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Messages - mikekchar

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946
DF Adventure Mode Discussion / Re: Controlling companions
« on: September 27, 2016, 05:53:39 am »
I was thinking about it -- or just wait until she gets injured and slurp up the blood on the ground.  But I think it might be fun to travel around as a normal human with a vampire companion.

To bring it back to the theme of the thread, I'm having difficulty figuring out how to distract the other companions while she gets some "alone time" with unconscious opponents.  Don't really fancy having her get thirsty while we're all asleep...

947
DF Dwarf Mode Discussion / Re: Entire Bin of gems is claimed by one job
« on: September 27, 2016, 05:50:18 am »
With workshop orders I almost never need more than the 16 spaces around a workshop for stockpile space, even without bins.  I think practically the only thing I use bins for is stone blocks.  Agree that encrusting is a PITA.  One thing that I haven't tried, but should work is to isolate the gem workshop, then designate 8 of the surrounding spaces to be a cut gem stockpile.  The other 8 to be whatever it is you want to encrust stockpile.  Set up those 2 stockpiles to only take from a general input stockpile.  Then give the output of the gem workshop to a general output stockpile (which is *not* the input stockpile).

That way you will slowly encrust everything in the general input stockpile.  I think dwarfs will encrust the same thing twice if it is still in the workshop, so you might occasionally encrust some things twice if you don't assign enough haulers, but it should theoretically work OK.  If you set up orders to encrust things with an amount of 1, then you will only encrust 1 a day and you should have enough time to take it away.  If you want to mutliply encrust stuff, you just have to work out how to move it back to the input stockpile (might be incredibly tricky...)

But... I just noticed that there are a million encrust jobs... one for each gem type. :-P   So you will have to set up jobs for each type of gem you have (which is probably not so onerous... I usually don't have more than 8 or so at a time).

948
I only use vanilla, so I don't have legends viewer, but I'll give you some techniques I've developed recently. Keep in mind that I'm still a relative novice at this game.

First, the biggest tool I have are my own notes.  Usually I have another window open with a text editor where I write everything down.  In fact, I never play DF without that open.  I'm constantly writing things down.  Tools (as much as I've seen them) are great, but nothing beats your own organisation because it's geared to what you want to know.

One of the first things I try to understand is the way the geography works.  The most important thing to realise is that geographical locations have names (duh ;-) ).  But buildings (locations in fortress mode) can have names, sites (basically cities and forts) have names, and regions have names.  As far as I know, region names are basically not used in fortress mode.  Like I said a location can be a tavern, temple, keep, etc.  There will be between 0 and many locations in a site.  Locations will be mentioned in Legends mode for various things -- usually when it was built, or destroyed, or when someone started working there, etc.  There is no easy way that I know of to search for locations with vanilla DF (which is a gigantic PITA).

Sites are cities, hamlets, fortresses, etc, etc.  There is a map function in vanilla (sorry, I don't have legends mode set up for anything right now, so I forget the key presses).  It is important to realise that the map function *only* lists the sites using the native language of the civilisation.  Usually when I'm trying to get an idea of what's going on, I'm switching back and forth between getting information about a site and looking at the map.  Unfortunately, when a site is mentioned in legends, it is usually shown in English.  So you need to keep a list of the sites you are interested in and what they are in the native language (or you could learn all the languages in DF!)

Regions are long, mostly contiguous sections of similar geography.  So you will have a forest, or plains or hills, or mountains.  Sites are in regions.  Regions are mostly useful in adventure mode where it gives you a basic idea where a site is (if you can remember all the regions!).  The map in adventure mode will let you see what the regions are.  In legends mode, there is also a tool that shows you where all the regions are.  As far as I know, regions never change over time.  Sites, on the other hand, do.

In the map function in legends mode, you can walk through history 10 years at a time and watch the influence of different civilizations.  Strangely, most (but not all) of the civilization names on the map are in English.  If you want to find a site on the map, the way I have found to do it is to look up the year that the site was founded in the site functionality (the first entry in the site legends).  Take note of the civilization that founded the site (keep in mind that in addition to the civilization a group will found the site -- I think the group is listed first and the civlization second --- soooo many names...)  Anyway, once you have the civilization, go to the map and dial it to the time just before the founding of the site.  Take a look at where the civilisation is.  Then go forward 10 years.  Something will change.  You may have to turn off the civilisation display to see it easily, but a new site will be added somewhere.  Just flutter back and forth until you see it.  When you hover over the space with your mouse, the name of the site will be displayed (disputed sites may have many names -- yay!).

