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Topics - Korva

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I haven't played in a couple of versions but had a massive craving to return lately, both to revisit old fun and to check out the new features. The new needs system, as much as I like then idea of it, gives me a bit of a headache though. Though I can deal with most aspects of it, what's really been demotivating me is massive problems with dwarven loneliness -- both due to the strict requirements for what counts as socialization between individuals, and because dwarves have so little to no initiative. It's sad to see a bunch of increasingly unhappy beards sitting in the pub with "no job" rather than making friends with each other or talking to the local family members they miss so much. (I've also had problems with dwarves stressing out about not being able to pray despite there being both dedicated and general use temples.)

Has Toady mentioned anything about upcoming improvements to these issues? I'd be really nice if the dwarves sought each other out, if spending time together (mining, engraving, training, debating etc.) built friendships, etc.


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DF Dwarf Mode Discussion / Dwarves in weird places
« on: August 17, 2011, 03:04:09 am »
So I know that sometimes a dwarf, especially a military dwarf, will go hang out someplace they've been recently, made a kill, did a job, the works. Still, I'm scratching my head at some things that happened in my current fort. Got a siege coming right now, and found some dwarf about to get slaughtered outside the walls in a spot she's never been to or even remotely near. Apparently, she's looking for a place to sleep. It's just an engraver-in-training when I have several legendaries, so she won't exactly be missed, but I'm still bewildered. At least her case is actually physically possible, however. The other one is not. I somehow had a miner get stuck in the drawbridge-trench of my third cavern entrance twice ... while the drawbridge was down, covering it. There was just no way to get down there. Fortunately for him, I noticed it the first time and dug him out before he would have starved (then walled the rescue tunnel off again, of course). The second time, during a big siege, he was not so lucky.

Earlier in the fort's life, I found a sheep on a roof with no way up or down, but since that was after a few attackers got in, I suppose it was a case of the known bug (?) of creatures sometimes dodging a z-level upwards.

Anyone else found a dwarf way out where they have no business being, or mysteriously teleported to an inaccessible spot?

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In order to maintain my interest in a fort longer than a few years, I really need to have a Plan(TM) for something bigger. I'll never be creative enough to make a second Flarechannel or Undergrotto, but I'm looking for inspirational examples all the same. However, most posts in the design threads and on the wiki are all about making things compact and efficient. That's not what I'm want here, naturally. To HFS with efficiency, I want beauty, ingenuity and grandeur! So this is a place to show off your projects. Great domed halls with pillars and mosaics, personal palatial suites for every dwarf, lovingly designed gardens and shrines, overly complicated (read: dwarfy) defense structures, organic shapes and fractals, labyrinths and mazes, structures that serve no game mechanical purpose but just look sweet. Links to DFMA uploads are especially appreciated. :)

Bonus points if you share your methods of finding inspiration for such designs -- and for planning them out, if they get really complicated (such as 3D statues/monuments).

On my personal favourites list so far are Relicrags and Towersoared as overall "normal" forts (meaning mostly dug underground), Chasmcity and Roofdwelling as surface forts, and the Divine Quarter from Blackstone.

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DF Dwarf Mode Discussion / Forgotten Beasts and locked doors
« on: May 19, 2011, 08:38:06 am »
In my last fort, I constructed entrances to all three caverns (for the first time ever) and spiked them with cage traps hoping to catch some interesting beasties. As things go, twice I had FBs spawn while I was busy with other stuff so they waltzed right over the traps, killed the guard animals, parked their butts in front of the locked doors to the inner fort ... and waited ... and waited ... until the militia came running down to show them what for. I thought those buggers are supposed to wreck doors? Was I just lucky that my "uninvited guests" are at least somewhat polite, or does something as simple as locking a door throw them off? I've had trolls wrecking "normal" and pet-safe doors before and am pretty sure they are supposed to not be impressed by a silly lock either.

(The doors were locked because I read that it saves FPS to reduce the amount of dwarf-accessible space, and because they've no business running out there "on break" anyway.)

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DF Dwarf Mode Discussion / Nobles
« on: May 05, 2011, 05:16:57 am »
*sigh* The duchess of my most successful and fun fort so far, the only fort I've managed to stick with for a decade, is about to go bonkers and there seems to be nothing I can do to stop it. The wiki suggests it was caused by her getting the "utterly traumatized by a lesser's room" thought. Now I had another noble get jealous, before but that one didn't go crazy over it and I was able to balance it with happy thoughts. This one doesn't GET any happy thoughts anymore. I can go back a season when she's still Very Unhappy but it is too late then too, the thought is already there. Even Runesmith (which I downloaded just to try and save her) can't prevent it.

I suppose it IS too late for her and I just have to watch her die. :( Seeing as how she was one of the founders, my expedition leader, mayor for several years and broker from the beginning as well as a now-legendary blacksmith (no mood, just trained up bit by bit) that hurts since she's one of my favourites and losing her may mean shelving the fort. To help prevent this from happening again, I have some questions.

