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Author Topic: v42.06 What's the latest love shack scheme to promote marriage?  (Read 3166 times)

Sanctume

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First, I am setting the cap to 20 so I can focus on building facilities to house and defend the fort. 

What are the ways to encourage socializing to increase relationships that lead to marriage?

Can I still use the table-chair-chair-table (TCCT) dining room setup to encourage physical contact that suppose to help social interactions?

pisskop

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #1 on: April 04, 2016, 10:49:18 am »

Physical contact promotes relationships?

So wrestlers are the ultimate lovers of DF?
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Sanctume

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #2 on: April 04, 2016, 11:32:02 am »

Worth testing to put the 2 in the same wresting squad, military move order them to a room, perhaps defend burrow in that room. 

There are some threads detailing food, drinks, tables, chairs, and 2 beds in a lockable room.  But I'll read up some more and update the first post.

PatrikLundell

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #3 on: April 04, 2016, 02:30:47 pm »

It's a two step process. The first one is to get at least one of the candidates to recognize the other (relations are not always mutual). I have no idea how to promote that apart from time. Newly grown adults rarely, if ever, know any of the other kids they grew up with.

Improving familiarity with others is done by socializing, which is where the second step comes in.
The second step is a pre honeymoon suite:
A room (I've used 3*3 to good effect) with a food and a booze stockpile, plus beds for the two candidates (remove their previous bed ownership).
Set up a tavern zone (can be part of the normal one) and burrow the two candidates there. It can take an eternity for them to actually get and stay there, since the needs system causes burrow violations, though, so a door to lock them in once they get there works, as the incorrect MillBuilding task eventually gets replaced by the correct MillingBurrow.
Once the two are in there alone, lock the door (probably not needed, but the fewer external parties around the more focus they'll presumably have on each other.
If they're compatible (at least one recognizing the other, within the 10 year age range, willing to marry the other party's gender, and without disgust at the thought of marriage, etc. I haven't tried any couple of related dorfs, although I've heard it said only siblings are prohibited [parents are automatically excluded both on the age restriction and the fact that they're {usually} married already]), they'll gradually increase their familiarity and become lovers and then married. Once that happens you'll remove the tavern zone to let them spend time on no job. You can check up on the female with DFHacks gui/gm-editor relations/pregnancy_genes. Once that changes from a nil value she's pregnant, the couple can be let out, the beds reassigned to the next couple, the stocks can be topped up. Rinse and repeat.
You can repeat the last step in their room once a dorflet has been produced to keep them coming. Be prepared for frustration with their burrow violations, though.

Edit:
And concerning pisskop's advice: I've heard it before, but my experience is that militia members are extremely poor at getting to recognize other dorfs. I had a case where it took several years for a drafted migrant to recognize anyone, and that was the squad leader. The other squad members remained complete strangers for several years more...
« Last Edit: April 04, 2016, 02:37:53 pm by PatrikLundell »
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Sanctume

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #4 on: April 04, 2016, 04:17:48 pm »

Thanks PatrikLundell. 

I've re-rolled many fortess and the first 7 are usually "Friends" status fairly early after the embark.  But yeah, the next 2 migrant waves hardly have anyone as Friends and mostly have relatives that did not come in the wave, some couples already married.

I have to start noting ages too from now on as I was only looking into the marriage propensities.



pisskop

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #5 on: April 04, 2016, 04:22:46 pm »

They fixed the 'dwarves wont talk to each other' bug that prevented most dwarves besides the S7 from making relationships?

Once I had my titular dwarf gain 2 lovers and 2 sons from 2 women.
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PatrikLundell

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #6 on: April 04, 2016, 04:48:44 pm »

Relationship building is very slow, so I wouldn't say it's been fixed. Unassisted it took my 17 dorfs (S7 + two hard coded waves of void dorfs) 20 years to form the first marriage and another 10 for the second one, and after the first few years I gave them winter off and had autumn as winding down time, so they should have had ample time for socializing. After 10 more I had two lover-never-to-get-married couples as well. That's the time I started with the pre honeymoon suite experiments (the two couples had been pumping out one kid per couple and year through a yearly reproduction prompting from me, so eventually there were new candidates, but it took quite a few years for the new adults to randomly recognize someone of a suitable age, gender, etc.).
At 8 couples and a metropolis I stopped producing couples and encouraging baby making, letting them sort things out for themselves (occasional babies, but no marriages).

Another random note: In one case I saw the number of relations of pre honeymoon suite locked up dorfs decrease, which indicates relationships have to be maintained. Relationship degradation could explain why dorfs are so bad at relations: only a few points are gained, and if they're distributed more or less randomly over the fortress population it's hard to get anywhere relationally.

