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Hey, guys! I'm still super stoked that Diggles have been brought back :)

I'm not a coding guy myself, but now, when it looks like the game won't be dead at least for some time I thought it would be a nice idea to make a list of known bugs of the Legacy game. It looks like the adaption to modern systems is stable as of 2.1.1.8.

- AI gets progressively worse as the game progresses and the dwarf/building count rises. This includes dwarves being unable to do anything on their own and starve to death.
- If a dwarf needs to serve beer to 3 or more guests at the bar, he glitches out after getting the plate ready and everyone's left dry. (Customers still get the Mood bonus)
- Sound/Music not being really stable. Sometimes instruments make sounds, sometimes not, as everything else in the game world.
- Pathfinding and job finding issues

I never have gotten beyond World 2, so there might be a ton that I'm unaware of. Feel free to add anything.
I ussualy couldn't get past world 2 aswell before, but now with diggles modmanager and editing some scripts I added that every time something is cooked (food) it makes it 10x as most of my issues was that diggles was dying from starvation as they weren't making food
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MysteryShot: I ussualy couldn't get past world 2 aswell before, but now with diggles modmanager and editing some scripts I added that every time something is cooked (food) it makes it 10x as most of my issues was that diggles was dying from starvation as they weren't making food
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Can you share which part of which file regulates this output?
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MysteryShot: I ussualy couldn't get past world 2 aswell before, but now with diggles modmanager and editing some scripts I added that every time something is cooked (food) it makes it 10x as most of my issues was that diggles was dying from starvation as they weren't making food
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MasterVegito: Can you share which part of which file regulates this output?
.\data\Scripts\misc\techtreetunes.tcl

Then you can change the values at the end of the lines that start:
tttnumber2produce_

Note that they're grouped by factory type, and not all are used (i.e., you can't make a hamstershake at a fireplace ("Feuerstelle")).
So for example, to change the number of grilled fungus to make at the fireplace, change the 2 here to whatever you want it to be:
set tttnumber2produce_Grillpilz 2

To change the number in the Luxury kitchen it would be at this line:
set tttnumber2produce_Grillpilz___ 2
Note the extra underscores for the luxury kitchen (that's some really hacky code!).

Important: Changing this doesn't seem to have any effect on saved games! At least not for tech you've already researched (I suspect it'll work for newly researched tech and/or next level in the campaign but haven't tested it). You'll definitely see the change if you start a new game.
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MasterVegito: Can you share which part of which file regulates this output?
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sherlock_holmes9: .\data\Scripts\misc\techtreetunes.tcl

Then you can change the values at the end of the lines that start:
tttnumber2produce_

Note that they're grouped by factory type, and not all are used (i.e., you can't make a hamstershake at a fireplace ("Feuerstelle")).
So for example, to change the number of grilled fungus to make at the fireplace, change the 2 here to whatever you want it to be:
set tttnumber2produce_Grillpilz 2

To change the number in the Luxury kitchen it would be at this line:
set tttnumber2produce_Grillpilz___ 2
Note the extra underscores for the luxury kitchen (that's some really hacky code!).

Important: Changing this doesn't seem to have any effect on saved games! At least not for tech you've already researched (I suspect it'll work for newly researched tech and/or next level in the campaign but haven't tested it). You'll definitely see the change if you start a new game.
Thank you very much. I see you digged (hehe) in thefiles as well. I was trying to figure out how to increase DOjo's ability to train your dwarves, because it takes years. I arrived at the concclusion that in the techtree file I should change

set tttgain_Dojo line with something like {{exp_F_Kungfu 0.5}} or exp_Kampf. But regardless what value I put there, it doesn't seem to increase the speed. But I never considered making a new game for it.
Tweaking the number to produce helps but didnt fix the main problem, your crowd will just ignore food production after a few ones done ... if u set to many at a time or if u set it to endless

so "endgame" tend to be a micro managing food production while only add 2-3 products into each production queue and refill if the queue is empty...

(same problem happen to other production structures)

it looks like these "jobs" get lost, cause even if u have idle workers, they wont go for it
Post edited December 21, 2020 by Stonehouse
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Stonehouse: while only add 2-3 products into each production queue and refill if the queue is empty...
If you hold down shift while clicking on something to builld you'll queue and infinite number of them (actually 10, but it acts like infinite).
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Stonehouse: while only add 2-3 products into each production queue and refill if the queue is empty...
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sherlock_holmes9: If you hold down shift while clicking on something to builld you'll queue and infinite number of them (actually 10, but it acts like infinite).
i know, but that will be ignored even faster later in the game, looks like it is a problem with the queue events, if u set new queues they are more likely to do them, endless/higher unit count/older will be lost half the count done (even if there are idle diggles available) but like already said, thats a problem at lategame