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Messages - Crab

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1
Just shows that you can't please everyone.
In past versions, I disliked Evil stuff for being too intrusive, encouraging me to wall up and practice strict access control.

I love subtle evil and would like to see it expanded... weirding dwarves out is a good start, but a corrupting influence would be better. Hunger for dwarven flesh, tendency towards violence or betrayal, nightmares that show up in art, brainwashing into cult membership, perhaps a physical process: first mental changes, then weird physical symptoms, eventually transformation into something creepy.
A terrifying biome that deserves its name is fun once in a while, but imo understated creepiness makes for more interesting games than splatterpunk.

I mean, I also wouldn't mind this if it was in the game, but the game doesn't do this either. Seems to me it's a false dichotomy to say "Evil biomes are too heavy metal evil and not enough creeping cult evil" - they're neither. Right now, most of them are basically pretty safe and unobstrusive.

Try finding a spot that is both evil and has high savagery. Getting never ending hordes of giant undead birds is very fun.

Most of the time the birds will not be undead. It would be much more interesting otherwise.

If you're looking to generate a world with a lot more good/evil regions, on the advanced generation parameters, go to the "evil/good square count" settings, and simply increase those, they tend to create more "spots" of evil/good where you may be able to find what you're looking for.

This has other consequences though. If you spam Evil count during worldgen, most civilisations find it very difficult to spread and get off the ground and you end up with goblin-dominated worlds with scant human and elven presence. I like being able to interact with other civs and so only want small patches of Evil gen'd. I just want those patches to actually be Evil and not "eh, the trees are dead I guess?" again.

2
The thread title is fairly self-explanatory, but:

Choosing to settle in an Evil Biome is effectively the closest thing the game has to a difficulty setting. Yes, you can set the difficulty higher on Embark, but in my view this doesn't affect the level of difficulty itself, just the speed at which you hit the level of difficulty - sieges are equally tough regardless of this setting, they just come sooner. The only way to actively increase difficulty beyond the normal is to try finding something like: a reanimating biome, a biome which rains dangerous syndromes, a biome with husking/thralling weather, a biome with dangerous undead creatures skulking around.

Unfortunately, most Evil biomes do not do this. Despite genning a very considerable number of worlds looking for an appropriately scary starting biome, I found... basically nothing. The vast majority are not reanimating. They do not have undead wildlife. They usually do have some kind of evil weather, but it is usually just raining blood or something dwarves find disgusting without actually being dangerous.

Nor are Evil biomes visually that interesting. They have specific grasses - Wormy Tendrils and Staring Eyeballs; Glumprongs - but from my experience these are also quite rare. Normally you just get dead vegetation, which isn't particularly interesting and looks basically the same as ordinary vegetation (dead grass is somehow still green, which I can assure you is not how dead grass looks).

Once in a million, you find an actually Evil biome with appropriate eyeballs, death zombies, creeping mist, and so on - but it's really just too rare. Most Evil biomes are not Evil, they are, as the title puts it, mildly vexatious.

I would go so far as to say that, because of the new Agitation mechanic, Savage biomes are actually presently much more difficult than Evil ones on average.

I feel that Evil biomes ought to be nearly guaranteed to be reanimating or have some really horrible syndrome weather, and glumprongs, wormy tendrils, and staring eyeballs ought to be more of a staple. If I choose an Evil biome to settle, I'd like an Evil biome and not a mildly vexatious one!

3
Can you load a save from that world, then immediately close the game and paste the new gamelog.txt? There's a long list of seeds in your gamelog and I don't know which one is associated with which embark.

4
DF Suggestions / Re: Giving "plot armor" to megabeasts during world gen
« on: December 20, 2022, 04:59:58 pm »
http://www.bay12forums.com/smf/index.php?topic=180533.0

Same basic complaint, I think. The issue isn't that megabeasts need plot armour - they just need their actual fighting skills. As it is, my understanding is that worldgen combat is determined by size and skills. It doesn't take into account the fact dragons breathe fire hotter than magma, or that bronze colossi are made of nearly impermeable metal, or that rocs can fly. Consequently, megabeasts go out like chumps in worldgen combat when they can destroy an entire fortress in Fortress Mode.

