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Author Topic: Trivial findings  (Read 447120 times)

Naryar

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Re: Trivial findings
« Reply #435 on: April 06, 2015, 09:02:50 am »

Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die

I have observed the first behavior, yes. The second, however... nope.

utunnels

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Re: Trivial findings
« Reply #436 on: April 06, 2015, 09:18:04 am »

I noticed something strange in legends mode.

Say, a goblin force from A attacked a dwarven site B in the early spring of 2015.

Dwarf C was struck down by goblin D. The event would read:

In the early spring of 2015, the dwarf C was struck down by the goblin D in B.

Goblin E was struck down by dwarf F. The event would read:

In the early spring of 2015, the goblin E was struck down by the dwarf F in A.
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

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Splint

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Re: Trivial findings
« Reply #437 on: April 06, 2015, 09:26:06 am »

Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die

I have observed the first behavior, yes. The second, however... nope.

Well I base it on only two residents in 90-something responding negatively in an overt way (Overwhelmed by horror!) with any regularity. The rest registered the bad thought, but continued working on removing/being near corpses of trogs, elves, and the like regardless. If I could recall who specifically it was, then I could see if they happened to be a bit on the cowardly side.

Naryar

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Re: Trivial findings
« Reply #438 on: April 06, 2015, 11:03:16 am »

Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die

I have observed the first behavior, yes. The second, however... nope.

Well I base it on only two residents in 90-something responding negatively in an overt way (Overwhelmed by horror!) with any regularity. The rest registered the bad thought, but continued working on removing/being near corpses of trogs, elves, and the like regardless. If I could recall who specifically it was, then I could see if they happened to be a bit on the cowardly side.

Oh, you mean the "dwarf cancels x : horrified ?" I have no idea. Thought you were talking about horrified thoughts that happens when they see sentients die.

TheFlame52

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Re: Trivial findings
« Reply #439 on: April 06, 2015, 02:00:28 pm »

Are there any differences between the types of terror? I think there are, I've seen some types of terror cause running and some laying on the ground.

Naryar

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Re: Trivial findings
« Reply #440 on: April 06, 2015, 03:35:55 pm »

I've also seen "Experiencing mortal fear" in my games, and apparently dying of fear is a thing. (though never personally seen dwarves like that)

DF2014 : Overly Emotional Dwarf Fortress.

TheFlame52

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Re: Trivial findings
« Reply #441 on: April 06, 2015, 04:07:04 pm »

I've seen a goblin troll 'wallow in misery' while I was taking it to a rope to be FB bait. I did catch the FB, but not with that troll.

Naryar

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Re: Trivial findings
« Reply #442 on: April 06, 2015, 05:20:12 pm »

I've seen a goblin troll 'wallow in misery' while I was taking it to a rope to be FB bait. I did catch the FB, but not with that troll.

That's what happens when you have caged sentients.

TheFlame52

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Re: Trivial findings
« Reply #443 on: April 06, 2015, 05:26:18 pm »

Really? I've had a lot more caged sentients and not many of them do that. Mostly just trolls. Trolls are pussies.

Splint

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Re: Trivial findings
« Reply #444 on: April 06, 2015, 05:58:00 pm »

Are there any differences between the types of terror? I think there are, I've seen some types of terror cause running and some laying on the ground.

Some cause immobilization (mental breakdowns regarding grisly sights, emotional shock, that sort of thing,) and any others seem to be the opposite, which I can only really equate to "OHFUCKNOPENOPENOPE" as the animal or enemy decides death is highly overrated.

They seem to come out of just being horrified or scared shitless to the point of running away quicker than other types of terror/emotional shock, but I was probably imagining it.

@Naryar: the dying of fear thing is something ghosts might cause if the ghost in question was a sadisistic little twat. Seen it exactly once in early 34.xx when a guy who seemed to hate the whole fortress croaked and I couldn't find the body (and due to not thinking until after he killed someone, didn't memorialize him either.)

At any rate martial civs' people seem better able to cope with dead things better generally, but if need to run more fortresses to confirm it for sure.

Slogo

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Re: Trivial findings
« Reply #445 on: April 07, 2015, 01:24:37 pm »

Discipline definitely seems to impact the ability for units to handle death or death related things.

Like pre-thought rewrite recruits fighting undead, even if their resolve holds and they don't flee, would get major unhappy thoughts about fighting the undead whereas legendary discipline *lords would barely alter their mood. Same with how the death of a fellow warrior would impact their mood.

Button

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Re: Trivial findings
« Reply #446 on: April 07, 2015, 03:10:24 pm »

I actually had a giant badger sow that spent a lot of its time wallowing in misery, once. It was a wild-caught one, and continued wallowing periodically even after being tamed and set loose in a pasture.

I was afraid it would cause her to miscarry, but nope, she had a few litters before I lost that embark to a loyalty cascade. The save is on dffd if anyone's interested. http://dffd.bay12games.com/file.php?id=10511
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Ianflow

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Re: Trivial findings
« Reply #447 on: April 07, 2015, 05:26:56 pm »

The [HUNTS_VERMIN] tag does not play nicely with the [CIV_CONTROLLABLE] tag. It ends up with your people randomly going No Job when there's work to be done, even to the exclusion of eating or drinking til it clears. They'll even walk all over the food stockpile without eating, even if they're starving. I never lost anyone to it, but when you intentionally keep your population below twenty (I experiment with natural growth forts), you cannot afford to have six or seven people going hungry and loafing around.

It doesn't work well with the [CIV_CONTROLLABLE] tag, but it works really well for ensuring that the Kobold race lives for more than 5 years after your first embark. When I decided to have kobolds as domesticated so I could have Kobold Ghettos, and it was fun to imagine the Kobolds diving angrily after rats for food.

They never starved is the good news, and they did reproduce.
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Re: Trivial findings
« Reply #448 on: April 07, 2015, 09:03:30 pm »

I didn't know that historical events continued to happen after a fort is founded, and that engravings can be made of them.

Urist McVoyager

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Re: Trivial findings
« Reply #449 on: April 07, 2015, 09:44:53 pm »

Yeah, 40.xx started that. The world really does continue on around you. I've begun taking up around roads so I can influence the world around me without the others having to decide to come my way.
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