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Difference between revisions of "v0.31 Talk:Civilization"

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There is also sometimes an Unnamed civilization, such as "Unnamed Amphibian man civilization" in DF2010. Don't yest have any info on it.
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There is also sometimes an Unnamed civilization, such as "Unnamed Amphibian man civilization" in v0.31. Don't yest have any info on it.
 
I have a screenshot but nowhere to upload it to. --[[User:Bungler|Bungler]] 03:05, 30 June 2010 (UTC)
 
I have a screenshot but nowhere to upload it to. --[[User:Bungler|Bungler]] 03:05, 30 June 2010 (UTC)
 
:there is. and there should probably be a little sub-section to state this; it's quite spooky seeing "unnamed amphibian man civilisation" for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--[[User:DJ Devil|DJ Devil]] 12:19, 21 June 2010 (UTC)
 
:there is. and there should probably be a little sub-section to state this; it's quite spooky seeing "unnamed amphibian man civilisation" for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--[[User:DJ Devil|DJ Devil]] 12:19, 21 June 2010 (UTC)
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* serpent man
 
* serpent man
 
* cave swallow man
 
* cave swallow man
 +
* bat man (I was scared)
  
  
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:It's quite possible you were on an island and didn't notice. Dwarves will show up anywhere you embark - everybody else requires a land connection.  I've noticed that, on Medium maps at least, the humans tend to destroy or outbreed any goblin or elven civilizations.  Took a bit of effort to find a map that had all three (with actual goblins and elves in the civs), and on it there's one island with nobody, and one island with just humans and dwarves.  Big islands, too, we're talking a total of two-thirds of the land area between them.  The remainder has humans/goblins/elves, but no dwarves present.<br />
 
:It's quite possible you were on an island and didn't notice. Dwarves will show up anywhere you embark - everybody else requires a land connection.  I've noticed that, on Medium maps at least, the humans tend to destroy or outbreed any goblin or elven civilizations.  Took a bit of effort to find a map that had all three (with actual goblins and elves in the civs), and on it there's one island with nobody, and one island with just humans and dwarves.  Big islands, too, we're talking a total of two-thirds of the land area between them.  The remainder has humans/goblins/elves, but no dwarves present.<br />
 
:As far as I know, if they're present on the Neighbors screen during embark, then they'll try to interact with you, as per their relationship with your parent civ.  So yeah, expect an elven caravan in late spring of the second year, a human caravan in late summer, and goblin thieves to start showing up at around that time too. --[[User:DeMatt|DeMatt]] 06:23, 27 June 2010 (UTC)
 
:As far as I know, if they're present on the Neighbors screen during embark, then they'll try to interact with you, as per their relationship with your parent civ.  So yeah, expect an elven caravan in late spring of the second year, a human caravan in late summer, and goblin thieves to start showing up at around that time too. --[[User:DeMatt|DeMatt]] 06:23, 27 June 2010 (UTC)
 +
==Lack of Civilizations==
 +
Whenever I generate a world there is nobody left but Elves, Goblins and Kobolds. In a small map I somehow managed to generate Gremlins in place of Kobolds but the hole game is screw pumped. A goblin caravan arrived and got angry with the caged bear I tried to sell them, A Kobold tried to steal a child and then a Kobold raiding party attacked my fort soon after and my Dwarves use the same sprite as Elves and it even says "Elf" in Runesmith. This happened in worlds generated to 5050, 1050 and 150 years. Please help. [[User:NobodyPro|NobodyPro]] 12:12, 29 September 2010 (UTC)
 +
 +
This happened again at 100 years in the Early Dawn template (on the wiki) but now there's Trolls. Send more men. [[User:NobodyPro|NobodyPro]] 13:12, 29 September 2010 (UTC)
 +
==kobold civilizations==
 +
Do kobolds still live in caves? I haven't found any in any of the many caves I visited as an adventurer. --[[User:Overspeculated|Overspeculated]] 14:55, 13 September 2010 (UTC)
 +
 +
==Choosing a 'parent' civilisation==
 +
     
