<!--quoteo(post=137765:date=Jan 18 2006, 09:52 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jan 18 2006, 09:52 AM) [snapback]137765[/snapback]</div><div class='quotemain'><!--quotec-->You mean those attacks that start when you talk to your settlers? At which location is your settlement? Usually there are only few entries where enemies enter location.
Build 2 or 3 fortifications with cannon about 15 meters/50ft away from that entry. Their grenades should kill most attackers when they appear in a crowded group. Talk to a gunner about fortifications to learn more about the use of them.
You can also give grenades to your settlers. They will use them if they are being attacked (stand clear <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" /> ).
Or you flatly refuse to help if someone reports raiders. There will be no attack then, but a slight reploss for chickening out.
Some easy modding: If you want to reduce the number of attackers open the dialogfile of your inhabitant with notepad (The inhabitant will give you some hints about modding that file if you ask him about odd looks and what you don't like etc.) In each dialogfile you'll find this formula twice:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Ambush("native", 3+sti(pchar.skill.fencing), "enemy", "enemy");<!--c2--></div><!--ec2-->
Reduce the "3" , if you want to 0, and you'll have less attackers
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Ambush("native", 0+sti(pchar.skill.fencing), "enemy", "enemy");<!--c2--></div><!--ec2-->
SPOILERS: raiders always use the entry farthest away from where you stand, and if you simply leave a location during a fight no damage will be done to your building.
<!--quoteo(post=137629:date=Jan 15 2006, 04:45 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 15 2006, 04:45 PM) [snapback]137629[/snapback]</div><div class='quotemain'><!--quotec-->
Two things I noticed after adding it into the modpack:
- No warning signs at the entries to the forts, even though the code does seem to be present. What the HECK??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="
" border="0" alt="piratesing.gif" />
- The Building Set dialog files seem to cause error messages like "file not found: dialogs\English\b_workshop.h". I do know why this happens: It happens because Maximus' translation mod will try to open that file, but it doesn't exist. I wonder if something can be done about it though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I could add empty "placebo" .h files so that the greedy program will find something, even if it's meaningless.
Maximus <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , can you tell us more about your translation project and how dialogfiles should like like? Would probably save you trouble and work if we write them in a fitting format in the first place <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_wink.gif" />
Will search for the missing fortentry messages.
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ty you about the tip