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Author Topic: Export Wealth Problems in .04, any fixes?  (Read 13623 times)

mirrizin

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Re: Export Wealth Problems in .04, any fixes?
« Reply #30 on: February 08, 2016, 04:52:32 pm »

I was wondering what had happened to the humans...
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adamantyr

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Re: Export Wealth Problems in .04, any fixes?
« Reply #31 on: February 08, 2016, 06:06:30 pm »

It's been a year or so since I played, so I was a bit surprised with this bug!

One question, is anyone else experiencing a lack of Goblin raids? My fort has only deep metals and a TON of gold and honestly I was concerned with exporting gold items because I figured that would get a lot of gobliny attention in short order, but my fort is over three years old without a single attack. After I learned of this bug I wondered if it's slowing down the goblin raids, which are from my understanding influenced by your exported wealth...

I've only had a couple zombies and a weregecko visit, along with a human bard of some repute who promptly fell into my moat and drowned... Now my fort has 137 dwarves and I'm seriously contemplating sending a whole host of them down into the underground caverns to prune the numbers a bit.
« Last Edit: February 08, 2016, 06:13:32 pm by adamantyr »
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mirrizin

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Re: Export Wealth Problems in .04, any fixes?
« Reply #32 on: February 08, 2016, 07:30:43 pm »

It's been a year or so since I played, so I was a bit surprised with this bug!

One question, is anyone else experiencing a lack of Goblin raids? My fort has only deep metals and a TON of gold and honestly I was concerned with exporting gold items because I figured that would get a lot of gobliny attention in short order, but my fort is over three years old without a single attack. After I learned of this bug I wondered if it's slowing down the goblin raids, which are from my understanding influenced by your exported wealth...

I've only had a couple zombies and a weregecko visit, along with a human bard of some repute who promptly fell into my moat and drowned... Now my fort has 137 dwarves and I'm seriously contemplating sending a whole host of them down into the underground caverns to prune the numbers a bit.
I haven't seen ambushes at all, and I think they've been removed for now.

My current fort has seen one false siege (siegers who wandered on and fled) and two largish goblin sieges.

I think that a lot of it has to do with in-game geography and other random factors outside of the player's control.
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Niddhoger

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Re: Export Wealth Problems in .04, any fixes?
« Reply #33 on: February 08, 2016, 10:52:11 pm »

The main issue is that sieges fraw from historical populations. If the nearby goblin down doesn't have the population to support a siege party, you won't get a siege.
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PatrikLundell

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Re: Export Wealth Problems in .04, any fixes?
« Reply #34 on: February 09, 2016, 04:46:41 am »

As Niddhoger said, location is everything. If you want to ensure goblin sieges you will not only have to ensure goblin civs are in range, but also that they are strong enough to attack you (so "your" civ doesn't consist of 20 goblins, while the one further away consists of the other 10000). I think it's actually even worse than that, in that the sieges are all made up of population from the nearest settlement, so if that one doesn't have much in the way of population the enemy doesn't have much in the way of troops to send, as they don't know how to draw troops from other settlements as yet.
Thus, you basically need to use legends mode (probably easier to do using one of the viewers) to find out if the enemy has any strength to attack you at your intended embark site.
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adamantyr

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Re: Export Wealth Problems in .04, any fixes?
« Reply #35 on: February 09, 2016, 02:06:04 pm »

Very interesting... as I said, it's been awhile since I played actively, and it sounds like the game's gotten much more sophisticated with sieges! It used to be pretty much guaranteed you'd get attacked by goblin forces by year three or four.

I think my main issue is I just get overwhelmed managing so many dwarves... I had JUST finished carving out 64 more bedrooms and then another 35 show up.  :P I know I can adjust the cap but then it feels like I'm not really playing the game as intended...
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The learned fool writes his nonsense in better languages than the unlearned; but still it is nonsense. - Poor Richard's Almanac

PatrikLundell

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Re: Export Wealth Problems in .04, any fixes?
« Reply #36 on: February 10, 2016, 03:57:35 am »

Personally I adjust the cap so each migration wave consists of at most 10 dorfs. On the other hand I reduce the attack thresholds for the other races down to 20 and minimum wealth and exports. The "in game" ways to reduce immigration is to NOT build up wealth more than necessary, as well as making the fortress dangerous (deaths) to scare migrants away.

I don't really consider there to be much of an "intended" way of playing DF. It's a sandbox game, and, as such, it's up to you to define your goals and how you want to play it.
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devenv

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Re: Export Wealth Problems in .04, any fixes?
« Reply #37 on: February 10, 2016, 04:26:13 pm »

Here is a cheat engine for import/export, not sure if it'll work for you though... (save it as whatever.CT)

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="18">
  <CheatEntries>
    <CheatEntry>
      <ID>0</ID>
      <Description>"Import"</Description>
      <Color>80000008</Color>
      <VariableType>4 Bytes</VariableType>
      <Address>"Dwarf Fortress.exe"+157F258</Address>
    </CheatEntry>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Export"</Description>
      <Color>80000008</Color>
      <VariableType>4 Bytes</VariableType>
      <Address>0193F260</Address>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
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Detros

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Re: Export Wealth Problems in .04, any fixes?
« Reply #38 on: February 10, 2016, 07:23:52 pm »

0.42.06 is out, it should be repaired.
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