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I decided to look into it, since I used vanilla humans as a template to start from.
I'm not quite sure about some of those tokens.
HEALING_RATE is a vanilla tissue definition token, and RELIGION_SPHERE is a vanilla entity token.
However, you might be on to something about ATTACK_FLAG_PENETRATION_PERC:
You're correct, that doesn't seem to be vanilla.
Checking the lines around it, ATTACK_PENETRATION_PERC, ATTACK_FLAG_EDGE, etc, are there as they should be, but if Vanilla doesn't have anything to interpret "ATTACK_FLAG_PENETRATION_PERC", I'm guessing it shouldn't do anything at all.
I imagine that it was a typo on my part while preparing all the other tokens (especially since the ATTACK_FLAG_(X) section is in the same section on the wiki.)
Thanks for bringing it to my attention. I'm still pretty busy, so if and when I come back to this mod, I'll be sure to check through these comments to review what needs fixing.
Exciting to see new updates to the game.
I'd love to come back and update the mod. Portraits, sadly, will be a lot of work making art resources and will be pretty slow to arrive, especially in a very busy time in my life. I appreciate your interest, and love to hear all these stories from peoples' experiences with the hobgoblins, both here and on the Kitfox discord.
Personal playtesting has been going well, but I can't account for every player's own unique set of mod installations. (I'll definitely have to test more to see how non-hob civs run with hobs loaded, because I really don't know why this mod would cause crashes.)
I'll try to help with bug reports, but when it involves conflicts from vanilla assets and tokens, I can't help much. The mod used the Human files as an template, so it has no new invented tokens. Hobgoblins are simply an additional, separate category, and don't change vanilla definitions, as far as I know.
Thank you for your patience.
It keep spit conflict with HEALING_RATE, ATTACK_FLAG_PENETRATION_PERC and RELIGION_SHPERE tokens on errorlog.txt
It's unlikely that this mod should be causing any crashes on its own. It doesn't make any changes to vanilla code or features. On the backend, it works like any other vanilla creature or entity (civilization).
Before I get too ahead of myself, I'm not insinuating you should go out of your way to do this. I simply just submitted a few errors in case it would help, and you didn't ask about any other mods I was using, and seemingly assumed my mods/install was broken. Then later said it was probably a mod conflict, and said sorry lol. Left me wondering why it wasn't worth following up, and motivated me to look into it a bit. But it's fine.
-I have no idea what every single mod you have installed is, much less the order in which you've loaded them/whether or not they have been set to replace vanilla data.
-I would have to investigate the raws of each and every mod for hints as to what could be the cause of the conflict. I would then have to see whether these mods overwrite vanilla data, and try to see how those mods are able to load vanilla tokens, and then figure out why hobgoblins somehow don't despite relying on the same vanilla files.
-I'm not expecting you to run only my mod. I run with a few dozen mods myself, to be honest!
I'm not trying to say "Sorry, nothing I can do, my mod works on its own" in a vacuum. I didn't want to just dump a load of text on you, but if it helps, this is why:
2. ATTACK_FLAG_PENETRATION_PERC measures the "penetration" value of an attack, measured by % of volume. This requires ATTACK_FLAG_EDGE - flagging the body part as "having an edge that can penetrate". I just double checked the raw files to be sure - the current public build of hobgoblins have the required flag.
3. RELIGION_SPHERE is an entity tag that civilizations have to determine what kinds of topics their religions might value. You can have as few or many of these as you want. Dwarves, by vanilla, have six possible RELIGION_SPHERE tags. I will take an educated guess that most, if not all of the other race mods also have some number of RELIGION_SPHERE tags.
I'm not turning up my nose and sniffing indignantly over here, I sincerely don't know what else I can do from here. I only have the three errors you've given me to work with, and I don't see why
they would cause such a crash.
I'm sincerely sorry that my mod isn't working in your install. I really don't know why.
For the record, I understand, and do not expect, any modder to attempt to make their mod be compatible with anything/everything. But I never did understand how some modders take an exact opposite stance, and are quick to point out "Well my mod works with vanilla, so.. nothing I can do." Like if they're expecting people to only use their mod and nothing else. Kinda silly, no? But I digress. It's your mod and you don't owe anyone anything. I'm just thinking out loud. Thanks for responding at least.
/end rant
I looked into these tokens, and they're all vanilla (part of the default, original game). If your game doesn't recognize them, it has to do with your mod setup/what changes you've made to vanilla files. I can't help with that, I'm sorry.