First off, does anyone actually choose a favourite dwarf as baron or just some random schlob for just this reason? I don't really want to "reward" Urist McUseless with a noble title and power, but at the same time I refuse to let founders, legendaries and soldiers live in some hole in the wall just because of some prissy twit with an entitlement complex. All my dwarves get a smoothed 5x5 bedroom with a gem window, special dwarves get real suites.

Second, just what triggers that massively bad, ultimately fatal thought? My duchess has the best rooms in each category, going by the order in which the Rooms view lists them. Is it triggered when anyone has a room of the same quality level (Grand, Decent, etc.) or when anyone has a room above a certain level? How does the noble learn about it: by being in or near the room, by socializing, or do they just know it via hivemind telepathy?

I'm tempted to turn off the jealousy-inducing token in the entity file. Mandates I can live with, even impossible ones (slade, toad teeth ...), but this is just depressing. Or I WILL elevate a random peasant next time and just not care if s/he goes insane.

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DF Dwarf Mode Discussion / Bees: how DO you make them work?
« on: May 04, 2011, 04:30:17 pm »
Argh! I cannot get the beekeeping industry to work in this version. I had one 31.21 test fort in which it semi-worked aside from the lag issues and the beekeeper's refusal to use anything but wild colonies to repopulate hives instead of splitting "domesticated" ones. Now nothing I tried helps. My beekeeper processed ONE hive in the very first year, that is all. Ten years and as many hives later, which have been de- and reconstructed several times, I give up. I have jugs aplenty, I have food stockpiles ready to accept honey and jelly. I have a master beekeeper, and only that dwarf has the labor enabled. My hives are bursting with bees and honey. Yet the beekeeper does eff-all after populating the hives right after construction.

Any help? I like the idea of having honey for meals and mead, but damn this is buggy ...

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DF Dwarf Mode Discussion / Quick question about evil biomes
« on: May 04, 2011, 02:06:58 pm »
I've been searing for a good embark for my next fort -- well, an evil embark actually. Having found a few promising ones, I have some questions before I decide.

1) Does a biome with dead trees/plantlife ever grow any new vegetation if grass is trampled and trees are cut?

2) If an evil map spawns undead creatures, does it only spawn them or can live ones turn up too? I'd like a shot at trapping and taming interesting, living creatures.

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I found an embark in a 31.19 world that is actually quite good. A savage tropical grassland with a brook, clay, sand, limestone and marble, obsidian, native gold, galena, hematite, malachite and tetrahedrite. Oh, and 4k+ of the blue metal. The only downsides are the relative scarcity of trees and no magma before -48 or so.

I puttered around a bit with it, testing stuff, and then DFHack was updated which enabled me to find out just how nice (for a 31.19 site ;) ) this embark actually is. Of course, this is a test fort so it is a complete mess but I am thinking to make a "proper" fort there once some bugs are fixed. Unfortunately, contrary to my usual habits, I didn't backup the initial, untouched save -- I have one backup right after embark, but that won't let me experiment with slightly different but overlapping embark locations ...

No problem, right? Just get the world gen info and recreate it. So I thought, but it isn't working. The re-genned world I get is completely different, the landmasses and oceans aren't even remotely similar. I've never had that problem before, this was my first attempt at it in 31.19. Has anyone else encountered this problem in the new version?

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DF Dwarf Mode Discussion / Hens not using nest boxes anymore
« on: February 18, 2011, 06:26:45 pm »
So I'm puttering around a bit in an 31.19 test fort to see the new critters. Embarking with a rooster and two hens yielded a whooping total of 19 eggs for the first clutch which I allowed to hatch, then another clutch or two which were eaten. So far so good.

However, I then deconstructed the nest boxes to move them to another spot, and since then the hens refuse to lay more eggs. They "claim" them just fine, but never sit on them. Nothing seems to persuade them to do so. Assigning them to a pasture with the boxes in it, removing the boxes again, building more boxes. Now I have four boxes for my two hens and all are "claimed", but never used.

Anyone else found that problem? I think I'll toss it on the bug tracker.

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I've shelved at least a dozen forts due to boredom when the goblins didn't want to drop by, so I had a look at this forum for possible solutions to that problem. However, mods like Fortress Defense and Genesis add too much for my liking. I'm pretty happy with the vanilla game, except that goblins give me the cold shoulder too often, and with oodles of new enemies I wonder if I'd ever be able to do anything but fight sieges and clean up afterwards. I want to build and decorate and explore, too. ;) Are there smaller mods which I may have overlooked? Is there a way to simply make the gobbos more aggressive? Any suggestions?

Somewhere, I saw the suggestion of simply copying the goblin entry once or twice to have multiple goblin civs to "play" with ...

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DF Dwarf Mode Discussion / Military-focused forts
« on: January 28, 2011, 06:33:54 pm »
I'd like to try a fort with a bit of "theme" next and thought I'd fish for inspiration. Who here has done a military fort and can share their experiences? Are there any megaprojects you incorporated into the fort? What rules, if any, did you set for yourselves? Is there a map you'd like to show off?

