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Topics - Deathworks

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1
Hello!

I have been genning a few new worlds to see what I can come up with. One of those worlds has a small continent/large island, which is only settled by goblin civs, it seems - at least I didn't see any other civ's sites there. Reading the following tidbit in a thread about sieges, I started wondering:

In order to trigger ambushes you have to have at least one of the following:
1)Have 20 dwarves
2)Export 25000☼
3)Produce 25000☼
If you haven't done any of these goblins won't show up, and even if you have it might take them a couple of years if they are far from your fortress.

If I started a fortress on that island/continent, I wouldn't get the initial migrant waves as I have no contact to the dwarven civ. So, I would be at 7 dwarves until I get marriages and children... If ambushes start at 20 dwarves or high productivity (no trade as no trading civ on the island either), wouldn't I be able to have a slowly growing fortress with a long period of peace before any goblins come around without turning off INVADERS? This way, I could experiment with kobolds without having to deal with the larger issue of goblins.

Or would something else spoil that "perfect scheme"? Will FBs attack a tiny fortress like that, or do they also use some minimum scheme?

Yours,
Deathworks

2
Hello!

I have been genning a few new worlds to see what I can come up with. One of those worlds has a small continent/large island, which is only settled by goblin civs, it seems - at least I didn't see any other civ's sites there. Reading the following tidbit in a thread about sieges, I started wondering:

In order to trigger ambushes you have to have at least one of the following:
1)Have 20 dwarves
2)Export 25000☼
3)Produce 25000☼
If you haven't done any of these goblins won't show up, and even if you have it might take them a couple of years if they are far from your fortress.

If I started a fortress on that island/continent, I wouldn't get the initial migrant waves as I have no contact to the dwarven civ. So, I would be at 7 dwarves until I get marriages and children... If ambushes start at 20 dwarves or high productivity (no trade as no trading civ on the island either), wouldn't I be able to have a slowly growing fortress with a long period of peace before any goblins come around without turning off INVADERS? This way, I could experiment with kobolds without having to deal with the larger issue of goblins.

Or would something else spoil that "perfect scheme"? Will FBs attack a tiny fortress like that, or do they also use some minimum scheme?

Yours,
Deathworks

3
Hello everybody!

I have noticed that there are currently a few heated debates going on, based on a similar scheme of mutual denouncing and attacking. Whether it is ASCII compared to graphics, danger room users and evaders, or other similar choices players make for their own playing experience, discussions that may have some useful aspect (e.g. which advantages has ASCII, which advantages have graphics, are danger rooms realistic) regularly seem to turn into brawls. I admit that I have also engaged with fervor in such discussions and I probably also allowed myself to get pulled into the emotional side of things and may have said things that have not been necessary. All I can say is, that I wish to apologize if I insulted someone and that I regret having let go of myself.

Personally, I think that this is a great community for a great game. Seeing how people scramble to welcome new players and help them get used to the game really makes me glad. Dwarf Fortress itself is also a very tolerant game in that it allows us to play it in so many different ways, both in the meta-game aspects (mouse-usage, graphics, etc.) as well as in the in-game aspects (mass murderer or hero, cat fortress or cat leather fortress, constant warfare or peaceful trade, etc.). Therefore, I am saddened by all the hate exchanged between members of the community.

Can't we just all accept that others see the game differently? Can't we just say, "I have my way of enjoying the game, and others have their own ways of enjoying the game, which may be different from mine."? I want to appeal to all members of the community to think about this, and maybe, just maybe, try to encourage such an atmosphere of tolerance.

Thank you for your attention,
Deathworks

4
Hi!

I am a bit surprised that I couldn't find a thread on this topic (did a search and paged through the first 20 pages of topics here). Although I am probably turning more towards Fortress Mode again after a short intermezzo as an adventurer, this is something that has intrigued me: What choices do people prefer when starting Adventure Mode?

I am not talking about weapon or skill choice but rather about the basic approach: peasant/hero/demigod and human/dwarf/elf/outsider.

Personally, I liked to start as a human member of an existing civ (okay, newbies need it simple :) :) :) ) and as a peasant. My reasoning was that starting as a peasant is more of a complete tale, since I am developing the adventurer's career right from the start on. Or the other way around, I didn't like to start as a hero or demigod, since I felt like being cheated of the early life of my character.

So, what kind of adventurer do you prefer, and what do you find interesting about it? And even if it is not that important for you, which difficulty level (peasant/hero/demigod) do you usually pick (I was wondering about the standards here, which may not be a mere preference thing)?

Yours,
Deathworks

5
Hi!

Okay, after overfishing the brook on my map in the first few years and seeing that it does not recover after a few years, I decided to experiment with dumping stuff into it. So, I dug out a few tiles of the invisible brook grate and dumped a few remains. As I was also curious about whether the remains got destroyed, I looked into the brook - and found obsidian rocks lying there!

