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Author Topic: Artefacts, what do I do?  (Read 972 times)

Elone

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Artefacts, what do I do?
« on: April 08, 2011, 12:04:48 pm »

Okay, so it usually goes like this.

I start a new fort, and I'm playing it for a while, like a happy kitten that I am. Suddenly there is a strange mood. Oh joy, artefact incoming!

Except not. A strange mood means this.

If you disallow your dorf to create the artefact, or you are simply unable to provide, he will inevitably go insane and die. This could be a useful dorf, and you dont want them to die!

If you allow your dorfs to make an artefact, then another, then another! the fort's value will artificially go up by so much, that sieges will start becoming an issue. I might be a slower player, I might simply not be ready for it, or even want a raid yet, but I cant influence when a strange mood will happen either.

And strange moods are random, so this is a luck based mission.

Does anyone other than me have this issue, and how do you solve it? Destroying or offering them is a painful way, as artefacts are unique and only one dorf can make only one. Is there another way? Or if not, what is the next best one (or two)? And, what about RAW editing, just to mention this option too?
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Minnakht

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Re: Artefacts, what do I do?
« Reply #1 on: April 08, 2011, 12:07:04 pm »

1. Wall the moody dwarf in, so if he goes insane, he's stuck.

OR

2. Stop being such a slow player
<--- is one of them

OR

3. Edit out [TRANCES] from ...entity_default, probably. No trances, but also no moods IIRC.
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JacenHanLovesLegos

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Re: Artefacts, what do I do?
« Reply #2 on: April 08, 2011, 12:17:58 pm »

Or turn off invasions...
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Elone

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Re: Artefacts, what do I do?
« Reply #3 on: April 08, 2011, 12:20:24 pm »

Yeah, well I know about walling them in, but most of the time, it hits a useful one. I was trying to avoid that. And I dont necessarily want to be a faster player. It feels like "Oh damn, I was already enjoying working on what I have, I didnt need more on my mind!" and notably, I feel the same about migrants. But the 3rd, thank you, this sounds useful! It wont be so hard if an artefact never gets made. It is hard getting rid of one knowingly, once it exists. I still wouldnt mind hearing other thoughts, but this will help already!

PS Invasions. To be honest, I want to have invasions... later. I just feel that I should choose how fast my own fort grows, and it refuses to. That being said, how do you disable them? And can they be enabled or disabled midgame?
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ahonek

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Re: Artefacts, what do I do?
« Reply #4 on: April 08, 2011, 12:21:38 pm »

Strange moods are a result of two things:

1) Open tiles. If you want fewer moods, dig fewer tiles.
2) Fort population. If you want fewer moods, have fewer dwarves.

The minimum fort population to produce a strange mood is 20.

Toady talks about these things during one of the older DFTalk episodes.
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Jheral

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Re: Artefacts, what do I do?
« Reply #5 on: April 08, 2011, 12:25:36 pm »

There is also an init option to turn artifacts off completely. Just go into d_init.txt and change

[ARTIFACTS:YES]

to

[ARTIFACTS:NO]
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Elone

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Re: Artefacts, what do I do?
« Reply #6 on: April 08, 2011, 12:28:33 pm »

Ooooh, YESSS! Why that has escaped me, is beyond me.

Offtopic, thank you for the quick replies, it is heartwarming to see a community like this.
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Necro910

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Re: Artefacts, what do I do?
« Reply #7 on: April 08, 2011, 12:30:21 pm »

Ooooh, YESSS! Why that has escaped me, is beyond me.

Offtopic, thank you for the quick replies, it is heartwarming to see a community like this.
Dwarves have to stick together! And I love the sense of community here too.

...And we need drinking buddies.

Jheral

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Re: Artefacts, what do I do?
« Reply #8 on: April 08, 2011, 12:30:53 pm »

...as long as you don't post any new threads about any topics discussed in the last few years, it's a good community, yeah  ;D
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EckyThump

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Re: Artefacts, what do I do?
« Reply #9 on: April 08, 2011, 12:34:47 pm »

I usually make sure to focus on defence from the beginning. Basic survival and accommodation (underground farms, brewery, dormitory, dining room and manager's office, plus carpentry and masonry to fuel them) and then straight to business with some rudimentary defences. Nine cage traps and nine spare cages to reload them is enough to deal with most ambushes, and a simple retractable bridge in the right place is an impregnable defence against sieges (Lockable doors are also an option, but they're no deterrent for the bigger sieges which bring trolls with them). Two 5x5 farm plots - one for plump helmets, one for seasonal crops - and a decent stock of barrels and your dwarves need never go hungry or thirsty no matter how often you have to seal them inside. With these basics in place, it doesn't really matter how quickly your wealth shoots up, you have the tools to deal with the consequences. Apart, of course, from the ridiculous migration waves consisting of Urist McPotashMaker and his whole sodding potash-fetishist clan. Make sure there's no way flying siegers can bypass your bridge, though.

