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Author Topic: Very large number of civs (entities)  (Read 935 times)

SoggyGoat

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Very large number of civs (entities)
« on: May 27, 2018, 10:14:11 pm »

Howdy! I'm working on a mod and I have several ideas for various entities. I'm wondering if anyone has experience with a large number of civs (I'm talking 10-20 entities maybe), if this is viable and what issues I could expect to encounter.
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smakemupagus

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Re: Very large number of civs (entities)
« Reply #1 on: May 28, 2018, 10:07:57 am »

Sure, it's no major problem, plenty of players use big modpacks and even add Fortress Defense or similar on top of it.  Of course you need to gen bigger worlds with plenty of sites.

SoggyGoat

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Re: Very large number of civs (entities)
« Reply #2 on: May 28, 2018, 10:15:58 am »

I'll keep that in mind, thanks!
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SQman

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Re: Very large number of civs (entities)
« Reply #3 on: May 28, 2018, 10:27:49 am »

There are only few very minor problems:

1. If there are too many entities, some may not generate, and the weaker ones may go extinct in worldgen. As smake said, big worlds help.

2. Several caravans arriving at the same time can eat fps big time. Better to have fewer allies and more enemies.

3. Speaking of enemies: more chance for multiple sieges to appear simultaneously, but then again, if you try hard enough that can happen in vanilla too. Depending of how you look at it, it might not be a problem at all.

Eric Blank

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Re: Very large number of civs (entities)
« Reply #4 on: May 29, 2018, 02:38:23 pm »

It can become difficult to differentiate between civs if the languages arent instantly recognizable and they share the same race, since there are only ever five site types.
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I make Spellcrafts!
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TomiTapio

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Re: Very large number of civs (entities)
« Reply #5 on: May 30, 2018, 08:07:07 am »

For adventure mode, give the civs different soundmessages!
"You hear orcs talking."

   --sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
   [SOUND:ALERT:50:1200:VOCALIZATION:shout:shouts:a warcry]
   [SOUND:PEACEFUL_INTERMITTENT:45:80000:VOCALIZATION:shout:shouts:an orcish shout] --very rare but long-distance
   [SOUND:PEACEFUL_INTERMITTENT:20:180000:VOCALIZATION:ponder the fleetingness of it all:looks very wise:insane gibbering in the distance] --very rare
   [SOUND:PEACEFUL_INTERMITTENT:18:189000:VOCALIZATION:ponder the beauty of it all:looks very content:steady orcish chanting in the distance] --very rare
   [SOUND:PEACEFUL_INTERMITTENT:17:89500:VOCALIZATION:think about slaying something:complains about the recent deaths:overhear talk about deaths]
   [SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes wildly:an orc sneezing hard]
   [SOUND:PEACEFUL_INTERMITTENT:7:25000:VOCALIZATION:burp:burps:an orc burp]
   [SOUND:PEACEFUL_INTERMITTENT:7:18000:VOCALIZATION:spit:spits:somebody spitting]
   [SOUND:PEACEFUL_INTERMITTENT:11:9500:VOCALIZATION:talk:talks:orcs talking]
   [SOUND:PEACEFUL_INTERMITTENT:13:14500:VOCALIZATION:talk:talks in hushed tones:orcs talking quietly]
   [SOUND:PEACEFUL_INTERMITTENT:15:18500:VOCALIZATION:talk:shrugs:orcs talking about deities]
   [SOUND:PEACEFUL_INTERMITTENT:17:12000:VOCALIZATION:pray:prays:a guttural prayer]
   [SOUND:PEACEFUL_INTERMITTENT:4:16000:VOCALIZATION:sigh:sighs:a sigh] --shortest distance/loudness
   [SOUND:PEACEFUL_INTERMITTENT:16:17000:VOCALIZATION:swear:swears and spits:somebody swearing in orcish]
   [SOUND:PEACEFUL_INTERMITTENT:11:19000:VOCALIZATION:mutter:mutters:somebody muttering]
   [SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a grunt]
   [SOUND:PEACEFUL_INTERMITTENT:9:7000:VOCALIZATION:cough:coughs:a deep cough]
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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