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Difference between revisions of "v0.31 Talk:Legendary artifact"
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[[File:He created himself.PNG]]--[[User:Niggy|Niggy]] 11:01, 25 May 2010 (UTC) | [[File:He created himself.PNG]]--[[User:Niggy|Niggy]] 11:01, 25 May 2010 (UTC) | ||
:Happens occasionally. Over the several fortresses I've run, I've had several narcissistic dwarves name their artifacts after themselves. --[[User:Quietust|Quietust]] 22:01, 23 August 2010 (UTC) | :Happens occasionally. Over the several fortresses I've run, I've had several narcissistic dwarves name their artifacts after themselves. --[[User:Quietust|Quietust]] 22:01, 23 August 2010 (UTC) | ||
+ | ::Are there any factors which you have recognised that can add to the likelihood of this happening?[[User:Dsarker|Dsarker]] 12:39, 11 June 2011 (UTC) | ||
== Images == | == Images == | ||
Line 33: | Line 34: | ||
==Pseudo-Artifact Creation== | ==Pseudo-Artifact Creation== | ||
− | I just got my first named weapon: A no-quality steel battleaxe. This battleaxe has not been used to kill anything, though the naming dwarf has been using it in a [http://www.bay12forums.com/smf/index.php?topic=63528.0 danger room] for long enough to become legendary+4. It seems that naming weapons is based on use or time, not kills. | + | I just got my first named weapon: A no-quality steel battleaxe. This battleaxe has not been used to kill anything, though the naming dwarf has been using it in a [http://www.bay12forums.com/smf/index.php?topic=63528.0 danger room] for long enough to become legendary+4. It seems that naming weapons is based on use or time, not kills. [[Special:Contributions/71.111.201.233|71.111.201.233]] 07:55, 23 August 2010 (UTC) |
− | |||
:It's possible that time is one of the criteria, but getting a significant kill will make it happen a lot sooner - in my current fort, both a well-crafted bronze flail and a no-quality bismuth bronze short sword were both named immediately after they were each used to kill a forgotten beast. --[[User:Quietust|Quietust]] 21:59, 23 August 2010 (UTC) | :It's possible that time is one of the criteria, but getting a significant kill will make it happen a lot sooner - in my current fort, both a well-crafted bronze flail and a no-quality bismuth bronze short sword were both named immediately after they were each used to kill a forgotten beast. --[[User:Quietust|Quietust]] 21:59, 23 August 2010 (UTC) | ||
::Can adventurers name weapons? --[[User:Overspeculated|Overspeculated]] 15:43, 31 August 2010 (UTC) | ::Can adventurers name weapons? --[[User:Overspeculated|Overspeculated]] 15:43, 31 August 2010 (UTC) | ||
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Dunno, perhaps someone should check if the bug appears more often i dont have the time at work;) | Dunno, perhaps someone should check if the bug appears more often i dont have the time at work;) | ||
− | :Why bother posting | + | :Why bother posting this on a wiki talk page? Toady has a bug tracker for a reason, you know... --[[User:Quietust|Quietust]] 13:18, 21 October 2010 (UTC) |
+ | |||
+ | == artifact use in buildings == | ||
+ | |||
+ | added the bit about using artifacts in buildings. From what I've seen, incorporating an artifact into a building multiplies its effect on fortress value by ''at least'' 3 - one dwarf turned out a massively valuable artifact millstone; building it into a millstone workshop resulted in both "architecture" and "displayed" values getting huge boosts. | ||
+ | |||
+ | Now if only I could figure out how to put that legendary pine cup on display.... [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:40, 16 November 2010 (UTC) | ||
+ | |||
+ | == Limits, from DF talk == | ||
+ | |||
+ | http://www.bay12games.com/media/df_talk_7_transcript.html | ||
+ | |||
+ | Rainseeker: Now after the first one how often does that happen? | ||
