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Messages - Witty

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31
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 16, 2018, 10:02:52 pm »
Is there anyway to control the variance of civilization values for individuals? In other words, can I edit dwarves so they'll personally almost always "fall in line" with certain values rather than disagreeing with them?

I'm trying to make my dwarves a little more homogeneous so they'll become friends easier, but I can only find ways to edit their personality variance - which seems to only agree or totally conflict with their held values rather than influencing them.

32
DF Dwarf Mode Discussion / Re: not getting Barony 44.11
« on: July 15, 2018, 12:39:33 pm »
So to add to the mystery...

I have a fresh 44.11 fort.  I currently have a population of 10.  In the first year in the Spring, I received an announcement that a cave associated with my site.  In the first autumn, the outpost liaison told me they want us to become a barony.  I had zero exports at this point, because this is the first caravan, and my created wealth is about 10k.

Not really a mystery. You had an economically linked site, which counts as a holding, so the barony was offered. The cave was probably a bandit group, which in .11 are bugged to link up to your fort.

33
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2018, 06:35:17 pm »
Early on in my fort, we had a human request residency for soldering. She was a swordswomen, which matched the militia commander's skillset so it was accepted. It was a quiet fort for the most part, until it wasn't of course. An ettin attacked. The militia of two was fully decked in iron and had a good time to harness their skills so I wasn't too cornered. The ettin however punched the poor swordswomen right in the nose, destroying it and inflicting a decent amount of force damage. I thought her (literal) nerves would be shot, but surprisingly she made a full recovery (minus one nose).

Once I learned I'd need an occupied site to become a barony, I sent the pair out to fully seize one of the goblin pit tributaries. The goblins didn't put up a fight, and the defacto former leader of the pits was beheaded by my militia commander. The swordswomen become the administrator of the site after a polite discussion with a local rival. Not sure if the rival was the militia commander, or the now headless goblin.

I hope the pits are a decent reward for her service. Even if it's just a hole with some goblins and trolls. 

34
DF Dwarf Mode Discussion / Re: not getting Barony 44.11
« on: July 14, 2018, 02:28:17 pm »
Alright, I PM'd Toady about the landed nobility site triggers. It is no longer based on the raw requirements. It's exclusively based on the number of your offsite holdings.

Quote from: Toady One
Yeah, the nobility status is entirely based on the number of off-site holdings now.  Currently 1, 4, 9 (and 9+n*2 for modded higher ranks).  The land holder trigger numbers now influence the rate at which your civilization will send out settlers to found new sites near your fortress.  If you fortress is inaccessible or your civ's population is really low, they won't be able to do it.

So the problem seems to be getting settlers to go about your fort, which hasn't happened yet with my fort. But at least it can be forced through conquest.

The wikis will need the updating.

35
DF Announcements / Re: Dwarf Fortress 0.44.12 Released
« on: July 14, 2018, 12:15:37 pm »
What's with all this political correctness in an medieval fantasy setting? Multicultural societies, gay marriage, emo dwarves crying over a goblin murderer corpse, is this an adventure game or a real life post modernist liberal sensitivity simulator

DF doesn't actually simulate multicultural societies, but rather multispecies ones. Any elf in a dwarf civ will  hold the same values as any other dwarf - with a similar level of variance. And the case of overly depressed dwarves is more of a result of dwarves having their personalities completely altered (usually to be more depressed or stress prone) by simple silly things like being rained on. The system is fine, but it just needs some tweaking.

With the introduction of libraries, temples and inn, nobody goes anymore to wells, zoos, statue gardens, and almost none goes to the new museum. Passing near a constructed ☼furniture☼ does not trigger a good thought as it used to. There is no more breaks or parties. So my Urist McLegendaryHammerlord is sad because he couldn't acquire anything lately (when nothing impedes it), lacks decent meals (surrounded by tons of ☼prepared meals☼), was unable to practice a craft (when he has no skill in anything but crushing enemies skulls, and even if i wanted, making him craft stuff implies rearranging all work assignments and millitar schedules), he is sad because he's been away from friend (even after living for 15 years in my fort) and he is horrified after seeing a goblin die. And he is even traumatized further by remembering all this things, and not even his great bedroom helps to offset his depressive feelings.

The huge problem with the needs system right now is that dwarves have absolutely zero initiative to obtain any of their needs. It isn't that the dwarf is willingly not going out and doing stuff they want, it's that they literally can't. It's purely random whether or not the activity they decide to do (which can only occur when they have no labors, since breaks were removed) will actually fulfill their needs. Meal thoughts are also currently busted. These problem will certainly be resolved whenever this system is approached again for development.