My embark will be a perfectly flat, cold, Untamed Wilds taiga with a brook that I hope will be unfrozen at least during summer. It has sand for a glass industry and an upright spoiler at z-26. A goblin fort is relatively close, so hopefully they will sends "sparring partners" soon enough. If not, I will piss off the humans.

Thoughts so far:

  • I'm capping my population at 80, no children allowed (though obviously migrants will probably bring a few). This should help with FPS, and hopefully make things a little less anonymous than with my last 220+ fort.
  • I've very much been playing it safe, so deaths have been rare. This time I want to be more reckless, risk more injuries and deaths.
  • Danger room use will be allowed, but restricted. I'm thinking to stop once the first skill reaches level 5. After that it's normal training, live combat and prisoner-bashing only. I hope this will give me some basic survivability but allow room for Fun.
  • Everyone has to undergo at least some basic military training. Everyone will have to earn their place in the fort by serving in at least one ambush/siege, and ideally by slaying at least one enemy (in live combat or 1-on-1 against a prisoner). I may make an exception from the second rule for my doctor unless/until a migrant with decent medical skills shows up.
  • Once that condition is met, the dwarf will be entitled to individual quarters. Until then, they have to crash in the newbie barracks.
  • For now I'm undecided whether I will allow for this fort to become a barony. Maybe allow the first dwarf with x kills or the first legendary weapon-user to become the baron (unless s/he has hots for slade or mostly stuff I don't have)?

I don't think there's a good way to reserve a swanky dining room and the best food and booze only for proven residents while the newbies have to make do with basic stuff, is there? I'm not going to build two essentially separate forts.

And finally: if I stick the green recruits in iron or copper for their trial-by-fire period (or even just leather) and reserve the good steel for the pros, am I crippling their odds too much? I want the odd death and injury, yes, but I don't want entire barely-trained newbie squads annihilated by a single ambush group.

... or do I?  8)  (I have been rather too easy on my dwarves so far.)

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DF Dwarf Mode Discussion / Preferred population cap?
« on: January 25, 2011, 11:44:20 am »
So I stuck with a fort long enough for the first time to hit and in fact exceed the population cap. Oddly enough I even got a migrant wave after that point, which bumped me from 209 from 216. I thought that wasn't possible? Playing with so many dwarves -- the most I had before that was around 120 -- sure speeds up hauling jobs or wall-construction, but on the other side it feels rather anonymous. I may cap my population at 100 or 80 (just enough for sieges) next time.

What pop cap does everyone else like to play with? Do you stick to the default of 200 or prefer a much lower number? And why?

Maybe I should play a little more recklessly, too, and give the little blighters more time to socialize instead of trying to keep everyone constantly busy. More friendships, more deaths, more fun?

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DF Dwarf Mode Discussion / Missing baby: kidnapped?
« on: January 19, 2011, 06:27:16 am »
One of my hammerdwarves is married. Her first kid died in the danger room, so when she gave birth again I relegated her squad to another place to train -- I try not to get anyone (even bloody useless babies) killed on purpose. Now that second child is gone, and bugger if I can figure out why. I discovered this when I checked on the hammerdwarf to see if it was safe to send her squad back into the danger room. She didn't have the baby with her. In fact, it's not even on my unit list anymore. It IS still listen under her "relationships", and all it says there in the top paragraph is:

"<Name> has been ecstatic lately. He is happy to be free."

I didn't see any baby snatcher messages. In fact, with his mom being a soldier I'm sure any snatcher would have been instantly pasted. And the kid's details still say he is a member of my civ and fort. So what gives?  Is this my first ever kidnapping case or not? I can't imagine what else it could be, but I can't imagine how a thief could have made off with him and still leave him as a member of my civ to boot.

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DF Dwarf Mode Discussion / Medical training?
« on: December 21, 2010, 07:00:45 am »
Has anyone found a good way to provide training for medical dwarves without doing TOO much damage to the hapless patient-to-be? I read a tutorial that suggested stationing some useless sod on a drawbridge and making him plummet -- but my first test run last night resulted in five broken bones followed by three infections, so it's just a matter of time until the poor sod dies. Rather too lethal for me, and that was only a two-level drop. Sending an unarmored dwarf into the danger room doesn't seem to do anything as long as they wear clothing (or at least I've never seen any hauler who grabbed stuff that my soldiers dropped there get so much as a bruise). I use only one spear per square, though. Ideas?

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DF Dwarf Mode Discussion / Soldier not following military orders
« on: October 10, 2010, 08:32:00 pm »
Hey folks. The militia commander in my latest fort has gone funny in the head. I noticed that while the rest of her squad is happy to follow move, train and kill orders, she has started to just run to a certain spot and stand there apparently indefinitely unless the squad is moved to "Inactive" and she has civilian duties to do. I reloaded my last save and tried several ways to fix it but to no avail. Disbanding and reforming doesn't help, she just picks the same or a new spot to stand in afterwards. What's worse, when I made another militia member the commander, THEY would do the same and the old commander still did it too. I'm rather at my wits' end here. :( Has anyone else encountered the same problem?

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