Finally, as I said, in addition to civilisations, there are groups which do various things (mostly found sites... can't think of anything else off the top of my head).

Armed with all this, you can troll through the legends.  The main thing you need, though, is a reason.  There may be 40,000 individuals, 200 sites, 40 regions, 500 groups (numbers pulled out of my nether regions) and they *all* have crazy, impossible to remember names.  You *can* just randomly choose someone and start piecing together stories (I suspect Toady does this when he is developing), but that's pretty hard.

Instead, I have found that it's easier to start with either adventure mode or fortress mode.  For example if you start a fortress, you initial dwarfs will be poofed into existance.  But you can note the region that you started the fortress in.  You can note the civilization that you belong to.  You can write down the name of the queen, etc, etc.  Then, copy the save directory, retire your fortress (in the copy!) and run legends mode.  From there you have places to start.

For example, what beasts roamed the region where your fortress is?  Who are the nobility in your civilisation?  How many sites have they founded?  Where are they.  Once you get immigrants, you can look them up in fortress mode to see where they were born, where their parents live, etc, etc.  Warning: you *will* be spoiled for certain things like if they are a vampire, etc.

Lately, though, I'm finding that adventure mode is actually a better legends mode.  What I did in my current main game is start a new world in adventure mode.  I wandered around to see the different regions and fought the beasts in the area.  I got to know some of the people in the fortress, etc.  One very cool thing is that once you talk to people in a site, you can then tell stories about that site.  Once you talk to a person, you can tell stories about that person.  As I discovered, you can also do a kind of divination by carving bones about any person or civilisation and getting a random story about them.  Along with your notes, it lets you get some background.

After exploring, dying/retiring *then* start a fortress.  Place your fortress somewhere you've been to before.  This helps you understand what's going on a lot better.  Also, if you make a tavern you can listen to the stories of travellers.  Similarly, if you build a library you can read the books about far away places.  Write them down in your notes, retire your fortress and then adventure to go *see* those places!  Go find the cousin of your legendary mason.  Etc, etc.  Warning: unretiring a fortress is not without bugs, but I haven't found anything massively terrible... yet.

For me, I get completely overwhelmed by the absolutely huge numbers of strange names and can't keep track of anything.  This kind of slow revealing of information makes it a lot easier.  Especially if you wander back and forth between Murkpalaces a hundred times and meet members of the Mighty Pinnacles of Strawberries 40 or fifty times, you start to remember them and get a sense of what they are.  But if you bury yourself in exponential randomly generated names, it's pretty difficult to keep track.

Hope that helps!

949
DF Adventure Mode Discussion / Re: Controlling companions
« on: September 26, 2016, 06:12:49 pm »
She has a title now: Somlis Laudedone the Confident Truth of Thirst  :D  I don't know if it's related but after several discussions on the value of restraint, she has actually stopped biting people.

I'm afraid the incidents in question have scrolled off the top of the announcements history (and I don't know how to post a screen shot anyway ;-) ).  Basically she would bite the lower body and then shake them around until the offending body part was severed.  It happened 3-4 times.  It was terrifying.

She's a bit of an odd one anyway.  I almost suspect her of being a vampire because she can run like the wind and never seems to tire.  Telling stories of her reveals nothing untoward.  Sometime I'll have to check legends mode.

Edit: Holy crap.  She *is* a vampire.  I went back to tell stories of the town where I picked her and her buddy up.  Her buddy shows up in the stories, while she does *not*  Instead there is an entry about the vampire Nganiz Gloriesblazed scouting the area and not appearing to age.

950
DF Gameplay Questions / Re: What are the FPS deaths?
« on: September 26, 2016, 05:55:00 am »
It will never happen to me.  20 FPS is the *max* I can tolerate because otherwise I have no freaking idea what's going on :-).  I've played quite happily at 10 FPS on purpose.  I think I'm just a control freak...

951
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 25, 2016, 06:28:26 pm »
My adventurer has discovered that she can learn the histories of her adversaries by carving figurines of them out of their own bones.  She has decided that an opponent is not worthy unless she runs out of unique figurines before she runs out of bones (edit: err... other way around).  I only wish I had thought to make her an elf since I gather that as a cannibal she could butcher sentient beings...

Fear begone... This does not bother me...

