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Author Topic: [DF2010] Speedy dwarfs?  (Read 1572 times)

skaltum

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[DF2010] Speedy dwarfs?
« on: June 25, 2010, 08:45:05 am »

is it still possible to mod dwarfs to be stupidly fast. like you could in 40D and below?
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Daywalkah

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Re: [DF2010] Speedy dwarfs?
« Reply #1 on: June 25, 2010, 10:24:26 am »

Yes it is. [SPEED:0] works nicely. I usually use [SPEED:-10000]  ;D.
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existent

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Re: [DF2010] Speedy dwarfs?
« Reply #2 on: June 25, 2010, 10:39:18 am »

Yes it is. [SPEED:0] works nicely. I usually use [SPEED:-10000]  ;D.
Great. Because DF doesn't already cause seizures.
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jaked122

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Re: [DF2010] Speedy dwarfs?
« Reply #3 on: June 25, 2010, 11:29:51 am »

Yes it is. [SPEED:0] works nicely. I usually use [SPEED:-10000]  ;D.
Great. Because DF doesn't already cause seizures.
not that way

jaked122

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Re: [DF2010] Speedy dwarfs?
« Reply #4 on: June 25, 2010, 12:29:08 pm »

Yes it is. [SPEED:0] works nicely. I usually use [SPEED:-10000]  ;D.
that works?

Daywalkah

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Re: [DF2010] Speedy dwarfs?
« Reply #5 on: June 25, 2010, 01:06:37 pm »

Yes it is. [SPEED:0] works nicely. I usually use [SPEED:-10000]  ;D.
that works?

Yes it does. I put it next to the [INTELLIGENT] tag or above it to insure it works.
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skaltum

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Re: [DF2010] Speedy dwarfs?
« Reply #6 on: June 25, 2010, 01:37:29 pm »

guys nevermind. i found out for myself.

by the way. the [SPEED:0] only works on versions prior to 0.31.01

PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]

by increasing the value to say.

PHYS_ATT_RANGE:AGILITY:1500:6000:8000:9000:10000:11000:15000]

then if a fort is already in progress then only new immigrants will have the speedyness applied.

just be aware that any current forts has it's own raws in the save to prevent corruption etc and allows multiple mods to work without too much hassle.
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I just realized, after adding the new body parts to the other races, that I have an entire squad of dwarves with a shield in each hand and swinging their axes with their penises. There's nightmare fuel for those goblins, in more ways than one.

Daywalkah

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Re: [DF2010] Speedy dwarfs?
« Reply #7 on: June 25, 2010, 02:21:18 pm »

guys nevermind. i found out for myself.

by the way. the [SPEED:0] only works on versions prior to 0.31.01

PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]

by increasing the value to say.

PHYS_ATT_RANGE:AGILITY:1500:6000:8000:9000:10000:11000:15000]

then if a fort is already in progress then only new immigrants will have the speedyness applied.

just be aware that any current forts has it's own raws in the save to prevent corruption etc and allows multiple mods to work without too much hassle.

The [SPEED:0] tag still works, I have no idea where you got that from. I use it in my current fort. For your solution, I know about that. The cap is 5000, where you have it at 15000. It won't go that high and it is slower than [SPEED:0]. I have tested this extensively.
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Shaostoul

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Re: [DF2010] Speedy dwarfs?
« Reply #8 on: June 25, 2010, 02:39:53 pm »

@Daywalkah...

I know [SPEED:0] and [SPEED:1] works.

What on earth does [SPEED:-10000] do for you? Do they move backwards in time?

I also noticed that Speed0 can be a little glitchy, so I normally advise people to use Speed1
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Daywalkah

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Re: [DF2010] Speedy dwarfs?
« Reply #9 on: June 25, 2010, 02:52:24 pm »

I've noticed a difference in speed. I only tested that part twice, so I can't be too sure. I'll test it out to see if there is a difference. How is [SPEED:0] glitchy?
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Shaostoul

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Re: [DF2010] Speedy dwarfs?
« Reply #10 on: June 25, 2010, 03:05:27 pm »

Not too sure, it just seemed to be more jumpy than speed 1. I guess it's really just preference.
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!