+ | Toady: After the first one it gets a little more complicated. The contributing factors after that ... It's no longer population, you have to have a dwarf available who hasn't made an artifact already ... and it looks at the items made, just how many items have you made in all of your workshops and any other way that it might happen - I think maybe even mined out stone counts - and then it takes that number and divides it by two hundred, and then it looks at your floor space, and evaluates how many unhidden squares there are, and divides that by some number - I think it's every two thousand unhidden squares, including the wilderness, so you get a starting buffer - and then it caps the items made by that so it's really the minimum of the items made and your floor space, except you need items made; floor space itself doesn't do it for you, but the items made gets compared to the floor space and it takes the smallest one, or it caps it, or whatever. In any case, it then subtracts the number of artifacts you've already made. So say you had, for instance, six hundred items made, divided by two hundred you get three, so that's three artifact credit; you've made enough items so that you can make three items. And let's say that you only had four thousand floor space, so divided by two thousand, that's two, so you actually only have two artifact credits. And say you've already made an artifact, now you have one artifact credit, so it goes ahead and lets you make an artifact. Then the next time it goes through if you haven't changed anything then you'd have no artifact credits left. Now this assumes that the artifact gets created successfully, so it's not like you're using up your chances or anything. | ||
+ | |||
+ | [[Special:Contributions/213.134.175.225|213.134.175.225]] 21:59, 23 February 2011 (UTC) | ||
+ | |||
+ | :Unfortunately, that talk is more than a year out of date. Population requirements, which Toady talks about earlier in the same talk, have been shown to either not exist, or not exist at the same numbers Toady talks about, in DF31.25.[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:19, 28 July 2011 (UTC) | ||
+ | ::I've looked at a disassembly of the Strange Mood code, and I know for a fact that the item count check is still there, complete with the division by 200. I'd have to check again, but I'm pretty sure the population requirement is also there - it isn't a strict population check, but a check for a number of mood-eligible dwarves (i.e. dwarves that are still alive, aren't nobles/military, and haven't already had a strange mood). --[[User:Quietust|Quietust]] 01:29, 29 July 2011 (UTC) | ||
+ | |||
+ | == Fort abandonment/reclaim wrong? == | ||
+ | |||
+ | Artifacts don't seem to disappear in my experience. I abandoned a fort and visited it in adventure mode and found the artifacts. Perhaps if you reclaim a fort then it deletes all of the artifacts?? --[[User:Ral|Ral]] 23:48, 17 April 2011 (UTC) | ||
+ | :I can confirm it does NOT delete artifacts on a reclaim, however they appear to be unusable. [[User:Dsarker|Dsarker]] 11:20, 10 June 2011 (UTC) | ||
+ | |||
+ | == Glitchy artifact trading == | ||
+ | I managed to somehow recover an artifact scepter (one that had been ''lost'' by having fun with a siege, mind you, as the Artifact button didn't appear) and it actually ended up in a newly built trade depot. I found it at the bottom of the pile; it was a sh$#^y chalk scepter with granite studs or something worth 2400 dorfmids. I decided to trade it for some spare anvils and booze. I traded it, and guess what? It stayed there, at the bottom of MY part of the trade screen. So I decided to experiment and give it as a gift. That worked; it turned green and I couldn't offer it anymore. | ||
+ | |||
+ | Game was never modded in any way, and heck, it was my first working fortress, too; it died with a spectacular 69 dwarves out of 82 total when my first siege came up. | ||
+ | |||
+ | Has anyone else been able to trade their artifacts? If not, well, hey, now you know why you can't trade artifacts: you can trade them multiple times! --[[Special:Contributions/71.180.66.233|71.180.66.233]] 19:38, 8 May 2011 (UTC) | ||
+ | |||
+ | == Artifact name & item predecided? == | ||