But yes, completely agreed with the central complaint - megabeasts are simply not surviving worldgen. With default settings, the half-life of a dragon is 30 years - half of all dragons from when generation started die every 30 years, approximately. No Smaugs here.

5
DF Suggestions / Re: Toady, I asked for Crates, where are the crates?
« on: December 15, 2022, 06:56:58 am »
Bins are crates. Bin didn't pick up the modern meaning of a rubbish receptacle until the mid-19th century. Before that, a bin was a wooden frame for storing things in, which is to say... a crate.

6
I'd like to add some serious support to this one. It's just impossible to keep megabeasts alive in smaller worlds in the latest version. The half-life of a dragon is about 30 years, and they get tiny piddling kill counts then get felled by a camel or something equivalent. Something like Ancalagon the Black is just impossible right now because dragons are not favoured enough in combat during worldgen.

7
Okay, hear me out: I have been playing on and off since DF2010, and I still do not habitually remember what quality symbol means what and inevitably have to look it up again for the millionth time. This is because –, +, ⚹, ≡, ☼ does not follow any logical sequence known to man. What the denizens of the Discord and I suggest is: –, =, ≡, ⚹, ☼. Now it goes one dash, two dashes, three dashes, star, big star. This is a nice logical sequence I will always remember.

We are begging you, Toady. Save us pls.

8
DF Dwarf Mode Discussion / Re: Can you get evil clouds in Glaciers?
« on: February 03, 2017, 04:50:17 pm »
57 (!!!) Terrifying Glaciers later, I have a fantastic candidate - all three caverns are linked by a Deep Pit for extra fun, I'm in range of two towers, at war with the Elves, and there's (finally, praise Armok!) a thralling dust cloud. The only problem... the biome isn't reanimating, so the caverns are pretty damn safe if you expand carefully and seal things off with constructed walls and the like. I don't want to have to go through another 60 odds world to make this the perfect candidate, so I'm really hoping that there's some way of modding the raws in the save file to just turn on local re-animation. Is this possible?
I'm sorry! That's truly excessive effort. Yes, it's possible to assign any evil weather/reanimation to any evil biome prior to embark using dfhack. If you want, it can be a cloud of Toxic Crabspores that turn everyone into Crabthralls.

I haven't written up a how-to, but if you post the save to dfdd, I can give you the commands to fix the weather. (And if you want, move any other towers in the world close by so you have a better necromancer supply.) Sounds like you've got the rest of the bases covered for a fun embark. (I look for about the same things as you in an embark, apparently.)

Would you mind posting the how to? I'd like to know how to do this in a more general sense so if ever the mood takes me some months down the road, I can do it myself. Plus I imagine there might be a few spectators to this thread over time who'd fancy knowing too. If I knew how to set regional interactions and move towers prior to embark, I'd be a happy man!

9
DF Dwarf Mode Discussion / Re: Can you get evil clouds in Glaciers?
« on: February 03, 2017, 02:26:10 pm »
Sounds like you're looking for quite the docile embark.

If there is no struggle there is no !FUN!. Those who profess to favor glory and yet deprecate the thrall are dwarves who want iron without striking the earth; they want rain without thunder and lightning. They want the ocean without the awful roar of its many waters.

10
DF Dwarf Mode Discussion / Re: Can you get evil clouds in Glaciers?
« on: February 03, 2017, 02:06:45 pm »
57 (!!!) Terrifying Glaciers later, I have a fantastic candidate - all three caverns are linked by a Deep Pit for extra fun, I'm in range of two towers, at war with the Elves, and there's (finally, praise Armok!) a thralling dust cloud. The only problem... the biome isn't reanimating, so the caverns are pretty damn safe if you expand carefully and seal things off with constructed walls and the like. I don't want to have to go through another 60 odds world to make this the perfect candidate, so I'm really hoping that there's some way of modding the raws in the save file to just turn on local re-animation. Is this possible?

