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Messages - Lozzymandias

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31
DF Dwarf Mode Discussion / Artifact theft
« on: April 05, 2020, 12:31:11 pm »
in the summer of 253 i suffer my first artifact theft. Much too late to stop it or learn anything about it. Okay, no biggie. I turn the hall where the artifacts are displayed into a meeting room (more witnesses), finally appoint a captain of the guard, and take precautions.

Soon after, i get a funny feeling. Check the artifact hall. One of the artifacts, a chert ring, is missing but not reported gone, despite a witness around (not a fortress dwarf).... huh.

Its not been long gone though, i immediately check stocks and find it in the hands of one of the marksdwarves. I send his squad to the artifact hall. He drops the ring. Its discovered out of place and i get the announcement. Okidoke, we now have a crime, lets drag him in for questioning.

It seems like the one witness travels along with the marksdwarf and the captain of the guard for questioning... I guess he witnessed the crime but before the announcement there was no crime to witness. he snitches on the marksdwarf then and there. and the marksdwarf fesses up. He also gives me his bosses name, a necromancer guest who's been abusing my hospitality.

So we drag him in for questioning. Like all mob bosses he's tight lipped. Don't care. Convict 'em both. Prison for the marksdwarf and a beating for the necromancer. Some info gained and justice, after a fashion, is served. Really liking this new theft mechanic

Only, when his sentence is up, freshly released marksdwarf immediately goes to steal ring again! Whats worse is that when he drops it, its just put back in its place like a new crime hasn't happened! I can't punish the duo again for the same crime!

I tried just straight up sending the marksdwarf murdering the necromancer, fitting revenge. Apparently he was part of our civilisation so that didn't go too well. Savescummed a bit and now i've got him locked in a temple while i drop a blind cave ogre on him. Hoping i won't have to do the same to the wayward marksdwarf

How do you guys generally end a plot for good?

32
I have had some success ( i don't know why) wuith designating many (20 odd) meeting spaces all to a temple with no particular god. Basically i found dedicating many different  temples to different gods didn't work because dwarves would try pray to the wrong gods (or get stuck in a purple "worship"" state) in the wrong temple. For some reason, a single temple for all gods helps them choose the right god to pray to. You do need to give them plenty of downtime though.


33
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 02, 2020, 04:32:37 am »
animal caretakers are my personal form of garbagedwarf. They flock here in their masses, demand a fancy guildhall. Half of them are women with children, stress prone, and worst of all, most of them are incredibly polytheistic with many and frequent worship needs, so i can't draft them.

Building a Complex of Small Gods so that dwarves can worship their individual gods, rather than worship at the Pantheon temple. Hoping that this will speed up the worship fulfilment process and mitigate the drain on my fort these dwarves are. Might have to exile the worst offenders.

34
DF Dwarf Mode Discussion / Re: Trivial findings
« on: April 02, 2020, 04:11:40 am »
At my boyfriends insistence, instead of just executing the plump helmet men by firing squad like normal, i modded the raws to make them trainable, to try and (briefly) integrate them into the population. Some fighting when they reverted back to wild dissuaded me that this was wise.

Trivial finding: Intelligent, trainable creatures can nonetheless be slaughtered.

35
DF Gameplay Questions / Re: Nuances of Clothing Industry
« on: April 01, 2020, 06:04:10 am »
Though you can form military squad with uniform of civilian cloths with "replace" and "exact match".
Then you station the squad for 1 month and issue solved.

Wouldn't you get clashes between civilian (miner and woodcutter) and military uniforms that way?
Furthermore, i've never had much success getting dwarves to replace xwornx uniforms (certainly in old fortresses before armor could xwearx, military dwarves with leather cloaks would wear them until they rot, even with replacement cloaks in the pile). I imagine with armor xwearx this has become more of a problem. Do dwarves now replace xwornx armor?

i've used the link system before, and its mostly successful (barring dwarves just dropping their clothing on the pile) although you need to get rid of the stuff in the worn clothing stockpile quickly if you want the manager system to carry on producing fresh clothing

36
DF Gameplay Questions / Re: Nuances of Clothing Industry
« on: March 31, 2020, 08:24:22 am »
I'm not aware of any changes to clothing usage. They acquire and hoard. On the other hand, I keep a tight control of immigration, so by year 2 I don't have a huge number of "new" citizens fighting for the clothing production that starts up (everything before that went into bags).

I don't think there is any reasonable possible solution to the problem, as the current system is to check regularly when there's some kind of need and claim when there's something matching the requirements available. You'd basically need a heavy handed "no luxury claims while there's a single unsatisfied basic need outstanding" implementation, which will have its own issues.

The excessive hoarding might be easier to deal with, by implementing a logic for releasing the ownership of "inferior" stuff, e.g. by having a maximum number of slots per layer, and anything acquired beyond that pushing the "worst" one out (which might be the just claimed item for some super hoarders if the logic allows for acquisition of things worse than what's currently used).

