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Messages - Cervisomant

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 08, 2022, 09:32:03 am »
For everyone interested concerning my post about the not working civ-changes:
The creature-changes were not implemented because for some odd reason the concerning raws were unmodified. I don't know how and when that happened because both of the location paths for the entity and the creature i posted here were copied from the explorer-window and i just deleted the irrelevant/semi-personal bits before posting and the entity-changes were modified and worked. Still have no idea how that 300+ year-old queen came to happen, according to the raws it shouldn't have. As i said i have no idea how this happened but pasting the modded raws and creating a new world worked fine and predictable this time.

¯\_(ツ)_/¯

I'm just happy that the cause of the problem is not the game i guess...

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 26, 2022, 07:05:06 pm »
I don't see what went wrong where... is someone able to enlighten me? It's not that i couldn't think of a way to fix this: just copy over the raws of the game file to the respective region. But i want to know how to avoid this in the future.

There's seemingly nothing wrong, but if you're new to modding, the general process of RAW modding is to generate a new world per set of changes you make, as a static unchangable copy is copied onto the world-saves in generation, editing the raw in that save space wont have any effect since it exists just to allow peer to peer share saves without porting extra files and regenerates itself to its original state if altered like a backup.

In short: If you're editing the raws and re-entering the same world-save, you wont notice any effect as the pre-edited raws are stuck on the save.


About the expedition leader, the most popular citizen with the most social skills in the fortress is always nominated, its a bit of hardcode to just smooth over who's the "leader" per say. Which carries over more formally to the Mayor noble with the [ELECTED] (i can't remember if the rules for 'official' election can be bound stricter, i least think you can define succession more closely)

Thanks for the info about the Expedition Leader.

Concerning the other point: I realize that i did not make that clear: I Edited the game raws specifically for world-generation. So no re-entering or anyhing. I edited, and then made a fresh world.

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 26, 2022, 04:03:02 pm »
Hello everybody,

i need some help since I am a bit (understatement) confused by the migration of the raw/objects upon new world creation. I modified the raw of the game itself because i wanted to experiment with an alternative dwarven society during world creation. So I changed dwarves (creature and entity) to basically an ant-like culture: Women have 5-10 Children at once, live twice as long as men, are the only one able to be assinged any position - from militia-commander way up to Queen - but make up only ten percent of the population. On Top of that some mino "flavor"-changes: female brokers are called "Brokess/Brokesses" and value of romance and self-controll brought up to 10 and 15 from 0. Also Oathbreaking was increased to unthinkable. Oh and i also added beards to women because it's basically there already and i found it satisfyingly ironic to increase the gener-gap enormously but eradicate even the last bit of sexual bimorphism.

But the changes, at least in the raws, did not carry over. ...\Dwarf Fortress 0.47.05\data\save\region5\raw is as vanilla as it gets. And i fail to see a pattern behind which changes persisted and which didn't.

I will list the changes i made below in spoilers to save on space.

Worked:
Spoiler (click to show/hide)

Kind of/maybe worked:
Spoiler (click to show/hide)

Didn't Work:
Spoiler (click to show/hide)


I don't see what went wrong where... is someone able to enlighten me? It's not that i couldn't think of a way to fix this: just copy over the raws of the game file to the respective region. But i want to know how to avoid this in the future.

Thanks for any help and have a nice day.

4
DF Modding / Re: Polygamous Dwarves?
« on: March 30, 2020, 11:28:22 am »
Polygamy, as I understand it, simply refers to relationships composed of more than two people, regardless of gender.
And I would love some sex/gender ethics.

Yes, but polygamy can go either or both ways.

If one male can marry several females, it's fairly simple.

If one female can marry several males, it's a little difficult to determine who gets to be the (biological) father, but other than that, it's still fairly simple.

If females and males can both marry multiple times, it gets complicated. 

What if one man marries four women, each of which are married to three other men, each of which are married to three other women (or maybe a few of the same women married to the first guy), who are each married to three other men, and eventually, you wind up with the entire fortress married to everyone else in the fortress by three or four degrees of separation?

The last point you are describing would actually be not just a polygamous relationship, but also an open one. Which would get pritty... unorderly, if every kind of sexual relationship gets the same value.

If every member of a polygamous Marriage is mutually married to each other, it would be pritty managable (and also rather small in groupsize, probably)

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