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Author Topic: Minor Mods - Great Changes!  (Read 1242 times)

Keldon

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Minor Mods - Great Changes!
« on: May 23, 2008, 06:11:00 pm »

Well i made a few minor changes to the raws...

Made goblins and kobolds siege only -

this has made sieges very common as in first year common, made the mistake at first of not stopping kobolds from lock picking, this resulted in a fortress massacre!

No goblin or Kobold clothes -

a simple change to keep my sanity in check with so many changes.

Dwarves have 1-3 kids per birth and made multi births more common -

This is so my fortress can breed quickly!

Changed pop cap to 10 -

im hoping this wont stop child births but im not sure yet, anyone know?

12 starting dwarves with more starting points -

this is to make the start game less boring with no immigration and so i can have a few hammer dwarves to help fend of sieges.


This combo has made sieges very common, kobold sieges are funny as they are so squishy, it also means with no immigrants i have to rely on births to grow, will make things slower but i THINK more fun, still not had a birth after a year so im worried the low pop cap has stopped births, anyone know?

So how does it sound? is a challenge, lost a hammer dwarf already and hauling is slow with so few dwarves but im getting 120-150 fps with a 3 X 5 map with magma a brook and adamatine   :D

[ May 23, 2008: Message edited by: Keldon ]

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Duke 2.0

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Re: Minor Mods - Great Changes!
« Reply #1 on: May 23, 2008, 06:16:00 pm »

Sounds interesting.

Goblins will cause havok, but can be stopped by traps. Kobolds are squishy, but can avoid traps.

Man, kobold sieges must be fun.

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Keldon

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Re: Minor Mods - Great Changes!
« Reply #2 on: May 23, 2008, 06:42:00 pm »

yeah i tried to make the little blighters not avoid them but i couldn't find the TRAPAVOID tag so instead i have a nice ballista battery facing down my long entry corridor, makes them go POP!
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umiman

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Re: Minor Mods - Great Changes!
« Reply #3 on: May 23, 2008, 10:56:00 pm »

How did you mod it so you start with more dwarves? Mind teaching?

Kagus

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Re: Minor Mods - Great Changes!
« Reply #4 on: May 23, 2008, 10:58:00 pm »

Pretty sure he's just talking about a utility he used to accomplish that.

umiman

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Re: Minor Mods - Great Changes!
« Reply #5 on: May 23, 2008, 11:10:00 pm »

Bleh. Tweak doesn't work for me. Oh well.

Keldon

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Re: Minor Mods - Great Changes!
« Reply #6 on: May 24, 2008, 12:11:00 am »

yeah i used the awesome tweak utility from the wiki. you have to change the starting dwarves and points BEFORE going to the embark screen, in other words while still on the map/region screen  :)

to get the reveal module to work best i designate the whole bottom level to be mined <meaning> then running reveal and removing the designation  :)

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Ghostpaw

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Re: Minor Mods - Great Changes!
« Reply #7 on: May 24, 2008, 07:35:00 pm »

quote:
Originally posted by Keldon:
<STRONG>yeah i tried to make the little blighters not avoid them but i couldn't find the TRAPAVOID tag so instead i have a nice ballista battery facing down my long entry corridor, makes them go POP!</STRONG>

There's a TRAPAVOID tag?

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Surma

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Re: Minor Mods - Great Changes!
« Reply #8 on: May 24, 2008, 09:51:00 pm »

According to the wizards, yes.. there is indeed a [TRAPAVOID] tag.

The Spirits of Fire concur.

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Kagus

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Re: Minor Mods - Great Changes!
« Reply #9 on: May 24, 2008, 10:24:00 pm »

And all the other demons.

Ghostpaw

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Re: Minor Mods - Great Changes!
« Reply #10 on: May 24, 2008, 10:53:00 pm »

Interesting.  I'm not sure how I missed that tag.
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Earthquake Damage

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Re: Minor Mods - Great Changes!
« Reply #11 on: May 24, 2008, 11:22:00 pm »

Kobold trap evasion is a hard-coded feature of the (master?) thieves they sent to steal items.  If you remove item theft, they'll happily trap themselves in your cages.
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Deon

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Re: Minor Mods - Great Changes!
« Reply #12 on: May 25, 2008, 05:04:00 am »

Also note that you need pop 80 to start sieges, so no luck with your 10 popcap.
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Jamini

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Re: Minor Mods - Great Changes!
« Reply #13 on: May 26, 2008, 02:55:00 am »

quote:
Originally posted by Deon:
<STRONG>Also note that you need pop 80 to start sieges, so no luck with your 10 popcap.</STRONG>

That is only the case if your enemy civs are babysnatchers. If you do not have that an evil sieger civ will gladly siege you in your first year.

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tinhead

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Re: Minor Mods - Great Changes!
« Reply #14 on: May 28, 2008, 08:20:00 pm »

Could I get the raws for the first 2? I'm not good with modding, even in this easy-to-mod game  :( .
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