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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Girlinhat on August 13, 2011, 09:15:56 pm

Title: Dwarven... "Child Care"
Post by: Girlinhat on August 13, 2011, 09:15:56 pm
It's like regular childcare, except with more dogs, and less care.  The idea is simple, but will take some finesse to perform.
1) Construct a box.  It should be 3x3, leaving a 1 tile center free.  The walls should be wall grates and the corners should be actual wall.  Alternatively, perhaps ideally, the center tile could be a floor grate (not a hatch).  The roof should be either a floor grate or a hatch.
2) Place a child into the box.  Creative abuse of levers, wall deconstructions, and hatches can be used.
3) Place 12 years worth of ☼Dwarven Syrup Roast☼ and assorted booze into the box, by "dumping" it onto the roof and then opening the roof via lever, causing the items to fall down.  For this reason, the floor would need to be solid to accommodate a food stockpile.
4) Place a female dog in the box.
5) Wait 12 years to unleash disaster.

The premise is fairly simple.  Animals enclosed in a tight space will lash out randomly, often attacking a dwarf in the same tile.  This extends over time to create a biological danger room, where the dwarven children are subjected to 12 years of consistent dog biting, scratching, and watching the dogs kill each other, quickly leveling up the child to legendary dodger, perhaps wrestler/kicker/biter/etc if the dwarf manages to counterattack.  Not sure if a dwarf will counterattack an animal.  The child will eat the food from the floor that he's been staring at for the past 12 years, and will ideally be comforted by some lovely mist falling right beside him.  Once the years have passed, and the child grows into a scarred, hardened, tough-as-steel dwarf (don't forget agility, endurance, etc) who doesn't care about anything.  Or, keep the lid closed, and throw in a weapon and shield, and replace the dogs with goblins.

The only issue is trying to get the child to survive without going berzerk.  But then again, that might just turn into training for the other caged children, right?

Design ideas or implementation, anyone?
Title: Re: Dwarven... "Child Care"
Post by: Berserkenstein on August 13, 2011, 09:33:16 pm
"Mommy, I'm scared!"

"..."

"Mommy?"

"Mommy?!?!"

"*Woof, woof!*" translation: "I'm your mommy now!"
Title: Re: Dwarven... "Child Care"
Post by: mushroom_ff on August 13, 2011, 09:37:02 pm
 :o
This is so wrong in so many ways.... and so Dwarfy.
Title: Re: Dwarven... "Child Care"
Post by: Sting_Auer on August 13, 2011, 09:41:21 pm
*finishes reading*


*silence*


Oh **** yeah.


It's like a danger room for babies :D
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 13, 2011, 09:42:18 pm
1) kill parents
2) rename batman
3) if the child survives until maturity, make him a militia captain
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 13, 2011, 09:43:11 pm
Build the entry hatch like so:

+++++
+++++
++¢O+
+++++
+++++

Occupy all adults and order the wall deconstructed (for bonus effectiveness, burrow the child of your choice in an area including the hatch and pillar). The child will naïvely stand on the hatch to remove the wall. Then pull the hatch lever and unburrow the child. The hatch can be left open and food dumped in, followed by the animal, or the animal can be restrained in the box before the child "drops by." You may wish to make the walls of the box fortifications and have a waterfall running down one side with the mist blowing into the room. Good meals will make happy thoughts. Using smaller animals instead of dogs will lessen the lethality of such a device - a hen and a nest box would work well. The child can drink water for all I care, so long as they don't drown - putting a flooded channel in one corner will probably accomplish this.

Also, this is a horrible inhumane idea and why didn't I think of it.
Title: Re: Dwarven... "Child Care"
Post by: Excedion on August 13, 2011, 09:45:24 pm
Wait, wont the dogs kill the children? Also quick question, does it work with babies and wont they die from infection?
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 13, 2011, 09:46:14 pm
Babies would starve to death because no mother to leech nutrients off of.

EDIT: I would recommend a 5x5 area, with 3x3 interior, allowing for a food stockpile, nest box, restraint, and water channel.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 13, 2011, 09:53:19 pm
The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration (waiting on someone to sig that) but a larger room allows for more utilities, like a well or a next box.  Some chickens would allow for light damage and maximum dodge, but a good dog would allow for maximum damage and heavy scarring, so whichever works.  The animal of choice will need some fine-tuning.

Dwarves cannot stand on a well, right?  If no, then one wall of the cage can be replaced by a well, dangling the entire cage over a water pit (not a wimpy cistern, this is a PIT!), with water flowing over the top of the cage to cascade around it in glorious mist.  Access out of the box could be performed by a pair of bridges on one side that would diver water and allow a walking path.  Using this, a 1x1 box is possible.  If you wanted to get fancier, you could do something like a 2x2 to include a nest box, well, quantum food stockpile, and bed/chair (for mood).

Also, a certain amount of damage to the child is not only expected, but encouraged.  If the child survives the dog bites, it will be very quick to heal and super-dwarvenly tough.  If it's getting bat by chicken feathers, then it will just develop a deep-seated comfort.  Screw that.  Release the dogs!  Breed some cheetah!  Ferry in the carp!  Mod the carp to be flying magma-carp that spit out badgers!

Oh, and children don't respect burrows.  They only pay attention to a military all-dwarf alert, not individual burrows.

EDIT: A water channel is VERY bad.  Dodge related drowning would hurt training time.  Hence the well, or booze.
Title: Re: Dwarven... "Child Care"
Post by: Excedion on August 13, 2011, 09:56:09 pm
Definitely going to try this out on one of the kids with no family.

I was thinking a raccoon or a cat would do the job perfectly. Or even a lion cub. Perhaps if you put both the cub and the child in there they will fight to the death and the strongest with emerge.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 13, 2011, 10:15:24 pm
Also, a certain amount of damage to the child is not only expected, but encouraged.  If the child survives the dog bites, it will be very quick to heal and super-dwarvenly tough.

...


EDIT: A water channel is VERY bad.  Dodge related drowning would hurt training time.  Hence the well, or booze.

a) Healing speed is not affected by anything IIRC. What you've got is what you get.

b) Not if there's a ramp, and it has the bonus of training swimming.
Title: Re: Dwarven... "Child Care"
Post by: DoctorMonch on August 13, 2011, 10:20:48 pm
Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.


...

Seriously, though. This is an awesome idea.
Title: Re: Dwarven... "Child Care"
Post by: Silly Theory on August 13, 2011, 10:37:48 pm
Dude, you are one evil Dorflord.

...

...

Has anyone gotten around to do this successfully? I wonder if I did this en mass and then made my military out of the little buggers.

"The Mogli Guard", maybe?
Title: Re: Dwarven... "Child Care"
Post by: Excedion on August 13, 2011, 10:41:54 pm
"The Mogli Guard", maybe?

Nah, Roughnecks, Rico's Roughnecks.


I just hope one of these kids doesnt pull a full metal jacket. Perhaps a mist generator is exactly whats needed to stop em going insane.
Title: Re: Dwarven... "Child Care"
Post by: malimbar04 on August 13, 2011, 10:54:06 pm
Everyone so far has said this is evil. Personally, I think it is very good for the child. Not only do they get exercise and a huge supply of legendary meals, but they actually get safety, which is far more than they get up top. Half of my children have been killed or kidnapped. They also get the added benefit of not caring about anyone that dies - this is potentially fortress saving.

Dogs will definitely be able to kill the child though. Does the same concept work with... say... tame vermin? a few dozen tame rats and toads might be a lot more fun.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 13, 2011, 10:57:54 pm
Vermin do not engage in combat, ever.  I personally prefer blue peafowl, as I consider this a bit symbolic in some manner.  Any non-grazing animal will suffice.  Cats?
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 13, 2011, 10:59:01 pm
Groundhogs?
Title: Re: Dwarven... "Child Care"
Post by: Knarfle on August 13, 2011, 11:04:02 pm
If only this baby were a little tougher...but I think it's mother only dropped it because it was on fire.

Spoiler (click to show/hide)

Trying this out now, engraving the room with inspirational engravings.


Oh hey, what a coincidence...my local civilization is called "The Infamous Chamber". This hole...it was made for me...
Title: Re: Dwarven... "Child Care"
Post by: Weary Exile on August 13, 2011, 11:06:02 pm
It's like regular childcare, except with more dogs, and less care.

Mind if I sig this?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 13, 2011, 11:07:23 pm
Everything I say is sigged.  There's no reason to ask if it's ok anymore!
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 13, 2011, 11:29:47 pm
Hmm, is it still possible to melt off all of the fat on the Dwarf's body using Dwarf Central heating, essentially making them fireproof?


I mean, if we're going to traumatise them, we may as well make them hideous freaks too.
Title: Re: Dwarven... "Child Care"
Post by: Knarfle on August 13, 2011, 11:37:50 pm
I have a useless cook migrant who is actually sleeping on top of the hatch. This is really aggravating.


  I already have a tame fox in the room. Foxes are smaller than dogs, right?
Title: Re: Dwarven... "Child Care"
Post by: DrKillPatient on August 13, 2011, 11:39:59 pm
This is as bad as, if not worse, than the infant-drop strategy. 12 years of torture in a pit full of angry dogs.

