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Author Topic: DF2014 Question and Answer Thread  (Read 440116 times)

Werdna

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Re: DF2014 Question and Answer Thread
« Reply #3120 on: January 07, 2017, 08:33:09 pm »

[DFHack]# fix/dead-units
Units removed from active: 0 of 232


Doesn't seem like that did much?  It's a shame because the symptoms fit this issue so perfectly.
Oh, 200ish active units isn't nearly enough to stop migrants entirely. I think it takes a few thousand for that. You've almost certainly fallen victim to the disappearing merchant caravan bug, where they fail to spawn properly, and get stuck invisibly somewhere. Failure to report back then causes migrant failure. There's a thread somewhere about attempts to fix it after the fact through DFHack, but none have been fully successful in all cases to my knowledge. Did you by any chance have a secured trade depot with only very limited areas available to spawn caravans? That seems to be the most common cause. Anyway, check your stocks screen for items that don't belong to you, and zoom to them. If any of them zoom to somewhere at the map edge, with no visible items, then that rather confirms it. How long has it been since your last caravan?

The odd thing though is I have a corpse stockpile that is easily over a thousand bodies, maybe 2, so I don't get what the 233 number is.

My trade depot has always been pretty open (one of my house rules is to never turtle; so there is always a wagon-friendly path in), and I don't build any special features to help them through.  However, this does mean the map edges are absolutely littered with trees.  I've always checked periodically with D however to make sure there are a fair number of paths open - it is a 5x5 embark and it hasn't ever gotten bad enough to block wagons. 

I do have "inaccessible" crap in stocks that leads me to map edge however.  I'd say the loss of migrants occurred around the same time as the loss of caravans.  I had chalked up the caravan loss at the time to my seasonal sieges - about 1 in 3 leads to an 'endless' siege (which is not actually endless, I find they last about a season and then self-clear).  So I think you are on to something.  I recall Patrick had a script that may address that?
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Putnam

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Re: DF2014 Question and Answer Thread
« Reply #3121 on: January 07, 2017, 09:09:56 pm »

The 232 number is live units. The bodies you have are already not in active.

Werdna

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Re: DF2014 Question and Answer Thread
« Reply #3122 on: January 08, 2017, 02:47:27 pm »

YAL:  good call on the missing merchants bug.  I found this thread on the missing caravan issue and after following through it and the suggested scripts, I had the exact same issues with active merchants that would not leave (I could teleport them but nobody would appear).  Pat's 'dismissmerchants' script detected one; I won't know if it fixed the problem yet until I hit Fall though.  Will update then...

Edit: Success!  A bit odd though, I ran Pat's script in Spring.  That summer, after 6 years of no migrants, I got my first migrant wave!  I thought I had to wait for the next caravan to leave with news of my fort though?  I suspect his script toggling the 'left' flag on the merchant did that exact thing, returning news of the fort back to my civ right then and there.

Putnam: thanks, I guess I am unclear when this script needs to run though.  Aren't active units the live units on your map?  When is it that dead units cause the condition needed to run that script?
« Last Edit: January 08, 2017, 03:38:44 pm by Werdna »
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Stormfeather

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Re: DF2014 Question and Answer Thread
« Reply #3123 on: January 24, 2017, 11:56:32 am »

Couple brief questions that I figure would best go here:

1) Do egg layers no longer actually need to sit on their nests for eggs to hatch? My fort is currently in "busy mode" where my dwarfs are trying to catch up on all the stockpiling and dumping and such that has been designated, so they're leaving the eggs longer than they should. I moved my geese into a different hatchery, and thus one that had been sitting on a nest got moved right after laying eggs, and I'm 99% sure they just hatched into goslings despite the fact that they haven't been sat on for weeks.

2) I know that taverns need/use rented rooms when mercenaries and entertainers petition to be temporary residents of the fort. But is there any reason to designate rooms as belonging to, say, temples or libraries? I know in theory scholars at least can arrive and eventually petition to join the fort, but would they just rent rooms from the tavern? CAN anyone rent rooms that are designated as belonging to another type of location? I kind of like the thought of having little dormitories attached to the library/biggest temple dedicated to visiting scholars and such, but if they're absolutely never going to get rented, I won't bother. 
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Re: DF2014 Question and Answer Thread
« Reply #3124 on: January 24, 2017, 07:21:53 pm »

1) That's how it works - I recall seeing it on wiki somewhere, as a tactic to breed elk birds. The eggs have to be undisturbed, not the birds. But usually, why brother?

2) I believe the rooms would be accessible to all residents, due the lack of internal distinction between them, but you could easily check, as the residents claim rooms.

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #3125 on: January 24, 2017, 07:59:15 pm »

1) That's how it works - I recall seeing it on wiki somewhere, as a tactic to breed elk birds. The eggs have to be undisturbed, not the birds. But usually, why brother?

2) I believe the rooms would be accessible to all residents, due the lack of internal distinction between them, but you could easily check, as the residents claim rooms.

