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Author Topic: Trivial findings  (Read 463313 times)

delphonso

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Re: Trivial findings
« Reply #1860 on: August 14, 2020, 03:46:36 am »

As far as I understand it - fish are "vermin" meaning they aren't bound by continual existence. As such, a fish that could be on any square can be fished from any other square. An indoor pond on an embark with a river should provide some river fish.

Large stuff like whales are animals, not vermin, so they can't be fished from indoor ponds.

anewaname

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Re: Trivial findings
« Reply #1861 on: August 14, 2020, 08:58:05 am »

@muldrake and @Immortal-D

Someone would have noticed sharks fighting cave crocs by now if this was the case :p

Sea-vermin have access, probably because that cave lake was linked to the edge of the map and was below the ocean biome. It appears that fish-vermin cannot be caught unless the tile you are fishing from is connected to a "water source" tile on the edge of the map.

@FantasticDorf

Yes, I think some of the surface biome features are applied to the below that are not intentional. I find those dead areas in the caverns also, where there are some initial plants, but no further moss or plantlife grows. But I also find plenty of normal cavern areas under the ocean. You can also cause ocean water to enter the map at any depth, by setting up a "fortification-water-drain" followed by a fort abandon/reclaim. When you reclaim, the fortification will now be a source of non-pressurized ocean water, even if the fortification is just above the SMR.
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Immortal-D

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Re: Trivial findings
« Reply #1862 on: August 14, 2020, 07:43:34 pm »

Ah, more's the pity.  Guess I'll need to continue catching my sharks the old fashioned way.

lukerules117

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Re: Trivial findings
« Reply #1863 on: August 15, 2020, 12:07:57 am »

After a year with only my seven starting dwarves and no migrants I decided to take a long hard look at the map and realized I chose a civilization without any holdings on that continent. It seems that intercontinental swimming is infact not a skill dwarves possess.
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muldrake

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Re: Trivial findings
« Reply #1864 on: August 15, 2020, 01:19:05 am »

@muldrake and @Immortal-D

Someone would have noticed sharks fighting cave crocs by now if this was the case :p

So much for my idea of a pit dug below the caverns full of zombie giant sperm whales to drop forgotten beasts into.
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Immortal-D

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Re: Trivial findings
« Reply #1865 on: August 15, 2020, 06:08:19 pm »

@muldrake and @Immortal-D

Someone would have noticed sharks fighting cave crocs by now if this was the case :p

So much for my idea of a pit dug below the caverns full of zombie giant sperm whales to drop forgotten beasts into.
You can still do that, it will just take a bit more effort.

FantasticDorf

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Re: Trivial findings
« Reply #1866 on: August 17, 2020, 02:41:13 pm »

Zombies husked by clouds will infact just leave whilst on a death biome at their alloted time like nothing changed.

Though to be honest, im quite sure that peregrine falcon husk had already been mangled to death once. Ill have to experiment to see if the biome reanimated them or specifically the evil weather can also affect corpses.
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spazyak

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Re: Trivial findings
« Reply #1867 on: August 17, 2020, 08:16:27 pm »

Apparently you can sell and trade berserk and insane dwarves and visitors that have been captured or arrested and kept in a cage. I haven't been able to successfully haul a berserk dwarf to the trade depot but I have been able to haul a melancholic one. I need to try and see if banishing a captured dwarf will also make them able to be brought to the trade depot
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muldrake

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Re: Trivial findings
« Reply #1868 on: August 17, 2020, 11:06:40 pm »

Apparently you can sell and trade berserk and insane dwarves and visitors that have been captured or arrested and kept in a cage. I haven't been able to successfully haul a berserk dwarf to the trade depot but I have been able to haul a melancholic one. I need to try and see if banishing a captured dwarf will also make them able to be brought to the trade depot
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I'd call that a bug, because supposedly, the "SLAVERY" ethic should prevent you from being able to sell caged sapient beings.  And the punishment for slavery under dwarven ethics is "Capital punishment."  Strong disapproval of this among other practices is why dwarves are usually at war with goblins.
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spazyak

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Re: Trivial findings
« Reply #1869 on: August 18, 2020, 12:16:11 am »

I wonder how the ethic got disabled for my fort then or if something else is at play.
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muldrake

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Re: Trivial findings
« Reply #1870 on: August 18, 2020, 12:56:33 am »

I wonder how the ethic got disabled for my fort then or if something else is at play.

If it's vanilla, it's likely it's just a bug.  Ethics also aren't just for the fort, they're for the entirety of dwarfdom.
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Grax

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Re: Trivial findings
« Reply #1871 on: August 18, 2020, 08:57:12 am »

BTW, how do you guys deal with unfulfilled dwarven needs and distraction?
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Shonai_Dweller

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Re: Trivial findings
« Reply #1872 on: August 18, 2020, 09:19:24 am »

BTW, how do you guys deal with unfulfilled dwarven needs and distraction?
Meet a couple of their needs. They're soon not distracted.
Very occasionally you find someone whose needs are all impossible to meet (wants friends and family, prefers to stay alone). Just send these guys off to your off-map holdings if they're slowing you down too much.

Stress is harder, and suffers from a fair amount of balance issues right now. Just deal with it until game gets another stress system update (theoretically there's one coming before Steam).
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FantasticDorf

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Re: Trivial findings
« Reply #1873 on: August 18, 2020, 10:45:21 am »

Stress is harder, and suffers from a fair amount of balance issues right now. Just deal with it until game gets another stress system update (theoretically there's one coming before Steam).

Setting up honeymoon suites will dump such a lot of familly or friend needs at once when they make a connection or get married for the first time, usually by bunking members of the same sex together who are aquainted in 1x1 bedrooms if they aren't socialising very well in the tavern (assuming its set up efficiently) or have busy lives doing essential fortress tasks (early masonry etc).

Its more the imperfections of the system like locations being very aggressive mixed with burrows requiring fortress wide `coupling time`shutoffs of locations, and that needs are often opaque to the requirements or steps verging on unnatural exploit behaviour. Dipping booze in every finished meal seems to be a strategy that's seen me through with quarrybushes.
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Grax

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Re: Trivial findings
« Reply #1874 on: August 19, 2020, 02:28:55 pm »

And what you'll do with [nosleep] [nothought] ? ;-)
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