...I like it. In fact, you could leave the walls out, and elevate the platform, so that unsuccessful children who are poor at blocking and dodging (in the right direction) get knocked into the dining hall anyway!

EDIT: or perhaps onto other platforms with increasingly threatening creatures, so you can watch the kids bounce from platform to platform, being batted around by rabid cave crocodiles, until they land hundreds of feet below in the dining hall.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 13, 2011, 11:44:18 pm
Failures get returned to a future as cheap labor?
Title: Re: Dwarven... "Child Care"
Post by: DrKillPatient on August 13, 2011, 11:46:49 pm
Say, dropping a kid onto a catapult just as it fires won't hurl it, right? On the off chance it does, you could wait for the kids to mature, and immediately fire them at a siege to let the poor dwarf take out its anger on some fleshy, unbearded targets.
Title: Re: Dwarven... "Child Care"
Post by: DoctorMonch on August 13, 2011, 11:47:08 pm
When a mother gives birth in our fortress, the guards come and take the child away. The mother may protest, but the child no longer belongs to her, but the fortress.

The child is placed alone in a pit filled with crazed animals, along with food and drink fit for a king. Every few years, the "Invigorator" is powered, and searing flames purge their bodies of all weakness. Only the truly worthy live through the trials.

At the dawn of the 12th year that the child has been in the chamber, the gates are opened, and a single, burnt, sociopathic, killing machine is released into the fortress. They are lead to their private barracks where they take their rightful place as an elite warrior of fable.

Weapons fit for the gods themselves are forged in their name.

Armor is not necessary, for no weapon can pierce their skin.

They are the first, and last line of defense.

They are the Children Of Armok.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 13, 2011, 11:54:54 pm
Good god, over time we would transform Dwarfs into husks of their former selves - horribly deformed and degraded by their hellish experiments, abhorred by civilised beings. They were fearless in combat, almost immune to almost all attack and yet were incredibly violent and hateful. Eventually they would seal themselves off from the world, going deeper and deeper until they finally sealed off their world from the surface using the very blue metal they sought after.

Armok help whoever disturbs them.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 14, 2011, 12:12:47 am
Best HFS origin story ever. Screw the consequences, we have supersoldiers to make.
Title: Re: Dwarven... "Child Care"
Post by: Nil Eyeglazed on August 14, 2011, 12:14:28 am
Not to be a spoilsport, because this is a great idea, but:

I think you'd probably see half of them go crazy from failed moods.

You can get away with a large area, btw, if you make a single tile large meeting area.  They'll still fight.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 12:18:49 am
Best HFS origin story ever. Screw the consequences, we have supersoldiers to make.

Urist McLeader stopped eating Kitten Tripe : Creating God


I can imagine the goblins showing up with kidnapped human soldiers by their side, looking at the 12 year old horribly deformed kids and thinking "Woah, that's a bit too much, don't you think?"
Title: Re: Dwarven... "Child Care"
Post by: Hitty40 on August 14, 2011, 12:36:10 am
(http://img269.imageshack.us/img269/4436/toomuchj.png) (http://imageshack.us/photo/my-images/269/toomuchj.png/)
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 12:38:10 am
oh u
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 14, 2011, 12:43:52 am
I fervently hope this becomes the new mermaid thread.
Title: Re: Dwarven... "Child Care"
Post by: Tcei on August 14, 2011, 12:51:11 am
Im beginning to wonder if the goblins arent trying to do the children a favor.

All this plan needs is some forgotten beast syndrome that turns the children into zombie super soldiers.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 12:56:44 am
You're right.

Numbness Syndrome + Skin Necrosis Syndrome could mean that the "Baptism by fire" would not be necessary, as well as making the SuperDwarfs immune to pain.   
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 14, 2011, 12:57:23 am
Skin+fat necrosis syndrome would also make them fireproof.

MODDING GO
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 01:00:51 am
Perhaps modding in "Syndrome Wombles", which has syndrome blood which causes these things. By throwing them into a weapon trap full of serrated discs and draining the blood into the Child-Care chambers, we can easily control the dosage and make sure the SuperDwarfs get the Womble Serum.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 14, 2011, 01:03:05 am
Or maybe make them smallish animals with large litters and gaseous secretions with the syndrome? That way it can apply the syndrome as it fights the children.
Title: Re: Dwarven... "Child Care"
Post by: moki on August 14, 2011, 07:43:15 am
By Armok, that's completely sick... I love it! :D

But I think, most would go mad after a few years... maybe it'll work with masterwork engraved floor, masterwork furniture and a waterfall. Please, try it for !!SCIENCE!!
A 3x3 room sounds pretty good, but I don't know if it's enough to make a single animal rabid. A 2x2 is enough for one dwarf. Quantum stockpile and a bed are needed, table and throne are for the good mood. If you have some useless craft artifacts, you can throw them in as well for the future superdwarf to admire.


Oh, I can just imagine a dwarven scientist with cave spider silk lab coat and kitten leather hat... "Bring in the Syndrome Wombles!"
Title: Re: Dwarven... "Child Care"
Post by: Crazy Cow on August 14, 2011, 09:28:27 am
Yeah... you remember all of those children snatched by Gobbos?
They're in a better place now.

I'm making a fortress with the sole intent of testing this. I'm going to experiment with a few small changes, and I'll post the results.
Title: Re: Dwarven... "Child Care"
Post by: Yoink on August 14, 2011, 09:41:38 am
Just adding my support to this idea! :D You could have an entire floor of your fortress devoted to this, with tonnes of little rooms each with a kid and a dog.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 09:49:16 am
but I don't know if it's enough to make a single animal rabid.
That's why you include a female animal.  It will breed in the cage, and the offspring will be rabid.  I'm starting to believe that a 2x2 or 3x3 would be much preferred.  The issue, still, is insanity.  Keeping the child from going mad during the whole process will be quite difficult.  Investing in masterwork platinum chairs may be in order.  Or perhaps restructure the entire thing to allow for statues.  I prefer the hanging cage just because of the terror it invokes, but a raised platform with statue walls would be very easy to admire, and if it had a table and chair, then the child could enjoy a royal dining hall.  A bed and they enjoy a royal bedroom.  A 3x3 would allow for a bed, chair, table, quantum food pile, central waterfall grate, and a few tiles left over.  I'm debating the use of a 2x2 room with a downstairs 1x2, that's room for an upstairs chair, table, food, and stairs, and a downstairs bed and stairs.

Also, I have no idea how to handle the moods, except to remain hopeful or allow a temporary escape.  But who wants to let the buggers out?
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 14, 2011, 10:14:00 am
Perhaps using a meeting area to restrain the child and animals to a 2x2 area would work. You could then have a larger enclosure and place a craft shop in it. When the child gets a mood, simply see what he wants and dump three of each down the hatch into his room.
Title: Re: Dwarven... "Child Care"
Post by: warwizard on August 14, 2011, 10:32:22 am
ok two thoughts:
1) Burrow the married female dwarves into a birthing chamber where every tile is a cage trap, the newborns get caged before the mothers can grab em. Build and lever connect the caged babies cages over the grate and open the grate and pull the lever to drop in the baby.

For the moods have a forbidden door to another room 3X4 with stockpile of needed materials and build the needed workshop then let the door be passable, forbid all other materials in the fort, baby claims work... !! wait WHAT moods, these kids will not have dabbling in anything except animal care, give the kid a smithy and 1 bar of metal, and Profile the thing to only allow that kid to use it, later once the kid has made his pile of bolts you can set up for his later mood as a weaponsmith!
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 14, 2011, 10:41:52 am
All the theories behind that post are wrong. Cage traps won't catch babies, babies can't survive without their mothers, dwarves without moodable skills default to either stonecrafting, woodcrafting, or bone carving, and children won't do work of any sort.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 10:45:15 am
Putting babies in a cage? Sick!

Real parents put their babies in pits!
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 14, 2011, 10:46:48 am
DWARF FORTRESS:
Quote
newborns get caged before the mothers can grab em

oh, damnit urist.

---

Also, this is the most amazing thing since PHM. And I applaud you.

... O_O ...

feed the children plump helmet men, SO THEY CAN FIGHT THEM THEN EAT THEIR WINNINGS TO SURVIVE.

actually that might not work, depends on if PHM are hostile or if you need to first insanify them... this requires science.
Title: Re: Dwarven... "Child Care"
Post by: warwizard on August 14, 2011, 10:58:25 am
All the theories behind that post are wrong. Cage traps won't catch babies, babies can't survive without their mothers, dwarves without moodable skills default to either stonecrafting, woodcrafting, or bone carving, and children won't do work of any sort.

