Currently, TribeIds are hardcoded and can only be accessed on the C++ side. Would it be possible to offload them to a tribes.txt file? I can imagine it having a structure along the lines of:
"MY_TRIBE" {
name = "My tribe"
diplomatic = true
enemies = {
"TRIBE_ELF" "TRIBE_DWARF"
}
}
Then, SummonEnemy could be refactored to take in an additional TribeId parameter, allowing summoning of non-hostiles and allowing richer tribe dynamics in mods.
Currently, TribeIds are hardcoded and can only be accessed on the C++ side. Would it be possible to offload them to a
tribes.txt
file? I can imagine it having a structure along the lines of:Then,
SummonEnemy
could be refactored to take in an additionalTribeId
parameter, allowing summoning of non-hostiles and allowing richer tribe dynamics in mods.