The named, custom building can be built by a civilization in Fortress Mode.Īllows this job type to be selected. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type. Once it reaches the end of the list, it will begin again at the top. Worldgen picks civs in some sequential order from the raws. Max number of entities to spawn at world generation. In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Must be at least 80 for towns to be generated. Generic site types will not hold any more than this number of entities. Multiply this by max starting civ to get the total population of the species. However, because the children never grow up, the civ is limited to its original individuals). Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. ,, ) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature). Number of breeding couples to start with per entity. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL. Some residents will try to move to this site type, unless already at one.Ĭontrols which constructions the civ will build on the world map. Most residents will try to move to this site type, unless already at one. Dark fortresses, detailed caves, tree cities, and monuments cannot be visited in Adventurer mode. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. Valid site types are DARK_FORTRESS (π), CAVE ( Higher numbers make the entity more likely to settle there.īirth of the civilization can be performed on this biome. If multiple creature types are specified, each civilization will randomly choose one of the creatures.įrequency goes from 0 to 10. ![]() ![]() The type of creature that will inhabit the civilization. At least one civilization must have this token. To check which one, tab to the neighbors screen: the entity's race will be at the top. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.Īllows fortress mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Order doesn't need to be maintained a custom creature can have a tier of 3000 and still work even if it's the only custom creature.Īllows the race to be played as an "outsider" in adventure mode. Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Allows adventure mode for entities with sites.
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