  The theroy is the baby pops out using the same code as for a dust knockdown, so the baby might get caged just like any other normally uncagable creature that gets knocked down by dust. !!Science!! is called for

  Wouldn't you perfer to have legandry skill children of your choice of ledgandry skill?
Children will work, you just can't make them work, if the only job the child can reach is the workshop job you layed out, eventually the child will do the job.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 11:02:29 am
The problem is that babies still cannot survive without their mother, even when caged.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 11:19:01 am
I have never observed a child to ever work, except to deconstruct something.  They can be forced to work using Therapist, but if we're going to do that, then we already have useful children and this whole thread is moot.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 14, 2011, 12:08:16 pm
if you assign a bed or table to the child they will hang out around it every once in a while.  You could just monitor it and then lock the door once he's inside.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 12:28:30 pm
True, but entirely less brutal than the style demands.  I'm also in favor of the magma bath, but I'm not sure how to set that up without killing everything in the process.  Some amount of fluid logic may be required.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 14, 2011, 12:31:43 pm
don't caged fire imps radiate heat?
perhaps that could be used to melt the fat off without actually throwing the child into magma
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 12:36:53 pm
I believe so, but I don't think it's enough to actually burn a dwarf.  Don't quote me on that.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 12:51:30 pm
Does Steam have a high temperature? Because if so that may be enough to melt the fat.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 01:10:50 pm
Not anymore.  It used to be lethal, it's currently only a mild annoyance.  Rain in a scorching biome used to be lethal as well, but it's been fixed too.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 01:16:39 pm
Okay, how about introducing magma to a Dwarfmade Underground forest to create fire, then stationing the child next to a burning tree as soon as they are 12 and are able to be drafted into a sqaud.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 01:24:52 pm
We can already burn adults with surgical precision.  That's not useful!
Title: Re: Dwarven... "Child Care"
Post by: JoshBrickstien on August 14, 2011, 01:32:25 pm
This idea is brilliant. I have a bit of a schematic for a fairly good room. How you get the kid in there is up to you.

What about having a 3x3 area partitioned off with a bridge for building a workshop, should they have a mood? You could then designate a dump site right about it, to drop what they need down to them. Mist generator and Masterwork/Artifact furniture is a must.... The top should be open for continued food dropping. Also, at the end of the 12 years, weapons should be added, for the child to finish the animals that have tormented them for most of their lives. Also, the children should definitely not be dropped until childhood, but never as infants. they'd never make it. And that would be a waste of a perfectly good soldier.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 01:36:15 pm
Of Course!

Magma Mist! Magma mist burns everything that it touches, but can easily be controlled so that it only hits the SuperDwarf in short bursts. Then a source of water can be used to stop the flames once the right amount of damage has been done.
Title: Re: Dwarven... "Child Care"
Post by: Talonj on August 14, 2011, 03:49:23 pm
This thread may have persuaded me to play DF again... we shall see later.

OT: Would Cavys be a good, slightly less deadly substitute for dogs? Nest boxes might end up being a little too much, but I haven't played DF much since they were introduced.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 04:00:55 pm
Cavies are grazers, although extremely small grazers.  They don't survive long enough to reproduce without grass.  Magma mist I'm not sure on.  It'd be easy to set up, and use of creative water logic could create a good timer for the water stop, magma mist, and water resume.  The science of burning innocent children could be perfected into clockwork.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 04:03:51 pm
The science of burning innocent children could be perfected into clockwork.

Brb, Going to hospital because I can no longer breath.


EDIT: But seriously, what about storing booze down there as the mist hits? The explosion could be powerful enough to burn the whole body, but weak enough not to completely kill them?
Title: Re: Dwarven... "Child Care"
Post by: peskyninja on August 14, 2011, 04:15:03 pm
who finds another forum where the users plan how to produce magma mist to burn one tormented child wins a cookie!
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 04:16:03 pm
I heard they do it all the time on the Disney forums.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 04:21:24 pm
Booze does not explode.  It boils.  And as one person said, about the burning of goblins: "It will not burn them.  It will lightly simmer them in a refreshing mist that leaves them pleasantly smelling of wine."
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 04:25:35 pm
Now I want my Sociopathic, Skinless, Deformed, Aggressive and Nigh Unbeatable Super Soldiers to smell faintly of Strawberry Wine. Is that too much to ask?
Title: Re: Dwarven... "Child Care"
Post by: DrKillPatient on August 14, 2011, 05:02:35 pm
Perhaps the waterfall mist can also extinguish the burning child after he's done being melted?
Title: Re: Dwarven... "Child Care"
Post by: peskyninja on August 14, 2011, 05:48:32 pm

it doesn't need to be an water fall just 1 flood gate and 1 grate,the flood gate is the water input and the grate is the output.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 14, 2011, 05:54:04 pm
perhaps it could tie into the small pool of water with a ramp
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 05:55:20 pm
I'm still against the water pool idea.  Not to mention that booze may be needed to stabilize mood.
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 14, 2011, 06:12:01 pm
definitely going to try this soon.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 14, 2011, 06:12:31 pm
as I suggested before, kill his parents in front of him and then allow him to recover for a bit before doing this.  He'll be so apathetic he won't care about anything.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 14, 2011, 06:18:41 pm
He'll get apathetic from killing hundreds and hundreds of fox cubs. Killing his parents won't be useful if they're legendary hammerdwarfs.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 14, 2011, 06:39:59 pm
The most amazing thing is that even after spending 12 years in a chamber of utter terror the kids will still remember who their parents are at all.
Title: Re: Dwarven... "Child Care"
Post by: Icee77 on August 14, 2011, 08:35:58 pm
I tried this with an orphan and a trio of wolves.....it didn't end well. did not know they would gang up on the poor kid.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 08:52:17 pm
Tame or wild wolves?
Title: Re: Dwarven... "Child Care"
Post by: Icee77 on August 14, 2011, 09:16:06 pm
Wild.
Wait.....crap.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 09:16:50 pm
Scumsave if possible.  Change [PET_EXOTIC] to [PET].  Try again.
Title: Re: Dwarven... "Child Care"
Post by: Icee77 on August 14, 2011, 09:18:46 pm
Meh, it had no friends. No real lost to my fortress.
Gonna try with CATS now.
Title: Re: Dwarven... "Child Care"
Post by: Max176 on August 14, 2011, 09:20:03 pm
Dwarf Fortress: The only game where placing children with wolves is a feat of ‼SCIENCE‼.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 09:21:35 pm
Cats, unless modded, have the issue that they will adopt an owner.  This means their eventual death will cause issues for other members of the fort who suddenly lose a pet that they gained 10 years ago but were never aware of.

"Urist, you alright?"
"I...  I don't know..."
Title: Re: Dwarven... "Child Care"
Post by: Icee77 on August 14, 2011, 09:26:43 pm
Well, the only things I have left are alligators, two plump helmet men (male), and horribly maimed gobbos. I.....may have gone overkill on the wolves who killed the orphan.......
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 14, 2011, 09:27:46 pm
ok, after reading this i have a few questions.

1. What is the magma mist's purpose? burn the fat off the dwarves?
2. Is magma mist used with the wolves, or as an alternative?
3. what workshop should be put in the nursery (incase the get a strange mood)?

Also, i have an idea for making this into a superdwarf factory. All you need is 12 of these "nurseries". The first year, you put a child (1 year old) in nursery 1. the next, you put a child in nursery 2, etc. once you put the child in nursery 12, the child in nursery 1 will be an adult, so it will be ready to have a new child put in the next year. this will allow for a new superdwarf every year. You could also have more per year, you would just need more nurseries.

Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 09:34:09 pm
The wolves, or preferably fowl or dogs, maybe slightly-modded cats, would become confined and quarrelsome, attacking each other and the dwarf child, thus raising stats and attributes and whatnot.  The magma bath, or mist, would be to burn the child to remove all the fat, thus making them flame-retardant.  It's the burning fat that mostly hurts a flaming dwarf, the stuff melts and hurts.  Controlled burning and removal can be used to make a dwarf slightly more flame-resistant, and more importantly, char off things like facial features and skin.  These are not dwarves.  These are weapons.  Their appearance is not to be related to anything natural or good.  Think of the Immortals in 300.  And ideally, there would be no workshop.  If there was, it'd be a craftsman shop, to fulfill any stoneworking, woodworking, or boneworking mood.
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 14, 2011, 09:37:28 pm
fire burns off fat? are they dwarves or candles? and then what should i do when they get a strange mood?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 09:41:59 pm
You douse them with falling magma, utilizing floor grates, and then douse them with water once the fat has burned.  More civilian methods involve a 2/7 deep trench of magma beside a 2/7 water, utilizing levers.  Magma mist is generated when you cause a cave-in into a pool of standing magma, and is extremely deadly.

For moods, as with most moods, you merely hope for the best.  Chances are you'll be getting a two dozen migrants every year, one of them should mood instead of your test subject.  Let's be honest, anyone attempting this has an extremely low respect for the common dwarf and will be sending out militia in copper helmets and a pair of bloody socks against goblins with silver whips.  And let's be honest with ourselves, this is no longer a child.  Such personal words are wasted here.  The weapon, the subject, the experiment...
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 14, 2011, 09:47:36 pm
ok then. I'll be testing this soon, once my fortress gets off the ground.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 14, 2011, 10:15:00 pm
I read somewhere that during workshop reactions dwarves are attached to the object they are working with, if this is true it might be possible to mod in a custom reaction for some (arbitrary_product_name) that's homeotherm is high enough to melt fat and skin but not the dwarf.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 10:20:57 pm
"attached to" meaning "claimed" perhaps.  There is no physical link, except for the object to the [GRASP] limb during hauling.  It's possible to mod in a reaction that produces a boiling rock, instantly creating "boiling <custom_rock>" but that's not the point.  What can we do in vanilla, aside from the [PET_EXOTIC] because that's more of a fix than a mod.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 14, 2011, 10:27:09 pm
rocks that boil away everything around them? sounds like the perfect catapult ammunition to me.

mod time.

darkrider2 has the aspect of one fey!
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 10:32:20 pm
Not really possible for catapult ammo, unless you're firing it from an underground location to a warmer outdoor location, of if the target range has magma under the floor to raise the temperature.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 14, 2011, 10:34:11 pm
girlinhat have I ever mentioned how awesome you are.
Title: Re: Dwarven... "Child Care"
Post by: andyman564 on August 14, 2011, 10:34:40 pm
Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

sigged
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 14, 2011, 11:14:37 pm
You've not said it lately, but at this point I just assume that everyone is thinking it all the time.

