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Author Topic: The DF2010 Little Questions Thread  (Read 1139489 times)

vassock

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Re: The DF2010 Little Questions Thread
« Reply #3525 on: September 17, 2010, 11:44:56 pm »

It's probably the gold mining upstairs.

If I set my pop cap to 10, will my fort ever get those high-level enemies? If not, is there anyway to get them?
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #3526 on: September 17, 2010, 11:47:30 pm »

You'll get them eventually. "Eventually" here means after several generations (population cap only affects migrants, not births). Which means several dozen years.
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Quote from: LordSlowpoke
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Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

vassock

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Re: The DF2010 Little Questions Thread
« Reply #3527 on: September 17, 2010, 11:51:39 pm »

You'll get them eventually. "Eventually" here means after several generations (population cap only affects migrants, not births). Which means several dozen years.

What about megabeasts and megasieges?
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #3528 on: September 17, 2010, 11:56:24 pm »

That's what I was talking about.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

vassock

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Re: The DF2010 Little Questions Thread
« Reply #3529 on: September 18, 2010, 12:06:30 am »

I thought you were talking about births. Can I at least expect a meager goblin siege?
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #3530 on: September 18, 2010, 12:15:39 am »

Eventually. You need a certain population to attract siegers, hence the "several generations." Without migrants, the only way to increase your fort's population is by letting them breed.

I believe the default population requirement is 80.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

vassock

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Re: The DF2010 Little Questions Thread
« Reply #3531 on: September 18, 2010, 12:20:01 am »

Eventually. You need a certain population to attract siegers, hence the "several generations." Without migrants, the only way to increase your fort's population is by letting them breed.

I believe the default population requirement is 80.

I wanted to play with lower populations to make it easier to manage the fort. Is there some way to disable the population requirement for enemy sieges/beasts?

If it's not possible, is 80 the population requirement for the best stuff? I won't need 90 or 100, right?
« Last Edit: September 18, 2010, 12:25:44 am by vassock »
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #3532 on: September 18, 2010, 12:38:45 am »

You can change the requirements. Each megabeast's attack triggers are located within their creature file and titan attack triggers are a worldgen option. Both of those tags are in the form [(TITAN_)ATTACK_TRIGGER:<population requirement>:<exported wealth requirement:<created wealth requirement>].

Goblins are different. Their attack triggers are located in entity_default.txt, just below their biome support tags. They default to this:

   [PROGRESS_TRIGGER_POPULATION:2]
   [PROGRESS_TRIGGER_PRODUCTION:2]
   [PROGRESS_TRIGGER_TRADE:2]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]

If you want earlier ambushes and sieges, reduce all of those values (except the last two) by 1.
« Last Edit: September 18, 2010, 12:40:22 am by Urist Imiknorris »
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

vassock

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Re: The DF2010 Little Questions Thread
« Reply #3533 on: September 18, 2010, 12:40:59 am »

Ah well probably not worth it. If the pop requirement is 80 for the best stuff and no more I can live with that. Is it 80 by default?
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #3534 on: September 18, 2010, 12:42:28 am »

Yes.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

vassock

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Re: The DF2010 Little Questions Thread
« Reply #3535 on: September 18, 2010, 12:43:09 am »

Yes.

Does it change retroactive with past saves if I change the number in the inits?
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #3536 on: September 18, 2010, 12:43:53 am »

Sadly, no. You would need to regen.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

vassock

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Re: The DF2010 Little Questions Thread
« Reply #3537 on: September 18, 2010, 01:24:02 am »

Is there a DFreveal for .13 yet?
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Passive Fist

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Re: The DF2010 Little Questions Thread
« Reply #3538 on: September 18, 2010, 03:56:24 am »

Does weapon quality do anything for crossbows? And are metal crossbows any different than wooden ones? Some immigrant with levels as a bowyer got a secretive mood so I was wondering.
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JAFANZ

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Re: The DF2010 Little Questions Thread
« Reply #3539 on: September 18, 2010, 04:25:02 am »

Does weapon quality do anything for crossbows? And are metal crossbows any different than wooden ones? Some immigrant with levels as a bowyer got a secretive mood so I was wondering.

Material used in construction of an Xbow determines how effective it is as a MELEE weapon, for effectiveness at range it's the material of the bolts.

OTOH, lower density materials mean your Marksdorfs are less encumbered & move faster.
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