@Warmist, how is the lighting/shadow script coming? The screenshots looked good
@Expwnent: A couple of questions about the usage of the script. Hope you can help me, I would really like to include this for a few invaders in my next update, to see how it handles in fort-mode.
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### DiggingInvaders plugin ###
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#1.
diggingInvaders 1
diggingInvaders add HUMAN/PLAINS => Do I use the creature or entity ID?
diggingInvaders setCost HUMAN destroyBuilding 99999
diggingInvaders setCost HUMAN dig 5
diggingInvaders setCost HUMAN destroyRoughConstruction 5
diggingInvaders setCost HUMAN destroySmoothConstruction 99999
diggingInvaders setDelay HUMAN destroyBuilding 99999
diggingInvaders setDelay HUMAN dig 50
diggingInvaders setDelay HUMAN destroyRoughConstruction 50
diggingInvaders setDelay HUMAN destroySmoothConstruction 99999
Assumption: If I add this to the dfhack init, then the script is automatically started when dfhack starts, and enables the human civ to dig and deconstruct walls from boulders, but not destroy buildings, walls from blocks/bars. Is this correct?
#2.
Additionally adding this:
diggingInvaders add FROST_GIANT
diggingInvaders setCost FROST_GIANT destroyBuilding 1
diggingInvaders setCost FROST_GIANT dig 99999
diggingInvaders setCost FROST_GIANT destroyRoughConstruction 1
diggingInvaders setCost FROST_GIANT destroySmoothConstruction 1
diggingInvaders setDelay FROST_GIANT destroyBuilding 50
diggingInvaders setDelay FROST_GIANT dig 99999
diggingInvaders setDelay FROST_GIANT destroyRoughConstruction 50
diggingInvaders setDelay FROST_GIANT destroySmoothConstruction 50
would lead to Frost-Giants being able to raze any wall and building, but they cant dig. Again, is this ok?
#3.
Or, the opposite:
diggingInvaders add ANT_MAN
diggingInvaders setCost ANT_MAN destroyBuilding 99999
diggingInvaders setCost ANT_MAN dig 5
diggingInvaders setCost ANT_MAN destroyRoughConstruction 99999
diggingInvaders setCost ANT_MAN destroySmoothConstruction 99999
diggingInvaders setDelay ANT_MAN destroyBuilding 99999
diggingInvaders setDelay ANT_MAN dig 5
diggingInvaders setDelay ANT_MAN destroyRoughConstruction 99999
diggingInvaders setDelay ANT_MAN destroySmoothConstruction 99999
would lead to an Antmen civ that can dig rather quickly, but is unable to breach walls.
#4.
diggingInvaders edgesPerTick 10 would make the FPS better, but the invaders pathfinding slower.
#5.
diggingInvaders edgesPerTick 1000 would make the FPS worse, but the invaders pathfinding faster.
#6.
diggingInvaders setCost RACE walk n. What exactly is it used for? Yes, the walk cost for pathing, but how does that influence the behaviour ingame?
#7.
Can this plugin be run from the init, on startup? Or does it need fortress mode to be active? I would have no idea how to automate it then, to make it the default mode, because seemingly a player would have to run the commands himself.