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Messages - mikekchar

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91
DF Announcements / Re: Dwarf Fortress 50.09 Released
« on: June 28, 2023, 07:02:23 pm »
Just a quite heads up for others on Wine, you will need to get a copy of msvcp140_atomic_wait.dll and then run winecfg to use it.  If you search the Steam forums, you'll see some instructions.

Another quirk of wine seems to be that the sound volume is *very* low. Now sure why.  I noticed it in experimental, but thought it was fixed in beta.  I might be mistaken, though (I often play with the sound turned off).

I guess the Linux release is imminent, though, anyway.  However, I think this is all relevant for Mac users.

92
DF Announcements / Re: Dwarf Fortress 50.09 Released
« on: June 28, 2023, 06:44:14 pm »
I haven't tried the release version, but based on the experimental and beta builds, I think this is due to the increased graphics performance.  I ended up reducing my graphics frame rate to compensate.  YMMV.  I'm looking forward to giving the release a try as I ran into text input problems in the experimental and beta builds (which might be a wine/linux only thing).  Hopefully it's fixed in the release. #fingers-crossed

93
DF General Discussion / Re: *We need your help with game ending stress*
« on: October 14, 2020, 07:47:19 am »
Wow.  I haven't posted here in a long time :-)  I *have* been playing a fair amount of DF lately.  In many ways I'm with muldrake.  I *like* figuring out how to make the fortress a utopia.  I just realised today that I actually play DF like it's a puzzle game.  For example, I'm still obsessed with making meals and having absolute control over it.  So I have 1 kitchen per recipe.  Seriously.  1 booze (or anything in a container, really), and 3 solid non-container items (there is a bug where they will always take things out of the same container once they choose it, so you can't normally use containers for kitchen stockpiles).  I link all of them to the kitchen.  Then I have a manager job to make the meal once all of the ingredients are available (working out how to specify that in the manager, exploring all of the possible ways to specify "at least one pond turtle", for example -- it's not how you would think it works -- took me ages).  But like I said -- bug where it just keeps taking the same thing out of the damn container, so I get a meal with 4 finely minced pond turtle instead of pond turtle roast basted in peach cider with red spinach leaves (which you can't grow, btw!) and fisher berries.  Also there is a design flaw where once something is in a container, it can *never* be moved out of that container while it remains in a stockpile.  The upshot of all of that is that all of my food stockpiles can't have containers.  But I'm drowning in fisher berries... What to do?  Ah ha!  I can make a still that makes fisher berry wine (and a fruit -- if you want to control it exactly, the still can make exactly one plant and one fruit.... and why aren't fisher berries fruits???  Because all non-real fruits are plants, silly!)  So what I can do is make a stockpile that contains a single barrel for fisher berries.  It gives it to the still and I have a condition that I make it if I have more than one fisher berries (which is a plant, remember -- important for specifying the condition in the manager) and at most 60 fisher berries (the amount that fit in a barrel) and less than 2 seeds.  Then I have a single tile (non-container) next to the kitchen.  So what this does is make fisher berry wine if I need seeds.  Otherwise it waits until I grow enough fisher berries that it doesn't fit in the barrel -- which means that it goes into the kitchen stockpile.  Then I keep making meals with it.  This basically regulates the number of seeds that I can have and acts as a regulator so that I always have enough fisher berries that I can get seeds, but only have a few extra (basically what will grow on my one tile of farm in a stack) that will end up in the meal.  And if you think *that's* fun, you have to see how I regulate cooking liked foods that must be in bags (like seeds)!

I can honestly get the vast majority of my dwarfs eating amazing meals that they prefer and get great happy memories.  Such a fun game!

Um... well.... it is for me.  I suspect this is not the kind of thing that most people enjoy doing when they play the game.  Obviously, what I'm doing is downright crazy even if I think it is fun.  You don't have to be this obsessive and you can do a lot with the game more casually.  But my point (finally) is that many people don't want to play the game as a work flow simulation/sandbox building game.  Older versions of the game supported different gaming styles and I think it's fair that those people are unhappy that their favourite gaming style isn't as easy to play any more (in some cases it may actually be impossible).  On the other hand, I *love* the direction the game is going (well, you could make my puzzles a bit easier and I wouldn't mind), so it's a delicate balancing act.

