Hey,
@zijistark I just saw the integration of Improved Genetics 2.0 in BETA.
I honestly think that it will surely balance and spice things up.
Are you planning to tweak it any further? I'm using Crimson's HIP compatible version since day 1 and it's amazing tbh.
Cheers,
G.S
Yes, we've already significantly improved and extended the system in EMF. Insofar as that feature, what is currently in the EMF Beta is probably exactly what will be released in EMF v9.06 / HIP Furry7, but future extensions are likely too. It's hard to resist going whole hog and
really deepening the genetics simulation, but there are performance and memory concerns to consider. One thing I'd like to improve (as would Crimson) is better simulation of the effects of inbreeding & I'd also like to add phenotype expression cofactors (e.g., the genes for strength and health are relevant to the Agile trait, which remains one of the only genetic traits left in EMF that's still governed by the game's built-in system for congenital traits pretty much because it's difficult to sort out how to express the phenotype with real genetics).
Oh, and I'll probably add the hidden "fertile" and sterility/infertility traits to the new
emf_dna module before Furry7 too.
As you know, I haven't yet written the proper changelog for the new DNA system in EMF, but the main extensions beyond Improved Genetics mostly center around making character DNA more coherent overall & generally improving the precision of the distribution of all the phenotypes/traits after ~100 year observes for data collection. Main extensions:
- Spawned characters, if they have been setup to have a father and mother as we frequently do for, e.g., Seljuk's family and the super-extended family of Genghis Khan and many other cases all over the code (e.g., History's Forgotten Daughters), will automatically receive proper genetic inheritance and random mutation as if they'd just been born. We already had the feature wherein spawned characters
without parents would also get a default randomly-assigned set of genetic traits according to the desired distribution for the population in general.
- Random birth mutations are no longer handled by hard-code at all anymore. When they were, they could randomly appear on any character (born, spawned by script, spawned by hard-code as random courtiers, spawned by hard-code to hold titles at campaign initialization, etc.), and since we couldn't control it, we had no ability to properly correct the character's DNA to account for their genetic mutations so that they'd play a part in future generations' genes & traits. Now, it's all handled by script. Indeed, all those genetic traits cannot even appear on a character ever unless assigned via history or our DNA module.
- Much, much more accurate initialization of randomly-generated start-of-game characters. Previously, lots and lots of historical characters were also having their genetic traits randomly modified.
- Detection of randomly-generated courtiers after game start so that they too will receive proper genetic traits.
- Configurable genetics behavior for spawned characters, so we can sometimes guarantee the exact set of genetic traits we want on a character and bypass DNA inheritance & mutation.
- A bunch of tweaks & a few bugfixes of Improved Genetics that we discovered while analyzing observe savegame data.