Thank you!
It will progress less quickly than successions, though, but progress it will.
(Jeez, thread has fallen off the front page.)
Also, part of the reason why things took so long: Figured out workshop layout for this fortress. Takes advantage of air biomes, which I'll have to be reshuffling a bit...
*There would be an image here but I only have 1 dwarf doing everything it's going to take a bit of time*Now, looking over last post, after few days...
Well. First things first.
Should do another library test. Organizer, Record Keeper, Tracker (does the record keeping and observer training work the other way around), and I guess Poet, Pump operator and Critical Thinker while I'm at it.
And, hm, I wonder if there's much cross-class discovery potential with geographer and tracker/obsever (prolly should add to wiki?) both using record keeping? Not something I can test off embark, though, given it needs the dwarf to have preexisting knowledge of said fields.
With them prioritizing their highest scholarly skill for pondering, I dunno if reading about things from books is enough or if one would need to first make the geography discoveries independently, then train observer to higher level than geography, and then make the tracking/observer discoveries?
Well, testing first...
Oi.
Where's tracker?I guess nobody ever wanted to send a dwarf on embark with it. Don't really need another observer test, so...Hm.
I guess last two would be Siege operator (also in engineering subclass) and Appraiser (feels like should be, given the price books, though wiki says it is not)
Poet...should perhaps get all tavern skills, since forms cover those.
Now, testing...
Unexpected pump operator. Hm, noting 420 bookbinding exp right now...And it doesn't go up - they instead get equal amounts of experience in record keeping and critical thinking.
The critical thinker ponders medical ethics, boosting thinking and just that. And authors a poem:
Night: The Future Laughs Afterwards. (Granting 12 wordsmith, but not writer experience. Dunno about poetry experience; everyone started out with some and didn't keep track. )
Hm.
*glances at logs*
Oh right, I enabled announcement.txt to track normally adventure mode-only conversations.
This does mention dangerous beasts on other continents (cool), but is endless spam whenever someone has a baby.
(I particularly like "Life isn't fair, and sometimes you have to do what you have to do, but working toward a balance isn't a bad thing.")
(Tarantula fiends are so much more sophisticated and intelligent than my 7 scholarly dwarves!)
As for the others....
Interestingly, this is just diagnostican experience. I must say, this didn't jive with my exception, especially given the pump operator.
Organizer?
No boost to other skills besides mechanic.
Siege Operator?
Becomes a mathematician. Writes a novel at 470 exp/three seasons? in (didn't note when exactly I started library, but few months in, and this happened when 11th ended or so.
It must Have Been Leper doesn't have anything to do with maths, though it granted 50 writer/12 wordsmith experience.).
Poet?
Follows familiar observer/tracker/record keeping trifecta.
Appraiser?
'tis be Critical thinking.
Oh. And interesting.
Fiendish ash, for the record, causes unconsiciousness, oozing, drowsiness and permanent blood cough. Wiki listed blood cough as non-fatal, but I guess it can kill small creatures when permanent. Only the puppies display blood loss, though, at their small body size.
(Though blood max seems to be linked to size_base, not size_current.)
Wait, no, dog became faint too. And died. 14th moonstone for fiendish ash, 23-25 for puppers, 4th and then 26th opal and 2nd obsidian for dogs.
Meanwhile, yak and donkey are almost completely fine. (A different test later on showed over a season to kill a dwarf on the smaller side.)
You can see the pasture area, thoughAs for discoveries...
Yes. After four and half-ish years of pondering‼ (Also 12 books from 6-ish dwarves in that time(left the mechanic to handle food and drink instead), though half the libraries ran out of quires.
(resulting in Skilled (675/900) Observer, Competent (165/800) Record Keeper and Competent (165/800) Tracker for Avuz - hm, maybe they had some observer-only jobs? None of the other dwarves got observer, so they didn't see a fight.)
With no skill on embark for it, granted - heck, only the critical thinker actually uses their Proficent "library?" skill. (But is not the one to make first or second discovery, so it is less of a speed boost and more of a choice of direction. Next one was diagnostican/rusty record keeper ~three quarters of a year later.)
