|
StrangeAeon posted:I think I'll assign them to the military, then send them into the caverns and wall the way up behind them. They can start a new society in the lightless depths. Alternatively, make the were-elephants your people, and all new migrants must face a trial by fire (and tusk) to join your presitigious ranks.
|
# ? Jan 9, 2015 20:36 |
|
|
# ? May 17, 2024 09:43 |
Complications have arisen. None of the local wildlife dares to approach the were-elephant settlement, and construction is proceeding quickly. Two of the exiles have even given birth. I feared the worst, but it seems that even transformed into hulking beasts, the mothers recognize their own children, and are not hostile to them. Unfortunately, other were-elephants are. Neither infant survived the month. Four were-elephants remain. StrangeAeon fucked around with this message at 20:54 on Jan 9, 2015 |
|
# ? Jan 9, 2015 20:49 |
|
StrangeAeon posted:Complications have arisen. How did the two were-elephants die? Is a sentence I never thought I'd type.
|
# ? Jan 9, 2015 21:01 |
When they transform, occasionally they start attacking each other. I'm watching them now, and two are brawling it out, while the other two watch. I'm not sure what decides which of them want to start a fight, and which don't.
|
|
# ? Jan 9, 2015 21:07 |
|
StrangeAeon posted:When they transform, occasionally they start attacking each other. I'm watching them now, and two are brawling it out, while the other two watch. I'm not sure what decides which of them want to start a fight, and which don't. I wonder if this is kind of related to the necromancers attacking their own undead. Maybe hostilities haven't been set correctly.
|
# ? Jan 9, 2015 21:15 |
|
I'm using the latest Starter Pack and I've got a bug(?) that I can't figure out. It seems that some jobs just don't get a dwarf. But it isn't consistent. The best thing I can point to is that if I use planning mode to place a bed, it never gets built, it says Waiting for construction... Needs Furniture Hauling Construction suspended. But if I go to the next bedroom over and build a bed without using planning mode and actually manually choose one of the beds waiting to be installed, it gets installed without any issues. I'm at a complete loss on how to even begin troubleshooting this. Edit: For some reason the second time I tried saving and reloading worked. Don't know why the first didn't. Working now for whatever reason. Sub Rosa fucked around with this message at 21:31 on Jan 9, 2015 |
# ? Jan 9, 2015 21:22 |
|
RedTonic posted:I wonder if this is kind of related to the necromancers attacking their own undead. Maybe hostilities haven't been set correctly. Perhaps every creature hostility flag is relative to the player's fortress-faction in fortress mode? i.e., If a creature is hostile to [PLAYER] then it is actually hostile to [ALL], for lack of better tags, due to some roundabout in coding?
|
# ? Jan 10, 2015 15:46 |
|
Nietzschean posted:Perhaps every creature hostility flag is relative to the player's fortress-faction in fortress mode? i.e., If a creature is hostile to [PLAYER] then it is actually hostile to [ALL], for lack of better tags, due to some roundabout in coding? But then other invaders (goblins, normally) would probably degenerate into civil war on most/all invasions, so I am unsure. My dwarven parent civilization seems to have integrated a number of humans. There are even human nobles. My embark hasn't received any humans as far as I am aware, but my various crafters will make "large" items which can accommodate them. I wonder if I'll receive any human migrants? Our outpost liaison is actually a human, and we trade with a human civilization, too. I haven't actually encountered elves in this particular world yet... Which is pretty weird. There are also apparently 9 civilizations right now, too, but I haven't made contact with most of them...
|
# ? Jan 10, 2015 20:24 |
|
RedTonic posted:But then other invaders (goblins, normally) would probably degenerate into civil war on most/all invasions, so I am unsure. I think the only non-dwarfs you can get are the king or queen. People have gotten goblin dwarf royalty before.
|
# ? Jan 10, 2015 20:31 |
|
It is even possible for a dwarven nation to be ruled by an Elf-King.
