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Author Topic: Question about the INVADERS option in d_init  (Read 1276 times)

ThrowerOfStones

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Re: Question about the INVADERS option in d_init
« Reply #15 on: October 08, 2010, 07:34:58 pm »

I see, that's a shame. I wanted to be able to play without sieges or ambushes, but still with megabeasts, titans, FBs etc. Is there any way to make that happen?

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jaxad0127

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Re: Question about the INVADERS option in d_init
« Reply #16 on: October 08, 2010, 07:38:37 pm »

I see, that's a shame. I wanted to be able to play without sieges or ambushes, but still with megabeasts, titans, FBs etc. Is there any way to make that happen?

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NecroRebel

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Re: Question about the INVADERS option in d_init
« Reply #17 on: October 08, 2010, 08:22:52 pm »

Except they do seige while INTELLIGENT is in place, so I don't see how adding/removing that will change things. Many of the changes you propose are for the entities, which seem to be fixed in worldgen.
Goblins siege while they're INTELLIGENT and BABYSNATCHER, because all BABYSNATCHER entities are hostile to all non-BABYSNATCHER entities. So, if you remove BABYSNATCHER, they won't siege, unless they can't talk. BABYSNATCHER is also why goblins send ambush parties, so if you remove it they won't do that even if they can't talk.

I'm saying do all these changes, then gen the world, taking advantage of the fact that you can change whether or not a creature speaks after worldgen to toggle particular groups' hostility rather than relying on the INVADERS setting in d_init to stop invaders, as INVADERS has the unwanted side-effect of preventing megabeast attacks.
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jaxad0127

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Re: Question about the INVADERS option in d_init
« Reply #18 on: October 08, 2010, 08:33:02 pm »

Except they do seige while INTELLIGENT is in place, so I don't see how adding/removing that will change things. Many of the changes you propose are for the entities, which seem to be fixed in worldgen.
Goblins siege while they're INTELLIGENT and BABYSNATCHER, because all BABYSNATCHER entities are hostile to all non-BABYSNATCHER entities. So, if you remove BABYSNATCHER, they won't siege, unless they can't talk. BABYSNATCHER is also why goblins send ambush parties, so if you remove it they won't do that even if they can't talk.

I'm saying do all these changes, then gen the world, taking advantage of the fact that you can change whether or not a creature speaks after worldgen to toggle particular groups' hostility rather than relying on the INVADERS setting in d_init to stop invaders, as INVADERS has the unwanted side-effect of preventing megabeast attacks.
Ok, I see.
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