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422
DF Dwarf Mode Discussion / Re: How are you keeping yourself entertained during this lack of visitors?
« on: October 02, 2015, 06:06:14 pm »
From what I've seen on mantis, the pathfinding bug is easily trackable because the enemy civs vanish from the contact screen - you can see when it applies to your forts and restart to avoid it. The single goblin entity vanilla is also a single point of failure if any bugs apply to your fortress; this is why I prefer adding extra entities, even duplicates of the goblin entity, to ensure I will be besieged (the Goblin Upgrade Mod also linked below does exactly this). I have not had problems with the test forts I made to test Fortress Defense thus far.
This is the pathfinding bug. Toady claims to have fixed it in August.
This is a related bug, referring to sieges simply being infrequent and unreliable even without reference to pathfinding. I don't think this bug is fixed yet. It might even be desired behavior, tragically.
Furthermore, there is a hidden change where it takes at least 3-4 years for the first siege to come, and it will only come with about a dozen combatants. Other than that, you can use the Fortress Defense Mod (in my signature) or the Goblin Upgrade Mod to restore siege functionality similar to earlier versions.
This is the pathfinding bug. Toady claims to have fixed it in August.
This is a related bug, referring to sieges simply being infrequent and unreliable even without reference to pathfinding. I don't think this bug is fixed yet. It might even be desired behavior, tragically.
Furthermore, there is a hidden change where it takes at least 3-4 years for the first siege to come, and it will only come with about a dozen combatants. Other than that, you can use the Fortress Defense Mod (in my signature) or the Goblin Upgrade Mod to restore siege functionality similar to earlier versions.
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Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: October 02, 2015, 05:18:06 pm »AWESOMELY EXTENSIVE DATA LOGS
Thank you for the data RocheLimit! The animated gifs are extremely impressive; they're an excellent way to document a decades-long campaign. I find myself entranced by the Tigermen milling about before they engage the dwarves, and I wonder if you considered making an album or posting a campaign history to share with the community. I'm in the process of looking through the data logs, but a couple of things stood out to me. I've been trying to confirm whether Fortress Defense races suffer from the problem of running out of trained soldiers, and it looks like late-stage Badgermen were arriving naked, or as wrestlers. I'm also surprised that Goblins eventually petered out completely but Tigermen stayed strong. Go Tigermen!
How tough are naked Jotunar and Fiend Spiders? I've learned tricks to deal with them myself, but I've been wondering how users of the mod perceive their difficulty, considering their size and/or mechanics.
I noticed the fort waited four years to receive its first siege. That seems in line with other data that has been collected for the mod, and for invasions in general. I think it's an acceptable wait period, as long as the sieges do come after that point is reached. I also see it took a progress_trigger_x:5 race 27 years to start coming to the fort. I suspect the late arrival of Ferric Elves was due to conflicting triggers with the Tigermen. This might even have been the case for the other later arriving races.
The fleeing Tigerman mounts exhibit behavior that human mounts also exhibited historically, because the siege code doesn't war train invader animals (probably due to a lack of identifying tags). I am personally fond of this behavior because I see the kiting tactics as semi-realistic, but I have been considering changing how the FD civilizations interact with mounts/animal allies. Considering that Tigermen only rarely mounted their sieges, it might even be a good change of mechanics to have once in a while.
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Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: October 02, 2015, 12:26:49 am »
Might have to replace leather materials or tissue layers, if you're using Accelerated Modest Mod. Otherwise, it looks like the regular Modest Mod is designed to interface with the vanilla tags and definitions, which should mean that Fortress Defense II is also compatible.
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DF Dwarf Mode Discussion / Re: Trivial findings
« on: September 29, 2015, 10:38:42 am »A dwarf with an assigned bedroom will choose to idle there instead of in the meeting hall.
This is useful to me since I'm playing with Natural Growth forts and this lets me manipulate the system and encourage couples by designating beds as 1x1 bedrooms and placing two side by side with specific dwarves assigned.
What's the marriage rate of vanilla dwarves in this system? I tried it but it seems to take longer than ever in the current version for them to hitch up, if they are even interested in tying the knot in the first place.
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Mod Releases / Re: Elf Invasion mod 1.3 - Scratch that elf killing itch - The cold lands see all
« on: September 29, 2015, 10:31:57 am »Sweet. Looks like I'll be searching for a frozen forest in my new world, lol. Although I'm going to miss the Brick Oven of Masterwork, the lack of non-beast visitors has really put a damper on my enthusiasm of late. I'll definitely be giving EI a try this weekend.
