Bay 12 Games Forum

Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: mud074 on January 16, 2011, 09:17:18 pm

Title: turn off ambushes/boogeyman?
Post by: mud074 on January 16, 2011, 09:17:18 pm
Is there a way to turn off ambushes and boogeymen? they are the only things I die to besides balors.

EDIT: is there a way to make it so you can play as balors? if so, HELL YEAH!
Title: Re: turn off ambushes/boogeyman?
Post by: Javarock on January 16, 2011, 09:26:23 pm
I think lowering Savergy nad night creatures will take care of that and to play balors simpyl add the, What was it?
[INDIV_CONTROLLABLE] tag to the balor in the raws :P
Title: Re: turn off ambushes/boogeyman?
Post by: mud074 on January 16, 2011, 09:49:23 pm
for the first part of your post, WHAT!?  :P

I added to tag but it doesn't seem to work.

This is how I put it in :
Spoiler (click to show/hide)
Title: Re: turn off ambushes/boogeyman?
Post by: Javarock on January 16, 2011, 09:51:43 pm
Perhaps you also need to make a civ for it?, Do a crash course copy.
Title: Re: turn off ambushes/boogeyman?
Post by: mud074 on January 16, 2011, 10:08:25 pm
a what?
I have never modded anything on this game other than deleting aquifers :S
Title: Re: turn off ambushes/boogeyman?
Post by: Javarock on January 16, 2011, 10:09:50 pm
a what?
I have never modded anything on this game other than deleting aquifers :S

Copy the dwarf civ, Then Rename a few key things balor :P
Title: Re: turn off ambushes/boogeyman?
Post by: mud074 on January 16, 2011, 10:19:12 pm
How would I go about doing that  :-[?
Also, would a balor civ kinda kill everything on the planet besides itself? I mean, it is covered in molten iron, it's sword burns stuff up in one hit, it's whip severs body parts every single time and it bleeds million degree blood  8)
Title: Re: turn off ambushes/boogeyman?
Post by: Chilton on January 17, 2011, 01:01:10 am
Its awefully long winded, which i think is why noones going into detail :)
See everything that says Dwarf?
That all needs to be changed.
Mostly.
Kind of.

:)
Title: Re: turn off ambushes/boogeyman?
Post by: mud074 on January 17, 2011, 11:48:49 am
What file exactly should I copy and edit? I don't think it is the creatures_genesis, but that is all I can find about dwarves  ::)
Title: Re: turn off ambushes/boogeyman?
Post by: SirAaronIII on January 17, 2011, 12:25:25 pm
I think it's in creature_genesis_beast.
Title: Re: turn off ambushes/boogeyman?
Post by: mud074 on January 17, 2011, 12:32:14 pm
I found the balor files and added the tag, but it is still unplayable. This is how I put in the tag, not bolded of course:
[CREATURE:BALOR_DETAILED]
  [INDIV_CONTROLLABLE]
  [DESCRIPTION:A dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin.]
   [NAME:balor:balors:balor]
   [CASTE_NAME:balor:balors:balor]
   [CREATURE_TILE:255][COLOR:7:0:1]
   [FIXED_TEMP:11500]
Title: Re: turn off ambushes/boogeyman?
Post by: JoRo on January 17, 2011, 02:07:26 pm
[INDIV_CONTROLLABLE] is an entity tag, not a creature tag.  Just add this to entity_default:
Code: [Select]
[ENTITY:DUMMY]
    [INDIV_CONTROLLABLE]
    [CREATURE:BALOR_DETAILED]
    [TRANSLATION:DWARF]
    [ADVENTURE_TIER:n]

where 'n' is one higher than the next highest adventurer tier; I don't play that mod so I don't know how many playable races it has.

EDIT:  And make sure the Balor has either [INTELLIGENT] or [CAN_SPEAK] and [CAN_LEARN], as well as [CANOPENDOORS].  These ones are creature tokens.
Title: Re: turn off ambushes/boogeyman?
Post by: Maynot on January 17, 2011, 04:01:02 pm
The best way to get rid of boogeymen would be to use the advanced world design parameters and set Night Creatures to 0.  Boogeymen are night creatures and since there are none, you will not have them ambush you on the next world that you create.
Title: Re: turn off ambushes/boogeyman?
Post by: mud074 on January 17, 2011, 04:13:49 pm
YES! I got it working :) Thanks everybody.

EDIT: my new world I just created is in the "age of balor and hill titan" :)

EDIT2: I have not seen a single human yet, all the towns and fortresses are empty
Title: Re: turn off ambushes/boogeyman?
Post by: Javarock on January 17, 2011, 04:44:34 pm
YES! I got it working :) Thanks everybody.

EDIT: my new world I just created is in the "age of balor and hill titan" :)

That means theres only a balor(s) and a hill titan(s) left o_o
Title: Re: turn off ambushes/boogeyman?
Post by: mud074 on January 17, 2011, 04:55:23 pm
That explains the complete lack of any race O.O

Also, my "soulgem" just got asploded by a, guess what, hill titan >.<
Title: Re: turn off ambushes/boogeyman?
Post by: Javarock on January 17, 2011, 06:06:49 pm
That explains the complete lack of any race O.O

Also, my "soulgem" just got asploded by a, guess what, hill titan >.<

Ancient Racial Fued?
Title: Re: turn off ambushes/boogeyman?
Post by: Knigel on January 17, 2011, 07:48:57 pm
The best way to get rid of boogeymen would be to use the advanced world design parameters and set Night Creatures to 0.  Boogeymen are night creatures and since there are none, you will not have them ambush you on the next world that you create.

