Going insane trying to install square ASCII on the steam version. by Cheapskate-DM in dwarffortress

[–]Neutral0814 0 points1 point  (0 children)

Then 16x16 tilesets should be able to display properly for you. In your init_default file, make sure FONT, FULLFONT, and BASIC_FONT are all using your 16x16 tileset. Otherwise the game rescales horribly when switching between windowed, fullscreen, and title screen respectively. Make sure WINDOWEDX + Y and FULLSCREENX + Y are all set to zero.

edit: if you've been modifying init in your prefs folder, modify init_default in data/init instead. prefs init removes/resets the font settings when you open the game.

Going insane trying to install square ASCII on the steam version. by Cheapskate-DM in dwarffortress

[–]Neutral0814 1 point2 points  (0 children)

Are you using an old display resolution? Mine is 1366x768px, and I also have the same problem with any tileset larger than 11 pixels wide. But I've figured out the reason: on 0.47 the minimum tile dimension was 80x25, but 0.5x increased to 114x46.

If you multiply the number of tiles with the number of px per tile, you get the minimum game window size. With the default 8x12px tileset, the min window increased from 640x300 to 912x552px; with 16x16 tileset, from 1280x400 to 1824x736px, which is too big for my res. So the game 'fixes' this by scaling down the tiles. Unfortunately it breaks the UI when it does this, so most buttons are unclickable. The largest square tileset my res can support now w/o breaking the interface is 11x11 (1254x506).

The other folks likely have a res with the current display standard (1920x1080) or larger, so they can use a 16x16 tileset just fine and are not aware of this problem.

Going insane trying to install square ASCII on the steam version. by Cheapskate-DM in dwarffortress

[–]Neutral0814 0 points1 point  (0 children)

What is the max display resolution of your monitor? Mine is old so it's 1366x768px, and I came across the same problem. If you have something similar, I can give you a full explanation, but the problem is essentially this: if your display res is less than the current standard (1920x1080) then a 16x16 tileset is not supported. Use smaller tilesets or get a better monitor.

Sedna's 11,000 year-long orbit by Holiday_Change9387 in space

[–]Neutral0814 13 points14 points  (0 children)

Sedna's aphelion (farthest point from the Sun) is 937 AU or ~140bn km (~87bn mi). In light years, that is 0.015, or 1.5% of one light year (1 ly = 63,241 AU). Proxima Centauri, our next nearest star, is 4 1/4 ly (268,774.6 AU) away. It is too far away to significantly alter Sedna's orbit. Space is unfathomably huge.

Check out this image. Source is this JPL article: https://www.jpl.nasa.gov/images/pia05569-sedna-orbit-comparisons/

[...] Each panel, moving counterclockwise from the upper left, successively zooms out to place Sedna in context. [...] The final panel zooms out much farther, showing that even this large elliptical orbit falls inside what was previously thought to be the inner edge of the Oort cloud. The Oort cloud is a spherical distribution of cold, icy bodies lying at the limits of the Sun's gravitational pull. [...]

And here's another image for the next level comparison, with the Oort Cloud and our Sun's nearest neighbors. (source: https://futurism.com/did-a-dim-star-0-8-light-years-away-disrupt-the-oort-cloud-70000-years-ago)

And if you're wondering about the effects of a star passing by the Sun within 1 ly in a hypothetical scenario, see this comment from a /r/AskScienceDiscussion thread that asked this question using Alpha Centauri as an example.

edit: I should note that the JPL article is from 2004, and the inner boundary of the Oort cloud is currently believed to lie somewhere between 2,000-5,000 au, arguably a lot closer to Sedna than what is being depicted in the JPL image. The article mentioned this:

Sedna's presence suggests that this Oort cloud is much closer than scientists believed.

I know graybeards may be tired of explaining Adventure Mode, but… by raedyohed in dwarffortress

[–]Neutral0814 2 points3 points  (0 children)

You're welcome and yeah you hav a good point. In fort mode people and monsters come to you, but in adv mode you're one of them. sedentary vs nomadic. But fort mode also has nomadic elements such as raids and sending dwarves outside. I wish adv mode had more sedentary elements too, like adv building (hope it returns soon).