I have no explanation where they could have come from. I have definitely not dumped them there, and I currently have sieges deactivated, so all my caravans come and go safely. I am not even sure whether this map has a native obsidian layer - the brook itself is in a silty clay layer.

Yep, I just dug out another row, and in one tile, an obsidian rock appeared...

Is this new?

Deathworks

6
Hi!

I have been looking through this section, and while I have found several topics about frustration or things not working out, I haven't found any thread dedicated to point out the many ways in which 31.xx has improved fortress mode. So, here it is, a thread dedicated to saying why you really like the fortress mode in the new versions. Please share your positive experiences and the features you love to use.

My current favorite is:

Announcements.txt: The possibility to set the behavior on announcements has proven to be very, very useful for. I usually play with low-population fortresses and big ambitions, so a lot of time, I let the game run and do some reading as there is no real player input required. I also like to have some breeding cats around, but at the same time, I want to keep the numbers somewhat under control by exporting kittens. Thanks to the settings in the file, I now can let the game run and pause whenever an animal is born in the fortress - so no missing the new batch of kittens anymore!

Other things I love include:

Combat Reports and Announcement Improvements: While the combat reports in themselves are quite awesome, the one thing that I really like about them and that they share with the improved announcements is the possibility to jump to the location where things happened. This has proven to be quite useful when I wanted to figure out what was going on where time and time again.

Cavern Layers and Map Height: The ability to set the cavern layers and the map height in such detail allows me to adjust the challenge in the game to whatever I feel like - whether I want a fortress that has to struggle immediately with the cave dwellers for resources or whether I want to build a huge underground fortress first and then start challenging the caves - it is all possible and available at my whim.

Balanced Trading: The value of goods has improved in my eyes, making trade for goods like cheese much more fun.

Milking Works: This has increased the diversity possible in the food production and is really something I am glad for.

EDIT: CLARIFICATION!

This thread is meant to be a rallying and support thread. Good ideas on implementations and the like are also welcome. This thread is meant to show the useful sides of the changes, and how they can improve the game experience. It is not about what you dislike about the new system (which may be a small sidenote in your explanation, of course) and it is not for arguing and fighting. Post your own experiences and ideas, read those of others, and maybe praise good ideas or ask for details on how to do things people have mentioned. Please keep this thread in a positive mood!

Deathworks

7
Hi!

Since my fortress is inactive except for my miners, I regularly have my vermin remains dumped. Now, in the most recent go, I noticed "cave spider remains"!?!

I have not breached the cavern layer yet, and I thought that cave spiders would only appear if you breached a natural cavern/cavern layer. Has that changed?

One thing that might have something to do with it is that I have removed most of the subterranean features:

Code: [Select]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:60]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:40]
[CAVERN_LAYER_WATER_MIN:20]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:0]
[HAVE_BOTTOM_LAYER_2:0]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:10]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:10]

The cave spider remains lay on the lowest level of the fortress which has been dug just recently, about 12 levels below the surface.

EDIT: I just noticed that there are also cave spider webs in those newly dug rooms. This bodes ill - that was just to be the storage area for my tavern - I don't want to see my dwarves getting bitten just when they want a drink (T_T)

Deathworks

8
Hi!

Basically, what it says on the can: I am wondering and asking whether there are other people who actually like the user interface the way it is right now (with maybe only slight improvements like Escape vs. Space vs. F9).

You see, whenever I see the user interface mentioned, it seems that people are stating how horrible it is.

This strikes me as kind of odd as I find the interface very efficient and very clean and helpful most of the time. Personally, I prefer the key driven interface over any mouse-based interface as it has many advantages in my eyes:
1. No clicking on the wrong pixel: There is no danger of being just one pixel off when clicking with the mouse. You can easily mark what you want to mark.
2. Fast commands: You can quickly access the commands/command menus you want as a single keypress gets you there.
3. Easy overview: The command info you have (the middle section of the screen in the default situation) gives you a reminder of all the keys you need to know.

Personally, I am very happy with the current interface and would miss it dearly if it got removed.

So, are there others who feel the same, or how do you see this? EDIT: Please discuss your feelings openly, regardless of whether you feel the same or differently. Just try to respect that some people like this way and some that way, thank you.