Regardless, the current (long standing) implementation is far from a good one.

Thats pretty much what i expected, thanks all the same patrik. its part of my routine every time i come back to this game, not only to check whats changed and whats been fixed but what minor issue hasn't been fixed all this time (I see large predators still don't hunt dwarves).

I seem to remember i had some minor success with the manager as a way to make sure that 20 or so new mittens a month were being produced. If i can budget for how many clothing items will be consumed in total (wear+hoarding) per season, then that should be an adequate way to avoid just endless clothes production. I'm just tired of cleaning up after the little bearded sock magpies

37
DF Gameplay Questions / Nuances of Clothing Industry
« on: March 31, 2020, 07:15:00 am »
Old player, returning to the game after 42.05, I started a fortress and, as with all fortresses, immediately began setting up my pigtail powered clothing industry.

It wasn't till the 2nd year that a substantial amount of pigtail cloth was abundant, so i was expecting a big bottleneck, where some of the first fort members would be instantly claiming all new clothing. In practise though, i found that many dwarves were claiming new clothing regardless of whether their current clothing was worn or not (presumably satisfying aquisition needs)

This is a problem i seem to remember facing before but never really dealing with. I just had to hope that if enough clothing was created everyone would have enough for both replacing worn clothing and filling their cabinets with excess clothing. DFhack cleanowned helped, to some extent (usually causing a month long shutdown while we emptied the cabinets back into the common stockpile.)

Did anyone ever find a fix for this? some way of prioritising the replacement of worn clothing over aquisitions? is it less of an issue in newer versions?

38
DF Dwarf Mode Discussion / Re: Merchants stuck
« on: November 07, 2019, 07:13:22 am »
It's a weird one. I've never found a perfect fix for it, usually I just dump all the items in the way, make sure the paths out of the depot are item free, tree free and if on stone, smooth. I have no confirmation any of it worked but eventually they leave. Do some experimenting and find out!

At the v worst you can destroy the depot. That should help

39
DF Dwarf Mode Discussion / Re: Fort of 4 in game years destroyed
« on: October 18, 2019, 11:59:13 am »
See sig text

40
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 03, 2019, 08:08:11 am »
In continued efforts to keep the cavern animals turning over so I can finally get my precious GCS breeding pair, I sent some marks dwarves to clear out the perennial 8-red-crundles-hanging-on-a-wall. Naturally one took a bronze bolt or two and they scattered. So begins the tedious hunt and tidy up game...

Only the mayor was in the caverns collecting silk at the time. Crundle runs smack into him. Like an upstanding civil servant he takes a few scratches, then loses it. In a fit of rage he grabs the bolt, still in the crundle, rips it out and stabs the crundle to death with it. He stands there, breathing heavily, bronze bolt in hand, over the crundle corpse when three of the crundle brothers run round the corner.

In short, that was the day the mayor really won his office and got more kills than member of the militia.

41
DF Dwarf Mode Discussion / Re: Nostalgia hit hard
« on: September 27, 2019, 02:33:43 am »
I remember my first fortress on 40.24

It was a mountainside with terrifying wilds around it. 6 of the first 7 were killed in the first spring by a giant undead wolverine. No immigrants made it to the rough perimeter till the next spring. Leaving 1 dwarf to bury his 6 friends.

I followed the story of that dwarf. That kind of thing can change a dwarf. He was slain by a were mammoth the next year, and his corpse got up and charged the traps gate. He would finally join his brothers in the crypt of the founding seven.

42
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 20, 2018, 06:23:19 am »
So finally took my beefed up dwarven necromancer into the local dark tower to make some inquiries about a nearby vault, see if I could get some divine metal. Now I haven't played adventurer in a new versions, and the "state your name" business is new to me. But it seems that not only were they attacking me, they were also attacking their own beak dogs and trolls for failing the checks, so I just strolled through the carnage as they laid into each other, in order to try and chat with the big bad three eyes camel boss.

Unfortunately he was a fire breather and a little fast, as clowns often are.

43
DF Dwarf Mode Discussion / Re: Overrun by nobles
« on: December 13, 2018, 05:39:00 am »
"Come on, you sons of elves, do you want to live forever?"

Sigged

44
DF Adventure Mode Discussion / Re: How to become Overpowered: A Guide
« on: December 10, 2018, 08:59:07 am »
I would train your attributes to max before getting vampirism. Becoming better than the average soldier isn't hard, just wrassle wildlife until your dodge, block, fighter and wrestling is massively improved. Then you can climb the ladder with minor engagements and skirmishes until you can take on a boss. Then hunt down a vampire drink his blood.

45
DF Dwarf Mode Discussion / Re: Villains in fort mode?
« on: December 07, 2018, 11:05:20 am »
Tbh I'm hoping for Urist Bond style intrigues. Plots to destroy the fort from within. Heists for the pride artifact adamantine axe. Coups with new factions created from dwarves you used to own...

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