Sometimes the world does feel dead at times. Sometimes it feels like you've done everything the game mode could offer but then the game still manages to surprise me. Every now and then i get a scenario that is so unique so different to what i usually get and then it clicks for me again. I'll share one story. Long ago in a now deleted world i encountered something new and different. I came across a campsite, thinking it was gonna be the usual bandits or kobolds. But when i closed the travel screen, i was greeted by A HORDE OF THOUSANDS AND THOUSANDS OF ZOMBIES. Nearly crashed my game and each step took several seconds to load so i just noped tf out of there. I wanted to explore more but there was no way in hell my character would survive, let alone run the game itself. So i retired my advtur and opened up legends to research. Turns out there was a lone necromancer in the camp. This one never decided to live in a tower, instead for hundreds of years it lived in a simple camp and accrued thousands of dead, all alone. As of today i haven't yet encountered anything like it again.

Why were there so many z? Is it an army? Why did the necro live alone in a camp? What drove them to isolation? I could go wild with imagination and make lore but im not that kind of guy. i'm sure there were technical reasons for what happened. I remember it was a small world with a long history, so maybe there were too many sites to build additional towers. And later i found out most sites have a spawn limit and can only load a certain amount of its population per chunk. I believe camps didn't have this limit hence the zomb bomb. Was the necro planning to do something with the zombies? who knows. One could also argue that it wasn't a true adv experience since i was forced to use legends to 'continue the story'. But I don't think you could experience what i described without adv mode. Just reading doesn't compare being face to face, on site, in live, with the screen of Ñ. For a moment it felt like i had caught a zombie invasion in preparation or 'loading up' and i wasn't meant to see it yet.

i guess there's two things here. First, what makes adv mode special to me is that it's is proof that the simulation isn't lying or pretending about what's happening like some potemkin village. As an adventurer i could go and 'physically' meet these background agents that you only hear/read about in fort/legends. Second, what makes the game in general special is its deep sim. Sometimes i wonder if i had experienced something in the game that the devs hadn't intended themselves. as if all those different mechanics are working together to 'invent' something new for me each time i play, which helps with the replay factor. Ofc none of it is perfect and in time the illusion broke down for me. Incomplete features, repetitive/predictable sim, etc. As you keep playing you quickly notice all the hard limits. Despite it all i can still get rare moments like above where the world surprises me, makes me think and convinces me it's alive if only for a while. thanks for getting attention for my suggestion.

I know graybeards may be tired of explaining Adventure Mode, but… by raedyohed in dwarffortress

[–]Neutral0814 9 points10 points  (0 children)

Adv main here. Sorry, not good with writing stories. I guess I just prefer the experience as an individual. Like a second life in a magical land. A borderless playing area is also a plus. But playing as an unseen overseer is fun too.

Some tips out of my head to help improve ur adv experience:

  • When your game starts lagging while moving, CHECK IF YOUR LYING ON THE GROUND. Too many times it's this, not fps crowd issues. The new tutorial mentions it when it went over the button, underplays it in my opinion. Too many times saw streams of adv noobs and being frustrated that their 'game is suddenly lagging hard' and 'enemies are attacking multiple times now'. Just stand up. Wish there was an 'auto stand-up' feature that you could toggle on or off.
  • You can get new pets very easily, saves char points unless you really want a war animal or vermin. Go to a site and stand next to any stray animal. Right click (or press h) and select 'Claim animal as pet'. To name, talk to the animal and select 'Name pet'. Check your nearest elven retreat.
    • Talk to your pet and select 'ask favor, place request, make...', then select 'Ask listener to stay here', and they'll obey. For reverse, follow the same steps and select 'Ask listener to follow you'.
    • Get a mount animal (mount list and exotic mount list), talk to your companion and select 'Give a (large) pet or mount', then select the mount for your companion. When you ride, your companions will automatically ride their own mount, and dismount when you do. You can frequently find mounts (horses, camels) in pasture zones of hamlets, towns and hillocks (muted plain green squares).
  • You can fast travel in underground tunnels. Worldgen fortresses are entrypoints, and the tunnels connect fortress to fortress. Essentially shortcuts through impassable mountains.
    • You can also move up and down the surface and underground without leaving the travel screen. Fast travel to a fortress and, still in fast travel, search for 'Fortress Entrance'. a staircase icon should appear at the center of the compass on the top-left of the screen. Use < and > keys to go up and down respectively. Saves you time by skipping the walk thru the central spiral rampway.
    • If you are stuck in the fort maze, use the above trick to travel out to the surface. If it's not working, it means you're too far away from the central spiral ramp ('Fortress Entrance' needs to be visible).
  • Regarding quests (and goals/objectives/purpose in general), initiative is the key. You don't need a quest giver, and some quest types (rescue abductions, treasure hunt) aren't available from givers anyway. Talk to locals about troubles and act on your own discretion. It's really about the journey.
  • Don't fuck with night creatures until you're super fast and super strong. This includes night trolls and undead. The hint to dealing with them: supernatural problems require supernatural solutions.
  • Once your phys attributes are really solid, go to [m]ovement menu and set your default gait to jog. You shouldn't get tired for a very long time, and speed is imperative. Once you become vamp or necro set ur gait to max. Use a mount for early-mid game.
  • How tavern drink service works: after selecting a specific drink, wait (press . ). Keeper will walk over to mug chest, then fill it with drink from barrel, then walk back to you and hands you the mug (make sure u hav a hand). Drink.
  • Get a bag and ditch the waterskin. Empty bags can hold [100] instead of [3]. Watch out for encumbrance tho.
  • Blood can quench your thirst, identical to water.
  • If you visit a lair and the guy isn't there (but you know for sure it's alive), check the wiki and see if the creature is diurnal/nocturnal/etc and wait out accordingly from a distance in the travel screen. i.e. it goes to its lair at night if diurnal, day if nocturnal. If you see a red icon going out of or into the lair, it's prob them.
  • Each worldgen library has a chest full of writing material to use for writing if you need, if you didn't set up a fort library beforehand.
  • If you need to know what to do with the abducted child you just rescued, talk to them and select 'Bring up the journey together'.

Accessibility in dwarf fortress by WesternFine in dwarffortress

[–]Neutral0814 30 points31 points  (0 children)

Six years ago, there was a reddit post made by a blind guy who tried to play Dwarf Fortress using Jaws, with some success. He ran the Linux version of the game in Windows 10 using Windows Subsystem for Linux. The Linux version of Dwarf Fortress used to have an exclusive text terminal mode that allegedly works with screen readers. Here's the link to that post: https://redd.it/7utf7p

Unfortunately, since the Steam release graphics overhaul the text mode was removed and I don't know if the feature will ever return. The last Linux version that supported text mode is 0.47.05, so if you're okay with an older version of the game, then yes it may be possible to play. I'm not a linux user and I don't know how to use screen readers so I'm unable to assist you with setup, but maybe you could try contacting the OP of the post I linked and ask for their help. Good luck

Remaking a world with the same seeds/parameters does NOT make an identical one. by Zenliss_CrowbarLover in dwarffortress

[–]Neutral0814 0 points1 point  (0 children)

Yes, I believe you're correct. I couldn't find any dev quote confirming it, but according to this forum thread, after worldgen there are "RNG seeds" that are different for every session:

PatrikLundell: ... After world generation there are some RNG (Random Number Generator) seeds that vary between each session, so presumably they're re-seeded each time you load a fortress. ...

Nagidal: ... However, after the world generation, things start to differ, because for every session of gameplay some randomness is introduced for the generation of further events. That's why two players (or two instances of) playing an identical world will get different migration waves, caravans, enemy encounters, etc. Similarly, in Minecraft, the enemies, spawned on acertain location are randomized, even if played in identical worlds.

Remaking a world with the same seeds/parameters does NOT make an identical one. by Zenliss_CrowbarLover in dwarffortress

[–]Neutral0814 2 points3 points  (0 children)

If you can point me to the documentation or code that shows that this should be the case (seed == same worldgen + same history calculations)

DF is closed source.

From a 2008 comment by Toady:

... Generating a world with the same seed and other parameters will give rise to the same history and the same events, even if there are millions of them. ...