You could probably use them both at the same time if you wished. Just check the errors to make sure they aren't conflicting when you merge their raw folders.
427
Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: September 29, 2015, 10:28:52 am »Interesting. Might just be my choice of embark then.
Goblins apparently finished off my fort less than a year after I retired it. Must send in an adventurer to take revenge.
No sieges in first two years of the new fort. Elf and Human caravans showed up though. Wonder why they never came to the last place? It's only just down the road with all the same neighbours. Pathing bug?
I have gotten elves/humans at forts that were later attacked before.
That said, now that I know more about the pathing bug, check the list of civs in contact range to see if you have contact with hostile civs. Hostile civs vanishing from that list was one of the symptoms of the pathfinding bug.
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Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: September 28, 2015, 05:25:22 pm »How much did you modify the production and trade tags in this mod?
I assume it's still suffering from the same pathing bug that vanilla has, but I had more goblin attacks playing this than I've ever seen before. Makes me wonder if fixing the bug will have much of an effect at all.
Trying to post from a location with terrible, terrible internet. I've lost this post multiple times, so I'll give a quick summary of what I attempted to post the last two times:
I did not modify goblins. Their behavior might be indirectly related to Fortress Defense civs however, perhaps by encouraging a war footing in world gen or similar. The Fortress Defense civs themselves have progress triggers from 1 to 3, so that they arrive earlier than goblins; they could potentially be triggering the pathing bug on themselves because they come sooner, and thus sparing goblins. On the other hand, people have reported that goblins from time to time do make it to forts on schedule as well, so you might just be experiencing natural variance.
When work is not choking me with a wet dishrag, I need to look up the specifics of the pathing bug on mantis, assuming it's listed there at all.
http://mail.bay12games.com/dwarves/mantisbt/view.php?id=7739 is the pathfinding bug. Toady claims to have fixed it in August.
This is a related bug: http://mail.bay12games.com/dwarves/mantisbt/view.php?id=8754
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Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: September 22, 2015, 07:17:16 pm »
Thanks for the report Shonai_Dweller! I'm glad to see that my mod was successful one more time in delivering !!FUN!! Encouraging the otherwise shy sieges with offerings of gold to the rng should be an effective approach, due to the tags tied to production and trade on the FD races.
It seems so far that enemies never come with sieges within the first two years, but boosting population and trade can have them come as early as the third year? I haven't been able to do enough tests to know whether all civs within range will eventually come, or whether bugs will each some armies en route. I'll look at Great Fiend Spiders and see what their tags are making them do, but their speech capabilities do make them cutely reminiscent of the spiders in The Hobbit.
I assume the Spiders gained crossbow skill from knowing how to shot web.
It seems so far that enemies never come with sieges within the first two years, but boosting population and trade can have them come as early as the third year? I haven't been able to do enough tests to know whether all civs within range will eventually come, or whether bugs will each some armies en route. I'll look at Great Fiend Spiders and see what their tags are making them do, but their speech capabilities do make them cutely reminiscent of the spiders in The Hobbit.
I assume the Spiders gained crossbow skill from knowing how to shot web.
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DF General Discussion / Re: Bought the "Getting Started With Dwarf Fortress" guidebook.
« on: September 14, 2015, 01:30:51 pm »
There are plenty of init settings that take out things like weather, temperature and cave-ins in the interest of fps, and there are mods that go further, removing item types, stone types, animals, and even clothing for the sake of gameplay speed.
You could mod the trees to be extremely simple - just make the elves live in towns. If you plan to fortress mode in your save, you don't need to simulate elven tree villages. If you're planning a lot of adventure mode activity, you might need it after all.
You could mod the trees to be extremely simple - just make the elves live in towns. If you plan to fortress mode in your save, you don't need to simulate elven tree villages. If you're planning a lot of adventure mode activity, you might need it after all.
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DF Dwarf Mode Discussion / Re: Nobody ever freaking attacks me anymore in 2014
« on: September 09, 2015, 10:28:46 am »It looks like PROGRESS_TRIGGER:1 (lowest possible) causes the earliest sieges to arrive about 3 or 6 years in, give or take a few. In comparison, goblins are PROGRESS_TRIGGER:3 for most things. I'm not sure whether their later progress trigger makes them arrive much, much later, but it would explain a lot.