|
# ? Jan 11, 2015 01:29 |
|
Goblins end up ruling dwarves in at least 1 civilization in probably 3/4 of worldgens if you look at them in the legends viewer.
|
# ? Jan 11, 2015 02:21 |
AHWOOOOOGAToady One posted:We're going to start in on inns and taverns now. As we said in the report, we'll hold off on recipes and generated games/gambling until the second tavern release to avoid an unseemly delay. So what'll be in the first release? You'll be able to define taverns for use by your dwarves and by visitors (who will know about the presence of the taverns automatically until we get to start scenarios). The main tavern associated area will likely be a meeting hall or dining room, at your discretion -- activities will include instrument use (finally!), singing, dancing, storytelling, drinking and eating. We're also strongly considering doing something with standing orders, at least to the point where the booze supply can be maintained.
|
|
# ? Jan 11, 2015 06:38 |
|
scamtank posted:instrument use (finally!) WHAT
|
# ? Jan 11, 2015 07:07 |
The musicality attribute's time to shine is now!
|
|
# ? Jan 11, 2015 07:11 |
|
PublicOpinion posted:The musicality attribute's time to shine is now! Please please please let it be possible to create a rock-star adventurer.
|
# ? Jan 11, 2015 07:14 |
|
Generation Internet posted:Please please please let it be possible to create a rock-star adventurer. "His black greasy hair is extremely long"
|
# ? Jan 11, 2015 07:41 |
|
I'm really excited for that actually.
|
# ? Jan 11, 2015 09:29 |
|
Kennel posted:"His black greasy hair is extremely long" His high-pitched voice is somewhat distinctive.
|
# ? Jan 11, 2015 09:37 |
|
In the early-spring of 1251 the flutedwarf delivered a masterwork performance of a low-quality song.
|
# ? Jan 11, 2015 10:15 |
|
What is the interaction between the Fighting skill, and whatever relevant weapon skill?
|
# ? Jan 11, 2015 10:25 |
|
This is a raccoon leather song. All craftsdwarfship is of the highest quality. This object menaces with spikes of rope reed.
|
# ? Jan 11, 2015 10:28 |
|
Urist Speedwagon the Musician has crafted a fine song! It depicts chords of bees, refrains of flaming goblins, and a solo dedicated to himself singing the song consisting of chords of bees and refrains of flaming goblins!
|
# ? Jan 11, 2015 10:29 |
|
Agent Kool-Aid posted:Urist Speedwagon the Musician has crafted a fine song! It depicts chords of bees, refrains of flaming goblins, and a solo dedicated to himself singing the song consisting of chords of bees and refrains of flaming goblins! It menaces with dubs of base!
|
# ? Jan 11, 2015 10:39 |
|
Taverns sound like a great thing and I'm really glad they are gonna make multi species forts work properly. I wonder if you can build a tavern on the edge of a glacier and still get drunks stumbling in to visit it.
|
# ? Jan 11, 2015 10:46 |
|
Drunk Bards, 2015 Tour
|
# ? Jan 11, 2015 11:04 |
|
Evilreaver posted:It menaces with dubs of base! Spikes of Steppe Dub leather.
|
# ? Jan 11, 2015 11:10 |
|
So just out of curiosity, Fogwall is not flooding or anything and this is definitely not an emergency, but hypothetically is 1 or 7 the higher priority job for mining designations?
|
# ? Jan 11, 2015 11:15 |
|
Nietzschean posted:So just out of curiosity, Fogwall is not flooding or anything and this is definitely not an emergency, but hypothetically is 1 or 7 the higher priority job for mining designations? 1 is the highest priority. I think this overrides even workshop jobs, too, so miners will do this before anything else.
|
# ? Jan 11, 2015 11:53 |
|
I hope drunken fist fights and elves getting thrown out of taverns by racially discriminating dwarfs becomes a thing.
