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 - therahedwig

Pages: [1] 2 3 ... 94
1
DF Dwarf Mode Discussion / Re: Steam: Labor
« on: January 12, 2023, 09:26:56 am »
I've noticed similar behaviour in .47.04, my theory there was that somehow the list of dwarves is traversed by date of them joining the fort, as my baroness, who'd been around since the first year of the fort kept having her break-time interrupted by her having to go an harvest food, while there were a bunch of farmers in the tavern who weren't doing anything. Only after I untoggled the order for 'everyone harvests', did she stop getting jobs.

2
DF General Discussion / Re: Something ... like a Bug Report
« on: January 12, 2023, 05:06:42 am »
I really miss the old bug reporting feature. I'm not a fan of sending emails
It seems they literally only have 15 possible members available, because they've decided to have a premium-hosted version of Mantis (Which like, I get, you don't want to turn into a sysadmin anymore than necessary). Pretty obnoxious pricing plan on MantisHub's part though.

3
DF Gameplay Questions / Re: Booze and food variety
« on: January 10, 2023, 02:41:52 pm »
Yup, it's part of 47.05. That one was the first DF bugfix release that was released halfway through a big development cycle thanks to the power of modern version control, so you may have missed it, here's the notes.

4
DF General Discussion / Re: Future of the Fortress
« on: January 06, 2023, 01:40:12 pm »
Thanks for the answers, and congrats to putnam for the job!


2. I assume absence of health overview of fortress as it was before is just a matter of time or it was removed intentionally?

There was a PC gamer article/interview which explained the prime reason the health screen is missing is because they want to get easy to understand icons for each item, but there's 100+ icons it'll need, and they prolly also should be easy to understand. Given there's only one place where these icons are seen, it makes sense that other stuff got prioritized :)

5
Ok, I dug into adventurer mode a bit with a bunch of demigod adventurers who had all their points stuck into persuasion (a bunch, because if you put all points into persuasion you haven't got points into anything else, so a number of them met their ends on bandits and nightcreatures), and got you some images.

6
I was really hoping someone would know something more about larger organizations with many actors, but very interesting nonetheless.
From my time poking around in the legends, larger orgs definitely exist. It's however very tricky to get that data out of the interrogations, especially because a good chunk of the bosses you get cannot be interrogated themselves (because they aren't present). Doing some DFhackery on my current .47 fort, large part of the involved organizations are also just basically necromancers and their 10+ zombies that count as their assets, which might be a case of Fortress mode in particular mostly (or only) having 'steal artifact' plots getting executed, and perhaps only necros really care about artifacts that aren't theirs.

Adventurer mode allows you to go into towns and annoy people in the keep, but interrogating in adventurer mode is tricky and I haven't really figured out the precise skills (like, persuade and intimidate are obvious, but...).

I suppose someone could go and send out raids for artifacts that have nothing to do with the fortress to see if that gets anything but the whole region's intelligent zombie population to visit, but this might also all be a case of missing villains functionality.

7
DF Gameplay Questions / Re: How to enter unicode characters?
« on: December 30, 2022, 12:00:56 pm »
As far as I know this isn't possible right now, DF was originally a Code Page 437-using game for everything including the graphics, and its internals still use this old encoding.

8
DF Gameplay Questions / Re: Steam: Dwarves seem to bond way easier?
« on: December 29, 2022, 09:19:32 am »
This was actually part of the .47.x stress bugfixes. The relevant release note items were...

  • "Added person-seeking behavior to socialize activity and to jobless milling about in zones"
  • "Made basic friendships easier to form for slow-to-love people"
  • "Added some additional dwarf chat types to meet some other needs and reduce stress"
  • "Stopped dwarves from silently dissolving their marriages when they make a close friend"

Under the hood what now happens is that dwarves have a counter that indicates how often they talk to one another, which controls whether someone is an acquaintance or long term acquaintance, and the 5 sliders that got introduced as part of the first villains update. Of these, Love controls whether your dwarf is buddies or enemies with another, with dwarf that find it easy to love* having that value go up pretty quickly per chat, meaning they make close friends very quickly. Trust is the other slider that is implemented in fort mode, with trusting dwarves having it go up easily and distrusting dwarves having it go own easily. I think that one is related to the success of intrigue, but unsure.

* Values friendship also makes it go up faster in my tests.

9
DF General Discussion / Re: Monastery spam
« on: December 29, 2022, 09:00:18 am »
hm... I checked some of my own world.

There's...

7 shrines
25 caves
35 castles
52 forts
174 Bandit camps
256 Monasteries
151 Night creature lairs

Interesting thing about lairs, shrines, caves and camps is that they don't show up on the map until an adventurer finds them, while monasteries are always visible.

10
DF Gameplay Questions / Re: Steam : Dealing with Agents in my Fortress?
« on: December 27, 2022, 07:33:00 am »
I think you need a dungeon master to interrogate. Unfortunately, you can't assign one until you get a mayor at population 50, and migrant waves are smaller now.

No, just a sheriff (unless that changed for 0.50.x), but it does require a crime. Dungeon master afaik doesn't do much right now, and I think its purpose is prolly more advanced counterintelligence that hasn't been implemented yet. From my 0.47.x experiments, it's really hard to get info out of undead (their crimes and alternate names easily, but not so much their masters) but that might also be because my sheriffs didn't have the skills necessary.

11
1. No, unless you get more migrants who are in an organized religion for Zasit, there's currently no religion forming outside of the world activity (and even then, unless someone has a 100 year .47 fort lying around, we don't know if it's a post-worldgen activity yet).
2. No, the required knowledge however can be transferred by any necromancer into a book, and such books can be retreived from any tower. Other Fun can however be received from believers toppling over statues in the temple.

12
DF General Discussion / Re: Future of the Fortress
« on: December 14, 2022, 06:18:21 pm »
Hey bool1989, the future of the fortress is to ask about current development, not to make suggestions, if everyone made suggestions here, Toady would have to spend all his time mostly saying 'well, I have no idea whether I can do that' (as one often doesn't know whether a feature is feasibl until one starts development), instead of answering questions about the upcoming plans. You have already made a suggestion thread, so don't double post here as well.

13
Quote
To be specific, it's something that checks that both units are historical figures and then checks their relationships to each other--might have to do with family needs?
That might also be villain/intrigue stuff, there's a lot of little variables there that afaik are largely in the histfig?

14
DF Bug Reports / Re: Notes on Bug Reporting
« on: December 14, 2022, 09:00:49 am »
Afaik, the people who sysadmin the bug tracker are also the people who sysadmin the wiki and also dfhack-afflitiated, so I imagine they're all quite busy :)

15
DF Dwarf Mode Discussion / Re: Steam: Labor
« on: December 12, 2022, 11:08:06 am »
I was under the impression that the features of Dwarf Therapist (At least the non cheating features) would be built directly into the game...

It's weird, because none of the communication I saw indicated this. Perhaps there was a confusion somewhere? Maybe people were referring to other games which do have a therapist-style UI for labours and somehow a certain understanding was made from this? Do you remember what caused this?

Pages: [1] 2 3 ... 94