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Messages - Daris

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1
I see.  I have no yellow-text anything in the list, just cyan text.  So I guess I have no religions in my fortress, despite having so many worshipers.

This seems like an oversight, but not a bug per se.  Thank you everyone.

2
They all seem like Gods, not religions. How many members of actual religions do you have? A God is not a religion.

Is there a way to check?

3
You can check the number of members of religions by making a meeting zone that's then specified to be a temple zone and then you'd get a list of all available deities and religions with their number of members shown as you step through it.

Zekrim has 50 worshipers in the fortress.  No petition, no temple.

Razot has 56 worshipers.  No petition, no temple.

The Violet Color has 78 worshipers.  I gave them a temple because my baroness worships this deity, and I also ended up with a sweet artifact statue of the deity to stick in the temple.  No ability to assign priests in the temple.  There's no occupation option except performer.

Shulmik has two worshipers, so I guess that one's fine.

I have no way to check how many are zealous (or do I?) but most of my dwarves are a "dubious worshiper of the Violet Color and a faithful worshiper of the Violet Color" or whoever, with the "two" deities always identical.

Do you have a universal temple zone for them to worship in, and possibly get a bit more... um, faithful... to their chosen deity?

I do have a general, all-deities temple.  It sees a ton of use.

4
I am running a young world (stopped worldgen at year 5) and a generation fort.  All the dwarves in my fortress except the starting 7 were born into the fortress.  The current population is 180+ and I have only 4 gods in my civ, yet I've never gotten a petition for a temple and cannot assign priests.  I definitely have more than 10 worshipers of each religion, yet no petitions.  Guildhalls worked; I got petitions reliably when I got 10 workers in each category.

Is this a known bug?  Does the game not count new worshipers when they are born into the fortress for petition purposes?  I tried searching the bug tracker but didn't see anything related to this.

5
DF Dwarf Mode Discussion / Re: at war with own civ
« on: November 15, 2018, 08:53:46 pm »
I'm running a game that is now almost 70 years old, and have been at war with my civ for more than half of that.  I've been collecting save files in the bug report from Reddit users as often as I can.  I check the Legends when the save files are posted - the invariable cause is that the home civ attacked one of its own non-player sites after gameplay began.  Twice the site has been attacked after it was taken from goblins, but other times the home civ attacked one of its own sites out of apparently nowhere.

it confused me for a second too :P Anyway, would be nice to hear how this turns out. Will your civ attack you? will caravans turn hostile or stop coming? migrants? pls keep us posted ;)

Caravans just stop coming.  Migrants stop coming.  The home civ has not attacked the player site in any report I've seen.  There is still an outpost liaison, but said liaison does not arrive and there is no announcement that the liaison didn't show up.

It seems like a pretty common occurrence if you run the game long enough.  My civil war came after ~25 years, but a recent one I found had the war start in the first winter after gameplay began.

6
DF Gameplay Questions / Re: how do i set population cap
« on: September 01, 2018, 08:37:18 pm »
Make the change in d_init.txt.  If you're using the LNP, there is an option right on the front panel that will make this change for you.

7
DF Gameplay Questions / Re: Training child animals
« on: August 31, 2018, 11:40:20 pm »
Training is a high-priority job that only generates once per season when the animal is about to drop a training level.  There is a window in which the "train" job generates on the animal, and if that window passes before the trainer can get to it, the animal drops a training level with the job disappearing.  It will not reappear until the following season.  It seems that all trained animals in the fort generate this job at roughly the same time, leading to animal trainers spending most of their lives idling and then frantically trying to get to all the animals in a short window.

For newly born or hatched animal children, they may be born during this training window, in which case there is a chance they will be trained immediately and tamed.  Otherwise, you just wait a season and when their training level would otherwise drop they will be trained and tamed.  There is literally no way to make a training job generate on a non-wild animal.  The game does that automatically once per season.

8
DF Gameplay Questions / Re: Silk farms in 44.10
« on: August 31, 2018, 06:21:49 am »
I really thought the screencap was self-explanatory, but here you go.


9
DF Gameplay Questions / Re: Silk farms in 44.10
« on: August 28, 2018, 08:01:32 pm »
I'm on 44.12 but this also worked in earlier versions.

