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Author Topic: WorldGen Combat Strength  (Read 1853 times)

pisskop

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WorldGen Combat Strength
« on: July 31, 2012, 03:36:01 pm »

Does anybody know how wars and duels, etc are fought in the worldgen?  What makes the winners win, technically and generally?
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DrKillPatient

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Re: WorldGen Combat Strength
« Reply #1 on: July 31, 2012, 03:39:21 pm »

Wars are fought in a one-by-one manner. That is, the first combatants from each army fight one another, then the winner of that duel fights the second person in the opposing army, and so on until one side is depleted. (This is why one person will occasionally slaughter an entire army. in worldgen) The battles aren't simulated as they would be in normal gameplay; it's a very simplified process in comparison. I don't know the specifics, but I suppose that it sizes up each perrson's stats, adds a bit of randomness somewhere, and then decides who wins that way.
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Funk

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Re: WorldGen Combat Strength
« Reply #2 on: July 31, 2012, 04:01:50 pm »

having metals helps as well, look at dwarfs vs elf.
 
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pisskop

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Re: WorldGen Combat Strength
« Reply #3 on: July 31, 2012, 04:47:08 pm »

Actually, the Elves were the next on my list of things to up.  I did Gobs fairly well, and I am partially do with Kobolds... they won't build tombs or towers, they do seem to spread underground and enjoy a slightly richer experience...

Off question... how do I

a:) get kobolds to make basic stone structures, show themselves, or trade?  I put engraving, mason, architect(and others), enabled tombs, religion, and basic trade.

b:) Get Elves to atatch stronger mounts/pets to their hips?  I want them to stay weak but use ridiculous amounts of animal auxillia.

c:) Do you know the balance of ethic that would make humes, dorfs more neutral?  Not hostile, but indifferent.  They seem pretty dutch-rubby as they are now.

d:)  Make dorfs TRY(I would love to see an ai genned failed fort, but thats Toady's field) to settle evil?  [EVIL] creature token fails and [ANY_MOUNTAIN] does not exist, tmk...
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Corai

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Re: WorldGen Combat Strength
« Reply #4 on: July 31, 2012, 05:06:05 pm »

Kobold modding? I am here.




To make kobolds trade, remove [UTTERANCES] (from creature_standard) and [THIEF] (from Enity_default)

Then add

Spoiler (click to show/hide)

To them so they act like dwarves when trading.
[ACTIVE_SEASON:SUMMER] so they arrive in summer to siege/trade.

Replace [DEFAULT_SITE_TYPE:CAVE] with

Spoiler (click to show/hide)

so they expand like humans. And lastly: This will make dwarves & kobolds buddy buddy in worldgen.

Spoiler (click to show/hide)
Note: delete the ethics they already have or this will make DF explode.

They will have the same ethics as dwarves, so humans/dwarves will love them. You may need to ask a few other people if this does not work, as I am drowsy and doing 20 things at once. Backup your raws before doing this, incase I am a idiot.



-DERP DERP DERP, FORGOT TO SAY HOW TO GET TOMBS-

        [WORLD_CONSTRUCTION:WALL]
   [WORLD_CONSTRUCTION:BRIDGE]
   [WORLD_CONSTRUCTION:ROAD]
        [BUILDS_OUTDOOR_FORTIFICATIONS]
   [BUILDS_OUTDOOR_TOMBS]

Add those.

----

OR you can just make a copy of the human/dwarf enity and just replace [CREATURE:DWARF] with [CREATURE:KOBOLD]
« Last Edit: July 31, 2012, 05:19:01 pm by Corai »
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GreatWyrmGold

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Re: WorldGen Combat Strength
« Reply #5 on: July 31, 2012, 09:12:46 pm »

Size, equipment, skill, and numbers. In what I think is the order of importance.

Size--Obvious, but it affects lots of other stuff.
Equipment--Give them steel access and remove crap like bronze.
Skill--A bit trickier. Obviously, giving them various amounts of natural skill in various combat skills would help, but so would increasing the maximum age. After all, a longer life means that you can train more.
Numbers--While battles are basically fought as a series of duels, if you have a few thousand goblins against one legendary dwarf, one is probably going to get lucky. Decreasing the age of adulthood and increasing the number of kids had at once (by removing MULTIPLE_LITTER_RARE or adding a highish LITTERSIZE; default is 1-3).
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