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Messages - hoveringdog

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In your dwarf fortress folder, go to data/init/announcement.txt. Inside that file, you can specify which events the game pauses for. There's more info on the wiki:

http://dwarffortresswiki.org/index.php/DF2014:Announcement

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DF General Discussion / Re: Future of the Fortress
« on: February 18, 2014, 08:42:19 pm »
Pig poles with heads of Kobold thieves will be a pretty cheap deterrent.

I've long wondered if something like this might eventually happen with totems. Right now, they're useless except as cheap trade goods. But maybe someday they'll serve some use for frightening and/or antagonizing one's enemies.

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DF General Discussion / Re: Future of the Fortress
« on: January 24, 2013, 08:12:44 pm »
When fort goes under attack, military repels it without civilian casualties and few soldiers die, there should not be riot as a result.

Has to be said, though, that this doesn't happen in a fortress unless there are a lot of other stressors at work. Dwarves that have been sleeping in meager accommodations, suffering long patrols, eating the same monotonous food or none at all, and then, and only then, does the loss of a good friend set them off into inconsolable grief and rage.  It's the last straw, not the sole cause.

I've had mature fortresses where entire squads of legendary dwarves get slaughtered and there's barely a batted eye because everyone is fat, dumb, and happy on their masterwork roasts, legendary dining rooms, and bedrooms like personal palaces.

I do agree, though, that the whole tantrum issue could use a lot more nuance, more like a civil war or insurrection than a hundred unorganized dwarves alone smashing tables or ripping the wings off the geese. But as it is now, after the first two or three years of a fortress, tantrum spirals are usually avoidable unless there's some major, fortress-ending disaster.

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DF General Discussion / Re: Future of the Fortress
« on: October 30, 2012, 09:34:02 am »
Are there any near-future plans to integrate tree products into existing fortress industries (e.g. pressing juices from mangoes, oil from coconuts or kapok, tapping maples for syrup, and then having those products for relevant brewing, cooking, or soap-making tasks)? Also, will any of the fictional trees (e.g. goblin cap, etc.) be given harvestable products?

I'm excited about the inevitable feature creep. I doubt a chocolate industry will ever happen, but I can still dream of legendary chocolate rabbits.

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DF General Discussion / Re: Future of the Fortress
« on: February 14, 2012, 11:25:20 pm »
The alpaca was a member of their civilization, so you made yourself an enemy by killing it.  Make sure that the animals you kill are wild, and you should be okay.

I figured that was the explanation for the villagers. But still, alpacas and their ilk are prey animals. Kill one of them, and the rest should flee, not go all red in tooth and claw.

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DF General Discussion / Re: Future of the Fortress
« on: February 14, 2012, 11:05:35 pm »
I'm having no luck with this release. So far, started adventure mode hungry and killed an alpaca for sustenance. Cue every alpaca within miles to converge on my location and attack. After having pulled myself free from a pile of alpaca corpses, wandered into the nearest town. Every villager there attacked without provocation.  I'd love to explore the new content, but does that mean having to defend myself constantly from angry blood-avenging alpacas and their human sympathizers?

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DF General Discussion / Re: Future of the Fortress
« on: December 05, 2011, 10:48:49 pm »
Kind of an aside, but has anyone found evidence that bone meal was used as fertilizer in the middle ages? I would imagine it wasn't used before the eighteenth century at the earliest, when plant nutrition first began to be understood, but I'm far from sure about that. Ink was made from bone char, though, so there's that if book production ever becomes a reality. In any case, discarded animal bones are pretty ubiquitous in medieval archeological sites, which seems to indicate that supply far exceeded demand in reality too..

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DF General Discussion / Re: What turns you off about DF?
« on: November 13, 2011, 02:12:40 pm »
I hate how there's not enough chances for 'Fun' after you eventually master the game. The strongest defense can always defeat the strongest offense in this. I'd like to see deployable ladders (so sieging enemies can climb wall defenses), more enemies that can destroy constructions, and maybe enemies that can even 'dig' their way inside the fortress if there's no other way inside.

Yeah, this. I still very much enjoy the game, but it's too easy to create a prosperous, self-contained fortress while shutting out sieges with a simple drawbridge (or slaughtering the invaders wholesale by leading them single file like lemmings down a corridor of spinning blades). The main activity of the end game for me is now carving enough storage space and constructing enough containers to store a ridiculous wealth of food and crafts. Enemies that climbed, dug, destroyed walls, and avoided known traps would make for more interesting and challenging game play (as would siege engines that could actually target enemies, catapults capable of indirect fire and beating down walls, and enemies who could build siege engines in the field.)

Hopefully, the new vampire dwarves, at least, will mix things up a bit.