+ | Have the mechanics of artifact creation changed from 40d so that Urist McWeaponsmith has decided ahead of time what he's going to create? I was very excited when he was the first strange mood I got, but I was hoping to get something actually usable and not this damned platinum pick. So I tried save scumming to when he's still collecting the resources but all I get is more platinum picks. :C | ||
+ | |||
+ | --[[Special:Contributions/216.121.226.240|216.121.226.240]] 17:07, 18 May 2011 (UTC) | ||
+ | |||
+ | :The name is decided upon at least when the dwarf begins work, maybe before that. The item is not decided upon until it is completed, but if a dwarf has a preference for an item that would be a valid artifact for his moodtype, then he'll make that item predictably. So if your fey weaponsmith likes picks, he's going to make a pick every single time, and save scumming won't change anything. This can be used to your advantage, for instance, if you discover a weaponsmith that likes war hammers....[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:19, 28 July 2011 (UTC) | ||
+ | ::Possessed dwarves will mutter the name of the artifact when listing their demands, so it's decided at least as early as when the workshop is claimed. If you can kill a moody dwarf before a workshop can be claimed, engrave a Memorial - if it says "Creator of [artifact name]" (despite the mood having failed), then it's conclusive evidence that the name is decided the instant the dwarf is taken by a mood. --[[User:Quietust|Quietust]] 01:24, 29 July 2011 (UTC) | ||
+ | |||
+ | == Semi-artifact effectiveness == | ||
+ | |||
+ | Do semi-artifact weapons and armor (named ordinary weapons) get the same dice roll benefits as artifact ones? [[User:Rav|Rav]] 10:03, 5 August 2011 (UTC) | ||
+ | |||
+ | == Artifacts and Magma == | ||
+ | |||
+ | I had a granite (not magma-safe) artifact floodgate. Placed it where magma should flow. Opened the floodgate to let magma in. Did not immediately check. On later check (when trying to close) I noticed that the floodgate was gone. Nothing happened to the lever. I am also pretty sure I used magma-safe material for all the mechanisms. (unsure whether this could matter). (0.31.25) --[[User:SGdYy409Ls|SGdYy409Ls]] 16:55, 23 September 2011 (UTC) | ||
+ | :I seem to recall that artifacts are only protected from [[wear]] (from heat, cold, fire, or building destroyers) and that they are still capable of melting. --[[User:Quietust|Quietust]] 19:08, 23 September 2011 (UTC) |
Latest revision as of 18:19, 8 December 2011
Pseudo-Artifact Weapon bug[edit]
One of my swordsdwarves keeps RE-naming his (forgotten-beast-slaying) weapon. He's done it about seven times now. Bug, I'm guessing? --Zombiejustice 21:53, 10 April 2010 (UTC)
- Someone has already reported this on the tracker. I'm changing the init settings for announcements and forging through. --Zombiejustice 01:24, 11 April 2010 (UTC)
Actual Artifact Bug?[edit]
I went into my abandoned fortress for an artifact platinum axe. Wouldn't you? It was still in the forge. When I take it out, there is one in my hand... and one in the workshop. I cannot get another one (still printing the text for picking it up, just no duplicate axe). When I came back to the site later, I was able to take out the axe again.
The above behavior I noticed in the previous version as well with an artifact high boot. The below, I don't remember _noticing_ before, though since the other example was armor, hard to be sure.
The REAL problem, though, is that whenever, however I try to take it offsite, it disappears. Just... gone. I was able to kick significant tail while on the site (I had broken into a cavern), but when I fast travel away... gone. When I come back, pick the axe back up, and WALK away... gone. One step, I'm armed with pure choppy death; the next, oh, my bronze shield is my primary weapon, and soon enough my "misc. object user" skill is on the rise. Not cool. Any thoughts?
Of course, I am also putting this on the bugtracker. --Zombiejustice 03:00, 15 April 2010 (UTC)
Naming Artifact Bug?[edit]
My dwarf named his artifact after himself. Never happend to me before, but it looks funny.