952
DF Adventure Mode Discussion / Re: Armour and shield
« on: September 25, 2016, 06:04:36 pm »
I'm still learning, but the one place where I seem to need armour is when I have multiple opponents with ranged weapons.  Inevitably I'll get stuck with a few bolts.  I wonder if a shield is enough when you have good skill (haven't experimented).  Another place where armour is useful is a helmet for situations where you get punched in the head.  I know it is distasteful, but I wonder if a grown wooden helmet might be optimal ;-)

953
DF Adventure Mode Discussion / Re: Controlling companions
« on: September 25, 2016, 05:48:05 pm »
I was doing some adventure mode yesterday and ran into a couple of confusing situations with yielding.  Due to my bad-assery, I'm finding that my opponents are yielding.  I agree to yield but my companions keep whacking on the poor creature.  One thing I tried was to demand that my companions yield.  This *seems* to have an affect with 2 out of 3 of them, but the third one invariably continues attacking.

So, does asking your companions to yield actually work like that?  If so, what causes a companion to ignore it?  Is it just being hard headed (this companion has the unfortunate habit of biting the genitals off her opponents and is generally crazy)?  But she also tends to get injured a lot (because she's crazy and rushes into battle like a mad woman), so I wonder if she ends up continuing because she's injured while the other two tend to be a bit more careful.

954
DF Dwarf Mode Discussion / Re: Available work order materials
« on: September 24, 2016, 08:16:16 pm »
For steel bolts, you need to select "Forge steel bolts".  It's not a designated material; it's a different job.  For wood, if you just want whatever wood then specify "Make wooden bolts" and don't designate a material.  If you want to make it out of some wood and not others, then unfortunately you have to designate different jobs for it.

Let's say you want to make willow bolts and then when you run out of willow, to make cherry wood bolts.  You need to queue 2 jobs and designate one willow and the other cherry wood.  Prioritise the willow over the cherry and restrict bolt making to a specific workshop.  The thing that won't work is that you can only set the limit on either the specific bolts of that material *or* bolts in general.  So I think the only way to do it is to prioritise steel bolts over wooden bolts.

The way you do  it is set the condition for steel bolts to at most X.  Then add a condition to both wooden bolt jobs that say *at least* X steel bolts and *at most* X+Y bolts (where Y is the number of wooden bolts you want).  This is all a PITA and I can only think of a few specific instances where it might be necessary, in which case I think I would forgo wooden bolts ;-)

955
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 24, 2016, 06:19:28 pm »
After reading the wiki for the hundredth time I finally got it.  There are no down ramps in this game.  There are only empty spaces with up ramps below them.  I'm thinking of editing my font so that the down arrow is a very small up arrow to remind me.

Relatedly 'd->z' removes the ramps/slopes.  You have no idea the gyrations (and inadvertent cave ins) that I've gone through trying to remove slopes...

The way it finally clicked for me was I wanted to colour my "down ramps" yellow (so they are more visible).  I already had slopes there and I was beating my head against the wall trying to figure out how to replace them with orthoclase ramps.  There are quite a lot of tutorials for DF around, but I wonder if having a list of small tasks like this would be helpful for newbies.  Possibly it already exists...

Edit: I changed my font and indeed it is much more understandable to me.  I made a half sized up arrow, but because it was a bit difficult to notice slopes on the edge of hills, I added an underline as well.  It works really well, especially for slopes around water which never looked to me like they were down one Z level.

956
DF Gameplay Questions / Re: What do you like about this game?
« on: September 22, 2016, 02:16:06 am »
Although the proper term is "sandbox", I often feel like dwarf fortress (especially fortress mode) is like a big doll house.  It's not a game in the way that chess is a game.  Instead it's a toy that you can play with and let your imagination wander.

Dwarf fortress is utterly full to the brim of completely useless detail.  The detail interacts with its environment in equally useless ways.  For example, in early summer the cherries blossom.  Over time the blossoms fall to the ground and some of them get carried away by the stream.  You can see it in all of its ASCII glory.  The only thing it does for the game is help with FPS death, but it's beautiful in its own way.

I have been mining schist.  You can think of schist as a brown rock.  If you google it and look at the images, it's definitely a rock.  In dwarf fortress is is found in the ground in exactly the place you would expect to find it... and it's basically useless other than being a rock.  And being brown.   Why is it here?  What is the point?  I have no idea, but I build walls out of it.  Brown walls.

But if dwarf fortress were just this, then it would not draw me in so much.  Dwarf fortress is not just an insanely detailed doll house.  It's a *magical* doll house.  It tells you stories.  The stories are crazy and magnificent all at the same time.  Sometimes the stories are funny.  Sometimes they are sad.  Sometimes they are epic.  Sometimes they are just insane.  Dwarf fortress is the only game that I play where I can entertain my wife by retelling the stories that it tells me.

For me this is what's good about the game.