|
# ? Jan 11, 2015 12:50 |
|
Willie Tomg posted:What is the interaction between the Fighting skill, and whatever relevant weapon skill? As I understand it, fighting is the primary skill used for combat, and your weapon skill is just a proficiency thing, there to make your fighting rolls effective. I could be wrong, though.
|
# ? Jan 11, 2015 13:29 |
|
Internet Kraken posted:I wonder if you can build a tavern on the edge of a glacier and still get drunks stumbling in to visit it. Yes, and Scamtank won't complain unless they're drunk spruces.
|
# ? Jan 11, 2015 17:09 |
Willie Tomg posted:What is the interaction between the Fighting skill, and whatever relevant weapon skill? I'm pretty sure it works like Archery - it's general intuition for how things work and people move in an arm's-length brawl. A very high Fighter skill disparity should let you negate the opponent's Dodging, but it's been shown to have a hand in other calculations too. The weapon skill itself is much more important.
|
|
# ? Jan 11, 2015 18:39 |
|
I vaguely recall reading somewhere that overlapping rooms stop decreasing each other's values after a certain number of rooms. Anyone have any hard math on that?
|
# ? Jan 11, 2015 20:19 |
|
Nietzschean posted:I vaguely recall reading somewhere that overlapping rooms stop decreasing each other's values after a certain number of rooms. Anyone have any hard math on that? My recollection is that a room that overlaps another room will have its value reduced by 75%, no matter how many rooms it overlaps with. So if you have five overlapping rooms covering the same valuable objects, you're in higher value than scattering them between the five rooms separately. I don't know if that's changed or anything though.
|
# ? Jan 11, 2015 21:32 |
|
Playing the next-to-latest version (the one bundled with LNP). Had three distinct loyalty cascades this weekend! Two resulting from tantruming dwarves killing or being killed, and one after two zebra-lycanthropy infected dwarves rampaged through the fort. Still also encountering the situation where militia ordered to kill a target will hang out in a knot around the target but will not engage. What I learned: in a contest between a master fighter, unarmed, vampiric, farmer dorf and a newly-minted master fighter, unarmed, were zebra, diagnostician dorf, the were zebra will break every joint in the vampire's body and then tear him in half and pitch the lower half over the wall of their shared prison. Then hop out to have a look at the hospital.
|
# ? Jan 12, 2015 16:12 |
|
It's really interesting that you had loyalty cascades! In the current DF succession LP upgrading a save file from .12 to .23 completely ended a loyalty cascade in progress, which led us to speculate that something about .2x had made loyalty cascades impossible and retroactively disabled. Your trip report has me all kinds of confused and curious.
|
# ? Jan 12, 2015 16:16 |
From what I can tell, the were-elephant situation may also have been caused by a loyalty cascade, resulting from attacking the infants that two of them had borne. It's been months since they've fought with each other, so apart from continually destroying workshops and being very confused by the cavern pathing, the were-elephants are stable. Edit: Also, has anyone else had problems with livestock breeding? It's been years and my ram has yet to be fruitful with any of my six ewes. The ram is not gelded, either. StrangeAeon fucked around with this message at 16:37 on Jan 12, 2015 |
|
# ? Jan 12, 2015 16:35 |
|
StrangeAeon posted:Edit: Also, has anyone else had problems with livestock breeding? It's been years and my ram has yet to be fruitful with any of my six ewes. The ram is not gelded, either. After six years without succeeding, he's probably feeling pretty sheepish.
|
# ? Jan 12, 2015 16:45 |
|
House Louse posted:After six years without succeeding, he's probably feeling pretty sheepish.
|
# ? Jan 12, 2015 16:48 |
|
|
# ? May 17, 2024 09:43 |
Come to think of it, I've also not gotten a single invasion, though I checked to make sure there were goblins nearby. Maybe my save is bugged.
|
|
# ? Jan 12, 2015 16:58 |