--Niggy 11:01, 25 May 2010 (UTC)
- Happens occasionally. Over the several fortresses I've run, I've had several narcissistic dwarves name their artifacts after themselves. --Quietust 22:01, 23 August 2010 (UTC)
- Are there any factors which you have recognised that can add to the likelihood of this happening?Dsarker 12:39, 11 June 2011 (UTC)
Images[edit]
Urist McMandelbrot, Leatherworker made an artifact:
Atrifact contains image of itself. I wonder, is it a bug or just random magic? --Peregarrett 12:22, 23 June 2010 (UTC)
Its dwarven technic. The legendary legendary artifact "Planepacked" had 74 pictures of itself.--Niggy 13:34, 23 June 2010 (UTC)
Russian Art[edit]
"Price of Art"
--igoreklim 05:55, 12 August 2010 (UTC)
Pseudo-Artifact Creation[edit]
I just got my first named weapon: A no-quality steel battleaxe. This battleaxe has not been used to kill anything, though the naming dwarf has been using it in a danger room for long enough to become legendary+4. It seems that naming weapons is based on use or time, not kills. 71.111.201.233 07:55, 23 August 2010 (UTC)
- It's possible that time is one of the criteria, but getting a significant kill will make it happen a lot sooner - in my current fort, both a well-crafted bronze flail and a no-quality bismuth bronze short sword were both named immediately after they were each used to kill a forgotten beast. --Quietust 21:59, 23 August 2010 (UTC)
- Can adventurers name weapons? --Overspeculated 15:43, 31 August 2010 (UTC)
df crashed[edit]
Hey,
i wanted to post here that df (v0.31.14 with ironhand_df) crashed as i tried to watch the list with my artifacts. But i couldnt duplicate the bug. It happened just after the creation of an artifact.
Dunno, perhaps someone should check if the bug appears more often i dont have the time at work;)
- Why bother posting this on a wiki talk page? Toady has a bug tracker for a reason, you know... --Quietust 13:18, 21 October 2010 (UTC)
artifact use in buildings[edit]
added the bit about using artifacts in buildings. From what I've seen, incorporating an artifact into a building multiplies its effect on fortress value by at least 3 - one dwarf turned out a massively valuable artifact millstone; building it into a millstone workshop resulted in both "architecture" and "displayed" values getting huge boosts.
Now if only I could figure out how to put that legendary pine cup on display.... 202.156.10.234 22:40, 16 November 2010 (UTC)
Limits, from DF talk[edit]
http://www.bay12games.com/media/df_talk_7_transcript.html
Rainseeker: Now after the first one how often does that happen? Toady: After the first one it gets a little more complicated. The contributing factors after that ... It's no longer population, you have to have a dwarf available who hasn't made an artifact already ... and it looks at the items made, just how many items have you made in all of your workshops and any other way that it might happen - I think maybe even mined out stone counts - and then it takes that number and divides it by two hundred, and then it looks at your floor space, and evaluates how many unhidden squares there are, and divides that by some number - I think it's every two thousand unhidden squares, including the wilderness, so you get a starting buffer - and then it caps the items made by that so it's really the minimum of the items made and your floor space, except you need items made; floor space itself doesn't do it for you, but the items made gets compared to the floor space and it takes the smallest one, or it caps it, or whatever. In any case, it then subtracts the number of artifacts you've already made. So say you had, for instance, six hundred items made, divided by two hundred you get three, so that's three artifact credit; you've made enough items so that you can make three items. And let's say that you only had four thousand floor space, so divided by two thousand, that's two, so you actually only have two artifact credits. And say you've already made an artifact, now you have one artifact credit, so it goes ahead and lets you make an artifact. Then the next time it goes through if you haven't changed anything then you'd have no artifact credits left. Now this assumes that the artifact gets created successfully, so it's not like you're using up your chances or anything.