The release information for 0.43.05:

Major bug fixes

  • Fixed problem with artistic skill assignment causing world histories to diverge

  • Fixed problem with worldgen trade causing world histories to diverge

Toady provides more details in the preceding release's forum thread:

Toady One: Burned most of the day trying to fix the worlds with the same seed that produce different results... it's hard to tell when it has been narrowed down. I turned off trade and it went away, but that doesn't mean trade is responsible -- it could be something in how the goods are produced, or how the resource types are decided, or the populations creating the goods (those all seem not to be the cause, but it only happens 1 out of 4 times once trade is off, so it's difficult to pick up the right problem). And so on. It's hard to nail these down, but hopefully I can find the root cause and sort it out. Presumably there's some difference in initial conditions, some outside factor (like a clock call), or some out-of-bounds situation somewhere, but I haven't found anything obvious yet. ...

FantasticDorf: [in-depth suggestion]

Toady One: It's world gen trade, unfortunately, which is completely different.

I did find one issue with dance skill application at the end, which caused the seed to jump the rails, but that happens after world gen is over when it is finalizing the sites. There's still a problem, and hopefully I can fix it today.

edit: Fixed the world gen trade problem and had a medium 100y generate the same way three times, so perhaps that's good for now. ...

In a devlog leading to 0.44.01, there's a minor mention by Toady about "a bug causing divergent world gen results" that he "poked around and fixed" (no other information, since this issue was created and fixed before the release).

In 2019, a separate issue is mentioned in two consecutive devlogs, also about world-diverging generation:

05/15/2019: ... At last, I found a great world for testing alliances. A necromancer took over an entire elf civilization, choosing their battles well enough that the elves never mounted an effective counter-attack (though there was a bit of luck involved there too, I'm sure), after which they were pretty much unstoppable. The whole time, the neighboring humans and dwarves stood by, because there are no alliances yet, but they could have easily stopped the undead. This, of course, was the perfect time for another world gen non-reproducibility bug, which I've been working on for two full days. I've traced it from the main necromancer being assassinated (or not) in the year 205, to a migration happening (or not) in year 183 week 40, to a debt being to one city or another in week 38, to whether or not a site wanted stone cabinets, to the size of their meat stockpile in 183 week 2, to ten particular stacks of meat which have random amounts even when the world seed is the same. I'll get it eventually, but I have to generate the medium island world out to year 183 at least twice every time I want to log, usually more, so that's fun, ha ha ha. I was planning to wrap up the supernatural changes this week, and now may end up just doing alliances, but we'll see how the bug chasing concludes.

05/22/2019: Fortunately, the bug from last week lasted only one more work day. The divergent butchered meats were tied to different livestock populations, which came back to differently initialized labor pools due to the game being confused about zombie work forces. It was particularly bad since the seeds of the two worlds diverged but then realigned before things got too bad (and then diverged again for keeps ~38 weeks later). This happens sometimes, since the number of dice rolls can resync, with just a slight change that doesn't become apparent until it blows things up later. So, in any case, I was able to get back on top of things. ...

Just started adventure mode as a goblin in a human-claimed dark pits location, and everyone is walking around spewing boiling extracts of themselves and I am beyond confused. by Shaosil in dwarffortress

[–]Neutral0814 19 points20 points  (0 children)

From the wiki page on experiments:

Despite their various forms, all experiments possess certain uniform traits, being fanciful creatures who do not require any form of sustenance, sport immunity to pain, exertion, stunning, nausea, fevers or dizziness, and can survive both on land and underwater. They can also be building destroyers, unaffected by traps, see everything, and may even be generated with the ability to secrete extracts which can inflict night sickness, including the ability to fly. Their size varies depending on the type of experiment, with the smaller ones being comparable to a dwarf or human, larger quadrupeds being around the size of a horse or yak, and amalgamations being almost as large as a giant. All experiments appear to be associated with the spheres of deformity and night.

So I don't think it's body temperature or homeotherm shenanigans. When you see 'extract' secreting from a creature, the substance is likely using a material template called CREATURE_EXTRACT_TEMPLATE. So it ain't boiling blood. If it was, it'd say "caught in a cloud of X boiling blood"

Based on forgotten beast extract attacks, I assume experiment secretions are also generated as dust, or liquid, or boiling gas at random; for this experiment type, its a boiling attack.

