Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Shonai_Dweller

Pages: 1 ... 17 18 [19] 20 21 ... 555
271
DF Gameplay Questions / Re: Military woes
« on: January 05, 2023, 08:46:44 pm »
Setting a custom uniform for crossbow dorfs is bugged.

Create the uniform (including a crossbow).
Delete the squad
Form a new squad and select the custom uniform as it's base.
Dwarves will now pick up bolts properly.

Bolts might sometimes still be getting stuck in bins so best (as in previous versions) to make your bolts pile without. (This might be what's happening for you, as Archer uniform Just Works usually).

Dorfs will wait a bit before stocking up on bolts. And, as in previous versions, it'll take some time before they start to spend time at the range rather than doing basic training in the barracks.


Stuff you can't do in 50.x:

Assign a certain type of bolts for training and another for combat (real shame that Toady doesn't acknowledge that his fairly recent fix for this worked perfectly and he wants to make a whole new system rather than using the old one).

Assign food in backpacks (as you noted).

Assign a civilian alert.

Create uniforms in advance (such a pita, this used to be the first thing I'd do on starting a new game, just run the uniform macro).

272
DF Bug Reports / Re: Notes on Bug Reporting
« on: January 05, 2023, 07:26:58 pm »
Neither:
The number of accounts we have available is limited, so the current email method linked below is what we have.

https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2
Ah, email it is then. Thanks for the quick response  ;)
Although apparently a bug means that if you were previously registered on the old Mantis, the bug report email that you spent hours working on will be met by the prompt reply "Access Denied!".
Hopefully that one's sorted soon...

273
DF Suggestions / Re: Blur the line between soldier & civilian
« on: January 05, 2023, 07:24:55 pm »
When trade will be improved, maybe some merchants and travellers might want weapons for self-defense, and when crime will be fully developped and an underclass will be created then I could see some wealthy residents wanting to carry weapons.
Merchants are the most heavily armed deadly dorfs you'll ever meet most of the time. And travellers are generally armed too.

274
DF Suggestions / Re: Allow modding gender/sex/pronouns
« on: January 04, 2023, 07:24:47 pm »
you know that there is already an ORIENTATION tag?
it defaults to 75:20:5 and specified towards castes (or male female i don't exactly recall) and as such covers most attraction cases.
i don't think castes would work, as it is more of a biological difference (but it can be done too at the moment)
maybe adding a "pronoun" part in orientation tag could do the trick.
but that implies there are gender specific pronouns in dwarfish language which is not even the case in all human languages (there are many in fact that don't use she/he his/her but have a sole and unique way for designing someone, if dwarfish were like that, it would suggest that the issue can't even rise)
Sure, but I think all the OP wants is for the game to refer to some critters as they when describing them to the player which it does in English and currently uses he/she.

Actually what does it use for moon snail people, as they don't have gender?

275
DF General Discussion / Re: Future of the Fortress
« on: January 04, 2023, 05:39:24 pm »
Quote
Quote from: Shonai_Dweller
Wiki states Advanced worldgen setting BEAST_END_YEAR checks for dead Megabeasts and Titans. Is it just Megabeasts and Titans? Or do semi-megabeasts and forgotten beasts count? And is every Megabeast and Titan a historical figure? Or are there pools of abstract "Megabeast pops" somewhere?
I ask because my settings are to end at 50% with checks starting in the year 250, but I've just generated a 1000 year old world in which (according to Legends Mode historical figures list) 35 of 36 Megabeasts and 13 of 18 Titans are dead. So just wanted to check exactly what it's checking for before sending a bug report.

It checks the percentage of the initial starting population versus the size of the hf_mega vector...  that should just be living megabeasts and titans.  The only way what you're seeing is not a bug is if most of those megabeasts were children not original (I think, maybe.)  Like if initial pop were 9 megas and 18 titans, then 14 of 27 remaining is still above 50%.  But I'm assuming you started with more than 9 megas.

