This takes the classically feudal form of long distance trade undertaken in dedicated seasons with definite trading partners, the trades themselves taking place at the equivalents of the yearly fair-sites of high medieval France and Italy. (Indeed, this right of monarchs only achieves true significance beyond questions of prestige in the mercantilist period of absolutism, arguably.) Trade exists, of course, as it does in all feudal societies. The game’s designers have abandoned it, and its only remnant is the ability to produce coinage, fulfilling no real purpose. But contradictions occurred between the dwarves’ collective possession of the means of production and the commodified basis for such an economy, and it became unworkable within the game. >It is telling in this regard that previous versions of the game used to have an internal monetary economy, with dwarves receiving payment for labor and buying commodities collectively produced in turn. If all the clothes and armor is suddenly too small, have your boys make more - everything should be made in the right size. Might cause some weirdness, but nothing too extreme. From there it's the same: going into raw/objects, opening creature_standard and so on. If we want to modify a world that already exists, the file location is different.ĭata/save/the_name_of_your_world. Body parts scale automatically through its own system, so we don't have to worry about anything else. Adult human size is "70000", a troll is "250000", and a dragon is "25000000" for reference. ![]() In this case, "12" and "0" is the year and day it takes effect, and "60000" is the size. ![]() We can change the others, but we're mainly looking for adults, which for a dwarf is. They're in a set of 3, controlling the size of babies, kids, and adults. So, starting in the dwarf fortress folder where the exe is, go to raw/objects. Easy as opening a file and changing a number.
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