 +
I've read in a few articles that you can choose your parent civilisation when you are selecting where to embark, and that your parent civilisation will influence in some way the items that you can select to take with you. Will someone please tell me how? Or where? I've never seen this option before, though I've looked.. And on top of that, how would I check what embark items I can start with before actually pressing 'e'? (and passing that damned point of no return..) <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:90.198.6.18|90.198.6.18]]</small>
 +
 +
Just hit Tab until you see the list of civs, then +/- to select. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:91.10.197.39|91.10.197.39]]</small>
 +
 +
:To be clearer, when you're choosing the site of your fortress, pressing {{k|Tab}} will cycle the rightmost window through several information displays.  One of them is a list of dwarven civilizations; you can then press {{k|+}} and {{k|-}} to change the highlighted one.  At this point you'll only be able to tell whether that civilization is at war with the local elves/humans/goblins (on the previous display).
 +
 +
:Once you've chosen your site, press {{k|e}} to embark, then choose "Prepare for the journey carefully".  On this screen, you'll be able to tailor your dwarves' starting skills;  pressing {{k|Tab}} will switch to their starting inventory.  Anything your parent civilization can produce is available here; press {{k|n}} to choose items not already being taken along.
 +
 +
:This is all explained under [[Starting build]], so read that article for more information.--[[User:DeMatt|DeMatt]] 19:39, 10 October 2010 (UTC)
 +
 +
== Wars ==
 +
 +
I haven't really got the time to check through the legends all the way through, but I've noticed that the races don't tend to fight amongst each other. Does that ever happen and I'm just missing it, or do all races stay peaceful with themselves, even with other entities? [[Special:Contributions/121.44.130.8|121.44.130.8]] 11:36, 30 November 2010 (UTC)
 +
:I have read legends mode all the way through, entities of the same race don't go to war. Probably because all entities of the same race have the same Ethics. Individuals of the same race on opposite sides in a battle will still kill eachother though (like in a war of goblins vs elves the elves that were snatched as kids by gobs will fight their kin-elves). [[Special:Contributions/67.173.68.2|67.173.68.2]]
 +
 +
hmm, there is bunch of "animal" civilizations about that i randomly come across, like pandamen and so on that can even talk, im confused, i tried getting quests from them too, but they said they didnt need my service.. was hopeing for some human slaughter quest seeing when i ask human villages they call them savage beasts when they mention locaiton of where i relatively can find them (hard if its large forrests, but just wander about til you run into them)
 +
 +
i was playing elf at the time so i dunno if theyr just friendly because of that, in anycase there seem to be many races of animals mentioned ingame that are friendly and talk.
 +
 +
So should probebly be mentioned in wiki along whit those 7 civs that are mentioned as unnamed.
 +
or and if game creates random civs of animals?
 +
 +
== Logging ==
 +
 +
Can anyone verify whether logging still happens in 31.25? I'm pretty sure I haven't seen in in a great while (possibly since the entity pop rewrite?), but maybe I didn't look properly.
 +
 +
[[User:Knight Otu|Knight Otu]] 20:20, 28 June 2011 (UTC)
 +
 +
== Batman became friendly ==
 +
 +
I had a superhero incident recently. Frightening long-forgotten beast composed of water and a shell came from deepest caves. Well, you know. But before I could do anything, a brave batman from hostile tribe thrust his spear and killed evil beast in one strike. After that he gained a nickname ("Washedappeared") and became friendly. Now I have a Batman guarding my fortress.  The other part of tribe is still hostile though. Maybe we can pacify any barbarians this way? With some unarmed goblins, foxes or something. --[[Special:Contributions/95.221.132.156|95.221.132.156]] 06:14, 11 August 2011 (UTC)
 +
 +
Urist McDwarf Jr.: Why's he running, Dad?<br />
 +
Urist McDwarf: Because we have to chase him.<br />
 +
Urist McDwarf Jr.: He didn't do anything wrong.<br />
 +
Urist McDwarf: Because he's the hero our Fortress deserves, but not the one it needs right now. So we'll hunt him. Because he can take it. Because he's not our hero. He's a silent guardian, a watchful protector. A dark knight.

