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Topics - PatrikLundell

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16
DF Gameplay Questions / Enemy conquering site and linking it to me?
« on: June 09, 2020, 12:11:42 pm »
I assume it's a bug, but will check the opinion here before submitting a bug report.

Playing a truly dead civ, I was surprised to see a message claiming a hamlet had been conquered and linked economically to my fortress.
Checking exported legends info (at the beginning of the year), I can see the hamlet has been attacked by my goblin civ neighbor, that had not yet attacked me at the time, and wasn't at war at embark, with that attack being repelled.
The civ screen shows the hamlet as being controlled by those same goblins, who are now at war with my site. Thus, I assume the gobbos attacked a human site, conquered it, and it somehow attached itself economically to their soon to be enemy. I believe I've seen a couple of similar head scratchers in the past (with a live civ) where a couple of sites were reported conquered and linked to my fortress, but every civ screen check has shown them as as controlled by the active enemy (who'd already attacked my site before those linkages).

17
DF Suggestions / Legends Mode: Indication of the death of entities
« on: May 31, 2020, 06:49:14 am »
Currently it's hard to tell if an entity is still alive in Legends Mode (and the exported XML). You can sort of guess that it might have died when the last entry read something like "In the early spring of 335, The Stern Sky attacked The Parched Golds of The Moistness of Walls at Rhythmpulleys. The elf night slayer Cana Quickpines led the attack, and the defenders were led by an unknown creature. The Sculptures of Night were hired as scouts by the attackers.", but that report doesn't even tell you explicitly what the outcome of the battle was, let alone whether the attackers just raided the site for a couple of cavies and left.
Looking at the site you'll find that "The Stern Sky defeated The Moistness of Walls and placed the elf Mifava Beachdistance in charge of Rhythmpulleys. The new government was called The Mountain of Wood."
Adding the latter entry to the report for the entity as well improves the understanding of what's going on, but it still doesn't clearly state that the entity actually ceased to exist. It would be useful to have an entity termination history event (there are ones for entities being disbanded and being [fully] incorporated into other entities).

In the case of a site government, I can guess that it might be utterly destroyed with the survivors scattering, being destroyed and replaced by one or more named refugee groups, totally annihilated with no survivors, and possibly go into exile with the intent to take the site back (but I don't think that's possible currently). For groups in general I would expect that they could cease to exist when their last member dies or changes allegiance (a bit tricky for civs and the like with non hist fig members [but DF really ought to know], but e.g. a performance troupe only consists of hist figs). Something like "In the late autumn of 123, Urist McPerformer left the performance troupe 'The Despairing Clowns' to take up residence in A Bright Future." "In the late autumn of 123, the performance troupe 'The Despairing Clowns' disbanded due to having lost its last remaining member."
An obvious possible end to a religion would be that it's last remaining members were killed by persecution, as well as simply by old age.

Edit: Sometimes the defeat of an entity is actually noted for an entity in Legends Mode (often followed by a note that the leader of the site government ceased to be leader), but usually the attack is the last entry.

18
DF Dwarf Mode Discussion / Unexpected Wagon Wood Logs?
« on: May 07, 2020, 05:56:34 am »
I've now found "Wagon Wood Logs" unexpectedly in my trade depot. I have no indication of anything happening that ought to cause scuttling, and I believe I've seen the caravans leave normally (although I haven't seen the wagons, only the animals and their draggers, as I rarely look at where the wagon entrance starts, nor at the wagon entrance tunnel). In addition to that, I don't find any garbage that a scuttling wagon ought to dump. However, both occasions happened after I'd bought bins with leather (not sure if I bought cloth bins on both occasions, but at least before the second one). Has anyone else seen something similar?

19
DF Suggestions / "Learning" info about procedural creatures
« on: April 25, 2020, 04:13:55 am »
With 0.47.01 we can get attacked by necros fielding forces (partially) consisting of creatures generated through experiments. These experiments can have various nasty properties, such as trap avoidance and building destruction. In addition to nasty properties, necro towers having these critters tend to have lots of different types, each with their own set.

The suggestion is to have the description when viewing a creature show if it has been "observed" to have various properties. This could be coupled with Titan/FB descriptions suppressing the description of such properties until they have been "observed".

"Observed" would mean the creature has used the property while on the revealed parts of the map. Obviously, this observation would be on the race level, not the individual creatures.