957
DF Adventure Mode Discussion / Re: Getting companions
« on: September 22, 2016, 01:56:53 am »
Yeah, killing things and then spreading rumours of your success will eventually allow you to recruit actual fighters.  It doesn't take *that* long... maybe kill 3-4 decent beasts, but until you get the hang of the combat system, you may not last that long :-)  Being a bard/poet/storyteller/dancer is actually a bit easier in my experience.  If you do even a terrible performance for an entertainer, you can often get them to join you for the purpose of entertaining.  They will fight when pressed, though ;-)  I once got an elf tavern keeper to join me once too because he wanted to see the world.

Just as an aside, Elf taverns are crap... No alcohol.  No rooms.  Boxes of instruments, but if you play them *nobody* pays any attention.  Elves are screwed up...

But definitely agree on trying to keep your companions alive if possible.  The biggest problem I seem to have with them is that in larger fights, they go chasing after retreating enemies.  Then I find that even when I go in travel mode I can't find them.  I don't know if they die or what, but it's annoying.  I've lost one just wandering around (was the cause of a boogeyman death).  In that case I *think* he fell into a water hole and couldn't get out.

958
DF Adventure Mode Discussion / Re: I am a Lord... Now what?
« on: September 20, 2016, 08:55:29 pm »
I'm not entirely sure, but I have claimed the sight that I built.  Then when I went to a neighbouring town, I was able to ask people there to become my hearthspeople (everyone I tried refused because they were already a guard, etc)...  I got killed quite soon after that and haven't had a chance to try it again.

959
DF Adventure Mode Discussion / Re: Getting companions
« on: September 20, 2016, 08:28:45 pm »
Ha ha ha!  Sorry to laugh, but it brings back (fairly recent) memories for me.  I remember one time following the advice to grind wrestling skills against easy opponents.  I decided to wrestle a duck.  First try it hits me in the head.  I go unconscious.  It kills me.  That was several versions ago and it doesn't seem quite so brutal any more, but it's still easy to die in adventure mode.

My advice for companions is to go to a dwarven drinking hillock and recruit drunks.  They *always* come.  This allows you to avoid the boogyman.  When I started to try to get good at adventure mode (still not there yet!) I got killed by the boogyman every single game.

A couple of generic pieces of advice: always travel with a companion until you get the hang of the game.  If your companion dies or wanders off, absolutely boot it to the nearest *unabandoned* town (if it has abandoned houses, keep going).  Companions are hard to keep alive at first.  Don't sweat it if they die.  Drinking hillocks have a fairly large supply of drunks.

Also, one thing I think is really common is to play the game too fast.  When you first start out, get a hold of your surroundings.  I believe the key is "W" (I don't have an adventure game handy).  From there you can get a lot of information.  There is a map that will show you your surroundings.  Move the cursor around to get an idea of the areas.  Adventure mode has the concept of named regions (usually forests or plains or whatever).  Your adventurer will be familiar with the ones nearest to you.  Move the cursor around to see what they are all called.  Next in the same W screen, you can hit "b" to get a look at the beastiary.  This lists all the animals you might encounter and what region they are in.  Again, your adventurer only knows about the ones near their starting location at first.  Go through each of the animals to see where they are located.  Take note of animals that look like they might be dangerous and consider starting off in calmer areas.  Finally, you can have a look at the people you know (p???  I forget).  My advice is to walk around in your starting area and try to meet those people.  It will give you practice with the game and give you an idea for your layout.

Because of the boogeymen, even if you have companions, it is not a bad idea to base yourself in your starting area.  You can make day trips to the surrounding countryside and do some hunting.  Come back before night fall.  This also lets you walk around and try to find other towns that are nearby.  You may or may not need to hunt to survive.  Often you can find farmers who have bags of food lying around.  You can take that food if you want (as long as it doesn't have a $ in the name).  It depends on how you want to play the game.  I tend to like to buy things, which forces me to hunt and carve bones to pay for my stuff, but that's really up to you.  If you decided to hunt, you need to kill things that are big enough to butcher (unless you are just grinding skills).  Learn when to run away.  Many injuries will heal when you fast travel, but some will not.  Eventually the injuries pile up and you may need to retire.

Finally, to get good at fighting, read the Kisat Dur thread.  It's amazing.  Some very brief advice:  Killing is generally done by decapitation, major trauma to internal organs, bleeding out, or suffocation.  This is listed in reverse order of how easy it is for a peasant to do ;-)  If you can cut a major artery, the thing you are fighting will almost certainly die eventually.  If you manage to bruise both lungs, then the thing will suffocate.  If you get a choke hold on and strangle them (as long as they are not too big for you, or a night creature), they will suffocate.  One of the best strategies for weak players is to disable the opponent and then look for opportunities to suffocate or bleed out the opponent.  The Kisat Dur thread gives lots of advice for disabling opponents.

