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Messages - PatrikLundell

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661
I think that giving the task to hunt vermin without having any animal traps will block the butcher's shop from performing the butchering task (only the top job is performed, and that is to hunt vermin, waiting for an animal trap to become available...).

You also need citizens with the butchering job enabled and them having time to perform it.

However, you should probably rely on livestock instead of hunting, as that depends on getting lucky with the animals that appear (you won't get much out of a regular kea even if you manage to shoot it down, and hunting flying critters isn't working that well).

662
No. Currently the materials and items available to caravans are set at the time the starting site is created, based on resources available in some close proximity. The exception to that is books, which become available gradually as they are written or recovered (and they can include necro books...). I guess it could also include religious items, such as dies, if caravans carry those.

I would guess (re)introduction of the economy should include a more dynamic supply and demand situation where resources are gained and lost depending on the extent of the trade network.

Currently a civ can't gain new kinds of tame animals either, as training knowledge filtered back to the civ can't reach the fully tame state.

663
Official DF Tileset Discussion / Re: Furniture
« on: February 22, 2021, 03:44:36 am »
For the armor stand I'd consider using the base to indicate quality. That way it doesn't matter if the rest of it is covered by more or less actual armor. Also, for at least my play style there are three quality levels that are important: less than masterworks, masterworks, and artifact. The reason for that is that anything less than masterworks should be replaced eventually, but I won't go through the hassle of doing gradual upgrades. Thus, from my point of view the differences between the lower qualities can be very small, so small that you don't really see it unless you look carefully at them standing beside each other, while I'd like to be able to see that I've got a masterworks item in place (I use the same replacement strategy for all furniture, by the way: when needed, place the best one available and then upgrade to masterworks when one becomes available).

664
DF Dwarf Mode Discussion / Re: Dwarf in fey mood not moving and FPS drop
« on: February 21, 2021, 06:42:50 pm »
:
Last few times I tried that, the bugger climbed right back up and got stuck again.
Hm, hasn't happened to me (although I don't think I've had a mood in such situations, but definitely a meeting, with the stupid diplomat standing lower on the stair and blocking the path until the mayor was teleported away, at which time the they both went to the office and had their meeting).

I guess that if a picker gets stuck while picking and is teleported away before the picking task is finished he might return to the designated position. In that case you'd probably have to wait until the bugger gets hungry/thirsty, or even parched/starving, at which time the current task should be abandoned.

665
DF Dwarf Mode Discussion / Re: Tired of losing
« on: February 21, 2021, 06:36:46 pm »
Echoing Salmeuk: Losing and learning from the experience is interesting and useful, while just being stomped into the ground for no apparent reason isn't.

Using bridges: After hooking up the bridge to a lever, TEST the lever to verify that the bridge works as desired (hooked up to the correct bridge, the bridge being of the correct kind, etc. I always make my bridges [that don't actually bridge a gap] two tiles long because single tile bridges don't give a visual cue to their state).

I've been using passive defenses (cage traps) rather than military because:
- Cleaning up the post siege mess has been mentally crippling for the haulers (should be improved in the latest release)
- Cleaning up the mess takes forever and diverts all my low pop fortress hauling resources to that rather than productive hauling, and often isn't finished when the next siege shows up.
- DF military is suicidal and can't be controlled: once released they'll spread out and fight until killed or victorious (using bridges you can create kill zones with a limited number of enemies, though, and thus kill the enemies a few at a time, and once a batch has been killed off you can control the morons again).

666
DF Dwarf Mode Discussion / Re: Dwarf in fey mood not moving and FPS drop
« on: February 21, 2021, 06:21:01 pm »
After a while the dorf will go bonkers due to failing the mood and some time after that he'll die. However, I'd either try to build stairs up to beside the dorf or cut the tree down.

667
DF Dwarf Mode Discussion / Re: Dwarf in fey mood not moving and FPS drop
« on: February 21, 2021, 03:53:02 am »
If you're using DFHack (e.g. as part of the Lazy Newb Pack), I'd recommend using the teleport script to teleport the dorf a tile to the side (and then drop down to the ground) to unfreeze the bugger and restore the FPS.