A (not exhaustive) list of properties that might be "revealed" would be:
- flight
- building destruction
- trap avoidance
- no stun
- poisonous blood
- secretions, dust (it would be even better if the effects of these would be added after having been "observed")
- web throwing
- web immunity
- ranged attacks (e.g. fire)
- immolation (would probably be "observed" immediately the creature is observed, though)
- skulking
- lock picking
...

For a once off creature like an FB this would serve as a reminder while the critter is marauding, while on a necro siege you'd be able to check the types of critters to see what you've uncovered about them, in this siege or in previous ones.

A further future expansion might be spreading knowledge about such critters through rumors or the sharing of intelligence, while a more short term expansion might be reports back to the civ with the trade liaison, like critter training, but without the gradual trickle (for immediate access on further embarks from the same civ).

20
DF Dwarf Mode Discussion / [rant] Villains are only a pain
« on: April 20, 2020, 06:02:08 am »
- You can't do anything about those suspicions undead/necro visiting hordes until you've had a crime of any kind (typically a tantrum related one), which finally allows you to bring units in for questioning. Before that, no matter how much suspicious behavior you see, you can do nothing.
- To be able to interrogate villains, you have to enable the injustice system, which causes more harm than the one prevented (as that amounts to essentially nothing). This harm can be worked around by modding mandates out of dwarven noble positions, though.
 - Once I've finally gotten an excuse to start questioning suspects, I've had little success in getting the necros to implicate their local associates. I've gotten some bosses, which is completely useless as those never visit the site.
- In the event you actually get a theft report before the artifact has left the site, you still won't get it back, as even if you manage to catch the messenger carrying it off, you can't get it out from the inventory, as it can't be dumped or forbidden (that you can use DFHack to get it back for a second before it's stolen again is absolutely no excuse for vanilla).
- Selecting interrogations or convictions are fire-and-pray orders: once given (e.g. accidentally by trying to get some additional info that isn't there) you can't take them back.
- The interrogation list is cluttered with animals, invaders, FBs, and dead units. The only good thing I can say about it is that DF didn't crash when I tried to interrogate a dead unit: it just pretended to schedule an interrogation while not doing it. You also can't select multiple interrogation targets at the same time, but have to scroll though that the same pages of the list for each one.
- The sentence feedback is extremely poor. Once in a blue moon you may see something about a pending sentence, but most of the time you're limited to see "fighting" reports and have to deduce (from the parties involved) that the sentence probably was a beating. Similarly, you may see someone being hauled off to prison for an unspecified amount of time. Obviously, there's no info of what the sentence resulting from a conviction would be, and you have no control over it.
- The only results of sentences are that your fortress is punished if it's a citizen, through loss of production. It doesn't seem to have any effect whatsoever on the criminals (while imprisoned they are temporarily incapacitated, and I assume the same goes for hospitalization, and I assume it might "help" getting them stressed), but they'll be right back to crime the second they're able to.
- The counter intelligence screens are rather useless. They get cluttered by info about crimes elsewhere, which you can do absolutely nothing about (if restricted to the reports that would be mildly amusing the first 10 times), and there's no way to tell which "Plot against For" line corresponds to the plot a particular criminal you want to interrogate is involved in: it's totally disconnected from the "organization charts" section.
- The were villains that enter the fortress under the guise of visitors and then explode in the tavern aren't fun at all, in particular since the horde of visiting necro villains then make armies out of the slaughter that ensues.
- While legitimate visitors run out (killed by invaders, as they don't have the sense to turn around when the fortress is besieged by undead hordes), there's no shortage of villains: they'll show up even if no legitimate ones appear.
- You can protect the artifacts that can be carried (weapons and armor) or built, but everything else will be stolen sooner or later. If you try to store them in a locked room, I'd expect there to be a rush of corrupt citizens making a beeline for the store room (even if it is on a pedestal with a floor grate above in an attempt to get some use out of the artifacts) as soon as the door is unlocked to store a new artifact. Mine cart dumping into a pit might work, but there they'd be completely useless for everyone.

The best way to deal with villains is probably either to forego visitors altogether, or to kill the obvious villains with DFHack as soon as they are announced (if trying to sic the militia on them you're getting a loyalty cascade sooner or later, at least if you've accepted petitions). At the very least, you can expect other visitors (if you get any) to get bugged hiddenly aggressive from time to time.

