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Messages - Snow Gibbon

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1.1.3 for Core fixes a few numbnuts oversights I made regarding brewing fruit.

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New version 1.1.2 for Core fixes a good pile of bugs.
Fixed Kea size, fixed domestic animals spawning wildly, fixed goblins by making them eat plants, removed more useless seeds, fixed milling reaction problems.

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Somehow completely forgot to give korriks default attacks after a cougar wandered through all 7 of my folks unscathed. Sorry about that! Fixed in 1.0.3 patch for Korriks module.

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[View the Steam Collection] [Discuss on Discord]

Civ Crucible is a personal mod that has been in sporadic development since DF 40d. Starting out as a spiritual successor to the Civilisation Forge mod of yore, it has since evolved into encapsulating a lot of random tweaks to the vanilla game that I find indispensable, which draws parallels with tweak collections like Dwarf Fortress Revised and Modest Mod. Now that the game has entered a new era, these are now being packaged up and released to the public.
Overview
The entire mod is split into two main parts:
  • Civ Crucible Core [Steam] [DFFD] - This module contains all the gameplay tweaks, fixes, optimisations, raw completions, and other random things that pertain to the vanilla game. See the mod description to learn more about the specifics. As a graphics user, you will generally be able to use this module alone with no problem. Eventually, this module will contain any common definitions needed in the other modules. There aren’t any of these dependencies now and I endeavour to keep them to a minimum but there may be points where I can’t and would rather not flood the Workshop with a thousand compatibility patches to achieve it.
  • Civilisations - The original meat of the mod. Currently consisting of six new creatures and seven entities with more on the way, these civilisations add new trading partners, enemies, and more life to world generation. The new module system allows you to mix and match these to your heart’s content.
    • Korriks [Steam] [DFFD] (playable) - Semi-intelligent kobold-kin at the dawn of their metal age
    • Undines [Steam] [DFFD] - Water spirits that are the life of the party
    • Rakshasas [Steam] [DFFD] - Honour-bound warriors sending raiding from the desert
    • Hiisi [Steam] [DFFD] - Reclusive knowledge seekers studying from frozen vaults
    • Leshy [Steam] [DFFD] - Stoic forest spirits cast from their homes doing anything to survive
    • Kappa [Steam] [DFFD] - Polymorphic semi-reptilians building rowdy communities in the marshes
    • Deep Dwarves [Steam] - Progenitors to modern dwarves launching attacks from the caverns
Additional optional modules will no doubt be coming down the line for new plants, creatures and industry overhauls.

Note that I have no intention to do graphics. I am an ASCIIvangelist through and through. Please read each individual module's description to find out which ones are vanilla tweaks and are safe to use, work well with default placeholders, or won't work for graphics users.

Paradigms

Rather than listing features it may be easier to describe what Civ Crucible aims to do. This mod is for you if you align with any of the below items:
  • Difficulty - Civ Crucible aims to bring back the heinous difficulty of DF’s Boatmurdered heyday. Wildlife have been buffed within reason while food is less abundant. New behaviours have been thrown in to keep experienced players on their toes. New playable races may be carnivores or have other alternate food production and offer other challenges to the player.
  • Completion - Toady has left a few notes peppered around the raws for things that should be implemented. This mod aims to fill those gaps and more to iron out issues, oversights and add variety to the game without even needing to add new content.
  • Industry - DF has a lot of different skills, some of them only marginally explored or useful. While not much can be done about potash making, the mod aims to bring more depth to different industries, add more capabilities and make them an engaging part of your fortress.
As for the new races, they follow a number of internal rules:
  • Folklore not fantasy - Candidates for new civilised creatures were picked from folklores all across the world to avoid doubling down on western European fantasy too much. While extra layers of flavour may take some inspirations from popular media, they try to not be too overt.
  • No derivatives, no beastmen - Vanilla DF has animal people pretty down pat and having twenty elf variations is lazy. While certain creatures will inevitably have parallels to existing sentients, they will have certain gimmicks to set them apart and will generally fall into the category of moderately tall, mostly-hairless flat-faced humanoids.
  • Populate the map - Apart from goblins occasionally, areas like wetland, tundra and desert will never be colonised by sentients, and can often make up massive swathes of the map leaving players wondering where everyone's gone. By spreading new entities out into these wildernesses, it will ensure you’ll likely have more than one partner in the region to trade or contend with.
  • Fit within the framework - New entities have been carefully crafted to add their own unique behaviours to the game, targeting individual quirks in worldgen, while still feeling like they could be part of the base game. Some entity mods go crazy with interactions and magic and that’s technically intriguing but not my cup of tea, Civ Crucible remains largely within the unintentionally-low-fantasy feeling of vanilla DF.