How'd you find that? I thought those just corresponded to population and wealth levels. You can define what each of the progress triggers actually corresponds to in the raws, I think. I tried it once, to no avail.
Based on anecdotal evidence from my and others' forts, modded PROGRESS_TRIGGER:POPULATION:1 (or however it's spelled in the raws) enemies take 3-5 years to arrive. It's also possible the wealth or trade triggers are causing them to come, but as I said, it's very hard to figure out why and what causes this or can be done about it.
432
DF Dwarf Mode Discussion / Re: Nobody ever freaking attacks me anymore in 2014
« on: September 08, 2015, 09:39:29 am »
It looks like PROGRESS_TRIGGER:1 (lowest possible) causes the earliest sieges to arrive about 3 or 6 years in, give or take a few. In comparison, goblins are PROGRESS_TRIGGER:3 for most things. I'm not sure whether their later progress trigger makes them arrive much, much later, but it would explain a lot.
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Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: September 08, 2015, 09:36:41 am »I know you don't want to be dependent on dfhack, but I just wanted to let you know that scripts exist that can assign specific animals/creatures to civs as mounts, warbeasts, minions, etc. It's possible to give tigermen war-tigers to ride and tiger-ogres instead of trolls; give hellfire imps some troops of balrogs or demon-dogs to ride, etc.
You are right Meph. I feel that part of my design philosophy for Fortress Defense is keeping the diverges from vanilla necessary to make the mod work relatively minimal, and only add what's necessary while using as many basic assets as possible. I like a mod that's low maintenance to install and use, and for that reason I try to stay clear of dfhack. I'm not sure the additional features would be worth the increased installation complexity. But this does not hold true for branches of Fortress Defense not maintained by me - anybody is free to make those changes themselves, if they desire.
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Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: September 08, 2015, 03:04:46 am »
Damn those tigermen! Curse their filthy furred ways!
This looks like War Troll behavior. Tigermen didn't use to do this in older version of DF - they used to mount their available animals instead of bringing them. It looks like this is associated with the updates to goblins that caused them to bring bigger sieges. I think I will fiddle with the use animal tags, if I can - but I don't think this is too undesirable yet. The animals get assigned names most likely because of updates to the invader code when this behavior was introduced to apply to non-entity invaders, and it likely does not apply to non-notable invaders due to a bug.
edit: looks like these tags cause this behavior
Replacing them with
This looks like War Troll behavior. Tigermen didn't use to do this in older version of DF - they used to mount their available animals instead of bringing them. It looks like this is associated with the updates to goblins that caused them to bring bigger sieges. I think I will fiddle with the use animal tags, if I can - but I don't think this is too undesirable yet. The animals get assigned names most likely because of updates to the invader code when this behavior was introduced to apply to non-entity invaders, and it likely does not apply to non-notable invaders due to a bug.
edit: looks like these tags cause this behavior
Code: [Select]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_PET]Replacing them with
Code: [Select]
[USE_CAVE_ANIMALS]orCode: [Select]
[USE_GOOD_ANIMALS]
[USE_ANY_PET_RACE]Should disallow horses and war dogs - and trigger unicorns and jabberers.
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Mod Releases / Re: [0.40.xx/0.34.xx] Fortress Defense Mod II v13x: It's Never Too Late to Update!
« on: September 07, 2015, 03:39:40 am »
Five years sound serious, but I'm glad the invaders managed to come in the end. I'll be following your progress as you post more!
Tigermen should have the lowest progress triggers, so this implies that even at the earliest a fortress will have to wait several years for an invasion.
I suspect the wrestlers, being historical figures, picked up wrestling and decided to come naked. I guess that's their decision.
The iffiness of invasions is why I generally recommend allowing multiple civs access; that way even if one falls prey to an unpredictable bug in the current version, the others can provide some...gutwrenching entertainment.
Tigermen should have the lowest progress triggers, so this implies that even at the earliest a fortress will have to wait several years for an invasion.
I suspect the wrestlers, being historical figures, picked up wrestling and decided to come naked. I guess that's their decision.
The iffiness of invasions is why I generally recommend allowing multiple civs access; that way even if one falls prey to an unpredictable bug in the current version, the others can provide some...gutwrenching entertainment.