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Author Topic: Deep token  (Read 522 times)

Wiles

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Deep token
« on: January 17, 2008, 12:27:00 pm »

I've started playing around with materials a little bit. I read in the past that the [DEEP] tag will make the metal not appear at embark, but I was wondering if it did anything else?

[ January 17, 2008: Message edited by: Wiles ]

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Karlito

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Re: Deep token
« Reply #1 on: January 17, 2008, 03:16:00 pm »

It makes it exactly like adamantine in the HIDDEN FUN STUFF way.
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Sean Mirrsen

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Re: Deep token
« Reply #2 on: January 17, 2008, 03:24:00 pm »

The "deep" tag is not what determines whether the material is available at embark or no. It's the distinct lack of placement tags of the adamantine that do it. The deep tag does just what it says - defines the material that will form the "plug" above the demons' pit. Of course, if you mean stones. For metals, I believe the "not-at-embark" effect is the only one, if there is any effect at all.
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Wiles

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Re: Deep token
« Reply #3 on: January 17, 2008, 03:35:00 pm »

Thanks. I just wanted to make sure there weren't any other hidden functions I didn't know of.
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Earthquake Damage

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Re: Deep token
« Reply #4 on: January 17, 2008, 08:14:00 pm »

For MATGLOSS_STONE:  [DEEP] determines the location of that stone (in particular, it spawns in the vicinity of the pits).

For MATGLOSS_METAL:  [DEEP] prevents civs from using that metal, but you can still produce it in Fortress mode.

For example, adding it to steel will prevent you from starting with steel battle axes in Fortress mode.  It will also prevent goblins and caravan/town guards (in fact, all NPCs) from spawning with it.  You can't import it from foreign caravans either.  However, you can still produce and use or export steel in your fortress.

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