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Messages - Lozzymandias

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16
DF Dwarf Mode Discussion / Re: Missing item
« on: April 10, 2020, 10:06:27 am »
i'm not sure i fully understand you warfouyn. you're in difficult?

i made two points:

1. your uniforms will work better if you are very specific in what you assign

The uniform screen allows to choose an armor type (that covers a specific area of the body). That can either very general, (say, handwear) or specific (gauntlets, gloves, etc) gloves are a form of handwear, but not all handwear are gloves.
Then you can specify the material type (for instance, gloves can be made of pigtail cloth, rope reed cloth, different types of leather etc), you can specify generally (metal, leather, cloth) or narrowly (copper, which is a form of metal).

This is all very complicated but the most important message is: when you design a uniform be as exact as you can (ask them to find not just any armor but an iron breastplate, not just any boots but copper high boots or whatever you're equipping the dwarf with) and then make sure the uniform is set to "replace clothing". The dwarves will drop the clothing they have (so you don't get issues where the dwarves can equip an item but don't because it won't fit over their current clothing), and pick up the clothing you told them to, if you have it (in the right size and undamaged etc). Dwarves work best when you tell them exactly what to do.

2. The second point is just an observation that this hierachical system of specifying armor type then material gives rise to a few amusing or strange situations. For instance, leather armor is one of the clothing types that can go in the torso section of the uniform (the armor section). It can only be made of leather, but if you want to be specific about what material it should be made of you can specify "leather", leading to a uniform with a piece called "leather, leather armor". If you don;t understand this second point it doesn't matter too much, its more of an interesting tangent.

17
DF Dwarf Mode Discussion / Re: Artifact theft
« on: April 10, 2020, 08:05:36 am »
See in my world, The Fresh Boar (an elven civilisation) was the biggest antagonist seeking my artifacts (including a willow scepter. C'mon dudes, you hate wooden things), to the point of sending questers, agents (with plots) and even ambushes (i don't know if the ambushes are related, they only started after i denied the first quests.

18
DF Dwarf Mode Discussion / Re: Missing item
« on: April 10, 2020, 04:03:52 am »
specificity is your friend when designating armor. Specify the exact form of armor for each armor slot -so instead of "metal handwear" you specify "iron gauntlets", and then Replace Clothing, instead of Over Clothing. As long as you definitely have enough of the specific type (double check) you should be fine.

and yeah about what sarmatian said, "leather armor" is a form of armor made from the material leather, (other such types include includes leather robes, leather cloaks etc), meaning if you want your leather armor type to be leather armor (the specific item) you need to specify the armor type and material type, meaning your equipment list will read "leather leather armor". Its a little absurd.

dunno how experienced you are so i've been a little basic. I don't mean to talk down and i hope you don't feel like i am.

19
DF Dwarf Mode Discussion / Re: Armor Questions
« on: April 08, 2020, 03:17:25 am »
in my experience, leather armor tends to disintegrate after a couple of good hits (and if it gets so damaged that it falls off, that's a Bad Thought too).  if they're already wearing chainmail anyway, i'm not sure i'd bother adding leather armor -- use the leather to make robes/cloaks and hoods for your civilians instead (which may save them from a werecreature bite)

i think (but i'm not sure) that leather armor and a breastplate can't be worn at the same time?

if you don't give your military dwarfs shields at first, they will train Armor User quite quickly once they start sparring.  once they reach Competent, the weight of the breastplate won't matter anymore, and then you can equip them with shields and let them start training Shield User too

i can't remember offhand what difference the armors make wrt sharp vs blunt attacks (i usually just go with "more armour is better"). the wiki is excruciatingly detailed on all these points but it's a lot to take in!

I've always given them leather armor to begin with, and a metal shield and weapon, as Shield user, weapon skill and dodge seem to do most of the heavy lifting in a fight, and you just get slow dwarves until they have trained up armor user. Having them train without a weapon so as to speed up armor user is not something i considered (cos it means having them relatively helpless till they have and can use their shields) but that may be something i rethink if i can get them in steel faster. Thanks for the idea!

