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Messages - Zeeneri

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DF General Discussion / Re: *We need your help with game ending stress*
« on: October 28, 2019, 11:36:33 pm »
I honestly think there needs to be some sort of way to both put a scale on the effectiveness of stressors to downplay most of them, and some way to instill a fortress identity/community in the dwarfs so that you can design a fortress as an X fortress. For instance, if more than 50% of your dwarves are farmers, then you're a "Farming" fortress, and the act of farming instills good thoughts. Likewise if everyone is a warrior, or if everyone is a treeburner, etc.

The ultimate point is there should be some level of macro social policy manipulation. There should also be some sort of pre-outburst mitigation. Like a vacation or celebration or something, something the player can design that mitigates stress by adding good thoughts directly and can keep dwarves from the brink so long as you are actually keeping on top of it and it's not too late when you see a red down arrow appearing.

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DF Gameplay Questions / Re: Work Orders Cancellation Spam
« on: June 22, 2019, 01:22:26 am »
Another possibility is if the workshop that received the order is linked to a stockpile. Workshops that are linked do not seek out resources in other stockpiles. So maybe the order activated because on the map you have a total of 5 resources, but only one of those was linked to your shop. The shop can't complete its order because it's locked out from the other 4, and when you look at the workshop order it doesn't have enough materials to fire again, making it red when you look at it because it's already used one, but technically there were enough total resources on the map to fire it off and the order was doomed to fail and shower you with cancellation spam.

I found that you have to be really careful in combining workshop orders and stockpile links. After dealing with several years worth of cancellation spam despite KNOWING there was adequate resources. (mostly for gem-cutters and encrusters.)

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DF Gameplay Questions / Re: Aira's Dwarf Fortress Mini-Tuts
« on: June 22, 2019, 01:15:35 am »
Maybe go through finding a site? how to use the search tools, what all the different screens when you tab through mean and how to read it. What towers are and the risks they pose, goblins, etc.

Btw I stumbled across your videos independently already. They were really good! I can't imagine how useful they'd of been when I was starting out, as well as if there were a plethora of them.

A lot of my issues on DF tutorials stem from how long and ambling they are. Your concise and edited approach is really easy to digest without cutting any important information out.

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DF Gameplay Questions / Re: Haggard visitors
« on: June 22, 2019, 01:11:51 am »
I had a visiting bard elf go into a tantrum and starting hitting dwarves and other visitors, I think he was accused of something like 38 counts of assault. He got like 400 days being imprisoned. When the 400 days were up he was haggard with the max stress, but was left chained in his cell. He hasn't moved or done anything as far as I can tell. Dwarves still come to feed him, but he's literally unmoved from his position. Maybe I should remove the chain and see if he starts doing something again? I dunno.

The point is, visitors are weird and do buggy seeming things at the moment. I had a fortress where I sealed off the caverns but the mercs still kept coming, and they would go insane because they couldn't get to the fortresses and fight the forgotten beasts that still hang out down there. And they've killed Dwarves.

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I dunno. I've had lots of down time for my dwarves and I'm seeing like 20 or more people mulling about the tavern with the "Socialize!" flags for activity for two years now and It's not lead to any births so far, and I've not noticed any individuals who weren't married before becoming so, though that's really hard to see. I decided to bump up the lower cap to 150. I know that's going to be filled up by migrants(I have a caste of people who don't care for relationships pounding out gold crafts, smelting down anything that's not a masterpiece and retrying till it is and it all gets traded away) but I'm thinking maybe it'll give a window for the married couples to see that there's space in the fortress and copulate.

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If two dorfs cohabit, does that mean they're married? I fear having to check through all the dorf details to see who they're married to manually.

I'd be interested in seeing that script. Is it available on github or otherwise?

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DF Gameplay Questions / Re: A beginner's question about werebeasts.
« on: June 04, 2019, 11:06:21 am »
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1.  What is the best initial way to defend against werebeasts?  From looking at the wiki, I assume it is to construct early defenses including a drawbridge to seal the fort if one appears.  And have a safe zone inside the fort and alert all dwarves to go to the safe zone until the trouble passes?  What works best?
The werebeast attacks only get announced when they are spotted by your dorfs, which is dissimilar from most other attacks on the fortress that get announced as soon as they're on a visible tile, so the seal-bridge method is typically a very messy process. It leads to situations where either your dorfs are out on the surface where they can spot the beast early near the edge of the map and they get sealed out, destined to die, or the werebeast isn't spotted till it's right next to the entrance and there's no time to shut it out.

You can alleviate some of this by either creating a sentry tower with a single military dorf stationed in it in broad view of the map and the entrance of your fortress ( If you're unsure of how to do military stuff, that maybe is another discussion/topic) or by chaining/tying dogs to various points on the map to act as sentries. using the (b)uild>(v)ropes/chains and then assigning with (q)

Hosting your general livestock outside is also a viable, if similarly messy, option. If your livestock are suitably fast then it will have to chase them down one by one, giving you plenty of time. If they all die then there's always the option to trade for more, and if you have a butchery/tanners workshop nearby then this turns into a mechanism of automatic butchery without having to do it manually.

The reason this works ties into your second question:
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2.  If I do that, will the werebeast simply eventually go away?
Yes. Werebeasts are only active for a few days of the month. In-game days aren't terribly long, though definitely long enough to allow an unchecked werebeast to wreck havoc. If you manage to successfully seal them off from your fortress, or distract them long enough, they will revert to their pre-were creature, usually naked, and they will flee the map.