I tend to imagine people talking about me (or rather, things I've done) at odd times.  Walk into the house and greet their wife, chat a little, and remember reading about my newest idea to burn children into war machines, "Oh ha, have I told you about..." and he stops.  He hesitates for a half second, remember that his wife is no dwarf.  That she has spent the day in middle-management accounting.  She enjoyed tuna salad for lunch and she came home promptly after work.  He recalls all this quickly, and continues his sentence without much pause, "about... that new cat video?"  And her eyes light up, and his heart grows a little darker.
Title: Re: Dwarven... "Child Care"
Post by: JoshBrickstien on August 15, 2011, 03:35:41 am
I still believe the best option for strange moods is to have a 3x3 area divided off to allow outside access, so that other dwarves can build the require workshops. After it's built pull a lever to open the door to the child's "home" and close the door to the rest of the fortress from the workshop. Drop in the needed items from about via dumping/unforbidding. The royal rooms should be enough to lure them back into their cells after the moods, so that the doors can be shut again, and new dogs may possibly be added, if needed.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 15, 2011, 11:03:32 am
A bed will also suffice to lure them back.  Dwarves idle in their bedroom (if it is their actual bedroom) when they have nothing to do.
Title: Re: Dwarven... "Child Care"
Post by: Max176 on August 15, 2011, 12:14:03 pm
Putting this in my fort now, have access to magma, and all of the above, just to do some testing now.
Title: Re: Dwarven... "Child Care"
Post by: simonthedwarf on August 15, 2011, 12:41:05 pm
A bed will also suffice to lure them back.  Dwarves idle in their bedroom (if it is their actual bedroom) when they have nothing to do.

really?
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 15, 2011, 12:47:14 pm
Either one of their rooms or a meeting area, and if there's no available meeting area then they'll go to their own rooms.
Title: Re: Dwarven... "Child Care"
Post by: Nolan on August 15, 2011, 04:39:12 pm
Hey folks, long time lurker (2 years or so), have been too lazy to register until I read this thread.  Bloody marvelous. 

All I have to add to this thread is that the walls to your childcare spaces should be make out of clear glass blocks so that the entire process can be observed.  It would be heartwarming for parents to be able to walk up to the facility and see how well their children are being taken care of... and potentially discourage future overpopulation from babies...

Bonus points: Make the child care centre outside so that outsiders (traders or invaders) can see what kind of Dorfs they are about to encounter.

Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 15, 2011, 04:47:31 pm
Nah, thick stone walls.  Isolation is key here.  The darkness of the cave and the overwhelmingly small world that is one small cage dangling from the ceiling.  All the child knows, the whole world, a few stone walls, angry puppies, and an abysmal chain that stretches up into the beyond.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 15, 2011, 04:51:36 pm
And some fortifications through which a waterfall sprays mist to keep him sane.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 15, 2011, 04:52:34 pm
And some pretty engravings of Mandrills in fetal positions.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 15, 2011, 04:55:44 pm
Or dwarves burning. A chronicle of those who came before, all staring at the child as if to say "you don't have what it takes" causing the child to both grow paranoid that they're actually alive and want to prove that he has what it takes.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 15, 2011, 04:57:38 pm
If we don't get them to associate Mandrills with pain we won't be able to control them using our Trained Mandrills.
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 15, 2011, 08:56:59 pm
by the time they are out of there, they won't fear anything. infact, they might kill the mandrills, because they associate them with their hellholes. The only way to control them is to hope that they listen to you. If they go berserk, your screwed.
Title: Re: Dwarven... "Child Care"
Post by: GreatWyrmGold on August 15, 2011, 09:03:02 pm
"The Mogli Guard", maybe?

Nah, Roughnecks, Rico's Roughnecks.
You're missing the powered armor and the giant invading arachnidey things.

Maybe I'll see the movie someday.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 15, 2011, 09:46:49 pm
On one hand this is right up there with mermaid farm for the most horrible thing I've ever heard, on the other hand this beats the hell out of just murdering the children for being useless liabilities like I've been doing so far.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 15, 2011, 10:08:27 pm
On one hand this is right up there with mermaid farm for the most horrible thing I've ever heard, on the other hand this beats the hell out of just murdering the children for being useless liabilities like I've been doing so far.

Hope you don't mind if I sig that, with a slight paraphrase.
Title: Re: Dwarven... "Child Care"
Post by: Flare on August 15, 2011, 11:18:20 pm
 :o

*Runs off to alert the authorities*


In any case, should I wait until the children have gained a few levels in toughness before subjecting them to the magma mist? Even if I douse dwarves that are on fire out, the bleed won't stop. Is toughness then associated with how much of this type of damage they can endure?
Title: Re: Dwarven... "Child Care"
Post by: DrKillPatient on August 15, 2011, 11:35:48 pm
I think it's endurance of pain (without passing out)... but then again, there's Endurance. I dunno. Perhaps toughness is what you want, although 'Incredibly quick to heal'/'Posessed of amazing recuperative abilities' might work better for the burning-- although it can't be trained, it's set at birth. I've had a dwarf with really high healing rate get an arm torn off, and get right back up in a few seconds without bleeding enough to go Faint.

Ah, hold on, we can work in selective dwarf breeding too, to get the traits we want for healing rate (and disease resistance as well, since that's also untrainable). Preferably using eugenics.
Title: Re: Dwarven... "Child Care"
Post by: Flare on August 15, 2011, 11:40:12 pm
Dwarven eugenics takes a very long time. To be able to have any sort of fun while you're at it, I think you might need to twist the dwarven strains, manipulating the lifespan as well as the birth rate of the dwarven species to have any sort of practicality. Of course, having no control over the breeding of dwarves, you're probably going to be sending the useless babies over the railings every other day to retain any sort of reasonable frame rate.
Title: Re: Dwarven... "Child Care"
Post by: zombat on August 16, 2011, 03:52:45 am
How many people are actually building these 'training facilities' at the moment?
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 16, 2011, 09:00:35 am
i haven't yet, but i will be soon, once i get other things under control in my fortress. also, i need to get some lava.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 16, 2011, 09:39:22 am
I made a test for the kids chamber in my current fort, but is a grown fortress with some lags issues, so i don't foresee making the project full force in there.

So im trying to make a new fort to try it, but im stuck getting Galena as my only ore, and that i cant allow, i dont want to get all my iron from trades.

Edit: I cant find a suitable spot to construct a lab from scratch, so i stick with my fortress.

I Got 3 test subjects, not the ideally 1 year old kids i hoped for, but yet some 6 to 5 years old, so at least i will see the results quicker.

Subject A is in a chamber with a bed, 2x3 space and like s 10 dogs. SubjectB is in a 1x3 chamber, also with a bed and 8 dogs. Subject C is in a 2x1 space with 6 dogs. Each has booze and food for a year.

The experiment is officialy started on malachite 25th of 114, ill post any development
Title: Re: Dwarven... "Child Care"
Post by: ohgoditburns on August 16, 2011, 12:04:15 pm
A water channel is VERY bad.  Dodge related drowning would hurt training time.  Hence the well, or booze.

Dwarves can drink water through a grate. This is also a nice mental image.
Title: Re: Dwarven... "Child Care"
Post by: Wimopy on August 16, 2011, 12:17:02 pm
Holy goddamn skeletal carp...
This is... wrong. I just read the first post... it's... so... !!SCIENCE!!-ific (or !!SCIENTIFIC!!)... and inhumane.... even inelvane... but extremely dwarfy too.
Armok's beard...
Throw in a snatcher if possible too... (Dunno if this was mentioned, I had to skip 7 pages, in a hurry)
Damn...
Throw in the statue of an elf, so that every time the child sees one, all it remembers is those years in misery... and the dogs...

My Lord... This is !!SCIENCE!! applied to children (The base of !!SCIENCE!! is that it is reproducable and has scientific value... Magma/Burning isn't necessary, may need to remove the !!-!!)

