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Author Topic: Population trigger for moods  (Read 546 times)

Jazz Cat

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Population trigger for moods
« on: December 01, 2017, 03:35:58 pm »

Is there a way to lower the minimum population requirement for strange moods? I'm going to be on a Linux machine for a while and haven't been able to get Dwarf Therapist working on it, so I'm planning a fortress with a population cap of zero (just my starting seven).
On a related note, is it possible to lower the population trigger for sieges below 20 (POP_TRIGGER_SIEGE:1)?
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Shonai_Dweller

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Re: Population trigger for moods
« Reply #1 on: December 01, 2017, 03:44:02 pm »

Is there a way to lower the minimum population requirement for strange moods? I'm going to be on a Linux machine for a while and haven't been able to get Dwarf Therapist working on it, so I'm planning a fortress with a population cap of zero (just my starting seven).
On a related note, is it possible to lower the population trigger for sieges below 20 (POP_TRIGGER_SIEGE:1)?
Zombies will ignore the siege triggers, so a tower will bring Fun to your low pop fortress.

Harassing goblins (and everyone else) with raids will make them ignore the siege triggers and attack you earlier (But perhaps you don't have enough spare dorfs for that?)

There's no lower trigger than pop 20 (0 turns off the trigger altogether). But there are wealth triggers, so set them low and you should be set (they start off unset at 0 in vanilla for goblins). You only have to satisfy one of the triggers for siegers to start thinking about attacking you.

I think the titan trigger in advanced worldgen is just a number, so you can set it to 7 or whatever. Megabeast triggers are also set as exact pop number (or wealth). You have to set each of them individually though.
« Last Edit: December 01, 2017, 03:46:13 pm by Shonai_Dweller »
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Findulidas

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Re: Population trigger for moods
« Reply #2 on: December 01, 2017, 04:16:04 pm »

Arent the two first waves hardcoded to come?
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PatrikLundell

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Re: Population trigger for moods
« Reply #3 on: December 01, 2017, 04:20:18 pm »

Arent the two first waves hardcoded to come?
Sort of. They'll appear even if your civ is dead (and never any further migrant waves), but they respect the pop cap, and so won't appear if the cap blocks them. Once upon a time there was a bug in the pop cap trigger check effectively nullifying the check for the two first waves, but that was a rather long time ago.
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mOVING_tARGET84

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Re: Population trigger for moods
« Reply #4 on: December 01, 2017, 04:37:39 pm »

Is there a way to lower the minimum population requirement for strange moods? I'm going to be on a Linux machine for a while and haven't been able to get Dwarf Therapist working on it, so I'm planning a fortress with a population cap of zero (just my starting seven).
On a related note, is it possible to lower the population trigger for sieges below 20 (POP_TRIGGER_SIEGE:1)?

the post seems to think its working on linux
http://www.bay12forums.com/smf/index.php?topic=168411.0

and

PeridexisErrant's Experimental Starter Pack has the memory locations for 44.02 but they might be different on linux
http://dffd.bay12games.com/file.php?id=13201
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