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Author Topic: No Dwarf, Elf, or Goblin settlements?  (Read 2930 times)

vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #15 on: January 14, 2011, 02:57:13 pm »

So I take it this biome_support thing signifies the environments into which civilizations will expand? And what does that number after the colon mean? (didn't read part of the post before I replied) I left those at default values and only changed starting biomes and cites. The world I've created now has so far been disappointing: I asked a guy for work and was told they were "untroubled", whereas earlier I'd get more assignments than I needed. What follows is that I need to make my worlds less densely settled, since that apparently isn't conducive towards providing work for the adventurer.

Yeah, that's exactly what biome_support does. Here's a link for other tags you can swap in: http://df.magmawiki.com/index.php/DF2010:Biome_token

I would just keep messing with it by adding different biome support for different civilizations until you get the kind of world you're after. You could also try bumping up the number of night creatures in the advanced parameters area. This may afford you better opportunities for getting quests in Adventurer mode.
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #16 on: January 14, 2011, 05:03:55 pm »

I kept it as simple as possible so that the four civs each preferred settled only in one environment. I'm not going to increase the number of night creatures because those are kinda boring and nondescript. I'd rather try making some other monsters more proliferated: in .28 I used to make semi-megabeasts form civilizations, but I don't think I'll risk that in .31. With the current combat mechanics, doing raids on minotaur towns in adventure mode, or getting cyclops sieges in dwarf mode might be too difficult for me.

What I've liked best so far, before starting to mod proper dwarven civs in, was killing outlaws and getting ambushed by kobolds. Judging by the fact that I have yet to be sent after an outlaw by dwarves, I surmise that outlaws only emerge via the banditry tag. Can you confirm this? I'd also be interested in getting other races to ambush my adventurer, so I'm gonna add the ambusher tag to other civs. Or is there something else that makes them attack you?

EDIT: I just remembered getting a goblin ambush earlier, so it can't be the ambusher tag seeing how their entity lacks it. Perhaps it was local_banditry?
« Last Edit: January 14, 2011, 05:05:37 pm by assimilateur »
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The Merchant Of Menace

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #17 on: January 14, 2011, 05:08:05 pm »

Yes.
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #18 on: January 14, 2011, 05:57:15 pm »

I kept it as simple as possible so that the four civs each preferred settled only in one environment. I'm not going to increase the number of night creatures because those are kinda boring and nondescript. I'd rather try making some other monsters more proliferated: in .28 I used to make semi-megabeasts form civilizations, but I don't think I'll risk that in .31. With the current combat mechanics, doing raids on minotaur towns in adventure mode, or getting cyclops sieges in dwarf mode might be too difficult for me.

What I've liked best so far, before starting to mod proper dwarven civs in, was killing outlaws and getting ambushed by kobolds. Judging by the fact that I have yet to be sent after an outlaw by dwarves, I surmise that outlaws only emerge via the banditry tag. Can you confirm this? I'd also be interested in getting other races to ambush my adventurer, so I'm gonna add the ambusher tag to other civs. Or is there something else that makes them attack you?

EDIT: I just remembered getting a goblin ambush earlier, so it can't be the ambusher tag seeing how their entity lacks it. Perhaps it was local_banditry?

Use the [BANDITRY:(num)] tag instead of local_banditry if you want to get ambushed while adventuring. Presumably the higher the value (goblins are set to 50) the more likely it is to occur.
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #19 on: January 14, 2011, 06:59:29 pm »

Any idea what the local_banditry tag is supposed to mean then?
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #20 on: January 14, 2011, 11:31:59 pm »

It's something that (as far as I know) doesn't work the way it's supposed to. It's supposed to involve official patrols or something of the sort.
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #21 on: January 14, 2011, 11:45:13 pm »

I see.

I'm gonna ask the following question here instead of going to the "little questions" thread, because you seem to know your shit: playing as a dwarf in a dwarven town (using modifications as described in this thread), I got sent to kill some outlaw. I've killed him and his crew, shared the news and got an assignment to kill a night monster. Killed it, went to report and get a new task in a nearby town - not the same one as I started - and here the populace was hostile. I killed several of them, escaped and went to the town I started. Here the people aren't outright hostile, but they won't talk to me.

Is this one of those famous loyalty cascades? It doesn't make the least bit of sense because everyone I killed was an outlaw or a monster, and when it comes to monsters I thought only FBs could inspire loyalty.
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #22 on: January 15, 2011, 12:03:53 am »

So, you're saying you started out as a dwarf from a particular city and then went to another dwarf city and the dwarves of that place started to attack you?
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #23 on: January 15, 2011, 12:07:21 am »

So, you're saying you started out as a dwarf from a particular city and then went to another dwarf city and the dwarves of that place started to attack you?

Yeah. Both settlements were pretty close together, so I assume they're the same entity. Otherwise I would have thought that the outlaws I killed were citizens of the entity I got attacked by.
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #24 on: January 15, 2011, 12:34:58 am »

You didn't happen to have LOCAL_BANDITRY enabled for Dwarf entity did you?
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #25 on: January 15, 2011, 12:54:55 am »

Yeah, I had. You said this setting was bugged but I never expected it to cause hostility in the face of outlaw-killing.
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vipre01

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #26 on: January 15, 2011, 12:57:02 am »

Yeah, that's one of the side effects of placing the LOCAL_BANDITRY tag in for playable civs.
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assimilateur

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #27 on: January 15, 2011, 01:30:18 am »

Yeah, that's one of the side effects of placing the LOCAL_BANDITRY tag in for playable civs.

OK, removed it. Thanks for clearing that up.

Anyway, even the town that previously merely didn't talk to me eventually turned hostile. My demi-god adventurer died when her skull got punched in by a fucking civilian; I thought the new material system didn't allow for such comedic flukes were some average-sized and untrained humanoid would be able to cave in a bronze helmet with his bare fist.
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Pride

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Re: No Dwarf, Elf, or Goblin settlements?
« Reply #28 on: January 15, 2011, 02:02:20 am »

This is good information to have, thanks!
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