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Sieges/Ambushes: Moar?

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Author Topic: Sieges/Ambushes: Moar?  (Read 4537 times)
Mooseral
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« on: October 24, 2008, 05:54:42 pm »

Is there a way to increase the number of foreign attacks, or reduce the requirements for them? I haven't spotted any mods which do this, though I wasn't sure whether this was simply because it was impossible or merely undesirable. Personally, I could do with a little bit more "fun" in my DF games, and I do believe that 7 dwarves versus hordes of goblins may just result in the completion of such a goal.

Thanks in advance.
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ACE91
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« Reply #1 on: October 24, 2008, 06:24:38 pm »

I use the Civilization Forge Mod, which adds tons of new civilizations. That tends to cause a LOT more invasions, and, consequentially, a lot more fun. I'd link you to the thread on it, but... well, the forums are gone. Yeah. You should be able to find it pretty easily on the Dwarf Fortress File Depot, though.

Basically, any mod that adds more civilizations will result in more ambushes and wars.
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Mooseral
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« Reply #2 on: October 24, 2008, 06:44:56 pm »

Ah, thanks... Yeah, that makes sense. It'd still be nice if there was a "hostility" variable somewhere; it's just too easy to not lose most of the time. I'm not entirely sure on how the conflict system between civs works, so if anyone feels like enlightening me on how to make the world hate me, feel free.

So, indeed; I'll see how that mod works.
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kallev-sonerohi
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« Reply #3 on: October 24, 2008, 09:21:31 pm »

In the entity mods for gobbos and such, there exists a line with two variables, 1 and 2. They answer the prompt for [WEALTH_TRIGGER:] or such. I do beleive, changing it to 1 would make goblins attack earlier.
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jaybud4
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« Reply #4 on: October 24, 2008, 10:29:39 pm »

In the entity mods for gobbos and such, there exists a line with two variables, 1 and 2. They answer the prompt for [WEALTH_TRIGGER:] or such. I do beleive, changing it to 1 would make goblins attack earlier.
Not exactly.
There's three lines:
   [PROGRESS_TRIGGER_POPULATION:2]
   [PROGRESS_TRIGGER_PRODUCTION:2]
   [PROGRESS_TRIGGER_TRADE:2]
As I recall, that means that they won't siege or trade until you're of fortress level 2 (80 dwarves)
Setting them to 0 should make them siege immediately.
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Deon
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« Reply #5 on: October 25, 2008, 05:47:37 am »

[BABYSNATCHER] includes a lot of hardcoded things. If you remove it, goblins will send invasions instead of thieves in the 1st year.
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CptFastbreak
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« Reply #6 on: October 25, 2008, 03:01:46 pm »

IIRC, replacing [INTELLIGENT] with [CANLEARN][CANCIV] will make the gobbos constantly at war with you, causing them to send more troops.
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Deon
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« Reply #7 on: October 25, 2008, 05:21:53 pm »

Yeah, nice note. You can't conduct diplomacy if you can't speak Smiley.
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shoruke
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« Reply #8 on: October 25, 2008, 05:29:17 pm »

Hmm... if they aren't diplomatic enough to stop war, then they're at war?

Do all civs start off at war with each other in year 0 of world gen or something?
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duke 2.0
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« Reply #9 on: October 25, 2008, 05:45:16 pm »


 I think the war is more related to the evil tag then to any hard-coded auto-war.
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Deon
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« Reply #10 on: October 26, 2008, 01:07:16 pm »

The war is related to differences in ethics and if civs can't discuss the matter they start a war.
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darkedone02
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« Reply #11 on: October 28, 2008, 02:29:23 pm »

I use the Civilization Forge Mod, which adds tons of new civilizations. That tends to cause a LOT more invasions, and, consequentially, a lot more fun. I'd link you to the thread on it, but... well, the forums are gone. Yeah. You should be able to find it pretty easily on the Dwarf Fortress File Depot, though.

Basically, any mod that adds more civilizations will result in more ambushes and wars.

I will like it if you have found a way where i can  make easy adamintine, when I added it to my smelter, it did not appeared at all. So if you found a way, let me know.
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Warlord255
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« Reply #12 on: October 29, 2008, 04:37:21 am »

In the entity mods for gobbos and such, there exists a line with two variables, 1 and 2. They answer the prompt for [WEALTH_TRIGGER:] or such. I do beleive, changing it to 1 would make goblins attack earlier.
Not exactly.
There's three lines:
   [PROGRESS_TRIGGER_POPULATION:2]
   [PROGRESS_TRIGGER_PRODUCTION:2]
   [PROGRESS_TRIGGER_TRADE:2]
As I recall, that means that they won't siege or trade until you're of fortress level 2 (80 dwarves)
Setting them to 0 should make them siege immediately.

Having tried this, setting it to 0 turns it off. I have it set to 1, which helps marginally...

With any luck, the Army Arc improvements for next release (here's hoping) will ramp up the military game we all so bloodthirstily crave.
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Deon
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« Reply #13 on: October 29, 2008, 08:37:42 am »

I remember reading somewhere that number 80 is hardcoded (a lot of times).

Progress_trigger means that the race comes to site if one of these conditions is completed. This is not related to sieges.
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Quia
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« Reply #14 on: May 13, 2018, 11:43:30 pm »

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