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<condition type="TechUnlocked" tech="goat_domestication"/>
<condition type="TechUnlocked" tech="cereal_domestication"/>
<actions>
<action type="Spawn" entity_type="primitive_human" radius="2" placement="StartLocationCircular" amount="12" angle="51" gender="Male" age="Adult"/>
<action type="Spawn" entity_type="primitive_human" radius="2" placement="StartLocationCircular" amount="15" angle="51" gender="Female" age="Adult"/>
</actions>
</event>
i think this needs to be and with sub condition.
<event>
<condition type="EraUnlocked" id="pottery "/>
<actions>
<action type="TriggerRaiderAttack" amount="3"/>
<action type="SetMigrationParameters" period="1y" max="4" min="1"/>
</actions>
</event>
pottery is a tech. look at this for example how to do actions on techs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1677893223
spawns some people everytime you unlock a tech. replace it with raiders.
For eras use eras like paleolithic, mesolethic ...
I don't know if you can alter migration with:
<action type="SetMigrationParameters" period="1y" max="5" min="3"/>
in an conditioned event. You can check if you altered them by saving and edit this save and look for the migration parameters.
This code is supposed to spawn additional population. I took out the second tech requirement as it's redundant as the Goat tech requires the other one in order to researched. I haven't done much testing on this yet.
This section is the one that spawns a raider attack but I seem to have made a mistake somewhere as the attack doesn't happen (done several tests).
I also noticed in the Dawn of Women mod you mentioned had a line I was confused about.
The 2nd action has "aangle" where the first has "angle". This happens for each event between lines 189 and 278 of the dawn_of_women.scn.xml file.
Also, any advice on how I can check the same games to see if the migration rates are changing?
Save your game, open saves folder: \Documents\DawnOfMan\Saves
look for your save -> unzip with winrar or 7zip or a similiar program
rename the savefile to whateveryoursavegamewasnamedoranythingelse.sav.xml
open it with atom or another good editor
search for <migration_period value=
this is a bit beneath: migration_decrease_start_population value=
... births ... and so on. check if it matches your settings.
My Dawn of Women mod had a typo! Thanks for that hin! its supposed to be angle=
but it gets ignored from the game. so they spawn in a circle at the radius and ignore the angle anyway.
id="Mesolithic " the space sign could cause problems, i'm not sure. but it has to be era= for eras
<condition type="EraUnlocked" era="Mesolithic"/>
The raiders won't spawn instant, they take a while to come.
Don't know about your keyboard settings, i am able to switch between new spawns (animals and raiders) with shift + enter and ctrl + enter (the right enter key on the NUM block)
your People Spawn looks good! set knowledge to 0 and test it:
<action type="SetKnowledgeParameters" tech_cost_multiplier="0"/>
remember to set it back after you are done.
My next attempt is to add in a disease to trigger without effecting the overall disease rate.
The current actions don't look as if they allow something like individual diseases: http://madrugaworks.com/dawnofman/reference_actions.php
But it would be funny, then one could regulate too high numbers of animals by epidemics :-)
Let me know if you find anything!
If you still have any questions, I'd be happy to answer them again.
I can't wait to see what comes out at the end.
I have been trying to confirm whether or not disease chance includes an injured villager getting an infection, or is it only for crops and livestock etc (?)
Disease doesn't occur under humans, only infection which sort of acts like a disease but it isn't linked to the "individual_disease_chance". Infection chance can't be set customly.