In short, the Villains just bring a lot of trouble, and while you can spend effort to investigate and convict, that effort is a wasted chore that has no useful effect.

21
DF Gameplay Questions / Extremely brutal modified necros
« on: April 14, 2020, 05:10:04 am »
I was attacked at the first autumn by a necro siege that was announced by a message I've never seen before consisting of human experiment creatures. After actually succeeding in bringing all the dorfs underground and locking the doors I received the message that the trade depot had been toppled, the the invaders were apparently building destroyers. Emergency wall building, as the doors would soon be brought down, and the were.
The invaders then left after just a couple of weeks after toppling and killing things, as well as bringing a giant bark scorpion back to life (must have been a hidden necro there).
It's now a year later, i.e. second autumn, and the buggers come in a 56 strong force. I've got some meager cage trap defenses that caught a hidden necro, but then I see that the monsters just run straight over the traps! Good luck I didn't actually managed to finish the emergency trap entrance last year...
The end result, though, is that there is nothing I can do against this early threat except turtling (and digging invaders is approaching fast...). My 17 untrained, unarmed, and unarmored dorfs would stand no chance at all (two seasons without migrants [not counting winter], for some reason possibly related to me just having been saddled with a monarch, despite trying to embark as a healthy civ), and two of them are already nervous wrecks, in one case because of being rained on by human blood.

I think (some of) the necros might have become a bit too strong in Fortress Mode (as well as in world gen)... It's approaching getting struck by HFS in year 1 if you happen to embark near a tower filled with these monsters rather than "this will be risky, as some necros can show up early".

22
DF Dwarf Mode Discussion / Sneaky were visitor...
« on: April 10, 2020, 04:31:01 pm »
So I had this visiting scholar, clad in full armor and having a few trinkets made out of bone, some of it from sapients. Great, another necro visitor under a false identity... In addition to the other two and the intelligent undead ones already present.

Suddenly the bugger turns into a were, but just stands in the middle of the room, and quickly turns back just after I realized that this probably would be the end of the fortress. So instead of trying to flee to the "safety" of the outside, I can sick a squad of my raw recruit level dorfs on it and eliminate it.

Something completely different: All my visiting scholars are bugged. They read my books, all 6 of them, (and hold on to them, so I have to dump them back), but they don't research, but just have no activity, apart from the reading (this might be what saved the fortress). The tavern visitors behave normally. The scholars leave normally, though.

23
The wiki page doesn't mention it (nor the petition I think can happen for upgrades to guild halls/temples). It also doesn't mention how long you have to finish the job before they ungrateful buggers decide you've cheated them.

My issue is that I'm getting too many guildhall petitions so I'm worrying about being able to process them before the satisfaction timer runs up (apart from the fact that the miners won't be able to actually work on the fortress improvements), so I'm considering stalling to get some more time.

24
DF Dwarf Mode Discussion / I didn't think wagons could do that...
« on: April 05, 2020, 11:22:45 am »
At the first autumn arrived, I realized I didn't have either a trade depot or a wagon access. Somehow the trade depot was finished in the nick of time, and I saw the wagons arriving (somehow missed the arrival message with my own pausing), but the trade depot is in my recessed courtyard (13*13 area channeled one level down into the ground), in the process of being decked over, with two single tile holes in the roof at two corners. Somehow the wagon managed to go down one of these holes and unload their goods.

25
This is a borderline case between bug and suggestions.

The issue I've encountered is mostly with written contents, where a fair number of "books" have a colon in the middle (e.g. "Intrigue: Fact or Fiction?"), while the filter seems to accept letters only. If you've got a large number of items, trimming down the set to a manageable number may require you to match more than half of the title. The "And x Sang" pattern titles have single quotes, while both question and exclamation marks are found at or near ends of titles (There aren't any "Time? Does it matter?" type titles, are there?).

Artifacts at least have dash (e.g. "Frenzylessened the Crypts-Library of Jewels"), a character that can be found in site and entity names as well, and I believe it exists in hist fig names too.

26
Sites spreading evil are new to 0.47.01, but what, exactly, are the possible effects of this evil?
What I think I know (updated based on some of the below):
- The Evilness value gradually increases while the influence is present.
- Evil plants and creatures can be added to the region pop and be present at a new embark. May be tied to one or more spheres.
- Night creatures of the HFEXP... type can be added to the region pop.
- 100% vegetation death can be tied to a region, presumably affecting only Evil tiles. May be tied to one or more sheres (death? blight?)

