Note: Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later. It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections.
(*) Mulling over long-term memories can lead to shifts in intellectual values and personality changesI look forward to seeing what sort of psychological danger rooms people come up with!
It seems drunkness counts as a major injury? I'm checking the thoughts of unconscious dwarves in the tavern and their thoughts have "shaken after suffering a major injury". The only injury they have is the temporary lung inhibition from alcohol overdose. Since alcohol poisoning works via paralyzing the lungs for a short period of time, it seems to count as a major injury and thus gives the extreme bad thought.That's kind of progress compared to everything up to 44.10 which didn't report drunkenness "injuries" at all beyond "gratitude at being rescued" if someone helped them to the hospital.
One of them even had his life values change "complete turnaround" from loves war to loves peace due to the "injury".
Ha ha, interesting. I have the same-civ restriction on most of it, but the site takeover code doesn't have that (peaceful or otherwise), when they are searching for a market. I suppose the question is why a bandit gang was searching for a legitimate market site, rather than a target market site. There will clearly be growing pains, but it might align well enough with the future villain stuff as we get going here -- the elves would be a problem rather than a subordinate site.
Hmm. Seem to be suffering from stuttering lag, everything will stop for a second or two before carrying on. First year of fortress, 16 civilians, same old layout as I usually use.
Odd, since I never had it before, and this release actually had a bugfix for it. Will mess with settings a little, check if anything's changed in my computer, see if that helps. Anyone else getting this?
Hmm. That sounds OK. Was expecting it to get worse over time. Will just experiment and cap the fps at some sweet spot then.Hmm. Seem to be suffering from stuttering lag, everything will stop for a second or two before carrying on. First year of fortress, 16 civilians, same old layout as I usually use.
Odd, since I never had it before, and this release actually had a bugfix for it. Will mess with settings a little, check if anything's changed in my computer, see if that helps. Anyone else getting this?
Yeah it's more noticeable early game when the FPS is high. With my cap at 200 the stutters were very noticeable (game freezing for 0.5-2 seconds every few seconds), but now late-game when my FPS is 80 or so, it's much less noticeable, if at all.
"Cannot expel: child is not present" is a message I'm not entirely sure about. For example, I have a dwarf with 9 children, 1 of those is with him in the fort and the others are somewhere in the world. Does this mean that unless all of the 9 children migrate to the fort, the dwarf cannot be expelled?If any of the off site offspring are underage you may have to wait until they mature, which sort of would make sense (although underage offspring left behind ought not count either, of course). If they're all adults it doesn't make sense. Have you checked the age of the off site offspring?
It seems drunkness counts as a major injury? I'm checking the thoughts of unconscious dwarves in the tavern and their thoughts have "shaken after suffering a major injury". The only injury they have is the temporary lung inhibition from alcohol overdose. Since alcohol poisoning works via paralyzing the lungs for a short period of time, it seems to count as a major injury and thus gives the extreme bad thought.Many a man (and now apparantly dorfs) has found religion on the bottom of a bottle of alcohol (if they ever manage to sober up, that is).
One of them even had his life values change "complete turnaround" from loves war to loves peace due to the "injury".
shouldn't there be something about barons being elevated by holdings and not economic status of the fort be in the changelog/release notes? just asking :DWas in the devlog, just scroll a bit further down. Yeah, some warning for those who aren't following development might have been useful.
Finally got some hillocks to spawn (four of em in pretty quick succession, no less).Ha. Guess I need to raid my Elven bandit cave to make them a proper holding then. All I can do with them right now is send people there, view them on the map or attack them. :)
And yes, the request option is on the civ screen. The request option replaces the raid command.
Hmm, yeah, perhaps it's being overzealous with the child check? It's meant to prevent odd situations like expelling one spouse while another holding a baby is off on a mission or something, but it seems to be checking against children that are properly settled elsewhere in the world?
(http://puu.sh/AMQiP/ecc26a411b.png)
I've never seen this generated position before or knew why criminals would need a leader but it might shed more light on the situation, this is for vanilla with only modifications being removal of aquifers. The mines of misery is just a normal catacombs, but this is just to point out the position that isman got
I'm guessing it's only my machine because I would have thought someone would post otherwise... When I quit from the main menu, it clears the screen and then hangs with CPU usage of 100%. Nothing gets printed to the logs. I'm on Arch Linux. The games seems to work fine otherwise...
Criminal organizations and bandits have always been lead by a 'warlord' or other variable position name (warlord is fairly common in my experience). What is the malfunction you're pointing out?Hmm, yeah, perhaps it's being overzealous with the child check? It's meant to prevent odd situations like expelling one spouse while another holding a baby is off on a mission or something, but it seems to be checking against children that are properly settled elsewhere in the world?Something interesting for your elf bandit case is that bandit groups have a 'warlord' variable position, could this be malfunctioning because goblin outcasts have variable positions on all?Quote(http://puu.sh/AMQiP/ecc26a411b.png)
I've never seen this generated position before or knew why criminals would need a leader but it might shed more light on the situation, this is for vanilla with only modifications being removal of aquifers. The mines of misery is just a normal catacombs, but this is just to point out the position that isman got
Has anyone actually gotten a hill settlement to appear near their fort yet? I've got a fairly productive fortress and a healthy civ, but the only economically-connected sites I've gotten is a single elf site that appeared a few months into the fort's life. Now it's been around 2 years with a barony - and nothing so far.
