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I figured out why my marks dwarf were not training properly. Looks like you have to add "train 1 minimum" x Number of dwarf in your squad. (I used to have it "train 10 minimum") In schedule-orders menu for each month.
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# ? Jul 22, 2016 13:26 |
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# ? May 18, 2024 16:56 |
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Does anyone have an embark profile they like to use that they don't mind sharing? I started a boring 2x3 embark and can't decide how to start out. I haven't played in a number of releases.
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# ? Jul 22, 2016 13:36 |
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Kirs posted:I figured out why my marks dwarf were not training properly. Looks like you have to add My marksdwarfs are training just fine with the default orders, actually.
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# ? Jul 22, 2016 13:51 |
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Mygna posted:My marksdwarfs are training just fine with the default orders, actually. Carp. But do they train shooting or melee? I red that is a bad idea to place something other than archertargets in their barracks. Kirs fucked around with this message at 14:00 on Jul 22, 2016 |
# ? Jul 22, 2016 13:56 |
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They alternate between individual combat drills and demonstrations at the regular barracks defined from a weapon rack, and actual archery practice at the targets. I actually kind of suspect that there's an inevitable delay before marksdwarfs will start doing archery practice in addition to combat training, just like melee squads will do a bunch of demonstrations and lectures before starting with actual sparring matches, but maybe I'm just imagining that and getting lucky
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# ? Jul 22, 2016 14:06 |
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IAmTheRad posted:The interface for the game is bad. It needs to be redone. Also for archery target "rooms" make sure to leave 1 extra space behind where the archers would fire from. For example if the archer is firing from left to right: code:
TheCIASentMe fucked around with this message at 14:54 on Jul 22, 2016 |
# ? Jul 22, 2016 14:52 |
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code:
I guess all my questions are just because I forgot some tiny little option to turn on\off, while I think it's all OK.
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# ? Jul 22, 2016 15:50 |
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Can a catapult built on top of a hill attack enemies at the bottom of a hill? I know marksdwarves can attack visible enemies at lower z-levels, but I'm not sure about siege engines.
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# ? Jul 22, 2016 17:14 |
By default, siege weapons are totally dumbfire. They shoot level and in the cardinal compass directions. Using the siege engine DFHack plugin, you might. They're still not capable of indirect fire, but they can target stuff like archers do.
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# ? Jul 22, 2016 17:16 |
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Does the current Dwarf Fortress version react well to messing around with generated, active world files? I'm a few years into a modded human town game and it's starting to dawn on me that the annual human caravan will only ever bring small quantities of stone blocks, when it's unprocessed stone that I need (for mechanisms, mostly). Since I like my fortress location and the overall situation of the generated world (I'm the last remaining human settlement anywhere), I'd prefer not having to restart from scratch. Is there a way to add for example a reaction to the mason's workshop that converts any stone blocks into 'raw' granite? Doesn't matter if it's clumsy or 'cheaty' in its implementation - Any kind of band-aid fix is better than never getting any more stone ever.
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# ? Jul 22, 2016 19:29 |
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A god of valor, war, death, suicide, fame, and rumors, the ultimate adventurer-god.
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# ? Jul 22, 2016 19:29 |
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Gimmick Account posted:Does the current Dwarf Fortress version react well to messing around with generated, active world files? I'm a few years into a modded human town game and it's starting to dawn on me that the annual human caravan will only ever bring small quantities of stone blocks, when it's unprocessed stone that I need (for mechanisms, mostly). Since I like my fortress location and the overall situation of the generated world (I'm the last remaining human settlement anywhere), I'd prefer not having to restart from scratch. I think you need dfhack as well to run some "reload raws from save file" command or the changes won't get picked up. I'm not sure if adding/removing reactions will work for an in-progress game but its worth a shot? I don't know how to make custom reactions so I can't help you there.
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# ? Jul 22, 2016 19:34 |
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necrotic posted:I think you need dfhack as well to run some "reload raws from save file" command or the changes won't get picked up. I'm not sure if adding/removing reactions will work for an in-progress game but its worth a shot? If dfhack is required, I can probably forget about it. Never used that program, but from what I've read it apparently doesn't play well with modifications? Too bad, if true.
