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 ... 43 44 [45] 46 47 ... 555
661
v-p, work animals.

--
Ah, sorry probably not accessible if dwarves are already out on a mission.

--
Ha. Seems that doesn't do what I thought it did. Was sure it just listed the assigned animal. Never mind then.

662
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: March 07, 2021, 08:20:48 am »
I'd also note that Vettlingr's tileset, which seems to be rather popular, comes with modified raws that reduce the STRESS_VULNERABILITY for dwarves. Something to keep in mind when testing stress in the current version.

Thanks for mentioning this, I didn't realize it was set to 0:25:100 so I changed it back to the default 0:45:100.  Cheers!

Hi! What file is STRESS_VULNERABILITY in?
raw/objects/Creature_standard.txt (contains entries for dwarves, elves, humans, goblins, kobolds, etc)

663
DF Announcements / Re: Dwarf Fortress 0.47.05 Released
« on: March 06, 2021, 08:45:31 pm »
Did they get less common at least?

It seems to be the case, but I've only played one fort in a world with a short history and not many necromancers, so it may not have been representative.
Only one so far in three years (with a lot of other visitors). Seems more reasonable than previously. We'll see though.

Mercs seem to be still missing in action though.

Too many bugged bandits, set the percentile banditry to 0 in entity_default.txt and mercs will occupy the fortification buildings in their stead from the start of wg. when they appear coupled with that bandits can't have conquered_site units which a quick whisk in fortress mode confirms directly as well as w.g observations. Give me a shout if it is still present in 47.05 but i project there would be no change based on the outcome or patch notes.

This leads to the tithes civilizations pay to dedicating bandits to station these less than 10 people forts, to be unable to fall in wg outside of a megabeast/necro routing and vacate for other users. This is taking on board that the change from 44. where mercenaries were a spontaenous adventurer profession being tied now to the mercenary type site needs to ensure that the locality and accessibility (for them to visit your fort to offer services) is visible to players.

Conquering the site to "solve the problem" in fortress mode wont help, since they can't have a secondary use as a site (like kobold caves expanded infrastructure for living) or specific sub-let function to allow other groups friendly to your cause to enter -just somewhere to offload dwarves.
Well, we're seven years into the new embark. Playing a world with no banditry. I've had 5 mercenaries so far (and hundreds of everything else). They started turning up after the fort got a reputation for danger (migrant wave met an invading army) and I think it's that, rather than any reduction of banditry, which is the key point. Even so, 5 is pretty poor. Enough to make a merc squad, just hope no-one dies (yeah, I know I can recruit the poets in the library...)

Gonna retire this fort soon, then try a a new fort with regular amounts of banditry and see if I can coax some mercs in.

664
DF Modding / Re: What's going on in your modding?
« on: March 06, 2021, 08:22:30 pm »
A red-eyed, white haired minotaur visitor to my tavern finally confirms (to me) that changing eye colour due to age is working just fine. Added this years ago to be able to spot a minotaur vampire (eyes change colour well after regular minotaurs die of old age) and never really tested to see if it worked. Quite pleased now.

Not actually needed as he's showing up as a night creature anyhow... ::)

665
DF Suggestions / Re: Magic being affected by age.
« on: March 06, 2021, 05:45:28 pm »
I think it should depend from the universe and, as told by other, the spheres (someone old would be less inducated for youth-related magic); in other cases, being old should make the spell-caster more powerful.

Maybe that, in some universes, magic would be a fixed amount each sentient being would have, meaning that those who use the most magic would become Muggles at a young age. Maube such amounts might be vastly different, to simulate the existence of major magicians.
Well, yes, it's a given that any magic suggestions are part of the many options available when Mythgen generates magic.

666
Latest patch fixed a loyalty cascade caused by tame megabeasts. Did you get a loyalty cascade?

667
DF Dwarf Mode Discussion / Re: {xx Obsrvtns frm a dyng frtrss xx}
« on: March 06, 2021, 03:28:03 am »
You can also lower the siege pop triggers to 2 (50) or 1 (20) in the entity_defaults.txt file if you want sieges in a low pop fortress.
Yes, and guess which piece of vital information everyone forgets to tell new people when they suggest they cap the population to help with micromanagement...

