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Dwarf Fortress - Addiction in ASCII - Page 55

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HellRoxYa
Profile Joined September 2010
Sweden1614 Posts
May 21 2012 16:19 GMT
#1081
On May 21 2012 23:02 plated.rawr wrote:
Definately, it'd be fun. It went a bit too smooth last time though, so I think we need to add in some conditions or something to spice things up a bit. You know, just to unstabilize things ever so slightly. Anyone got any good ideas? Personally, I roll with things like

- Multiple entrances. Defense is pretty rough without tons of tactical chokepoints
- No traps aside from decor and for animal training
- Blind law. Follow accusations blindly, even when they're wrong
- People's chioce. Let popularity decide mayors rather than yourself
- Labor castes. About ten or so types of workers with specific hauling and workmanship jobs, without deviations
- Caste segregations. Keep the filthy peasants apart from your nobles and quality craftsmen. Let them sleep in dirty dormitories rather than private chambers.

And so on and so forth.


http://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/

Do this. Just embark on a non-safe biome. Have specific goals for your run, optionally continue previous ruler's goals if not achieved (obviously these are as hard, dumb, or whatever as the current ruler wants). Just having a fort and defending it is in itself obviously terribly easy, and can also be slow and boring.
myopia
Profile Blog Joined June 2009
United States2928 Posts
May 21 2012 16:51 GMT
#1082
I want to conquer hell. Some day. I swear the hardest part is staving off the boredom while mining through 160 z levels.
it's my first day
amatoer
Profile Joined January 2008
Germany212 Posts
May 22 2012 10:37 GMT
#1083
"The fortress attracted no migrants in this season."
I get this message a lot lately. After two migrationwaves with 2 to 10 dwarfs it suddently stops for years. I end up with about 15-20 dwarfs. It's enough to keep my fort running but nothing else much. Embarking at different locations doenst change anything. Anyone else experiencing this?
I read somewhere that its a new feature (less migrants but better skilled) but 3 years without migrants (or childbirth :/ ) is kinda stupid imho. You cant expand as quickly as you want to which leads to boredom (or it just shows my lack of creativity)
I'm playing with the LNP for 0.34.07 (+ DT), I reinstalled the game twice, checked populationcap and tried it without DT but the problem still exist so I don't think its a bug I caused.
Wise Liquiddwarfs, can you help me? Do I just miss the obvious reason for the problem or is the low-migration thing the new way to go and I just have to adept (or play older versions)?
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
May 22 2012 11:38 GMT
#1084
I've never experienced any fall in migration. Ever. Is this a problem you're having with the new version?

As far as I know, immigration is mostly linked to value creation and export of your fort, as well as a danger assessment linked to deaths. If you've been doing nothing but digging dirt the last couple years, then I imagine your value gain would be too low to attract migrants. If you're also not trading, that might affect it as well.

Another idea - is your civilization actually extinct? The first two migration waves are hardcoded and you will always recieve these even with popcap set to 0, but any migration after that is based on your parent civilization. If it went extinct during worldgen, that might explain why you're not getting any new bearded monstrosities to your fort.
Savior broke my heart ;_; || twitch.tv/onnings
Myles
Profile Blog Joined March 2010
United States5162 Posts
May 22 2012 14:32 GMT
#1085
On May 22 2012 19:37 amatoer wrote:
"The fortress attracted no migrants in this season."
I get this message a lot lately. After two migrationwaves with 2 to 10 dwarfs it suddently stops for years. I end up with about 15-20 dwarfs. It's enough to keep my fort running but nothing else much. Embarking at different locations doenst change anything. Anyone else experiencing this?
I read somewhere that its a new feature (less migrants but better skilled) but 3 years without migrants (or childbirth :/ ) is kinda stupid imho. You cant expand as quickly as you want to which leads to boredom (or it just shows my lack of creativity)
I'm playing with the LNP for 0.34.07 (+ DT), I reinstalled the game twice, checked populationcap and tried it without DT but the problem still exist so I don't think its a bug I caused.
Wise Liquiddwarfs, can you help me? Do I just miss the obvious reason for the problem or is the low-migration thing the new way to go and I just have to adept (or play older versions)?

Check legends to see if there are any other dwarves left in the world. AFAIK, the first 2 migration waves are forced so it might be that there are no other dwarves to migrate. If it's happening multiple times over multiple world gens I would probably chalk it up as a bug.
Moderator
amatoer
Profile Joined January 2008
Germany212 Posts
May 22 2012 21:20 GMT
#1086
On May 22 2012 20:38 plated.rawr wrote:
I've never experienced any fall in migration. Ever. Is this a problem you're having with the new version?

As far as I know, immigration is mostly linked to value creation and export of your fort, as well as a danger assessment linked to deaths. If you've been doing nothing but digging dirt the last couple years, then I imagine your value gain would be too low to attract migrants. If you're also not trading, that might affect it as well.

