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Messages - Catsup

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496
DF Dwarf Mode Discussion / Re: tower-splosions/funnest embark
« on: April 07, 2013, 09:23:09 am »
reading through the legends for this particular example, it seems a slab was found very early, in year 37 by a human civilization just below the dwarven fortress in the screenshot (its not a dark-fortress icon, so it cant be seen). Various necromancers accumulated in that city over the years, especially leaders (heck it even had elves from far-away civs coming to seek immortality).

The dark fortress at the north east of the dwarven hall is a goblin expansion, and in the year 98 the dwarves attacked the goblins with a 1k man army, and the goblins, shockingly managed to win with only 100 goblins, 25 trolls, and several ogres, killing almost all the dwarves (980-ish), while losing about 100 of their numbers as well.

The year right after that it said the slab found in 37 was stored in a "tower" in 99. Seems all the necromancers that gathered in the neutral human civ used all the corpses at once to create their armies. About 8 towers appeared in the area in 1 year. More appeared in the following years, but it soon stagnated.

so for tower-splosions to occur, you need to get very lucky during world gen. Things that cause mass-death in an area where towers may spawn, may cause a tower-splosion. Also of note is that i think once a necromancer as settled down in a tower, they become secluded from others who want to learn the secret, and will no longer teach any new apprentices. So this necromancer has been teaching new apprentices for the 62 years without a tower, in 1 fortress, and when a massive amount of corpses became available in the area; tower-splosion.

497
DF Gameplay Questions / world-gen wars completely broken?
« on: April 07, 2013, 09:12:13 am »
most of the time after world-gen goblin civilizations end up dead, or nearly dead compared to other civilizations. And i've been checking legends recently and it seems the wars in world-gen are completely broken. Like whenever a civ attacks another, it gets a vast advantage if it is the attacker, during one of the wars between elves and goblins for example, elves had 1k "mostly elves" and goblins had less than 100 goblins, a couple ogres, and some trolls, and elves won simply because of vast numbers and various giant animals they brought with them (goblins killed almost 400 of the army).

So any one know any way to change this to make it more even? im trying to gen a world with many civs but many of them (not just goblins) end up dead because of this imbalance.

I would also like to know how the attacker's army size is exactly calculated. I mean did they bring everyone in their whole civ to attack or something? While the defenders are scattered about their many settlements, and so get steam rolled 1 settlement at a time?

498
*facepalm

well, so much for the fire-burst/bleed-out strawberry of death, why didnt i see such a simple answer  :-X

499
most likely you duplicated some raws and now its a evil strawberry. Or you just got horribly unlucky and a syndrome-bearing titan or demon creature probly tried to eat it before and changed its mind.

500
DF Adventure Mode Discussion / Re: I am a sadist...
« on: April 07, 2013, 04:34:16 am »
i actually dont do this very much because its fun at first, but quickly gets boring, and its boring waiting for the enemy to regain consciousness for every little broken bone/finger and toe you bite off.

Frankly im more cruel in fortress mode where you cant do this so easily, than adventure mode.

501
use a minecart system to transfer supplies between your stockpiles and your magma forges at the magma sea. Pumping magma is usually unnecessary fun unless you badly need the magma for a important trap and have no alternative.

From my experience dwarves behave very stupidly with magma and fire, particularly the fact that they wont run away from it and will actually stay in the 1/7 magma tile or fire until they burn to death, when they could have simply walked out and into the safety-pool 4 tiles away.

502
DF Gameplay Questions / Re: Always losing a fort after a siege....?
« on: April 07, 2013, 04:02:23 am »
Hey
I've lost my past 4-5 fortresses because of after sieges(Even if our casualties are really low) all my dwarves get unhappy and start tantruming? Is there anyway to stop this?
its in your best interest to give unfortunate accidents to dwarves with many friends in the form of atom-smasher or magma such that they go "missing" and slabbing them before their ghost appears so no one knows their fate. Its the best preventative measure to tantrums from death of loved ones. Also try to keep the rest of your dwarves busy, remove all meeting halls of any kind so they cannot throw parties, and make a macro that makes many 1x1 meeting areas in place of a large one (not sure if this works, but i use it, try  it anyway; i havent tested it extensively since my dwarves are too busy).

If a tantrum has already begun, try to isolate the troublemakers in your bridge room and smash them one at a time, then slabbing them. Its better than losing a fort since they cause so much damage to other dwarfs, and not all forts can afford the accommodations to give them each palaces so they stop destroying your fort (it should have never got to this point if they never existed in the first place; see "unfortunate accident").

children in particular are troublesome since they start out bonded with their parents and do nothing but use your fort's resources and make friends.