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3.  Any other simple advice about werebeasts?  Can I prevent werebeasts from appearing somehow?
Engaging with Werebeasts with military typically results in more werebeasts. Dealing with residents that are werebeasts is usually a very tedious, manual and delicate process to prevent further contamination/fun. The werebeast curse is only spread through bites, so carefully check the (r)eport logs of the beast's activities to see if it had bitten anyone during its uninvited stay. Traps are typically your best bet. I believe werebeasts are succeptable to cage traps, so if you line the inner-entrance of your fort with cage traps it will more than likely be able to catch them and keep them isolated. You can then put them on display, or seal them off, or do whatever you want.

I believe werebeasts are a form of savagery, as such low savagery usually means fewer werecreatures. I don't know if theres more complicated means of removing were creatures. There's probably something in the RAW/WORLDGEN files you can modify to stop them, but not other forms of attack.

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DF Gameplay Questions / Best settings for births, but no migrants?
« on: June 04, 2019, 10:12:45 am »
I recently embarked in a new world where all civilizations have fallen, and I mean all of them. There are no Dorfen, Human, Elven or Goblin settlements being occupied after 550 years of history. However, there are still a few dorfs living in what I assume to be unsettled, disparate populations. Most dorfs seem to be abandoned at birth with unknown Parents. Pretty much immediately my settlement assumed the role of Mountainhome, one of my starting 7 became Queen, and luckily she was level headed with very manageable needs (Except for a random panic surrounding a need for clear glass furniture in her throne room when I was just 20 dorfs strong, which I had to figure out how to make Pearlash rapidly.)

So here's the deal, there are still a decent number of dorfs living out in the wilds, somewhere in the neighborhood of 300. They started flocking to my settlement immediately after the first caravan even though I barely traded anything in that first autumn season, but I want to rebuild the Dorfen civilization and create a new generation of dorfs forged in the halls of my fortress. I put the cap on the population to 100 which quickly filled up from migrants, but left the absolute cap to 220. I want to fill in that space with new dorfen children, but It's been 5 years now and I only have 5 kids, 3 of which were migrants, and another 3 migrant children that have since grown up. I put the child cap to 100, and the "percentage" I left at 200. (is that 200%? 20%? I don't get this number.) and nobody seems to be having children. I thought maybe I was overworking dorfs so I enabled a lot of labor redundancy and put a lot of the more intensive processes on longer turnover rates in the manager menu (Restarts monthly to restarts seasonally, etc. Except for a very reasonable 3-of orders that repeat monthly to auto-complete queen/mayor demands.) I now have roughly 5-15 idle dorfs at any given moment, and anywhere between 5-25 dorfs socializing/praying/story-ing.

I don't know anything about modifying the RAWs or anything else, this was all done through the LNP. Is there something in my settings that's preventing new births from happening? Are there in-game conditions that prevent/contribute to the likelihood that a birth takes place? Are there actual 'pregnancy' events where the dorf needs to interact with a spouse or another in order to have children? I tried googling this question, but all I found was a furious cacophony of angry forum goers of their fortresses rampant with babies.

My long term goal here is to get a population near 200 with children, then bump up the fortress size limit to 500 or something crazy for long enough to get the majority of the other lost dworfs to migrate. The reason I'm not bumping up the pop cap immediately is because I don't want 300 migrants to make my game crawl as I'm trying to get dorfs to breed, which I assume would take like 5-20 game years to realize. If I could establish this sort of Beacon of a Mountain home, I'd then set up a few small hillocksy embarks with populations of 30~, until I've re-established the dorfs to a sizable couple thousand. It will be a peaceful land for time immemorial, but tales speak of a great end times that a certain cult will try to accelerate...

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DF Gameplay Questions / Re: Plump helmets, the death of a fortress
« on: May 09, 2018, 11:15:56 pm »
So after much testing, I was able to determine a few things.

Firstly, something was wrong with my particular unpacking. The only modification I made was a graphics pack, but it was labeled 44.10 ready. Either way I'm playing totally unmodified now and I can in fact brew normally.

However, the prior mentions about linking piles to particular workshops seem to be behaving oddly in the fresh unpacking. Is the intended behavior supposed to be that if you don't link piles at all, workshops aren't supposed to access the items? If I put an item into a pile, it appears to have a pseudo-forbid behavior, where nobody will touch it until I link it directly to a workshop. Additionally for construction, doors and whatnot are not available to be placed if they're sitting in a pile. If I remove the pile, it then allows them to be accessed.

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DF Gameplay Questions / Plump helmets, the death of a fortress
« on: May 09, 2018, 01:27:48 am »
I've recently decided to revisit DF and all its glory with the new 0.44.10 release (I haven't played since like 2014 sometime). I'm noticing something odd that definitely is a change, but possibly is a bug? Are you no longer able to brew from Plump Helmets? I have 50~ plump helmets for a new fortress, and when I go to my still the "Brew drink from plant" option is highlighted red. When I select it anyways the option "Unrotten DRINK_MAT-producing plants" is highlighted red, whilst the "Empty food storage item" is white. I have Plump Helmets. I have both Pots and Barrels. The permission doesn't even let me toggle it on or off in the Kitchen Menu, it's dashed out like everything else. Is this intentional?

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