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Messages - Saiko Kila

Pages: 1 2 3 [4] 5 6 ... 119
46
DF Dwarf Mode Discussion / Re: What TIME OF DAY do werebeasts transform?
« on: September 20, 2023, 03:02:58 am »
Well my idea was, if let say between cycle 6 and 7 there is another timedifference, my syndrome-interaction-mixup may notice that it is autumn.
do you know how I might do this with DFhack? I've not yet tried anywhing with that. I want my livestock to go to sleep in winter, autonomously

In DFHack, you can simply check what season is  by reading a variable by your script or in console, for example:
Code: [Select]
lua to enter LUA interpreter
Code: [Select]
~df.global.cur_season to show which season it is (0=spring, 1=summer, 2=autumn, 3=winter)

You can even check what time of the season is by reading
Code: [Select]
~df.global.cur_season_tick which shows "season ticks", which are 10x longer that normal year time ticks, so there is 10080 ticks per season (cur_season_tick/10080 times 100 will give a percentage of a season progress, for example).

But to utilise it you would have to write scripts for DFHack. To be honest I don't know how to do it easier than with DFHack.

47
DF Dwarf Mode Discussion / Re: What TIME OF DAY do werebeasts transform?
« on: September 18, 2023, 02:44:31 pm »
Mm. I already did suspect that a moon cycle was regular. Realistic, but unfortunate voor me. I was trying to us it in modding, to determine the time of year.

I always thought that the time of year depends on the sun, not on the moon ;)

Yeah, every moon phase occurs on the same date (and hour) every year. A few years ago I made a script in Cheat Engine to show which hour it is in Dwarf Mode (even though it is not that important, just to feel the passing of days), and percentage of time to the next full moon (to know when to expect transformation). Nowadays I would probably do it in dfhack, because it is updated very quickly, and scripts usually need only small tinkering between versions.


48
DF Dwarf Mode Discussion / Re: What TIME OF DAY do werebeasts transform?
« on: September 10, 2023, 12:51:16 pm »

The wiki states, that werebeast transformation occurs on the 13th of Limestone, on the 11th of sandstone and on the 8th of Timber.

That means that between the first and second transformation there are 26 days, but between the second and the third where are 25 days.

Does this mean, that the tick-difference varies between transformations? If the transformation occurs on the same TIME OF DAY each moon, then yes.
Otherwise, if the ticks between the transformations are equal, that means that the transformation occurs on differend times of day, each moon.

Who knows this?

From my tests many versions ago, transformation (or full moon rather) occurs approximately every 31016 ticks, and lasts for 2210 ticks, so for example transformation in Granite (at cur_year_tick=29910) occurs 90 ticks before end of the day. But the time of full moon is always rounded to nearest ten-ticks (so the difference in length of full moon is there, but it's small), and the actual transformation can vary by a few ticks between the same strain infected dwarves. That's why it's hard to have werebeast squads - one member can transform before the other, which will cause attack.

I suppose that dwarf may be affected based on certain characteristics (for example Toughness?), but he needs the full moon for that. Unfortunately I did not have werebeasts in Premium versions, so can't check it now.

49
Yeah, I thought that maybe it keeps some checksum of files from save listed as active (for some reason) and thus the error, but maybe it's just a one-off corruption or whatever. Anyway, I'm glad it works now :)

50
Thank you myk! Somehow editing the active savefile caused me such error "One of the compressed files on disk has errors in it. Restore from backup if you are able.", but editing older, manual saves (including the one I uploaded), doesn't produce this and works. I'm mentioning this for completeness sake, because the active save was only a minimally never than the other save, so nothing lost, but a bit curious why could that be.

51
We did make a small change to the seedwatch plugin, but I haven't seen any crashes with it. Do you have any mods installed? Could you possibly zip up the savegame that crashes (plus your mods directory) so we can take a look at it?

I have uploaded the save file. My mod directory is empty, so no mods here.

https://dffd.bay12games.com/file.php?id=16837

52
Has it started crashing for anyone else with DFHack 50.09-r3? It crashes when I load my fort (Windows, Steam version).

I allowed a debugger (Visual Studio Just-In Time Debugger), which showed me there are problems with seedwatch.plug.dll. When I delete the file, my fort loads without crashing. When I restore the file, Dwarf Fortress crashes upon loading the fort. I don't use the plugin as far as I know, but it still causes the crash somehow.


53
DF Dwarf Mode Discussion / Re: How to prevent monarch coming?
« on: August 25, 2023, 02:57:47 pm »
If you don't want the king so bad just execute him with a drawbridge problem solved lol 🫠

That won't reenable outpost liaison visits.

54
My questers don't do that, they usually try to get it diplomatically or steal it. I had one try at least ten times, during ten visits, till he was killed by a gobbo siege, when I accidentally closed the gate for him. But maybe their tactics differ based on their character.

