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Author Topic: add [caveadapt] to all subterrainian entities?  (Read 2013 times)

Pvt. Pirate

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add [caveadapt] to all subterrainian entities?
« on: November 17, 2018, 06:09:27 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Shonai_Dweller

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Re: add [caveadapt] to all subterrainian entities?
« Reply #1 on: November 17, 2018, 06:21:51 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
Suggestions Forum is where you want to be.
Or Modding if you're asking how to do it yourself.
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KittyTac

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Re: add [caveadapt] to all subterrainian entities?
« Reply #2 on: November 17, 2018, 06:22:40 am »

You mean subterranean animal-people? Toady won't do anything with them until Laws & Customs, when animal-people will be expanded in general. You can add it yourself in the meantime.
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Pvt. Pirate

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Re: add [caveadapt] to all subterrainian entities?
« Reply #3 on: November 17, 2018, 06:26:22 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
Suggestions Forum is where you want to be.
Or Modding if you're asking how to do it yourself.
it's rather a question for both... but mostly for if it's useful to edit them myself - as much as speculations on what it might change in gameplay/difficulty.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

KittyTac

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Re: add [caveadapt] to all subterrainian entities?
« Reply #4 on: November 17, 2018, 06:30:04 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
Suggestions Forum is where you want to be.
Or Modding if you're asking how to do it yourself.
it's rather a question for both... but mostly for if it's useful to edit them myself - as much as speculations on what it might change in gameplay/difficulty.
Nothing, unless you lure animal-people outside.
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Don't trust this toaster that much, it could be a villain in disguise.
Did you know that cats that have mysteriously disappeared from home can come back after a few months without warning?

Pvt. Pirate

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Re: add [caveadapt] to all subterrainian entities?
« Reply #5 on: November 17, 2018, 06:30:58 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
Suggestions Forum is where you want to be.
Or Modding if you're asking how to do it yourself.
it's rather a question for both... but mostly for if it's useful to edit them myself - as much as speculations on what it might change in gameplay/difficulty.
Nothing, unless you lure animal-people outside.
And Goblins?
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

KittyTac

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Re: add [caveadapt] to all subterrainian entities?
« Reply #6 on: November 17, 2018, 06:42:24 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
Suggestions Forum is where you want to be.
Or Modding if you're asking how to do it yourself.
it's rather a question for both... but mostly for if it's useful to edit them myself - as much as speculations on what it might change in gameplay/difficulty.
Nothing, unless you lure animal-people outside.
And Goblins?
Goblins are not subterranean. The underground parts of dark fortresses are work-pits where they only ostensibly work. They spend the rest of their time above ground. Won't matter in fortress mode anyway.
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Pvt. Pirate

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Re: add [caveadapt] to all subterrainian entities?
« Reply #7 on: November 17, 2018, 06:49:44 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
Suggestions Forum is where you want to be.
Or Modding if you're asking how to do it yourself.
it's rather a question for both... but mostly for if it's useful to edit them myself - as much as speculations on what it might change in gameplay/difficulty.
Nothing, unless you lure animal-people outside.
And Goblins?
Goblins are not subterranean. The underground parts of dark fortresses are work-pits where they only ostensibly work. They spend the rest of their time above ground. Won't matter in fortress mode anyway.
oh, then i was misunderstanding the concept of their pits.
well, but if all other subterrain beings are caveadapt, that might be a reasonable thing, right?
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Shonai_Dweller

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Re: add [caveadapt] to all subterrainian entities?
« Reply #8 on: November 17, 2018, 06:51:37 am »

hey everyone,
i just read that dorfs are the only race with the caveadapt disability.
shouldn't all subterrainian entities have this tag?
Suggestions Forum is where you want to be.
Or Modding if you're asking how to do it yourself.
it's rather a question for both... but mostly for if it's useful to edit them myself - as much as speculations on what it might change in gameplay/difficulty.
Nothing, unless you lure animal-people outside.
And Goblins?
Goblins are not subterranean. The underground parts of dark fortresses are work-pits where they only ostensibly work. They spend the rest of their time above ground. Won't matter in fortress mode anyway.
Well, you could build an underground labyrinth they have to pass through to get to your front gate. It's so huge and takes so long to pass through that by the time they emerge into your above-ground courtyard, they're fully cave adapted and spewing projectile vomit at your militia.
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Pvt. Pirate

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Re: add [caveadapt] to all subterrainian entities?
« Reply #9 on: November 17, 2018, 06:56:47 am »

that would also apply if i created a sunlit cavern access-area.

so should i go search for all instances with "UNDERGROUND_DEPTH" and add "CAVE_ADAPT" ?
or is there another creature tag that would be better at determining what lives underground?
« Last Edit: November 17, 2018, 07:27:14 am by Pvt. Pirate »
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Sver

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Re: add [caveadapt] to all subterrainian entities?
« Reply #10 on: November 17, 2018, 08:29:08 am »

This disability seems to exist only to discourage the player from prolonged underground turtling. There isn't much point in adding it to a non-playable race, unless you plan to lure them rodent men from caverns up to the surface, for some reason.
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Pvt. Pirate

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Re: add [caveadapt] to all subterrainian entities?
« Reply #11 on: November 17, 2018, 12:11:54 pm »

This disability seems to exist only to discourage the player from prolonged underground turtling. There isn't much point in adding it to a non-playable race, unless you plan to lure them rodent men from caverns up to the surface, for some reason.
or if you want to make them playable in fort mode
or just in case they join your civ
or you plan on playing them in adv. mode
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Sver

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Re: add [caveadapt] to all subterrainian entities?
« Reply #12 on: November 17, 2018, 01:19:06 pm »

Cave adapdation has an impact in adventure mode?
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Pvt. Pirate

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Re: add [caveadapt] to all subterrainian entities?
« Reply #13 on: November 17, 2018, 02:06:27 pm »

Cave adapdation has an impact in adventure mode?
i don't know - that's why i ask.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)