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Topics - Stadfradt

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1
DF Gameplay Questions / How Many Times Reject Barony?
« on: April 08, 2021, 04:10:14 pm »
Is there limit to the number of times I can reject a barony?

New fort. Not even out of spring of the first year. The Hillock of UristMcKnuckleDraggers is looking to MY economy....  lord help me.

Will trade caravans eventually stop coming? I don't care about trade agreements, they're so stingy that they're rarely worth the trouble, but the caravans I can use.

Apologies for my poor search skills. I really couldn't find an answer.

2
DF Gameplay Questions / Stop Windmill Powere Screw Pump
« on: April 01, 2021, 04:35:30 pm »
I've never messed with water much because everybody who gets near it dies. But I decided to water my badlands and see if something grew. I raised a platform for a windmill, put the screw pump at ground level next to the brook, and there's no option to turn the pump on or off. It just runs. And runs. And runs.

I was able to make a channel break feeding back into the brook, so the fort won't flood, and it is neat to see; however, water and fps don't play nice, plus I want to muddy up the rocky ground. So, how do I turn it off? Is the obvious deconstruction the only option?

For future reference, are there gear linkages that allow switching on/off, or is build it and take it down the only option for pump control.

Thanks in advance.

3
DF Gameplay Questions / Moron Needs Help Finding Good Stuff *SPOILERS*
« on: March 29, 2021, 08:44:30 am »
SPOILER WARNING

I apologize for posting this because this topic has been covered ad nauseum, but I just can't get it to click. Please tell me if my reasoning is correct.
Spoiler (click to show/hide)
So, is my locating theory correct, and now it's just an engineering problem? Or have I gotten the wrong end of the stick?

Thanks in advance!

4
Hi. I'm twenty years into my current fort and dead cats and dogs are being found quite frequently. Nothing in the reports. I've seen a few flashing like they're injured, again, nothing in the reports -- some even giving off miasma as they wander around. I've had many of them for a fair amount of time.

The main confounding factor here is the possibility of clown juice being left after a mining mishap enrolled my fortress in clown college. I imagine it's possible they're licking up clown juice left behind from the fiasco, even four-years after the fact. I don't know how to check, other than looking at every individual tile, which I'm not inclined to do.

I need to thin out my animal herd for FPS reasons, so the deaths are not unwelcome; however, the curiosity is bugging me. Thanks in advance.

5
DF Dwarf Mode Discussion / Please Don't Bring Back Dwaren Economy
« on: January 30, 2021, 06:57:01 pm »
I've never experienced the dwarven economy, but I did look through the 40d description of it, and it's bad.

Things to note:
Individual dwarven preferences have to be established, and this means for everything including intangibles like simplicity, variety, and risk. These need to be put into a vector where pairwise comparisons ranks them according to preferences that are complete (everything in the vector is compared pairwise with everything else) and transitive. Varying quantities of varying goods produce a series of iso-utility curves, or just utility curves, and the spot where some particular curve is tangent to the dwarf's budget, that's the basket of goods they'll consume.

Even Marx and Engles understood that prices are what make economies work. (Keep that in mind next time some idiot is extolling the ubermoron Ayn Rand who thought it was greed that was the key component.) The player will not be setting labors. The dwarves will be choosing labors based on wages resulting from a Walrasian Tattonnement -- good luck modeling that. The cost of apartments will similarly be determined by the market, and rent will only partially be determined by how nice it is; décor taste, location, neighbors, noise, among other things will determine rent. Same goes for meals: You might find yourself buried under cheese roasts with butterfly sauce because dwarves prefer rum biscuits dipped in brandy pate.

I can guarantee that the highest-paid professions will be food and refuse haulers, and if that's not the result, the economy has been incorrectly modeled: Dwarves are going to pay good money to ensure they don't have to suffer a case of PTSD-inducing miasma exposure. Who's hiring these haulers? Good question. That needs to be answered, because the dwarves hauling rotting rodents and rank food are also the dwarves who'll be least affected by miasma, and they're going to have all the bargaining power.

What does the player do? Look at prices and open or close workshops when there is either a shortage or excess of goods. Prices, in an efficient market, are the necessary and sufficient tool for determining whether resources are being distributed efficiently. The player will make decisions regarding plant and capital to affect supply in the hopes of meeting demand. In order to optimize, the player needs to be buying inputs, too -- even if one claims the land and its resources belong to the player, one is still paying the producers of the inputs for their labor. And to make it real... well, see below.

What about players' mining, planting, and construction plans? Depends. You, aka the player, have to buy products from the workers at the market rate -- though some will be appropriated through taxation -- and sell 'em for profit. This means you, aka the player, have a budget. Who do you borrow money from? This needs to be answered, because your dwarves aren't obliged to build the defensive walls you so desperately need after raiding that necromancer's tower. They can leave, change their names, and migrate to another settlement. So you got cocky, kicked a hornets' nest, and need the miners producing stone, masons producing blocks, and everybody else building defenses at a desperate rate. Congratulations! Welcome to Price-Gouge City, population You! You better have a line of credit with somebody because you're going to need to fund a war.

Speaking of which, your legendary swordsdwarves are going to be hired away as mercenaries and are probably off campaigning for Urist McPutz-Noble a couple of mountains over.

