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Author Topic: No attacks... at all.  (Read 5645 times)

Insert_Gnome_Here

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Re: No attacks... at all.
« Reply #15 on: May 12, 2015, 04:20:48 am »

It would be cool to be able to just declare war, rather than kill caravans until someone notices.
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Putnam

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Re: No attacks... at all.
« Reply #16 on: May 12, 2015, 04:28:05 am »

You're a random-ass fort, most of the time. You have no authority to declare war.

Maybe if the monarch comes in.

Goatmaan

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Re: No attacks... at all.
« Reply #17 on: May 13, 2015, 11:55:25 pm »

It would be nice to have an option
wirh the trade liasin, declare war on...

He goes to king, the king says "hmn ok
BUT I demand 500 masterwork bronze picks,
200 rock pots, and 20,000 pigtail socks in return!!"
The liason comes back the next year to tell you,
And gives you a time option to meet those demands...
1 year, 2 years. 5? If you don't deliver the goods in time, no war!
If you do...have FUN

    Goatmaan


   
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Dunamisdeos

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Re: No attacks... at all.
« Reply #18 on: May 15, 2015, 06:56:38 pm »

It is difficult for me to express the sheer revulsion that the thought of buckling to elf demands for diplomatic reparations makes me feel. Words like loath, repugnant, and abomination do not fully describe the sensation. The idea makes me physically recoil as though from an open flame.

But yeah, some more diplomatic options would be nice.
« Last Edit: May 15, 2015, 07:37:08 pm by Dunamisdeos »
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omniclasm

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Re: No attacks... at all.
« Reply #19 on: May 15, 2015, 07:01:19 pm »

I finally had some goblin visitors in my fort.

After 14 years.

A 25 goblin siege sure is a lot more interesting in a terrifying biome.
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SyrusLD

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Re: No attacks... at all.
« Reply #20 on: May 16, 2015, 04:44:51 pm »

In my newest fort I have played for 10 years so far and had no single goblin siege even though I have 3 unique goblin entities in range, one of which was said to be at "War" with my chosen civ.

Weirdly, it seems that my fort is not part of the civilization that I chose when embarking. It might be a side-effect of chosing a civilization which didn't have any sites or such...but overall I still don't really understand why it happened. When checking legends it clearly says that at the time of embark a dwarf in each had become an outpost liason (as well as some other position changes happening).
So, I embarked using one civ ... and it immediatly changed it to another? I wonder if that is a factor in not getting any sieges. But I get all 3 human and all 3 elf caravans, so, heh. I just don't understand it.

(At least I lately started getting ettins and cyclopses. Who ended up as a pile of body parts upon trying to run past my traps.)
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synyster31

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Re: No attacks... at all.
« Reply #21 on: May 18, 2015, 12:52:19 pm »

Am I correct in thinking that if a civ doesn't show up on the civ (C) menu they won't attack?

I've had 2 forts where i've had goblins, at war, but when I check the civ menu in game there is no goblin civ listed  :-\
« Last Edit: May 18, 2015, 01:25:24 pm by synyster31 »
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Putnam

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Re: No attacks... at all.
« Reply #22 on: May 18, 2015, 01:39:59 pm »

Am I correct in thinking that if a civ doesn't show up on the civ (C) menu they won't attack?

I've had 2 forts where i've had goblins, at war, but when I check the civ menu in game there is no goblin civ listed  :-\

Civs only show up on the C menu once they've interacted with you, so no, not correct.

synyster31

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Re: No attacks... at all.
« Reply #23 on: May 18, 2015, 01:58:29 pm »

Ah ok thanks.

On a related note, where is the parameter for population limit before invasions are enabled? I seem to recall being able to alter it begore but I cant see it in either init file.
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Eldin00

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Re: No attacks... at all.
« Reply #24 on: May 18, 2015, 03:07:17 pm »

Ah ok thanks.

On a related note, where is the parameter for population limit before invasions are enabled? I seem to recall being able to alter it begore but I cant see it in either init file.

It's in the entity raws.
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synyster31

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Re: No attacks... at all.
« Reply #25 on: May 19, 2015, 09:23:09 am »

Ahh thanks, found them. Is 1 more or less pop than 5? I know 0 is disabled but I can't find any info on that specific modifier in the Modding wiki page.
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Eldin00

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Re: No attacks... at all.
« Reply #26 on: May 19, 2015, 11:13:18 am »

1 is the lowest population threshold, 5 is the highest. I don't remember the exact population numbers each value corresponds to off the top of my head, but I presume it's on the wiki under the description of that token.

Also, I'm pretty sure that you need to change it in the raw folder and gen a new world to see any effect (changing it in the raws under the save could theoretically work for an already generated world, but most entity changes aren't effective on existing saves).
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synyster31

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Re: No attacks... at all.
« Reply #27 on: May 19, 2015, 02:07:33 pm »

Ok thanks a lot. I'll try the saves files and see if it takes effect.

If it's the same as the progress_trigger_population modifier it will be:
A value of 0 disables the trigger,
1 corresponds to 20 dwarves,
2 to 50,
3 to 80,
4 to 110,
5 to 140.
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Broseph Stalin

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Re: No attacks... at all.
« Reply #28 on: May 19, 2015, 03:26:59 pm »

Also, AFAIK they actually need a proper reason to siege now instead of "are the conditions met? siege time".
What constitutes a reason?

Putnam

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Re: No attacks... at all.
« Reply #29 on: May 19, 2015, 03:29:09 pm »

I'd assume it's a mix of distance traveled to get there and actual value of fort.
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