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Author Topic: Init options: PROGRESS_TRIGGER at 0  (Read 866 times)

Warlord255

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Init options: PROGRESS_TRIGGER at 0
« on: October 01, 2008, 09:11:48 pm »

Code: [Select]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]

Default for Kobolds, and can be set for Goblins (down from 2) to intensify attacks, from what I've heard.

However, my last game I set it to 0 in hopes of bringing about my destruction even sooner, but no such luck was to be found. Does setting it to 0 turn them off, and if so, can I use decimals to get them to come sooner? (PROGRESS_TRADE:0.1 , for example.)
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Erom

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Re: Init options: PROGRESS_TRIGGER at 0
« Reply #1 on: October 01, 2008, 09:21:32 pm »

I've done this exact thing - setting values to 1 results in earlier attacks. Setting it to 0 results in no attacks at all. An answer to this question would interest me.
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Warlord255

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Re: Init options: PROGRESS_TRIGGER at 0
« Reply #2 on: October 01, 2008, 10:58:21 pm »

I've done this exact thing - setting values to 1 results in earlier attacks. Setting it to 0 results in no attacks at all. An answer to this question would interest me.

Drat. Well, at least that confirms my experience; I'm not really wanting to sit through an entire fortress-year or more's worth of waiting to see the results of a decimal-value test.

Also, this is strange; Goblins in the entity_default file don't have "sieger".
« Last Edit: October 01, 2008, 11:02:27 pm by Warlord255 »
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i2amroy

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Re: Init options: PROGRESS_TRIGGER at 0
« Reply #3 on: October 02, 2008, 08:36:03 pm »

Goblins don't have [SIEGER] because all that it does is make it so that when a civ goes to war with you, they sit around a campfire for a while before attacking you. It was determined that goblins shouldn't do this, so they don't have it.
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