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Messages - Deathworks

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1
DF Dwarf Mode Discussion / Re: The Mug Solution
« on: March 30, 2016, 02:17:20 am »
Hello!

Well, I have to admit that I have not encountered problems with mug usage in the fortress I started in the current version once I had enough mugs for both the tavern and a special mug stockpile not too far away from it. Dwarves usually pick up mugs from the stockpile fine, drink and even bring back the mug immediately.

One reason for problems I could think of could be having mugs in your trading goods. Have you been trading finished goods? If so, then you are probably well-advised to set your trading good stockpile not to allow mugs in it. Otherwise the mugs might be unreachable while the bin sits in the trade depot.

Yours,
Deathworks

2
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 30, 2016, 02:10:39 am »
Dear NW_Kohaku,

I had the impression that people in this thread were mostly considering third-party tools just as that - tools that you may use if you think they are useful for you. But I admit that I have only skimmed over the middle part of the thread.

In my opinion, as long as you are enjoying yourself while playing DF, you are playing it the right way. There are so many ways to play this game: with therapist, without therapist, with DFHack, without DFHack, with tilesets, with the original pseudo-ASCII, with the original pseudo-ASCII scaled 2:1 (my preference), with dwarves, with kobolds, with ponies, with dragonkin, torturing and mutilating your dwarves, creating a dwarven heaven, setting out as a heroic adventurer fighting evil in the world, setting out as an adventurer to kill innocent people and burn villages, setting out to become a necromancer, a vampire, a husk or all of the above, setting out to become a master poet at the lord's court, breaching all layers of the map with your fortress, build a surface-only fortress, trading with all merchants, killing all merchants, playing with a hermit dwarf, with a no-migration fortress, with somewhat around 50 dwarves, 200 dwarves, hundreds of dwarves, using stock piles, not using stock piles, using mine carts or not using them, playing casually, playing seriously, playing hard-core, and many, many more. In my eyes, no variant is inherently objectively better or worse than the other as long as those using them are having fun in their way.

Beyond that, having the capacity to "explore the rules" is very much one of the core reasons why players will play DF.  Maybe you "wonder" at it without looking at the real mechanics, but if someone is going to have any real understanding of how, say, minecarts work, they need concrete, objective measurements.  I'm pretty sure at some point, you've looked on the wiki or watched some YouTube guide that was filled with information someone else explored.  You don't understand minecarts without exhaustively testing them, especially as their mechanics are so wildly counterintuitive.

This is why I can't agree with your statement there. Exploring the rules is not a core reason for me to play DF, while your statement makes it sound as if it was for everyone. I don't need to understand minecart mathematics or physics beyond what I can see while playing the game in order to use them. I may not be using them most efficiently, but nevertheless, I still can use them, and if I don't care about being the most efficient, then I think it is fine as is.

Let me re-iterate: In my eyes, it is just as legitimate to enjoy DF using third-party tools as is enjoying it without such third-party tools. Neither way of enjoying it is wrong in my opinion, so I don't condone dismissing either.

Yours,
Deathworks

3
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 29, 2016, 09:18:55 am »
Dear NW_Kohaku,

The thing is, the vanilla game works fine... IF you are prepared to just set one or two dwarves to one labor and leave them to blindly make their particular product on repeat forever.

If you ever want to, for any reason, have dwarves with more than one major labor enabled, try NOT having insane stockpiles of either 0 or 10,000 of every item because there is no way to manage production through any setting other than "keep making doors until your hands fall off" or "do nothing", take stock of how many of any given labor you have present or maybe rebalance labor, or just plain see how personality impacts behavior by seeing the actual numeric value, you'll find it nearly impossible without using third-party tools.

Basically, yes, you don't need Therapist if you don't have any interest in what's going on inside your fort or having even the vaguest control over it.  If you are that sort of person, I have to ask why you're even bothering to play DF, since if you're not interested in what's going on, why are you playing?

Personally, I am a bit disturbed by your seeming dismissal of people who do not use third-party tools when playing DF, especially since I belong to those people.