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DF General Discussion / Re: The worst bug - poll
« on: November 13, 2011, 01:10:48 pm »
I voted the clothing bug. Besides the contagion issue, I've always wanted to build a fortress specializing in clothing production, especially now that we have wool- and hair-based cloth, but if the dwarfs won't wear the fancy raiment they manufacture, kinda disappointing.

Wasn't there some history to this bug, that clothing used to work but it was disabled because it caused some other issues having to do with clutter?

Also, the bug tracker lists it as "resolved," but do marksdwarves now choose the proper bolts assigned for practice? Last I tried, they still weren't distinguishing between bolts assigned for combat and those assigned for practice, but that may have been a few versions ago.

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DF General Discussion / Re: Future of the Fortress
« on: November 08, 2011, 10:36:21 pm »
It may be interesting to see ghost reporting murders.

Curious now whether a ghost could report his own murder...

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DF General Discussion / Re: DF Talk: Playstyles and You
« on: November 07, 2011, 01:02:20 pm »
Mostly simulationist, though I sometimes get the bug to create some huge, improbable construction of some sort. But I do think there is a valid distinction between simulationist and narrativist (simulated detail for the purpose of realism versus simulated detail for the sake of good story generation), and it's the latter that appeals to me more: DF is one of the very few computer games I've played with the potential to generate good stories that aren't part of a pre-scripted plot.

And it's not just the whole grand sweeping history, but the small personal vignettes that occur: In one of my first fortresses, I had a legendary axedwarf killed by a chance blow of a goblin's steel whip, and noticed after the battle was over, that about a half dozen children had gathered near the place where she died, all with the thought "lost a friend to tragedy recently." Turns out she was friends with most of the fort's children, like some kindly old godmother. A minor thing, but after that, I was hooked. Those kind of events are, to me, what makes DF a much superior game to most big-developer endeavors that focus on shiny graphics and tack on an anemic plot as an afterthought.

Those kind of stories to me are the biggest appeal. I appreciate the efforts to add greater depth and complexity to the world, but I appreciate them most when those complexities just add good opportunities to generate narrative without unnecessarily encumbering the game with extraneous detail. I'm perfectly happy if the game hand waves tiny details of alloy composition or animal anatomy as long as it keeps the stories coming.

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DF General Discussion / Re: Future of the Fortress
« on: November 07, 2011, 04:00:33 am »
I think trial by combat would be more appropriately dwarfy. Which, tangentially, makes me wonder ... If the sheriff is sent to punish a suspected vampire, and the accusation proves true, will the vampire passively accept punishment or fight back? Will there come a point where it's obvious that the dwarf is a vampire and can be targeted as an enemy through the squads menu or will it always remain a matter of civil justice?

Given that, on the rare occasion I actually appoint a sheriff, it's usually the weakest, most incompetent dwarf I can find (lest the beatings turn into massacres), I can see it becoming a problem if every sheriff sent to take down the vampire becomes the next victim.

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DF General Discussion / Re: Future of the Fortress
« on: October 12, 2011, 10:15:28 pm »
the hungry, and such. And when it does, I imagine it wouldn't be too difficult, coding wise, to program other sentient creatures who also initiate those kind of tasks.

If they do it randomly yes. If they do it properly, you are oh so wrong.

Well, random, but in that way that DF effectively makes random look like an intentional narrative.

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DF General Discussion / Re: Future of the Fortress
« on: October 12, 2011, 01:02:42 am »
What sort of actions would be associated with a benevolent force?

I wasn't answering that question so much as bringing up a point of discussion.

Really? Whee! I was worried my question was outright negated >_> (which always stinks when it happens)

Anyhow a benevolent force is giving, nuturing, and generally a "benefit" (so to speak). *snip*

Yeah, that all makes good sense. Maybe this sort of thing will become easier to add once different types of adventurer roles are better fleshed out. Adventurers right now are also pretty limited to demonstrating their moral preferences based solely on whom they choose to slay. Perhaps one day it will be possible for an adventurer to make his or her mark also by healing the sick, giving food to the hungry, and such. And when it does, I imagine it wouldn't be too difficult, coding wise, to program other sentient creatures who also initiate those kind of tasks.

I mean, at least until the hippies get slaughter by undead badgers.

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DF General Discussion / Re: Future of the Fortress
« on: October 02, 2011, 08:36:31 am »
Apologies, my exaggeration for humorous effect didn't work out as I had intended. But I hope the point, with regard to fantasy and myth and how it might be potentially interpreted in DF, still makes some sense. Even the more benevolent deities and powers have their quirky taboos no mortal is allowed to violate lest they get a divine bolt to the face.

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