P.S. Selling the fisher berry wine (that nobody likes) in claystone rock pots to the Elves.  "Trust me!  It's a slice of Dwarven tradition handed down from our forefathers... Oh... you don't need those stupid sun berries do you?  We can take them off your hands in exchange".  Trying to make sure your claystone rock pots don't end up holding fisher berries and breaking your automation math is also a fun puzzle...

94
I know this is an old discussion but... I tried really hard some time ago to force a site to change civ.  As far as I could tell, there was no way to do it.  The only way sites change civilisations is by destroying them and for another civ to reclaim them.  However, there is no way in adventure mode to destroy a site.  I once got the clever idea to claim a ruin.  It doesn't work.  Then I got the idea to hand over the lordship to my companion.  It doesn't work.  Then I got the idea to hand over my lordship to someone that is already occupying the site (for example a refugee).  This kind of works.  It will indicate that civ's influence on the legends map, but it doesn't official take it over.  In fact, it can *still* be reclaimed by another civ.  I admit this was not in the previous version, so things might have changes, but I don't think so.  The thing that always annoyed me about this is that not only do adventurers not really have much ability to impact the world, they can actually cause problems.  For example, if you kill everyone at a site, it *should* ruin the site, but it doesn't -- and IIRC, it makes it so the site *can't* be ruined any more (because the trigger is defeating the existing site government, which no longer exists).

95
DF Suggestions / Re: Solving the memory slot problem
« on: September 12, 2020, 11:00:21 pm »
Cheers!  I typed that in the car when it was about 36 C and I was having trouble concentrating :-)

96
DF Suggestions / Solving the memory slot problem
« on: September 08, 2020, 08:49:21 pm »
I was very interested to read Toady's description of how the memory slots work and especially how memories are promoted into short term memory, long term memory and core memory slots.  At first, I took heart and thought that all I needed was a variety of different experiences to "kick out" bad memories, but after I mulled it over for a while I realised that it is currently not possible to kick out most memories.  I will explain the problem and suggest a simple solution.

I will only talk about short term memory slots because that's enough to understand the problem.  For simplicity, imagine we have 5 memory slots.  Let's also imagine that each memory has a category and a strength.  The strength is between 1 and 5.  Again, this is just a simplification to aid in understanding.  Initially we have some experiences that get put into memory slots.  If there is a slot available, a memory for the experience is placed in the slot.

It doesn't really matter what the starting condition after we have filled the slots is, but let's say that we have one memory of each strength in the slots.  So the slots look like [1, 2, 3, 4, 5].  When we have another experience, we check the slots to see if there are any with in the same category.  If we do keep the memory that has the highest strength.  In this way, the average strength of memories increases over time.  Let's pretend that we have strengthened all of our memories an have the result [5, 5, 5, 5, 5].  Note, this is just a random scenario, it really doesn't matter what happens as I hope you will see later.

Now, let's imagine that we have an experience in a new category.  It will replace the lowest strength memory slot, even if it is of a higher strength.  Let's say that our new memory is of strength 3.  All of the current slots have the same strength, so let's choose one at random to replace.  The result is: [3, 5, 5, 5, 5].

At this point, when we have a new experience, it will either be of the same category or a new category.  If it is of the same category the only thing it can do is raise our 3 to a 4 or a 5.  If it is of a new category, it can *only* replace the 3!  So if we have a new category with strength 1, we will end up with [1, 5, 5, 5, 5].
The next experience will do exactly the same thing.  No matter how many experiences we have, we will always replace the same memory slot.

Now, you may be thinking that I've stacked the example, but the same thing generally happens no matter how the slots are filled.  Let's go back to [1, 2, 3, 4, 5].  If we have a new memory category and a strength of 3, we will end up with [3, 2, 3, 4, 5].  If we get one of 1, then it will be [3, 1, 3, 4, 5].  Next 4: [3, 4, 3, 4, 5].  Next 5: [5, 4, 3, 4, 5].  2: [5, 4, 2, 4, 5].  I could go on, but you can see that fairly quickly you get into a static pattern where only one or 2 memory slots can change.  Importantly the 5 on the right hand side will *never* change unless *all* of the memory slots are of strength 5.  And even then, there is only a 1 in 5 chance of it changing.