First of all, I want to address something that strikes me as an interesting aspect. You point out that the tools are needed see the impact of personality traits on behaviour in numeric values. For me, those numeric values are not as interesting as actually noticing that a dwarf tends to do things they like or avoids doing those they dislike. This adds to the immersion for me, and frankly, if I viewed it as a bonus of +x (okay, I don't know anything about the numbers behind the behaviour), a lot of the magic would go away. And I don't mind if I mistakenly overinterpret the behaviour of the dwarves. I think there are quite a few people besides myself who like to imagine that there are some motivations, some quarrels or whatnot behind some of the more obscure incidents, regardless of whether those are based on rules or randomness.

Secondly, I like to play with no-immigration or low-immigration fortresses with sieges turned off in worlds without werebeasts and necromancers settling in relatively peaceful temperate biomes without aquifers, for I want to have my dwarves build their fortress slowly and peacefully, trading with elves, humans and dwarves alike. I like to design the fortress, trying out things that make sense to me even if they are not super-efficient and watching how the dwarves behave. And then we get to crafts and art. I really love to have my dwarves create art because I want to be surprised by them. What will they design? What events from ancient or recent history will they depict in their engravings, thus making me aware of them? With taverns and libraries, there are even more original things I can come across, things I have not designed, and which are thus surprising, sometimes amusing, sometimes odd. There are dozens of tales that develop, and hundreds of historical events to discover. And at the same time, there is also the joy of succeeded in improving the lives of the dwarves, seeing them prosper, founding families and so on.

And all of those things can be enjoyed with DF as it comes out of the box, so to speak. So there is no need for me to use third-party tools.

I think those many joys are reason enough for "bothering to play DF".

Yours,
Deathworks

4
DF Dwarf Mode Discussion / Re: Migrants = Off, Settlers = ???
« on: March 20, 2016, 12:53:57 pm »
Hello!

Actually, the hard wired migrant waves are seemingly not there in the current version. I started with immigration pop cap 6 and never saw a migrant wave during several years of play while the dwarven caravan arrived, as well as the liaison with his tales of far-away lands (however, recently my caravans bugged out, so I currently only see the humans). At the same time, I started with a relatively high visitor cap, and sure enough, they came, did their things and petitioned for permanent residency and citizenship (including that human dancer who keeps petitioning for citizenship despite me telling him 'NO!' every single time).

Yours,
Deathworks

5
DF General Discussion / Re: Future of the Fortress
« on: July 28, 2014, 12:24:16 pm »
Hello!

It would be helpful to find a similar set of parameters for 0.40.04 (or whatever newest release is available).

I manually (that is within the game rather than editing the init file) entered the data into 40.05, the current release, and it crashed the game just as before. While finalizing the sites, the task simply vanishes, no warning, no comment, nothing.

Here are the parameters just in case I mistyped something and the ones crashing 40.05 are not the ones I posted before:

Code: [Select]
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[SEED:123Doom123]
[HISTORY_SEED:123Doom123]
[NAME_SEED:123Doom123]
[CREATURE_SEED:123Doom123]
[DIM:129:129]
[EMBARK_POINTS:10000]
[END_YEAR:330]
[BEAST_END_YEAR:200:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1200:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:500]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:300:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:25]
[SEMIMEGABEAST_CAP:50]
[TITAN_NUMBER:10]
[TITAN_ATTACK_TRIGGER:400:1000000:1000000]
[DEMON_NUMBER:30]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:200:300:800]
[EVIL_SQ_COUNTS:200:300:800]
[PEAK_NUMBER_MIN:20]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1500:3:3]
[REGION_COUNTS:MOUNTAINS:1500:2:2]
[REGION_COUNTS:OCEAN:1000:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:1500:3:3]
[REGION_COUNTS:HILLS:1500:3:3]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:300:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:13]
[LEVELS_ABOVE_LAYER_2:5]
[LEVELS_ABOVE_LAYER_3:5]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:3]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:200]
[MOUNTAIN_CAVE_MIN:30]
[NON_MOUNTAIN_CAVE_MIN:60]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

Yours,
Deathworks

6
DF General Discussion / Re: Future of the Fortress
« on: July 25, 2014, 04:16:22 pm »
Hello!

This sounds like the crash you're talking about, but I don't think I've seen corroboration for 0.40.03+.  As always, crashing sets of world gen params are useful.