Thanks for the answers!

Yeah, all 18 Titans and 36 megabeasts were there from year 0 (which matches the number set in advanced worldgen).
So, (if its not a bug) a possible reason is non-historical figure child Megabeasts that don't show in Legends (or 47.05 pops export)?
Although aren't all children of historical figures automatically historical figures? So that doesn't seem right.

--edit
Seems I was missing the Megabeast kiddies, really need that Legends data output back, rocs breed so much!

So basically working. Although the targets are near impossible to reach if worldgen goes on more than about 200 years as there are so many children. Maybe megabeasts should mate for life? They just rush out and have kids with the nearest thing that looks like them resulting in some crazy inbreeding...

276
DF Bug Reports / Re: "Frozen Elsewhere" Frozen Nowhere
« on: January 04, 2023, 05:30:32 pm »
You are talking at a 14 year old thread. No-one's here any more (though they for some reason refuse to shut the page - maybe they find this kind of thing funny).

277
Goblins, besides fortress visitors and goblins from non-goblin civs in adventurer are hostile to humans, dwarves or elves by default. Baby_snatcher and kill_neutral:Required achieve that.

If they're not and are just chatting to passing adventurers until a Banditry group turns up, it's a bug and no amount of modding (besides making them all Crazed) will fix it. Just needs the actual bug fixing.

Good thing there's an Adventurer improvement arc coming right up.

(If Baby_snatcher isn't working, item_thief also won't work. These two define the basic "sides" of the main civs.)

--edit
What you may be seeing is (perhaps buggy) behaviour introduced fairly recently where goblins talk to you first allowing you to try to taking on a goblin identity and pass unharrased.

278
DF Dwarf Mode Discussion / Re: Anonymous sex
« on: January 02, 2023, 11:08:44 pm »
What does Legends Mode say? One or the other parents may be an imposter. What occasionally happens is that it's not an imposter, but actually a spy from your own civ who was busy infiltrating the goblins when the game picked him up to migrate to your fortress (usually as part of code trying to make families stick together).

So, read carefully and don't apply magma just yet.

(Alternatively might just be the child of an ex-lover).

279
DF General Discussion / Bug tracker page links need updating
« on: January 02, 2023, 04:49:52 pm »
Posting here as bug reporting page is locked apparently.
People do sometimes use this site, so link at the top of the bug reporting page should probably point to the new tracker.

I see the button on the front page is already updated.

280
DF General Discussion / Re: Cavern Dwellers beefed up
« on: January 02, 2023, 09:36:14 am »
Increased cavern dwellers is a new feature advertised for 50.0x, yes.
Bit broken though right now..

281
Or...just check the one or two dwarves who are starting to get unhappy. I would start with the assumption that if my fortress is working properly there's stuff for dwarves to fulfil their needs with by naturally. Micromanagement is never needed (unless that's specifically the way you want to play the game, in which case Dfhack, Therapist and whatever provide that for you).

Sure dwarves need to take care of themselves a bit more and some needs are impossible, but there are already suggestions about that.

282
DF Modding / Re: Modding Dragons
« on: January 01, 2023, 10:24:39 pm »
Such a useful feature, which is why the lack of it in 50.0x is really, really annoying when you're interested in a mod's effects on worldgen.

283
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 01, 2023, 09:48:40 pm »
My fort has reached 48 dwarves and I'm already starting to really feel the pressure. Everything happens very fast and keeping up with the demand seems incredibly hard. I have dwarves working damn near 24.7 mining out bedrooms, chopping trees, cranking out charcoal for forging, etc. but it feels like I never have enough hands to do what I want (all these useless children that do literally nothing since I'm on 0.47 do not help). I set stuff to be built and no one can do it because everyone else is busy doing five other things. The world I used for this fort is also seemingly damn near dead because I'm 2 years in and have recieved zero sieges, thieves, etc. I fucked up not building a trade depot fast enough for my first dwarven caravan and I had basically nothing to trade too and the next one is the completely goddamn useless elven caravan so WELP. I am cranking out as much crap as possible to trade but I dunno if the fort will even last that long.