@pisskop: So the dorf actually reproduced out of wedlock? Were the relations serial or parallel? I've wondered if the occasional odd void dorf who arrives with a child but without a spouse in their relations list would be able to marry.
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darkflagrance

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #7 on: April 04, 2016, 06:16:49 pm »

I can recall a case in 40d where I had a void dwarf with a child but no spouse marry, but that was in a nine-year old version. It might be worth testing in the current version.
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Urist McVoyager

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #8 on: April 04, 2016, 09:43:16 pm »

I'd say the relationship stuff is completely random, possibly based more strongly on personality than just orientation. I've had several forts where one couple was friends before we even finished digging out basic utilities, and married within the first year. I've had others where it was a struggle getting any of them.

Way I do it is to assign couples based on age. set up bedrooms and dining halls to pair them up together, and just let them hang out once the initial rush to get stuff done is over. When I'm bothering with this, my pop cap is not large at all, so there's rarely much to do outside of food processing. I just set them up with normal bedrooms with two beds side by side instead of one. When they marry, I take one bed out and just leave them there. Dig out a new room whenever it looks like a new couple could be formed, and do it all again. I have an easier time of it than most because I do pre-game set up in the raws with orientation tags. I don't need incompatible orientations getting in the way of something that's finnicky to start with.
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Sanctume

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #9 on: April 05, 2016, 09:16:30 am »

Test sample. v42.06.
199_01: 7 founders. (year_month)
199_04: 4 migrants.
199_07: 4 migrants.  Pop cap set to 20.
200_01: 5 migrants.

M01+F01, M02+F02, M03+F03, M04+F04 are married migrants.
On 200_06 (summer) F02 "Carpenter Unib" gave birth at age 136, to a boy (8th child).

I'm in the process of setting the 3x5 + love shack with adjacent 3x3 as a temp bedroom for the male.

I only noted ages and deity, but not yet the marriage/love propensity.
Question: Is that from a trait? Some value read from DTherapist? or dfhack?

I have not assigned any bedrooms yet, but have dorms, and 2 levels of a zone declared as meeting hall and added to a tavern location, for citizens only.

From my sample, possible hook up: 4 Females to the remaining 5 Males with ages ranging from 56 to 103.

3 are out of range in ages: 112, 125, 148.

Spoiler (click to show/hide)

PatrikLundell

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #10 on: April 05, 2016, 09:32:34 am »

If you're trying to test couple forming I'd recommend using a dead civ or starting at year 1, since it seems couples are a lot rarer among void dwarves than among historical migrants.
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Sanctume

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #11 on: April 05, 2016, 10:50:15 am »

This medium region world has 4 dwarf civs, and I think one died off (or lost its mountainhome) around year 6. 

I'll check that later after practicing setup of this love shack, and knowing what to look for from dwarf stats be it DTherapist of dfhack.

Loci

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #12 on: April 10, 2016, 12:19:38 pm »

The second step is a pre honeymoon suite:
A room (I've used 3*3 to good effect) with a food and a booze stockpile, plus beds for the two candidates (remove their previous bed ownership).
Set up a tavern zone (can be part of the normal one) and burrow the two candidates there. It can take an eternity for them to actually get and stay there, since the needs system causes burrow violations, though, so a door to lock them in once they get there works, as the incorrect MillBuilding task eventually gets replaced by the correct MillingBurrow.

You can place two levers in the room, profile them for your chosen dwarves, and order them pulled on repeat NOW! to make the couple report in a (more) timely manner.



You can check up on the female with DFHacks gui/gm-editor relations/pregnancy_genes. Once that changes from a nil value she's pregnant, the couple can be let out, the beds reassigned to the next couple, the stocks can be topped up. Rinse and repeat.

I modified the gaydar.lua script to test for pregnancy; it can test all citizens, named units, or the entire unit list at once:

Spoiler (click to show/hide)

To use it, copy the code and paste it into "hack/scripts/p-test.lua" in your Dwarf Fortress directory, then run "p-test" in the dfhack console.
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PatrikLundell

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #13 on: April 10, 2016, 01:28:41 pm »

The lever trick is definitely a good idea. Now, is there enough room in the room for two additional levers (yes, there should be)? The !NOW! modification might be a bit too stressful, though.

The p-test script sounds mighty handy!
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Saiko Kila

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Re: v42.06 What's the latest love shack scheme to promote marriage?
« Reply #14 on: April 10, 2016, 02:00:28 pm »

To use it, copy the code and paste it into "hack/scripts/p-test.lua" in your Dwarf Fortress directory, then run "p-test" in the dfhack console.

Surprised that only one of my dwarves is pregnant. What all the guys do to their wives during time alone? Manicure?

Also, wild birds get pregnant too. Too bad they can't carry the "pregnancy" through.
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