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Messages - Teldin

Pages: 1 ... 12 13 [14] 15 16 ... 40
196
DF Modding / Re: LF Help: Maximum Savagery.
« on: September 17, 2008, 09:56:25 pm »
Invasions/sieges/babysnatchers/thieves depend entirely on fortress wealth, not the number of dwarves you have. I turned off migrants at 20 and I still get ambushes, thieves etc very regularly.

197
DF Modding / Re: Raw file syntax
« on: September 17, 2008, 09:55:17 pm »
Yes, spaces and tabs and such don't matter whatsoever, you could put them all on one line if you wanted. However, the creature: header has to come before everything else, obviously.

198
Eh.

So, the dwarfs embark. The bookkeper counts and detects that there are more items lying around in the wagon than there are indoor stockpiles to store them, and goes to the expedition leader to create construction jobs.

...See where I'm going with this? What's next, a game that plays itself? :P

Some of us want to get to the fun stuff rather than have to micromanage a million things the entire game.

199
DF Modding / Re: What does ADVENTURE_TIER do exactly? Does anyone know?
« on: September 17, 2008, 03:13:40 am »
That's all? Bah. Thought it did something more interesting. Thanks.

200
DF Modding / What does ADVENTURE_TIER do exactly? Does anyone know?
« on: September 17, 2008, 12:46:19 am »
When making my Rome Fortress mod I basically copy and pasted several of the modified entities (the civs; dwarves humans elves goblins kobolds), tinkered with them, then tested it. But I forgot to change [ADVENTURE_TIER:1] so they all had this same tag (rather than 1, 2, 3, etc as people say to do), and I could play it fine in adventurer mode as any of the civs even with them all set to 1. Does anyone know exactly what the tag does or is for? Obviously just having it means you can play as that civ in adventurer mode (since gobbos and kobolds don't have the tag), but what does the number represent? I read that it determines the order that the civs appear in when you go to play adventurer mode, but having them all as 1 seemed to work perfectly fine for me.

Has Toady ever explained it?

201
DF Dwarf Mode Discussion / Re: clothes blocking doors?
« on: September 15, 2008, 05:32:17 pm »
Unfortunately most dwarves really, really hate touching anyone else's clothing if it's on the floor. I notice even if you mark stuff to be dumped they will totally ignore it. If you try putting a new door there after removing it you will likely get an "object blocking site" error and a cancellation. You really have three options:

1) try to flood the offending piece of clothing away with some water

2) build your doors somewhere else

3) kill off the owner and mark the thing for dumping before someone else claims it

202
DF Dwarf Mode Discussion / Re: GET OFF YOUR LAZY DWARVEN BUTTS!
« on: September 15, 2008, 05:30:32 pm »
I always have my trader to be my bookkeeper, mayor, and expedition leader along with a master miner.

by the way, the easiest way to get your guy to start trading is to turn OFF and ON the 'request trade' thing in the depot. It usually resets the trader's status and he goes over to trade. This is particularly useful if he's in a meeting; he will immediately cancel the meeting to go trade.

203
DF Dwarf Mode Discussion / Re: Last Dwarves in the World?
« on: September 15, 2008, 05:28:21 pm »
Try this: in the raws, there is a place for determining how many entities you start with. Go to \raw\objects\entity_default.txt and find these lines:

   [MAX_STARTING_CIV_NUMBER:100]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:10000]
   [MAX_SITE_POP_NUMBER:120]

Change those to far lower values and increase the other entity values a bit, and let the world run for a fair amount of time (1000 years or so should be a good amount, you'll need to set megabeast percent to -1). This should get you a much better chance at getting all dwarf civs extinct.

204
DF Bug Reports / Re: [40d] Loose stone value not calculated right?
« on: September 15, 2008, 02:50:07 pm »
1) Obsidian has a value of 2 in the raws. When you check the item, it has a value of 6. Other stones have a value of 3. I wanted it to be worth less so my fortress wealth doesn't go up as quickly.

