Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 41 42 [43] 44 45 ... 120

Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 176709 times)

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #630 on: June 21, 2018, 10:22:52 am »

The personalities of creatures arent taken into accound during worldgen, and they dont really do much anyway (anger propensity is the only one with a direct impact, making them more likely to go berserk if over-stressed)

You probably want to change their civs ethics, to closer match the others. That makes them less likely to go to war. The next best thing would be to remove the babysnatcher tag, so they arent stealing kids, but afaik that doesnt affect worldgen wars directly. Maybe take away their access to pets and theyll be less likely to win battles.

It can be tough working with entities and striking the desired balance.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #631 on: June 21, 2018, 01:02:59 pm »

Personalities of creatures are taken into account during worldgen, determining how likely the leaders of civilizations are to act in various ways during diplomacy.

The wiki page explains what the numbers mean. They form a ~normal distribution with the center number as the median and the first and third number as caps ~3 standard deviations away.

fishboyliam

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #632 on: June 21, 2018, 02:24:18 pm »

So I made a new civ and realized they were far to small to wield anything. So I renamed a few items (namely a pick and an axe remake), made a copy, and set the civ to use them. They don't seem to want to allow me to bring either remake on embark. Is there a place in particular I need to define them to be built? That's the only idea I have.

Edit: That's exactly what I had to do, my bad.
« Last Edit: June 21, 2018, 02:27:34 pm by fishboyliam »
Logged

Yalishandaw

  • Bay Watcher
  • Thanks I could help, bro.
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #633 on: June 21, 2018, 08:51:24 pm »

I'm just starting with modding, mostly just copying and pasting bits of raws together to make super cheaty adventure mode/arena characters.  So far all I've done is create a new Human caste in Creatures_standard.txt, I'd really appreciate feedback on any mistakes, issues, or alternate ways to do things. 

Let me know if this isn't the place for this or if I just need to do more reading!

   [CASTE:FEMALE]
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
      [POP_RATIO:1]
   [CASTE:MALE]
      [MALE]
      [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
      [POP_RATIO:1]
   [CASTE:PARAHUMAN]
      [CASTE_NAME:parahuman:parahumans:parahuman]

Attempt to prevent caste from existing during worldgen

      [POP_RATIO:0]

At least some of these tags aren't working, and I think I'd like to move them to an adamantine

skinned super form.

      [NOPAIN][NOSTUN][NONAUSEA]
      [NO_DRINK][NO_SLEEP][ODOR_LEVEL:0]

Giving super stats, not sure how best to test this.

      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]             
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]                 
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]         
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]
       
      [MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000] 
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000] 
      [MENT_ATT_RANGE:iNTUITION:1250:1500:1750:2000:2500:3000:5000] 
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]   
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]   
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]
      [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]
      [TRANCES]

Here is where I try to give my creation adamantine muscles(so I'm still fast if I get swole)

and steel bones(to make up for the lost mass and provide some reinforcement)

         [TISSUE:ADAMANTINE]
            [TISSUE_NAME:adamantine:adamantine]
            [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
            [MUSCULAR]
            [FUNCTIONAL]
            [STRUCTURAL]
            [RELATIVE_THICKNESS:1]
            [CONNECTS]
            [TISSUE_SHAPE:LAYER]
         [SELECT_TISSUE_LAYER:MUSCLE]
         [SET_LAYER_TISSUE:ADAMANTINE]
         [TISSUE:STEEL]
            [TISSUE_NAME:steel:steel]
            [TISSUE_MATERIAL:INORGANIC:STEEL]
            [FUNCTIONAL]
            [STRUCTURAL]
            [RELATIVE_THICKNESS:1]
            [CONNECTS]
         [SELECT_TISSUE_LAYER:BONE]
         [SET_LAYER_TISSUE:STEEL]

I also went for adamantine tendons and ligaments

   [TENDONS:LOCAL_CREATURE_MAT:ADAMANTINE:2]
   [LIGAMENTS:LOCAL_CREATURE_MAT:ADAMANTINE:2]

Lastly, I tried to massively increase the healing rate of all tissues and make them immune to

heat/fire/magma

      [SELECT_TISSUE_LAYER:ALL]
      [TL_HEALING_RATE:1]
          [SELECT_MATERIAL:ALL]
           [HEATDAM_POINT:NONE]

Here's the next bit of the file for reference

   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
       [PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
Logged
My avatar is Basil the Minotaur.  Go read Gunnerkrigg Court.

pikachu17

  • Bay Watcher
  • PADORU PADORU
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #634 on: June 22, 2018, 04:07:39 pm »

POP_RATIO:0 defaults to POP_RATIO:100
Not sure, but [CONVERTED_SPOUSE] may work to keep it out of world-gen.
Logged
Sigtext!
dwarf 4tress from scratch
The Pikachu revolution!
Thank you NatureGirl19999 for the avatar switcher at http://signavatar.com

A warforged bard named Gender appears and says"Hello. I am a social construct."

