Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Problem with adventure mode taverns  (Read 521 times)

Electric

  • Bay Watcher
    • View Profile
Problem with adventure mode taverns
« on: October 31, 2010, 04:05:57 pm »

Ok so whenever I make a new world, I usually start as either a human or elf in adventure mode.
And in the 2010 version of this game, when I spawn, I'm not in a tavern, nor are there any towns WITH taverns at all.
When you visit a town from the fast travel place you have to find it, and when you find it, it is just a couple of houses with a million
people crammed into them. Is there a way to fix this?
Oh and on a side note, the [speed:1] hack thing isn't working in 2010 either for me. I put it right after homeotherm.
So thanks for your help if you help me.
Logged

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Problem with adventure mode taverns
« Reply #1 on: October 31, 2010, 04:33:48 pm »

Adventure mode towns are broke right now.
Logged
*Hugs*

Electric

  • Bay Watcher
    • View Profile
Re: Problem with adventure mode taverns
« Reply #2 on: October 31, 2010, 04:41:22 pm »

Thank you, and can anyone help me with my speed hack needs now please?  :'(
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Problem with adventure mode taverns
« Reply #3 on: October 31, 2010, 04:52:21 pm »

Shouldn't there already be a SPEED entry in the files? (Also, it's [SPEED:1], though I don't think that it is your problem.)
Logged

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Problem with adventure mode taverns
« Reply #4 on: October 31, 2010, 05:02:15 pm »

Yeah, having two speed entries causes wierdness. Just do a search for [SPEED]
Logged
*Hugs*

Victuz

  • Bay Watcher
    • View Profile
Re: Problem with adventure mode taverns
« Reply #5 on: October 31, 2010, 05:56:40 pm »

Also if you want to play adventure mode use .12

It's best suited for that so far.
Logged
I once flung a migrant off a bridge. He collided with the brook cliff and died.
A year later, my legendary engraver engraved him colliding with an obstacle and dying.

Electric

  • Bay Watcher
    • View Profile
Re: Problem with adventure mode taverns
« Reply #6 on: October 31, 2010, 06:00:08 pm »

? but nothing in the game but the fairy already has [SPEED] on it, so how could there be 2?
Logged

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Problem with adventure mode taverns
« Reply #7 on: October 31, 2010, 06:13:00 pm »

I'm pretty sure all creatures have a speed tag, although I play exclusively modded races, so I could be wrong.
Logged
*Hugs*

Astramancer

  • Bay Watcher
    • View Profile
Re: Problem with adventure mode taverns
« Reply #8 on: October 31, 2010, 06:59:09 pm »

Not all things have the [SPEED] tag.  Dwarves, for instance.  Or anything that moves at dwarf-speed.
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Problem with adventure mode taverns
« Reply #9 on: October 31, 2010, 08:13:44 pm »

Yep, if they don't have a speed tag (and most things don't) they default to 900.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: Problem with adventure mode taverns
« Reply #10 on: November 01, 2010, 02:25:53 am »

For the speed issue:

#1: if you change the main raws, any existing worlds will NOT have the change present, you need to go into that specific regions raw files which are found under data/save/region##

#2: To make the change, simply add [SPEED:1] to the dwarf entry outside of the caste info, the tag is not there by defualt.
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.