![]() ![]() Even without, you can get quests and leads from smaller sites. There are usually towns that aren't too large to visit, and fast-travelling into them (especially avoiding markets and other sites where you have many people talking) works. I would say, though, that in my experience I've been able to play an adventurer and just avoid sites with huge pops. Sprint or run as fast as possible and make sure you're not prone. The faster you're moving, the less time there is for other creatures to do things. If it does, it may make moving through markets and such quicker as you won't have a thousand lines of 'look at this nice shoe' and 'it was inevitable'.Įdit: Almost forgot, movement speed matters. I know that hides combat logs, but I don't know whether it hides speech logs. 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. Ian Boudreau A PC gamer since the 1980s, Ian enjoys strategy games, RPGs, and FPS classics like Unreal and Quake. 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. This Dwarf Fortress mod adds the alien parasite from The Thing. 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.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. File listings for file IDs 10461 - 16147 could only be partially recovered. Long story very short: the site database was lost, the server didn't have automated backups like we thought, and the database had to be rolled back to one from 2015 (yes, I know). The best way to limit pop is to limit world history length. DFFD Recovery announcement posted by Janus on Nov 21, 2022.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. See this post on the Bay12 Forums for more info, and to find out how to reclaim file listings.Where FPS death is really 100% game breaking is adventure mode. Automated backups will definitely be in place now, like we thought they were before. Sincere apologies, this should never have happened. All of the files that were orphaned are now in the new Orphaned Files category at the bottom of the category list. Thankfully all file downloads themselves were unaffected. A lot of other data (comments, votes, so forth) was likewise rolled back. User accounts were obviously rolled back too accounts newer than the time of the database backup will need to be recreated. File listings for file IDs 10461 - 16147 could only be partially recovered but have fully intact and up to date file downloads. Forgot your password?ĭFFD Recovery » announcement posted by Janus on Nov 21, 2022 However, it will allow you to vote, comment, and upload. Registration is not required to download. ![]()
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