20
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 07, 2020, 01:03:23 pm »
Implement needs for wagons

Do you mean "dwarves have an emotional need for wagons", or "wagons have their own emotional needs"? The latter would be less impactful but more stupid, and therefore better.

implement wagon tantrums so you have to keep your wagons needs satisfied
wagons have a favorite item, each wagon is born with a random favorite item, whether or not it can be produced in your fort. Whenever s wagon does not carry its favorite item, it will progressively go insane and run off in search of its favorite item. A wagon can not be cured of insanity until it is filled only with its favorite item. If it has even one item that isn’t its favorite item, it’s sanity will slowly drip away

Give wagon's a personality. Make their favourite item a feature of their personality and subject to change with the wagons experiences. Wagons opinions can be swayed by arguments, changing their favourite items. Wagons can have their values corrupted by plotters, which can include other wagons
now I am curious, how is sentience and personality even added to the game? Could one do this by modding? Imagine if plants have personalities too, or societies? More plant men, item men, living vehicles? Wagon men? Not on.y wagons gaining personality, but also humanoid wagon creatures as well?

I would point you at the ancient texts of Wagon Fortress: http://www.bay12forums.com/smf/index.php?topic=25508.0

This was of course before personalities and needs and you just needed to stack up happy thoughts to keep the dwarves sane. But some work was done to adapt wagons as a playable creature.

21
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 07, 2020, 10:19:22 am »
Implement needs for wagons

Do you mean "dwarves have an emotional need for wagons", or "wagons have their own emotional needs"? The latter would be less impactful but more stupid, and therefore better.

implement wagon tantrums so you have to keep your wagons needs satisfied
wagons have a favorite item, each wagon is born with a random favorite item, whether or not it can be produced in your fort. Whenever s wagon does not carry its favorite item, it will progressively go insane and run off in search of its favorite item. A wagon can not be cured of insanity until it is filled only with its favorite item. If it has even one item that isn’t its favorite item, it’s sanity will slowly drip away

Give wagon's a personality. Make their favourite item a feature of their personality and subject to change with the wagons experiences. Wagons opinions can be swayed by arguments, changing their favourite items. Wagons can have their values corrupted by plotters, which can include other wagons

22
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 07, 2020, 10:12:35 am »
implement wagon plots. Wagons can scheme to overthrow you, and scuttle your fort

23
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 07, 2020, 10:10:43 am »
Implement needs for wagons

Do you mean "dwarves have an emotional need for wagons", or "wagons have their own emotional needs"? The latter would be less impactful but more stupid, and therefore better.

implement wagon tantrums so you have to keep your wagons needs satisfied

24
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 07, 2020, 05:33:49 am »
Once candy is discovered, Clowns can plot to open the Circus. Enlist a miner. The full shebang

25
DF Suggestions / Re: Terrible Suggestions Thread
« on: April 07, 2020, 05:19:17 am »
Implement needs for wagons

26
I think its worth noting that this bug appears to be two bugs disguised as one.
1) dwarves don't automatically pray to the right gods to satisfy their most pressing need
2) dwarves have too many gods to pray to

they're related, after a fashion. A dwarf that can pull itself away from non-specific worship and work through its god list can hold down a surprisingly large number of gods (this is the case in my pre 0.47.03 world), he just needs an unreasonable amount of down-time.

A dwarf that can't will certainly struggle with 10 gods. but he might struggle with 3
2 isn't a thing. It was fixed. Unless you have a save (generated in 47.04) that proves otherwise.

2 is a thing, for historic (pre fix) worlds (which you may want to continue playing). There is value in speaking accurately about the exact nature of the bug, if you can find workarounds for parts of it (if you want to continue playing said historic worlds). That was the purpose of my post. This place is not Mantis.

27
DF Dwarf Mode Discussion / Re: Artifact theft
« on: April 07, 2020, 03:55:27 am »
From my experience so far? if you can still find the object in your stocks (i.e, to find MoistenedBurglar, the Adamantine mug, you check goblets->adamantine->shiftview and select *DwarfishforMoistenedBurgler*) then its still in the fortress. If you can't, that visitor has hightailed it out of the fortress by the time the crime was reported. I don't know if stealing it back has been unbugged yet. i heard it was theoretically possible but squads instantly return without announcements. Chances are its probably gone.

Ah, that may explain my missing artifact animal trap. Interrogating recent guests after the notification revealed that it was stolen by one of my Militia Captains, who immediately confessed.  One beating for the captain and a 250 day sentence for the instigator and still no sign of it. I noticed we had a recent visitor, "Asno Saxostozu, holy stranger", who only seems to have hung around for a few days. Can plots be multi part? - ie. visitor 1 instigates theft of article, article handed to visitor 2 who innocently leaves?