Latest revision as of 02:37, 24 February 2012

There is also sometimes an Unnamed civilization, such as "Unnamed Amphibian man civilization" in v0.31. Don't yest have any info on it. I have a screenshot but nowhere to upload it to. --Bungler 03:05, 30 June 2010 (UTC)

there is. and there should probably be a little sub-section to state this; it's quite spooky seeing "unnamed amphibian man civilisation" for the first time.. lol. what are the different kinds of them anyone has seen? perhaps a list (or atleast a couple of examples) of different 'unnamed civs' would be good?--DJ Devil 12:19, 21 June 2010 (UTC)
i shall start
  • amphibian man
  • serpent man
  • cave swallow man
  • bat man (I was scared)


Animal civilizations are the only ones to spawn underground. What happends if you add the cavern biome tag to a civ? Will it make towns underground? --Niggy 18:10, 4 June 2010 (UTC)

  • Cave fish man can also be added to the list. Poor buggers with wooden weapons. Usually destroyed by angry forgotten beasts by year 3.


lack of surrounding civilisations[edit]

how come i can never find a suitable location with anything other than dwarven civilisations surrounding me? even after multiple restarts? well.. that and the occasional 'unnamed amphibian man civilisation', which seems pretty useless. is there something really obvious i keep missing? i even check before i embark that human, elven and goblin civs are there, but none of them ever show up when i start the game, and hit the 'show [c]ivilisations' button - it only shows the dwarven one my outpost was created from :/ why is this? and how can i ensure i get a site with them all there?--DJ Devil 15:11, 22 June 2010 (UTC)

They don't show until they interact with you - humans and elves, by sending a caravan, while goblins send a kidnapper or an ambush squad. --DeMatt 16:01, 22 June 2010 (UTC)

i see.. and does that always happen? or do sometimes they not bother? 'cause my last fort became awfully stale with no humans, elves or goblins around.. :( granted, i didnt pay much attention to who was listed when i started (hence i'm checking religiously now), but i wasnt in an extreme place where none of them could possibly be.--DJ Devil 16:24, 22 June 2010 (UTC)

It's quite possible you were on an island and didn't notice. Dwarves will show up anywhere you embark - everybody else requires a land connection. I've noticed that, on Medium maps at least, the humans tend to destroy or outbreed any goblin or elven civilizations. Took a bit of effort to find a map that had all three (with actual goblins and elves in the civs), and on it there's one island with nobody, and one island with just humans and dwarves. Big islands, too, we're talking a total of two-thirds of the land area between them. The remainder has humans/goblins/elves, but no dwarves present.
As far as I know, if they're present on the Neighbors screen during embark, then they'll try to interact with you, as per their relationship with your parent civ. So yeah, expect an elven caravan in late spring of the second year, a human caravan in late summer, and goblin thieves to start showing up at around that time too. --DeMatt 06:23, 27 June 2010 (UTC)

Lack of Civilizations[edit]

Whenever I generate a world there is nobody left but Elves, Goblins and Kobolds. In a small map I somehow managed to generate Gremlins in place of Kobolds but the hole game is screw pumped. A goblin caravan arrived and got angry with the caged bear I tried to sell them, A Kobold tried to steal a child and then a Kobold raiding party attacked my fort soon after and my Dwarves use the same sprite as Elves and it even says "Elf" in Runesmith. This happened in worlds generated to 5050, 1050 and 150 years. Please help. NobodyPro 12:12, 29 September 2010 (UTC)