36
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 13, 2018, 09:55:44 pm »
A first today. I almost always reject entertainer's offers to join the fort since they're fairly worthless. After rejecting another applicant, I noticed they had the blinking blue !, indicating some emotional stress. Thought maybe there was some monster was running around that freaked them out, but no - turns out they were "dismayed". I guess they didn't take the rejection well.

37
DF Dwarf Mode Discussion / Re: not getting Barony 44.11
« on: July 13, 2018, 09:48:43 pm »
Same problem. Have reached the requirements for a duchy at this point, but the liaison won't offer the barony. I remember one of my other forts didn't reach any of the requirements for the barony, but was still offered it in it's first year. 

Something's definitely broke.

38
DF Gameplay Questions / Re: Hillocks
« on: July 13, 2018, 02:19:06 pm »
I think your civ will only set hillocks for your fort once you've achieved a landed nobility title (barony).

39
Probably not unless they have some personal connection with the Lord, as Metalsoul said.

Right now, most citizens seem to care little one way or another about their local government leaders, so their apathy isn't unfounded.

40
DF Dwarf Mode Discussion / Re: Any way for dwarves to make friends?
« on: July 05, 2018, 11:54:46 pm »
I think the underlining problem is that dwarves lack any social initiative. And as far as I'm aware, there isn't any system in place to accommodate this, so nothing is technically bugged up.

In real life, you generally find people you enjoy interacting with, and you seek out opportunities to do so. In DF, dwarves will just randomly socialize with whoever happens to be next to them in the tavern/temple/library/whatever. Two dwarves that could have been friends just don't because they're standing on opposite ends of the tavern, instead talking to people that'll be a social "deadend" forever. The chances that they'll both be in the tavern at the same time, and happen to stand next to one another is so slim in a normally functioning fort that it hardly happens.

There's also the issue that very, very few activities actually result in the dwarves talking to one another and building up a relationship. You'd think two miners that have worked side by side for three years would have some relationship with one another, but unless they've hung out in the tavern and stars aligned for their meeting - nope, nothing will happen.

 I think this is also why lovers that could marry take so long to actually do so. Again, these dwarves won't go out of their way to interact. So eventually, after randomly bumping each other over the course of a few years, they'll finally accumulate the social points or whatever to marry.

The best system, in my opinion, is one where dwarves would still randomly socialize, but would devote special time to socialize with dwarves that they actively enjoy interacting with, so passing acquaintances that have the potential to be friendships actually become so. A similar system could be used for lovers.

The starting seven obviously cheat this lack of initiative by forcing some abstract socialization for their relationships upon embark based on their personalities.

The bedrock for socializing and relationships are in place, but it actually needs the finish to work.

edit: it seems that Patriklundell basically iterated my exact thoughts a week ago, whoops. But as Toady said in his fotf reply, there are no short term plans to add more systems. So for now, relationships are just going to be half-baked.   

41
DF Announcements / Re: Dwarf Fortress 0.44.11 Released
« on: June 29, 2018, 01:50:58 pm »
Has anyone successfully gotten a count to be alleviated yet? My past two forts have seen the baron appointed to diplomat when they should have become a count.

I'm currently using a few mods, but nothing that should have interfered with this. But I am curious if anyone running pure vanilla is having the same problem. Rather not waste dffd space if someone can upload a vanilla save.

42
It's a neat system, but some tweaking I think is in order. I've seen a few dwarves now completely change their attitudes on life because they got rained on once.

43
I'm still seeing roughly two-thirds of my fort in trauma due to cleaning up the aftermath of a siege. But I feel this is just the new normal, and I've got no qualms with that. It is kinda weird though that the aftermath of the ambush battle is much, much worse than the battle itself.

Any tips on disposing of sentient corpses en masse without traumatizing the whole fort?

44
DF General Discussion / Re: Future of the Fortress
« on: June 27, 2018, 07:06:26 pm »
Right now, all subterranean water sources are huge pools of stagnant water. With the underground rewrite that's been hinted to occur around the mythgen update, will we see a return of flowing underground cave rivers?

45
DF Suggestions / Breaks should make a return
« on: June 27, 2018, 10:22:57 am »
In my current fortress, I have quite a number of dwarves that are stressing out due to unmet needs. Most of these needs (socialize, praying, etc.) are things that only occur when I'm not giving them any orders, and even then the idle activity they choose to do doesn't always seem to match up with their mandated needs.

So I propose that breaks make a return, but instead of just doing nothing as before - they go out and actually fulfill their needs. Talk to friends, family, pray, whatever. I shouldn't have to micromanage the individual needs of 80 dwarves through strict labor allocation.

Now, I imagine many players don't really care, and would be pretty pissed to see breaks return that only serve to limit their fortress' productive capacity. So, make it an order option. Something like "work at all times" to "work as needed" or something. A tiered list that determines how often dwarves could be allowed to take breaks.

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