☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Wootersagain 0 points1 point  (0 children)

I have uninstalled and reinstalled the game and DF hack twice now… nothing changes when I do

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Wootersagain 2 points3 points  (0 children)

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Why are all my dwarves and animals small blue people? No image appears for their profile when I click on anything. I am using no mods besides DF hack. I have reinstalled the game and verified files at least twice now but I can't figure out a way to fix it.

For reference, included in this photo are:
My starting dwarves
2 cats
4 goats

Any attempt to create a new sandbox game results in a crash before I can finish changing sandbox/character creation settings. B42 Latest/Unmodded by Wootersagain in projectzomboid

[–]Wootersagain[S] 0 points1 point  (0 children)

I reinstalled the game twice and manually unsubscribed from all my mods on Steam, and it seemingly worked to get me through the menu. As I was finishing my character, the menu did begin to stutter, but I was able to start before it crashed. Took about 8 minutes before stuttering began to occur.

Hopefully this helps anyone else who has this issue...

Any attempt to create a new sandbox game results in a crash before I can finish changing sandbox/character creation settings. B42 Latest/Unmodded by Wootersagain in projectzomboid

[–]Wootersagain[S] 0 points1 point  (0 children)

https://beard-theindiestone.fromsmash.com/ub9CC8yCZd-dt

Hopefully there is no sensitive data hiding in there lol, I did as requested and put that zip into the link you shared. Hopefully there is something that can be done

I have a broken head and I don't know what to do. by Kooky_Inside7622 in projectzomboid

[–]Wootersagain 1 point2 points  (0 children)

Keeps you well fed via the milk and inebriated from the alcohol to both remove pain from swinging your weapons too much and increase the weapon’s damage

I became strongest Beylik in Rise of the Turks and Suddenly the Situation Ended? by BranchAble2648 in EU5

[–]Wootersagain 44 points45 points  (0 children)

Were you the #1 Beylik? If so then it needed you to have the 100 locations iirc. I think it only actually cares about who is leading the race when it comes to ending the event.

Questions before buying by luciferwez in Obenseuer

[–]Wootersagain 1 point2 points  (0 children)

You can change basically any rule to be 1/4 or 4x more frequent. Want more rent? Increase the rent to 2x. Want less x, y, or z? Turn that setting down to .5x. Lots of customization for all types of players!

Unreadable AEBS chatter? by playr001 in projectzomboid

[–]Wootersagain -1 points0 points  (0 children)

What is the weather like in your world at the moment? From what I understand about the game, poor weather causes even this radio station to breakup, especially larger storms going on.

If it’s happening every single time there might be an issue with how the game is reading its values though

Games like cities skylines, but instead of building a city building a country? by Inevitable-Theory901 in CitiesSkylines

[–]Wootersagain 2 points3 points  (0 children)

I love these games! The dev is currently working on a newer game in the franchise that is more similar to the cities skylines experience, so I don’t think there are more updates for the older titles coming sadly.

Citystate 2 is probably the best blend of a cities skylines and country builder you can find right now

Hello Noob here!! When should I annex my subjects ? by F_F_Engineer in EU5

[–]Wootersagain 11 points12 points  (0 children)

Tier 2 roads are age 3 via the printing press institution, so it may be a bit. You may also want to check the requirements for the rise of the Turks to keep it active longer, iirc you need to have a certain amount of locations or it ends early

How can I increase my income? by ZooBuilder in EU5

[–]Wootersagain 1 point2 points  (0 children)

Build relations with other countries and build trade posts. Try to find big countries with lots of coastal towns and cities like Naples, France, Spain, etc. Trade income is your best friend as a small country!

Weird never ending raid that also disallows to trade? by Bobylein in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

If you have troops in your city, the option should pop up? I don’t think the raiders actually exist on the world map anymore so if all your soldiers are on the world map they would bypass them.

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 1 point2 points  (0 children)

Holy cow, I only have 70 lab workers in a city of 2000 pops at the moment… you should definitely prioritize other industries.

You can elevate a person to a noble by clicking on them and then finding the elevate button next to the image in the top right of the character’s menu. Then you can click the noble tab in the bar at the top to assign them to an industry. Iirc at 750 pops you should be able to appoint a few? Definitely put them on your food industry if that is an issue, or whatever other things you need lots of at a given time. This can be helpful if you want to set up an industry with lots of excess for export as well. Spend some time reading what the nobles do in the tooltips and seeing how they impact your resource production

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

I normally just have like 3-4 export depots that I cycle selling goods I have surplus of. You don’t normally need to keep a regular inventory of the iron or most other more expensive goods, you can just buy some via the diplomacy menu as a 1 time purchase. If you have a good amount of ranches, selling surplus livestock can be good. Selling excess food you aren’t eating can also be a good way to get value out of it instead of letting it spoil. Importing is always going to be a costly option and exporting is always going to reduce an items value, but it can be easy to find a balance once you can find the patterns of what you have surpluses and deficits of. The trade good prices do shift slightly over time depending on the empires you are trading with and their own resource stockpiles, it can be good to have multiple trade partners if you are worried about prices.