Another idea - is your civilization actually extinct? The first two migration waves are hardcoded and you will always recieve these even with popcap set to 0, but any migration after that is based on your parent civilization. If it went extinct during worldgen, that might explain why you're not getting any new bearded monstrosities to your fort.

I didnt try the very new versions yet because i think the lazy noob pack suit me as a lazy noob pretty well. I'll try the .10 version soon. And if I misunderstood you and you wanted to know if I saw the bug on later versions: no, I didnt. It's only in the .07 version that comes with the LNP.
I started producing rock crafts at the moment I dug into the mountain (well... almost). I had enough goods to buy everything from the elven caravan. Overall it was wealth of about 100k if i remember correctly. So I dont think my fort wasnt attractive enough (it worked in the past versions too!)

How can I check whether my civilization is extinct or not? the "View civilizations" window named a dwarf civilization, but I dont know if it was mine a different one.
Then I wanted to try the legends mode to do what Myles said, but I'm very not familiar with that mode. I had do abandon the fort to use the legendsmode right? And then? The mass of information confuses me and I cant find any page on the wiki that could be helpful :S Does it even help me since I abandoned my fort? Was that neccessary or could I have checked the legends without giving up on my dwarfs? Can I export the information somewhere? Do all my dwarfs come from the same parental civilization or do I have to memorize the different civs and which of them are extinct?

I'm confused ._. maybe I should just try the .10 and see that everything works perfectly fine :D
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2012-05-23 09:09:44
May 23 2012 08:52 GMT
#1087
To check Legends, you have to abandon fort, yes. If you want to keep your current fort however, you can just go into the DF save folder, copy your current world (usually region1, unless you've generated several worlds) and just rename it to the following number (region2), then abandon that fort instead. This will leave your original fort untouched while you still have full access to the information in Legends.

To figure out what happened to your civilization, you should first figure out what civilization you were a part of. In Legends, find your fort in "Sites" (I think, at work without access to DF) and access its information. On the top should be displayed the fort name, and also the group name (and possibly civlization name). If it's group name only, memorize it and head to "Civilizations and other entities" (I think). Here, press 'f' to 'filter by string', and type in the name you've memorized. You should here get more information about your group such as all the events of your latest fort, but more importantly, it should also let you know what civilization you came out of. Memorize this name and search for it in the previous screen (Civilizations and other entities).

When you've found your civilization, page-down to the very last bit of it. If there were battles lost at the end, chances are you civilization got conquered by someone else, and thus went extinct.

If you civilization is dead, then picking another one when you're at the site finder or simply just making a new world will fix the problem you're having. I don't think there's any new bug causing this, but as I said, I haven't tried any of the minecart updates yet. You cannot fix this problem in your existing fort, however, so if you want migrants again, you'll have to abandon and start fresh.
Savior broke my heart ;_; || twitch.tv/onnings
gTank
Profile Joined January 2011
Austria2667 Posts
May 23 2012 09:17 GMT
#1088
Does anyone can suggest a visualizer (tileset would do as well i guess) for the newest version?
I know, the best feeling to play this game is to play in ascii but I think my brain will explode -.- the version I was using before was from some tutorial website and it was an old version of the game.
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
amatoer
Profile Joined January 2008
Germany212 Posts
May 23 2012 19:56 GMT
#1089
On May 23 2012 17:52 plated.rawr wrote:
To check Legends, you have to abandon fort, yes. If you want to keep your current fort however, you can just go into the DF save folder, copy your current world (usually region1, unless you've generated several worlds) and just rename it to the following number (region2), then abandon that fort instead. This will leave your original fort untouched while you still have full access to the information in Legends.

To figure out what happened to your civilization, you should first figure out what civilization you were a part of. In Legends, find your fort in "Sites" (I think, at work without access to DF) and access its information. On the top should be displayed the fort name, and also the group name (and possibly civlization name). If it's group name only, memorize it and head to "Civilizations and other entities" (I think). Here, press 'f' to 'filter by string', and type in the name you've memorized. You should here get more information about your group such as all the events of your latest fort, but more importantly, it should also let you know what civilization you came out of. Memorize this name and search for it in the previous screen (Civilizations and other entities).

When you've found your civilization, page-down to the very last bit of it. If there were battles lost at the end, chances are you civilization got conquered by someone else, and thus went extinct.

If you civilization is dead, then picking another one when you're at the site finder or simply just making a new world will fix the problem you're having. I don't think there's any new bug causing this, but as I said, I haven't tried any of the minecart updates yet. You cannot fix this problem in your existing fort, however, so if you want migrants again, you'll have to abandon and start fresh.

thank you for your help

I created another world as you suggested and my problem seems to be gone now. With my 3rd wave I got 29 new totally not useless dwarfs who I am very happy to welcome. I guess my civilization was dead, I didnt check it though.


