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Messages - PatrikLundell

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256
You won't get goblin sieges without changing the siege pop cap as long as your pop stays below 80 and you don't provoke sieges (by raiding). However, necros don't care about pop caps, and can show up during the first summer. I'm unsure how the siege pop is calculated though (i.e. whether kids are included, and whether residents are included), although that's not important for my fortresses.

Note that (mass) pitting is broken: prisoners somehow get free occasionally, and when they do, all the ones designated at the same time get free as well, even if the previous ones have been killed off before the new ones are brought it.

257
They should be able to. Unless there's a difference in logic compared to your "natural" neighbors, they may not have you as their primary target, and so may elect to attack other, presumably closer, enemies first.

However, I've never provoked any such wars, so I don't have first hand experience.

258
No, it's not normal behavior. Weres of the same type (or possibly even restricted to the exact same curse) are supposed not to fight each other (but it still happens). However, I think it's been seen before. It might be that turning into a were doesn't abort some (not identified) activities, or it might be something completely different.

A gremlin trap (a lever connected to retracting bridges causing the gremlin to fall into cage traps on the level below) usually requires a lot of traps on the level below, with one trap on each tile the gremlin can fall onto (I think my latest iteration had 14 traps).

Dodging can result in dorfs getting caught, but capture probably requires the dorf to get stunned.

If a dorf is trying to perform a task and then is burrowed at a location where the task cannot be performed the dorf either produces cancellation spam, silently get rooted in place while trying to perform the task, or, far to infrequently, drops the task. When a task is dropped due to burrowing the dorf then tends to stand rooted on the spot until there is a task within the burrow for it to take up (where eat/drink/sleep/socializing/... are "tasks" as well). Also, the buggers can start socializing and praying if they happen to be within such zones, even if outside of the burrow, or when the "I've finished a task and now wander off 10 steps in some direction" movement ends them in such zones. That wandering off can also have them escape burrows (and then get rooted outside).

Babies do not obey burrows, and mothers have no higher priority tasks than picking up their babies (I'm not sure about mood priority here).

I don't see sleep catching of the mother as useful, unless it somehow catches the mother only. If both the mother and the child are caught in the same trap you can only release them together (and yes, it's possible to catch more than one creature in a trap, as it's happened to me on a small number of occasions, but not in any controlled way. Presumably, all the creatures have to somehow enter the tile in the short interval before the trap is evaluated).

259
DF Gameplay Questions / Re: Storing goblets in chests
« on: September 22, 2021, 01:59:03 am »
@A_Curious_Cat: Goblets assigned to the tavern (and thus [at least nominally] placed in coffers) can ONLY be used by poisoners for drink serving. These goblets are unavailable for self serving (like hospital stores are unavailable for other jobs). The tavern settings allow you to specify the maximum number of goblets and instruments you store there, and if you don't have any personnel in the tavern you don't need any goblets, so that number can be reduced (the instruments, in contrast, are available to patrons).

260
DF Gameplay Questions / Re: Moving instruments to different locations
« on: September 20, 2021, 01:37:28 am »
I believe taverns default to take 5 instruments, which I always crank up to max. Also, if you don't actually want to keep some instruments in your instrument stockpile I'd just remove it.

261
DF Gameplay Questions / Re: Question on tile sets and stairs
« on: September 19, 2021, 02:55:34 am »
I'm not sure Mobbstar is correct regarding the character (not ASCII, as the code page used both contains characters outside of the 7-bit ASCII set and different characters from the US-centric 8-bit character sets, such as Latin-1) "graphics". It will become a tile set with the Premium release (regardless of whether you use the Premium or Classic version). Thus, there may be a slight performance advantage currently, but if it exists it will disappear in the next release.

262
DF Gameplay Questions / Re: Storing goblets in chests
« on: September 19, 2021, 02:46:00 am »
No.

The goblets allocated to tavern chests are available exclusively to tavern personnel for shoving drinks down the throat of patrons. Self serving dorfs can not use those goblets, and thus are restricted to use the ones not allocated to taverns. You can create goblet only stockpiles, but that's really a waste of effort (like stockpiling toys), as a thirsty dorf then would have to go to the stockpile to pick up a goblet, then go to the drinks stockpile to have a drink, drop the goblet after drinking, and then have the goblet tasked for being hauled back to the stockpile as a new job. You'd just add extra hauling jobs for no real benefit. It's better to have the goblets already in the booze stockpile to reduce the distance dorfs have to travel.

