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Author Topic: Insane Difficulty  (Read 8188 times)

Org

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Re: Insane Difficulty
« Reply #45 on: April 06, 2009, 06:40:41 pm »

I think I fixed it.
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Org

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Re: Insane Difficulty
« Reply #46 on: April 06, 2009, 06:41:34 pm »

Ill repost, with the added stuff.
ADD ADAMANTINE COLLOSUS
Creature
Spoiler (click to show/hide)
Entity
Spoiler (click to show/hide)
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Rysith

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Re: Insane Difficulty
« Reply #47 on: April 06, 2009, 06:49:45 pm »

Ill repost, with the added stuff.
ADD ADAMANTINE COLLOSUS
Creature
Spoiler (click to show/hide)
Entity
Spoiler (click to show/hide)

Yay, I have time to read them!

I'd suspect that you'd need to remove the [MEGABEAST] tag for them to civ properly, since megabeasts are limited in worldgen. They may well need to have gender and breeding to really work, too, at least in worldgen (you should be able to remove gender and breeding after generating, though). At that point, I'd also change [INTELLIGENT] to [CAN_LEARN][CAN_CIV], so that they will attack, and even with this mod I might raise the progress triggers a bit, since a colossus siege in winter of year 1 would be unbeatable.

For the spiders, I think you'd want something like
Code: [Select]
[CHILD:1][CHILDNAME:enormous cave spiderling:enormous cave spiderlings]
[LITTERSIZE:1:3]
in their raws. For any entities that you wanted to use them as mounts, put in the [USE_EVIL_ANIMALS] tag.
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Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Org

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Re: Insane Difficulty
« Reply #48 on: April 06, 2009, 06:55:58 pm »

Okay, thanks.
Here

Ill repost, with the added stuff.
ADD ADAMANTINE COLLOSUS
Creature
Spoiler (click to show/hide)
Entity
Spoiler (click to show/hide)
[CREATURE:SPIDER_CAVE_ENORMOUS]
   [NAME:enormous cave spider:enormous cave spiders:enormous cave spider]
   [TILE:'S'][COLOR:8:0:0]
   [MODVALUE:10]
        [EVIL][MOUNT][trAINABLE]
   [LARGE_ROAMING][FREQUENCY:20][DIFFICULTY:3]
   [EXTRACT:giant cave spider venom:7:0:0]
   [EXTRACT_VALUE:100]
   [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]
   [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]
   [WEBBER][THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]
   [LARGE_PREDATOR]
   [GENPOWER:4]
   [BLOODTYPE:W][CHITIN]
   [PETVALUE:25000000]
   [GRASSTRAMPLE:10]
   [CARNIVORE]
   [NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]
   [BUILDINGDESTROYER:2]
   [NOFEAR]
   [BABY:1][CREATURE:SPIDER_CAVE_ENORMOUS]
   [PREFSTRING:HUGE WIN]
   [BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
   [SIZE:60]
   [DAMBLOCK:30]
   [MAXAGE:500:800]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:5:10:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]
   [FAT:1]
   [NO_SLEEP]
   [ALL_ACTIVE]
   [POPULATION_NUMBER:3:5]
   [BIOME:SUBTERRANEAN_CHASM]
   [HOMEOTHERM:10040]
   [STANDARD_FLESH]

That should be it.
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Untelligent

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Re: Insane Difficulty
« Reply #49 on: April 06, 2009, 07:03:16 pm »

Ok guys, I'm TOTALLY confused right now. Here's the deal, I gave every single creature (minus fish and such) FIXED_TEMP:250000.

Everything around them SHOULD be bursting into flames, but it's not, and that's why I'm confused. Temperature is on and everything.

I don't think anybody's addressed this issue yet, so I might as well explain now.

I think the maximum value for temperature related tags is a 5-digit number somewhere above 60000, so that's what you should stick to.

Keep in mind that a particular HFS has a fixed temp of only 25000, so that's pretty fucking hot.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

JoshuaFH

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Re: Insane Difficulty
« Reply #50 on: April 06, 2009, 07:08:36 pm »

I tried lowering the FIXED_TEMP to 12000, but no dice, it still refuses to work.
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woose1

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Re: Insane Difficulty
« Reply #51 on: April 06, 2009, 07:12:13 pm »

You do realize that [size_60] is larger than most lakes?
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Org

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Re: Insane Difficulty
« Reply #52 on: April 06, 2009, 07:12:57 pm »

Lulz.
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woose1

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Re: Insane Difficulty
« Reply #53 on: April 06, 2009, 07:14:32 pm »

You crazy bastards, you.
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JoshuaFH

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Re: Insane Difficulty
« Reply #54 on: April 06, 2009, 07:35:02 pm »

Arrows don't seem to register size or damblock, they penetrate everything with lethal results.

I tried some tests in adventure mode with the Fluffy Bunny megabeast I made some time ago, which reliably set everything it touched or got near on fire.

I can't seem to force it to do something that it did easily in the past. I have no idea what's going on.

This my INIT file, is anything misspelled that would cause it to ignore temperature? I've proofread the hell out of it and can't find anything.

Spoiler (click to show/hide)

Here's the Fluffy Bunny's code:
Spoiler (click to show/hide)

I can't figure this out, I want fire, but it won't give me fire!
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JoshuaFH

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Re: Insane Difficulty
« Reply #55 on: April 06, 2009, 08:19:45 pm »

Also, can anyone give me some protips on making farming harder? Like, significantly harder?
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woose1

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Re: Insane Difficulty
« Reply #56 on: April 06, 2009, 08:38:10 pm »

Increase the growth time and make seeds cost more.
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JoshuaFH

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Re: Insane Difficulty
« Reply #57 on: April 06, 2009, 08:42:54 pm »

Increase the growth time and make seeds cost more.

May I ask which file and what piece of code I have to change to get these things?

What I'm thinking: very slow growth times and less bountiful yields.
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woose1

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Re: Insane Difficulty
« Reply #58 on: April 06, 2009, 09:02:07 pm »

I forget.
...
Yeah, check the Wiki.
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JoshuaFH

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Re: Insane Difficulty
« Reply #59 on: April 06, 2009, 09:10:14 pm »

Alright, but I have a bigger problem now

I'm generation alot of worlds to try to test things, but every time I try to start a fort, DF crashes.

Does anyone know why this might be happening? I've been throwing tags around willy-nilly a lot, can horrible things happen if I give the wrong creature the wrong tag, or if I give the same tag to a creature twice?
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