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Author Topic: Raising difficulty  (Read 3467 times)

Robsoie

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Re: Raising difficulty
« Reply #15 on: November 25, 2017, 07:11:24 pm »

By default, the entities defined in the entity_default.txt (located in the \raws\objects\ folder) have
Code: [Select]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]

Quote
For the values, the pop_siege trigger :
A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140.

the prod siege trigger
A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼.

the trade siege trigger
 A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼.

So for all entities (and especially the ) changing to
Code: [Select]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]

May allow more sieges and earlier.

Though it will not make later siege more difficult as you'll still need to make intentional mistake in your fort defense (meaning you must not make an efficient fort, you'll need to leave some opening or not make too many trap or avoid making raising bridge to block or flatten invaders etc.. by example)

As said the ambushes are oddly gone, maybe re-adding the [AMBUSHER] tag to the [ENTITY:EVIL] may give the gobs their ability to ambush your dwarves again, in current version only [ENTITY:FOREST] (the elves) [ENTITY:SKULKING] (kobolds) and [SUBTERRANEAN_ANIMAL_PEOPLES] (the cave animal men) have it

In case you find invaders or specific big animals too passive, give them a [CRAZED] tag , it will make them berserk and they will attack on sight anything that isn't of their own specie.
This isn't for the entity_default.txt , it's for individual species (by example making gobs [CRAZED] will have the tag added to in the creature_standard.txt ).

Note about [CRAZED] , if you give the tag to a specie you want to play in Fortress mode (the dwarves by example if you didn't mod your game) , their fortress will crumble immediately and make you lose the game before even starting.
The problem does not happen in worldgen, [CRAZED] people will still build whatever they are set to build by the game, it's only a problem in Fortress mode.

Adding [CRAZED] to a specie that comes to your fort regularly as visitor may be interesting :)

If still not challenging fun enough, playing 34.11 is still a good option as there are some things that work differently and present an increased challenge (or 0.28.181.40d if you want to deal with the infamous river carps as they got unfortunately hugely nerfed after that version) (or go back to 23.130.23a, if you want to know why elephants were feared in the past and play a very different Fortress mode from what it is today as there were no z-levels)
« Last Edit: November 25, 2017, 07:20:18 pm by Robsoie »
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Chief10

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Re: Raising difficulty
« Reply #16 on: November 25, 2017, 08:34:46 pm »

As said the ambushes are oddly gone, maybe re-adding the [AMBUSHER] tag to the [ENTITY:EVIL] may give the gobs their ability to ambush your dwarves again, in current version only [ENTITY:FOREST] (the elves) [ENTITY:SKULKING] (kobolds) and [SUBTERRANEAN_ANIMAL_PEOPLES] (the cave animal men) have it

Just a heads up, I did this once and it caused bugged sieges. I got one normal ambush just fine, but then I would have unlimited goblins show up, all as ambushes. So I would see an ambush, attack them, then suddenly see another ambush, attack them, then another, and so on. I didn't get the Siege tag in the top corner. I'm not sure if truly limitless goblins would've showed up, or if it would have stopped at some point, but after 120+ (that were visible) my military and FPS were ded.

I hope Toady can fix the tag soon, it was a great mechanic for adding danger when it worked.
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Dozebôm Lolumzalìs

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Re: Raising difficulty
« Reply #17 on: November 25, 2017, 09:38:48 pm »

One thing I like to do is to increase how likely dwarves are to go crazy. Dwarves going insance was a really serious concern in older versions, but very unlikely to happen these days. Doing this make it so you can't just let them sleep on the floor/go hungry/see dead friends without consequences.

In Creature_standard.txt, change:
Spoiler (click to show/hide)
I think default is 0:50:100, not sure. Also not sure how it would work in the new version.
Default is 0:45:100.
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Malkyne

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Re: Raising difficulty
« Reply #18 on: December 02, 2017, 07:15:55 am »

My favorite way to make things difficult is to embark over an aquifer, near a Tower, with no mountains in the embark area (so poor iron availability and little or no stone above the aquifer).  My Dwarves have to dig a crappy dirt camp to live in while they're frantically trying to get through the aquifer.  They don't have much (or any) stone, because that's all below the aquifer layers, and they could lose access to wood, traders, and immigrants, at any moment, if an undead siege shows up.

Undead are notoriously hard to kill, because they don't need to breathe, or keep their blood in.  Plus, they tend to show up fully armed and armored.  Plus, they like to just dance out of the way of your weapon traps.

If that isn't hard enough for you, embark on some evil terrain.  Evil terrain adds to the !!FUN!! by undeadifying anything that happens to die there!  And sometimes having syndrome weather!  It can be all kinds of messy, chaotic danger.
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