genesis seems to open it up even more.  I might just try to work with genesis.

You recommend a new person should remove those creatures?  And does therapist work with genesis or is their possibly a specific version for it?
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TomiTapio

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Re: How did I add more Civs to basic game?
« Reply #3 on: June 10, 2011, 06:01:54 pm »

You recommend a new person should remove those creatures?  And does therapist work with genesis or is their possibly a specific version for it?
Well... don't embark in savage or evil areas, as the tough beasts actually have Skills in Genesis. Skeletal giraffe kicks yer head off.
When harvesting trees and plants from caves, have a military squad stand guard, there are nasty ones in caves.

Therapist works fine, except the castes and sexes aren't recognized by DT.
I don't use the skill training workshops or scriptorium-manualwriting. I just tune all shit to be better and Deon thanks me for it.

It's easy to delete ores too. Steelworking has that one additional step "hammer iron at finishing forge". Cobalt is like copper but better.

take a look at http://df-genesis.wikidot.com/tips-and-advice
and http://df-genesis.wikidot.com/metals

You should set the "minerals frequency" to pretty high if using my new minerals.
here's my worldgen settings:    [MINERAL_SCARCITY:650] seems nice to me.
Spoiler (click to show/hide)
« Last Edit: June 10, 2011, 06:08:26 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884