Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Impossible to play long term?  (Read 4598 times)

smjjames

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #15 on: September 28, 2014, 11:05:41 pm »

One thing you can do is go into adventure mode and slaughter goblins. I lost ten out of forteen sites of my dwarven civ, so O retired, went to adventure mode, and hunted every single goblin I could. It took three days of near constant playing, but in one month game time, I put the goblins down to 1/10 of their previous population. But guess what? They still took one hillock.

Yeah, I believe the bug is that even a small squad is always successful in an attack. I think this may actually be the case in adventure mode as well, not sure.
Logged

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #16 on: September 28, 2014, 11:18:43 pm »

Well, I've taken up the gauntlet.  Created a world with a lot of lakes / marshes and which also has multiple isolated islands.  Of the four dwarven civs, two have been destroyed but you can still select them as embark civs.  With only the starting seven dwarves and the possibility of no caravans or migrants... hopefully the seven are prodigious breeders (ala Dr Strangelove).

So, I'll setup fortresses on islands, get them to 200+ dwarves, then retire them.

The starting island has silver, iron and copper along with a flux stone layer.  That seemed like a requirement so that future embarks have access to things like anvils. 

Also, since I'm settling on islands, I'll have to deal with a multi-layer aquifer.  I've never tackled one of those before, but the island is covered in trees, so I have plenty of wood.
Logged

Prudent Viper

  • Bay Watcher
  • Professional Unprofessional
    • View Profile
Re: Impossible to play long term?
« Reply #17 on: September 29, 2014, 12:22:07 pm »

Actually, the goblin's super aggressiveness seems to stop after a while. I'm on year fifteen on one of my fortresses and while a lot of dwarf sites fell in the first three, after that they all remained friendly.
Logged
*Tryrar fires Prudent Viper. Out of a cannon. Into the sun*

Nikow

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #18 on: September 30, 2014, 04:15:47 pm »

Just mod game to delete goblins.
Logged
In my fortress dwarves are dying from old age.
Dwarven wine is a little bit like good chicken soup:  solid at room temperature.

Prudent Viper

  • Bay Watcher
  • Professional Unprofessional
    • View Profile
Re: Impossible to play long term?
« Reply #19 on: September 30, 2014, 04:18:28 pm »

Just mod game to delete goblins.

Have you ever heard the phrase; "cutting off your nose to spite your face"?

You just epitomised it.
Logged
*Tryrar fires Prudent Viper. Out of a cannon. Into the sun*

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: Impossible to play long term?
« Reply #20 on: September 30, 2014, 07:32:03 pm »

It's funny, I tried to make a world where the civs couldn't reach each other, as well.  I made an elf-friendly island, a human friendly island, a dwarf friendly island, and a goblin wasteland island.  Sounds good, right?

I figured.. finally, here's the solution to having goblin administrators, and a workaround for world events as described here and in other threads.

Nope.  If anything, multi-race forts were even MORE common.  Tried it with 3, 4 and 5 tile wide oceans, tried it with 3,4 and 5 tile wide , 400 elevation mountain ranges.  Tried it with both oceans and mountain ranges.  Nope.  It's like worldgen ignores geography entirely and just presumes everyone can reach everyone. (note, in a pocket world).

So, hell if I know what's going on during worldgen, but at the moment, something illogical is happening if/when civs can't reach each other.

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #21 on: September 30, 2014, 10:33:26 pm »

So, even though my civilization is basically extinct - i.e. I could pick them to embark, but they have zero sites anywhere in the world.  Plus, I embarked on an island, cutoff from everything.
  • The original seven dwarves have zero relations (mother, father, etc.)
  • I still get migrants - seemingly made up out of thin air as well
  • I get a dwarven caravan in the fall
  • No liaison, as expected... how curious!

So far, I've had a weretortoise visit the map - it killed a mule, then a dwarf, then changed back to human and scurried off the map.
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: Impossible to play long term?
« Reply #22 on: October 01, 2014, 10:30:02 am »

So, even though my civilization is basically extinct - i.e. I could pick them to embark, but they have zero sites anywhere in the world.  Plus, I embarked on an island, cutoff from everything.
  • The original seven dwarves have zero relations (mother, father, etc.)
  • I still get migrants - seemingly made up out of thin air as well
  • I get a dwarven caravan in the fall
  • No liaison, as expected... how curious!
Some actually prefer extinct civs because in the past it limited your migrant waves to the first hardcoded 2. It seems this might not be the case anymore. Now we have an init option (Strict Pop Cap) that acts as a limit on all waves.
  • They are generated out of thin air currently.
  • Is this the first 2 or do you get more?
  • I noticed this as well. It is more or less just an event the game triggers.
  • Be warned in year 2 one of your dwarves will become king/queen.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Inarius

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #23 on: October 01, 2014, 10:53:43 am »

What is good is that when you play an extinct fortress, if you abandon it, and create a second fortress, most of your first migrants will come from your former fortress. I have had a world where my most famous warrior (Steelwoman the automn of sockets) moved 4 times to my newly fortress.  (but it stopped when she was injuried and my former-miner doctor had a trantrum and still had his steel pick...)