668
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: February 20, 2021, 06:30:20 pm »
I wouldn't be shocked if DF didn't always respect the elevation PSV value if it plonks down a volcano in a tile, in particular if that tile was surrounded by mountain tiles on at least two (out of 4 perpendicular) sides.

669
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: February 20, 2021, 12:20:55 pm »
Temperature affects whether it's tropical, temperate, or tundra, although it's only directly tied to temperature if the world doesn't have poles, otherwise tropical/temperate is controlled by latitude with temperature controlling the result in the subtropical zone.

The symbols generated for tiles is the one for a tree that's present there, while I'd prefer to see something representing the biome. The tree selected can differ for different tiles within the same biome.

You understood me correctly in the first part, but not the second. All kinds of forests belong to the Jungle region type, all kinds of ocean to the Ocean one, all kinds of wetlands to the Swamp one. All kinds of mostly open grass dominated terrain end up as either Hills or Grassland, depending on Drainage, so those to region types contain exactly the same sets of biomes. Unless I've missed one, the rest of the region types have a single biome in them.

Changing Volcanism probably scrambles the RNG, resulting in different results. The evilness settings for small/medium/large regions are not absolute, although they can be made mostly so by ensuring the requested number of tiles of that type in that kind of region exceeds the actual number of tiles, but it still doesn't give you full control.

Again, changing the number of rivers scrambles the RNG, but I believe lakes are generated to be connected to rivers in a somewhat logical way, so I would guess you might be able to guide river formation (and hence lake formation) to some extent by generating elevations such that there are clear valleys for rivers. However, I'd expect the result to be very much "somewhat".
Good to know that you mean lakes when talking about flooding. The other post about talked about oceans flooding land.

Any kind of map manipulation scrambles the associated RNG(s), so you'd need to make a large number of tests to draw any conclusions about effects from map changes as opposed from just getting a different result from using the RNG sequence differently.

670
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: February 20, 2021, 08:46:34 am »
You can't paint good/evil because it's assigned by DF internally during world gen. The reason is probably because good/evil are region features (recently modified by evil spreading from sources, but that's probably more of a temporary hack than a "real" implementation, as spheres will require a new framework during the map rewrite anyway), and regions are build from the other primitive parameters that are available (salinity isn't available either, but salty/brackish/fresh doesn't affect region type). If you define primitive parameters in neighboring tiles that result in the same region type they join up to form a single region.
Evilness can be hacked during/after world gen, but that's the current extent. It would be possible to have a script interrupt world gen immediately after assignment of evilness to override those values, but it's quite possible DF doesn't detect that and you'd have to hack the flora/fauna of the region as well to make it work.
As you say, a PSV world allows you to paint what becomes regions such that you can manually split them into good/neutral/evil based on size to a decent degree.

Variance shouldn't have any effect on a fully defined PSV world. However, if you specify only some of the parameters and let DF generate the others it will do so (and I generally use fully defined PSV world, so I don't know much about how the hybrid approach works).

The wiki should be able to tell you which biomes belong to the same region type. "Hills" and "Grassland" have the same biomes (savanna, etc.), while all the other biomes are present in a single region type only.

A volcano is a "feature" that exists within a tile, and so isn't tied to any particular region type, even if the cone may rise to mountain elevations.

Rivers shouldn't split regions, as they appear "on top" (they're "features"). I suspect the cases you've seen are grassland/hill regions (they differ only by Drainage).

Never seen any flooding (although someone recently said that happened, although it wasn't verified as far as I've seen). Lake formation happens during world gen and can't be controlled by PSVs, though. Elevation below 100 results in ocean tiles (which can result in very small oceans...), not lakes.

A major civ killing factor is megabeast/titan count. They tend to stomp out a lot of civs while they only have a single site if you have a lot of them.

Larger maps typically have more civs on them, but more civs means there's a greater chance some survive somewhere, so reducing the number of civs reduces the chance/risk of them being near each other.

You probably don't want to play a truly dead civ, as those a badly bugged: No travel possible, so no raiding. Your civ won't found sites (naturally), but you can't conquer any either, so you're relying on sites to spontaneously tie themselves to you for those nobles. If you lose your expedition leader it won't be replaced, which locks out a lot of functionality if that happens, but I think getting a mayor will get past that problem (there should be a new one elected the next summer).

