Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - qualiyah

Pages: [1] 2
1
I don't know that I'd say the game should be very hard, but I agree it should be hard.

Only a certain type of person is going to be interested in Dwarf Fortress to begin with. That person is probably going to be looking for a challenge, given that that's what Dwarf Fortress is famous for. No point in trying to gear the difficulty level towards an audience that won't buy the game anyways.

It's already somewhat common for a newbie to get frustrated because they're a few years into a fortress and nothing is happening, and where are the hilarious disasters they were promised? Too little difficulty can be just as frustrating as too much, if it means you're just bored and wondering what the point of the game is. You want folks to get the occasional catastrophe that makes a good story.

2
DF Dwarf Mode Discussion / Re: Archery towers - now useless?
« on: October 29, 2021, 12:10:11 pm »
This is odd, because I've been using a system where I have enemies come through a long spiral tunnel with archers behind fortifications on the inside of the spiral, and I've never once had one of my archers dodge through the fortifications, even though there have been plenty of crossbowmen among the raiders. As far as I can tell, the crossbowmen never shoot at my archers at all--there's a trench in between the enemies and the fortifications, so while my dwarves can get right up next to the fortifications, the enemy archers can't, and that will generally prevent them from shooting at all. Only highly skilled archers can shoot through fortifications they're not standing adjacent to, and few enemies are that skilled.

So...are you sure your dwarves are dodging straight through the fortifications rather than climbing over them somehow? If you construct the fortifications, I think you might need to also build a floor on top of each fortification.

3
DF General Discussion / Re: What's going on in your legends?
« on: October 25, 2021, 02:35:24 pm »
Plus look at Doren's snuggly little ears.
I had Doren's temple carved in the shape of a wombat face, and put caged wombats and giant wombats inside, so at this point it's basically a shrine to the adorableness of wombats.

4
DF General Discussion / Re: What's going on in your legends?
« on: October 24, 2021, 08:50:56 am »
My dwarven civilization has a wombat goddess named Doren. She's goddess of the mountains.

A goblin of the goblin civilization known as the Bronze Sin founded a cult of Doren called the Sect of Amethysts. The cult is associated with the Bronze Sin, not to my civilization, even though Doren is obviously not a Bronze Sin deity. 

Over time, more goblins joined the Sect of Amethysts, but then the group was religiously persecuted and dozens of its members were expelled from the Bronze Sin. One of those who was expelled wandered around for awhile, became an abbot of a monastery for the Sect of Amethysts, and then eventually joined my dwarven civilization. I assume he was drawn to our civilization as a place where his worship of Doren would be appreciated rather than persecuted. He then almost immediately became king for some reason, and led the dwarves in many successful battles against the necromancers before eventually being struck down 20 years later in one such battle.

I just kinda like the weirdness of this little group of goblins deciding to devote their lives to the worship of a dwarven mountain goddess, with some of them eventually just joining the dwarven civilization and going native. It mirrors what you sometimes see in real-life small religious movements. Like, you can imagine that a lot of the appeal is just that this dwarven religion seems sort of exotic to them. Religious rites in an unfamiliar language feel like they might, at last, hold the answers you've been looking for.

5
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 10, 2021, 07:03:45 am »
There are sieges when invaders show up and then leave immediately. But recently I noticed sieges, where they don't even show up, nor the SIEGE markes shows - and I noticed them only thanks to dfhack and soundsense. I paused and used a script to check what kind of invaders they were and what number. I have six towers nearby, and in four years had only one goblin siege, all other were tower sieges. This time there were about eight experiments, who were off-map, and before entering the map they decided to leave the siege. My dwarves would never know about this "siege".

Huh. I recently was browsing through my civilization's recent history in Legends Mode (trying to find out what had been happening in my civilization during the time my fortress had been running), and it said my fortress had gotten two goblin sieges, when I was quite sure I hadn't gotten any goblin sieges--just a bunch of necromancer ones. If some of the fake sieges aren't even announced as such, that might explain it.

6
DF Dwarf Mode Discussion / Re: Merchants not moving and wagon "Missing"
« on: September 29, 2021, 10:50:52 am »
I don't know that you can fix that one wagon, but DFHack can make sure the rest of them leave safely, which will hopefully make them less mad at you than if they lost all the wagons. The commands you want are "caravan happy" and "caravan leave".