You can produce a limited number of goblets and allocate them all to taverns. Then poisoners employed by taverns (tavern keepers and performers are equal) would shove drinks down the throat of patrons, after which the goblets are dropped on the floor and tasked to be hauled back to the chests. If the poisoners can't keep up (and possibly even if they could) dorf self serve and then get unhappy thoughts because they can't get hold of a goblet, and so have to drink from the tap.

263
DF Dwarf Mode Discussion / Re: Seiges?
« on: September 18, 2021, 11:29:27 am »
It's most likely a "hello/goodbye" siege. They are presumably a bug and manifest themselves as the appearance of a siege message, typically a few enemies by the edge, and then everyone disappearing the next tick, with the siege indication cleared.
There is a variation of this where the siegers actually leave a few sneaking troops behind (snatchers, necromancers, etc.).

All the hello/goodbye sieges I've been able to examine (through DFHack) have had fewer than 10 members, but the sample size is too small for any conclusions.

264
DF Dwarf Mode Discussion / Re: Ideas for adding challenge to farming
« on: September 15, 2021, 06:39:48 am »
If you WERE to modify the game, I believe blights could be implemented by a script that removed the crops on farm plot tiles based on as much logic as you'd like plus random factors. Or just hack the yield (which I assume is stored somewhere, as it's determined by the planter's skill level).

265
DF Gameplay Questions / Re: How to get new 7 initial settlers quickly?
« on: September 14, 2021, 11:45:36 pm »
Remember to forbid the eggs: "dorfs" collect and eat eggs from sapients..

266
DF Dwarf Mode Discussion / Re: Ideas for adding challenge to farming
« on: September 14, 2021, 07:41:40 am »
If you go into modding, you might consider extending the growth time of your crops such that you'd only get a single harvest per "season" by setting the growth time to 90 or even 180 days (to follow the most common pattern of sowing in the spring and harvest in the autumn, although there are places with crops that get multiple harvests in a year). Since the harvesting would happen in a season where they wouldn't be eligible for planting (assuming you implement such a strategy), they wouldn't be able to plant a second round.

Note that I don't know if DF really supports growth times longer than a season for crops, and I've got bad memories of some bugger who made mod with realistic growth times that was promised to be supported for a long time, but the buggy mess was abandoned after a month or so...

267
Well, there's soil beneath the boulder, but does the boulder block the sapling from accessing it? That's what I suspect (of course, that would be a case of surface saplings being unable to spawn on muddy stone, but at least some rationale for why that would be).

If you cast obsidian on top of soil and channel or mine the obsidian away again (mind the cave-in risk if you mine...) the soil is revealed again, yes, and so are the "contaminants", as Bumber mentioned (my experiment was probably during 0.40.X, so Bumber's fresh result indicates things haven't changed).

268
DF Gameplay Questions / Re: Why can't I go full screen?
« on: September 14, 2021, 07:25:42 am »
I'd check that the computer hasn't somehow decided that you use two screens, and thus ends up placing most of the display on the non existent one.

269
DF Gameplay Questions / Re: How to get new 7 initial settlers quickly?
« on: September 14, 2021, 01:09:43 am »
The first check would be to see that TwbT isn't enabled, as it tends to crash DF on embark.

270
As far as I've seen, saplings from surface trees never appear on muddied floors (with empty space below: I haven't tried a floor directly on the ground), muddied cast obsidian, or even natural soil where the layer below has been dug away (preexisting saplings still mature, however, with the resultant surprise holes when they're cut down). I've also seen that that the shrub coverage is lesser in those places than in natural environments.

I wouldn't be surprised if the sapling blocking logic also blocks saplings on boulders, but I haven't looked at those. To experiment with that, you'd probably need hundreds of muddied boulder tiles over dozens of years, and somehow keep exact track of where the boulders are so you can detect if one of them has disappeared beneath a tree.

Note that underground "trees" don't need room for roots, and so have no problems growing on muddied stone, so experience with those saplings do not necessarily apply to surface ones.

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