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Messages - Fatace

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151
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 21, 2019, 02:58:12 pm »
Yeah. I kinda figured that was possible.. but its still not the same normal way tho :c

152
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 21, 2019, 12:13:37 am »
That's just a low last resort option, normally with Dwarfs, within 2-4 years, I would of had hillocks near my fortress, and would of gotten  a barony the following diplomat, but when playing as any other Civ, (human, Elf,  ect), they would never show. Even while testing Civs in my mod that use Fortress/hillock sites, it never happened.

Infact, I had a human Civ for 8 years once, and took over 2 dark pits and 1 dark fortress, and still never gotten a barony.

153
DF Modding / Modded Civs with Economic Settlements Issue.
« on: February 20, 2019, 09:00:59 pm »
So, after testing, and searching around the internet, wiki, asking on forums, ect. I still have not found an answer, and im not sure anyone has yet... Which is why I decided to make a separate thread with this issue, and not for just my sake, but everyone else as well who attempt to find and search for an answer to this issue..

The issue is this:

When Civs and new Civs are modified/added to the game, (Such as humans, elfs, ect.) They always wont want to create economical settlements close by to your fortress as it would work as Dwarf Civ. There are chances of nearby Cave inhabited Civs joining you, but without this chance, you cant achieve Baron, ect. Has anyone found a solution to this issue? Or know what is the cause of this issue?

I tried testing to see if [SETTLEMENT_BIOME:_] tag had any reason with it, but after 4 years, the only thing that by chance that economically joined me was a nearby cave Civ that was similar civ as mine. (testing things out as a human, but that cave had a civ that lived in town/halmets). Not sure how well I would say that isn't a tag that solves this issue when I've only done 1 test with it.. but Wiki, ect says nothing else about that tag. I have also checked Position tags to see if there was anything relavent with the issue but there doesn't seem to be one. I double checked on DF wiki again and looked up the requirements for settlements to show up and join you, but I met all the requirements, even the generic "hills or grasslands" req that would be there for dwarfs, since my humans show up and have support living there as well, and there is plenty of space as well.

Anyone else know any info on this issue?


Edited:
Known ways of achieving economical links:

1. Close nearby Cave Civ randomly being linked with you. (happens half the time)
2. Having Other Civs conquer another nearby site near you. (only 2 cases recorded as of typing this)
3. A Chance of your members that recently took over a location, to move away to make a new site. (only happened once for me)
4. A Civ that is the same as yours that had their site depopulated may repopulate and change to economically link with you.
5. Taking over other locations (unconfirmed)
6. A Chance of a site appearing after you retire the fortress.

If anyone has any info, let us know!
I wanted to make this thread to help those who are searching for this exact issue!

154
DF Modding / Re: How do I add custom reactions to a workshop?
« on: February 18, 2019, 03:02:49 am »
Yes its easy to make.

Just create the reaction, then make sure its selecting the right material for reagents and weapon for products, and make sure you add it to the civ entities and it will work, you may want to use df wiki to figure out how to do things precisely

155
Yeah, after about a year, finally got a mayor, but I stopped for now because im currently busy, but the Civ in the cave isn't kobold, its just another Town/Hamlet Civ that lives within it. But besides that I havn't gotten any more settlements yet after a year and a half. Although most of my playthroughs usually take 2-4 years before settlements show up.

156
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: February 14, 2019, 03:32:30 pm »
Well.. just after 1 test...

I added [SETTLEMENT_BIOME:ANY_FOREST] ect. to the humans, they still spawned normal, the tags I had for this didn't effect the [BIOME_SUPPORT:ANY_FOREST:2] for it.. so even with more biomes in settlement biome, it didn't want to spawn outside the normal biome support.. but anyway..

After 1 test, with humans.. after Spring ended, soon after as summer started, a cave nearby with a different Civ living in it became economic with me... ??? Idk. Then my Outpost Liaison showed up and was like "Hi would you like to have barony now?"

I don't even have a mayor lol.

Going to continue to explore this...

157
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: February 12, 2019, 11:11:30 pm »
Not sure, I actually checked wiki on those tags to see if it said anything extra but nothing was found..

BUT It does make me curious, so within the following days after I finish up a few things, I will test this out to see if that's the reason to make them spawn. Will test this first with humans, then dark fortress/tree civs after it it works with humans.

158
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: February 11, 2019, 06:04:16 pm »
So something has always bugged me while working on my mod... it doesn't seem like any other Civ besides the dwarves want to start economical settlements with the current fortress that I would be playing in. With dwarfs, after about 2-3 years (assuming im not in a unusual area), settlements would pop up and be economically linked to me, helping towards barony, ect... But this doesn't seem to want to happen with any other race, even if its the same type of entity as dwarves...

would any certain tags be related to this issue or is it due to odd placement of my fortresses?
Examples: I have made a fortress with 1 civ in the tundra and nothing appeared near me..  Another was a Evil civ in a evil biome.. and another was in a biome that the civ isn't used to settling in.. ect.

159
I apologize if it seems like im ignoring you, but I am just trying to get a grasp on how it all works based on my adventure mode experiences over 30+worlds, compared to your experiences. Ill just stop bothering with this and just drop it here.

