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Topics - YashaAstora

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I know Myth and Magic are far, faaaaaaaar away, but Toady's already talked about what he wants to do with it quite a bit, and I find it pretty interesting that he wants to make a huge change to the game tone-wise this far into development. I'm not saying I don't want the update to happen--it sounds incredible, but I wonder how exactly people will take to the shift in tone.

For basically its entire existence--nearly 20 years--DF has been a very very gritty and low fantasy game. Magic was all but nonexistent for years, and what magic does exist is just whatever Elves use to magically form wood and necromancy. The game is obsessed with realism to a level even the lowest of fantasy often doesn't tread, with its realistic(-ish) geology, tons of real-life creatures, and insistence on not simplifying the complexities of certain industries. Paper-making is a multi-step process; making steel requires three separate smelting operations two of which require flux stone along with fuel; many workshops exist that do one or two things, etc. Making soap requires first getting tallow or oil from a butcher's shop or screw press, then burning wood in a furnace to make ash, processing that into lye at an Ashery (a workshop that does exactly three extremely minor things), and then making the soap in a soap maker's workshop. Dwarf Fortress is legitimately educational in a way. I certainly know more about geology or metallurgy than I did before playing it.

But, the Myth and Magic update is going to change that pretty dramatically. The way Toady describes it, it will allow for DF worlds that are the most intensely mythic and epic high fantasy with abundant magic (though I think he also wants the current low fantasy style to be a thing too). Which makes me wonder how exactly us DF fans will take to it. We are so used to DF being incredibly gritty and low fantasy for so long I feel this will be kind of a shock to our systems. The DF we know and have known since the days of Boatmurdered is a mere accident--the game was never planned to be this low fantasy, it's just been in development for decades. DF 1.0, judging from his to-do list, will be almost unrecognizable to the DF of Boatmurdered and Roomcarnage. I am definitely looking forward to our thoughts and reactions to Myth and Magic, when it finally comes.

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DF Gameplay Questions / Dwarves won't store titan meat in barrel/pot
« on: January 22, 2023, 02:37:41 am »
I had a titan come to my fort recently and after killing it with my military, I decided to butcher it for its meat. I got a stack of 88 meat that weighs around 167 kilos (assuming the in-game weight unit is a kilo which I think it is), but my dwarves just leave it on the floor of their food stockpiles. Like, the meat is IN the stockpile, but not in a barrel where it wouldn't rot. I have tried everything: I set the barrels for each stockpile to the max, I made 20 new barrels and 20 new rock pots each, I forbid and reclaimed, I dumped and then reclaimed, they just leave it on the floor. Is the stack too big to put in a barrel? Is there any way I can split it if it is (I have dfhack and I'm willing to use it if i need to)? I really do not want all this tarantula titan meat to rot in my stockpile!

(Incidentally this is also happening with a stack of 37 water buffalo meat)

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DF Gameplay Questions / Do taverns drain booze really fast?
« on: January 12, 2023, 05:31:49 pm »
Three or four years into my fort and I had the food and booze situation mostly under control. Buying tons of food and drink from caravans and brewing my three farms' output meant I had over 1100 drink for 150 dwarves. I also decided to make a tavern so my dwarves can dance and sing and recite poetry.

A few months (in-game) later I notice some cancelled "give water" and "drink" jobs. I check my stocks and I have 70 drink. Is my tavern sucking up all the drink because I struggle to imagine a mere 150 dwarves could pound away over one THOUSAND units of booze in less than an in-game year, especially since dwarves need sustenance way less than real-life people do. Did I greatly underestimate how much drink a fort needs? I have to basically have my brewers brewing around the clock or I suddenly notice that 800+ drink disappears in the blink of an eye.

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I am constantly beset by my dwarves' unfulfilled needs to make stuff, because I obviously do not want low-skilled dwarves taking up workshops and work orders making low-quality junk. 0.50's labor system DOES slightly ameliorate this, but I don't think it's quite there--you're still having low-skill dwarves suck up valuable workshops and making crap.