55
Mountain titan, an ultimate mercenary :)

Well, I wouldn't kill the questers, just ignore them, at least until my military is quite good. Unless they came with an army and an ultimatum...

56
Not all unmet needs are worth considering. It depends not only how realistically easy to fulfil they are, but also if the dwarf in question is stress resistant or not, and if that need is important to him or not. Ultimately also if the dwarf is important to YOU.

Regarding stress resistance, if you use Dwarf Therapist, you can check Depression Propensity. Low value most probably means the dwarf will be perpetually happy, high value means he will be perpetually unhappy, even if most needs are fulfilled. You don't need to check these values in DT, if they are way below/above average, Dwarf Fortress on its own will give info in their description (In Overview and in Personality/Traits). For example one with high Depression Propensity will have "Depression-prone" in Overview and something like "She is frequently depressed after experiencing trauma" in Personality/Traits. There are also similar traits, Stress Vulnerability (Easily stressed) and Anger Propensity (Anger-prone). High values are bad, and you may need to manage the dwarf (or goblin) more.

Whether the need is important you can see in Thoughts/Recent Thoughts (thinks like "dejected" or "self-pity"). You can check how important the emotion is here: https://dwarffortresswiki.org/index.php/Emotion, if it's closer to 1 (or -1 for positive emotions) it's more important than when it's closer to 8 (or -8). So the lack of family member or lover may be not that pressing as it seems.

Now, if you have an important dwarf, who is prone to depression, and don't wont to ignore it, you need to manage the dwarf. I have such a dwarf in Military Commander, who unfortunately has Depression Propensity at 98 (had lower before some bloody event increased it). Apart from general things (like good bedrooms with items made from liked materials, good food and drinks available, clothes, tavern etc.) I micro-manage only two things: workshops for dwarves who want to be creative, and temples.

I make individual workshops for certain dwarves (they need to be "master" and only the master can work in such workshop), and order to make item or a few per month in these workshops.

Temples are more involved, but apart from general temple, I make temples for popular gods, as well for popular religions (which can be dedicated to these same gods, but require a different temple). In temples I make displays, where I put stuff like menacing steel spikes to increase value if necessary, but this only if the worshippers want such big temple.

Now, I noticed that most dwarves who are unhappy in a generally very happy fortress are military dwarves, like my commander. The reason is often that they don't fulfil they need when off duty, because they train instead. These needs are like meeting with family, friends, socialising or praying (quite religious dwarves are notorious for that). The way to make them fulfil they need is to move them, temporarily at least, to a squad which doesn't have barrack assigned. When the dwarves are off duty, they will try to fulfil the need.

57
DF Dwarf Mode Discussion / Re: How to prevent monarch coming?
« on: August 17, 2023, 03:30:54 am »
The king is probably supposed to be the end-game experience (or enabler), with demand to get these seven symbols and dig deeper. But he really comes too early.

In previous versions, I believe since the first know versions (2D), king could come only after enough offerings to home caravan, and enough jobs of different kinds done. There was also a wealth level needed. The offerings and wealth needed were a know factor, displayed, and jobs were hidden. I thought the jobs requirement was still on, if you do a bit of everything, or nearly, and have a big enough base, it would come naturally to fulfil them. But apparently this is no longer needed too, only a happiness, and a duke.

Theoretically the duke part can be avoided, at a cost of not being able to make trade agreement - you can reject offer of creating barony, and postpone it. But the trade agreements are too useful, and actually the main reason I don't want the king too early.

The ability to offer things to dwarven caravan while not a capital yet, and inability to do so when a capital, is a remnant of old system, but seems to have no purpose.

58
DF Dwarf Mode Discussion / Re: My map is broken, maybe?
« on: August 15, 2023, 02:42:23 am »
It looks like a corruption, but maybe it won't hurt in the long term. I would retire though, because not knowing if it causes more problems later on, especially when special features are uncovered.

59
DF Dwarf Mode Discussion / Re: How to prevent monarch coming?
« on: August 14, 2023, 01:23:43 am »
That's a pity, because I like to have about 200 dwarves before becoming capital. When the king comes, I revert a save and increase the population cap temporarily and have even bigger population (recently I got 47 people in that wave). Limiting it to 150 would hamper my usual style :) Still, I think next time I will just try this, and I already like bigger civs. Thanks.

One other thing which works differently is I don't need holdings for barony, and then progression to county and duchy, though this is not that important to me. The most important is that once king comes, the liaison comes too, and I cannot order from caravans.

60
DF Dwarf Mode Discussion / How to prevent monarch coming?
« on: August 13, 2023, 03:40:57 am »
In Premium version, I wonder how to prevent coming of the king?

In older version it was easy enough by not offering to caravan, since offering was one of requirements to become a capital. But it was removed as a requirement, and now the king can arrive before I'm ready for it, or want it.

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