Actually, I had posted a report with world gen params for 0.40.02 that did the trick for me:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7115

And looking through the crash report, it seems to be a different one. There is no special lag or anything, just that the game simply crashes - and I mean that it simply disappears - no crash report box from Windows, no nothing; the game's window simply disappears or the screen switches to the desktop and the task is no longer in the task manager.

Yours,
Deathworks

7
DF General Discussion / Re: Future of the Fortress
« on: July 25, 2014, 03:00:25 pm »
Hello!

Are there plans to go into addressing the limitations and crash bugs in world gen during the current short term debugging?

Personally, I like to gen medium worlds with a history of 500 years (actually, I would love to run the default 1050 years, but this is currently impossible), and even with less than 400 years, the game often crashes, either while creating the world or finalizing sites or other things. So, I am curious whether I still have to remain careful about this.

Yours,
Deathworks

8
Hello!

Mine is that I want to engrave everything, inside and out, with images of the best possible quality, which means smoothing first to train up the skill. This means it takes (occasionally) up to two years to prepare my sluices and cisterns before I can let in water for my well, so during the first winter or two, injured dwarves die of dehydration in the hospital. Also, I hate soil layers.

I am very close to this myself, although I have no preference for the image quality. So, I don't spend time training smoothing, but send them working right away. Still, all walls and floors have to be smoothed and engraved before the room gets furniture (except for store rooms, as heavy objects moving seem to have destroyed engravings in the past). I have the same problem with the well, as I always make it go 2-3 levels down as 1x1 and then have a 5x5 or 7x7 area going down 4 to 6 levels - and all walls are engraved!

Add to this that I set pop cap to 7, so after the initial migrants, I usually have to do with very few dwarves.

Yours,
Deathworks

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 08, 2014, 12:50:01 pm »
Hello!

Did the impact occur near a tree by chance?

I re-checked, and it was on the hillside on the same level as the tree tops. But it was not at a tree, just some flat land.
But then again, maybe the eagle had indeed hit a tree and then bounced and I only saw the second hit.

I just got my first wave of migrants (6 including 2 children) and just realized that I forgot to remove werecreatures and vampires from world (T_T)
Let's just hope I am really, really lucky (^_^;;

Yours,
Deathworks

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 08, 2014, 08:58:38 am »
Hello!

Testing out the new version.

I already had my tame horse flee from its pasture in terror, and I believe it was an eagle. That eagle was later listed as missing and then I found its corpse in my refuse pile. The combat report only has something about an impact and the beak lying next to the eagle in the pile also speaks of violence.

We are still in the first summer and I am taking a break while it is snowing cherry flowers all around my central site area O.o

This is just so cool!

Yours,
Deathworks

11
DF Dwarf Mode Discussion / Re: Struggling to water my wounded.
« on: May 22, 2013, 09:18:02 am »
Dear Spatulor,

My usual strategy when using ponds for filling my cisterns is to use a segmented draining system. That is, besides the flood gate at the pool and a safety flood gate at the top of the cistern, I also placed flood gates regularly in between them, so that each segment is smaller than the pond. Then, I simply open the pond gate while the others are all closed. The first segment takes in part of the pond water, but can't empty it. Close the pond flood gate, and then, depending on the design, you may immediately open the following gate(s) to pass the water on. If your design does not allow for that, you can wait for the pool to refill, open the pool gate and the first internal gate and have two sections of the pipe flooded while the pool remains stable.

Yours,
Deathworks

12
DF Dwarf Mode Discussion / Re: The best feelings in DF
« on: May 22, 2013, 09:08:29 am »
Hello!

For me, the best feelings come from the dwarves surprising me:

- When I discover a new historic event in the art or maybe even a historic event type I have never seen before (like art showing only a "confrontation", or art mentioning foundations of other civ settlements)
- When relationships between dwarves change (both lovers and grudges are interesting, fascinating and inspiring for me)
- When dwarves die of old age in the midst of their family

Of course, there are many more occasions where I get a very good feeling. For instance, in my current fortress, the hospital is planned to be a nifty little tower, so its completion will feel good (mind you, all my designs are small-scale as I use pop cap 7).

