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Messages - Bogotyr

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16
DF Dwarf Mode Discussion / Re: stuck with a mayor
« on: March 23, 2021, 12:38:17 pm »
Even if the King comes, you will still have a mayor.  It's a separate hierarchy.  In order to get the king to come, you need to have made a certain amount of offerings to the mountainhome, through the caravan, and have over 140 population (which you do).  If you fulfill these requirements, the king should come if he exists.  If your civilization is dwindling, there may not be a king. 

17
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 22, 2021, 11:28:50 pm »
When dwarfs from old fortresses immigrate, they will also frequently bring some of their armor from the old fort (and also their emotional baggage).

18
DF Dwarf Mode Discussion / Re: Does Legendary Skills still rust?
« on: March 21, 2021, 09:40:06 am »
I don't know the answer, but I have also noticed that I have never seen a legendary skill be displayed as rusty.  It seems that once you are a legend you are always a legend.

19
Thanks for the replies everyone. 

A couple thoughts:

--I have in the past had the dwarven caravan come while the humans were still there (they got attacked by a werebeast and decided to stay until I deconstructed the depot).  So I imagine the reverse is true that the humans coming doesn't mean anything in particular about whether or not the dwarves have left. 
--While danger does play a role (you can get the message that migrants have come despite the danger), I believe that a large part of how many migrants you attract is based on your wealth as reported by the dwarven caravan (this is what the wiki says and it seems to be true as I am getting no migrants when there is no caravan, deaths right now are at a minimum and mostly just a bunch of old dwarfs that are dying off since many of my first migrants were in their 130s and 140s).
--I have messed around with the pop cap in the past but right now it is set to 120 and my population is 83.  Also, if you are above your strict pop cap, my experience is that you don't get the message that your fortress attracted no migrants this season. 
--As I said before, it's certainly possible that my lack of caravan and outpost liaison is due to a world event, but it seems to have coincided with the wagon deconstruction.  I also don't get a message of "No outpost Liaison, how strange."  Not sure what that means, exactly. 

20
There are over a dozen nobles and a king listed in the civ screen from my civilization and lots of sites visible.  I am not positive as to where the mountainhome is.  Does the caravan stop coming if the mountainhome is gone even if other sites are present?  It just seems odd that the caravan and liaison being gone is related to a world event since it coincided with the wagon accident.  Anyways, I'm waiting it out and making sure that my dwarves get married to get the population up the old fashioned way.  3 marriages are already in the books and I would have a 4th except it seems that couple is afraid of commitment. 

21
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 18, 2021, 10:00:30 am »
All of those are just nobles of other lands that decided to live in your fortress (strictly speaking they are heirs that decided to live in your fortress and then inherited the title).  If you accepted the opportunity to appoint a baron, that is still to come. 

Perhaps this is a sign that your civilization is in decline.  There aren't many other historical figures to migrate to your fortress other than noble heirs and the preceding nobles are dying from invasions.  Not really sure. 

22
For the longest time I couldn't figure out why in my reclaimed fortress I kept running out of plump helmet spawn.  Usually I am drowning in it a few years in.  I had left an active field from the old fortress that was often flooded under puddles of water.  Urist McPlanter still decided to plant seeds there, but nothing ever grew because of the flooding. 

23
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 18, 2021, 12:00:42 am »
My fort has no holdings, tributaries, vassals, of any kind.
Yet I've been "blessed" with 3 barons and 1 count in less than 3 years of play in un-modded 0.47.05
Unless I'm reading the wiki wrong, it says I shouldn't have any barons or counts.
Were they appointed (dialogue box with outpost liaison) or are they just migrants/visitors who are/became barons and counts of other places. They'll still order people around, and the migrants can't leave to go order around their own people of course in the current version.

Dwarven nobles have no apparent duties or responsibilities.  This leaves them free to wander and migrate to your fortress, but they will never leave.  They still expect to have their mandates, demands, and requirements met.  It seems that some worlds and civilizations cause this more than others as some fortresses never see this while I have had others where as many as 6 nobles migrate to my fort. 

Also, sometimes the heir migrates to your fort and then inherits the title. 

24
I think for the most part if you just don't allow visitors in your meeting areas you won't have problems with this.  Just set all of your taverns, temples, libraries, museums, guildhalls, and meeting areas to allow only citizens and long term residents (or members only for guildhalls).  You lose out on some positive visitors, but the upside to visitors is really minor other than if you just like the fun and variety they create.  But some of that variety is thieves.  So you can just not have visitors.

25
So I built a caravan road into the caverns where I am living (with ramps and everything) and it passed through a light aquifer.  I didn't initially seal the aquifer correctly so there was 1/7 water in some parts of the road.  Something happened when the dwarven caravan tried to cross this part of the road and a wagon exploded or something.  One of the merchants was hanging onto the wall next to the ramp and couldn't get off until I built a floor over the ramp next to him.  Everyone else had left by that point except for one swordsdwarf who waited for the merchant and left with him.  There are now no merchants or wagons on my map and neither the caravan nor the outpost liaison has come for three years (falls).  I am quite certain my civilization is not dead and I get a notification every season that my fort attracted no migrants.  I have fixed sealing up the aquifer so the road is now dry and the human caravan makes it to my trade depot with its wagons. 

Is there a way to make the liaison and caravan come back? 

26
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 17, 2021, 12:48:11 pm »
One of my Militia Captains who is a legendary axedwarf (level 30) with 69 kills is apparently too small to wield a battleaxe one handed.  So I guess he just goes into battle with the shield strapped to his back and two-hands the axe.  There is something endearing about a dwarf who didn't want to let anyone know that he couldn't use the axe they gave him with one hand and just go so good at it that it didn't matter.

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