Shame if artifact retrieval doesn't work, it would be nice to send a squad to retrieve this and persuade the mastermind to not continue to try to destabilize my fort.


Maybe they can be multipart! I've had a few plots where the instigator implicated a third party, and since we know that plot chains can be infinitely long, i see no reason they shouldn't involve a third person hand-off. I don't know if you tried interrogating the instigator, (especially after the thief implicates the investigator) its not guaranteed to turn up anything but it can. i had found that if by the time the captain of the guard got off his ass to do some investigation, the handover from insider dwarf to investigator had already happened, then you won't automatically sieze the artifact off the instigator (in which case it will still be in his inventory after his sentence is complete and you have to do something fiddly to get it back), but it should still be in stocks if thats the case.

All is not lost! you may yet discover who the ultimate plotter was, and if they visit your fortress for more theft then they can go in the forgotten beast pit

28
I think its worth noting that this bug appears to be two bugs disguised as one.
1) dwarves don't automatically pray to the right gods to satisfy their most pressing need
2) dwarves have too many gods to pray to

they're related, after a fashion. A dwarf that can pull itself away from non-specific worship and work through its god list can hold down a surprisingly large number of gods (this is the case in my pre 0.47.03 world), he just needs an unreasonable amount of down-time.

A dwarf that can't will certainly struggle with 10 gods. but he might struggle with 3

29
DF Dwarf Mode Discussion / Re: Artifact theft
« on: April 06, 2020, 09:48:09 am »
So, do you think what happened is that the ring got claimed afar by a bunch of different people, or just a single one that's sending half the world to get it?


That thought had occured to me. Definitely there are different flavours of plot going on here. With the first theft of the ring, the necromancer was specified as the highest member of the plot (that i know of). It would make sense if he reallly was the highest member, undead report to their creator necromancers and necromancers don't necessarily report to anyone else.

The interrogation of the intelligent undead human carpenter suggested a larger plot, he also confessed to spying and he implicated someone else in both the theft and the spying. The counterintelligence report hasn't registered who (the report contains some slight nonsense, saying its unknown but also specifying a particular elf or goblin. I dunno whats happening there, probably a bug about people concealing their identities). Maybe for the first theft of the ring i just botched the interrogation and the necromancer wouldn't reveal his boss, in which case they could be part of the same mega-plot. Unfortunately, that information lives only in the necromancers head (which now hangs from a blind cave ogres mouth.)


Similarly the translated/untranslated name in the UI for artifacts and last names is really bothersome here, especially if I cannot remember if something was a sheepleather hood.


yeah, i haven't yet found a good fix for that. It is a real pain, its just a matter of combing through the L artifacts... Maybe i can add some kind of nickname to the items that shows up in either views that can be used to tie them together... Dunno what utilities have to offer for naming items.

I have to try the stocks method myself, I am currently kinda lost on whether some of the artifacts have already left the fortress, or are still there.


From my experience so far? if you can still find the object in your stocks (i.e, to find MoistenedBurglar, the Adamantine mug, you check goblets->adamantine->shiftview and select *DwarfishforMoistenedBurgler*) then its still in the fortress. If you can't, that visitor has hightailed it out of the fortress by the time the crime was reported. I don't know if stealing it back has been unbugged yet. i heard it was theoretically possible but squads instantly return without announcements. Chances are its probably gone.

30
DF Dwarf Mode Discussion / Re: Artifact theft
« on: April 06, 2020, 03:45:21 am »
Right, so the blind cave ogre solved that plot once and for all... And the marks dwarf is a rehabilitated member of society. Some historic crimes have been interrogated for and more intrigue is being discovered across the fortress. Excellent excellent.

More plots to steal that ring! This time it's a intelligent undead human carpenter! They've both served a custodial service and the insider dwarf, freely released, makes a beeline for the ring and SOMEHOW hands it to the now caged carpenter heading for the stockpile. This man is going straight in the blind cave ogre pit.

A plot was revealed (long after execution) to steal my precious crundle one short sword. I know the instigator (komo something or other) I think he was the intelligent undead commander I saw enter the map. I doubt I'll see him or it again.

Honestly, almost every undead or necromancer that enters my map seems hellbent on theft. I could solve this with a locked door or vault but I'm having so much fun.

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