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Author Topic: Divine-metal civs?  (Read 1468 times)

kiwiphoenix

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Divine-metal civs?
« on: January 08, 2018, 08:11:10 pm »

Just wondering, is it possible to give divine metal to raw-defined civs/entities?

DIVINE_MAT_WEAPONS/ARMOUR doesn't seem to work... unless there's some sort of extra step or workaround?
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Putnam

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Re: Divine-metal civs?
« Reply #1 on: January 08, 2018, 08:16:40 pm »

Divine metals have completely unique raw identifiers in every world, since they give the hist figure ID in the raw identifier (e.g. [INORGANIC:DIVINE HF204] or similar), so it's not really viable with raws.

Novaris

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Re: Divine-metal civs?
« Reply #2 on: January 09, 2018, 09:40:01 am »

Would it be possible to force the to use adamantine instead?
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Hugo_The_Dwarf

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Re: Divine-metal civs?
« Reply #3 on: January 09, 2018, 01:09:02 pm »

Due to the SPECIAL tag, which is bundled into both the DEEP tags. Even if they had access to it (which everyone should as there is normally a spire or 2 on each embark) the SPECIAL tag makes it so they WONT use it
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Novaris

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Re: Divine-metal civs?
« Reply #4 on: January 09, 2018, 02:00:32 pm »

Darn but thanks for the clarification
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TomiTapio

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Re: Divine-metal civs?
« Reply #5 on: January 09, 2018, 02:03:05 pm »

Would it be possible to force the to use adamantine instead?
One can duplicate adamantine(or a divine metal that you have seen posted) to be adamantine2 and then force a civ to use adamantine2. Give civ a reaction that outputs adamantine2.
(do remove deep and special tag, make it occur super rarely inside a rare mineral.)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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Novaris

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Re: Divine-metal civs?
« Reply #6 on: January 09, 2018, 02:45:26 pm »

Thought of this solution already but it just wouldn't be the same you know :P
Actually I was preparing the inorganic file right now :)
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kiwiphoenix

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Re: Divine-metal civs?
« Reply #7 on: January 10, 2018, 04:41:39 pm »

Divine metals have completely unique raw identifiers in every world, since they give the hist figure ID in the raw identifier (e.g. [INORGANIC:DIVINE HF204] or similar), so it's not really viable with raws.

Not surprising, but was hoping there might be some sort of obscure quackery to make a raw entity behave like a genned one.

Ah, well. Thanks for the information.
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