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Author Topic: Community Patch - RAW Bugfixes  (Read 5339 times)

zilpin

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Community Patch - RAW Bugfixes
« on: October 23, 2010, 09:06:46 pm »


While looking at the Current Bugs and Workarounds thread, it occurred to me that some bugs can be fixed by raw editing.  I don't see any such mods in DFFD, so I'm opening a thread to propose it.

Specifically: Immigrant Nobles, Elven Diplomats, Glass Weapons (maybe), Laser Whips

I've seen various fixes for some of these posted around.

Please post RAW fixes to bugs in this forum.
These should only be for the latest version of DF, but please still indicate DF version in your post, so that forum history does not get confusing in the future.
Please use [code] tags for the lines to add to the raw, and indicate which file gets modified and where.

I will post alpha version on DFFD this weekend, compiled from my work and others.
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zilpin

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Re: Community Patch - RAW Bugfixes
« Reply #1 on: October 23, 2010, 09:07:21 pm »

(placeholder)
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zilpin

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Re: Community Patch - RAW Bugfixes
« Reply #2 on: October 23, 2010, 09:08:01 pm »

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zilpin

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Re: Community Patch - RAW Bugfixes
« Reply #3 on: October 23, 2010, 09:50:40 pm »

Proposed Dungeon Master solution.
DF 31.16

File: entity_default.txt
Location: Within MOUNTAIN entity, [POSITION:DUNGEON_MASTER]
Spoiler (click to show/hide)

Side Effects:
  • Permits Dungeon Master to be assigned from beginning of embark, instead of needing big enough fortress.
  • DM is selected manually by player, and can be reassigned.

Notes:
This fix will work for any missing noble.  In particular, Tax Collectors and Hammerer (if you really want them).
Also, the APPOINTED_BY tag can be left out completely, for a Dungeon Master to be selected automatically for you from your original 7 dwarves at embark.

« Last Edit: October 23, 2010, 10:37:27 pm by zilpin »
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zilpin

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Re: Community Patch - RAW Bugfixes
« Reply #4 on: October 23, 2010, 10:04:48 pm »

Proposed Whip / Scourge Solution.
DF 31.16

File: item_weapon

Location: [ITEM_WEAPON:ITEM_WEAPON_WHIP]
Spoiler (click to show/hide)

Location: [ITEM_WEAPON:ITEM_WEAPON_SCOURGE]
Spoiler (click to show/hide)

Side Effects:
Whips and Scourges become almost useless.  Almost.

Notes:
The size modifier directly impacts end weight, which is the single most important factor in weapon power in DF 31.16
Due to the enormous speed bonus given, whips and scourges may still get the occasional kill.
« Last Edit: October 23, 2010, 10:37:41 pm by zilpin »
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bluephoenix

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Re: Community Patch - RAW Bugfixes
« Reply #5 on: October 24, 2010, 06:34:55 am »

Proposed Whip / Scourge Solution.
DF 31.16

File: item_weapon

Location: [ITEM_WEAPON:ITEM_WEAPON_WHIP]
Spoiler (click to show/hide)

Location: [ITEM_WEAPON:ITEM_WEAPON_SCOURGE]
Spoiler (click to show/hide)

Side Effects:
Whips and Scourges become almost useless.  Almost.

Notes:
The size modifier directly impacts end weight, which is the single most important factor in weapon power in DF 31.16
Due to the enormous speed bonus given, whips and scourges may still get the occasional kill.

Instead of reducing size you could simply increase the surface area from 1 to 50 and from 10 to 70.
If I am right, this should make them simply weaker instead of making them useless.
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zilpin

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Re: Community Patch - RAW Bugfixes
« Reply #6 on: October 24, 2010, 11:39:50 am »

Weaker, or sharper.
The only proven solution I've seen posted on the forums, which lets whips cause much pain but little death, and little to no damage to armor (as they should / did), is to reduce size.

All results from SCIENCE! are welcome.
Conjecture and empirical progress on individual attempts should have their own thread.
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ventuz

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Re: Community Patch - RAW Bugfixes
« Reply #7 on: October 24, 2010, 02:53:53 pm »

Ogre female should have name "Ogress", just throwing in something.
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mnjiman

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Re: Community Patch - RAW Bugfixes
« Reply #8 on: October 24, 2010, 03:14:22 pm »

*cheers* Just giving my cheering support :P
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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

Quietust

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Re: Community Patch - RAW Bugfixes
« Reply #9 on: October 27, 2010, 01:28:46 pm »

Bringing back Elven Diplomats:

File: entity_default.txt
Location: Within FOREST entity, after definition for RANGER_CAPTAIN:

Code: [Select]
   [POSITION:DIPLOMAT]
      [NAME:Diplomat:Diplomats]
      [NUMBER:1]
      [RESPONSIBILITY:MAKE_INTRODUCTIONS]
      [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
      [RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
      [APPOINTED_BY:DRUID]
      [PRECEDENCE:70]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]

Side Effects:
None known.