EDIT: There is also suggestion thread dealing with the user interface, and if you want to thwart Jiri Petru's evil schemes to sacrifice the keyboard purity of the game to the mouse abomination, or if you simply have some concrete ideas you want to share in a more focused environment, you may wish to have a look at that:

http://www.bay12forums.com/smf/index.php?topic=34949.0

Thanks go to Jiri Petru for pointing out that thread. (And of course, the summary above is not meant to insult)

Deathworks

9
Hi!

My new fortress currently passing through winter, I left it running while eating dinner. When I returned, it has stopped in early Obsidiann because I had the first birth in my fortress. Before unpausing, I went through the announcement log to see if there was anything interesting. And I found this:
Quote
A group of elven migrants, The Nature of Quieting, has decided to stay.
That was about two weeks before.
So, I checked the units screen, but nothing there.
The location I am on are the ruins of a human town in a world with only one cave layer and no magma or stuff below that. There is no living dwarven civ, and I only got into trade contact with the elves (might be that the humans are at war with me). In order to check whether the humans are there but hostile, I turned ON invaders before I had gone to dinner. The cavern layer had also been found but not explored yet.

Since I couldn't find the elves, I breached the cavern layer for real and started exploring it, but even with 70% or so uncovered, I couldn't get the elves. And then, messing around too much with the military caused the game to crash during spring (^_^;;

So, I am wondering what has happened. Anyone else know something about such strange migrants?

Deathworks

10
Hi!

I have a quick question for those people who have tried out the 40d# version of DF.
Are there important additional options in the init.txt file, or is everything basically the same as in the normal strain?
I assume that the post-merge version would have those same options, so I am wondering about them.

Thank you for your help.

Deathworks

P.S.: I just realized I play too much DF; I wanted to scroll down the browser window and automatically stretched my hand towards the number pad's '+' (^_^;;

11
DF Suggestions / Visiting patients in the hospital
« on: April 16, 2010, 01:37:34 pm »
Hi!

Having my first dwarf using a hospital (my broker got a broken hand), I have been pondering some interesting possibilities to expand the hospital system by allowing dwarves to visit patients.

For instance, friends of a patient who are currently idle or on break may decide to go to the bed of the patient instead of a meeting area. This would allow the patient to get a happy "Talked with a friend" thought. The visitor may just get the same thought, or maybe even a bonus thought "visited a friend in hospital"

For additional spice, dwarves with a grudge against the patient may also show up at the patient's bed to gloat. The visiting dwarf would not get the usual negative thought, but instead get a positive thought "Gloated at the bad luck of a person she dislikes." The patient, on the other hand, would get the usual negative thought.

This could also be combined with any dwarf who is treating the patient cancelling all visits because of the treatment, giving all visitors a minor bad thought like "got kicked out of the hospital" or "got yelled at by the nurse".

Deathworks

12
Hi!

I have noticed something that has made me believe that that initial stream of migrants in the first year is even more than deliberate:

In my first 31.0x fortresses, I did just a little excavation in the first year into the soil layer and maybe a little bit stone layer to get, you know, stone, but nothing fancy. That is my usual strategy. Result: 11 migrants in the first year.

Having heard rumors that your fortress value can influence those migrant waves, I tried a fortress that did nothing (except digging food stockpiles in the soil layer) until late summer when I had to collect plants and brew drinks to avoid trouble. And I started making wooden crafts only then. Result: 11 migrants.

Now, I have given up on reducing the migrants, so I started out digging good portions of the fortress, making gold (!) crafts along the way and double-engraving all rooms right away. Result: 12 migrants, one of them being a child that tagged along with his mother.

My pop cap in all those fortresses ranged from 0 to 7.

Now, if we say that the child was just a bonus and doesn't count, we get 11 migrants regardless of what I do.

When someone pointed me to the tv tropes site upon the release of the new version, I noticed the trope "taking things to 11" - and I get the creepy feeling that the migrants may be a greeting in direction of that trope.

Anyone of the low pop cap people (less than eight) who can confirm?

Deathworks

13
General Discussion / Thoughts on Religion and Science
« on: February 25, 2009, 04:41:22 am »
Hi!

With all the heated debates going on about religion and so on (just see the now-locked thread on Intelligent Design), I felt I should share my view on these things.

First of all, to be fair, I need to point out that I am a faithful atheist. That is, I am an atheist, not because I don't want to pay church tax, but because I honestly believe that there is no God or similar entity or entities.

Now that my own position is clear, I hope you can correctly evaluate the worth or lack of worth of my propositions.

First of all, I consider basically atheism to be effectively another religion - in the sense that I define religion as "a system of basic believes that can not be proven". Personally, I also feel that science as we are used to have it is only fully compatible with the atheist belief system as the latter does not include much that contradicts the necessities of the former (even though, as a belief system, by definition it has to make claims that are not subject to scientific analysis). However, this last point (the relation between atheism and science) is not an absolute one for me and if someone can show how another religion works well with science, I am willing to listen.

I know I am kind of muddling terms in the following argument, but I have the impression that many of the discussions we have witnessed already do this muddling to a degree as to make a clear distinction between scientific and atheist neigh impossible. So, in the following argument, please be aware that at times, I am equating science and atheism, while that is actually not completely correct as stated above. I hope that my meaning still remains understandable.

