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Dwarf fortress adventure mods
Dwarf fortress adventure mods












dwarf fortress adventure mods dwarf fortress adventure mods

I know that hides combat logs, but I don't know whether it hides speech logs.

dwarf fortress adventure mods

Ouside of site population, in the d_init.txt file you can change to. It looks like those changes have an impact, but I'd have to gen some more worlds to see. The only other civ with a 1000+ pop site was the elves. In the world with the changes, the largest goblin site has a total population of 2,500 and there was only one other site with a population of over 1,000. Without the changes, there were multiple goblin sites with a population over 5,000 as well as many elf, human and dwarven sites with over 2,000. I generated a short-history (125 year) vanilla world and one with all those changes.

  • Remove and from goblins in the entity_default.txt file.
  • dwarf fortress adventure mods

    Update this value to 80:100 for humans and dwarves In larger sites, this could be several thousand fewer creatures. This will stop goblin sites having either of these creature.

  • Remove from trolls and from beak dogs.
  • The following raw changes (in creatures_standard.txt) can impact site pop:.
  • At 5 years of history, the largest sites had <500 pop, including all creatures.
  • The best way to limit pop is to limit world history length.
  • I've tried playing around with some world-gen params and some of the raws and: I think the biggest cause of slow-down in adv mode is site population. But I've heard there's something about the design of the game itself that makes it only able to process so much.ĭoes anyone know of any way to limit population per site? Or if there's another way to make cities playable? It's amazing to me that no such thing exists, with adventure mode having existed in this state for as long as it has. It's not a pc issue, my specs are pretty up there. But then you miss out on quests and some of the most interesting parts of the worldbuilding. Sure you could wander the wilderness, giving towns a wide berth the whole time like a reclusive hobo. Occasionally I'll be drawn in by the brilliant design of adventure mode only to be reminded that it's only theoretically playable in practice, it death spirals as soon as you get near a population center. And personally killing 10,000 people just so you can walk into the castle and talk to the lord is kinda. There doesn't seem to be any way to cap population per site in worldgen. The issue is that towns, towers, and fortresses routinely explode into populations in the thousands (even before including animals) of unique individuals each doing their own thing. Which is a shame because there doesn't (as far as I've found) seem to be any means of mitigating it, even with mods. Where FPS death is really 100% game breaking is adventure mode.














    Dwarf fortress adventure mods