671
DF Gameplay Questions / Re: Biased labor dwarves.
« on: February 20, 2021, 02:30:29 am »
If the mining area is outside the miner's burrow they won't mine there.  That one's got me many times...
AND the "random" location DF selects for the dorf to stand on when mining has to be in the burrow as well. That one's got me many times as well...

672
df.global.world contains almost everything of interest (there are things outside, like df.global.ui). gui/gm-editor is the standard tool for looking at df structures, but you can also look at the XML source for it (either in a local copy of dfhack if you compile it yourself, or on github (approximately named dfhack/df-structures). The XML has the advantage that there are some comments in there, but gui/gm-editor is usually easier to use because you don't have to guess at the file things are stored in).

Entities are stored in df.global.world.entities.all.

I don't really know what a nemesis record is for, but there are references to them and they, in turn, reference the hist fig targeted, which has been sufficient for my purposes so far.

"gui/gm-editor df.global.ui" will show you the top level of ui, and allows you to traverse further down the tree (when the elements are compound, of course), but, as indicated above, you probably want df.global.world as your top exploration level.

673
I believe there assigned roles for entities overlap in a somewhat messy way so that some things are only in the civ entity, while others are only in the site government ENTITY (emphasized, as it's not in the site structure). The way these structures are used differ between the civ and the site government. I have no idea whether hacking dorfs into these structures is sufficient, though (I think there are multiple places where they are, or at least may be, included.

Somewhat vague and possibly incorrect, as it's from my flaky memory of the structures. Regardless, you'll need to familiarize yourself with the entity structure, as you'd have to be very lucky for someone else to have written a suitable script already, so you'd have to expect to do it yourself.

674
Official DF Tileset Discussion / Re: Underground trees
« on: February 18, 2021, 10:20:48 am »
I really like the fungiwood and spore trees (although I agree with voliol that it looks a bit odd with the fungiwood "nodes" sometimes looking like they're disconnected from the "tree". I'd prefer to have the "thorn" part of the blood thorn emphasized, but won't complain if it ends up like this in the end, as this first iteration looks very good. In comparison, the tunnel tube looks a bit "boring", but it's still suitably distinct from anything else (I'd experiment with a cap that's about half again the size of the "stem" at each top level if I had any artistic ability, but it may well end up just looking stupid, and would require the caps to yield to stems beside them when present [in which case I wouldn't have a gap in between, but actually fuse them]).

The cap set is a bit boring in comparison, but certainly serves the purpose of being distinct color and pattern wise. It might be possible to satisfy the "stunning color" goblin cap pref string by adding weird patterns in a very different color on top of the RAW basic color (but in the skin only, so it wouldn't affect the wood).

675
Hi,

I often use Legends Viewer to understand what the World I've created is all about and its a great tool! So first of all, thank you :)

One thing that always confuses me is, when I see "SECRET_[Nr]" in the character description of someone. Here is an example:

Quote
Ugath

Is a deity that occurs in the myth of "The Fairy Crstal". Ugath is most often depicted es a male dwarf deity.
Caste: Male
Associated Spheres: death and blight
Interaction Knowledge: SECRET_1, SECRET_2, SECRET_4, SECRET_5 [...] SECRET_48 and SECRET_51

Can someone tell me what these SECRETs are?

Thanks for your help!

The question relates more to DF than to Legends Viewer itself, and so might have been better asked in the gameplay questions forum (where others who are interested but don't use this extremely useful tool may see it as well).

DF currently only has a single Secret, namely the Secret of Life and Death, so all of them are about that, although the framework would allow for other secrets in the future.

The number is simply the order in which world gen generated the secrets, and the deity in the quote apparently knew a lot of them.

What I'm not certain about is why there are different instances, but it could be that each slab bestowed upon a necro is tied to a secret and that slab "uses up" that secret (this is pure speculation on my part). Another speculation is that it might also be tied to which kind(s) of intelligent undead the secret allows you to raise. Apart from having different names, they can also have different magic powers, if I understand it correctly.

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