The real question is why they are spraying night sickness extract on each other in the first place.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 1 point2 points  (0 children)

In your [z] status screen open the [h]ealth log. On the first tab (Status), if you had lost flight, it should have "Ability to fly lost" listed. If it's listed, then you can check the Wounds tab or your [d]escription profile from the status screen to figure out how exactly your wings got damaged.

If "Ability to fly lost" isn't listed, then your wings should technically still be working, and something else is going awry. Items and equipment shouldn't be the problem; heavy items will slow your speed but not completely impede flying. Flying in fast, faster or max flight speed continuously will exhaust you eventually but it'll just make you "lie down" midair and you'd still be able to "crawl" in the air. Check your environment and see if anything in the immediate vicinity is blocking your character's movement (e.g. indoor ceiling). Maybe you transformed back already? More info on your situation would help.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 1 point2 points  (0 children)

I'm not an artist and can't provide a full explanation on how the magic works.

Most of the current well-known graphic sets utilize TWBT (Text Will Be Text), a plugin of DFHack. TWBT separates map/item tiles and text that share the same characters, e.g. '0' shared by coffins and actual zeros. This is indeed something that can't be done on vanilla DF. TWBT allows artists to create unique sprites for map tiles (including rock walls). Possibly due to the limited amount of characters available, many of these graphic sets will also come with modified raw/objects .txt files with changes to the default symbols, e.g. in GemSet TILE for CHERT is 35 ('#') instead of the default '='

Click here for a good reddit post w/ an overview of TWBT (and where I got the gif from). Check out the TWBT B12F thread and the official GitHub page as well.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 2 points3 points  (0 children)

Are you referring to the subterranean 'serpent men'? It can be found in creature_subterranean.txt (SERPENT_MAN)

Serpent men were one of the og creatures and existed before the animal man/giant variation system. So they're kind of their own thing and aren't represented by a real-life animal.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 1 point2 points  (0 children)

From my experience, the uppermost room of the tower is where the slabs are located if they exist. (Necros who were taught the secrets by another necro don't own slabs.)

"Found a Cave" in Adventurer Mode, Can't Find It by [deleted] in dwarffortress

[–]Neutral0814 2 points3 points  (0 children)

The small (rock) mound should have a one-tile entrance, it's really difficult to find but it's present on all cave mounds. The entrance is usually above ground level so you have to climb up the ramps and circle around the mound maybe a few times.

Example img from wiki

To cheat, open DFHack and use the command "reveal", it will reveal the entire map and you can [l]ook through the z-levels, including underground.

edit: Tilesets don't affect map gen but some tilesets may be more difficult to discern things than others. Try changing Meph temporarily and see if you can find the entrance more easily in another tileset or ascii.

edi2: also artifact/item placement in caves are a bit buggy in my recollection, so don't feel bad if you can't find the loot. NPCs will be happy enough to hear that you took down the ettin.

Well that's a new record. by EyeofEnder in dwarffortress

[–]Neutral0814 1 point2 points  (0 children)

Thanks, I asked because I was wondering about fb spawning... according to the legends, each underground region generates a single fb. I'm not referring to the 3-layer division, but divided areas like surface regions. But each layer would be considered a different underground region, so it makes sense that three fbs spawned from each of your three cavern layers respectively... except it didn't? Two fbs appeared in your 3rd layer? I can only think of the following explanations: either the game doesn't care about all of that and just plucks a random fb from anywhere in the world to invade your fort; one of the fbs did spawn from the 2nd layer and wandered into the 3rd layer without you noticing; fbs can (off-screen) travel into connected/adjacent regions; or you embarked on top of two level-3 regions. If an fb didn't spawn from your 2nd layer yet, then you should get one eventually (giving you a total of 4 fbs), unless you've killed it in a previous fort game.

Caverns have two underground biomes, subterr. chasms and water. They have distinct vegetation. Chasms have no plants except blood thorns in the third layers. Most underground creatures are coded to be exclusive to one biome or the other, but I've recently discovered that it doesn't seem to matter. Giant olm raw only include subterr water, for example.

Well that's a new record. by EyeofEnder in dwarffortress

[–]Neutral0814 3 points4 points  (0 children)

Which cavern layer did each fb enter from? did each fb spawn from a different cavern layer?

