Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Question about the INVADERS option in d_init  (Read 1278 times)

Chattox

  • Bay Watcher
    • View Profile
Question about the INVADERS option in d_init
« on: October 08, 2010, 07:04:53 am »

What exactly does it stop when set to "no"? I figure sieges and ambushes, but does it also stop thieves, snatchers, megabeasts and forgotten beasts? What about clowns?
Logged
"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #1 on: October 08, 2010, 09:10:40 am »

What exactly does it stop when set to "no"? I figure sieges and ambushes, but does it also stop thieves, snatchers, megabeasts and forgotten beasts? What about clowns?

All of the above except clowns will be stopped.

Along with thief animals like Raccoons and Buzzards.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Chattox

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #2 on: October 08, 2010, 09:23:30 am »

I see, that's a shame. I wanted to be able to play without sieges or ambushes, but still with megabeasts, titans, FBs etc. Is there any way to make that happen?
Logged
"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

Funtimes

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #3 on: October 08, 2010, 10:09:37 am »

Make a world without Kobolds and Goblins.
Logged

NKDietrich

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #4 on: October 08, 2010, 10:24:57 am »

I had a fort going with invaders off yesterday and I still got a Sasquatch visit, but that was all I ever saw. But I think those count as regular beasties.
« Last Edit: October 08, 2010, 10:27:04 am by NKDietrich »
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Question about the INVADERS option in d_init
« Reply #5 on: October 08, 2010, 10:26:36 am »

Play in version 0.31.14.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

NecroRebel

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #6 on: October 08, 2010, 10:30:42 am »

I see, that's a shame. I wanted to be able to play without sieges or ambushes, but still with megabeasts, titans, FBs etc. Is there any way to make that happen?
IIRC, removing the [BABYSNATCHER] from the goblin entity, [ITEM_THIEF] and [UTTERANCES] from the kobolds' entity entry and creature entity, and giving the kobolds [CAN_SPEAK] in the creature entity will make them peaceful without removing them entirely. When you want sieges to come, add the first tag back in, or change [INTELLIGENT] and [CAN_SPEAK] to [CAN_LEARN][CAN_CIV] in the respective creature entry.

I'm not 100% sure if the snatcher and thief tokens work if added/removed after a world is generated. I think they did in 40d. Regardless, removing the enemies' ability to speak worked in 40d, I'm sure of that.
Logged
A Better Magma Pump Stack: For all your high-FPS surface-level magma installation needs!

Chattox

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #7 on: October 08, 2010, 12:27:10 pm »

Is there no specific tag like [CAN_AMBUSH] or [CAN_SIEGE]? I'd look myself but I tend to open raw files and just go "dude, what." :P
Logged
"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

jaxad0127

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #8 on: October 08, 2010, 01:13:07 pm »

I'm not 100% sure if the snatcher and thief tokens work if added/removed after a world is generated. I think they did in 40d. Regardless, removing the enemies' ability to speak worked in 40d, I'm sure of that.
Everyone says they don't. I know that adding new reactions and buildins doesn't work without a regen, so I assume all entity definitions are fixed.
Logged

Chattox

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #9 on: October 08, 2010, 02:10:54 pm »

I'm not 100% sure if the snatcher and thief tokens work if added/removed after a world is generated. I think they did in 40d. Regardless, removing the enemies' ability to speak worked in 40d, I'm sure of that.
Everyone says they don't. I know that adding new reactions and buildins doesn't work without a regen, so I assume all entity definitions are fixed.

There's a second set of raws in the actual save folder of the worlds themselves which governs the settings of things in that particular save, I know that forgetting to change them aswell would be the kind of mistake I would make :P
Logged
"10 z levels down, 10 tiles north is some blood, i shall go clean it before it drives me to insanity with it's crimson color"
The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

jaxad0127

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #10 on: October 08, 2010, 05:19:23 pm »

I'm not 100% sure if the snatcher and thief tokens work if added/removed after a world is generated. I think they did in 40d. Regardless, removing the enemies' ability to speak worked in 40d, I'm sure of that.
Everyone says they don't. I know that adding new reactions and buildins doesn't work without a regen, so I assume all entity definitions are fixed.

There's a second set of raws in the actual save folder of the worlds themselves which governs the settings of things in that particular save, I know that forgetting to change them aswell would be the kind of mistake I would make :P
But not for enities (civilizations). I've tried.
Logged

NecroRebel

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #11 on: October 08, 2010, 05:35:05 pm »

But not for enities (civilizations). I've tried.
Have you tried adding/removing the ability to speak? That's not in the entity file. CAN_SPEAK is a creature definition token, and those aren't quite as fixed.

Anyway, it might not actually work. I remember having removed ITEM_THIEF from my race's entity in 40d and having it work, but that was, of course, in 40d and might not work anymore. I do seem to recall adding/removing the ability to speak causing previously-hostile/friendly races to become friendly/hostile in 40d, but, again, that's from 40d. Whether it holds true in 31.x is something worth testing, though, if you haven't.
Logged
A Better Magma Pump Stack: For all your high-FPS surface-level magma installation needs!

jaxad0127

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #12 on: October 08, 2010, 05:43:28 pm »

Goblins can already speak (because of the INTELLIGENT tag). Something to test with kobolds, who don't have it, but the UTTERANCES tag (gibberish).
Logged

NecroRebel

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #13 on: October 08, 2010, 06:02:24 pm »

Goblins can already speak (because of the INTELLIGENT tag). Something to test with kobolds, who don't have it, but the UTTERANCES tag (gibberish).
Yeah, so you remove the [BABYSNATCHER] tag from goblins, making them friendly so they don't siege, and then change [INTELLIGENT] to [CAN_LEARN][CAN_CIV] when you want them to siege you. You won't get ambushes (unless you give them the [AMBUSHER] tag, and even then they'll do the elf-style stealthed siege thing), but it would let you get no goblin sieges while not preventing them from coming later and not preventing megabeast attacks, as the OP desired.
Logged
A Better Magma Pump Stack: For all your high-FPS surface-level magma installation needs!

jaxad0127

  • Bay Watcher
    • View Profile
Re: Question about the INVADERS option in d_init
« Reply #14 on: October 08, 2010, 06:46:58 pm »

Goblins can already speak (because of the INTELLIGENT tag). Something to test with kobolds, who don't have it, but the UTTERANCES tag (gibberish).
Yeah, so you remove the [BABYSNATCHER] tag from goblins, making them friendly so they don't siege, and then change [INTELLIGENT] to [CAN_LEARN][CAN_CIV] when you want them to siege you. You won't get ambushes (unless you give them the [AMBUSHER] tag, and even then they'll do the elf-style stealthed siege thing), but it would let you get no goblin sieges while not preventing them from coming later and not preventing megabeast attacks, as the OP desired.
Except they do seige while INTELLIGENT is in place, so I don't see how adding/removing that will change things. Many of the changes you propose are for the entities, which seem to be fixed in worldgen.
Logged
Pages: [1] 2