Yours,
Deathworks

13
Hello!

Actually, I don't have a fixed standard set, but there are a few rules I follow:

1. Each skill I give to a dwarf only gets the initial raise (Novice, I think).
2. I always mark broker, bookkeeper, expedition leader, chief medical and manager by giving them appropriate skills (leader heavily on the social ones, broker on judgement and appraisal). Eligible are female dwarves with appropriate preferences (like enjoying helping others for chief medical).
3. Each dwarf gets either novice miner or novice woodcutter, again depending on their personalities with an eye to having roughly an equal number (which is of course impossible with 7 dwarves, I know).
4. Artistically inclined dwarves will get some of the art/craft skills
5. There is at least one dwarf for each of the production/non-military and non-social skills (except for craft skills, which are simply too numerous at this stage).
6. Skills are generally given based on personality:
- Dwarves who can handle stress, like thrills and are not moved to pity are likely to get butchery, fish cleaning and animal training
- Liking company and desire for stability lead to farming, brewing, cooking, but also a tendency towards mining
- Thrill seekers get woodcutter and plant collecting
- Interest in new ideas leads to mechanisms, bowmaking, glassmaking (provided the dwarf is not anti-art) and soapmaking
and so on.

Once on site, all dwarves get masonry and carpentry activated, and all artistically inclined dwarves get all art labors activated.

Actually, it is always an ideal starting 9 for me, as I always take a male and a female kitten with me :) :) :) :)

Yours,
Deathworks

14
Hello!

So, do I think non-DT users are crazy?  hell yes I do, but that's ok.  This is a DF forum, and lots of people are crazy here.  You're also crazy if you build a dwarf computer, or build an arena out of glass walls even though you know dwarves can't see through them, or build shrines to fallen warriors merely for your own enjoyment.  Or mod your happy little modded ponies to butcher and eat sentients.  Doesn't make it less awesome.  Sorry if I've offended anyone.

I can't help but wonder: I myself play Dwarf Fortress in "easy mode" (pop cap 7, No Invasions, embarks without aquifers and in temperate, non-evil biomes, minerals increased, starting points maxed out, lots of z-level above and between cavern layers, no vampires, no werebeasts) as more of a casual game, so I have never seen the need to go beyond the tools the game itself offers, as my fortresses are usually small and easily surveyed (my current fortress is in its 8th year, just saw the birth of a child bringing it to whooping 19 dwarves (had been 20 until 2 died in mining accidents)) having no military and no "fun" or "!fun!". I am usually reluctant to breach the caverns, having done so this time only in hope of saving a dehydrated dwarf (I think I have never built a magma forge, and I think I saw the magma sea but once, and I never tried teasing the circus). Sure, there are a lot of things in Dwarf Fortress I am not experiencing, but the things the game offers even in this light version is enough fun for me. And for those, the game is usually sufficient as it is in my eyes. I am wondering, am I crazy because I play it in this light way, or am I still crazy because I don't see the need for external tools...

I am not offended and I don't want to attack you. But I am wondering whether you have taken "casual players" like myself into account.

Yours,
Deathworks

15
DF Dwarf Mode Discussion / Re: Cave Fungi
« on: May 14, 2013, 10:17:38 am »
Hello!

(b) (O)
Builds a dirt road that resets all soil/sand/loam back to their fallowed form.

Thank you! I will give that a try. In my current fortress, I have breached the caverns (I think the second time since cavern layers became standard, and the first where I continued play afterwards, the first fortress entertaining an uninvited guest), and the fungi and things are spreading like wildfire.

Interestingly, I can't seem to mark wild plump helmet for plant gathering, but I saw a dwarf eating plump helmet (I don't have underground farms since I prefer the much simpler routine of surface farming)....

However, as for engravings, I want to quote my game log:
Quote
The impertinent vegetation has defaced a Olin Zasathser!

Due to initial low flows in the channels and at the spout, there were some tiles in the channels from the river to my cistern. They were counted as muddied, so shrubs and fungiwood took root and destroyed several engravings  :(
So, engravings do not offer perfect protection.

Yours,
Deathworks

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