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Author Topic: What do you guys change in raws to improve gameplay?  (Read 9009 times)

khearn

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Re: What do you guys change in raws to improve gameplay?
« Reply #15 on: August 19, 2014, 03:20:34 pm »


Almost everything mentioned here does work after world gen.

You just have to make the changes in your save directory, not the main raws.

   Keith
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Azkanan

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Re: What do you guys change in raws to improve gameplay?
« Reply #16 on: August 19, 2014, 03:25:37 pm »

Almost everything mentioned here does work after world gen.
Awesome.

Here's a picture of a dwarf-werebeing in a fort.


Edit;
Wildlife in my fort has been at a halt for years because of Kea-people's stuck in midflight. Going to turn Flier off.

Will post result.
« Last Edit: August 19, 2014, 03:30:31 pm by Azkanan »
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Urist McShire

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Re: What do you guys change in raws to improve gameplay?
« Reply #17 on: August 19, 2014, 03:35:42 pm »

I tend to add the [COMMON_DOMESTIC] and [TRAINABLE] tags to a lot of creatures as well as completely removing the [GRAZER] tag from sheep. Then I'm able to keep my sheep in an underground pen with my pigs and I'll have all the sheep's milk cheese and sheep's wool clothing I want.
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Azkanan

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Re: What do you guys change in raws to improve gameplay?
« Reply #18 on: August 19, 2014, 03:42:45 pm »

and make it so goblins vary in size from normal to slightly smaller than a troll.

What tag am I looking for to accomplish this?  ::)
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Azkanan

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Re: What do you guys change in raws to improve gameplay?
« Reply #19 on: August 19, 2014, 03:50:24 pm »

Edit;
Wildlife in my fort has been at a halt for years because of Kea-people's stuck in midflight. Going to turn Flier off.

Will post result.

They promptly all fell straight to the floor, unconcious, wounded and winded. RELEASE THE MARKSDWARVES!

Spoiler (click to show/hide)
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TurboSlug22

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Re: What do you guys change in raws to improve gameplay?
« Reply #20 on: August 19, 2014, 04:05:35 pm »

To the folks that are removing the [FLIER] tags, I understand that flying creatuers get frozen sometimes pathing through the air and that the original bug report says that this stops sieges from happening... Is that true? Just wanted to confirm thats what you folks are adjusting raws for; so sieges keep happening
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Repseki

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Re: What do you guys change in raws to improve gameplay?
« Reply #21 on: August 19, 2014, 04:11:03 pm »

Definitely going to take [FLIER] out before I play next, I've had five Magpie-men on my map since embark.

I usually add [ITEMS_ARMOR] to Platinum, Gold, Silver, and maybe a few alloys, so I can have my Champion, or Fort Guard decked out in pricey armor. I don't have them haul anything most of the time anyway, so barely being able to move isn't to much of an issue.

Lead also gets [ITEMS_AMMO] if I run into a lot of Galena, just so I can get rid of it all.
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #22 on: August 19, 2014, 04:24:35 pm »

To the folks that are removing the [FLIER] tags, I understand that flying creatuers get frozen sometimes pathing through the air and that the original bug report says that this stops sieges from happening... Is that true? Just wanted to confirm thats what you folks are adjusting raws for; so sieges keep happening

No it doesn't stop sieges from happening. Sieges still occur normally. Even Megabeasts will still appear.

The only thing it prevents are other wildlife from entering your map. For example, if you embarked on a savage jungle in an attempt to breed giant war animals, they will not appear if the birds are stuck on the map.
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Tacomagic

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Re: What do you guys change in raws to improve gameplay?
« Reply #23 on: August 19, 2014, 04:39:49 pm »

To the folks that are removing the [FLIER] tags, I understand that flying creatuers get frozen sometimes pathing through the air and that the original bug report says that this stops sieges from happening... Is that true? Just wanted to confirm thats what you folks are adjusting raws for; so sieges keep happening

No it doesn't stop sieges from happening. Sieges still occur normally. Even Megabeasts will still appear.

The only thing it prevents are other wildlife from entering your map. For example, if you embarked on a savage jungle in an attempt to breed giant war animals, they will not appear if the birds are stuck on the map.

Of note, wild animals will still get stuck and not path off properly.  It happens to any animal.  It's just fliers are most problematic because they can't be easily reached if they're at the top of the sky.  Normally wild animals go up a tree and get stuck there.  At that point it's a simple task to either cut down the tree, or activate a few hunters to clean them out.