Notes:
Elven diplomats should behave more or less exactly as they did in versions 0.28.181.40d and earlier, with the added bonus that they get replaced when they die.
The same position can also be added to the PLAINS entity (though without the APPOINTED_BY token) in order to make Humans send a regular diplomat instead of their Law-giver.



Bringing back Human Merchant Nobles:

File: entity_default.txt
Location: Within PLAINS entity, after definition for WARRIOR:

Code: [Select]
   [POSITION:GUILD_REPRESENTATIVE]
      [NAME:Guild Representative:Guild Representatives]
      [NUMBER:1]
      [RESPONSIBILITY:TRADE]
      [PRECEDENCE:40]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [ACCOUNT_EXEMPT]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [DUTY_BOUND]

Side Effects:
None known.

Notes:
Unlike in versions 0.28.181.40d and earlier, the Guild Representative will meet with your Mayor/Baron instead of with your Broker.
The same position can also be added to the FOREST entity (though likely appointed by the Druid and renamed to something more reasonable) in order to make Elves negotiate trade agreements.



As for glass weapons, those are impossible to fix because they are entirely hardcoded.
« Last Edit: October 27, 2010, 01:37:48 pm by Quietust »
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RantingRodent

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Re: Community Patch - RAW Bugfixes
« Reply #10 on: October 27, 2010, 01:36:51 pm »

I thought that the [MERCHANT_NOBILITY] tag was responsible for the human merchant nobles. It's still there in entity_default.
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

Quietust

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Re: Community Patch - RAW Bugfixes
« Reply #11 on: October 27, 2010, 01:38:55 pm »

I thought that the [MERCHANT_NOBILITY] tag was responsible for the human merchant nobles. It's still there in entity_default.

While it's still in the entity definitions, it doesn't actually do anything anymore in version 0.31.
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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.

Ockad

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Re: Community Patch - RAW Bugfixes
« Reply #12 on: October 27, 2010, 01:53:19 pm »

Oh my Armok, so Elven Diplomats are NOT in the current version of DF?
How come I didn't notice?
And your fixes are awesome Quietust.

GaxkangtheUnbound

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Re: Community Patch - RAW Bugfixes
« Reply #13 on: October 27, 2010, 06:49:03 pm »

DM still doesn't work, even after applying said tactic.
Somebody had the idea of giving the liaison [RESPONSIBILITY:COLLECT_TAXES] and the DM [RESPONSIBILITY:ESCORT_TAX_COLLECTOR]. So, when the liaison appears, the dungeon master comes shortly afterward.
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Malibu Stacey

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Re: Community Patch - RAW Bugfixes
« Reply #14 on: October 27, 2010, 08:28:30 pm »

I started work on a "Community mod" myself with some of these fixes from what I have been able to find either on Mantis or through trial & error. Some more for the list.


Give Elven caravans guards (as per Human & Dwarven caravans):

File: entity_default.txt
Location: Within [FOREST] entity

Code: [Select]
[MERCHANT_BODYGUARDS]
Side Effects:
none known

Notes:
Doesn't require a new region (can be applied to an existing save, same goes for Quietusts diplomats fix). Unfortunately [DIPLOMAT_BODYGUARDS] no longer does anything in 0.31.x so a similar fix can't be applied to diplomats.



Fix Human Civilizations from being stuck with only Bronze Weapons/Items:

File entity_default.txt
Location: Within [PLAINS] entity

Code: [Select]
[STONE_PREF]
Side Effects:
none known

Notes:
This gives the Human Civilizations access to the same metals types as the Goblin Civilizations however by default the Humans have some [PERMITTED_REACTION] for alloys which the Goblins don't such as Bronze so you should see the same types of items as 40d when trading with them. Unfortunately as [MINOR_METAL] no longer exists in 0.31.x there's no easy way to limit the Kobolds to only Copper Weapons (you may have noticed them turning up at your forts with silver, bronze, bismuth bronze, iron or steel daggers) as in 40d. It appears if a civilization doesn't have any permitted materials that can be used for weapons & armour, they are given access to all as a sort of failsafe.



I'm testing some potential fixes for the Dungeon Master not appearing & a fix to limit Kobold Civilizations to only Copper for weapons & armour. Hopefully something will show results.

I like your fixes for Whips & Scourges zilpin. I've been trying a few things to balance weapons so far but that looks like a good start =)
« Last Edit: October 27, 2010, 08:38:27 pm by Malibu Stacey »
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