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DF General Discussion / Re: Kobold Hamlet?
« on: October 30, 2015, 05:25:54 am »
The hamlet was destroyed and then the kobolds moved into the ruin. Happens all the time.
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I'd delete the stuff in red as well just so you actually get desert.Spoiler (click to show/hide)
i could be wrong but i believe the reason for the randomness of dwarf preferences is because they don't exist until you (the player) reveal them. i don't think it creates an entire life for every individual (yet) and i can't imagine the difficulty of setting that up
That's kind of the point, if they couldn't even keep a lid on that stuff how could they hide this supposed bigger shit?
Furthermore, a tenet of conspiracy theiries is that this kind of stuff actually works, when in fact it failed.
Furthermore, most legitimate conspiracies aren't even on kook radar. Almost nobody knows about Project Mogul or Operation Infektion even after they were decalssified.
An analogy is belief in exotic animals. At one point, Europeans believed gorillas were a myth and unicorns were real. At that time, they had unicorn horns to prove it (which later turned out to be narwhal tusks), but what physical evidence did they have for gorillas?
Would it be "scientific" to believe in gorillas, but not in unicorns, if you had equal (zero) evidence of either's existence? How about stripy horses vs horned horses? In the absence of evidence you should be equally skeptical about the existence of either one, but we'd label the person who just happened to believe in gorillas as "prescient" and the person who just happened to believe in unicorns "foolish". But all of that is about hindsight judgements and belief in one of the other in no way was correlated by intelligence, merely luck.
No, GoblinCookie, the defining characterize is the belief in a conspiracy. There is plenty of silly political beliefs that are not conspiracies. For instance the Laffer curve diehards who believed that the Regan and Bush tax cuts increased rather then decreased revenues was a political theory however it was not a conspiracy theory.
How about this? A new fortress is created and people that wander nearby stay at their inn and carry news all around of the stuff they produce. Traders take note of this and stop there on their travels to buy such things and sell others that the fortress might need. Where's the need for a caravan in any of this?
Missed a not, there, I do believe. And they don't use that term because a conspiracy theory is a fairly specific sort of belief. Notably, it involves and requires a conspiracy, which most beliefs don't.
In any case, ant, I don't think it really does display a failure of reason and whatnot. The subset of beliefs that fall under conspiracy theory generally are held by marginal populations -- most people are not convinced by them. That some are is usually not so much a failure of reason so much as a failure of neurology. In any human population you're not going to have a 100% consensus on basically anything. A strong methodology can only do so much with flawed technology, and there's no fault in the methodology implied when the technology involved fails.
What I mean is the fortress produces goods. People come to the fortress to sell stuff from other lands and to buy stuff from the fortress. Why should the fortress itself send out caravans or, in other words, become yet another trader?
We need to be careful not to start the whole capitalism vs communism thing again here.
But essentially the "state" usually only needs to invest in trade when it comes to creating new routes or something, such as building a harbour and boats and sending them out to discover america.


If you become the Mountainhome, you could send out caravans to help out other dwarven regions and make a little profit.
And if you send out 7 dwarves to start a new fortress somewhere, you should have to send them a caravan for help. Not mandatory, just to improve their chances.
But for trading, this doesn't make much sense to me. Why not just trade with the people who come and go anyway?
This makes perfect sense - they send caravans to us why not us sending them out to other cities and Fortresses? We can sell them our fine goods or try to see if they will take all the junk we get from corpses or the local dump. Win/win!
Of course, caravans would have some overhead - so maybe that would keep people more honest. You would want to make enough to cover the cost and still make a profit. Darn, I just shot down my own idea of selling the Elves used clothing.
Seems like a simple enough thing to implement once the rest of the planned caravan infrastructure is in place. What's the advantage of making your own caravan? And who (historically) owns caravans anyway?
It seems like my restrictions might work in worldgen and during play, but positions that unlock on embark are just randomly assigned to anybody.
You`re wrong. In addition at your eras I also have age of elves, age of dwarves, twillight age, golden age and age of fairy tales. But I havent seen age of heroes and age of legend anymore as in 34.11. Age of Myth the must usually era.
I have not modify game at all
I found elf slave near human town. He was not friendly and he killed my adventure yesterday. There are no goblin civ in my world at all. Its in fairy tales age with dwarves, elfves and human which defeated elven civ at war previosly. So I not sure about differences between slave and prisoners but slaves there is
Sorry for my english
How high does this have to be? I started to test it and even with a biome support for ANY_WETLANDS of 10000 they still barely grow, if at all. Does it need to be done at the entity level or at the creature level (if that's even possible)?
Edit: How the hell do I restrict a position by gender? I've tried putting [ALLOWED_CREATURE:REPTILE_MAN:MALE] [REJECTED_CREATURE:REPTILE_MAN:FEMALE] [GENDER:MALE] in every single position but it won't work. Am I getting the arguments wrong?