11
DF Dwarf Mode Discussion / Can you get evil clouds in Glaciers?
« on: January 31, 2017, 12:52:45 pm »
I mean, as the title says. I've generated 22 worlds with Terrifying Glaciers and tested them to see what sort of evil weather crops up. So far: exactly half had no weather within the first year, 7 had nothing but various varieties of blood rain, and 4 had some sort of goo/murk/filth etc., one of which caused mild nausea if it contaminated water, one which caused mild blistering, and two which didn't appear to do anything other than make dwarves disgusted. It's really frustrating me at this point. Ideally, I'm looking for thrall clouds, but I'd settle for even a moderately challenging evil rain at this point. I don't know what world gen tricks address this problem, or if it even can be addressed - at not a single evil cloud in 22 tries, I'm becoming skeptical they exist on glaciers.

12
Is there any good tutorial for learning how lua scripting works in DF context for someone with no prior experience?

13
How much of Masterwork was made simply by adding new raws, and how much using scripts? What are scripts in a DF context, and how would one learn to make them?

14
DF Dwarf Mode Discussion / Re: Too Many Goblins
« on: February 22, 2016, 04:19:48 pm »
Does this not seem a little crazy to everyone else? Is there nothing that can be done about it?

There seems to be a fundamental problem with conflicting goals.  Toady is aiming to create a world simulator, and that includes simulating goblins that are somehow balanced against the other races.  But in order to make fortress mode interesting, players (and Toady) want huge waves of goblin invaders.

So, on the one hand, you have player-created fortresses which are essentially impenetrable deathtraps for invading goblins (unless the player is inexperienced, or is intentionally letting the goblins have a prayer of winning).  This means goblins need to be numerous and aggressive -- aggressive, because why would you throw yourself on the gigantic obsidian + steel + magma dwarf fortress when you could stay home raising your children and writing songs?  Numerous, because once the first hundred goblins have done this, who's going to follow them?

Then on the other hand, you have these aggressive, numerous goblins running amok in world generation, before the player steps in.  How do you keep these goblins from destroying the other races?

I don't have any answers.

Surely just make AI sites likely to resist goblin wins? I don't really object to there being 25,000 goblins so that they can regularly send 200-strong sieges at me, I just object when that 25,000 means that the number of elves, humans and dwarves is rather low indeed. I like to embark with all three available neighbours and a healthy dwarven civ so getting the monarch is a good challenge; but the propensity of goblins to make other civs go extinct really makes that rather more difficult.

15
DF Dwarf Mode Discussion / Too Many Goblins
« on: February 22, 2016, 03:44:40 pm »
Does anyone have a problem populating maps of larger than Small with roughly equal race populations? I find that the more civs there are, the more and more goblins outnumber every other race. At 15 civs, the goblin:other parity is okay-ish sometimes by year 125, when I normally stop, but for a medium map that's a pretty empty map. At 20 civs, goblins begin to get out of control. I think there are roughly two reasons. The first is that goblins seem to reproduce really fast which combined with being immortal gets a bit silly. The second is that goblins almost never seem to lose wars or battles, so they wipe other civs out really quickly.

I did a sample of 50 Medium world generations with standard settings (other than civs, which were set to Low (20)) to 125 years, and found on average that 2.6 civs went extinct, most frequently a kobold civ, then a human, then a dwarven, then an elven, then a goblin. The overwhelming cause of civ extinction was war (92%), followed by forgotten beast/megabeast (8%). Only 1 goblin civ in the entire sample was wiped out through war (to an elven civ). The average population was 23,232 goblins; 4,745 elves, 3,830 dwarves, 3,712 humans, and 826 kobolds. I've not done a sample test for higher settings as my potato would take forever at it, but using custom settings that are otherwise the same as a standard Medium and doing 3-4 tests, more civs makes this problem worse not better as the ratio of goblins to civs increases as the number of civs increases.

Does this not seem a little crazy to everyone else? Is there nothing that can be done about it?

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