Effects I think are present:
- World tiles with habitations are exempt (player fortresses, hamlets, etc.) from the spread of evil?
- Effects of the evil do not take effect until a tile has tipped over to become Evil (apart from Good->Neutral)?
- Once the evil influence is gone, Evilness stops increasing, but does not fall back toward its initial value, leaving all effects as they were?
- Evil weather does not spawn in these areas (unless they are "normal" region interactions tied to a region that was evil originally)? No new region interactions associations have been seen, comparing start of history with the end of history.

Open questions:
- Once Evilness increases from Good to Neutral, does Good aligned flora/fauna disappear?
- What effects do spheres have, which spheres, and how do you determine what the influencing sphere(s) is?
- Can these areas be reanimating (while the rest of the region is not)?
- Can you get "normal" undead in these areas (excluding what's "normal" to the region and "visitors" from neighboring ones)?
- What about night creatures?

27
DF Gameplay Questions / New/modified world map symbols and behavior
« on: January 31, 2020, 05:57:08 am »
After having generated a number of worlds (but not played in any of them), I've seen a number of new/modified symbols on the maps.
This is what I've seen and what I think they mean:
- Dark grey omega: Mountain Halls
- Light grey 'I': Tower. Cleared of necros. Evil spreading is reversed.
- Oval inscribed with '+':
-   Light grey: Monastery
-   White: Fortress. Will probably be renamed to Castle, if I understand Toady's comment correctly.
-   Black against background: Fort
- Odd P with t or R with decorated leg: Forest Retreat (have only seen a few of them, but one magenta [see below]). How do they differ from other Forest Retreats?

- Non goblin settlements (including destroyed ones [mu character]) changing color to magenta (and back): Magenta color probably indicating being under necro control.
- Light magenta destroyed settlements [mu character]: Probably under necro control again, although I don't see why there's a light and normal magenta variant.
- Dark grey upper case Pi: Dark Goblin Fortress: Not actually new. Stripped of their overlord. If the overlord was spreading evil the spreading is reversed.
- (Light) Magenta Monastery/Fort/Fortress. Probably under necro control.

- Goblin Fortress (but with upper case omega character) spreading evil. I've seen one case where it was destroyed and evil was rolled back. Most likely fortresses where the inhabitants (dwarves or invaders) dug too deep.

- Tombs spreading evil (and have the evil shrink away). Probably a disturbed mummy that then can get eliminated.

I'd appreciate to hear about any further insights and observations.

Edit: I've updated the post based on the two replies below in an attempt to summarize it. Thanks for the feedback.

28
This suggestion is aimed at the Premium release, or, at the latest, the tail of it, prior to the Big Wait. In order to make that as realistic as possible, the suggestion is to make as small changes as possible, while still allow the plants to be viable for farming. Thus various improvements (such as adjustment of farming periods, additional produce, etc.) are out of the scope and are better suited for other suggestion threads.

Relevant bugs:
- 6940 (long standing bug with varying contents as parts have been fixed and new plants introduced)
- 8226 (Preference string for oats being "beer" when it doesn't produce beer and won't). Included only because the file is affected anyway.
- 10581 (Trees yielding no wood never show up). One of the "trees" is the banana plant, and its absence means the absence of banana and the booze made from it, apart from luck with elven imports.

Proposed implementation:
- Modify plants that produce inedible seed "containers" to directly produce the seeds, taking a cue from nut bearing trees.
- Add explicit seeds to plants that produce edible seeds, but do not have working seed extraction byproduct reactions (for some reason the absence of a usable "structure" component knocks out this functionality).
- Introduce two new reactions for the Farmer's Workshop to extract seeds from plants and "fruit" that can not be "repaired" through the mechanisms above. This affects plants that can only be cooked and whose seeds are inedible, as well as "fruit" without a usable "structure" part and whose seeds are inedible, and thus won't be collected by plant gatherers.
- Add the new reactions to the dwarven section of entity_defaults.txt.

Details:
Reactions, to be added to reaction_other.txt (I placed them last, but there may be a more logical placement)
Spoiler (click to show/hide)

Lines to be added to entity_defaults.txt:
Spoiler (click to show/hide)

Modified plant_garden.txt (file too large to be posted directly):
https://www.dropbox.com/s/phptxvygymrqbfl/plant_garden.txt?dl=0

Modified plant_crops.txt (ditto):
https://www.dropbox.com/s/bx7y2cpzgk163jf/plant_crops.txt?dl=0

Both of the files above have modified and added lines clearly marked.