This happened again at 100 years in the Early Dawn template (on the wiki) but now there's Trolls. Send more men. NobodyPro 13:12, 29 September 2010 (UTC)

kobold civilizations[edit]

Do kobolds still live in caves? I haven't found any in any of the many caves I visited as an adventurer. --Overspeculated 14:55, 13 September 2010 (UTC)

Choosing a 'parent' civilisation[edit]

I've read in a few articles that you can choose your parent civilisation when you are selecting where to embark, and that your parent civilisation will influence in some way the items that you can select to take with you. Will someone please tell me how? Or where? I've never seen this option before, though I've looked.. And on top of that, how would I check what embark items I can start with before actually pressing 'e'? (and passing that damned point of no return..) unsigned comment by 90.198.6.18

Just hit Tab until you see the list of civs, then +/- to select. unsigned comment by 91.10.197.39

To be clearer, when you're choosing the site of your fortress, pressing Tab will cycle the rightmost window through several information displays. One of them is a list of dwarven civilizations; you can then press + and - to change the highlighted one. At this point you'll only be able to tell whether that civilization is at war with the local elves/humans/goblins (on the previous display).
Once you've chosen your site, press e to embark, then choose "Prepare for the journey carefully". On this screen, you'll be able to tailor your dwarves' starting skills; pressing Tab will switch to their starting inventory. Anything your parent civilization can produce is available here; press n to choose items not already being taken along.
This is all explained under Starting build, so read that article for more information.--DeMatt 19:39, 10 October 2010 (UTC)

Wars[edit]

I haven't really got the time to check through the legends all the way through, but I've noticed that the races don't tend to fight amongst each other. Does that ever happen and I'm just missing it, or do all races stay peaceful with themselves, even with other entities? 121.44.130.8 11:36, 30 November 2010 (UTC)

I have read legends mode all the way through, entities of the same race don't go to war. Probably because all entities of the same race have the same Ethics. Individuals of the same race on opposite sides in a battle will still kill eachother though (like in a war of goblins vs elves the elves that were snatched as kids by gobs will fight their kin-elves). 67.173.68.2

hmm, there is bunch of "animal" civilizations about that i randomly come across, like pandamen and so on that can even talk, im confused, i tried getting quests from them too, but they said they didnt need my service.. was hopeing for some human slaughter quest seeing when i ask human villages they call them savage beasts when they mention locaiton of where i relatively can find them (hard if its large forrests, but just wander about til you run into them)

i was playing elf at the time so i dunno if theyr just friendly because of that, in anycase there seem to be many races of animals mentioned ingame that are friendly and talk.

So should probebly be mentioned in wiki along whit those 7 civs that are mentioned as unnamed. or and if game creates random civs of animals?

Logging[edit]

Can anyone verify whether logging still happens in 31.25? I'm pretty sure I haven't seen in in a great while (possibly since the entity pop rewrite?), but maybe I didn't look properly.

Knight Otu 20:20, 28 June 2011 (UTC)

Batman became friendly[edit]

I had a superhero incident recently. Frightening long-forgotten beast composed of water and a shell came from deepest caves. Well, you know. But before I could do anything, a brave batman from hostile tribe thrust his spear and killed evil beast in one strike. After that he gained a nickname ("Washedappeared") and became friendly. Now I have a Batman guarding my fortress. The other part of tribe is still hostile though. Maybe we can pacify any barbarians this way? With some unarmed goblins, foxes or something. --95.221.132.156 06:14, 11 August 2011 (UTC)

Urist McDwarf Jr.: Why's he running, Dad?
Urist McDwarf: Because we have to chase him.
Urist McDwarf Jr.: He didn't do anything wrong.
Urist McDwarf: Because he's the hero our Fortress deserves, but not the one it needs right now. So we'll hunt him. Because he can take it. Because he's not our hero. He's a silent guardian, a watchful protector. A dark knight.