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Messages - cyrohound

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1
DF Gameplay Questions / Criminal Migrant?
« on: March 08, 2020, 11:21:20 am »
I got a migrant who has a profession of "criminal". Is it worth keeping this guy? He hasn't seemed to have done anything yet. On the other hand, I am very suspicious of him. I made him bookkeeper since he's a fisherdwarf by default and I don't have a bookkeeper yet.

2
DF General Discussion / Re: *We need your help to save the noobs!*
« on: March 02, 2020, 10:48:02 am »

1) A list filled with hundreds of options before a new player ever gets to play is one of the most off-putting things you can do. I quit Dwarf Fortress first time I tried it because the LNP did exactly that.
Next time I tried vanilla. "Create New Wordl" - What could be more simple than that?

2) Please don't dumb down the game, no. It's called challenge. Consult a wiki if you don't understand or don't want to think about puzzles in a puzzle mini game.

3 and 4 sure, but basically that's how the system is supposed to actually works. Run a decent fortress and dwarves will find enough to keep them unstressed. Needs more work though, as you say, you end up checking individual dwarves, at least for the needs system (not that needs lead to tantrums so it's not really that important).

1. The current basic world gen has 6 options. Adding about 2 more to control monster/seige spawns won't break the newbie experience, especially if they have indicative names. "Werebeast spawn rate" is an easier mechanic for new players to grasp than, savagery, for example, just because it's more relevant to the newbie experience. I didn't know what savagery even was until about six months after I started playing, because to my noob eyes, it had little to no effect on my world, and I only learned about it while looking up a world generation tutorial.

2. That doesn't mean get rid of moods or change them ultra significantly. It means get rid of moods asking for stuff that can never, and will never spawn on your map, (Looking at you shells in the desert), fix the fact that certain moods are worded in a way that trips up newbies. Again, the cloth example was my first 3 experiences with moods. The moody dwarves all wanted silk, but all it said was cloth, I could never figure out why my moods wouldn't work until someone on the forums explained it to me. There might be more than one example, but the cloth issue is the only one I encountered. The whole "maybe later, you can have the option to save a moody dwarf that can't complete the artifact", is a side dream and if it happens, it shouldn't be a sure thing, it should be EXPENSIVE, and you should not be able to do it for every moody dwarf.

3
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 23, 2020, 01:02:29 pm »
I love this game and am glad you guys are trying to expand the playerbase. I've been a player for a long time, but I remember being a newbie. I think the big things that would really help out the newbies are as follows:

  • Make things like werebeast and megabeast attack qualifications available as options in the normal world gen, and default them to "beginner". The advanced players change a ton of options in world gen from the defaults anyway, so this should just be an option next to savagery or large creatures in the options. For a new player, werebeasts and mega beasts are a problem not because they exist, but because a player has to either learn several in game systems to combat them. They either need to learn about using invincible drawbridges as gates, or learn SEVERAL systems, including forging, getting fuel, managing equipment, drafting a military, and activating said military into attacking something. For a newbie already struggling trying to learn how to feed, make basic crafting stations, house, and make booze for the dwarves, that's a tall order.
  • Make fey, mysterious, etc. moody dwarf mechanics clearer for new players. Veterans of DF already know what all the moods mean, asking for "shining bars of metal" just confuses new players. The fact that dwarves can ask for generic cloth and then still go insane because they specifically wanted silk instead of the hundreds of pig tail cloth lying around is also confusing to new players. I think there should also be an option for players to save a valuable dwarf that enters a mood, and has no hope of that artifact being completed due to lack of certain materials on the map.
  • Make things like stress and tantrum spirals have noticable symptoms long before they happen, and make ways for the player to consciously alleviate these without individually going to each dwarf to do it. Maybe you can throw wild parties for all your dwarves once in awhile, or create site based Dwarven holidays every year where no one works and certain events happen. Maybe there's a dwarven fishing, sculpting, or arena style brawling contest where the winner gets a masterwork stone ring or whatever. Maybe there are fun games and the winner gets a masterwork dwarven roast for winning.This is especially true for dwarves where the causes of their stress cannot be remedied because, for example, their family does not live with them and they live on a boring volcanic island where nothing ever attacks and the two existing military squads have literally NEVER had a serious engagement. Which happened because the player (me), totally forgot that seiges don't happen on islands and most evil beings worth worrying about cannot swim across the ocean. So suck it up UristMcStressed, because your life will be boring compared to the idiots getting sieged on the mainland, and you had best get over it now.
  • Make a tutorial for each absolutely necessary system, and yes that 100% should include the military. It doesn't have to be super in detail, the player should be able to learn things by themselves. However, part of the reason newbies have trouble is that basic but necessary systems for making a stable fort are difficult to grasp. Again, making a working military is a prime example of this. I watched several videos before I even had a basic grasp of how the military worked.
  • Maybe later on after the basic stuff is taken care of, the game is out, etc. allow doctors or priests to treat some of the conditions that can ravage a fort.We live in a world with Necromancy and gods where a legitimate strategy for taking on any threat in this universe is to close the gate and ignore the threat until it goes away. Why are things like werebeast infections, the conditions and poisons that some mega beasts throw around, and other random environmental or evil weather conditions incurable?

4
DF Gameplay Questions / Re: Developing a robust textile industry
« on: February 23, 2020, 10:37:11 am »
Make it a seasonal order. Also, I use rope reeds in an enclosed above ground farm, because I dislike that I cannot gather pig tails year round. There's also some minor vegetables up there for dwarf taste preference reasons.But it's like 70% rope reeds.