@gTank: check out the Mayday's Graphics Set. It works for the new version (.10) and looks very nice imo.
rapidash88
Profile Joined March 2011
United States194 Posts
May 28 2012 14:02 GMT
#1090
How bout we get a list of people interested in a community fortress?
Stroke me a clipper, I'll be back for Christmas
DuB phool
Profile Joined April 2011
United States1003 Posts
May 28 2012 15:00 GMT
#1091
Oh PLEASE do a shared fortress! :D
I just finished reading Boatmurdered and need more DF! I'm sure TL could make something epic. Gogo dorfs!
"overwatch is jesus" - motbob 2016
ShloobeR
Profile Blog Joined April 2008
Korea (South)3850 Posts
May 28 2012 15:28 GMT
#1092
I'm 100% down for a community fortress
: o )
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
May 28 2012 16:18 GMT
#1093
Every succession thing needs newbies. /in
I work alone. // Visit TL Mafia subforum!
amatoer
Profile Joined January 2008
Germany212 Posts
Last Edited: 2012-05-29 13:40:01
May 29 2012 11:48 GMT
#1094
so far there are:
  • Alak
  • rapidash88
  • plated.rawr
  • DuB phool
  • ShloobeR
  • Kurumi
  • amatoer
  • Qbek (backup worsener if its going too smoothly)


so what about the ruels? Non-save biome? And..?
I'd just copy the rules from the Boatmurdered Project. Seems legit.
One year = one turn, from spring of one year to spring of the next. Once you see the cheery green "Spring has arrived!" text, save it, zip it, and get it to the next player. Upload it to rapidshare.com or something similar, and post the link to your savegame so the next person can get it and begin. Feel free to break your turn up into a bunch of posts, but let's try and keep it moving along.

Once it's your turn, you get a week from the time that the link is posted to take your turn. If you start but can't finish, your successor has the option to pick up where you left off and play out the rest of your turn and their. If you don't start, then the old savegame just goes to the next player. If you trash the fort to total -- and I mean TOTAL -- unplayability (e.g. magma flood oh god), we'll revert to an old save, but overcoming setbacks is half the fun, so hopefully we won't have to do this.

Pretty much anything goes except for the following: 1) using huge bridge hallways to kill demons/seiging armies, and 2) things that make later turns totally unplayable such as flooding the world, mining adamantine, or removing bridges in creative ways so that the pathing eats it and the bridges can't be reconstructed and the fortress descends into an orgy of violence and starvation. If you do this, we roll back to an old save and everyone gets dwarven blue balls (which are shorter, but stronger, than the regular variety), so nobody do this please

Maybe some more ideas? Quoting plated.rawr from p54:
- Multiple entrances. Defense is pretty rough without tons of tactical chokepoints
- No traps aside from decor and for animal training
- Blind law. Follow accusations blindly, even when they're wrong
- People's chioce. Let popularity decide mayors rather than yourself
- Labor castes. About ten or so types of workers with specific hauling and workmanship jobs, without deviations
- Caste segregations. Keep the filthy peasants apart from your nobles and quality craftsmen. Let them sleep in dirty dormitories rather than private chambers.
DuB phool
Profile Joined April 2011
United States1003 Posts
May 29 2012 13:12 GMT
#1095
Oh, nonono. In rooting for a succession game I meant that I'd love to read the battlereports from TL's great dwarf-leaders, I can't actually play myself. I have yet to develop my skills as a dwarflord.

I will learn though! Practice makes perfect...
"overwatch is jesus" - motbob 2016
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
May 29 2012 13:20 GMT
#1096
I can hop in as a mean to break some stuff up if you do too good, I'm nothing good in the game(don't have time to dive into the more complex stuff till 4th next month, and probably will focus on D3 for sometime before I go into other games so it will rather stay this way for some time) BUT I get the very basics so if you want to spice things up I should be around
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
gTank
Profile Joined January 2011
Austria2667 Posts
May 29 2012 14:50 GMT
#1097
I'm not that good as a player but i am sure as hell interested to read the posts, what will happen and how it will evolve ^^

And I got the lazy noob pack, which seems to have everything I would ever want for this game (or I simply don't know it better)
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
coma
Profile Joined March 2010
Germany86 Posts
May 30 2012 13:31 GMT
#1098
I'd be up for this too. Also, players being bad is the best thing that can happen to a succession game. It makes everything(especially the reading) so much more exciting. Just try your best and write the story from the view of a character that has as much as an idea of fortress management as yourself.

We should get this started and see how far we can get.
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
May 30 2012 13:34 GMT
#1099
The first players should be really good in the game to setup things nicely and than things can go mad with newbies :D
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
May 30 2012 13:35 GMT
#1100
I dunno. The last time, we had two pretty experienced players do the first couple rounds, which got everything working fine.

We don't really want everything working fine, do we?

Seriously though, as long as there's one dwarf alive, it should be all good. The first player should at least have tried the game before, but beyond that, I don't feel any grand ammount of experience should be neccessary.
Savior broke my heart ;_; || twitch.tv/onnings
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