668
I just don't activate it. You don't have to appoint some nobles.
From where I'm sitting, there doesn't appear to be any purpose to it, beyond roleplaying.
Like.....Dwarf Fortress..... :)

669
DF Dwarf Mode Discussion / Re: {xx Obsrvtns frm a dyng frtrss xx}
« on: March 05, 2021, 07:23:25 am »
Note that most of the time when people think they've experienced FPS death too early, they actually haven't (unless playing on really old/failing hardware). There are a lot of pathing bugs which can suddenly kill your frame rate. Get rid of the factors causing the framerate drop (moody dwarf stuck in tree, pastured dog trying to join a raid, pet trying to path through a locked door, etc) and framerate goes back to normal.

My current fort is 6 years in, it's slower than it might be, but still chugging along playably. 147 dwarves (yeah, 20 more turned up despite the danger), a ton of visitors and a puppy-splosion going on. Gotta fix that. Bunny-splosion on the way if I'm not careful too. Eat more, dwarves!!

(The other case is when people obsess over the FPS number because LNP turns on the fps monitor by default. Kill that. Play until it actually is unplayable.)

670
DF Dwarf Mode Discussion / Re: {xx Obsrvtns frm a dyng frtrss xx}
« on: March 05, 2021, 01:47:31 am »
I'm guessing you always play with the (practically unlimited) standard population. Limit the population. If you limit the fort to 70 souls, and the baby and child count gets limited too, and eat the animals you aren't using, then you will not die of FPS death in 5 years, and after a few years, your micromanagement requirements will drop to very little, as everything can be programmed through the dorfy little manager, to happen automatically. That said, I like the micromanagement myself.
And note that you've turned off sieges by limiting your pop to less than 80. Not much fun, but at least you can turn them back on by raiding though.

Micromanagement is a valid playstyle, one many enjoy, not micromanaging is another, give it a try.

671
What exactly do we mean by "culture" here anyway?
War, destroyed sites, new sites, reclaimed sites, kidnapping, revolution all happens in the background, yes. None of that is "culture" is it?

672
DF Dwarf Mode Discussion / Re: {xx Obsrvtns frm a dyng frtrss xx}
« on: March 04, 2021, 08:26:49 pm »
By year five my fortress is mostly running automatically.
Are you making use of the manager?

I'm not playing with Dfhack or Therapist and it's certainly possible to get everything running. Perhaps make it a goal for your next fortress? My current population is 127 dorfs. Main thing I'm micromanaging is execution of the prisoners.

Food, booze, military, smelting, weapons, musical instrument crafting, hunting, etc. Dorfs just get on with it.

Oh, I had to jump in to get emergency beds and soap made when my tavern brawl erupted into a mini-loyalty cascade one time. That was fun. A few battered limbs and they're all friends again now.

Also, install 47.05 for much easier stress management.

673
I'm just wondering this because I'd generated a world with a very short history, which didn't give the civilizations time to develop their own cultures. As a result, they're all pretty much carbon-copies of each other.
Also, what determines a civilization's culture in the first place? Is it just the average 'values' of its population or what?
Culture is due to be more fully implemented in the arc after Mythgen. Right now it's based mainly in values (of which human civs differ from each other but other races are mostly the same from civ to civ). In addition the leader of the civ has some influence on how aggressive they are. Especially if they're a vampire.

674
3 years is the estimate including the map rewrite. And is just a guess at best (last "Big Wait" was 2 years). Map rewrite by itself won't be released because that would be a Big(ish) Wait with nothing at all to show for it. Map rewrite makes adding the features of Mythgen (and future arcs) possible.

675
DF General Discussion / Re: Future of the Fortress
« on: March 03, 2021, 06:20:51 pm »
Will there ever be different reactions to certain events and things based on personality quirks? for example most dwarves are horrified by ghosts but some might be fascinated/excited by them and react accordingly or dwarves having phobias of things such as types of vermin
Maybe ghosts is the exception, but most events do give different reactions based on personality. It's more noticeable if you mod dwarves to have more extreme ranges of personality of course.

And dwarves have phobias, I think any vermin are possible sources, it's in their descriptions. Leads to their "friends" drawing pictures of them screaming while surrounded by spiders and so on...

probably should have mentioned the hateable stuff part in my post
i meant more of a fear like id definitely not make art of my phobias personally
Neither do dwarves. People who don't like them make fun of them by depicting them surrounded by their feared vermin type.

Pages: 1 ... 43 44 [45] 46 47 ... 555