7
DF Dwarf Mode Discussion / Re: Trivial findings
« on: September 26, 2021, 05:18:48 pm »
Did you check whether their parents were still members of the human civs?  I do not know how exactly petitions for citizenship work, but I would assume it sets the deciding factor.
All the human parents in questions had joined my dwarven civ but remained members of their human civ also. So it's not that simple.
It has something to do with the parents, though, because each set of parents had either children with human values, or children with dwarven values, but never a mix--at least not among the children they had while in my fortress.
When I went back to look, the one unique factor that might be at work is that in both human couples who had dwarven-valued children, the two parents came from different human civilizations? Whereas I think most of the human couples both came from the same human civilization. That would be a rather quirky thing to be determining the matter, if that was the deciding factor. I didn't check all my human-valued children's parents though.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 26, 2021, 12:11:25 pm »
I caught a breeding pair of giant grizzly bears and they have successfully bred! In a few years I'm going to be leading out an army of 50 hippo-sized grizzly bears to wipe out the necromancers. Plus, they are adorable in GemSet:

9
DF Dwarf Mode Discussion / Re: Trivial findings
« on: September 26, 2021, 11:51:37 am »
The ones with dwarven names will also have dwarven values rather than human values!
What's really odd, though is that only some human babies born in a dwarven fortress will have dwarven names and values, while others will have human names and values, and I was completely unable to pinpoint any factor that was correlated with or otherwise seemed to explain which direction it went.

10
DF General Discussion / Re: What annoys you the most in DF?
« on: August 11, 2021, 02:04:08 pm »
I think the issues with burrows might also be what annoys me most. Burrows sound in theory so promising for so many purposes, and they're really necessary for dealing with danger. But the way they work isn't ideal, plus there are odd bugs, like when dwarves start spamming 100 job cancellations per second because they want to pick something up that's currently located outside the burrow, or because they happen to be carrying a book.

The other main candidate is military issues. It's a huge hassle getting archers to actually practice, and then there's no way to get them to actually function as archers without locking them in a room with no possible way they can reach the enemy. There's no way to tell soldiers to stand their ground even after seeing an enemy. When you station a squad somewhere, then change your mind and station them somewhere else, they'll still insist on finishing their trek to the first place (which you decided not to have them go to for a reason!!) before heading to the new location. I just hate losing soldiers to stupid crap like that.

11
I've had some luck by assigning the one-boot soldiers to wear two sets of boots rather than just one. I think it basically just gives them an extra ticket in the "will this dwarf actually put his boots on" lottery--just an extra chance. This does requires you to have extra pairs of boots on hand, though, because if you assign a soldier two sets of boots, he seems to "claim" two sets of boots (thereby rendering them unwearable by anyone else), whether he's actually wearing them or not.

Make sure you have way more boots than you strictly need in any case, because I think sometimes a piece of equipment gets stuck as "claimed" long after it should have been, so it looks like you have plenty of boots, but the soldiers can't actually claim them. Sometimes just making a new batch of armor seems to help.

Sometimes, stationing the squad somewhere, then freeing them and setting the squad inactive, then making them active again, etc., a few times, can trigger them to go seek out a missing piece of equipment that they just haven't bothered to pick.

If none of those things work, you can assign a specific boot to each one-booted imbecile, rather than assigning just "metal boots" in general.

Oh, and you've probably already done this, but make sure every soldier is set to "replace clothing" rather than "wear over clothing"--if they aren't told to replace their clothing with their armor, they might already have shoes on, in which case they'll be unable to put a boot on over it.

12
Since I saw that neobit said it worked *once* and freezes ever since, I also tried running the world for a bit, quitting, then reloading it, and that did still work. I'll admit I didn't play for long either time though.

13
I just ran the program from the Lazy Newb Pack, with a graphics set and Dwarf Therapist running simultaneously, and it worked fine; I didn't get any freezes. I did start a brand new world for this purpose though--maybe that makes a difference? I had my dwarves run around for a bit and didn't see any problems.

One minor suggestion to consider for the future: It's pretty easy to find a good place to put just one portrait, in a corner, but I don't really want 4 portraits at a time on my screen since that takes up too much space, and anyhow, I can't tell which portrait goes with which dwarf. So I think I'd prefer it if it displayed only the portrait of the exact dwarf selected, rather than the portraits of every dwarf within a tile or two of the cursor.

14
This is *such* an exciting project. Having unique portraits for each dwarf would do more for me than any tileset or other graphical improvement that could be made to the game. And the existing portraits look *so* good!

I'm really looking forward to seeing the female dwarves. Armokspeed!

15
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 05, 2020, 11:01:12 am »
The wiki says that they only get sun sickness if the sun is out, so maybe she just got lucky and it was cloudy where she was? But if she was really taking the exact same path as the other dwarf, that wouldn't explain it. Sun sickness definitely does seem to be unpredictable--sometimes it sets in immediately, and sometimes a dwarf can meander around the surface for a good while before getting it.


Pages: [1] 2