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Topics - Staalo

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Six (out of 28 total) of my militiadwarves just came back from an ordinary razing mission as holy men of various religious orders. Halfway into the mission, several back-to-back notification windows popped up:

Spoiler (click to show/hide)

When they came back I also found out they had detached themselves from their squads and came back as ordinary civilians. They can be re-drafted and they are otherwise normal citizens, except of course the outrageous titles.

So what happened here? Did the game glitch somehow? Did they all have a sudden epiphany on the way back? Were they somehow recognized as defenders of faith as they took part of a raid against an enemy of the church?

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DF Dwarf Mode Discussion / A whole civilization of bandits
« on: June 10, 2020, 06:47:40 pm »
Started a new fort in a new world as I'm still getting used to the new features in .47.xx. After the first two migrant waves I started to notice a... pattern, and had to dive into Legends to see what was happening.

It seems that in this world most or maybe even all the members of my civilization are also members of a "goblin bandit gang" Hate of Dimpling. That gang has at the moment 7940 members, mostly dwarves, representing a significant portion of total dwarves in this whole world. Ordinary working, not at all banditlike dwarves are members of it. Newborn babies are members. Even the King of my civilization is a member, and he's not even the chief of the organization.

What am I in for with this fort? Are my own citizens going to start plotting and stealing artifacts? Do I have to implement (shudder) Dwarven Justice to avoid the fort descending into lawlessness?

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DF Dwarf Mode Discussion / Phantom citizens
« on: October 07, 2018, 02:36:08 pm »
Not sure if there's already a topic about this, at least I couldn't find any with any search terms I could think.

After moving to the latest version (.44.12) I've started noticing curious references to dwarves who are not members of my fort. Migrant dwarves have relatives in their relations screen who are marked as fort members (colored name and profession), and whose thoughts can be viewed, but are still not actually citizens in my fort. When (z)oomed from relations screen, cursor goes to the northwesternmost corner of the map on the lowest Z-level possible. This is usually even lower that Hell, so obviously no one is actually at that position.

Another example is in my current fort, where few weeks after embarking a message appears:

Obok Trancemetals has claimed the position of expedition leader of The Copper Hall.

Obok Trancemetals isn't a member of my starting seven and my group name isn't The Copper Hall. When (z)ooming on that message, cursor goes again to that same position below Hell.

So there either seem to be invisible "phantom" people living in my forts, or I'm seeing thoughts of people living somewhere else. These dwarves persist in relations screens and seem to react to some events not happening in my fort: they have thoughts, they're getting distracted, etc. They do exist in Legends, which stubbornly claim they have been living in their faraway hillocks all the time when I look into a fresh snapshot.

So is this a new bug? Again I couldn't find anything in the bug tracker, but this might be related to the "disappearing caravan" bug.

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I'm trying out a new fortress in an old .40.24 world, to continue the stories of some of my familiar characters. However, being genned in an old version this world has no art or science at all, since no-one has written a book, composed a poem or played a note of music, ever. This makes libraries and taverns pretty boring places.

Can any of this be remedied in fortress mode? I suppose I could, for instance, staff my libraries fully with unskilled scholars and hope they eventually make new discoveries and write books about them. Maybe they'd even spread their knowledge to the world in general somehow.

How about music, poetry or dance? Am I out of luck with those or could new forms spontaneously emerge in a tavern stuffed with performers?

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DF Dwarf Mode Discussion / Evil rain in non-evil area
« on: December 12, 2015, 04:44:40 am »
I recently expressed my puzzlement over rains of vile filth in my new fortress, founded on a calm forest/mountain biome. After a short speculation I decided to try if I could reproduce it using a backup of the same world. So, I started a new fortress, picked the same spot and embarked.

Here's the starting spot, a 4x4 area spanning over three calm biomes:

Spoiler (click to show/hide)

As you can see, an evil mountain range looms in the next larger map block, but there's still over twenty embark squares between my embark and the nearest evil square.

Onwards!

Spoiler (click to show/hide)

My expedition arrived in a peaceful woodland location, with some gentle slopes of a mountain range rising to the east. Within few moments of arrival:

Spoiler (click to show/hide)

The rain is falling on both wooded biome areas of the embark; the mountain area is unaffected. As far as I know the rain doesn't do anything visible, or maybe the trees protected those few "volunteers" I sent to the forest.

So... what's really going on? Could evil weather really get blown this far from its origin or is this a bug?

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DF Dwarf Mode Discussion / Two hundred megabeast mass brawl on embark
« on: April 08, 2015, 04:00:39 pm »
On a whim I decided to create a truly terrifying and challenging world, with as many titans, forgotten beasts and megabeasts I could possibly cram into. With this intent I started fiddling with world creation parameters: at first I set titan and megabeast counts to maximum (1000 and 100 000) and my usually capable computer simply blew its brains out. Clearly the maximum values were only theoretical, so I tried several different combinations with smaller values; I tried to keep megabeast counts as high as possible while still managing to complete the worldgen and have at least one civ from all races to survive. I eventually settled to following numbers:

- Pocket world
- Titan count: 1000
- Megabeast count: 5000
- Semi-megabeast count: 5000

I also boosted curses and night troll types somewhat but those were less likely to have any effect on gameplay. On maximum I got the worldgen to advance to year 12 before all civs were dead so I stopped there. Oram Gomath, The World of Legend was created.

So, in year 12 The Square Wheel of The Road of Slaughters founded Nogleshral, "Savagesilver." Strike the earth!

---

The first thing I saw after embarking was an announcement that something had collapsed on the surface. The something was a part of a... structure of sorts; a tangle of walls held up in the air by rock salt pillars:

Spoiler (click to show/hide)

The announcement was preceded by a long list of "You have located X, a lair"/"You have located X, a labyrinth"/"You have located X, a shrine" notifications... 154 of them, to be exact. Clearly this embark location had something odd in it; I decided to check the unit screen.

I think the only time I have been so startled by Dwarf Fortress was the first time I uncorked the fun stuff inside the bright blue metal. This map had 208 megabeasts in it, right from the start. Dragons, giants, ettins, cyclops,hydras, bronze colossi... everything. And they were fighting! Sixteen of them were already dead after few seconds, and a bloody melee continued on surface and in an underground space underneath the alien structure:

Spoiler (click to show/hide)

I quickly ordered everyone into a nearby abandoned lair; this was a time to get out of sight now and to worry about supplies and fortress design later. I had miners expand the lair a bit and when the fight on the surface had subsided somewhat I let the dwarves out to move food and supplies underground. After that I had the slowest and the most careful fortress buildups ever: only a tree felled here, a herb collected there, while being on alert in case a fleeing giant chinchilla drew a train of angry bronze colossi towards the entrance.
 
The bronze colossi were winning the fight; after one and half month the only beings left in the structure were seven colossi who had killed everything else and the lone female dragon Olsmo the Luxurious Heat of Glows who kept melting incoming attackers until the remaining ones seemed demoralized. Luckily the remaining monsters are staying mostly underground and I can get back to building a real fortress, instead of a hole in a ground full of ettin droppings.
 
I think I'm keeping this save; I originally genned this world as an experiment but I think the FUN content of this fort will be too high to not to play it further. I think I have stumbled upon a megabeast fight club or something, a thing to keep them occupied since they already outnumber civilized beings ten to one in this world.

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