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DF General Discussion / Re: *We need your help with game ending stress*
« on: October 18, 2020, 08:49:36 am »
I think I've just finished wrapping up with my longest fort I've had in the latest iteration, going on 12 years. Honestly even with a blood-raining evil biome start, and even being ill-prepared for sieges resulting in a good chunk of casualties it was tricky but not game-ending in the typical 3-4 year span being thrown around here. What eventually killed the game was the slow-burn of buggy behaviour and un-caterable needs.. Extremely specific meal requirements and desire to see family that was either off-site or entirely non-existent just built up until my best and oldest dwarves started offing themselves. If those issues are addressed, making dwarves have sensible, perhaps dynamic food preferences instead of craving exotic tiger flesh as soon as they crawl from the womb would be sensible, and either allowing dwarves to petition to travel to see family or making them arrive as tavern visitors would be handy. Dwarves created from thin air like your starting seven should either not care for family or have a heightened drive to start one so they don't lament what they don't have.

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DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 22, 2020, 02:38:35 am »
Well, if you want a proper Dwarf Fortress solution, you're going to have to wait until Starting Scenarios, which deals with actual purpose of locations ,society, politics, etc. That's when immigration mechanics are due to be revamped properly.

However, that's a long time in the future. If a placeholder is needed to make things a bit more fun for noobs in the meantime, then it's going to be based on a fairly random arbitrary number (like wealth, population or whatever). Doesn't really matter.


Well, yeah, the latter is how it should work now, or how it did last time I remember. What I'm implying is that whatever algorithm determines the migrant wave size is, probably, still working as expected but the parameters the function is getting fed are so inflated and the constants to temper the output to a reasonable degree have remained unchanged in the last 10 years and so its just maxing out the return value 100% of the time.


For all I know, anyway. That's why I say probably, Toady may have just set a constant to 99999999999 and left it like that until he looks back again.

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DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 21, 2020, 07:37:59 pm »
I would like to add that I don't think that exposing the population cap is the right solution to the migrant problem. That sounds hollow and inorganic and DF is not one of those games to have an arbitrary difficulty slider like that. Population control should still present a challenge, albeit not right at the start. In 40d days if you produced masterworks from precious materials or struck adamantine you'd trigger a gold rush situation where the generated wealth would flock migrants to your fort and you'd have a bit of an infrastructure crisis if you weren't prepared. However in post 40d releases you'll trigger a 20+ migrant wave by digging 5ft into the soil and slapping a couple of nifty doors on the front.


I get the feeling that its not just created or traded wealth that affects migrant wave size but also potential wealth from your site as a whole. It may be that the algorithm is tuned to the 40d assumption that you'd have 30 z-levels worth of mineral wealth at the most. Now with the implementation of the cave system and underworld you're looking at 100+ z-levels of material and that's blowing everything out of proportion and slamming you with migrants out of the gate.

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Goblins still don't care if you run off with their entire inventory of children however.

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DF General Discussion / Re: *We need your help to save the noobs!*
« on: January 31, 2020, 02:21:10 am »
I've played since 2D but I would like to echo the sentiments around migrant spam. 40d is what I regard as the most playable iteration of the game due to the sense of progression garnered from migrant waves. There was a bell curve to the wave sizes and helped me ease into new mechanics as population increased. Past 40d, the bell curve has been replaced with reverse exponential - you get 20+ migrants in the first 3 years and suddenly you're at the population cap and you're now trying to build hospitals, barracks, traps and defences, taverns, temples when you're still trying to work out a food industry. Migrants are no longer a reward system because they will appear in droves regardless of your progress. Why are grand master skill dwarves coming when we are still living like cavemen?

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DF Modding / Re: Reduce artifact rate with worldgen or raws?
« on: December 31, 2017, 05:51:34 pm »
Ooof, that is quite a diabolical hack but might just work. Cheers!

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DF Modding / Reduce artifact rate with worldgen or raws?
« on: December 30, 2017, 06:39:58 am »
After getting 10 or so legendary migrants in my fort I'm looking for a way to reduce the rate of artifacts being made during worldgen. I know I can reduce the world age but I'm hoping there's another way. I dug through the worldgen params but couldn't find anything, though I may have missed something. I doubt it but is there something in the raws I can change?

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DF Modding / Re: Can anything be done about migrations?
« on: December 06, 2017, 04:40:04 am »
I'm not worried about migration size but migration frequency. They were much rarer as I liked it and now I learn it's hardcoded that you get them in the first year, that doesn't sit right with me at all. I suppose I'll check-in in another 18 months then.

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DF Modding / Can anything be done about migrations?
« on: November 24, 2017, 11:01:34 pm »
Hey all,
I'm a super old DF veteran coming back. Lately (and by lately I mean since about 2010) I've been pretty disgruntled at the migration rate - In 40d days getting a migrant wave was a bit of an achievement to get, nowadays you're pretty much guaranteed a swarm of 20 dudes within the first two seasons and it ruins the sense of progression. Migrants have always been in the "Its hardcoded" zone, has anything changed recently?

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thanks guys, did the "link only" fix and its working perfectly.

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DF Gameplay Questions / Getting farmers to deposit to the right stockpile.
« on: February 21, 2016, 09:15:50 am »
Simple enough question. I have two plant stockpiles, stockpile A next to my farms and stockpile B a few levels above supplying some kitchens and stills. A minecart elevator connects the two. Instead of putting the harvest in stockpile A the farmers are taking the 50ish tile trek to stockpile B. Seeing as there's no way to take from a farm much like taking from a workshop, is there any way to save my farmer's effort?

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