Chillpicks
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# ? Aug 23, 2015 17:54 |
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# ? May 11, 2024 06:11 |
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Is there a place where I can just read a bunch of crazy dwarf fortress adventures and comics?
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# ? Aug 24, 2015 01:47 |
Hihohe posted:I actually like getting peasants. They are blank slates ready to be engraved with I keep wanting to do this, but every time my will breaks and I resort everyone in Dwarf Therapist. I think part of it is just not having enough dwarves to start with to cover every profession I need to get going.
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# ? Aug 24, 2015 01:57 |
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I'm lazy and don't care about maximum efficiency, so I make a couple of broadly defined pre-set jobs in Therapist and hand them out like candy. A farmer job with all the farming labors on, a crafter job with all the crafting labors on, and so on. I'll eventually turn extra labors off on individual dwarves who've managed to specialize themselves to a useful level. Eventually when there's enough skilled dwarves in essential jobs, 90% of every immigration wave gets tossed into the military and forgotten about. The remaining 10% gets to be haulers. Existing skills? Life dreams? Material preferences and personality traits? What are those?
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# ? Aug 24, 2015 06:02 |
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Haifisch posted:I'm lazy and don't care about maximum efficiency, so I make a couple of broadly defined pre-set jobs in Therapist and hand them out like candy. A farmer job with all the farming labors on, a crafter job with all the crafting labors on, and so on. Honestly I do the same thing, I don't really think you're supposed to care about efficiency. I can play without dwarf therapist and I just ignore what people's jobs are, I only turn on jobs when something just isn't being done. If things are getting done who really cares who is doing what?
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# ? Aug 24, 2015 10:56 |
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When I get new migrants I just assign them every labor associated with whatever color they are. When things aren't getting done I pull dudes off of the farming set of labors and give them whatever needs to be done instead (god drat half the fort always ends up being farmers)
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# ? Aug 24, 2015 11:10 |
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Deadly Ham Sandwich posted:Is there a place where I can just read a bunch of crazy dwarf fortress adventures and comics? http://dwarffortresswiki.org/index.php/Dwarf_Fortress_webcomics
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# ? Aug 24, 2015 11:36 |
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Haifisch posted:Life dreams? Material preferences and personality traits? Do these affect the way a dwarf does its job? Like if my Masterwork Metalworker absolutely loves tin, will she go an extra mile to get a tin ingot instead of using up all the gold piled up around her? (I know the answer to this is 'no' so consider this a suggestion/pipedream)
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# ? Aug 24, 2015 13:54 |
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No, unless they are in a strange mood. Then all rules are off. However, if the dwarf likes a particular material, they will gain a happy thought from interacting with it. That's the "satisfied at work" tag. So if some dwarf really likes oak wood wood and makes a table out of oak then he will be pretty happy. Doubly happy if he also likes tables.
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# ? Aug 24, 2015 14:40 |
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I decided to give dwarf fortress another go and downloaded the latest lazy newbie pack, but the game seems to be crashing a lot. What's going on?
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# ? Aug 24, 2015 14:41 |
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Bundle of Keys posted:I decided to give dwarf fortress another go and downloaded the latest lazy newbie pack, but the game seems to be crashing a lot. What's going on? If it seems to be happening randomly during fortress mode gameplay, and you're in a forested area, then it's possible that you've run into this bug. If so, you can either try to settle at wasteland, tundra, and desert sites -- which will incidentally improve your FPS (trees are somewhat number-crunchy). If you want to stick with forested sites (e.g. for easy access to lumber and charcoal) then either avoid building anything on the surface, or make absolutely certain that you've clear-cut the construction zone (i.e. don't build within ten tiles of a living tree).
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# ? Aug 24, 2015 16:11 |
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Or just deforest your embark location as soon as possible. That's what I do. Have a dwarf dedicated from the start to chop down trees.
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# ? Aug 24, 2015 16:26 |
I've been working on a dfhack script that will allow you to peek at an evil-region embark's effects before you decide to settle there, in case you're curious or want to know just what sort of a challenge you're in for. So far, though, it only spits out information about every possible evil region type in worldgen (and your world is probably only going to be using 3 or 4 at most I think). I'm having the damnedest time trying to figure out how to match the Interactions to what regions they belong to. Each interaction also has a CORPSE target that I'm having a hard time figuring out the purpose for. I imagine it determines what flora and fauna are dead by default, but I can't be sure because of a naming conflict in dfhack. Here's what it spits out to the console so far, though:
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# ? Aug 24, 2015 18:35 |
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Do you still have to turn off all the beekeeper labors except for one dwarf if you don't want it to be horribly bugged?