Damnit... My !!BRAIN!! is dead...
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 16, 2011, 12:35:49 pm
Only one drawback I see:
The Magma-Mist application will cause them to pass out. You'll need to put them in a separate room from the dogs at this point, possibly by utilizing a secondary bed.
Also, it may be advantageous to do something like have a Butchery/Tannery/Leatherworkers workshop somewhere in there. As their last test, after twelve years of torture, they must kill their dog, skin it, and make leather armor out of it for them to wear.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 16, 2011, 12:40:21 pm
Some quick notes after a couple of moths:

-Subject A hasn't been bitten once, a chamber of 2x3 is useless for this experiment. Subject B neither has been bitten, dogs seem comfortable in a 3x1 space with a dwarven child. I tried entering more dogs into the chambers, but my Dwarves refuse to do so. the zone is accessible, there are no burrow restrictions, but yet the pit animal work is listed as inactive and no one takes it....any ideas?

-SubjectC Has been bitten three times in a couple of months, 2x1 chamber size seems correct to provoke the dogs to fight. The child doesnt defend himself, no dodge, no block, not even a punch in the logs, but well, this is just the start.

I want to add more dogs to the pits, but the Dwarves are not piting them....ill try the wardogs now.

I plan to add a new 1x1 chamber, maybe refurbish Chamber A or build a new one...
Title: Re: Dwarven... "Child Care"
Post by: Chakravanti on August 16, 2011, 01:12:57 pm
Make every family sacrifice their firstborn to the project. Do it with zero immigrants as an exodus of religious fanatics.  Bonus, Mod to removal the requirement of marriage for reproduction and draft all females to labor and civil nobility and draft all male children to service and give .leadership roles to nobility kin.  Flesh class for eugenics.

Isn't there a way we can leave something of this behind for advbenture mode?  Or mod to adventure with one of these after one goes berzerk and kills everyone and play the last surviving abomination.

With Toady posting necromancy updates, Im getting all giddy about zombie supersoldiers being left behind for adventurers.
Title: Re: Dwarven... "Child Care"
Post by: zombat on August 16, 2011, 01:44:16 pm
Afaik, pitting animals actually takes the animal care labour now, not animal hauling.

So turn that on for all the science dwarves
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 16, 2011, 05:04:18 pm
Another update.

-Subject A was released, the chamber is too big to be useful, and i need the dogs.

-I retook all the dogs i could in the fortress to retry the experiment, exceptions where SubjectB and SubjectC chambers, which remain sealed behind iron Bridges

-3 new chambers were built, another 2x1 chamber and two 1x1 chambers.

-Two new subjects were put in the new 1x1 chambers. i still have to name them.

-i Tried to pit dogs in the new chambers, but my dwarves still don't want to do it, they have animal hauling, animal care,no other labors to do, a pasture full of dogs just at the turn of the corner and the only thing they dropped in the pit was some puppies and a war dog....i have queued like 15 dogs but no one pits them.

-Subject C is showing progress in Armor user, Dodger and Fighter Skills, also bears a lot of scars...so this part es at least promising.


The only thing, why wont the dwarves pit the dogs?

Last Minute: Subject C died, and Dwarves still don't want to pit the damn dogs, so im done with the experiment in the current fort. I will construct a new one for the test as soon as i find a suitable spot (iron ore, magma, water source, some trees, you know, basic stuff)

Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 16, 2011, 05:49:17 pm
you should check the passive stats of the dwarves (those that do not change: fast to heal, etc.) and record them.  There will be a high death rate among the kids, but those that survive will be amazing.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 16, 2011, 06:36:11 pm
I think I know a sort of fix for the death-toll rate.
For those with passive healing traits, let them fight for their lives. They can live through it.
The average dwarven child gets one physician visit per month,
And the slow healers get two.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 16, 2011, 07:45:29 pm
I'd rather weed out the weak ones and reuse the cell.
Perhaps a visit from the doctor after a year to stop the potentially deadly injuries (infections, etc.) as well as to get rid of those who never get up from the hospital bed and are functionally useless.  My guess would be, if you aren't giving them regular doctor visits, you'd get 1 super dwarf per every 20-25 kids (taking into account the burninating and whatever other sick experiments geared towards morally and physically ossifying the child).  However, that super dwarf is going to be amazingly kick ass.
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 16, 2011, 08:21:34 pm
i'm almost ready. i have a baby, 1 ownerless dog, and about 3 puppies. so all i need to do is make the sell, and wait for the baby/puppies to get older. I think i will try Yumil's method C. what is the easiest way to get the tes subject and it's tormentors into the room?
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 16, 2011, 09:17:34 pm
Make all of your adult dwarves occupied and send the child to remove a wall next to (to the right of, since the dwarf will remove from the left) a hatch attached to a lever.  Pull the lever.  You can also use this hatch to put in food and booze.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 16, 2011, 10:04:34 pm
I went for a simpler idea-
Make four beds.
Put subjects in.
Put in a restraint with the Hen.
Put in the Nest-Box.
Lock door, drop in food.
Unfortunately, I'm unsure of how well it will preserve..The food sorta didn't all land where I intended..Ah, well. They'll find SOME way to live.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 16, 2011, 10:07:01 pm
Im a stubborn, bearded, booze smelling, mean little man....i mean Dwarf!....

Subject B is a complete failure, no skill grow, no fights, just a boy and his dogs....ill leave the chamber closed and will not resupply it...maybe hunger and despair will create something salvageable.

4 new subjects, i reused C chamber, the dogs didn't left it so i just had to put another child in there, by the way, there is no trace of subject C, i think the dogs ate him...maybe it wasn't the best idea to put another child in there....what im saying? If the dogs tasted Dwarf flesh and liked it, the better, will make the following subjects more....eager to cooperate.

The new chambers are just 1x1 and it seems there is a pit limit of 5 animals, but that's good, 5 are enough to start fights, scar the child and yeah: they increase soldier skills (Fighter, Dodger and Armor user). And il ike the lovely decoration work the dogs do....blood red is never out of fashion.

Making the child enter the chamber is actually easier than i believed at first. Just make a burrow and assign all your adult dwarves and childs you do not want to be part of the project. Order a constructed wall inside the chamber to be deconstructed and, because all your adults are burrowed, a child will take the labor...then use the method of your preference to lock him: hatch to an inferior level, Dwarf water slide, Catapult, or as i do: iron bridges.

another hint, make that spot in the chamber food stockpile, or else the roast will rot.

TomTheDwarf, i await your results, good luck.
Title: Re: Dwarven... "Child Care"
Post by: loser on August 17, 2011, 12:25:21 am
Girl I.H., how is it that this Consciously Callous Crucible Creche of the Case Hardened Soul and your Brazenly Brutal Poultry Powered Trauma Diner aren't on your sig-referenced Catalog of ‼SCIENCE‼?

Are you waiting on more data?  A proven design?  Competing implementations?

Are either already in there and I missed them?
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 17, 2011, 01:21:17 am
And a year after implementation, we got some results.

Subject A was freed and is living the normal dwarf life, Chamber model Alpha, 2x3 with bed is a complete failure. Sadly i didn't install a magma cleanup device, and needed the dogs, so he was lucky....till i decide to test the iron danger room.

Subject B is still alive, some fights with the dogs, and is gaining some skills, but at a really slow rate. he'll stay in his chamber.

Subject C Died and was eaten by the dogs....or at least that's what the scientist thought when the body couldn't be found....

Of the new Test Subjects (none was given an official name), one couldn't take it anymore and went Beserk after 3 months...the dogs tore him apart. The other two are still alive, but skill gain is slow,maybe because the dogs are hurt. Their happiness is stable thanks to legendary roasts and booze. Ill try to pit a new dog into their chambers to see if that can be solved.

A new set of chambers was built, 7 new 2x1 chambers with Masterpiece beds and engraved walls, 3 are already occupied and are being supplied. If the 2x1 size doesn't work, the other 4 will be reduced to 1x1.

Lets see where this take us, i want to make sure the child's can survive and win skills at a reasonable rate before step two, design the Ritual of fire.

Title: Re: Dwarven... "Child Care"
Post by: loser on August 17, 2011, 01:52:39 am
Yumil, if you designate a 1x1 Meeting Area Zone in those larger pits, the dogs and child should crowd the zone and you should get similar results.  Also, if you check your Inventory Screen and you made note of the original Subject C, you'll probably find his/her remains in a stockpile or coffin.
Title: Re: Dwarven... "Child Care"
Post by: NRDL on August 17, 2011, 02:24:11 am
And a year after implementation, we got some results.

Subject A was freed and is living the normal dwarf life, Chamber model Alpha, 2x3 with bed is a complete failure. Sadly i didn't install a magma cleanup device, and needed the dogs, so he was lucky....till i decide to test the iron danger room.

Subject B is still alive, some fights with the dogs, and is gaining some skills, but at a really slow rate. he'll stay in his chamber.

Subject C Died and was eaten by the dogs....or at least that's what the scientist thought when the body couldn't be found....

Of the new Test Subjects (none was given an official name), one couldn't take it anymore and went Beserk after 3 months...the dogs tore him apart. The other two are still alive, but skill gain is slow,maybe because the dogs are hurt. Their happiness is stable thanks to legendary roasts and booze. Ill try to pit a new dog into their chambers to see if that can be solved.

A new set of chambers was built, 7 new 2x1 chambers with Masterpiece beds and engraved walls, 3 are already occupied and are being supplied. If the 2x1 size doesn't work, the other 4 will be reduced to 1x1.

Lets see where this take us, i want to make sure the child's can survive and win skills at a reasonable rate before step two, design the Ritual of fire.

