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Messages - NPK

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I'm starting this thread to ask for clarification on some of the intricacies of temple locations and dwarves fulfilling or not fulfilling their religious needs in Fort Mode, because after googling some and looking at the relevant wiki pages, I've either found sparse or contradictory information on a couple of topics. I figure that you, the forum denizens, probably have a very accurate and full picture of how the system works.

Firstly, I've noticed that temple locations can be dedicated not only to a specific diety, but also to a specific sect/cult/religion. What's the distinction between dedicating a temple to a diety vs to a sect which worships that diety? Is it useful to dedicate seperate temples? I believe I've seen a sect member have the thought 'felt zealous performing the rites of [religion name] in an improperly dedicated temple' when in a diety-specified temple. Is that thought not as good or as satisfying?

Secondly, pathing issues. I know that dwarves value proximity very highly during their free time activities. If, for example, a dwarf worships multiple dieties in a fortress with multiple diety-specific temples, will they habitually favor the closest relevant temple, causing unmet needs for worshiping the other dieties? Will a dwarf favor a closer undedicated temple over a more distant dedicated temple, thus resulting in weaker thoughts? Are there other pathing issues to be aware of re:multiple temple forts? What does this imply for placement of multiple temple locations?

Thirdly, I've noticed in one of my games that dwarves with two dieties will worship both dieties at different times in an undedicated temple, but this will only ever fulfill the need for one of the dieties. In the needs tab, it will say 'badly distracted after being unable to pray to [Diety A]' and also 'Unfettered after communing with [Diety B].' This results in that dwarf constantly having the purple 'Pray to Diety A' task in their free time, significantly slowing their response time and preventing them from making friends in the meeting hall/dining area. Why does this occur? What can be done to fulfill each of their diety needs?

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DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: August 14, 2023, 09:11:36 pm »
Okay not to spam questions but I've got another. 6 albatrosses have been at my fort without leaving for multiple years now. They just stay in place right on the edge of the map unless some dwarves come near, then they scatter and eventually settle at the edge of the map again. How can I get them to leave? none seem to be stuck in any trees so that's not it

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DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: August 13, 2023, 10:04:21 am »
If there are two seperate landmasses, but you're able to have an embark which spans between them, do you get visitors/merchants from both sides? Can civilizations/visitors from the formerly isolated landmasses now make contact with one another?

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DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: August 07, 2023, 10:27:26 pm »
Is there a workaround for the bug where chopping down certain trees causes a collapse and injures the woodcutter?

 Also, why does that occur - is it intertwined branches from two nearby trees or wood logs stuck in the branches from a previous woodcutting or something else?

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DF General Discussion / Re: Future of the Fortress
« on: January 24, 2023, 05:05:49 pm »
I've think I've noticed that wars are more common and long-lasting once one begins playing in the world (as opposed to during world gen). I assume that probably most activities occur differently, or at different rates, in world gen vs after the world has been active. I was wondering how these world events are handled mechanically in the two different modes? Like, is the code for the various types of events similar in both phases or did each event have to be extensively rewritten for world activation? Any notable examples?

Also, do you have a sort of philosophy when it comes to modeling these historical-type events, in terms of how important the involved actors' personalities and ethics should be, or if things like going to war ought to be based on more practical considerations like likelihood of success and some sort of need or goal to achieve? Or should things be randomized and up to interpretation by the player?

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DF Dwarf Mode Discussion / Re: tree growth could use a nerf
« on: January 14, 2023, 06:25:08 pm »
I agree, I've taken to embarking in forests so the tree growth feela leas significant.

Maybe an embark's number of trees should have a cap, or saplings should be unable to grow within a certain number of tiles from a grown tree.

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DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: January 11, 2023, 09:57:07 pm »
I've been trying to generate a colder, no-tropics island (thinking of something like Iceland) but I can't seem to generate one without tropics. It seems that if you want seasons, you need a pole, and if you have a pole, you have tropical biomes. Would like the place to be mostly 'cold' with some 'freezing' and 'temperate' areas as well. Absolutely needs to have seasons.

Firstly, is iit possible to to generate a world with seasons but without poles, perhaps through editing text files or with some sort of third-party mod? This would solve the problem.

If not, what can I do to generate a one-pole world that has no tropics? I tried adjusting the maximum/minimum temperature settings a bunch of times but it seems there's always at least a thin band of tropical biomes opposite the pole.

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DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: January 09, 2023, 07:55:08 pm »
Real simple question:

Playing the itch.io version, 50.04. After I download the new release from itch can I/how do I update the game I have going currently?

assuming it's the same as 47.05 and earlier, download 50.05, then copy the save folder over for your fort. Not sure if itch has an automated update system.

