Modding talk:Genotypes and Subtypes
Just To Clarify (Because MOST People Don't Know This). You CAN Give Different Subtypes Different Mutations Or Give Them The Ability For Cybernetics.
For Example, A Mod That Makes The Naphtaali Tribe Playable: Genotype.xml: <genotypes>
<genotype Name="Naphtaali" MutationPoints="0" StatPoints="44" BaseHPGain="3" BaseSPGain="75" BaseMPGain="0" AllowedMutationCategories="" CyberneticsLicensePoints="0" RandomWeight="10" DisplayName="Naphtaali" Subtypes="Role" Tile="Subtypes/Naphtaali_forager.png" DetailColor="g" BodyObject="Humanoid" Species="Naphtaali" IsMutant="false" IsTrueKin="true">
Using "IsTrueKin='True'" BUT Using "CyberneticsLicensePoints='0'" Removes Starting Cybernetics. (This Will Be A Problem Later)
Subtypes.xml:
<subtype Name="Biotechnist" Gear="Ashtrand_Naphtaali_Biotechnist_StartingGear" Tile="New_Naphtaali\Naphtaali_Biotechnist.png" DetailColor="R" CyberneticsLicensePoints="4">
Using "CyberneticsLicensePoints='4'", We Gave The Subtype Cybernetic Points. (But You Can't Use Them At Start, Which Isn't A Problem Unless You Want Starting Cybernetics)
Starting Mutations:
Subtypes.xml:
<subtype Name="?" Gear="?" Tile="?" DetailColor="?" BodyObject="?" BaseMPGain="2">
Using BodyObject, We Can Give Starting Mutations!:
Creatures.xml:
<object Name="?" Inherits="?"> <mutation Name="Esper" Level="1" /> <mutation Name="Teleportation" Level="4" /> <mutation Name="Telepathy" Level="1" /> <mutation Name="LightManipulation" Level="4" /> <mutation Name="Beguiling" Level="8" /> </object>
There, You Have It! (It WILL NOT Show These As Selected In The Starting Mutations Menu, Doesn't Break The Game If You Select The Mutation Anyways)