5
DF Gameplay Questions / Issue collecting clay?
« on: February 23, 2020, 10:34:23 am »
I have two potters/glazers who ONLY have those labors enabled, and they sit there with no job instead of collecting clay when it comes up. What labor enables them to collect clay? I don't use burrows, so that isn't the problem. Is clay considered stone, so they need stone hauling enabled? I have never had this issue before.

6
DF Gameplay Questions / Re: My Dwarves have stopped working
« on: November 25, 2019, 10:45:42 am »
Basically this ^. What's probably happening is some high priority job can't get done but the dwarves keep trying to do it anyway, because it is high priority. Another, less likely, option is that your dwarves don't have the correct jobs enabled to get them to do what you want. For example, in my forts, I manually make it so that about 1/5 of my dwarves have no hauling besides trade good hauling enabled, because I don't want them to haul stuff, I want them to keep making furniture/digging/etc. and hauling is less important to me than ensuring my new migrants have a move in ready room waiting for them, or that my military has a surplus of armor and such to choose from.

7
DF Gameplay Questions / Re: Crafting Questions
« on: November 25, 2019, 10:40:36 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...

As far as I can tell, they don't seem to care. I am also not quite running the newest version of DF, so maybe that changed, but most Dwarves who claim stuff as an heirloom don't actually take the item they made. It just sits in a stock pile like any other item, until you decide to do something with it.

8
DF Gameplay Questions / Re: Crafting Questions
« on: November 23, 2019, 03:31:35 pm »
Thanks!

9
DF Gameplay Questions / Crafting Questions
« on: November 23, 2019, 01:41:07 pm »
Been awhile since I've played DF and I have a couple of random questions.

1.) Does the quality of a quern matter? I have 2 artifacts that are querns, one of which sells for 80K because my craft dwarf used like 4 gold bars to decorate it, and I'm currently wondering if it's worth just selling that.
2.) Is the quality of ash glaze based at all on the quality of the ash, or is it just from the glazing skill?
3.) Is there some way to get my library scholars, who have no labors enabled, to actually write a book/scroll/whatever? Or is it completely random. All my scholars seem to do is contemplate X.
4.) Is there some way to ensure that at least 10 bags are only used for sand, and nothing else, without mods?

10
As far as i'm aware I have all the materials any moody dwarf could ask for, but this one can't seem to find the hundreds of different bones in my stockpile when my crafters have been using tons of them to decorate stuff with no issues. I don't have any workshops designated to only take from certain stockpiles, none of the bones in the stockpile are forbidden, and no other dwarves have issues taking from there. Why can't he take the bones? I know artifacts are made in order, and that bones are the problem, but he's the only one that seems to have a problem with the bones on offer. I even have some unicorn bones, what's wrong with him?

This dwarf took a forge and wants:
Blocks (which is the only item he's got so far)
"Bones... yes", which is obviously bones, and where he seems to be stuck
Leather
rocks
metal bars,
more rocks,
more bones

11
Are visiting scholars still wretched book thieves? If so, that is one way of getting your literature off site.
I can confirm that they are. I had to close my library to outsiders because I looked at it one day and realized that ALL my shelves were empty. Like, seriously? It's a library, there needs to be an option to open the library to visitors while preventing the books themselves from leaving the library.

12
DF Gameplay Questions / Re: Mercenary equipment issues?
« on: June 02, 2018, 08:52:39 am »
Yep that was the problem. Odd though, usually I set them all to "Over clothing". Before now it's never been a problem. My dwarves before this point were happy to go get equipment with that option selected. Even now, only the mercs need that option turned to replace clothing. The native fortress dwarves are perfectly happy to accept armor with "over clothing" on.

13
DF Gameplay Questions / Re: Mercenary equipment issues?
« on: May 31, 2018, 10:42:45 am »
I'm not convinced that they'll wear fortress armor in this patch after playing around with this for awhile. I have an entire stockpile of various iron, copper, and steel armors, of sizes for both Dwarves and humans, and none of the mercs will wear any of them unless they aren't wearing anything in that item slot. The only thing some of them have are gauntlets because some arrived without gloves. I guess my next course of action is to wait until their clothes rot off so they can wear armor.

I wonder if that's a bug? They were happy to wear any armor in previous versions. I'll look into reporting it I guess.

14
Fair enough. But for the second question I have. How do I actually export books? I can happily bring unused quires from the library coffers. But no finished works, original or not. Is it because I don't use the bugged codices? Almost all my writing is in quire form. With a small minority on scrolls.

I wasn't aware that you could export written on books without mods Especially since you can't request them from the trader either. Even quires that aren't written on are a pain to export because they're under the "tools" category, along with ALL the pots, nest boxes, hives, wheelbarrows, etc.

15
DF Gameplay Questions / Mercenary equipment issues?
« on: May 25, 2018, 06:42:59 pm »
I get Mercenaries coming to my fort for "soldering" purposes. However, they refuse to wear any armor. I have 5 large armor sets for my humans, I went through all the trouble of going through the "details" menu for their armor pieces so that the armor would fit humans, and after all the trouble, they don't even have the manners to actually use them. It even affects the one dwarven Mercenary I have. All the dwarves who are full citizens are wearing full armor, but all the Mercenaries just have a shield and weapon, even as the weapon/armor/ammo/trap stockpile has armor to spare.

What gives? I've only had this problem since the last update, did they change how we're suppose to do this or something?

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