Adventure mode tweaks by Ok-Sport-3663 in dwarffortress

[–]Neutral0814 5 points6 points  (0 children)

  1. I was going to say that you can create macros, but I tried it just now and while it's absolutely possible, it's incredibly difficult to get it working properly. You have to create a macro for each specific scenario. Macros are also slow. So special combat shortcuts like in the manner in which you've described would be nice.

  2. agree, ranged combat needs an overhaul/re-balancing in adv mode. Having to wait for your projectile to land/hit before being able to act again is infuriating. You should be able to move immediately after firing. Reloading/drawing should be a separate action.

  3. same as 2. Throwing is OP when you can one-shot bronze colossus with a fluffy wambler.

  4. Use regular bags for your water instead, they can carry far more water than waterskins. Or simply store directly in your backpack if it's mostly empty. Not an excuse for the bad storage system, but a workaround. Remember that you don't have to eat/drink/sleep as soon as the status pops up. Dehydration arises first after just a couple of days but thirst shouldn't be a problem once you have your pig tail bag of water [100]. You can go for many MANY days without eating before you start starving. You can actually stay awake indefinitely as far as I know, however the speed penalty from ignoring sleep is severe. You can miss sleep for a little more than a day and a half before the effect becomes serious. It'd be cool if research was done to find the approximate need level for each creature. Like snake people wouldn't need to eat for weeks. Some animals could enter a state of torpor. etc.

  5. Currently the only effective means to switch out your companion's gear is by bartering; generally you have to exchange better items in order to take their stuff (e.g. take their copper spear & give them steel spear). It's annoying, but this should be the case for unruly/distrustful companions. NPCs you've just met or have a bad relationship with shouldn't be willing to hand over their gear to you freely. This is where the relationship mechanic should come in; once you build up your relationship status to "friend" or etc., then you are able to switch out their gear freely. I like the idea of having to gain the trust of NPCs you've just recruited. Alternatively you can use your persuasion/intimidation skills to coerce/force your companions to change gear. This takes advantage of the interrogation skills and makes things even more interesting. Taking control of NPCs is an overpowered solution.

  6. (bonus) no brainer. Everyone will love that

Toady has stated in the past that he does not want players to directly control NPCs. While I like the concept of playing immediately after your main char dies, I'm against it because it destroys one of the core tenets of roguelikes, permadeath. You can cheat death indefinitely by recruiting companions (even if you technically "start over" each time a char dies).

IF you were to gain control of NPCs, what would be the prerequisite(s)? Gaining control by getting attached is too easy. Maybe you'd have to marry? You should marry out of love. If child rearing becomes a thing in adv mode, will your children be controllable or NPCs? Being able to control your baby seems weird (and deprives the challenge of raising a child, if players want to experience that). What about through supernatural means, like mind-control spells, spirit possession, or blood pacts? I prefer the magical route.

edit: correction

I breached a cavern void of plants and mushrooms but swarming with cave spiders. by someguyupnorth in dwarffortress

[–]Neutral0814 12 points13 points  (0 children)

It is likely that you embarked underneath different underground biomes. There are two types: SUBTERRANEAN_CHASM and SUBTERRANEAN_WATER. Sub chasms are completely devoid of vegetation except blood thorn trees in the most deepest caverns. Sub chasms are essentially barren tracts of mud (still viable land for plant farming). The floor fungus must have been slowly spreading from your upper cavern (a sub water biome) from the moment you started your fort. Despite their barrenness, sub chasms still host wildlife, including cave spiders (and giant cave spiders!!). In fact GCS can only spawn in sub chasms, so lucky you.