As for hobgoblins on the map: You may want to check that your world is set to spawn enough civilizations, and/or has biomes capable of spawning the hobgoblin civ (forest, mountain, taiga, grassland, shrubland). That's the only thing I can think of right now. It sounds like your install has some other issues as it is, so it could be related.
HOBGOBLIN:Unrecognized Creature Token: HEALING_RATE
HOBGOBLIN:Unrecognized Creature Token: ATTACK_FLAG_PENETRATION_PERC
HOBGOBLIN:Unrecognized Entity Token: RELIGION_SHPERE
Also, can't find any hobgoblins on the map when generating multiple new worlds. I assume they're either getting killed off, or something is causing them to not spawn.
If you don't want to play as hobgoblins, all you have to do is make sure you pick a dwarven civilization during embark!
Nonetheless, I'll keep an eye out for if I run into that issue during testing. If I do, I'll see if I can track it down, and, if I find something, I'll let you know.
Best wishes.
Most of the "neutral" column comes out to be positive too. No sky sickness, and nothing both bonuses from alcohol really helps.
The one thing I will say about hobgoblins is that they seem to require more of a surface presence than dwarves do, mostly to farm and get cloth through with herding sheep or other sheer-able animals.
The largest military threat in my second fort was an invasion of 40-50 Olm-Men. They weren't armored, but they had decent iron spears and shields. I fought that battle with a team of 10 dwarves with high-legendary stats and steel gear. We won, but did take some injuries and one dwarf died (granted, this is partly because I had a lot of trouble for a while getting my soldiers to wear armored boots).
The biggest threat these hobs have fought was an attack by an enemy dwarven faction. 14 dwarves and some goblins, with equipment ranging from iron and bronze to a handful of equipped with steel, all well armored. I fought that battle with a team of 10 hobs with middling-high skills and high quality iron equipment (scimitars and bucklers). They got stomped. The only problem the hobs had was getting through the steel armor. No hob casualties, no injuries, and the only damage taken was some worn armor.
I'm so glad to hear you're enjoying it!
I'm glad to hear their trade adjustments are working as intended. It's fun having reliable workers, but I didn't want it to be too easy if they end up churning out masterworks. Do you feel like they're "too" tough/efficient overall, or does it feel about right to you?
To those considering making a hobgoblin fort be warned though, that bit about hobgoblin goods being less valuable in trade is not an exaggeration. You need to trade a LOT in comparison to a dwarven fort; I've had to resort to trading weapons and ammunition because porcelain and bone crafts just aren't enough. Even with numerous master and legendary artisans they demand a lot in exchange.
Anyway, thanks for making this mod!
I hope that changes - like some bit of coding that lets us mark things as part of a common pool that every civilization has access to - but for now, I hope this helps
In my experience, this is because mod code typically only 'points at' the "MOUNTAIN" entity (Dwarven civilization). Hobgoblins are represented by the "HOBGOBLIN" entity.
To use custom buildings with custom civs, one needs to open their text files and basically duplicate the parts that say "this entity can use these 'reactions'," but instead of ENTITY:MOUNTAIN, tell it to use ENTITY:HOBGOBLIN.
(think of it like code saying 'THIS entity is allowed to build THESE things'.)
As far as I know, this is the case for any modded civilization trying to use molded buildings or crafting recipes.
When I use other mods like custom workshops, this is the method I use.
.
When adding additional buildings mods and this one, it seems to remove the new buildings no matter where I put it in the order. Any ideas how to fix?
Thank you so much! That means a lot to me. I'm so glad you're enjoying them!
@Blazingimp:
Hobgoblins can live up to anywhere from 150 to 200 years. They may not be immortal, but the myth goes that some of that unnatural vigor still lingers.
As far as I know, it's compatible in the sense of "Hobgoblin civilizations will generate in the world, and are playable." As for adding any additional reactions (crafting, etc... magic?), I'm not experienced enough with Dark Ages to offer specific examples.
If they're not able to use Dark Ages features properly:
You should be able to make Hobgoblin civilizations able to use Dark Ages reactions by going into Dark Ages' files, looking for the raws that say "this civilization can do XYZ", and copy/pasting that section to duplicate it. Then, replace the entity (like ENTITY:MOUNTAIN for dwarves) with ENTITY:HOBGOBLIN - this tells the mod "The HOBGOBLIN civilization is allowed to do this, too."
I'll poke the DF modding discord to see if there's a more convenient way to do this, but if I try to include built-in compatibility patches, I'm not sure if that'll cause errors for users who aren't using said mods.