Keep us posted on the super-soldier experiment. 
Title: Re: Dwarven... "Child Care"
Post by: Putnam on August 17, 2011, 02:59:04 am
"Mummy, can I leave the dog room now?"

"Fuck off!" (http://www.youtube.com/watch?v=fJlSNKtZD48)

"Mummy, no!"
Title: Re: Dwarven... "Child Care"
Post by: Chakravanti on August 17, 2011, 07:49:38 am
maybe try small grazing livestock.  They'll fight with the child and starve to dearh before killing the subject.    I was thinking lambs or goat kids.  The chamber would need to be outside but thats not a bade thing really because it  keeps them from developing cave adaption anyway.

The subject should be able to pick up toy weapons to learn weapon skills.  I'm pretty sure that's where toady is going with 'toys' but hasn't gotten around to it yet.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 17, 2011, 11:57:22 am
More details on The Super Soldier project

2nd Generation subjects show an steady progression in their soldier skills, and bear so many scars in all of their body, just in year one of ten (2nd generation has 2 years old). My favorite Subject Dishmab Postsieges reached novice dodger last month, and shows steady progress in other areas. The other test subjects are slower but kicking.

Sadly, one of the test subjects didn’t make it, got a bleeding wound. I thought that it would heal but don’t, and when it reached severe blood loss I made an exception and let him out of the chamber for emergency medical treatment, because he was the second best. Made it to the hospital, got cleaned (no soap sadly, some foul smelling hauler wasted it) but died of the infection shortly after

3rd Generation subjects, Test1, Test2 and Test3 are showing progress, as always the gains are slow for a couple of months till the dogs get rabid from being incarcerated for too long….I think Test 3 lost an eye to a dog.

In place of the 2nd generation subject I put a new child, Test4..The already rabid dogs are not letting him to be at peace so skill gain was instant.

But a new problem: I’m out of dogs, and the ones in the chambers are really hurt and started to die….Maybe ill let dog density per chamber to be lowered, as chamber #8 show, a couple of rabid dogs can make the work of 5-6.

…What’s this? One of the caretakers just rush in telling  me that Dishmab is having moderate blood loss, I can’t let my  favorite subject to die so im giving him medical attention, he earned it.

If you excuse me….
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 17, 2011, 01:24:15 pm
Yeah, I think occasional health checkups are important.
Title: Re: Dwarven... "Child Care"
Post by: Crazy Cow on August 17, 2011, 02:35:13 pm
I really wouldn't suggest using dogs. While hardly the deadliest thing in Dwarf Fortress, they can hold their own against small enemies like Kobolds, and can do plenty of damage against a child. I suggest cats, or even better, any domestic bird (chickens come to mind), as they are incapable of even seriously harming each other. My plan is to use chickens, once I get enough infrastructure up to support my fort while pouring resources into the project.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on August 17, 2011, 02:46:02 pm
The fowl also make more babies faster.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 17, 2011, 02:48:18 pm
Grazing animals will, however, die if they cannot graze.  This may be remedied when toady adds wheat or other such collectable grass so that it may be dropped down with the child, but that may not happen for a while now.
Title: Re: Dwarven... "Child Care"
Post by: Dwarfinator on August 17, 2011, 02:51:40 pm
Having dogs or other animals seems to not work very fast.  I think that a similar set up with upright spikes and pressure plates would do the job faster.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 17, 2011, 03:27:18 pm
The job of killing them? ABSOLUTELY!
But currently, even with dogs, we're facing severe setbacks. As can be seen from the test subjects, the wounds being taken are more than enough from mere dogs. Anything more, and you might kill the kids before they have the chance to mature.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 17, 2011, 03:55:57 pm
We could toss the child into a danger room for quicker and more efficient effect, but I think this is more about proof of concept than anything.
Title: Re: Dwarven... "Child Care"
Post by: Crazy Cow on August 17, 2011, 04:12:15 pm
We could toss the child into a danger room for quicker and more efficient effect, but I think this is more about proof of concept than anything.

Even training spears will kill on headshots without helmets. Even if it doesn't work very fast, the kid can be holed up for a decade; time is your friend.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 17, 2011, 04:15:32 pm
The point is not to make a SuperSoldier - we can do that already. The point is to both keep the child out of trouble but also to make sure they useful to society and helpful when they come of age.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 17, 2011, 04:24:18 pm
If by 'useful to society' you mean, able to quite possibly take on a demon by himself, using only a copper shortsword, a leather helmet, and a loincloth he looted off of another enemy, then yes, that's exactly what we're trying to do.
And if by 'helpful' you mean, sociopath murderers with a high chance of killing their loved ones along with the enemy, then you've hit it on the nail. That's EXACTLY what we want.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 17, 2011, 04:30:18 pm
When has killing people randomly ever been a bad thing?
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 17, 2011, 04:34:14 pm
Just clarifying.
There's always that madman who thinks that having that one person in your fortress who can kill everyone-And likely will-Is a bad thing.
What a fool..
Title: Re: Dwarven... "Child Care"
Post by: veok on August 17, 2011, 08:28:12 pm
Grazing animals will, however, die if they cannot graze.  This may be remedied when toady adds wheat or other such collectable grass so that it may be dropped down with the child, but that may not happen for a while now.

Chickens don't graze, unless I'm very much mistaken.
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on August 17, 2011, 08:30:55 pm
Is it possible to test this in the Arena, or needs to be done in Dwarf mode?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 17, 2011, 08:39:09 pm
You could use magma and water to create the room but you'd have to have some serious patience to see how well it works long term.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 17, 2011, 11:26:15 pm
Chickens don't graze, unless I'm very much mistaken.
I don't know either; I don't have much empathy for farm animals.
However, it does make sense that a nesting animal would not have to graze.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 17, 2011, 11:26:56 pm
Time for another report on project Cerberus (after some pints of Dwarven ale the name was decided with a stupid bet, let’s just say, you can’t kiss a giant badger and keep your face)

Dishmab died, and with him the head doctor. As I said, I let him out for a medical checkup, made it to the hospital, got diagnosed and got some wound dressing  before returning to his chamber….he did it himself, I was amazed by his spirit, a little guy full of scars, missing a toe and half a ear, just three years old, looking at me straight to the eyes, his gaze so full of a fire burning hotter than magma, and saying: “send me back”

…I agreed and put him back into the chamber, a month passes and its health was deteriorating so I let him out again, and again he walked by himself to the hospital to get another dressing and was dismissed …he walked right back to his chamber, visibly fighting an infection, I myself accompanied him to the deeps   of the fortress. As he walked into the chamber and the iron gates were closing, he looked back at my, smiling and say: “im off to see my brother” didn’t understand that at first.

He died, the infection got him…a little time after that I rechecked the reports, the unnamed 2nd generation subject that died a year ago was his brother….he knew it all along he would die….Im somewhat disturbed by that, but it explained his eagerness to return to the chamber.

Also the fortress is out of dogs, some breeding pairs, but they are mascots and I’m not willing to risk those. Many of the dogs are dead.

But even with these setbacks, the Project must go on.

The last 2nd Generation child reached novice dodger, so the experiment is still hopeful for that batch, and 3rd generation are developing too, I like specially subject 3-4, he’s learning dodge twice as fast as the other subjects with just two dogs….few rabid animals are more effective.

For the two new subjects, as we ran out of dogs, we used birds. …hmmm, gotta think in a name for the bird childs….im going to have some booze.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 17, 2011, 11:48:41 pm
Excellent work! Continue with experimentation.
Now, if only there was some way to cool molten steel directly onto their skin..
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on August 17, 2011, 11:58:41 pm
I have a way. Teach them swimming. Flood their cage. Dump several bars from a great height. Higher the better. When they impact with the water they'll turn molten. Eventually lower the water level.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 18, 2011, 12:09:41 am
Hmm..
..So, question is, once they've been covered in molten steel, would it actually be of any real use?
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on August 18, 2011, 12:44:07 am
Probably not.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 18, 2011, 01:03:47 am
Eh.
Anyway, I've begun the construction of the top-secret super-child production facility,
Oilringed.
It's got enough spots for about twenty+ children, plus another 49 dwarves.
Hope that'll be enough..
Title: Re: Dwarven... "Child Care"
Post by: zombat on August 18, 2011, 02:58:08 am
How was the head doctor lost?

Its pretty evident that the chamber area will require a medical bay that is sealed off from rest of the fort, this would of course mean that the doctors would need to be locked in there. Recomend setting up their own farm area, if only to keep the doctors going insane from inactivity
Title: Re: Dwarven... "Child Care"
Post by: Devstorm on August 18, 2011, 06:48:46 am
Chickens don't graze, unless I'm very much mistaken.
I don't know either; I don't have much empathy for farm animals.
However, it does make sense that a nesting animal would not have to graze.

Chickens don't graze. I've got a room full of them inside my current fortress. What's more, when left alone to hatch their eggs I have seen lots of 5-15 chicks hatched from one setting. And they do get fractious quickly about being crowded, mine fight amongst themselves and they are in a much larger room.