I'm damn near out of food and drink and wow watching everything collapse after like 7 hours does not sound like fun regardless of the community motto lmao. I'm just waiting for everything to finally hit the tipping point and half the fort to die somehow.

Continuing on from this: I press-ganged a bunch of assholes sitting around into the military and had them train. Tested out how to tell them to kill things by having them absolutely obliterate some mountain goats though I think I'm missing how to get my dwarves to take the corpses to the butcher.

But! The human caravan has arrived! I apparently was wrong. Thankfully it wasn't the useless goddamn elves and I've got plenty of garbage I can shove in the humans' hands so I can get that sweet sweet food and clothes and other assorted crap I desperately want. Praise humanity!
Only stuff that hunters kill or stuff you catch in cages and then train to be well-behaved food can be butchered.
Hunters will drop off their kill at the butcher automatically if it's available.

284
DF Modding / Re: Modding Dragons
« on: January 01, 2023, 09:22:55 pm »
When the game generates creature populations for each region tile it draws from the pool of suitable creatures. When it draws cave dragons you'll get 2-5 in that tile. Not all suitable tiles will get them. These are the pools drawn from when spawning creatures on the borders of your fort.

You can increase the number in each tile by editing [POPULATION_NUMBER:2:5].
You force the game to put them in every suitable tile by giving them [UBIQUITOUS].

Sorry I meant just in world Gen in particular. I added the trainable and child tags to cave dragons and dragons. However, [UBIQUITOUS] didnt seem to generate any more or less cave dragons. I just gen'd a massive 1500+ yr world and there was only one cave dragon ever in the world.

Cave dragons seem to be 'born' in later years of world gen as legends viewer utility would have me believe.
You may be just looking at the historical figures (cave dragons that killed or were killed by other historical figures or who went on rampages.)
The actual cave dragon population is probably quite a bit higher.

(For example, just whipped up a quick 90 year old world and the actual cave dragon population is 51246).

Sorry if this is obvious but how can I see what the actual population is?
When you export from Legends, you'll find a file "region1-00096-01-01-world_sites_and_pops.txt" (or whatever your save is called).
It's all in there. I think Legends Viewer can bring up the populations too? I forget how. This file gives you a good overview of your world nice and quickly though.

--edit
Yeah, in Legends Viewer on the summary page scroll on down past the historical figure population figures and at the bottom you'll find "Underground Populations". Cave Dragons are in there. They're not like Megabeasts (like regular dragons) which are (I think) all historical figures.

285
DF Modding / Re: Modding Dragons
« on: January 01, 2023, 07:36:56 pm »
When the game generates creature populations for each region tile it draws from the pool of suitable creatures. When it draws cave dragons you'll get 2-5 in that tile. Not all suitable tiles will get them. These are the pools drawn from when spawning creatures on the borders of your fort.

You can increase the number in each tile by editing [POPULATION_NUMBER:2:5].
You force the game to put them in every suitable tile by giving them [UBIQUITOUS].

Sorry I meant just in world Gen in particular. I added the trainable and child tags to cave dragons and dragons. However, [UBIQUITOUS] didnt seem to generate any more or less cave dragons. I just gen'd a massive 1500+ yr world and there was only one cave dragon ever in the world.

Cave dragons seem to be 'born' in later years of world gen as legends viewer utility would have me believe.
You may be just looking at the historical figures (cave dragons that killed or were killed by other historical figures or who went on rampages.)
The actual cave dragon population is probably quite a bit higher.

(For example, just whipped up a quick 90 year old world and the actual cave dragon population is 51246).

Pages: 1 ... 17 18 [19] 20 21 ... 555