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# ? Jul 22, 2016 19:40 |
Gimmick Account posted:Is there a way to add for example a reaction to the mason's workshop that converts any stone blocks into 'raw' granite? Doesn't matter if it's clumsy or 'cheaty' in its implementation - Any kind of band-aid fix is better than never getting any more stone ever. Adding new reactions into an ongoing save might be technically possible with DFHack, but I can see enough moving parts in the ordeal that I don't even want to try. However, altering existing ones is perfectly fine. I'm sure there's at least one glazing, jugmaking or some other sort of reaction that you won't miss, just rip out its guts and write a rock cheat in its place. [REACTION:MAKE_CLAY_JUG] [NAME:restore blocks to rocks] [BUILDING:CRAFTSMAN:NONE] [REAGENT:bricks:1:BLOCKS:NONE:NONE:NONE][WORTHLESS_STONE_ONLY] [PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:bricks:NONE] [SKILL:MASON] There's a suggestion. Man, did I write this right? I'm feeling really rusty.
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# ? Jul 22, 2016 19:50 |
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scamtank posted:Adding new reactions into an ongoing save might be technically possible with DFHack, but I can see enough moving parts in the ordeal that I don't even want to try. That does sound like a solution! I won't be able to try it out tonight, but I'll report back as soon as I can get to it. Thank you!
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# ? Jul 22, 2016 19:58 |
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Facebook Aunt posted:It looks like with the new locations nobody gives a drat about zoos, statue gardens or memorial gardens anymore? Even the children aren't bothering to visit. Come on, look at all my cool statues, they are tastefully arranged and everything. Thats why you disable aquifers in the LNP, gently caress dealing with this.
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# ? Jul 22, 2016 23:04 |
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Does a dwarf have to have a scholar job to write books or can anyone swing by the library and write something?
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# ? Jul 22, 2016 23:10 |
I can't wait for Dwarf Hatfields vs. Goblin McCoys to spiral into a world war.Toady posted:This week was work on underlying mechanics in support of artifact claims. The main interesting addition was a sort of family placeholder mechanic to make heirlooms work. The initial couples all get associated family structures, and then those links are passed along to the children and so forth. Of course, this opens up all kinds of world-determining issues, depending on how marriage interacts with family membership and which child has which inheritance rights over heirlooms etc etc etc, and so forth. This isn't the release to get into it (the family/status/property/law release will make a better attempt). For now, it runs an "importance" check on the family groups during a marriage -- if there is no winner, then it just flips a coin.
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# ? Jul 23, 2016 03:02 |
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I wish I could figure out all those xool connections in game. In always stumbling in the dark information wise. A lot of the time I even forget the name of the place im trying to go and cant find it in the Q menu
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# ? Jul 23, 2016 03:20 |
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IAmTheRad posted:The interface for the game is bad. It needs to be redone. good luck motherfucker
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# ? Jul 23, 2016 03:59 |
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IAmTheRad posted:The interface for the game is bad. It needs to be redone. IIRC years ago he said he wouldn't redo the interface (or graphics) until the gameplay was finished because new features would just keep messing it up. So it would confuse existing users for a temporary benefit for new users, but it would all be confused again in a few years. I'm not sure he, as a programmer and mathematician, even understands what makes an interface good for non-beep boop people. The weirdness goes way, way back. Like the workshops. One of the first things I want to do while waiting for the miners to dig out some space is build a kitchen to turn my random ingredients into more pleasing and valuable meals (this incidentally also frees up some barrels). K? It's not k is it? Nope, K is for clothier. How? Why? K is perfect for kitchen and terrible for clothier. Okay, now that I've got some barrels I'll just have my non-miners gather some plants here while we wait, and brew up some booze. S is for still, right? Nope, S is for siege workshop. Okay, S for siege makes more sense than K for clothier, but why did siege get priority over still? Now maybe long ago there was a version of the game that had clothes and sieges but didn't yet have food. That could happen, I guess? But no, that doesn't check out either, because L is for still, not loom. If clothes came first I would have expected loom to claim L. The interface weirdness goes deep, is what I'm saying.