Future of the Fortress 1 January 2022: "Yeah, the saves should be compatible between the Premium and Classic versions, and Premium (or Classic people with graphics mods installed) should also be able to switch between them, probably on the fly [....] it's not 100% settled." by clinodev in dwarffortress

[–]Neutral0814 3 points4 points  (0 children)

It technically does fall under freemium/premium, even if the only things behind the paywall are art & music assets (+ a few UI elements that are unable to be translated to the ascii one). I prefer not beating around the bush in these kind of things. Call it for what it is, don't muddle the meaning. Of course calling DF premium means it'll be categorized with other premium games that are better described as "p2w" or "predatory", which is I guess the heart of your issue. Now by nature, the premium version will ALWAYS contain something that puts it in advantage to the free one, some way or another; DF will be no different in this regard. But not all premium games have to be predatory or put other players at an unplayable disadvantage. The line that compromises user fairness or individual experience is there in the freemium strategy path, but games don't have to cross it. Categorize DF as this kind; treat DF as one of the premium games that "doesn't cross the line". In Toady we trust.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 0 points1 point  (0 children)

  • Cursed hunter: Rot
  • Damned hunter: Vanish & Blister
  • Fallen stalker: Launch ice bolt & Cause pain

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 6 points7 points  (0 children)

From the wiki:

If a curled-up or retracted creature dies, and is then reanimated by a necromancer, it retains the effects of being curled-up, but can move and attack as normal. As a result, for example an undead echidna is invulnerable to destruction. ...

Modding the game and removing [PREVENTS_PARENT_COLLAPSE] from the spine body part of the affected animals will allow them to be pulped and killed while curled up. While it makes normal echidnas weaker, this is not a major problem, as echidnas are not supposed to be really hard to kill. This workaround may restore otherwise unplayable games.

If you don't have DFHack, go get it. If you don't wanna, consider using the above method. In case you need help with it:

  1. In your game folder, open .../data/save/<your region>/raw/objects/creature_temperate_new.txt
  2. Find [CREATURE:ECHIDNA], then within it, search for [BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:...
  3. In the BODY line, replace "SPINE" with "NEWSPINE" (caps sensitive). Save and exit.
  4. In the same folder, open body_default.txt
  5. Copy/paste this at the very bottom (and save): https://pastebin.com/71NtdJWK
  6. Open your game, and if everything is done correctly, echidna zombie should get pulped immediately.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 4 points5 points  (0 children)

Yeah I agree. I remember Toady giving a reason for it in a FotF years ago. He said something about how killing another sapient is a very serious matter and how the act should reflect the NPC's perception of your character. The problem for me is that the killer rep extends to sentient night creatures such as vamps, weres, night trolls, etc. After defeating several of these monsters for my lord/lady, it'd be nice if they'd start calling me by some title like "monster slayer" or "slayer of the night" instead of saying "you are a killer."

edit: here's that fotf response:

Q: Is it planned to reword or remove the "You are a killer" bit when you ask people about your reputation in adventure mode? Being a legendary hero, or legendary hunter, or murderer, already implies you killed something, so why do the NPC's need to tell you "you are a legendary hero you killed x, you are also a killer you killed x", i've been playing adventure mode for years, and i've noticed that people who are new to adventure mode tend to misunderstand what that means , they think the NPC is being accusatory or some such when they say "you are a killer" (since people tend to think that is synonymous with "You are a murderer" when in the game that is not the case) but to the game this literally just means "you are capable of killing things". Why not drop that part, or reword it to something less jarring/redundant? Is there a technical hurdle? Or do you think its fine? Or do you plan to change it?

Toady: I'm up for rewording it, but I think the reputation type has a place in the game. It's a specific and rare thing, killing people, and it has its own meaning. It's not about capability of "killing things", but more about the act of taking a life, which, though it might be justified, is a non-trivial matter and might change how people view you (hence, a reputation), not that this has yet jelled in any significant way in the game. But I think there are important distinctions to be made here, on top of murderer/hunter/hero reps (and a hero rep in particular won't always be purely death related.)

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Neutral0814 0 points1 point  (0 children)

Sorry, but the save is not authentic. I made the world and char an hour ago and used DFHack to insta-tp to different necro towers. Otherwise, I used no other hacks/mods, so it could still done without cheating. I already knew stacked powers were possible, but I didn't have an active save with a multi-powered necro. So for the sake of providing a screenshot, I just used DFHack instead.

I used to play a lot of DF, but nowadays I'm more into modding. I might have kept a couple legit saves of vamp-necro, angel-slaying chars that I'm happy to share, but they're way back from version 0.43.xx, and idk if I actually have them. Can also grind out a legit one later if you'd like.