Last piece of advice is to take it slowly and enjoy the small things of the game.  My first 10 games or so were wandering around randomly until something killed me.  I didn't really find it that fun.  DF adventure mode is more about exploration and experimentation IMHO.  Try to get an internal story going in your head and see if you can advance the plot.  This will make it a lot more fun.  Peasants are fairly hard to get started because you are not strong enough (and don't have enough equipment) to do any quests that people send you on.  If you want to play that side of the game sooner, then start with a demi-god.  When you get better at the game, start downgrading to hero and then peasant.

960
DF Dwarf Mode Discussion / Re: Raiding Neighboring Tower?
« on: September 20, 2016, 12:56:39 am »
I've done this a few times now and there are some caveats (some obviously intentional and some not-so-intentional).  I found that if I retire the fortress and start with an adventurer from the fortress, I am not allowed to sleep there for some reason.  It's not a huge problem, but it means you can't use your old fortress as a base to work out of.  If there are no close by towns, you will need to get travelling companions so that you don't meet an untimely end by the boogey men.

You can solicit companions from your fortress as normal, although the times I've played I haven't had a high social standing so everyone said "no".  I *think* that the easiest way to recruit companions from your actual fortress is to make sure that they are doing militia duty (patrolling, training, whatever) when you retire.  This will turn them into mace dwarfs, etc, instead of growers.

While you are adventuring, your fortress will get many, many visitors.  When you unretire, these visitors will still be there.  You might also even get new citizens while you are away (I even got a goblin citizen once!).  If the caravan comes while you are away, there is a chance that the merchants will become part of your fortress.  They are a bit like performers in that they do nothing other than hang around in your locations.  Presumably they can petition for full residency after 2 years, but I haven't tested that theory.  Sometimes visitors will be "hostile".  They will mostly do nothing but stand around.  If you get attacked, they will come to your aid and not attack you.  The only time they will attack you is if you attack them or if there is a loyalty cascade (in which case some of them will attack you).  Eventually they seem to leave the map (just like normal visitors).  It's a bit creepy (especially if they are standing around in your bedrooms), but they don't seem to be harmful.

When you unretire a fortress, all of your citizens, pets and livestock will be randomly distributed on the map.  This is potentially bad news if you have dangerous creatures locked up somewhere.  I believe (but haven't tested) that creatures in cages will no longer be in cages.  Almost everything in containers will be removed from the containers.  So if you have lots of stuff in bins, then they will be taken out of the bins.  The worst aspect of this is that all of your booze will be on the floor.  So before your retire your fortress, make sure you have a reasonable stock of plants so that your can restock your booze.  Also make sure that you have access to water in the mean time. 

I found that it took me about 2 months to clean up the mess when I unretired a fortress.  It's not really a bad problem.  One other bad downside is that your manager work orders will all be cleared.  I run virtually automated forts, so this is a pain, but it's also fun to make the orders so I don't mind so much ;-)

As for running in adventure mode... It's kind of fun to run an adventurer from the fortress (you will get a new dwarf, so basically it means a "special" immigrant).  The main reason it's fun is that they know all the people in the fortress and you can tell stories about them to learn their back stories (without having to go into legends mode).  I have not had a vampire yet, so I don't know if it will betray their secret or not.  Travelling around is quite fun and you can learn about the history of your surroundings by telling stories.

The other nice thing about doing this is that you can explore and learn about the musical and poetic forms of your culture.  In fortress mode, it's pretty much impossible to understand what's going on.  But in adventure mode, you can browse through the songs you know and it will tell you which instruments it needs, etc.  This is really useful for knowing which instruments you need in your taverns and temples.

I'm currently trying to play through a kind of "campaign" where I started with an adventurer in year 5 (so that there is not much history, art or locations to overwhelm my feeble brain).  I played him for a month or so and then he sustained an injury where he couldn't use his right arm.  I then retired him and built a fortress right next door with the idea of building a hospital.  Once the hospital is built, I'm going to move my adventurer in it.  Eventually he will probably get restless and upon hearing a rumour that becoming a were-beast will cure his arm he may set out in search of one....  Well... that kind of thing anyway.  I'm also curious to see if strategic placement of fortresses coupled with incursions into opposition locations can eventually allow my civilization to conquer the world.

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