213.134.175.225 21:59, 23 February 2011 (UTC)
- Unfortunately, that talk is more than a year out of date. Population requirements, which Toady talks about earlier in the same talk, have been shown to either not exist, or not exist at the same numbers Toady talks about, in DF31.25.98.203.173.56 20:19, 28 July 2011 (UTC)
- I've looked at a disassembly of the Strange Mood code, and I know for a fact that the item count check is still there, complete with the division by 200. I'd have to check again, but I'm pretty sure the population requirement is also there - it isn't a strict population check, but a check for a number of mood-eligible dwarves (i.e. dwarves that are still alive, aren't nobles/military, and haven't already had a strange mood). --Quietust 01:29, 29 July 2011 (UTC)
Fort abandonment/reclaim wrong?[edit]
Artifacts don't seem to disappear in my experience. I abandoned a fort and visited it in adventure mode and found the artifacts. Perhaps if you reclaim a fort then it deletes all of the artifacts?? --Ral 23:48, 17 April 2011 (UTC)
- I can confirm it does NOT delete artifacts on a reclaim, however they appear to be unusable. Dsarker 11:20, 10 June 2011 (UTC)
Glitchy artifact trading[edit]
I managed to somehow recover an artifact scepter (one that had been lost by having fun with a siege, mind you, as the Artifact button didn't appear) and it actually ended up in a newly built trade depot. I found it at the bottom of the pile; it was a sh$#^y chalk scepter with granite studs or something worth 2400 dorfmids. I decided to trade it for some spare anvils and booze. I traded it, and guess what? It stayed there, at the bottom of MY part of the trade screen. So I decided to experiment and give it as a gift. That worked; it turned green and I couldn't offer it anymore.
Game was never modded in any way, and heck, it was my first working fortress, too; it died with a spectacular 69 dwarves out of 82 total when my first siege came up.
Has anyone else been able to trade their artifacts? If not, well, hey, now you know why you can't trade artifacts: you can trade them multiple times! --71.180.66.233 19:38, 8 May 2011 (UTC)
Artifact name & item predecided?[edit]
Have the mechanics of artifact creation changed from 40d so that Urist McWeaponsmith has decided ahead of time what he's going to create? I was very excited when he was the first strange mood I got, but I was hoping to get something actually usable and not this damned platinum pick. So I tried save scumming to when he's still collecting the resources but all I get is more platinum picks. :C
--216.121.226.240 17:07, 18 May 2011 (UTC)
- The name is decided upon at least when the dwarf begins work, maybe before that. The item is not decided upon until it is completed, but if a dwarf has a preference for an item that would be a valid artifact for his moodtype, then he'll make that item predictably. So if your fey weaponsmith likes picks, he's going to make a pick every single time, and save scumming won't change anything. This can be used to your advantage, for instance, if you discover a weaponsmith that likes war hammers....98.203.173.56 20:19, 28 July 2011 (UTC)
- Possessed dwarves will mutter the name of the artifact when listing their demands, so it's decided at least as early as when the workshop is claimed. If you can kill a moody dwarf before a workshop can be claimed, engrave a Memorial - if it says "Creator of [artifact name]" (despite the mood having failed), then it's conclusive evidence that the name is decided the instant the dwarf is taken by a mood. --Quietust 01:24, 29 July 2011 (UTC)
Semi-artifact effectiveness[edit]
Do semi-artifact weapons and armor (named ordinary weapons) get the same dice roll benefits as artifact ones? Rav 10:03, 5 August 2011 (UTC)
Artifacts and Magma[edit]
I had a granite (not magma-safe) artifact floodgate. Placed it where magma should flow. Opened the floodgate to let magma in. Did not immediately check. On later check (when trying to close) I noticed that the floodgate was gone. Nothing happened to the lever. I am also pretty sure I used magma-safe material for all the mechanisms. (unsure whether this could matter). (0.31.25) --SGdYy409Ls 16:55, 23 September 2011 (UTC)