This means that strong memories get stuck in the memory slot (or optionally get replaced with stronger memories of the same category) and *can not get shifted out*.  They *will* end up as long term memories eventually.  From there, the exact same thing will happen and they *will* eventually become core memories and will change character traits.  This is what we all observe from playing the game for a long period of game time.

Suggestion for how to fix it:  It is very simple.  Instead of using the strength alone as the metric for whether a memory gets replace, use a function of the strength reduced by the amount of time it has sat in the memory slot.  This means that as new experiences happen, the older the memory, the more likely it is to get replaced (simple cache starvation avoidance strategy ;-) ).

By the way, we need dining philosophers in this game.  And spaghetti.  But that's a different suggestion (I guess).

Edit: Error in example
Edit: And again... :-P

97
DF Gameplay Questions / Re: Silly question about Red Sand
« on: September 04, 2020, 07:39:40 am »
I just want to point out (since a lot of people don't know) that you can feed grazers if they are on a restraint or in a cage.  Just enable the "Animal Care" labour on some dwarfs and they will feed restrained grazers with vegetables or prepared foods (no matter what it's made of).  Factory farms are a thing in DF!  Dwarfs get a good thought from feeding animals.

98
I believe problem with floors not covering walls only is a problem with flyers.  I may be wrong, though.  Still a significant problem, though ;-)

99
DF Community Games & Stories / Re: Dwarf Covid Shelter Challenge
« on: April 25, 2020, 11:08:14 pm »
I know this is quite old and marked for removal by the OP, but I thought I'd point out a couple of things.

- If you set your population cap to 1, you will get no migrants (but see below)
- Not having a trade depot means the caravan will by pass your site.
- It's easy to turtle and keep the door locked so your outpost liason doesn't come in contact with your dwarfs.
- If you choose an almost dead civ, your outpost liason is unlikely to come anyway.  Almost dead civ might be thematically !fun! (don't think about it too much!)

I've run challenges like this quite a bit (dwarf outcast scenario).  It is very fun, especially if you don't give them much.  For example, if you only give your dwarfs a pick, a barrel of ale, a barrel of pond turtle meat and a battle axe, they will have to tunnel all the way to the cavern layers to get mushrooms to make booze.  And with no access to water...  So you can make it really quite difficult if you want.  Running a fortress with only 7 dwarfs is also quite fun as you get to know them quite a bit.  Also it *really* limits what you can build as you have nowhere near enough labour force for everything you need.

I highly recommend giving it another try!  But, as I alluded to, you could also have a very *special* challenge in that you allow migrants, but each group of migrants would have to be completely isolated from each other ... say for 1 year.   So each migrant group would have to make their own fortress and avoid the other fortresses (easiest to have physical barriers rather than burrows I think).  Then after a year, they could tunnel towards each other.  I think this would also be quite fun and potentially even more difficult to manage.

100
DF Gameplay Questions / Re: Crafting Questions
« on: November 25, 2019, 03:22:44 am »
You've been able to sell artifacts (or offer them) since the Artifacts release.

Oh!  Thank you for the correction!  I had no idea...  I wonder what happens to the dwarfs who claim it as a family heirloom only to have it sold out from under them...  Hmmm...

101
DF Gameplay Questions / Re: Crafting Questions
« on: November 23, 2019, 11:53:08 pm »
1. I don't think you can sell artifacts, so it's a moot point ;-)  Might as well use it since it will give dwarfs good thoughts to do so.
...
4. There is no way that I know of to ensure that bags are never used for picking up seeds.  What I do is make a stockpile for cloth bags (with no bins) and have it give to the glass furnace.  If you want to reserve 10 bags, then make the stockpile 10 tiles in size.  Usually I make these bags out of a specific cloth, or dyed with a specific dye, but you don't have to.  Then I have a manager job at my clothier's to make 1 bag every time I have less than 10 bags (and if I've picked pigtail cloth for sand bags, then I can make it based on pigtail cloth bags -- you get the idea).  I have that job repeating every day.  Then every time a dwarf nicks a sandbag to do something else, a dwarf makes a new pigtail bag and delivers it to the furnace stockpile stockpile.