Personally i just like to raise the grazer co-efficient by a notch (because if toady doesn't make the function for grazers to locate new pastures by themselves what's the point? I like to just hover them over grass as a prequisite, only something the size of a elephant would be a micromanaging issue for grass depletion) to get around that, elk birds can sit ontop of a particular dense bit of grass i set aside ontop of that nest box all they like.

Tavern rooms fufill the purpose set out, (there aren't any more room types) though you can set dining room meeting hall areas that overlap with existing meeting areas for double worshipping.
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Derro

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Re: DF2014 Question and Answer Thread
« Reply #3126 on: January 25, 2017, 05:41:22 am »

If necromancers arrive at your fortress (as an ambush) with books, do these always contain the secrets of life and death?
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Number7

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Re: DF2014 Question and Answer Thread
« Reply #3127 on: January 26, 2017, 01:21:51 am »

How much stronger / more effective is a vampire dwarf compared to a regular?

I'm planning on creating a super squad, of 10 extremely well trained dwarves with the best attributes and skills possible, turning them all into vampires and sealing them away. they'll have each other to socialise with. Won't need training because the skills and attributes freeze right?

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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #3128 on: January 26, 2017, 01:38:35 am »

How much stronger / more effective is a vampire dwarf compared to a regular?

I'm planning on creating a super squad, of 10 extremely well trained dwarves with the best attributes and skills possible, turning them all into vampires and sealing them away. they'll have each other to socialise with. Won't need training because the skills and attributes freeze right?

Both the wiki and the interaction examples given in the raws claim their physical stats are outright DOUBLED when converted to vampirism, but then all stats are fixed afterward.

If I recall, skills remain unaffected. Again, this is based on examples in the raw and the wiki, I dunno if worldgen ever spits of a different ratio for stat changes.
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Re: DF2014 Question and Answer Thread
« Reply #3129 on: January 26, 2017, 01:58:54 am »

The doubled physical stats means moving something like thrice? as fast, being able to handle much more weight, being much harder to injure, and varying level of bonus to pretty much all skills, which help avoid critical fumbles and hit better, faster, harder - by about 25% baseline to 30% 'critical?', if it matches civilian skills. Furthermore, vampires won't give in to exhaustion, which will prevent enemies killing them by overwhelming with fight duration, an advantage for larger sieges.

At least in adventure mode the attributes are not locked, going by Max™ and wiki. And if skills would be locked the worldgen vampires wouldn't be known for their large skillset.

The hardest part might be keeping them drinking alcohol - tavern-keepers tend to target same dwarf over and over, though this cannot kill a vampire. This is why elven or human vampires would be preferable.

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Re: DF2014 Question and Answer Thread
« Reply #3130 on: January 27, 2017, 04:52:47 pm »

The doubled physical stats means moving something like thrice? as fast, being able to handle much more weight, being much harder to injure, and varying level of bonus to pretty much all skills, which help avoid critical fumbles and hit better, faster, harder - by about 25% baseline to 30% 'critical?', if it matches civilian skills. Furthermore, vampires won't give in to exhaustion, which will prevent enemies killing them by overwhelming with fight duration, an advantage for larger sieges.

At least in adventure mode the attributes are not locked, going by Max™ and wiki. And if skills would be locked the worldgen vampires wouldn't be known for their large skillset.

The hardest part might be keeping them drinking alcohol - tavern-keepers tend to target same dwarf over and over, though this cannot kill a vampire. This is why elven or human vampires would be preferable.

What is this? Do we have a way around the vampire slow-down bug by having the enchanting taven keepers thrust mugs of un-refusable booze at them?
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Re: DF2014 Question and Answer Thread
« Reply #3131 on: January 27, 2017, 05:29:14 pm »

Segregated vampire tavern.
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hun

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Re: DF2014 Question and Answer Thread
« Reply #3132 on: January 30, 2017, 06:32:30 pm »

It seems to me that many of my dwarves (as many as half, in fact) in the fortress are crawling all the time (I figured it out by their icon and moving speed).
This is very annoying, as it slows down everything very badly.

Is there any known bug like this? Does any solution exist? (I play 43.03).

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Re: DF2014 Question and Answer Thread
« Reply #3133 on: January 30, 2017, 06:55:27 pm »

Well, if you're not sure why but pattern-match an icon, this might be useful: DF2014:Status icon - Dwarf Fortress Wiki

I bet it is cave-adaptation causing nausea, though.

hun

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Re: DF2014 Question and Answer Thread
« Reply #3134 on: January 30, 2017, 08:20:17 pm »

Well, if you're not sure why but pattern-match an icon, this might be useful: DF2014:Status icon - Dwarf Fortress Wiki

I bet it is cave-adaptation causing nausea, though.

Thanks for the page, actually, the icon match with the "prone" status, just as I thought. I use tileset, but it is quite close to the standard ASCII.

Check it yourself:
Spoiler (click to show/hide)
Two bottom guys are constantly crawling with horrible speed, the guy above is walking normal.

I don't know what cause them (and many others dwarves in the fortress) to act so. It cannot be cave-adaptation, the fortress is 1-year old, they work outside a lot, and no nausea in health status...
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