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Culture Frequency Modding / Documentation / Wizards and Warlords

Wizards and Warlords

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#1 2013-01-31 23:25:00

Ludo
Administrator
Registered: 2012-11-30
Posts: 13

Culture Frequency Modding

The data/culturefreq.txt allows users to mod how common various culture templates are.
The syntax is for each line

templateid;terrain:rarity;terrain:rarity;terrain:rarity

Any number of terrain:rarity pairs can be specified.

An example

Duergar;Mountains:C;Hills:C;Swamp:UC

This changes Duergar to be common in mountains and hills and uncommon in swamps.

The legal terrain types are:
Grassland, Desert, Forest, Jungle, Swamp, Hills, Mountains, Plains, Rocky Badlands, Magma Fields, Basalt Plains, Tundra

The rarity codes are:
C = Common
UC = Uncommon
R = Rare
VR = Very Rare
ER = Extremely Rare
NA = Never

The culture template ids are (list will be expanded and plural/singular form cleaned up):
Apes
Bugbear
Centaur
Dragonmen
Duergar
Dwarf
HighElf
WoodElf
GrayElf
DarkElf
AmberElf
Gnoll
Gnome
Goblin
Halfling
SavageHarpy
CulturedHarpy
Hobgoblin
FeudalHuman
DruidicHuman
BarbarianHuman
VikingHuman
Leonids
Lizardmen
Minotaur
Ogre
Orcs
VampireTroll
Troll

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