I use a trained spider with a semi-megabeast as bait.  Currently I have an ettin, but any semi-megabeast should work.  I've also had luck with non-fortress werebeasts, in any form.  One thing that I do is trap the bait between a wall and a bridge to hold it onto a single tile directly in front of the spider.  I wouldn't let my bait wander around the way yours permits.  It risks the bait getting out of the spider's view.  My experience is that spiders need a few ticks to see and silk the bait, and if the bait strolls away before the silk is cast, that doesn't work.

It's a little hard to see under the webs, but this is my (currently inactive) silk farm.  Again, the spider is trained and the bait was an ettin.  There is a fortification between the spider location and the bait location, which you can't see under the web.  The five webbed tiles in front of the bait are fortifications.


10
DF Gameplay Questions / Re: Fortress grinding to a halt
« on: August 08, 2018, 06:11:45 am »
What I ended up doing was suspending all workshop jobs and deleting the temple so that everyone would congregate in the relatively-small library during their many hours of idling.  This forced the dwarves to come in contact with one another.  After about another season the strike ended and everyone suddenly started to pasture dogs and haul bags and dig and chop trees.  I don't know if what I did had an effect or if it was just something that needed to run itself out, but my dwarves are working normally again.

I'm willing to share a seasonal autosave from when the strike was in effect, if anyone is interested in looking at it, but my problem has resolved itself.  Thank you to everyone who replied.

11
DF Gameplay Questions / Re: Fortress grinding to a halt
« on: August 07, 2018, 06:07:23 pm »
All hauling is enabled.  I can show you if you'd like.

12
DF Gameplay Questions / Re: Fortress grinding to a halt
« on: August 07, 2018, 05:25:52 pm »
Here's another cap, showing my broker obediently at the trade depot while NO dwarves haul the ~30 glass corkscrews I've made for trade goods to the depot to be traded.


13
DF Gameplay Questions / Re: Fortress grinding to a halt
« on: August 07, 2018, 05:07:34 pm »
Hauling is fully enabled (I never turned any of it off).  I promise you, I watched 5 dwarves faff about, with only 1 hauling to the depot and the final one being the broker.  Every couple of game days three others would break off their nonsense and haul 1 item each to the depot, and then go back to playing with their toes or whatever.  I can excuse the doctor, because he's a scholar and was likely having trouble with the little gears between his ears, but I don't get the others.

No burrows either - I never use them.

They will harvest plants, but won't take plants to stockpiles unless it's straight from the farm plot.  They aren't hauling seeds away from workshops either, but simply taking seeds directly from the (for example) quern and planting them.  They'll put the sand bags in the sand bag stockpile after collecting sand, but won't even pasture the loose dogs anymore.

Quote
Who's got time to haul bags when there are workshop jobs to perform?

Only a couple of them have workshop jobs.  The rest are idling or pondering pulmonary medicine.  Here's a cap:



For bonus points, I have some tiles designated for mining, and the free miner is still doing nothing.

14
DF Gameplay Questions / Fortress grinding to a halt
« on: August 07, 2018, 06:11:49 am »
So I like to play generation forts with no migration.  I hadn't played for a while, so I picked up the newest version with the latest LNP.

I'm discovering that no-migration forts are unfun because dwarves eventually stop taking non-workshop jobs.  They won't dig, cut down trees, or haul.  My latest fort, the last caravan almost left with nothing because only one dwarf would haul items to the depot.  I can't dye cloth because the dwarves won't haul the many, many empty bags in the fort to the empty-bag stockpile linked to my quern.  However, they will plant seeds, harvest plants, construct whatever I ask in workshops, and visit the temple.

Is this a matter of unmet needs?  They get unfocused and/or distracted after a couple of years, because setting up a new fort with only 7 dwarves doesn't leave a lot of extra time for me to cater to their needs.  They'll still take workshop jobs without a problem.

My first fort took 4 years for the dwarves to go on strike, and my second one took only 2.  There's no possible way for me to get a needs-fulfilling fort up and running in only 2 years, and I'm not even sure that unmet needs are the problem in the first place.  Is this intended behavior, or a bug of some kind?  Are generation forts just infeasible these days?

15
DF Gameplay Questions / Re: Unpredictable Liaison
« on: September 11, 2016, 10:37:37 am »
I don't think you're supposed to get a liaison once you are the mountainhome.  It would seem more unusual to me that you did get a liaison one time than that the liaison is no longer showing.

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