2 * [It_Made_of_Obsidian_Material_Multiplier_of_3] = 6.

In changing that 2 to a 6 you increased its value by a factor of 3, instead of decreasing it.

Does nobody understand English?

I did not change anything to 6.

The ONLY thing I did was change the value, in the raws, of obsidian from 3 to 2.

Then the raw rocks that are left behind from mining are worth 6 instead of 9. This is what I was trying to do. It worked fine.

However, on that particular game I was playing, mining the rocks out made my fortress value increase by 18 rather than 6. The value of the rocks, after the 3x obsidian bonus, was 6. I cannot make this any clearer without resorting to pictures.

THIS IS NOT GODDAMN ROCKET SCIENCE PEOPLE

205
DF Dwarf Mode Discussion / Re: Last Dwarves in the World?
« on: September 15, 2008, 12:13:34 pm »
If you hit C and there is a dwarf civ there, then you're not the last dwarven civ and you don't have the right history seed.

206
DF Bug Reports / Re: [40d] Loose stone value not calculated right?
« on: September 15, 2008, 12:02:21 pm »
Two questions:

1) Did you mod the game so that obsidian had a value of 6 or so that it has a value of 2, before the 3x multiplier?
2) Are you looking at total fortress wealth or wealth from "other items", the one that raw materials fall under? Mining will increase architecture value as well as yielding stone.

1) Obsidian has a value of 2 in the raws. When you check the item, it has a value of 6. Other stones have a value of 3. I wanted it to be worth less so my fortress wealth doesn't go up as quickly.

2) "Other Items". I should also point out that mining does not increase total architecture value. I very carefully mined one block at a time to check value on dropping stone and when it did not drop a chunk of obsidian, the fortress value did not increase whatsoever in any category. It only changed when obsidian was left behind.


Edit: Huh, I started an entirely new fort and when I mined out some obsidian near a magma tube it tallied it up in fortress worth properly as 6 when it dropped. I'll try to remember what I did to make it triple from earlier.

207
DF Bug Reports / Re: [40d] Loose stone value not calculated right?
« on: September 14, 2008, 09:23:04 pm »
non-ore non-econonmic, non-spoiler stone is:
material value 1
item value(for stone) 3

obsidian is
material value _3_
item value(for stone) 3

any item made of pure obsidian is 3x the value of most other pure stone(like microline, gabbro, puddingstone, granite ect).



also, stone items made from pure "ore" such as native silver or native gold are just as valueble as the pure metal version.


Yes, that's right.. so a chunk of raw obsidian on the floor is value 9. This is correct.

Why, when you mine it out, does it increase your fortress wealth by 27? This has nothing to do with the type of stone in particular but the fact that they are increasing fortress wealth by an arbitrary 3x.

208
DF Dwarf Mode Discussion / Re: Last Dwarves in the World?
« on: September 14, 2008, 05:05:10 pm »
It's happened before, but it's fairly neat. You'll also never get any dwarven caravan, liasons, or nobles though, which kind of sucks.

209
DF Bug Reports / Re: [40d] Loose stone value not calculated right?
« on: September 14, 2008, 04:31:10 pm »
Actually, just mining out a room does not change your fortress worth. If I mine out a block in obsidian that does not leave a stone behind, my fortress value does not increase. As far as I can tell by the wiki, too, it makes no sense that a block of stone counts three times in your fortress value screen (ie. a 9-value obsidian block will increase your fortress value by a whopping 27) while if you check it with k + enter, it has it listed as normal value (9).

210
DF Bug Reports / [40d] Loose stone value not calculated right?
« on: September 14, 2008, 03:22:10 pm »
I started a new fort and very carefully mined one one block at a time, checking the value of the fort on the stocks screen each time it unearthed a new stone block on the floor. I have it modded so that obsidian is worth 6 each, and my fortress value goes up by 18 rather than 6 each time, adding to the Other Objects value. Thus it seems to me that it's adding 3 times the value of your loose stone rather than the normal value of it, artificially inflating your fortress worth. Anyone else notice this?

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