It could be a useful dorf, but you've got to find something for all those goddamn McPotashMakers to do - might as well hand them the moody dwarf's old job. I've no sympathy for dwarves whose moods fail at this stage, it's their own bloody fault for daydreaming about glass-encrusted goblin-bone tables with zinc etchings when all we're producing yet is stone and panda-based job interruptions. There's no room for such lackadaisical behaviour in the halls of EckyThump's Bar, Grill and Sacrificial Temple.
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Oliolli

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Re: Artefacts, what do I do?
« Reply #10 on: April 08, 2011, 12:35:48 pm »

Ooooh, YESSS! Why that has escaped me, is beyond me.

Offtopic, thank you for the quick replies, it is heartwarming to see a community like this.
Dwarves have to stick together! And I love the sense of community here too.

...And we need drinking buddies.

And people to ramble about magma with.

EDIT: And people with whom to plan cruel demises to the elves and goblins.
« Last Edit: April 08, 2011, 12:37:43 pm by Oliolli »
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agatharchides

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Re: Artefacts, what do I do?
« Reply #11 on: April 08, 2011, 12:46:31 pm »

...as long as you don't post any new threads about any topics discussed in the last few years, it's a good community, yeah  ;D
That's why I just spam the little questions thread.  :P
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wuphonsreach

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Re: Artefacts, what do I do?
« Reply #12 on: April 08, 2011, 01:13:43 pm »

Yeah, part of the 1st and 2nd seasons is making sure that you're ready for unwanted guests.  This means that the priority for the 1st spring is:

- Get at least 20 tiles worth of underground farm going and get the seeds in the ground.
- Gather up any plants in the immediate embark, create a few tiny (6-8 tile) farm fields for each type.
- Build a still, a carpenter's workshop, a mechanic shop, a craft shop and a mason's shop
- Wall off or dig a 1-tile deep moat around the embark, usually about 15x15 area
- Control access to the embark area
- Slaughter any grazers (so you'll need 1 butcher shop, 1 tanner shop and 1 kitchen as well as those labors)
- Place a refuse pile
- Create wood stockpiles just outside the walled off area, start clear-cutting
- Make rock pots to hold food/drink
- Make mechanisms for traps, a few cage traps, a few wood weapon traps
- Make a few coffins, tables, chairs bins and beds
- Setup a handful of nest boxes and pen the different types of birds near them
- Create a egg food stockpile near the kitchen

For controlling access to the embark area, the down'n'dirty method is to create a 1x11 wall going outward from your walls.  Have a ramp/stairs up at the outer end and another set on the inside of your walled off area.  Line the first 8 tiles with simple weapon traps (wood corkscrews, wood spiked balls) and put 3 cage traps on the last 3 tiles.  Very little will manage to make it across the 8 weapon traps before falling back off, while your dwarves can use it as a bridge to get in/out of the safe area.  Anything that does make it that far will end up in the cage traps.

Moats work well against melee enemies, make them 1-tile wide and make sure that you can't climb up and get inside (so remove all ramps, except those used to exit the moat at a spot where you made the moat 2-tiles wide.
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Sutremaine

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Re: Artefacts, what do I do?
« Reply #13 on: April 08, 2011, 01:53:03 pm »

3. Edit out [TRANCES] from ...entity_default, probably. No trances, but also no moods IIRC.
'Trances' is just for martial trances. Moods come with being part of a civ.
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JacenHanLovesLegos

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Re: Artefacts, what do I do?
« Reply #14 on: April 09, 2011, 08:40:26 am »

PS Invasions. To be honest, I want to have invasions... later. I just feel that I should choose how fast my own fort grows, and it refuses to. That being said, how do you disable them? And can they be enabled or disabled midgame?
Go to the init and change [INVASION:YES] to [INVASION:NO].
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.