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Author Topic: What's going on in your fort?  (Read 2823913 times)

Eric Blank

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Re: What's going on in your fort?
« Reply #51390 on: December 14, 2017, 09:26:40 am »

-Visitor issues-

Have you tried adjusting the visitor cap in the d_init file?
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☼Another☼

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Re: What's going on in your fort?
« Reply #51391 on: December 14, 2017, 09:45:22 am »

EDIT: nope, again, visitor bug. Elf merchant showed up maybe 2 days after embark, designating tavern confirmed bug by making 20 more visitors arrive, bringing the total over my cap.

Adjusting the cap still might work/help, though.
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martinuzz

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Re: What's going on in your fort?
« Reply #51392 on: December 14, 2017, 10:44:05 am »

My visitor cap was already adjusted down to 20 in all cases, even before I encountered the bug, because I value my FPS.

My current fort seems to be plagued by the visitor bug as well, but not as severely as the previous ones.
I am getting about 1-2 visitors arriving every dwarf day instead of 5-6.
Next to that, they are leaving as well, at about the same rate they are coming in.
I've only seen it go above the 20 cap twice in the first season of my fort, and only 22 max. Hopeful.
It might be related to me designating a 3x3 tavern instead of the 7x7 and 6x6 I used before, then again it might not be. Gonna test to see if a bigger tavern matters once I've got enough blocks to finish that outdoor tavern (I want to designate it from a table and not set it as a meeting hall, and keep my dwarves in a 3x3 area to hopefully get married, so it needs to be indoors).

Maybe related, maybe not, I've only got contact with 2 civs instead of 3. Elves went extinct during worldgen.
My previous fort that did not have the bug did have elves, but did lack access to goblins, so it also only had contact with 2 civs. Might be completely random coincidence though, since the bug is present after all in this fort, while it was completely absent in the other one.

A good indicator of your new fort having the bug is visitors arriving in the first year, even before you have designated a tavern/inn.
If they do arrive early, designating an outdoor unwalled inn from an outdoor meeting area can quickly confirm if it is indeed bugged, and save you the frustration of only finding it out after setting up your basic economy.

Still sucks to lose the time investment of worldgen, searching for an embark location, and preparing carefully this many times in a row. This is my 8th fort in a row suffering from it, although I might just not need to abandon this one. The other ones were just crazy, with +5 visitors every dwarf day from the moment you open an inn. That just means FPS death before the end of year 2.
BUT I SHALL PERSEVERE

EDIT: Don't think it's going to hold. Visitors up to 32 out of 20 in autumn year 1
« Last Edit: December 14, 2017, 11:53:26 am by martinuzz »
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Jazz Cat

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Re: What's going on in your fort?
« Reply #51393 on: December 14, 2017, 02:57:35 pm »

Weird... Merchants arrived and began unloading their goods. I earmarked some stuff to be brought up to the trade depot. I placed my order with the outpost liason. And then... Nothing. No goods got moved to the depot and, more importantly, there's no caravan. I didn't get an announcement that they were leaving or anything, there's just... no caravan there. No visitors in my units screen or anything. No combat reports except for a dog attacking a wombat nearby. I dunno what happened.
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martinuzz

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Re: What's going on in your fort?
« Reply #51394 on: December 14, 2017, 03:03:26 pm »

The got spooked by wildlife. They do that even without any actual combat going on, they run away from terrified small critters. No messages for that either, you can only notice it by either following the caravan as they come in, or if you find unexplained forbidden heaps of trader goods on the map.
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pikachu17

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Re: What's going on in your fort?
« Reply #51395 on: December 14, 2017, 03:10:24 pm »

New fort. Settled in a nice valley with plenty of metal, a waterfall and even a natural cave. First time playing since .44 hit so was excited to get into DF again.

Unfortunately, the dragon that was chilling within breathing distance of the wagon didn't really care for my presence.
It was the shortest lived fort I've ever had.
I was had a fort start with the wagon on a frozen river, and the river was in a canyon. I didn't get anyone or anything off the ice before it melted.

martinuzz

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Re: What's going on in your fort?
« Reply #51396 on: December 14, 2017, 03:24:58 pm »

New fort. Settled in a nice valley with plenty of metal, a waterfall and even a natural cave. First time playing since .44 hit so was excited to get into DF again.