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# ? Jul 23, 2016 04:30 |
Facebook Aunt posted:IIRC years ago he said he wouldn't redo the interface (or graphics) until the gameplay was finished because new features would just keep messing it up. So it would confuse existing users for a temporary benefit for new users, but it would all be confused again in a few years. I don't understand why this is a part of the game he won't seek assistance on - there are surely more user-focused programmers that would take care of this part of the game for free just to have a Dwarf Fortress with a more sensible interface. Pathfinding, too - he's admittedly not an expert in this and seems inclined to shrug it off without realizing that it's one of the bigger performance bottlenecks. I can totally respect the whole "product of a singular vision" deal but the really longstanding issues often have nothing to do with the creative side of the game at all.
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# ? Jul 23, 2016 05:09 |
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All you drones are making GBS threads up the thread with your wasted UI rambling. This is Dwarf Fortress, you creeps, stop talking about UI and start talking about Goblin hillbillies coveting their stolen shield that their Granpappy brought back from the war.
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# ? Jul 23, 2016 05:10 |
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I really liked this game, and I can see it because I read words from developers, family tree is a neat stuff. How often developers implement new stuff in actual build?
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# ? Jul 23, 2016 05:54 |
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The new manager work order interface really requires a semester in a programming language to understand. Then you can see it's if statements and whatnot going on.
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# ? Jul 23, 2016 06:07 |
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In 2020 or so the ui will get a pass, and it will get organized in a way that makes sense to tarn. The worst of us will complain at first, but will go "I see the madness" and it will make sense, because we have the tism. Then the normals will look at it and poo poo themselves and start crying for the old ui back. "that took is years to learn!" they will shout, "now I have to spend another fractional amount of time learning new keys!" And nothing will change except the buttons pressed. Everyone that wants "a better ui" can gently caress right off and go abort some Playmobils in Rimworld while I maintain the ability to designate a whole dining area through a series of keystrokes in an eighth of the time.
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# ? Jul 23, 2016 07:53 |
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I keep getting a crash with the latest starter pack, I haven't checked the other times but this time I looked at the error log and it says "Receive job pay: NULL JOB" wtf is this?
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# ? Jul 23, 2016 08:24 |
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Kirs posted:I really liked this game, and I can see it because I read words from developers, family tree is a neat stuff. How often developers implement new stuff in actual build? Come back next year.
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# ? Jul 23, 2016 11:55 |
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captain innocuous posted:The new manager work order interface really requires a semester in a programming language to understand. Then you can see it's if statements and whatnot going on. that just makes it even more frustrating because as someone with a basic knowledge of coding i can imagine all the simple, common structures i'd want to use with the new job manager but can't
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# ? Jul 23, 2016 15:04 |
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One of the biggest bottlenecks was that ToadyOne was stuck with 32-bit limits. Technically there is a 64-bit limit, but in order to hit that I believe you would need to have the largest size world and embark on the entire world to notice any performance decrease. The manager interface isn't as good as Workflow can do. Workflow can actually stop orders when you reach a certain amount. For example, if you want your dwarves to make drinks when you are below 30 to hit 100, workflow can let you do that. Manager will just start making drinks when you hit below 30. And keep going until your manager decides to update the orders, which might be never. I ran out of plump helmets in a fortress because I wanted my dwarves to make food when I was below 40 food, but I didn't catch them not stopping making food until I saw I had over 2000 in the stockpiles. I had absolutely nothing that the dwarves could use for drinks, and there was no liquid water for basically 2 seasons. The fortress ran out of drinks all because the new manager work order didn't stop it. Instead, you should keep an eye on your stocks and since you can go over 30 this time per order, just choose how much you want them to make instead of having it automatic, unless you can figure how to use Workflow and are using DFHack. IAmTheRad fucked around with this message at 15:41 on Jul 23, 2016 |
# ? Jul 23, 2016 15:39 |
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reignofevil posted:Come back next year. May I please continue playing for that year?
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# ? Jul 23, 2016 17:51 |
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Kirs posted:I really liked this game, and I can see it because I read words from developers, family tree is a neat stuff. How often developers implement new stuff in actual build? No. We're in a feature freeze while Tarn works on the UI for the next 18 months. He just likes to bloviate about game ideas on his blog.