I suggest their use instead of dogs. One hen, a nest box, with a rooster somewhere else in the fortress should do it within a year or two.
Title: Re: Dwarven... "Child Care"
Post by: dr_random on August 18, 2011, 10:11:52 am

Chickens don't graze. I've got a room full of them inside my current fortress. What's more, when left alone to hatch their eggs I have seen lots of 5-15 chicks hatched from one setting. And they do get fractious quickly about being crowded, mine fight amongst themselves and they are in a much larger room.

I suggest their use instead of dogs. One hen, a nest box, with a rooster somewhere else in the fortress should do it within a year or two.

I confirm that, I turned to egg production for food (and more devious plans) and the fowl is nice to keep and farm. Fighting occurs frequently given the appropriate space. Include a nest box and there should also be food for littel baby. Quite practical.
Does the hen need no rooster in the same room? I am somewhat puzzled by the procreation physics.
Note for embark: A single capybara can foil your plans of the Adam (turkey gobbler) and Eve (turke hen) breeding project. Bring Claus and Erica too.
OP: Awesome hilarious idea.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 18, 2011, 10:26:26 am
The head Doctor took a fun ride in the water slide to a candy spear, im glad he survived for a couple of months with almost every organ in his body broken, served ad a training dummy for his replacement.

As for project Cerberus and its sister project which  still have to be named.

Tartarus type chambers have proven more effective in the developming of test Subjects, the 1x1 space provides a faster rate of learning with fewer animals, in fact, two dogs are doing the work of five in shorter time, im preparing new chambers Tartarus type for further research. Elysium Type Chambers provide solid results, and are better at keeping subjects happy, with engraved walls, floors, and a masterwork bed.

The 2nd generation is no more, The last Subject refused to eat, drink or even sleep for a really long time, it was not a surprise when we heard the incessant cackling and mumbling coming from the chamber,  and realized he went mad….a sad result as he was the second best. The report says the subject was very Drowsy before succumbing to madness. The chamber will remain sealed for the moment.

3rd Generation looks promising although, subject Cerberus 3-4 (C-34) is rapildly raising and hasn’t received any type of great wound, the rest of 3rd generation is also steadily showing progress. Subjects C-31 to C-35 are stable.

The bird childs are not that bad either, development is slower, but also sure. The child have no wounds yet so birds are safer. There are two Elysium type chambers empty and the peahen just hatched more keets. its time for more Science...
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 18, 2011, 11:35:59 am
I see..
..So, based on these results, more dogs give more danger, and less skill-development.
I've set up tests for a slightly larger chamber, using cats and birds. We'll see how it plays out.
Title: Re: Dwarven... "Child Care"
Post by: set on August 18, 2011, 12:05:42 pm
I read the experiment log like a SCP one. I like where this is going.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 18, 2011, 12:17:34 pm
You know, this project'll be 10x cooler when we can start sending invasions.
Imagine it; you've got Urist McJohnson leading a crossbow-dwarf squad, with Urist McSuperSoldier keeping the enemies from getting too close.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 18, 2011, 05:10:35 pm
Sounds like a sound premise in need of calibration. It's all about finding an animal with a nice balance between difficult to kill and incapable of eating children.


Edit: OOOOH! Just occured to me that I have 105 cave crocodile hatchlings that insist on following their mothers in tight balls and killing each other before they grow up however they're so small their attacks on dwarves have yet to cause anything more serious than bruised fat. As soon as I get some children I'll lock them in a room with the evil little bastards.
Title: Re: Dwarven... "Child Care"
Post by: wypie on August 18, 2011, 05:12:57 pm
I think we found a way to train spartans...
Title: Re: Dwarven... "Child Care"
Post by: TomTheDwarf on August 18, 2011, 05:36:01 pm
o think Yumil is our official tester now. i mean he has already done over a dozen tests, yet i  haven't gotten any in. I'll still try this, but i see no real reason to report my findings. (i'm just going to use one of yumil's designs anyways).
Title: Re: Dwarven... "Child Care"
Post by: accoro on August 18, 2011, 05:57:21 pm
I am So trying this
Title: Re: Dwarven... "Child Care"
Post by: Gokajern on August 18, 2011, 06:09:01 pm

"Place a child into the box.  Creative abuse of levers, wall deconstructions, and hatches can be used."

What do you mean by this? how do wall deconstructions, hatches and levers help in isolating babies, who will not be dropped by their mothers.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 18, 2011, 06:10:00 pm
This has been a hard period…..

Most of third generation subjects are just letting themselves die. It all started with bird boy 1. The subject didn't got any sleep in a very long time, maybe he wanted a bed? and after that he also stopped eating and drinking. A few days after that was declared mad as soon as he began spouting some nonsense about Elves dancing with Dwarves...i think im glad to lose this one.

 C-35, the newest subject was next.when she was send to the chamber she cried a lot, more so than any other test subject, and the crying didn't stop for a good time. when she finally settled down we thought everything was going to be fine, but she wasn't eating or sleeping at all. Not so long we found her writing in the walls of the chamber with her own blood, letting the dogs bite her to drawn it. She was declared melancholic the following day.

And the rest of third generation Subjects are developing the same problems : They don’t eat, sleep or drink even when their status shows drowsiness, hunger and thirst. The high Command is deliberant whether to watch how long this goes, or pull the plug and let the subjects out.

What’s worse, after the death of 2nd generation and the first ones of the 3rd we were sure that the problem lied in the reduced space of the Tartarus chamber, but we were proven wrong when the subjects in the Elysium chambers started to show the same symptoms.

Also there is a dozen of dogs in the main Hall, why aren’t those pastured or pitied? or even appear in the animals report?Why the birds aren’t pitied too? I have two new subjects awaiting implantation of animals but no one does it.

The subjects letting themselves die, and the Dwarves don’t want to even touch the animals, do they feel guilt over the dead of the test subjects? They don’t want to take part in a questionable project?....maybe I should pit them all in the fun slide and flood the fortress with magma…

But alas, we need the resources of the fortress, is well defended, supplied and has enough dwarf power. Many times the thought of sailing off to another land and built a true lab assaulted me, but I and my team had grown so attached to Dragonmouth now.

I will save this project! If the little guys want to die, then so be it, there have been a lot of births this year….new test subjects….
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 18, 2011, 06:27:18 pm
Also there is a dozen of dogs in the main Hall, why aren’t those pastured or pitied? or even appear in the animals report?Why the birds aren’t pitied too? I have two new subjects awaiting implantation of animals but no one does it.

The subjects letting themselves die, and the Dwarves don’t want to even touch the animals, do they feel guilt over the dead of the test subjects? They don’t want to take part in a questionable project?....maybe I should pit them all in the fun slide and flood the fortress with magma…

I think Toady programmed the Dwarves to feel shame.
Title: Re: Dwarven... "Child Care"
Post by: Sphalerite on August 18, 2011, 06:56:23 pm
I think Toady programmed the Dwarves to feel shame.

Then why won't they put new clothes on after their old ones fall off?
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 18, 2011, 07:39:38 pm
He only programmed in shame, not intelligence.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 18, 2011, 07:42:51 pm
have you been engraving the walls of the chambers?
You may want to make a mist generator in it as well
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 18, 2011, 08:13:17 pm
Darn it...The tests are not going well, then.
We'll have to do some additional testing, for padding against the insanity.
Title: Re: Dwarven... "Child Care"
Post by: Frogwarrior on August 18, 2011, 10:29:21 pm
Putting in a bed would be a great idea for happiness purposes. Especially if you encrust it a lot first.

... You didn't, say, forget to unforbid the food and drink in the quantum food stockpiles, did you? That would be a Fun mistake.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 18, 2011, 10:41:54 pm
m still baffled by the way dwarves refuse to pit animals, because of that the new chambers are still empty and the new test subjects still awaiting. I told them many times to gather the dogs, or at least count them, or to chase the birds and put them in a cage near the lab, but the labors just look back and say: “meh, we don’t want to do it”

But even without the support of the workforce, we were able to get two new test subjects, reusing some of the chambers. Subject Cerberus 4-1 got one of the first three chambers, the one belonging to subject C, and Subject Bird boy 3-1 got Elysium chamber 6.

Cerberus project 3rd generation subjects, if they live to see the battlefield, I want a front row to see them fight. They don’t fear death; they call her by many names. They don’t eat till they are about to faint, don’t drink till their last drop of blood is spilled, and let themselves fall in exhaustion before sleeping, and keep the mental stability of a normal dwarf, fine, nothing less, nothing more. The only side effect is that I have to keep close watch in them to avoid them overdoing it.

And I thought subject C was a star, Bah, and that Dishmab was a really good one, there is not comparison, these ones are the new stars of the project, if I ever resolve the animal strike and can make new chambers I want the next Subjects to be like them.

The new Bird boys, B-21 and B-22 don’t show any progress at all, but they’re new yet, maybe some more months and we’ll have some results, but really, birds are slower till now.

And finally, some visuals of the project:

Spoiler (click to show/hide)

Those are the chambers; the ones to the upper left are the first ones, the prototypes. The four below are the Tartarus type chambers. The Chambers to the right are Elysium type chambers, except for the one on the bottom left, which is a the Tartarus type prototype.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

This is Subject Cerberus 3-4, also called Test4 of Subject C34, the poster girl for the project.  She has the highest stats for the project and was the first one to also snap out of the not eating, sleeping or drinking nosense.