A simple mist generator will pretty much stop 90% of tantrum spirals from ever occurring at the cost of a small large amount of FPS.
^fixed

503
DF Dwarf Mode Discussion / tower-splosions/funnest embark
« on: April 07, 2013, 03:49:01 am »
Spoiler (click to show/hide)

managed to generate this relatively reliably after modding the default entities a bit. The main mods were that dwarves, humans, and elves had no starting biome restrictions, and that all races could build bridges and roads. Fortifications and tombs were removed from humans to cut down on site number. (for this particular world, i changed human towns to dark fortresses to try to offset crashes during finalizing sites, not sure if that has any effect though).

creatures where also modded, the relevant modifications being that elves and goblins now have a negligible max age of 3k, so elf and goblin necromancers will occur (though less often than dwarf and human) in world-gen.

after some science i think i figured out the reason why some maps may generate fun amounts of towers. Its mainly luck based, but it doesnt occur normally for the most part even if secrets is set to 1k, but there is always a small chance for it to occur. I managed to save one of these worlds in year 700-ish before it would crashed from bug (most worlds i tried making did):
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5161
and taking a look at the origin of the towers in legends, it appears the necromancers need a lot of corpses in 1 place, for 1 reason or another. The corpses could be the result of a world-gen war, or evil biomes (most likely the case in this one). Evil biomes do not reanimate corpses in world gen. A high number if civs tend to cause more in-fighting/wars, but higher sites and population than vanilla just seem to cause more crashes. A high variance that results in very few large biomes makes it so the civs start out close to each other and in conflict; it also makes sure they start out close to evil areas.

504
DF Dwarf Mode Discussion / Re: Jumping into the deep end
« on: April 06, 2013, 07:59:42 pm »
poke him with spears, but not enough to kill him, make sure there is a water source with grates next to the spears. Then start burrow your dwarves in little groups at a time with the tainted water as their only source of water, make sure the group is small enough that everyone becomes a vampire before someone dies from being biten. Then isolate the new group from the non-vampires, repeat until everyone is a vampire. (migrants must go through this new process).

everyone becomes slow since they cannot drink booze and dont get a happy thought from that either (or eating/sleeping), but the effects of becoming a vampire are massive. Ever played adventure mode as a vampire before? your completely immune to undead now (but animals arent...) they wont even touch you, trade or smash all your booze and food, no need for any of that anymore...trade and smash all the beds too, vampires dont sleep and work 24/7. Their speed decrease from not having booze is slightly offset by the fact that the vampire syndrome adds 200 to each attribute, including speed. Vampires are also immune to pain, maybe immune to exertion and sickness too, not sure. Their attributes and skills never rust either.


if you want to amontillado him, then your best bet is a double hatch system and a few cabinets in his room. Dump in new clothes from the hatch above and make him dump out his old clothes from the hatch in his room by viewing the rotten clothes in the cabinets with T and dumping them. He'll do it since hes the only one who has access.

505
It's a metagame shortcut that uses exploits to get around something Dorfy and making it undorfy.
i dont know what part of it is exactly a exploit, is it the atom smasher? i can just do the same with a room of many hatches over a magma pit. Magma burns the corpse and leaves no remains. And i think survival at any cost is pretty "dorfy".

506
As is unimaginatively eliminating an innocently dumb portion of your Fortress with an exploit.
no, enabling labor on children is using an external device to cheat. If it requires a little effort (construction of bridges and walls, micromanagement, slabbing), and has a benefit for your fortress. Then its an authentic dwarven feature.


507
Just a quick statement here: you do have the option of using dwarf therapist to force children to take up labors. That'd ensure that they help out at least a little on those labors you assign.
think thats a bit game-breaking.

508
Not since historical migrants have been showing up with every aunt and uncle!
hmm, i guess the number of relations varies depending on civ, for my latest fort most ppl are un-married and have no relationships. Still, its better to prevent new ones from being formed.


And you've just turned the next generation into a fine red paste. Congrats. This is simply not sustainable in the long run.
haha, yes certainly not systainable if your fortress does not get migrants, but most forts get more migrants than they can handle. And at least those migrants can be put to work doing any labor you want right away. As for making paste out of children...well im not a particularly violent or sadistic person, but i think violence is a necessity for a dwarven fort in trying times.

EDIT: probly did not state that last part right, i mean if there is a necessary course of action, and that happens to cause violence in a dwarven fort, then it is fine.

509
DF Suggestions / Re: Random embark skill points/items
« on: April 05, 2013, 11:21:16 pm »
i think a better suggestion is that embark skill/points vary depending on surroundings/near-by hostile civs and towers.

A terrifying glacier with 5 towers and a civ that is at war with the nearby goblin population should get 2.5k points, a island or good forest embark with only nearby (initially) friendly elves should get 100 embark points for a couple starting tools and thats it.

510
Bingo! Minus the child smashing part. It's simply not necessary and more challenging.

*If they work they do not idly chat and form bonds so quickly. Given the average working environment of the Fort, they've usually seen their fair share of tragedy by the time they begin working, an ideal populace. Sometimes they even have less bonds than new migrants with extensive familial brances.
except only 10/50 children are working, so the other 40 is unnecessary fun. And no, children almost never have less bonds when fully grown than any migrant. They are initially bonded to their parents/siblings, which is already more family than most migrants.

10 years. The first two they are fed by their mother at no noticeable cost. That translates to around 800 units of food to get a Dwarf that you will never see die of old age. Very achievable.
the main benefit here is no death from old age, but dwarve's actual age in fortress mode is quite negligible since most forts do not last several decades, and depending on your set-up (i.e. how often dwarves see danger), the average dwarven life span is quite short due to the numerous ways they can die from besides old age.


Strange moods are a plus. Insanity affects all Dorfs equally. Smashing their children increases the chance of tantrum spiral.
only a plus if you have the supplies. Insanity does not affect dwarves that dont exist. Slabbing before the ghost appears prevents all negative thoughts.

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