Unfortunately, the dragon that was chilling within breathing distance of the wagon didn't really care for my presence.
It was the shortest lived fort I've ever had.
Did you mod the game? Otherwise it does sound like a bug, you shouldn't be able to embark on a megabeast.
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Jazz Cat

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Re: What's going on in your fort?
« Reply #51397 on: December 14, 2017, 03:37:21 pm »

The got spooked by wildlife. They do that even without any actual combat going on, they run away from terrified small critters. No messages for that either, you can only notice it by either following the caravan as they come in, or if you find unexplained forbidden heaps of trader goods on the map.

Huh, fair enough.

In other news, the squad I sent out came back with the artifact! I honestly just send them out with the intention of letting them die, since I have a few too many dwarves now... But they got it! I will be building statues in their honor.
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Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

anewaname

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Re: What's going on in your fort?
« Reply #51398 on: December 14, 2017, 05:14:06 pm »

Yes, it was a 44.02 fort.

And NOOOOOOOO!

Another hour of worldgen and preparing carefully down the drain, new fort again has the bug.

Genning new world :p
Only 4 elves and no elf civs in my world, and no elf visitors.
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pikachu17

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Re: What's going on in your fort?
« Reply #51399 on: December 14, 2017, 06:52:52 pm »

New fort. Settled in a nice valley with plenty of metal, a waterfall and even a natural cave. First time playing since .44 hit so was excited to get into DF again.

Unfortunately, the dragon that was chilling within breathing distance of the wagon didn't really care for my presence.
It was the shortest lived fort I've ever had.
Did you mod the game? Otherwise it does sound like a bug, you shouldn't be able to embark on a megabeast.
He said "natural cave". He obviously embarked right on the dragon's cave, which is quite possible. I once embarked right onto the lair of a family of night trolls.
Though he does say within breathing distance of the wagon. The dragon should start in the cave, not outside it, so maybe it is some form of bug.

Ljas

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Re: What's going on in your fort?
« Reply #51400 on: December 14, 2017, 08:28:20 pm »

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Splint

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Re: What's going on in your fort?
« Reply #51401 on: December 14, 2017, 08:31:25 pm »

Little did the dwarves know, the dragon considered their unwitting trespassing to actually be a tribute from the dwarves.

martinuzz

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Re: What's going on in your fort?
« Reply #51402 on: December 15, 2017, 08:38:14 am »

 :o :o :o :o :o :o

The elven caravan brought a grown Forgotten Beast silk musical instrument.

Now we know who is responsible for those Forgotten Beast attacks. Those pointy eared bastards GROW them.
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deathpunch578

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Re: What's going on in your fort?
« Reply #51403 on: December 15, 2017, 09:45:58 am »

:o :o :o :o :o :o

The elven caravan brought a grown Forgotten Beast silk musical instrument.

Now we know who is responsible for those Forgotten Beast attacks. Those pointy eared bastards GROW them.
I KNEW IT.
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martinuzz

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Re: What's going on in your fort?
« Reply #51404 on: December 15, 2017, 10:04:14 am »

Sadly, this fort is also plagued by the visitor bug. Even though I haven't designated a tavern allowing all visitors this time around, The spies are still slowly dripping in and ignoring my visitor cap of 10.
There's 18 of them now in summer year 2, so for now it's manageable. As long as I don't designate any locations that allow all visitors I should be able to handle it.
Some teamwork of a meeting hall zone and a restrictive burrow to keep my dwarves out should get them into an atomsmashable position before they eat my FPS.

EDIT: HAH! SUCCESS! I now have a moat with carp (and milkfish, and disturbing amounts of fry). The beauty of it all is that I can drain said moat and kill them if it gets excessive (or they scare the traders trying to get over the drawbridge)
EDIT2: Ah, good, the carp have no effect on traders.
« Last Edit: December 15, 2017, 10:38:37 am by martinuzz »
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