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# ? Jul 23, 2016 17:55 |
Gibbo posted:In 2020 or so the ui will get a pass, and it will get organized in a way that makes sense to tarn. TildeATH posted:No. We're in a feature freeze while Tarn works on the UI for the next 18 months. He just likes to bloviate about game ideas on his blog. I apologize for discussing how a game I enjoy playing might be improved in the Games forum instead of only caring about the latest development news.
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# ? Jul 23, 2016 18:34 |
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TildeATH posted:No. We're in a feature freeze while Tarn works on the UI for the next 18 months. He just likes to bloviate about game ideas on his blog. i wish the only significant gameplay change recently is taverns/temples/libraries plus the new needs system, which basically translate to "you know those meeting area zones that you never created because they completely destroy productivity? they're mandatory after the first year of gameplay now" i would love for the game to stop getting slower and more annoying and go on hiatus for a while to fix quality of life / performance issues e: by contrast all the really awesome things that have happened in the last few versions... are basically UI changes, even if they're closer to "the UI is more powerful" rather than "the UI is more sane." hard cap on population instead of just an immigration wave check, cap on how many invaders can be on the map at one time, new job order system, etc. imagine a whole release of nothing but that stuff. Tuxedo Catfish fucked around with this message at 19:17 on Jul 23, 2016 |
# ? Jul 23, 2016 19:14 |
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How meeting areas destroy productivity? It's a new player's question, not a sarcasm.
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# ? Jul 23, 2016 19:39 |
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Jazerus posted:I apologize for discussing how a game I enjoy playing might be improved in the Games forum instead of only caring about the latest development news. Yeah, seriously - What the gently caress is going on here with this sudden hostile reaction to very normal and sensible requests? Wishing for an intuitive UI is not 'making GBS threads up the thread', and it's also not an attempt to insult your great idol. Stupid rear end in a top hat nerds.
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# ? Jul 23, 2016 19:43 |
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Kirs posted:How meeting areas destroy productivity? It's a new player's question, not a sarcasm. If you implement meeting areas, dwarves party. Partying takes up like literally half a dwarf's time. Also it makes them build relationships, which (until quite recently) was a purely negative feature since all it did was make them distraught when the other dwarf died, potentially so distraught that they would then go insane and starve themselves to death, prompting other dwarves to become upset, and creating a chain reaction known as a "tantrum spiral" that would destroy whole fortresses. Tantrum spirals aren't really a thing any more (or at least they're much harder to trigger) but dwarves now eventually become "distracted" and their work output suffers if their social, religious, and inquiring needs aren't met. In the old system there was absolutely zero downside to never implementing meeting areas.
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# ? Jul 23, 2016 19:50 |
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Gimmick Account posted:Stupid rear end in a top hat nerds. It was a joke, you stupid rear end in a top hat nerds. A joke. Of course DF needs a better UI. But Tarn will probably waste his time writing a procedural joke generator, which will be a waste because no one here gets jokes.
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# ? Jul 23, 2016 19:50 |
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Gimmick Account posted:Yeah, seriously - What the gently caress is going on here with this sudden hostile reaction to very normal and sensible requests? Wishing for an intuitive UI is not 'making GBS threads up the thread', and it's also not an attempt to insult your great idol. The Dwarf Fortress thread used to be constantly and aggressively trolled by YCS nerds who thought (probably correctly) that DF players were easy marks. This was years ago, but conversely making fun of the things y'all are honestly asking about was a big part of it.
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# ? Jul 23, 2016 19:52 |
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# ? May 18, 2024 16:56 |
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Tuxedo Catfish posted:If you implement meeting areas, dwarves party. Partying takes up like literally half a dwarf's time. Also it makes them build relationships, which (until quite recently) was a purely negative feature since all it did was make them distraught when the other dwarf died, potentially so distraught that they would then go insane and starve themselves to death, prompting other dwarves to become upset, and creating a chain reaction known as a "tantrum spiral" that would destroy whole fortresses. Yeah I read about tantrum spirals (we have a medicine called tantrum verde here, so this term sounds a bit funny) but never thought that it's actually happens because of dwarfs socialize.
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# ? Jul 23, 2016 20:05 |