Deactivating fliers by removing the tags makes them as easy as any other animal to get rid of if they get stuck.
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Prudent Viper

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Re: What do you guys change in raws to improve gameplay?
« Reply #24 on: August 19, 2014, 05:25:38 pm »

and make it so goblins vary in size from normal to slightly smaller than a troll.

What tag am I looking for to accomplish this?  ::)
Play around with this section of the RAW's
Spoiler (click to show/hide)

Leave the [BODY_SIZE] as is, the [BODY_APPEARANCE_MODIFIER] tags are what you want. I believe the numbers after the tag are percentages of the body size. So normally, gobbos can be a maximum of 125% of body size. If you changed that number to, let's say, 200, some goblins could be more than twice the size of average. You'd have to change the other numbers to appropriate intervals I think, otherwise you'd end up with a small number of huge one size goblins that wouldn't have any size variance. I'll have a bash at this for the next fort, but let me know how you get on!

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.
No, it won't. Doing this will only improve blunt weapons. Steel and Iron are the 2nd and 3rd best materials for weapons and armour, period (Excluding divine materials). No other metal is anywhere near as good as them, with the exception of blunt weapons. Steel is pretty crap for blunt damage because it's so light. Silver and platinum, while not very sharp, are very, very heavy.
In order to remember this difference, just remember that it's the opposite to edged weapons.
E.g.

Increasing edged damage --------->

Silver - Copper - Iron - Steel

<---------- Increasing blunt damage.

The only reason I did this is because that even with the new version blunt weapons are still underpowered unless you have a well trained tall and very strong dwarf. In contrast, edged weapons can be used by anyone to great effect. This closes the gap somewhat.

So no, all weapons will not be improved. Sorry for waffling :)
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #25 on: August 19, 2014, 05:38:56 pm »

Speaking of weapons, I also forgot to mention that I remove [WEAPON:ITEM_WEAPON_WHIP] and *[WEAPON:ITEM_WEAPON_SCOURGE] from both humans and goblins in the entity raw.

I think you can also just remove them from the weapon raw.
« Last Edit: August 19, 2014, 05:42:54 pm by clownwolf »
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Dunamisdeos

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Re: What do you guys change in raws to improve gameplay?
« Reply #26 on: August 19, 2014, 05:46:19 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.

How to fix fish populations? It seems absurd that 40 dwarves can DEPLETE THE OCEAN OF FISH in 2 years flat.
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clownwolf

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Re: What do you guys change in raws to improve gameplay?
« Reply #27 on: August 19, 2014, 05:56:40 pm »

How to fix fish populations? It seems absurd that 40 dwarves can DEPLETE THE OCEAN OF FISH in 2 years flat.

I think that bug is fixed now.

If you are asking on how to manually change their population, just go to the text file where the animal is, creature_large_ocean for example, and edit the population number.

change the cluster number for the range of how many of them can appear when they wander around your fort area: [CLUSTER_NUMBER:2:5]
change the pop number for the range of how many are available in the entire biome before they go extinct: [POPULATION_NUMBER:15:30]

*on a side note, try putting the cluster number and pop number at ~998-999 and see if 1000 animals will actually spawn. Let me know how that goes, I'm afraid to try it.
« Last Edit: August 19, 2014, 06:04:07 pm by clownwolf »
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khearn

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Re: What do you guys change in raws to improve gameplay?
« Reply #28 on: August 19, 2014, 06:22:38 pm »

I think it's perfectly legit to make any metal so it can be used in weapons (assuming Toady has set up the stats like impact yield et.al properly). If someone really wants to make a pewter sword, they should be able to. It should be a really lousy sword, but if that's what they want, sure. Why shouldn't someone be able to make a platinum hammer? It's definitely possible to forge platinum into the correct shape. 

On the other hand, Toady should implement wear on weapons, and weapons made of soft metals should wear much faster. Here's what a real lead hammer looks like after being used a bit:
Spoiler (click to show/hide)
That looks like a XXLead HammerXX to me.

A gold hammer should look like that after a battle or two, while a steel hammer would still look pretty much like new.

   Keith
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Graknorke

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Re: What do you guys change in raws to improve gameplay?
« Reply #29 on: August 19, 2014, 06:27:00 pm »

Add beards to all dwarves, regardless of caste.
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