So I’m looking into mod writing here, and other people seem to have this figured out, but I cannot determine how the game generates new proxies in the agency. Specifically, I can’t find where it pulls potential templates from. It seems like it’s generating based on the .tdna files in the DNA directory, but there are some in there that clearly aren’t available for generation, and also some like goblin (or with the extra mod, dragons) that aren’t available until some kind of flag is triggered later. Is anyone around able to enlighten me on this? I know this isn’t necessarily an active project these days.
The agency update system is controlled by a template - namely, gamedata/templates/system/agency_update.tpl
. This allows you to control which genetic templates are part of the pool and the odds of (or conditions for) them being called, as well as modifying the contract, price, and whatever other conditional tampering you want to do.
You can also put a new template in the same folder, with a filename starting with agency_update
, and if its conditions are met and the priority is set higher, it’ll be called in place of the original agency_update.tpl
. If I recall, this is what I did for the dragon mod - the conditions were a low random number roll, the hour matching whatever was rolled for the agency to next update, and having dragons unlocked, in which case it’d bypass the usual agency template and directly add a new dragon to the agency. This is useful for standalone race mods, or anything where you don’t want to overwrite the original agency template in case some other mod or update overwrites it again… not that there’s a lot of active mods competing these days.
Perfect, thank you. I’ve been looking everywhere, but somehow glossed over that file in particular.