Logged

Miuramir

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #24 on: October 01, 2014, 12:26:00 pm »

It's funny, I tried to make a world where the civs couldn't reach each other, as well.  I made an elf-friendly island, a human friendly island, a dwarf friendly island, and a goblin wasteland island.  Sounds good, right?

I figured.. finally, here's the solution to having goblin administrators, and a workaround for world events as described here and in other threads.

Nope.  If anything, multi-race forts were even MORE common.  Tried it with 3, 4 and 5 tile wide oceans, tried it with 3,4 and 5 tile wide , 400 elevation mountain ranges.  Tried it with both oceans and mountain ranges.  Nope.  It's like worldgen ignores geography entirely and just presumes everyone can reach everyone. (note, in a pocket world).

This is interesting.  There's a max range in tiles for setting a siege in fort mode (IIRC 10 to 30 tiles depending); could it be that this is also applied as a shortcut in worldgen?  It might be that your "isolated islands" need to be more than 30 map tiles from each other, which might not be the case if your world is small. 
Logged

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #25 on: October 01, 2014, 01:37:43 pm »

According to Dwarf Therapist, I have had four migration waves so far.  From what I recall (I've had one death), it was 8, 8, 5, 3.  And the last one put me at my population cap of 30 dwarves.

Emacamade - world details

Oddly, even though the civ has lost all sites (before I embarked), there are nobles listed on the "c" civ screen post-embark.



Most of those names are goblins.  There are a few exceptions such as the dwarf Arstruk Prairiemonster, administrator in Bellsscorch.

I have gotten two caravans so far (settled at start of year 400, it is now early summer 402).
Logged

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #26 on: October 01, 2014, 01:43:25 pm »

What is good is that when you play an extinct fortress, if you abandon it, and create a second fortress, most of your first migrants will come from your former fortress.

The initial goal (in my game) is to prevent the two dwarven civilizations from going extinct.  That way I hopefully have a world where I can cycle between adventure / fortress mode without it ending up as a single-race game where all the races are extinct except for whichever one was the most aggressive.

I was actually disappointed that it generated migrants out of thin air as well as a caravan each fall.  I thought I'd be stuck with just the starting 7 and whatever I could wring out of the embark screen for plants / animals, or what I could catch/forage for at the embark location.

As for depletion of the old fortress population, I don't know whether retired fortresses keep having births over time or if their population goes static in the new version.  If they continue to breed and since they are on an isolated island, by year 500 there might be a few hundred dwarves.
Logged

Prudent Viper

  • Bay Watcher
  • Professional Unprofessional
    • View Profile
Re: Impossible to play long term?
« Reply #27 on: October 01, 2014, 01:44:50 pm »

Not only are all your nobles goblins, but they also have goblin names. In addition, the fact that the only dwarf has a goblin name too means something fishy is going on.
Logged
*Tryrar fires Prudent Viper. Out of a cannon. Into the sun*

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Impossible to play long term?
« Reply #28 on: October 01, 2014, 05:34:53 pm »

I have saves for everything, unfortunately when I worldgen, I generate with:

   [REVEAL_ALL_HISTORY:0]
   [CULL_HISTORICAL_FIGURES:1]

So it can be tricky looking up exactly what happened at a site unless you gather rumors in adventurer mode.

...

Even more curious for the 3rd caravan, I got a diplomat!:

Quote
The outpost liaison Meng Oddombuzat from Goden Ducium has arrived.

Even though the name is goblin-ish, the description is that of a dwarf.  "Goden Dicum" is "The Ropes of Work", the apparently not quite extinct dwarven civilization that I embarked from.

I say extinct - because in legends view, there are no site events for Ropes of Work since all of their sites were taken over about 230 years prior.
« Last Edit: October 01, 2014, 05:38:23 pm by wuphonsreach »
Logged

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Impossible to play long term?
« Reply #29 on: October 01, 2014, 05:53:41 pm »

I have saves for everything, unfortunately when I worldgen, I generate with:

   [REVEAL_ALL_HISTORY:0]
   [CULL_HISTORICAL_FIGURES:1]

So it can be tricky looking up exactly what happened at a site unless you gather rumors in adventurer mode.

...

Even more curious for the 3rd caravan, I got a diplomat!:

Quote
The outpost liaison Meng Oddombuzat from Goden Ducium has arrived.

Even though the name is goblin-ish, the description is that of a dwarf.  "Goden Dicum" is "The Ropes of Work", the apparently not quite extinct dwarven civilization that I embarked from.

I say extinct - because in legends view, there are no site events for Ropes of Work since all of their sites were taken over about 230 years prior.
In Legends Viewer I've had some conflicting reports for extinct civs. Several times there's been civs that the screen for the civ itself say they have no sites left, but then the map screen (accessed normally not accessed through the civ's screen) shows several sites that it says are owned by the civ and contain people from the civ. So, Legends Viewer sometimes gets that stuff wrong.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia
Pages: 1 [2] 3