Finally got some hillocks to spawn (four of em in pretty quick succession, no less).Ha. Guess I need to raid my Elven bandit cave to make them a proper holding then. All I can do with them right now is send people there, view them on the map or attack them. :)
And yes, the request option is on the civ screen. The request option replaces the raid command.
I have had three hillocks spring up next to my fortress, all within 2 years of eachother (fort year 5-6), and one already-existing village declared their allegiance to me (this happened before the three hillocks).
They are separate places, I can send a messenger to any one of them to request for workers (some have spare workers, some don't). It gives you a little menu where you can choose the dwarf you want to "acquire". Then the messenger leaves, and a few minutes later comes back with the dwarf you wanted.
(https://horobox.co.uk/u/TFAkQn.PNG)
(https://horobox.co.uk/u/tnjcoi.PNG)
You can only send messengers to the sites which have spare workers. Also, you need to assign a messenger in the [l]ocation menu, there's a new occupation for your fortress there.
Has anyone actually gotten a hill settlement to appear near their fort yet? I've got a fairly productive fortress and a healthy civ, but the only economically-connected sites I've gotten is a single elf site that appeared a few months into the fort's life. Now it's been around 2 years with a barony - and nothing so far.Finally got some hillocks to spawn (four of em in pretty quick succession, no less).Ha. Guess I need to raid my Elven bandit cave to make them a proper holding then. All I can do with them right now is send people there, view them on the map or attack them. :)
And yes, the request option is on the civ screen. The request option replaces the raid command.
Also wondering about 44.11 changes that affect Hill Dwarves. I guess they fall under this bullet point:
(*) Existing sites near prosperous fortresses will associate themselves to those fortresses
Is there a reason that the equipment section of the military screen lists traveling dwarves as Vacant/Available? They aren't dead I think, since not all of them have traveled and those ones aren't displayed as available
What's a "corrupted area"? Is that a message you're seeing, or are you just guessing that some part of the map is corrupted? It's very possible that the crash is due to something else. Are you using any utilities? If it occurs without utilities, it may be specific to your worlds, so uploading them (and finding some problematic locations) could help.
Depressed ghost.He then throwed a tantrum.Spoiler (click to show/hide)Bug or feature?Spoiler (click to show/hide)
My planter loves to scream dropping whatever they're doing & reliving the first time they discovered a dead dwarf, and they've been doing this interrupting whatever they seem to do periodically, im almost too amused to submit a bug report since they must be very cowardly at this point.How long has he been doing that? Is it a long term memory now?
Hmm. Seem to be suffering from stuttering lag, everything will stop for a second or two before carrying on. First year of fortress, 16 civilians, same old layout as I usually use.
Odd, since I never had it before, and this release actually had a bugfix for it. Will mess with settings a little, check if anything's changed in my computer, see if that helps. Anyone else getting this?
Is the new memory system really only relevant to fortress mode for now, or do all historical figures have memories? Because that seems like a lot of memories.Historical figures don't have memories yet.
Depressed ghost.Well, technically a dwarf in DF is composed of both the body and the soul containers, ghosts are the same dwarves, just without the body. It's not surprising that the personality/thoughts code still has an effect on it. I'd say that's a feature - just think of a tantruming ghost as a poltergeist.He then throwed a tantrum.Spoiler (click to show/hide)Bug or feature?Spoiler (click to show/hide)
Major bug fixes
(*) Fixed problem causing county stage to be skipped in noble elevation
(*) Stopped all visiting barons from being elevated along with your baron
That's already on mantis:Thanks! My search missed it.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10804
Mods were just one theory that was ruled out. But since there's no save, you should upload one if you can (preferably not a huge one).Just to check, 'cos I noticed your comment on the tracker too, how huge is 'huge'? DF saves get pretty big through no fault of the players. And some bugs are so rare that only people who are actually playing the game come across them (as opposed to people actively looking for them, using deliberately 'small' saves).
How long has he been doing that? Is it a long term memory now?
I have a save suitable to show this with a dwarf currently sentenced for breaking a mandate afflicted, but given the fortress is well established and very 'noisy' the steps to reproduce it are easier than just handing over examples that occur occasionally on a big megabyte file.
> Expel dwarf, kill dwarf with militia squad as a neutral visitor (no imminent reprecussions) and if civilians witness the killing they'll dedicate it to memory and occasionally freeze up to drop what they were doing for a "overwhelmed with horror/terror!" emotion every time it resurfaces in psyche