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #635 on: June 23, 2018, 01:59:03 pm »

You want INORGANIC:ADAMANTINE, not LOCAL_CREATURE_MAT:ADAMANTINE

MCreeper

  • Bay Watcher
  • My bus is late
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #636 on: June 24, 2018, 06:31:06 am »

How to make proper regional interaction that works in any biome, instantly resurrects, say, dwarfs upon their deaths, and temporarily transforms them into, say elves?
With this
Spoiler (click to show/hide)
, murdered people do not get resurrected.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #637 on: June 25, 2018, 06:26:34 am »

What prevents the reworked draconians from attacking other civs?

Code: [Select]
[ENTITY:EVILDRACONIAN]
[ALL_MAIN_POPS_CONTROLLABLE]
[TRANSLATION:GOBLIN]
[CREATURE:DRACONIAN]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[USE_ANIMAL_PRODUCTS]
[FRIENDLY_COLOR:6:0:0]
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[SIEGER]
[METAL_PREF]
[STONE_PREF]
[ABUSE_BODIES]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:20000]
[MAX_SITE_POP_NUMBER:20000]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FURNACE_OPERATOR] [ETHIC:KILL_ENTITY_MEMBER:SHUN]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:REQUIRED]
[ETHIC:KILL_PLANT:REQUIRED]
[ETHIC:TORTURE_AS_EXAMPLE:REQUIRED]
[ETHIC:TORTURE_FOR_INFORMATION:REQUIRED]
[ETHIC:TORTURE_FOR_FUN:REQUIRED]
[ETHIC:TORTURE_ANIMALS:REQUIRED]
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:SHUN]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:REQUIRED]
[ETHIC:EAT_SAPIENT_OTHER:REQUIRED]
[ETHIC:EAT_SAPIENT_KILL:REQUIRED]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:REQUIRED]
[ETHIC:MAKE_TROPHY_ANIMAL:REQUIRED]
[VALUE:LAW:-20]
[VALUE:LOYALTY:-2]
[VALUE:FAMILY:0]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:0]
[VALUE:TRUTH:0]
[VALUE:CUNNING:20]
[VALUE:ELOQUENCE:-50]
[VALUE:FAIRNESS:-50]
[VALUE:DECORUM:-10]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:-10]
[VALUE:COOPERATION:30]
[VALUE:INDEPENDENCE:0]
[VALUE:STOICISM:-10]
[VALUE:KNOWLEDGE:0]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:-15]
[VALUE:TRANQUILITY:-15]
[VALUE:HARMONY:-15]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:50]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:15]
[VALUE:PEACE:-50]
[BANDITRY:30]
[LOCAL_BANDITRY]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GENERATE_PERCUSSION_INSTRUMENTS]
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #638 on: June 25, 2018, 06:33:41 am »

Where are their positions? I'd imagine you need kings and generals to think up and mount campaigns.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #639 on: June 25, 2018, 07:27:43 am »

Where are their positions? I'd imagine you need kings and generals to think up and mount campaigns.
They're not waging wars despite this:

Code: [Select]
[ENTITY:EVILDRACONIAN]
[ALL_MAIN_POPS_CONTROLLABLE]
[TRANSLATION:GOBLIN]
[CREATURE:DRACONIAN]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[USE_ANIMAL_PRODUCTS]
[FRIENDLY_COLOR:6:0:0]
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[SIEGER]
[METAL_PREF]
[STONE_PREF]
[ABUSE_BODIES]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:20000]
[MAX_SITE_POP_NUMBER:20000]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FURNACE_OPERATOR] [ETHIC:KILL_ENTITY_MEMBER:SHUN]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:REQUIRED]
[ETHIC:KILL_PLANT:REQUIRED]
[ETHIC:TORTURE_AS_EXAMPLE:REQUIRED]
[ETHIC:TORTURE_FOR_INFORMATION:REQUIRED]
[ETHIC:TORTURE_FOR_FUN:REQUIRED]
[ETHIC:TORTURE_ANIMALS:REQUIRED]
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:SHUN]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:REQUIRED]
[ETHIC:EAT_SAPIENT_OTHER:REQUIRED]
[ETHIC:EAT_SAPIENT_KILL:REQUIRED]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:REQUIRED]
[ETHIC:MAKE_TROPHY_ANIMAL:REQUIRED]
[VALUE:LAW:-20]
[VALUE:LOYALTY:-2]
[VALUE:FAMILY:0]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:0]
[VALUE:TRUTH:0]
[VALUE:CUNNING:20]
[VALUE:ELOQUENCE:-50]
[VALUE:FAIRNESS:-50]
[VALUE:DECORUM:-10]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:-10]
[VALUE:COOPERATION:30]
[VALUE:INDEPENDENCE:0]
[VALUE:STOICISM:-10]
[VALUE:KNOWLEDGE:0]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:-15]
[VALUE:TRANQUILITY:-15]
[VALUE:HARMONY:-15]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:50]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:15]
[VALUE:PEACE:-50]
[BANDITRY:30]
[LOCAL_BANDITRY]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GENERATE_PERCUSSION_INSTRUMENTS]
[POSITION:WARLORD]
[NAME_MALE:warlord:warlords]
[NAME_FEMALE:warlady:warladies]
[NUMBER:1]
[SPOUSE_MALE:warlord consort:warlord consorts]
[SPOUSE_FEMALE:warlady consort:warlady consorts]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[SQUAD:10:soldier:soldiers]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #640 on: June 25, 2018, 07:40:09 am »

I dunno if that's enough. Might be easier to crib a trick from the humans and give your lizards the permission to figure out the positions themselves instead ([VARIABLE_POSITIONS:ALL], [SITE_VARIABLE_POSITIONS:ALL]). If that's still not doing it, we can safely rule those out.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #641 on: June 25, 2018, 09:21:12 am »

Still doesn't work.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

Sver

  • Bay Watcher
  • An army marches on its oiling and waxing
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #642 on: June 25, 2018, 10:16:01 am »

What prevents the reworked draconians from attacking other civs?

There is no definitive answer, really. When a civ evaluates whether they are willing to attack or not, there are a lot of things that play a role.
First is ethics. The ones you have here make draconians hated by elves and humans, thus, they probably get attacked by them a lot. They don't hate humans and elves back as much, because it's mostly the draconians who do what is taboo for humans/elves - not the opposite way around. Judging by some of my tests, I also suspect that a "hate overflow" is possible (too much hate turns into very mild hate after a certain number is reached), but that's a wild guess. Anyhow, the table here is helpful for calculating animosity. Note that only certain ethics are taken into consideration for a war.
Second is population. Got a smaller population than the target civ - is less likely to attack the target civ.
Third is the ruler's values. An unlikely culprit here, though, with such a low value for peace.
Fourth is triggers for war. There are some random, out-of-nowhere events in worldgen for this, but ITEM_THIEF and BABYSNATCHER are more steady sources of such triggers. In my tests, BABYSNATCHER almost always made a civ more warlike, so it seems to be the stronger one.
Fifth is the site type shenanigans. For unknown reasons, civs with CAVE_DETAILED tend to be more passive. May also be the case here, with such a weird site type. Try out CITY and see if it makes a difference.
Sixth is borders and competition. Isolated civs and civs that have room to expand usually were less warlike in my tests. They just keep peacefully expanding in their permitted biomes, uncontested.
Sixth is pure luck. Sometimes a civ just ain't willing to do anything. Small ethic alterations here and there usually helped me to push the civ out of such moot point.
« Last Edit: June 25, 2018, 10:19:38 am by Sver »
Logged
DF Combat Reworked
No overpowered force transfer, no easy life without a kidney, more functional variety among the weapons and other improvements.

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: [MODDING] 0.44.x questions thread
« Reply #643 on: June 26, 2018, 06:50:26 am »

I increased their egg clutch size, gave them access to actual armor, and draconite, a metal slightly stronger than iron. Now they're conquering and pillaging left and right, and due to them lacking a town preference, they raze the settlements that they conquer. I gave them back the caves and warlords, so yeah. It's working.
« Last Edit: June 26, 2018, 06:53:42 am by KittyTac »
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.44.x questions thread
« Reply #644 on: June 26, 2018, 04:31:30 pm »

Where are their positions? I'd imagine you need kings and generals to think up and mount campaigns.
They're not waging wars despite this:
[ENTITY:EVILDRACONIAN]

Try these ethics, from my tweaked crude_goblins:
Spoiler (click to show/hide)
Logged
==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
Pages: 1 ... 41 42 [43] 44 45 ... 120