Replace the first two entries in plant_new_trees.txt with
Spoiler (click to show/hide)
The change for both trees is an introduction of a WOOD material section. This results in the trees producing wood when felled (which they shouldn't), but without this sections DF refuses to generate any trees or saplings of these species.

29
What I want to achieve: Repair the vanilla DF plant functionality purely through raw modding so there's a way to get seeds for plants/growths when the only way to process the plants/growths is to cook them (and thus destroy the seeds).

I've been able to define one plant and one growth reaction that takes sources that have seed extraction reactions, which is a good start, but I want to exclude all the plants/growths that can be used for anything other than cooking so these reactions only compete for targets that can otherwise be used only for cooking (extracting plump helmet spawn from plum helmets worked, but it's obviously a waste).

I can imaging two ways to achieve my objective:
1. Somehow detect that the target can only be cooked. I have no idea how to do that, and doubt it's possible. Restricting targets to those that can be cooked would be an improvement, even if it doesn't go all the way.
2. Somehow explicitly identify the targets I want to target, though some kind of token or custom reaction that would act as a target identifier. Again, I don't have any idea about how to achieve this.
3. There's obviously the possibility of a solution I fail to imagine.

As can be seen by the above, I have a rather limited knowledge of raw modding.

30
What I think I know:
- "Normal" civs have a 30 tile range.
- Kobolds and necro towers have a 10 tile range.
- Mountain and Ocean world tiles can only be passed through if there's a site on it.
- Range is measured from the closest settlement, not the capital.
- Range is calculated along the closest path, at the cost of 1 per tile, regardless of whether it is diagonal or perpendicular.
- Mid level tile information isn't used at all, i.e. an Ocean world tile that actually has a land bridge across is nevertheless not passable.
- A site on an impassable tile can be reached if a neighboring tile is passable, and makes the tile itself passable.

What I suspect:
- That Lake tiles are treated the same as Mountain and Ocean tiles, i.e. as impassable.
- A civ set to start in caves fail to expand to new sites and does not show up as a neighbor pre embark (according to tests with modded humans).
- Some unknown criteria can cause the neighbor indicator to be "NO TRADE". The wiki explains that the lack of pack animals causes "NO TRADE", and access to pullers does not negate the indication (but does allow for trade). I've just seen "NO TRADE" in a close to vanilla world (gobbos modified to start on glaciers), but won't investigate it further for the time being.

Known Unknowns:

- What are the exact criteria for determining what a civ's neighbor range is (or, even better, if there's a field somewhere that allows you to read what DF has decided, although knowing a controlling token would help modders)? Site type rather than civ type, as proposed by Fleeting Frames is a very reasonable possible alternative criterion. Humans modded to start in caves are hidden like kobolds, but are nevertheless sending a caravan to a fortress at a range of 16 (the range at which I tested it). Kobolds modded to start at mountainhomes have a normal range according to DF pre embark info, so my best guess is that the military range is restricted to 10 when starting in caves, even when the trade range is longer.
- Which sites are considered to be civ settlements from a neighbor range determination perspective? Caves can sometimes be settled by people belonging to a civ (and get linked economically to player fortresses), and there are e.g. refugee camps, but does it make them count?
- What makes a site dead? This is particularly relevant to necro towers, as I haven't found how to distinguish active ones from dud ones. DF does make a distinction for towers pre embark (it's hard to locate any test case that would test civ attached sites).

Unknown Unknowns:
- The things I've failed to realize will have to be taken into account as well.

Why care about the details: The practical use would e.g. be to allow a script to visualize civ/race ranges pre embark, and possibly to search for sites with certain kinds of neighbors. Besides the practical uses, it's DF info...

Edit: Updated the above based on Fleeting Frames feedback.
Edit 2: Further updates based on findings in this thread.
Edit 3: Updated the above. In particular, looking at DF's display shows "inexplicable" access to mountain tiles that can be explained by hidden LairShrines in adjacent tiles making those mountain tiles passable. Thus, "settlement" has been replaced with "site" when it comes to passability above. Note that the range of sites hasn't been explored, though.

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