160
*facepalm*
No,
Each site has something called an entity population, there are very few ways to see it, but like i said you can do it with legends viewer. rest assured the population is still tracked properly. They are "generic" because it grabs from the entity population to populate the site when you go there, and from hist figs (but if there are no hist figs left it will use the entity population),  and these populations can be in the thousands (of entity population) they are mostly used right now to crate armies, and to generate historical figures for when the civilization needs a new ruler or noble  and there isn't an heir for example,  so as i said earlier.  Its just that populations can be very big. And only a certain amount of them can be loaded at a time. But no, its still all entirely tracked and you can still kill them all eventually and this is easily confirmed with legends viewer. Please stop with the speculation. This is very easy to confirm.

When you kill them, you will see the entity population drop, once it hits 0, the site is considered depopulated, and they will no longer spawn, what you are seeing in your "examples" is it populating from entity populations. You can still kill them all off with enough work.

If this is the case, then wouldn't the towns or dark fortresses be in ruins or depopulated in my worlds? I invaded Goblins and pushed them to the sides of their pits/fortress and killed them all off, and went inside and killed off any others that were alive and after a while nothing happened to it, I even checked legends to see if their were any goblins left in the world and there was none left.. but after leaving, switching to fortressmode, it still showed population... invaded it again and again, and they just razed the place, killed nothing their and left. Only creatures that remain their are beak dogs and trolls, unless that is what it considers still a population.. even tho I do know for fact that trolls and beak dogs will respawn once you unload and reload the area.

161
Well, I tried. I tried hunting them out. However what good it is, if DF crashes to desktop with segmentation fault. Specially, if you saved 2h ago and speeds inside camp are 4(4) and 8(8 ), right? I never fast traveled in this game. It ended on 10th of hematite y05. Maybe if you fast travel, then it takes longer before DF goes crashing on you time after time with segmentation fault, giving you a hint that something really bad is going on in Adventure Mode.

Can't we get common conclusion that DF in Adventure Mode, as it currently stands is simply: UNPLAYABLE.


The game is playable, you just keep playing it in the most laggiest/buggy way possible by never or rarely fast traveling and letting the world unload... not sure what type of computer you have... but the only time I crash is due to either mod testing bugs, or invasion bugs.

162

No, thats not how that works in dwarf fortress, populations are tracked. Its just that populations can be very big. And only a certain amount of them can be loaded at a time. There is no such thing as "respawning" in the normal sense in dwarf fortress, the only time respawning happened, it was a bug and was promptly fixed. Its more like "loading more entity population since the numbers are large".

You can easily confirm that i am correct by using legends viewer look at a place in legends viewer check its population, go to that place (a  hamlet, kobold cave or whatever), kill a bunch of them. Retire, export legends, and look in legends viewer, you will see that population has now dropped. Or you can just depopulate a hamlet and see that they dont come back.

Even animal populations are tracked. I havent tested whether your kills effect wild animal populations in awhile, but i believe t is indeed the case and that it has been asked on the FOTF before. (Also i recall that i killed off the giant wolverine population on a mountain once, and confirmed with legends viewer) (they have small populations in each region, so are a good test case)

The only time "actual" respawning happens, is with Angels in Vaults.

Nah it still happens, mainly with kobold caves, even if legends says you've killed them all, they repopulate the place with new generic people that arnt listed on legends unless killed or if they become historical figures. After so many playthroughs, every time I have attempted to kill off a Goblin or something Civ, I come back or reload the area and theres 2-5 new goblins, repeat, and the same keeps happening. If I find none, I could come back days/months/years later and find more..

163
Ive tried... doesn't seem like you can, even if you go to a dark fortress, town, ect, random npc's tend to spawn either way... but I do know that kobolds are impossible to kill off since they just literally respawn as soon as u leave their area...

I even tried invading goblin civs, forcing them out of their fortress and pits into campgrounds.. and attempt to kill them all off (takes forever), but randomly on a rare occasion the game crashes upon attempting to load certain people (old vanilla raiding glitch as far as im aware of)

164
DF Adventure Mode Discussion / Re: Artifact was lost?
« on: January 31, 2019, 02:16:26 pm »
"When an artifact is lost in a location, it can sometimes be found, and other times not found.. "
Yeah... I spent days trying to figure things out for lost items, stored items are easy to find, but if they are lost, in most cases, the only way to find them is in Fortress Mode..


One of my hamlets had a artifact steel javelin lost in it. I checked all the people that lived their, none of them had it. Checked the civic room pedestals, nope. Then I used DFHack to reveal all land, and sadly spent hours checking all tiles of that hamlet, every layer to see any possibility... and nope, nada, nothing whats so ever. I found it in fortress mode very quickly and easily tho. Sent 1 person their to look for it and they found it within a few days, and at that moment Military Commander Sui-fong became 1 of my strongest members lol.

In some cases of some specific artifacts, it will have higher chances of spawning from what I have noticed....
Totems will have higher spawn chance in town's temples.. but don't pick it up or it creates the "stuck in invy" glitch..*sigh*, Slabs of any sort will spawn in Castle Dungeons or Temple Dungeons, or even Sewers. As for Dark Fortresses, items can be lost here, but the chances of them showing up in the throne room are very slim.

165
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: January 24, 2019, 03:48:45 am »
Tried looking this up to see if there was anyone else asking or an answer in general.. but found nothing...


If I were to create a reaction that uses skills such as military tactics/geography/astronomy ect as the skill to be trained.. how would it work? Would a random person be picked since its not listed as a job.. or only those who have had experience in the skill train it?

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