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Author Topic: What do you guys change in raws to improve gameplay?  (Read 9007 times)

clownwolf

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What do you guys change in raws to improve gameplay?
« on: August 19, 2014, 12:26:47 pm »

I change four things:

1. Add natural discipline 1, to appropriate creatures (so caravan pack animals don't run away from goblin teeth anymore).
2. Remove flier tags from everything, just until the bug is still active.
3. Add healing rate 1000 to dwarf cartilage and nails, just until the bug is still active.
4. Change animal populations to 950-990, so animals don't get extinct so quickly.

I was wondering what other changes are worthwhile, or are just personal preferences?

I also actually want to remove climbing just to fix the bugged cavern creatures that cannot come down. Unfortunately, removing natural climbing doesnt seem to remove climbing ability. Its not as bad as the flier bug so I think I'll just leave it.
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Tacomagic

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Re: What do you guys change in raws to improve gameplay?
« Reply #1 on: August 19, 2014, 12:41:47 pm »

I do #2 and #3 from that list.

I also add:

[MAXAGE:60:100] to goblins.  That keeps their empires from growing out of control quite so much.
[CHILD:1] tag is added to various creatures, along with updated [BODYSIZE:X:Y:Z] if they're missing a native child-state.
[PET_EXOTIC][TRAINABLE] is added to Unicorns.
Anything below [GRAZER: 100] is set to 100 to prevent starvation and make pasture sizes more reasonable.
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Celarious

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Re: What do you guys change in raws to improve gameplay?
« Reply #2 on: August 19, 2014, 12:47:37 pm »

I just set [AQUIFER] to {AQUIFER} in all of the stone/soil RAWs. I can't deal with that shit.
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #3 on: August 19, 2014, 01:05:46 pm »

Anything below [GRAZER: 100] is set to 100 to prevent starvation and make pasture sizes more reasonable.

I wonder if there's a way to have them take food off a stockpile (plants). I'm pretty sure the Tigerman I bought from the elves took food from my stockpile when he was hungry.
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Tacomagic

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Re: What do you guys change in raws to improve gameplay?
« Reply #4 on: August 19, 2014, 01:15:48 pm »

Anything below [GRAZER: 100] is set to 100 to prevent starvation and make pasture sizes more reasonable.

I wonder if there's a way to have them take food off a stockpile (plants). I'm pretty sure the Tigerman I bought from the elves took food from my stockpile when he was hungry.

As of yet, there is not.  A long, long time ago Toady had mentioned something about eventually adding the ability to feed or stable animals in a QA session.  But it was in like 2007 or something, so I can't remember the particulars.

Right now animal raising works well enough, so I doubt it'll be a priority until the animal industry is redone at some point.
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Prudent Viper

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Re: What do you guys change in raws to improve gameplay?
« Reply #5 on: August 19, 2014, 01:34:42 pm »

I add [NOFEAR] to my dogs. I feel this is realistic. True war dogs are so frenzied by bloodlust and training that they will not have fear. A Staffordshire bull terrier will never back off or run away once it's in the right mindset.
I also make all the interesting creatures tameable ( such as Giant Cave Spiders!) and add [COMMON_DOMESTIC] to Trolls and Tigermen allowing them to be taken on embark.
Finally, I add [ITEMS_WEAPON] to platinum and gold, for some very heavy hitting warhammers and maces.
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Rum

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Re: What do you guys change in raws to improve gameplay?
« Reply #6 on: August 19, 2014, 02:04:35 pm »

arent animal populations fixed in the current release?  or is that just fishes

Anywho I remove aquifers, give the elves metal and caravan guards, and make it so goblins vary in size from normal to slightly smaller than a troll.

Also whenever i capture breeding stock for an interesting animal I add the tags to make them tameable warbeasts. (as you can do that without regenning a world)
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GavJ

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Re: What do you guys change in raws to improve gameplay?
« Reply #7 on: August 19, 2014, 02:19:59 pm »

Quote
I wonder if there's a way to have them take food off a stockpile (plants). I'm pretty sure the Tigerman I bought from the elves took food from my stockpile when he was hungry.
Yes, you can add this ability. The tag you are looking for is [CAN_SPEAK] (don't know if there's actually an underscore, double check.)

I have not tested it in conjunction with GRAZER, one might override the other. Or they might work together. But if for instance you put [CAN_SPEAK] on a dog, it will go get its own meat from barrels. The other main consequences are that the animals all get individual actual first and last names, and that I believe they can run for mayor. They can still be pets and ordered around as livestock.
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Prudent Viper

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Re: What do you guys change in raws to improve gameplay?
« Reply #8 on: August 19, 2014, 02:26:18 pm »

and make it so goblins vary in size from normal to slightly smaller than a troll.
That, is a really excellent idea. I'm going to steal that.
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martinuzz

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Re: What do you guys change in raws to improve gameplay?
« Reply #9 on: August 19, 2014, 02:30:31 pm »

1) Since I like doing low-immigrant homebred dwarf forts, but I don't like endless waits, I usually make dwarves reach adulthood at age 6. As a side bonus, it also significantly decreases those useless craftsdwarf random moods children get, allowing more control over those.
2) I oh-so-hate having managed to set up a GCS silk farm, only to have my GCS die of old age within a season. I usually make them live as long as dwarves.

3) If I embarked on a perfect site, but the soil layer turns out to be some kind of non-sand loam, I mod that to be used as sand.

4) For current version bugginess, I remove all FLIER tags, except on vermin.
5) for the same reason, I add healing rates to cartilage and nails
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martinuzz

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Re: What do you guys change in raws to improve gameplay?
« Reply #10 on: August 19, 2014, 02:34:13 pm »

But if for instance you put [CAN_SPEAK] on a dog, it will go get its own meat from barrels. The other main consequences are that the animals all get individual actual first and last names, and that I believe they can run for mayor. They can still be pets and ordered around as livestock.
If you don't like your new mayor, just butcher him. Sounds like the perfect nobles.
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

ImagoDeo

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Re: What do you guys change in raws to improve gameplay?
« Reply #11 on: August 19, 2014, 02:38:01 pm »

The most I've done in the past is add [TRAINABLE] tags to various creatures so I could use them as war-animals, and once I modded some [GRAZER] tags because I wanted my elephants to live past the ripe old age of zero.

I will be modding more frequently in the future, now that I've found this thread.
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #12 on: August 19, 2014, 03:00:35 pm »

Finally, I add [ITEMS_WEAPON] to platinum and gold, for some very heavy hitting warhammers and maces.

Will doing this to all metals lead to overpowered weapons? I really like the idea, but I really want to keep Steel and Iron as the 2nd and 3rd best materials for weapons and armor.

arent animal populations fixed in the current release?  or is that just fishes

I mod animal populations not just for fish, but for everything. I just want biomes and caverns to never run out of Yetis, or Molemarians, and etc. They tend to go extinct really early.

ALSO: What do you guys think should be Giant Creatures' average age should be? Right now it is the same as the regular sized creatures. I plan to change it to be 5x the length of the regular size creatures, but it might be a little too large though.
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Azkanan

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Re: What do you guys change in raws to improve gameplay?
« Reply #13 on: August 19, 2014, 03:11:24 pm »

I will be modding more frequently in the future, now that I've found this thread.

+1. I wish these had an effect after world gen.

PTW.
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GavJ

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Re: What do you guys change in raws to improve gameplay?
« Reply #14 on: August 19, 2014, 03:14:22 pm »

I will be modding more frequently in the future, now that I've found this thread.

+1. I wish these had an effect after world gen.

PTW.
Almost everything mentioned here does work after world gen.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.
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