It's a shame that you can't stop dwarfs from using whatever bag for collecting seeds, but you can use stockpile links to control every other bag usage.  I admit that this kind of logical puzzle is half the fun of the game for me and while it is tedious to set up, it's not micro managing per se.  (And before PatrikLundell mentions it, yes, you *do* have to actively manage growing/shearing of the cloth materials, which sucks ;-) ).  BTW, never use bins for things that are connected to manager conditions otherwise everytime a dwarf picks up a bin you end up making more of that thing :-P

102
DF Gameplay Questions / Re: Do Invaders Lose Population When Defeated?
« on: November 23, 2019, 11:34:06 pm »
I think the answer is "yes".  Not done a lot of research myself, but everything I've seen implies that since world activation was initiated invaders deplete their population when they siege you.  Eventually they run out and stop sending sieges.

103
DF Gameplay Questions / Re: Tavern Deaths and Medical Concerns
« on: November 19, 2019, 04:17:06 am »
I often give this advice, but I'm always hesitant because it is not fool proof.  The key to keeping the deaths down for tavern keepers and performers is 3-fold:

1. Give them a consistent high priority job.  Serving alcohol is usually low priority, so if you have something that happens steadily in your fortress you tavern keeper will be called away.  Making them a grower is a good option as is having a workshop with a job that resets every day.  I suspect that making them your manager will also drag them away every day, but haven't tested it.

2. Move the alcohol stockpile far away from the tavern.  Dwarfs can walk about 120 tiles a day unencumbered.  This means that if you alcohol stockpile is 50-60 tiles away from the tavern, then the tavern keeper is limited to about 7 drinks a week.  Usually this is enough to stop harm.

3. Limit the number of cups.  They can't serve a drink unless a cup is available.  This one is tricky because you need cups around or else you will get bad thoughts, but you can get creative about how they are deployed and it helps a bit.

The main thing as PatriKLundell said is that the tavern keeper targets their customer/victim based on proximity *when the get the job*.  If you move the tavern keeper around between jobs, then they are much less likely to serve drinks to the same dwarf time after time.

I've had fortresses that have gone years and years and years with tavern keepers and no deaths using this system.  But it's not foolproof.  Eventually you are likely to get a death.  I still enjoy them for RP purposes.  I haven't used performers, though.  I should try that...

104
DF Dwarf Mode Discussion / Re: New DF video series on Youtube
« on: November 18, 2019, 05:13:32 am »
I've been using OBS for my coding stream on twitch (UroUroNiwa if you are interested... slightly related to DF, but really only programmers will be interested I think).  Anyway OBS can record quite well.  Editing is a bit of a problem.  When I did my short lived Youtube series I eventually ended up using Blender just because it was the only thing that had a decent workflow.  The downside is that it has practically a vertical learning curve.  However, if you think of it as the DF of video editing... :-)

One other thing to think about is actually audio.  I found that my mic was absolutely terrible.  I eventually figured out some bizarre ways to  clean up the audio using Audacity, but I would recommend trying to avoid that.  OBS already has a noise reduction plugin which you should probably use (it's reasonably good).  You can also use the gain plugin to bring the levels back up, but unfortunately the noise reduction plugin introduces sound artefacts so it's pretty hard without a decent mic.  In the end I went out and got a half decent Sony mic (cost me about $50).  However, try whatever you have.  I did all 10 of my Youtube videos with crap audio and nobody ever complained (it's awful, though... ha ha).

Good luck!  When you have an episode out, please post here.  I'm looking forward to it!

105
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 15, 2019, 06:55:19 am »
Just a quick note: "Wandering" need is satisfied by hunting, fishing and plant gathering.  ob_keeping_this_on_topic: This is the kind of thing that makes it hard to manage stress -- no discernable feedback between what's wrong and what you need to do to fix it.  Although if Loci is right you can just ignore the wandering need and it won't have any impact on stress.  It's all very confusing.

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