There seems to be some tension between a camp of followers of the "traditional" religions (the theistic ones, I mean) and a camp of followers of atheism (which, according to my definition is also a religion, which is why I used "traditional" to mark the others in contrast). The things I have noticed in the threads were on the one hand complaints about religion bashing and accusation of close-mindedness while the other side called the believes of the other "fairy tales" in a clearly derogative sense.

In my opinion, this issue has two aspects that are intertwined and are messing things up pretty badly.

First of all, there is the high prestige modern society places with science. The term "scientific" still holds a certain weight, even though it probably lost some of the power it had around the end of the 19th century. As such, things that are not scientific are subjected to ridicule, even if that is not really applicable. However, and I think that is what is causing some problems here, the term is also so prestiguous that people sometimes feel the need to include their own approaches under that term, regardless of whether it really fits them. Putting it bluntly concerning the Intelligent Design discussion: What does Intelligent Design gain by claiming to be scientific?

This brings me to the second issue at hand, which is part of what I consider a problem of identity of the atheist religion. As I stated before, atheism is a religion because in the end, you can find some basic beliefs that are not provable in any way but absolutely necessary for atheism to work. Just as an average theist religion has to postulate the existance of a God, atheism can only work if it categorically denies the existance of a God. The statement at the core may be different, but both rely on unprovable axioms, and there is actually no reason to make a distinction between atheism and religion.

If we are to subscribe to the previous statement that atheism is just another religion and has as much a claim to veracity as any other religion, we should then move to the question how religions relate to each other. Can we really say a religion is better than the other, or worse yet, say that a religion is ridiculous?

Personally, I really doubt that as any such claim would require a serious evaluation. It is true that we can evaluate the consistancy of certain mechanisms and claims and criticize contradictions within a system, but how are we to evaluate the very basis of the system? Criticizing applications gets us only that far, as can be seen with Christianity: What happens in the Catholic Church does not really have any correspondence in what I have seen in the Bible, quite on the contrary, but it is still considered a valid branch of the Christian religion based on the Bible. In other words, applications are derived and subject to change too readily to make them the basis for a final evaluation.

But if we want to evaluate the very basis of a religion, we are facing a truly unbeatable problem: On what basis will we ourselves argue? An argument does not stand in a void. It needs some basic mechanisms and assumptions itself. However, whatever argumentation method you use, a thorough investigation will undeniably lead you to realize that it is based on axioms similar or related to those very axioms you are investigating. Thus, by its very existance, your argument is already biased and can not give you clear results but rather a confirmation of its own belief system possibly at the demerit of the other system.

In other words, no matter what we do, we will always argue from the point of view of a belief system, so we can not evaluate belief systems without a bias.

If that is so, why is especially the rejection of the "traditional" religions so common? Especially if we consider that "real atheists" are probably a minority (I also distinguish between people who are actually atheists, that is believing in the non-existance of God and those who claim to be atheists in order ot identify with political, mostly communist ideas while actually believing in some divine power).

I think the answer to that last question lies in the first issue: Prestige. As I stated before, I feel that the axioms of atheism are especially close to the scientific method and it seems that many people share that feeling. Because of that affinity and the resulting equation of the two, atheism has gained somewhat of a prestige advantage - leading to the absurd situation that it is at the same time rejected and embraced.

To sum it up, I think there are problems involving people putting unnecessarily high prestige on science, mixing up science and atheism, and finally believing that it is possible to compare religions while in my opinion it is actually impossible to propose a valid comparison between such fundamental belief systems. All this put together unfortunately results in a lack of mutual respect which leads quite naturally to the high flamability of threads involving these issues.

I hope some may find my propositions at least interesting and it would be awesome if they actually found at least some of the suggestions worth consideration.

Deathworks

14
Hi!

Going through the engravings in my fortress, I noticed this:



Towards the bottom, you will see the strange concuction "fish bonesasquatch skull totem" as there is obviously part of the sentence missing.

Deathworks

15
DF Suggestions / Limited secret doors (fortress mode helps adventure mode)
« on: February 18, 2009, 01:34:25 pm »
Hi!

A search yielded only a somewhat old thread about fortress mode secret door issues, so I figured this aspect has not been discussed very thoroughly on its own.

The idea is to allow for secret doors to be placed in your fortresses, which work as normal doors during fortress mode, but once the fortress has been abandoned, they are converted to hidden doors as you find in other rogue-likes like Angband. So, the adventurer needs to explicitly search for them to find them and open them and until that has been done, they appear like the adjacent walls.

I consider this suggestion different in as far as that it does not involve the siege pathfinding and everything that is related to that. Instead, it asks for a simple conversion option for usage when moving from fortress to adventure mode.

The aim is, of course, to encourage making fortresses with secret passages and general lots of secrets for adventurers of other players to explore.

Deathworks

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