In conclusion, results as table:
Initial skill Actual topical skill
Organizer Machining
Record Keeper Diagnosing
Poet Observerving>Tracking=Record keeping
Pump Operator Critical Thinking=Record Keeping
Critical Thinker Critical Thinking
Siege Operator Mathematician
Appraiser Critical Thinking
Further
Resesarch:
Pairing off each scholarly skill (other than Critical Thinking and Diagnosis) with Record Keeping and seeing if the dwarf starts pondering something that increases both.
Same, but with Critical thinking instead, since that skill gets the "Sage" treatment when combined with others. Might want to use 5/4 setup so that they don't pick critical thinking by itself over other skill.
Setting skill levels to something ludicruous with gui/gm-unit and seeing if that affects anything.
Logician vs Critical thinking - Logician is marked on the wiki as making a dwarf a Philosopher, but both mono-thinking dwarves thought about ethics, which wiki lists under the topic of Philosophy.
What's going on there?
- Hm, looking at string dump/raw and topics.svg, I would guess that philosophy topic splits use different skills. Ethics Applied Critical thinking, logic must surely be under logician, but others - epistomology in particular - are unknown.
A perfect result would show a skill combination that sent dwarf straight into epistomology (to write a book on the value of <belief>). In string dump, it's between ethics and relationship between objects and their properties
Enboldened, I decided to try boosting the populations, adding megabeasts and harpies and ogres.
To my great disappointment, region-pops can't boost populations of species one doesn't have. Furthermore, while running ``animaldiversity megas`` does do a thing in fort mode, the populations are not updated - I presume I would need to retire the fort, run the command, and unretire to repopulate the population list.
There's probably other ways, buuut I plan to retire-unretire anyway sometime, so I'll not look now.
Also,
my recent arena-mode
tests showed that dual sharp melee weapons work significantly better than weapon + shield when fighting enemies with armor and weapon. That means the squad setup should be changed:
Spear and Shield → Keep. Sharing 1-2nd performance versus buffed rocs with both dual and single weapon is definitely suggestive towards this, even if they're nigh-useless against iron men.
(I think this is because their deep penetration is useless if it penetrates unharmable gas, it's like trying to defeat a logia with stabbing.)
Sword and Shield → Sword and Sword. Almost equal performance with shield and sword versus rocs (below average performance total), and shares first place with spears in dual-wielding category versus them.
Pick and Shield → Remains Pick and Shield. Best weapon to dual even before one considers that pick moods give its' parries further advantage, but also second largest difference versus Roc. Mainly, I want to pick something
besides spears to shield+weapon.
Mace and Shield → Dual-wielding, as 'stars have terrible performance versus inorganic creatures even when made of best metals. If it was just rocs, it'd be #1 candidate to use with a shield - worst sharp performance with dw and only slightly worse than spears with shield. (Though I would want to run the trials a lot more times to be sure of the rankings).
Axe and Crossbow → Remains same, but should upgrade to metal crossbow once armor user is good enough. Other non-crossbow axe wielders will definitely dual-wield though, worst sharp performance versus Rocs, and only one who had dual wield outperform shield-users. However as a downside, fragile inorganics with ranged attacks require someone using a shield and not dual axes in front.
Whip and Shield → Whip and whip. While worst weapon to dual-wield of these six (though still ~50% better versus whip and shield), while better against sharper inorganics than stars, they're nonetheless terrible versus large beasts, leaving their role as fighting versus sieges and reanimating undead.
An astute reader will notice that I have seven, maybe eight arming setups for like three-four enemy types. Indeed, some are at least partly for the sake of having them, much like a library that focuses on the migratory behaviour of animals.
It also means that Aban Luslemmörul, level 5 shield user, won't be using shield and whip anymore. He shall be swapping with spears from commander, as mining is moodable - which, regrettably, causes demonstration pollution, which mining wouldn't cause, and wouldn't be any more likely to mood.
...