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# ? Aug 24, 2015 18:37 |
Neurion posted:good work I don't think we have tools for this yet. Keep it up. king salmon posted:Do you still have to turn off all the beekeeper labors except for one dwarf if you don't want it to be horribly bugged? Nah, it's all good.
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# ? Aug 24, 2015 18:52 |
Oh and about that (CORPSE) thing. Look at these extracted raws for one evil region I've had. code:
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# ? Aug 24, 2015 19:16 |
scamtank posted:Oh and about that (CORPSE) thing. Look at these extracted raws for one evil region I've had. I thought it made wildlife spawn as zombies immediately as well, but I've found that ALL regional interactions have the CORPSE target, even those in which no reanimation occurs and wildlife always spawns in a living state. I presume it just sets all corpses as a valid target for reanimation, and only applies the reanimation when paired with the ANIMATE effect just below it.
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# ? Aug 24, 2015 19:57 |
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Haifisch posted:I'm lazy and don't care about maximum efficiency, so I make a couple of broadly defined pre-set jobs in Therapist and hand them out like candy. A farmer job with all the farming labors on, a crafter job with all the crafting labors on, and so on. I also do this. I'll try to find a noble that doesn't have item preferences so they aren't spamming work orders on me, and I'll try to find military dudes that aren't stress balls (only the first 10-15 or so though), and that's about it.
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# ? Aug 24, 2015 20:02 |
Neurion posted:I thought it made wildlife spawn as zombies immediately as well, but I've found that ALL regional interactions have the CORPSE target, even those in which no reanimation occurs and wildlife always spawns in a living state. I presume it just sets all corpses as a valid target for reanimation, and only applies the reanimation when paired with the ANIMATE effect just below it. As odd as it seems, I think you're right. It's like the game reserves the interaction target "A" to be zombifiable corpses regardless of what the region actually throws at you. I can't find any evidence of stuff that'd rely on that to work (animation interactions that don't define [I_TARGET:A:CORPSE] beforehand, if that even works), so it has to be just an oversight on Toady's part.
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# ? Aug 24, 2015 21:06 |
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Shayu posted:Or just deforest your embark location as soon as possible. That's what I do. Have a dwarf dedicated from the start to chop down trees. That seems to have done the trick. Thanks guys!
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# ? Aug 24, 2015 21:43 |
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Neurion posted:I've been working on a dfhack script that will allow you to peek at an evil-region embark's effects before you decide to settle there, in case you're curious or want to know just what sort of a challenge you're in for. So far, though, it only spits out information about every possible evil region type in worldgen (and your world is probably only going to be using 3 or 4 at most I think). I'm having the damnedest time trying to figure out how to match the Interactions to what regions they belong to. Each interaction also has a CORPSE target that I'm having a hard time figuring out the purpose for. I imagine it determines what flora and fauna are dead by default, but I can't be sure because of a naming conflict in dfhack. Here's what it spits out to the console so far, though: The LOSES TRAIT: HAS_BLOOD is really terrifying to me. I didn't think that husks could get any scarier, but here we are.
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# ? Aug 25, 2015 15:33 |
GorfZaplen posted:The LOSES TRAIT: HAS_BLOOD is really terrifying to me. I didn't think that husks could get any scarier, but here we are. Most thralls also gain a speed boost of 20% to 60%, which makes them terrifyingly quick. There are interaction effects which can change material tags on its targets, so theoretically you could make an interaction which transmutes an undead's bones and flesh into steel. Fortunately Toady is merciful and those effects are not part of any generated syndromes.
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# ? Aug 25, 2015 20:51 |
Neurion posted:Most thralls also gain a speed boost of 20% to 60%, which makes them terrifyingly quick. Well... the CE_SPEED_CHANGE:SPEED_PERC thing is an absolute percentage. Those are fairly horrible speed handicaps. Zombie/thrall syndromes can be saddled with either one of those slowing effects. If there's anything that's making them faster, it's the impossible amount of muscle that's meat-puppeting them around.