No they're not.
Title: Re: turn off ambushes/boogeyman?
Post by: xeivous on January 17, 2011, 08:03:00 pm
Mind giving me what you changed for the raws Mud?
Title: Re: turn off ambushes/boogeyman?
Post by: assimilateur on January 20, 2011, 07:00:35 am
The best way to get rid of boogeymen would be to use the advanced world design parameters and set Night Creatures to 0.  Boogeymen are night creatures and since there are none, you will not have them ambush you on the next world that you create.

No they're not.

So is there a way of getting rid of them at all?
Title: Re: turn off ambushes/boogeyman?
Post by: Confused111 on January 20, 2011, 02:08:30 pm
Get companions, stay on the roads.
Title: Re: turn off ambushes/boogeyman?
Post by: minno on January 20, 2011, 06:44:15 pm
Get companions, stay on the roads.

Either that, or only travel during the day.  If you think you could fight off bogeymen, you could try sleeping only during the day so you'll be wide awake for bogeymen ambushes.
Title: Re: turn off ambushes/boogeyman?
Post by: assimilateur on January 21, 2011, 01:31:37 am
I know about companions, but they're a pain in the ass. They slow me down (or is that all in my head?) and they can't be properly equipped or re-equipped without a 3rd party utility.
Title: Re: turn off ambushes/boogeyman?
Post by: Flaede on January 21, 2011, 03:49:17 am
I know about companions, but they're a pain in the ass. They slow me down (or is that all in my head?) and they can't be properly equipped or re-equipped without a 3rd party utility.

Stay in the Mountains at night. No bogeymen appear there. They'll follow you up there, though, so don't go into the lowlands at night!
I'm not sure what other regions this works for. I think it works for beaches, but I've had others dispute this (I think they strayed off the oh-so-narrow-beach into a diff. biome).
Title: Re: turn off ambushes/boogeyman?
Post by: assimilateur on January 21, 2011, 04:05:26 am
I want to get rid of them not because they're too hard, but because they're a pain in the ass. Avoiding them by hiding in the mountains or in towns is more of a hassle than bringing companions along or even fighting them.

Thus I thank you for your input, but that's not really a solution.
Title: Re: turn off ambushes/boogeyman?
Post by: rephikul on January 21, 2011, 07:45:10 am
not sure about ambushes but you can turn bogeymen (and night creatures) off with world gen param
Title: Re: turn off ambushes/boogeyman?
Post by: assimilateur on January 21, 2011, 07:56:38 am
not sure about ambushes but you can turn bogeymen (and night creatures) off with world gen param

It was claimed earlier that bogeymen were not a type of night creature, but I'm testing your theory anyway. There's nothing in the parameters about bogeymen in particular, but I set the number of night creature types at zero and we'll see how that goes.

Update:
I've rolled a new world as described above, made an adventurer, traveled alone for at least a couple of weeks and haven't been ambushed by bogeymen once. Either this is a strange fluke, or they indeed count as night creatures in the parameters.
Title: Re: turn off ambushes/boogeyman?
Post by: Deadly Lamarr on January 21, 2011, 04:04:17 pm
not sure about ambushes but you can turn bogeymen (and night creatures) off with world gen param

It was claimed earlier that bogeymen were not a type of night creature, but I'm testing your theory anyway. There's nothing in the parameters about bogeymen in particular, but I set the number of night creature types at zero and we'll see how that goes.

Update:
I've rolled a new world as described above, made an adventurer, traveled alone for at least a couple of weeks and haven't been ambushed by bogeymen once. Either this is a strange fluke, or they indeed count as night creatures in the parameters.

I think I read in a Bay 12 modding thread found from a google search that bogeymen are internally referred to as night creatures in decompressed saves. (I mean, I know I read it, I'm just not sure I understood what I read since I'm not up on modding.)
Title: Re: turn off ambushes/boogeyman?
Post by: Knigel on January 22, 2011, 11:23:37 pm
Well, the wiki lists them on different pages, but the advance world-gen taking "no night creatures" to also mean "no bogeyman" is still entirely possible.

Has anyone checked to see if the amount effects it otherwise? Will a world with the max number have more frequent bogeyman attacks than one with a low but non-zero number?
Title: Re: turn off ambushes/boogeyman?
Post by: Deadly Lamarr on January 23, 2011, 06:14:02 pm
Well, the actual parameter says it affects the number of night creature types, not the number of actual night creatures. It would be interesting to see if a low number resulted in no bogeymen or else a very limited amount of variance among them.

Also, I found a token relevant to this discussion on the wiki while modding the raws: NIGHT_CREATURE_BOGEYMAN (http://df.magmawiki.com/index.php/Creature_token#N). This seems to indicate that they are night creatures.

Lastly, I am imagining a world where dwarves populate HFS and materialize whenever night falls. Among other things. I'm considering learning more about modding to make something absolutely crazy.