^^°
^^°°
^^°°°
-.-
u.u
Ah damn it. This sacrifices two skill levels and the weapon from my most dangerous military, but Aban Luslemmörul shall be taking a pick from Sodel Zonlerteth. Who will be also dropping the shield, as that is not necessary anymore.
No maces or whips yet, so I only have to produce
Over 3000 duels to task making 1 training sword. *snrk*
That's cutting
edge, baby.
Other tasks? Well. There's like a hundred teeth, over ground and in trees
...fuck hauling those, for now. In fact, going to mass-forbid the historical artifacts.
Expect 27 bronze bolts, bit later. Those might be useful.
Poults are going to be hatching soon, so should butcher mama turkeys before that.
A singular screw pump through 1z aquifer
will do fine with hatch, a pumper and some drainage, but it's even cheaper to install windmill up top.
Injuries won't call ahead, so need to set up hospital
*checks inside workshop*
Wait, no.
I already have tons of soap.
In that case, might just task
to ensure full quiver.
And, hm...
Better produce some doors for my cavern traps.
Actual sealing parts should ideally be fire-safe, but this makes good use of the Talented carpenter. And on second thought, someone else can butcher the turkeys.
Now, to let it run...Interesting - being 10 tiles from tavern, the wrestlers can see the performances:
4-24-1394:
Thought they would take mothers' pasture, but guess not. Oh well, I'll assign the entire 5x5 room as pasture. FPS doing fine at 120/capped.
Now, I guess I'll have to cook the unfertilized eggs before they rot...
But how?
I butchered all the gobblers earlier!
Incest? They shouldn't be capable.
Are the hens now permanently fertilized?
Eh...
*forbids the eggs*
I'm sure that will not cause me headache in no way whatsoever. Hm, I could set up an autobutcher to constantly slaughter 30-42 poults every season with just those three. Though they range from 100-160 cm^3 at the start of 5th month, from
Cat and
Guineafowl I guess they need to be around 1600 cm^3 big - should happen on average 7,5 months in, which means it needs bigger birds for this strategy, as in another season the second trio of eggs will hatch and the turkey population is capped - ostritches, perhaps, as they start out at 1800 cm^3 on average, yield more eggs and also produce gizzard stones.
Hm, this embark should be able to get some, there's several dozen of both normal and giant variation in region-pops...What flies around, anyway?
Though seems doggos did get into fights with previous wrens
Picked up and dropped, like a hunting sea eagle. Fuckin' rad wren. Wrad!?
5-06-1394:
Four migrants, and no exotic weapon preferences, though one did like spiked balls.
Welp, time to find better ones. Goal: preference for long swords, two handed swords, great axes, whips, pikes or morningstars. Granted, half of those require humans to wield - for dwarves, particular benefit is only derived by long swords, 'stars and perhaps whips.
On that note, in that light, should make armor both dwarves and humans can wear. Hyenas or cougars....
hyuk hyuk hyuk
local units = df.global.world.units.active
for i, unit in pairs (units) do
if unit.race == df.global.ui.race_id then
for j, preference in pairs(unit.status.current_soul.preferences) do
if preference.type == 4 and
preference.item_type == 24 and
(preference.item_subtype == 0 or preference.item_subtype == 10 or preference.item_subtype == 12 or preference.item_subtype == 13 or preference.item_subtype == 15 or preference.item_subtype == 19 ) then
dfhack.println(dfhack.TranslateName(dfhack.units.getVisibleName(unit)) .. " has useful preference")
end
end
end
end
*savescums 12 times*
"
Edzul Konosbekom has useful preference"
Well, that was quick, less than five minutes. At average of 5,5 migrants per first wave, had to look at 66 dwarves?
Pretty great migration wave too, eight strong and has High Master Wax worker, Great strand extractor and Brewer, Talented and Expert Fisher (have infinite mussels), Accomplished Miller, Professional Animal Trainer...
Oh fuck me not. Accomplished Stone crafter to go with expert fisher. At least the strand extractor is also Professional Mathematician and Adept Logician.
Ah well. *makes 237 assignments in Therapist*
Next update: Making use of the nearly tenfold workforce. Hopefully FB doesn't wreck me gently.