You see, a fun thing about a realistic economy is that capital and labor are pretty free to move around; i.e. scram when you need them most.

Even more interesting is that we'll be needing dwarven entrepreneurs who'll petition the king for permission to mine, log, &c. under royal license, and they'll have valid arguments, because if you the player were doing your job right, they wouldn't be seeing great market opportunities. Your miners might be working for somebody else who has a great idea for housing and is paying them more. Your farmers may be on the surface growing rhubarb to sell to the elves. It's the king's land and minerals, and if he wants to give license to a guild of farmers who wish to turn unfriendly elves into allies by way of favorable trading, it's his prerogative to do so.

And don't get me started on market failures.

Long story short, a game of DF's detail, complexity, and emergent play needs either no economy, or an economy done right. Toady can understand the math: See "Microeconomic Theory" by Mas Colell, et al. From what I hear, the modeling is right up his alley. But it's a BIG project. Please don't half-ass it.

On the plus side, if the emergent play does occasionally produce a dwarf with intransitive preferences, it would be hilarious to watch. Urist McStressed-Out went into a strange mood, became economically irrational, and died of thirst because rum was better than wine, and wine was better than beer, but beer was better than rum, which was better than wine...

6
DF Dwarf Mode Discussion / Pop-Up Notifications You'd Like To See...
« on: January 24, 2021, 08:14:15 pm »
"The dwarves have voted and they refuse to work until the player is replaced."

7
DF Suggestions / New Fort Designs for Reclaiming Embark
« on: January 21, 2021, 06:57:27 pm »
I've been trying to get into reclaiming world-gen forts, and they're kinda all the same. Maybe I haven't been able to get far enough into them to appreciate their variety.

Since they're not truly random, I assume there's some sort of template, for lack of a better word. I'm sure users would be happy to submit all sorts of designs to choose from, including soaring towers, massive castles, and ghost towns to be reclaimed. Plus just different underground fort designs and different location types.

I think it'd add a lot of re-play value.

8
I've been trying to reclaim world-gen forts. They seem to always have that one weird room with a bunch of display furniture along with a bunch of better quality items -- it's the weapons and armor I want.
     I "deconstructed" all the display cases. I reclaimed all the items. I even set up a dump and marked them all for dumping.
     No dice.
     What gives? Am I just being impatient? Or is there some sort of bug and I should just accept this crap is off limits?
     Also, indenting for short paragraphs really makes for a stupid-looking forum entry. But I'm sticking with it. Go big or go home.

9
DF Dwarf Mode Discussion / Why Can't All My Dwarves Be Goblins
« on: January 09, 2021, 07:24:11 pm »
I'm just starting a fort with a hard population cap of 29. I got a guy who looked like scholar material, so I sent a one-dwarf squad to rescue what looked to be an artifact/book from an abandoned site. He freed some prisoners, all but one are goblins, and they all petitioned for sanctuary. (SHHHH! Nobody tell you know who about my resident aliens.)

So, now my fort has 24 members: 12 of whom are goblins seeking political asylum, and one peasant doing likewise. I can't assign labors to them...But...Mother of Pearl!...I cannot dream of complaining! Even the two drunk goblins hop to and stockpile and place furniture like marathoners chasing their runner's high! They're even helping to build constructions!

I have no idea what's happening with them, nor where this is going. But without distractions for my core crew of dwarves producing prepared meals to sell at outrageous profits to the rubes traders, this is going to be my smoothest operation yet.

Until it all goes to H-E-double hockey sticks. Which I'm sure it will.

10
DF Gameplay Questions / Selecting Weapons for Trade (Dumb Qestion)
« on: January 05, 2021, 08:30:41 am »
Hi. Noob Question: When I'm selecting items for trade, will weapons used by the military be included for selection? (Right now I just have a small dorm for sleeping and a single chest in the barracks.) I have a legendary bowyer, but I'm afraid to sell crossbows because I don't want my military to have their crossbows sold away.

11
DF Gameplay Questions / No Civ, Yet Caravans & Migrants?
« on: February 29, 2020, 07:26:13 pm »
I've been through my c-Civ/World screen line by line, putting my cursor on literally every last square -- twice! -- and can find no trace of my civilization. I've used the h-holdings/tributes option, pulled up the legend, and still found no trace whatsoever. The whole SMALLER-sized world is just me, my 21 dwarves, 200 humans, and about 30,000 goblins. (That last one isn't an exaggeration.)

Yet I get migrants regularly, and I am currently hosting my second caravan. (I think that's right: year 251.) Where are they coming from? Should I expect the stream to dry up?

Any insight will be greatly appreciated. The answer is probably the first hit of the world's most obvious google search, but hey, I'm dumb. Thanks in advance!

12
DF Gameplay Questions / Holy Courtesy ???
« on: February 25, 2020, 05:02:40 pm »
Haven't been playing too long. Reclaimed worldgen fortress. Hostile "holy courtesy" and a hostile poet are standing around being angry. Now a migrant fisherdwarf, whom I want to boot 'cos I've got no fishin', threatens to take a different holy courtesy with him if I send him packing.

I've never seen "holy courtesy" before, and google has only seen it about 321 times, though only spending 0.33 seconds searching makes me wonder if google's heart was really in the search.

If anybody can fill me in, please do. Thanks in advance!

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