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New Bastion Fort starting scenario #54598
New Bastion Fort starting scenario #54598
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Add Fort Start Scenario
Small thing I changed that didn't fix the issue. But I didn't want to lose. Please squash this commit later.
Update start_locations to include fort. Also changed where the scenario points to so it grabs the start location.
Changed occurances and Scenario location name.
Also, I adjusted the spawns back down to a reasonable level. There should be 0 to 2 per overmap tile.
Note Can't get it much lower without it giving spawn errors fairly frequently. But if we don't mind them having to reroll a map every couple of times we could bring it lower.
That's not the way it works with |
I had temporarily removed the Unique Flag to try to get it to spawn. But I placed it back. With the current version 20% chance of spawning is the expected rate. |
Changing min distance to account for it now counting from city edge rather than city center
Adding a Space according to a commenters suggestion Co-authored-by: Maleclypse <54345792+Maleclypse@users.noreply.github.com>
Hmm, I guess one of the minor edits must have messed up the Lint. Probably should have reran it. after my final adjustments but I forgot. I can do that now then? |
When the PR checks ran I realized I forgot to lint some of the files after my latest tweaks/bugfix with it.
Co-authored-by: Maleclypse <54345792+Maleclypse@users.noreply.github.com>
So the change to make the make distance -1 seems to have triggered an error in the build process? |
This reverts commit 74dbf2c.
I was going to check the error but you've reverted it. No stress. If this works now leave it be. |
Oh, sorry I should have waited I guess? I think it should be in the history so you might be able to check? |
Summary
Content "New Bastion Fort starting scenario"
Purpose of change
I thought it would be cool to be able to start in a bastion fort and have to escape out the single exit or brake a leg going over the wall.
Describe the solution
Added a New Scenario which allows starting at the Bastion Fort.
Also buffed the Forts to spawn 0-2 times per overmap square to ensure one spawns so it will work on default world settings.
Describe alternatives you've considered
Not adding it.
Or making the spawn rate slightly lower or higher.
Testing
I ran all the edited files through the Linter.
I booted it up and made fresh worlds and characters till I consistently got ones that spawned properly.
Additional context
The next step would be making the Reenactor the default profession for this start.
I think paring down the allowed professions would be a good thing to do.
I think in it's current form it is worth merging. But I am planning to do some refinement to make it a bit better.
I also ended up with more commits than I would prefer for what got done. I can't remember how to squash commits well. But I wouldn't mind some of these being squashed together.