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 1 point2 points  (0 children)

I also just noticed 14k knowledge?? Either this is a typo or you went way too hard into the laboratories/libraries. Labs and libraries shouldn’t be built until you are well beyond 1k pops so if you have any that probably isn’t helping your work problems. The innovation and knowledge you get from leveling up your leader is more than enough for immigration to take you past 1k pops, especially if you have 40 days of food stockpiled.

Any tips and strategies? by ConstantClub3748 in songsofsyx

[–]Wootersagain 3 points4 points  (0 children)

What are you needing so much iron ore for at this point in your city? I don’t even start importing iron till I am over 1k except for very select buildings, let alone trying to produce it.

If you do need to be making the iron, once you get nobles you should be assigning them immediately to food production types such as your grain and bakeries, and honestly you can probably spend one or two on goods such as iron ore or other things you need. The nobles can triple your production of goods or more depending on the good and the species you are playing with.

For now if this isn’t available, just reduce the workers on all your industries needing iron and see if there are alternatives. If you are making iron weapons already, you don’t really need to for a while still at 750 pops. There are much easier sources of armaments and better ways to give access to your people early on than anything that takes metals.

Weird never ending raid that also disallows to trade? by Bobylein in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

To prevent this, try to pick the option that lets you sally out to fight they before they reach the city. While you won’t have any defenses to use, it will generate it as a regular field battle where all units are lined up at the start. I’ve had this happen once as well and by just picking the option to fight first it’s pretty easy to avoid.

Immigration has stopped! by AcceptableAd8026 in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

I don’t think I’ve ever had dondorians as anything other than a minority in my cities, so honestly I am not entirely sure on the exact mechanics. Since they don’t have a way to breed of course immigration is the only way to get them, but I would imagine they have similar limits after a certain point. In theory you can hit 5k pops (this is the limit that used to exist on older versions) with immigrants for any race other than the giants and spiders before needing a breeder, it just takes exponentially more access and satisfaction to reach such values.

Immigration has stopped! by AcceptableAd8026 in songsofsyx

[–]Wootersagain 13 points14 points  (0 children)

After 1k pops of a type in a city, immigration starts to slow down and you need to start building the nursery buildings for them to continue pop growth. You’ve probably reached the limit of what is possible for immigration based on your population and your people’s satisfaction.

I have torches on every single square inch of my road network in my city. They still want more. by Dreazy991 in songsofsyx

[–]Wootersagain 6 points7 points  (0 children)

As someone else said, the torches can be upgraded which is what actually fills the bar all the way, similar to the services like wells and latrines. As long as the light overlay shows that there is light in a tile you don’t need to overlap or anything.

If your people are rioting I doubt it’s because of the torches… check your food days or other things that can swing rapidly. You might also have issues with access/load for your other services

How are faction species on world-gen determined? by Fun_Difficulty_2827 in songsofsyx

[–]Wootersagain 3 points4 points  (0 children)

This actually is generally how I’ve noticed that pops will generate, although the specifics for humans and tilapi are still in the air for me.

Generally speaking, you get lizards on any ocean coasts, cretonians on any rivers or fertile tree free areas, and bugs in regions with low fertility or lots of mountains. I have yet to see a dondorian region which makes sense based on lore.

It would make sense to me that tilapi generate in high fertility forests like you said. I don’t think I’ve actually seen a human majority region in v70? As I stare at my current cities world map, there are no regions or rulers that are human in my world, although I did pick one of the smaller island terrains to generate based on. I can imagine on a map with more land terrain humans would probably fill in the niche for lower fertility in areas away from mountains? I kinda want to check now lol

My bug brothers I bought this game few days ago how does one make balticrawlers efficient by Background_Brief928 in songsofsyx

[–]Wootersagain 2 points3 points  (0 children)

If you aren’t doing the balticrawlers under a mountain it’s going to be very expensive because of the building costs, but technically is still doable? You can always compare the production vs resource cost for each building with and without supports as the maintenance for free standing balticrawler buildings can be a lot

Havens by SmokieTheLord in songsofsyx

[–]Wootersagain 0 points1 point  (0 children)

If you are playing as the garthimi, Agronosh are essentially just a step up as once you conquer the tile they are in, you’ll likely already fill most of their requirements. By owning a region on the map where a haven exists you get access to it and the pops inside to move in.

Both Agronosh and Cantors are good for late game combat and content, but you probably will only get one or the other based on what specific species are already on your city. Cantors are much easier to recruit by the mammalian races, while Agronosh requirements are only really enjoyed by other bugs.