So, I think guilds should hold classes for non-members, or classroom zones should exist that are linked to a guild. During a class, a guild member teaches any random dwarves that show up a bit about their skill, giving those dwarves experience in those skills. Dwarves, when on break/not doing a job, can choose to go to a class fitting their personality--for instance, a dwarf that likes rocks may visit a stoneworking class--or just because they wanna learn something new, such as a master engraver checking out a cooking class for fun,. The desire to go to a class may even be inspired by something that happened to the dwarf--for instance, our engracer may have wanted to learn cooking because they ate an incredible meal, while their own engraving inspired another dwarf to attend an engraving class. Classrooms can also have workshops attached where dwarves can make stuff in-class which also satisfies their "practicing a craft" need and gives them something personal they can keep with sentimental value.

Classrooms could also be used to very quickly train a set of dwarves in a skill much faster than just letting them do the job in question--dwarves could be assigned to a classroom and teacher, where they learn the skill without taking up your normal set of workshops (yes I know you could make a buncha new workshops somewhere else and assign them to the workshop, but I think this whole suggested setup is a lot more sensible and charming than just doing that. Plus, if you NEED a completely utilitarian justification, you wouldn't have to micromanage workshop assignments, burrows, and other related crap if you can simply assign a classroom and have dwarves come and go as they please or when you command them to). And, of course, children could be assigned to classes--perhaps even implementing an entire education system, where once your fort is large enough an entire public schooling system can be implemented. Nearby hillocks and other sites could also send their kids to your schools as visitors, which could help your civilization maintain a large pool of highly skilled workers (presumably this would also work hand-in-hand with other features that encourage caring about your civ besides trading caravans).

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DF Gameplay Questions / What exactly does the duke consort do? (0.47)
« on: January 02, 2023, 07:11:35 pm »
I've had the dwarven caravan come twice and both times a duke consort has arrived. He asks me if I would like to nominate any dwarves for nobility. I've always said "no" because I don't want to deal with more useless assholes but I don't actually know if I need to say yes to get some stuff. I haven't had the outpost liasion draw up trade agreements with me either time the caravan has come--do I have to say yes to the duke consort to actually get trade agreements? The wiki is remarkably unhelpful in this regard.

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One of the trickier parts of DF is making sure you fulfill your dwarves' needs, since they all have a ton and there's no way to know what they want without individually checking them.

I propose that there be a noble that dwarves can talk to, and their complaints are relayed to. "Urist is feeling depressed because he doesn't get to fight" and all that. Not something incredibly artificial and gamey, you'd have to make sure this noble is actually available. All of this could be in a little menu and then you'd know who would be a good recruit since they wanna fight, or who should go pick some berries because they like wandering, or who should get put to work creating stuff since they wanna be creative and learn a craft.

As it is, it's very difficult to keep track of these needs without making a ridiculously huge spreadsheet and obsessively checking your dwarves over and over, which when you have fifty other things to worry about can be an absolute pain--and not in the way where it's an intentionally abrasive bit of challenge to overcome, more just "I dunno what these dickheads want" thing.

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DF Gameplay Questions / Why aren't my dwarves stockpiling ore? (.47.05)
« on: December 31, 2022, 09:37:22 pm »
I recently strike tetrahedrite so I set up a stockpile and no one is picking the ore up. The stockpile is set to only take metal ores. I've double-checked that tetrahedrite is an acceptable ore for the stockpile. Why is no one taking the ore to the stockpile?

What makes it even more bizarre is that I struck silver below the tetrahedrite, and my dwarves are immediately grabbing THAT and taking it to the stockpile, but they're completely bypassing the tetrahedrite one z-level up.

EDIT: Okay making wheelbarrows somehow made them start picking the copper ore up. I have no idea why they had zero issue picking up the silver though.

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I haven't played DF in like six years.

One of the reasons I liked DF was because it ran fine on even terrible laptops thanks to being pseudo-turnbased (I was never good enough to reach FPS death anyway) and the entirely keyboard-based interface obviated the inherent limitations of touchpads compared to mice. DF was a game I could play in bed, in between classes, wherever.

Well, finally the legendary Steam release dropped. No ASCII so I waited for Classic. And now I'm here, with a new laptop that absolutely blows the old one out of the water aaaaaaaaaannd the interface is now almost exclusively done with the mouse. Oof. I don't know what to think. Yes, the old UI was bizarre as hell, but this new one seems to replace "slightly arcane until you know it" into "agonizingly elaborated and finicky mouse-clicking" which honestly, I'm not sure is much better. Not getting into the weird omissions. I'm asking: do any of you play on a laptop without a mouse? How are you liking the interface?

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