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Author Topic: DF2014 Question and Answer Thread  (Read 440073 times)

mirrizin

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Re: DF2014 Question and Answer Thread
« Reply #2625 on: March 16, 2016, 09:21:40 am »

This feels like a really dumb question, but I don't know if I could find one on the wiki...

If I modify the d_init file in mid-game (Fortress mode) will that create problems?

Specifically, I want to lower the max population and max visitors. It's an early fort, so we're nowhere near capacity, but I'd rather not watch 300 units slough through a molasses sludge.

I imagine it shouldn't be a problem, but being fairly ignorant about such things, I felt I should ask...
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Telgin

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Re: DF2014 Question and Answer Thread
« Reply #2626 on: March 16, 2016, 09:47:26 am »

That works just fine.  You'll need to restart DF after making changes to the file, but it won't hurt running saves at all.
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mirrizin

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Re: DF2014 Question and Answer Thread
« Reply #2627 on: March 16, 2016, 10:27:13 am »

That works just fine.  You'll need to restart DF after making changes to the file, but it won't hurt running saves at all.
Great, thanks.

Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2628 on: March 16, 2016, 10:54:17 am »

Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?

Far as I can recall, it just stops sending migrants after it realizes its over the population cap. You can and will potentially get a nudge over that limit.

Additionally, far as I know the "strict" population cap only adds births to the values considered, and stops any further conception in the same way that the baby/child cap would. It mostly seems to exist to the instance where being at your population cap without disabling babies/children entirely leads to a steady increase in population anyway.
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mirrizin

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Re: DF2014 Question and Answer Thread
« Reply #2629 on: March 16, 2016, 11:01:02 am »

Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?

Far as I can recall, it just stops sending migrants after it realizes its over the population cap. You can and will potentially get a nudge over that limit.

Additionally, far as I know the "strict" population cap only adds births to the values considered, and stops any further conception in the same way that the baby/child cap would. It mostly seems to exist to the instance where being at your population cap without disabling babies/children entirely leads to a steady increase in population anyway.
So in that case, it's probably safer to keep the pop cap artificially low with the understanding that it will rise slowly due to reproduction.

If I set the cap to less than the min for sieges or whatnot, would natural reproduction by itself cause sieges and whatnot to begin to occur? Or would the hard number indicate to the game that they should never happen?
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Telgin

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Re: DF2014 Question and Answer Thread
« Reply #2630 on: March 16, 2016, 11:04:23 am »

If you get enough dwarves and wealth somehow, then you'll get sieges regardless of what he population cap is set at.  That said, I'm pretty sure there's an init option for turning sieges off too if you're concerned about that.  I've never actually turned it off though, so I'm not positive if it works in the current version.
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mirrizin

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Re: DF2014 Question and Answer Thread
« Reply #2631 on: March 16, 2016, 11:09:36 am »

If you get enough dwarves and wealth somehow, then you'll get sieges regardless of what he population cap is set at.  That said, I'm pretty sure there's an init option for turning sieges off too if you're concerned about that.  I've never actually turned it off though, so I'm not positive if it works in the current version.
I was more worried about accidentally turning sieges off, or seeing how close I could get to the line. Thanks!
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greycat

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Re: DF2014 Question and Answer Thread
« Reply #2632 on: March 16, 2016, 11:57:27 am »

Hmm, maybe that's new. Is your custom uniform 'replace clothing' or 'over clothing'?

"Replace clothing" for each squad position, as soon as I have the full set of armor forged for that position.
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moondowner

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Re: DF2014 Question and Answer Thread
« Reply #2633 on: March 19, 2016, 04:30:28 am »

I forgot how to worldgen  :-[ I distintctly remember that in the days of 0.34 a standard world with all default settings would result in normal age-changing. Nowadays, whaterever I do, I can't get the Age to change past the starting one on any standard or large world (and I like large worlds).
« Last Edit: March 19, 2016, 05:21:31 am by moondowner »
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2634 on: March 19, 2016, 12:26:09 pm »

I forgot how to worldgen  :-[ I distintctly remember that in the days of 0.34 a standard world with all default settings would result in normal age-changing. Nowadays, whaterever I do, I can't get the Age to change past the starting one on any standard or large world (and I like large worlds).

I suspect that age changes might be FUBAR. I've yet to get past Age of Myth in any of my DF2014 worlds.

If anything, I know that age changes are broken in adventure mode. I've personally scoured a Monster Island of every historical entity and it's still the Age of Myth. >w>
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Dunamisdeos

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Re: DF2014 Question and Answer Thread
« Reply #2635 on: March 19, 2016, 01:41:18 pm »

I've had multiple changes. It seems to be a landslide one way or another. Either the megabeast population thrives or declines rapidly.
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2636 on: March 19, 2016, 02:05:27 pm »

Have you personally exterminated every megabeast and semi-megabeast on the planet in Adventure Mode? :\
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Nevrast

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Re: DF2014 Question and Answer Thread
« Reply #2637 on: March 20, 2016, 04:20:42 pm »

Quick question here ! I generated a pretty cool map, but unfortunately the only civs around are gobbos and dwarves. What are the parameters to tweak in worldgen to have some ohter civs (human and elves) if i regenerate it ?

Cheers
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Khalari

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Re: DF2014 Question and Answer Thread
« Reply #2638 on: March 20, 2016, 04:27:09 pm »

Question about designation priority:

I've done mining with different priority but they ignored the priority. I'm assuming 7 is max priority and 1 is minimal priority.

Priority glitch or is the system not really implemented?
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2639 on: March 20, 2016, 04:35:42 pm »

Question about designation priority:

I've done mining with different priority but they ignored the priority. I'm assuming 7 is max priority and 1 is minimal priority.

Priority glitch or is the system not really implemented?

Wrong way around. :V
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