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# ? Aug 26, 2015 01:59 |
scamtank posted:Well... the CE_SPEED_CHANGE:SPEED_PERC thing is an absolute percentage. Those are fairly horrible speed handicaps. Zombie/thrall syndromes can be saddled with either one of those slowing effects. Ah, I guess I was misled by DFHack calling that field bonus_perc and assumed it was a positive gain. I'll fix my script to account for this.
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# ? Aug 26, 2015 02:57 |
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Toady One posted:Just whittling away the list -- fixed issues with full citizenship petitions and how the game tracks the state of visitors, fixed minor issues with occupation assignments in the new multi-zone locations, stopped a problem causing some scholars to not show up in city libraries, stopped the adventurer from starting with a stone-stringed instruments, fixed a long-standing world gen crash where I lucked out and got a repeatable seed... and so on! It feels like we're entering a period of posts along these lines where there will sometimes be interesting logs like the last log, and often logs that are just lists of now-unbroken known features, he he he. The collection of problems is growing smaller, anyway! It nears.
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# ? Aug 26, 2015 05:30 |
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Alehkhs posted:It nears. My body is ready.
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# ? Aug 26, 2015 05:42 |
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No, my bauxite stringed "violin"!
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# ? Aug 26, 2015 08:31 |
Alehkhs posted:It nears. Does this mean newbies should wait for the new version before giving DF a go?
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# ? Aug 26, 2015 09:30 |
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QuantaStarFire posted:Does this mean newbies should wait for the new version before giving DF a go? Nah. Get some practice with a stable version, and move on to the next once the worst problems have been ironed out.
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# ? Aug 26, 2015 09:36 |
my dad posted:Nah. Get some practice with a stable version, and move on to the next once the worst problems have been ironed out. Cool. I look forward to hearing stories of dwarves being crushed by the weight of their own blood and poo poo when the new version hits, while I struggle to have my first fort survive winter in the old version.
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# ? Aug 26, 2015 09:53 |
Hey nothing wrong with stone-stringed instruments. Surely you can build an asbestos-stringed lute.
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# ? Aug 26, 2015 10:20 |
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my dad posted:Nah. Get some practice with a stable version, and move on to the next once the worst problems have been ironed out. But the current version isn't stable either Save frequently if you are doing stuff near trees.
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# ? Aug 26, 2015 15:22 |
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So I just started playing DF again after a long break. Forgot how addictive it is. I had a couple of early failures, but my latest embark seemed to be going pretty good. I made it through the first year with very little incident, found a huge pile of marble and made a glorious marble room that will one day be either a meeting hall or a grand tomb. Even found a ton of copper early, but no coal or any other metals yet. Then I realized I have absolutely no water on the map and haven't dug into any yet. How hosed am I?
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# ? Aug 26, 2015 16:34 |
Keep going and punch into the first cavern layer. If there isn't a lake down there, you just have to deal with never letting your booze run out and accepting that your bedridden/imprisoned fools may well die of thirst.
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# ? Aug 26, 2015 16:45 |
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Well I may finally lose my 27 year old fort to carelessness. A werecoyote appeared, I sent my three legendary squads to attack it while the rest of the fort (165 or so dwarves) was ordered to the dining room. I go to close the game at the end of the day and I have about 14 dwarves left because I forgot to turn the alert off.
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# ? Aug 26, 2015 22:24 |
Budget Dracula posted:Well I may finally lose my 27 year old fort to carelessness. A werecoyote appeared, I sent my three legendary squads to attack it while the rest of the fort (165 or so dwarves) was ordered to the dining room. I go to close the game at the end of the day and I have about 14 dwarves left because I forgot to turn the alert off. What was the fortress name, because RIP that fortress.
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# ? Aug 26, 2015 23:50 |
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that's 7 time as many dwarves left as Bronzemurdered You. Must. Rebuild.
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# ? Aug 27, 2015 00:29 |
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We have a game chat thread in Games, and I like it but the guys there feel much more focused on console games, and I never see guys from this thread or the X3 thread there. So, do any of you guys know if is there some sort of game chat thread where the people are more focused on PC games/crazy poo poo like X3, Mount and Blade, Dwarf Fortress, etc.?
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# ? Aug 27, 2015 01:27 |
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There is a grog thread where we complain about the prices of grog games.
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# ? Aug 27, 2015 01:31 |
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# ? May 11, 2024 06:11 |
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Now I'm going to imagine one of my dwarves as Strongest Man Kurosawa. All putting cooked wombat livers into their fellow miners' lunchboxes so they'll like him more.
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# ? Aug 27, 2015 01:37 |