Thanks, in the past I've always just played old version until I finished a fort so I've never updated an in-prog save before.

ANOTHER Q: there's a pack of reindeer hanging out in the far corner of my map. They're not trapped, but they won't leave and they've been there so long they've started having kids. Is there a workaround to get them to leave?

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DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: January 08, 2023, 12:57:10 pm »
Real simple question:

Playing the itch.io version, 50.04. After I download the new release from itch can I/how do I update the game I have going currently?

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 06, 2023, 02:32:42 am »
Thanks for the tip!





Here's a ground level and elevated screengrab to show the sloped roofs

I also grouped the buildings by function - top right quadrant has the temple-tomb-hospital building, the duke's family's home, the dining room/food storage/dorms, and the jail and barracks. Clockwise from there, the next quadrant is devoted to fine crafts - clothing, gems, metalcrafting, and glass blowing. The next quadrant is for agriculture, food production, and tool stockpiles, and the upper left quadrant is devoted to construction - carpentry, stoneworks, kilns pumping out bricks, and wood burning and the ashery. I also have a nice wall with ramps leading up to fortifications, a ditch, and a few traps around the perimeter which mostly catch reindeer.

Pretty darn happy with how it turned out architecturally and it has these nice geometric shapes - once I saw how nicely oriented the viking ring fortesses were I had to recreate it!

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 05, 2023, 10:58:21 pm »
I'm making an attempt at a generational, above-ground fort. Based the layout on the viking ring fortresses & Trelleborg specifically - circular walls, two intersecting roads dividing the circle into quadrants, four longhouses per quadrant in a square shape, a courtyard between the longhouses with ancillary structures - originally I was going for the actual dimensions of the real fort (based on the assumed 2.4x2.4x3m dimensions of a DF tile) but had to fudge the numbers a bit to make it functional - DF walls are thick! Although the actual fort was probably for purely military purpose, most of my longhouses are workshops, one's a barn, one's a mine entrance, etc. Thinking about trying to make a bailey kind of like Trelleborg's, but if you look it up, you'll see why that's not gonna look good in Dwarf Fortress so I'll have to make my own thing up there.
 I have 49 dwarves: twenty or so from the first two migrant waves (after which I set the soft pop cap to 1), eight children born in the fort to the sole married couple (who are also the duke/duchess consort), two mercenaries, a bard-turned-visitor, and the remainder are workers request from holdings, who unfortunately all are listed as 'merchants' and cannot be added to military squads. Oddly they all became available as workers right after the dwarven caravan leaves each time and have no relations - probably they're generated for the caravan, then become histfigs. Thinking about expelling all those jerks and going back to about 30 dwarves.

Not a lot of excitement in the fort - biome is a wilderness taiga - had some bears the first couple years, a small dingo attack, one visitor was a weretortoise (now immortalized in a statue depicting him being cursed by Durpul, the god of sacrifice) and was dispatched immediately by the duke himself - and one of the requested workers/merchants stole my artifact crossbow and handed it off (I think) before the sheriff caught up to him. Never breached the caverns, don't plan to (Still 50.04, of course). The elves went to war with my civ after we traded a few times, so we made contact, but haven't sent anybody so far. No kobold thieves, no goblin snatchers, nothing. Really was hoping for someone to try to breach my walls, traps & ditch. Hit the top wealth/trade enemy triggers a while ago but nothing's come of it.

Could someone tell me how to attach an image to a post so I can show off this baby?

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DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: January 01, 2023, 12:02:27 pm »
In difficulty settings, what does the warebeast seasons settings control? Is that seasons until they can appear, seasons between appearances, the number of seasons in which they can turn...?

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I like the changes a lot but the prepared meal thing really ought to be nerfed, the value formula is crazy per the wiki. Base value 10 (equivalent of iron and silver), plus quality multipliers applied twice - quality of the overall meal and quality applied to each individual ingredient.

It really should just be the sum of the ingredients' value multiplied by meal quality. Much simpler, much better.

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DF Dwarf Mode Discussion / Outdoors Architecture
« on: December 23, 2022, 07:20:14 pm »
I've been experimenting with sloped roofs, L-shaped building with intersecting roofs, simple (few materials needed) sloped sheds to contain temporary workshops, attics, dorners to expand a second-story room without rebuilding the whole building, windows coming out of a slope, lean-to additions against high walls, multiple z-level rooms... anything other than square rooms with flat roofs. what pleasing features do members of the forums like to put on their buildings? Looking for more interesting variations to attatch to outdoor structures, especially features specific to particular workshops or features spanning multiple z-levels. Pics would be nice too!

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Is it possible to mod seasons into no-pole worlds? Took a look at the raws, didn't see anything peomising, but maybe I'm missing something

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