Things are looking well, I hope the next report to be this good.

hm….mist generator can be murder to space reality continuum…but I feel compelled to try…
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 18, 2011, 10:58:09 pm
Just gotta ask:
What was that program you were using? I want it.
Anyway, I could use some more in-depth schematics for the Tatarus Type chambers.
..As well as a good guide for how to attract the kiddies to my Fortress.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 18, 2011, 11:51:09 pm
The program is Dwarf Therapist, i just unlocked the Dwarf detail window in order to get a better picture.

ehmm, the schematics can be a little tricky, im not yet used to drawn in ACSII, but the idea is simple: a walled 1x1 space with a mean to shut it, something to drawn the test subject and a hole upside to drop supplies and animals. I choose a metal bridge as the way to close it and a constructed wall to drawn the child but in the end...you can make any variation you want, im sure more fun designs can be done...and im willing to prove some hehe.

To drawn children.....a little meeting area, like 50 iddle Dwarves and a population close to the cap. Dragonmouth is already a mature fortress, so we have a lot of births each year, my manager has like 10.....some init editing can also make a long way in making your dwarves more active.

I wish you luck and good results, and want to hear about you own experiments and results!.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 18, 2011, 11:59:05 pm
Hmm..Alright.
Here's how I'm going to TRY to do things.(It'll take me a bit; I've got to dig down to a Cavern for water.)
I'm taking the standard chamber, then expanding it by on all sides by one tile. I will then place down Grates on each side, and the rest of the walls will be replaced with statues, except for one spot, which will be the nesting box. This is to assist with the moods.
The ground will be engraved, and there will be a bed; the lure for the children.
Once closed, I will activate a Floodgate which will have waterfalls running on both sides. I may optimize this design later.
There will also be two stockpiles; instead of the standard 'drop down food for the children' tactic, I will simply have one stockpile designated for exception+ food, and one for exceptional+ booze. Once the child is asleep, the door will be opened, the food deposited, and the door closed again. I will ensure the hens stay inside the room via pens.
Title: Re: Dwarven... "Child Care"
Post by: Yumil on August 19, 2011, 12:25:35 am
Hahahaha, and i called my bigger chambers Elysium Model, but yours sound nicer and better to help with the mood, maybe ill cede the name to you and call mine other way.

im yet not very big on child happiness, but as i don't want to lose these subjects i can make an exception and prove a new model. the design for Valhalla complex surged when i thought that Subject C34 was going to go crazy.
Title: Re: Dwarven... "Child Care"
Post by: Gokajern on August 19, 2011, 01:51:17 am
Wouldn't this work with the smaller monkeys or cats?
Title: Re: Dwarven... "Child Care"
Post by: DG on August 19, 2011, 03:34:57 am
Spoiler (click to show/hide)

This is Subject Cerberus 3-4, also called Test4 of Subject C34, the poster girl for the project.  She has the highest stats for the project and was the first one to also snap out of the not eating, sleeping or drinking nosense.

Mosus is spending her formative years fighting for her life in dark and isolated horror. The totality of her material complaints amount to a lack of chairs. The innocence makes me vaguely sad. As a Bay Watcher I suppose I'm still only getting used to tragedy and yet to come to the point of not caring much about anything anymore.

~~~~~

Re: sleep deprivation deaths. Toady has probably modelled that on reality, as is his habit. I suspect the poor kids couldn't find a chance to rest because of incessant biting. It reminds me of the lab rat sleep deprivation experiments. Just let me do some quick searching...Here:

method:
Quote
Methods common to several studies in this series are described. A key feature is a sleep deprivation apparatus in which an experimental and a yoked control rat are housed on opposite sides of a divided disk suspended over shallow water. When the experimental rat enters a "forbidden" sleep stage, the disk is automatically rotated, forcing the experimental rat to walk to avoid being carried into the water. The control rat receives the same physical stimulation but can sleep ad lib when the disk is stationary.

outcome:
Quote
Ten rats were subjected to total sleep deprivation (TSD) by the disk apparatus. All TSD rats died or were sacrificed when death seemed imminent within 11-32 days. No anatomical cause of death was identified.

Just google "rat sleep deprivation" if you're interested. So yeah, at a guess I'd say you need to calibrate enough bites for desired torture training gains while still providing enough bite-less downtime to allow the doomed wretch child to collapse into oblivion sleep and thus avoid insanity followed by death. Fewer animals may bite less often. But then  more animals could bite amongst themselves more often. The perfect balance is undoubtaby tricky.




tl;dr posting to watch
Title: Re: Dwarven... "Child Care"
Post by: loser on August 19, 2011, 06:56:06 am
If meeting zones work, the subject should be able to budget their own sleep, eat, and drink time.  Are meeting zones not working for this?

If the pit is, say, 2x3 that leaves 1 tile for each of the following:
It could be made a little bigger to allow for waterfall/washing grates or whatever, and the subject and her 'training aids' should all still stay on the same tile and do harm to each other.

Am I wrong about how meeting zones and pastures will work in this case?
Title: Re: Dwarven... "Child Care"
Post by: Reelyanoob on August 19, 2011, 07:16:14 am
Everything I say is sigged.  There's no reason to ask if it's ok anymore!

Is it ok if I sig this?
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 19, 2011, 09:40:57 am
with a set up like that, you could replace a plus sign with grates in between the chambers and then drop the water down the center grate, if you get what I'm saying
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 19, 2011, 11:37:22 am
Spoiler (click to show/hide)

This is Subject Cerberus 3-4, also called Test4 of Subject C34, the poster girl for the project.  She has the highest stats for the project and was the first one to also snap out of the not eating, sleeping or drinking nosense.

Good sense of Empathy? Oh dear, that's a problem.
Title: Re: Dwarven... "Child Care"
Post by: peskyninja on August 19, 2011, 11:43:40 am
why you gonna need a nest box?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 19, 2011, 11:54:53 am
why you gonna need a nest box?
If you use a female chicken it will lay eggs that hatch and go apeshit all over the dwarflings.
Title: Re: Dwarven... "Child Care"
Post by: Duntada Man on August 19, 2011, 12:07:42 pm
The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration (waiting on someone to sig that)

Done.
Title: Re: Dwarven... "Child Care"
Post by: Duntada Man on August 19, 2011, 12:29:34 pm
why you gonna need a nest box?
If you use a female chicken it will lay eggs that hatch and go apeshit all over the dwarflings.
That... that is just beautiful!
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 01:20:49 pm
Oh, don't hand that room over to me. I may have designed it, but you're far more likely to be able to successfully pull it off.
Title: Re: Dwarven... "Child Care"
Post by: ArKFallen on August 19, 2011, 03:07:06 pm
Wow. This is insane, overly complex, extremely inefficient, and very wasteful. Smells like dwarf fortress.

Everything I say is sigged.  There's no reason to ask if it's ok anymore!
Is it ok if I sig this?
I'm sigging this too.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 03:09:35 pm
Insane? Well, yeah, I see that.
But I myself believe it is not yet complex enough, nor is it wasting enough resources.
But until I can find an extremely complicated and extremely wasteful way to create Magma-Mist, it will just have to stay that way.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 19, 2011, 03:16:42 pm
It's not nearly as inefficient as getting kids captured by Goblins and letting them torture the kids instead.

And that doesn't have the added benefit of watching them kill Captured Slugmen for entertainment whenever you want.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 03:18:47 pm
Maybe..
..Whenever the update allowing us to invade people comes out..
..We can get the kids through only TEN years, then let them get kidnapped, tortured for a year, then reclaimed, have their skin burned off, replace it with steel-grafted skin(Purely for the aesthetics,) and make them our finest military officers.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 19, 2011, 03:22:18 pm
Maybe..
..Whenever the update allowing us to invade people comes out..
..We can get the kids through only TEN years, then let them get kidnapped, tortured for a year, then reclaimed, have their skin burned off, replace it with steel-grafted skin(Purely for the aesthetics,) and make them our finest military officers.

yeah and give them adamantite skeletal structures while we're at it.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 03:23:53 pm
Don't be ridiculous. That's just plain impossible!
The steel-grafting, by the way, is possible via making steel molten by..Apparently..Dropping steel from great heights into a bunch of water..And then you just have your dwarf swim through it.
I guess he'd have to be naked for it to work, though.
Title: Re: Dwarven... "Child Care"
Post by: Plank of Wood on August 19, 2011, 03:24:21 pm
To be honest, the kids can barely survive step 1 of Project Traumatise-Children, let alone the "Skinny dipping in magma" Phase of the plan.

We need to perfect the main part of the childcare program before we start going all crazy.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 03:25:24 pm
That's why I'm working on the designs of new chambers, that will hopefully preserve their sanity long enough for the first step.
Hopefully, that I've proposed already should work.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on August 19, 2011, 03:28:59 pm
Hey guys, I was just reading the efficient medical system thread and we might have a solution to the skin and fat issue.

Turns out if a Forgotten Beast syndrome causes necrosis, then diagnosticians will order for all the rotting organs to be removed (fat and skin can be removed, along with: hearts, pancreii, spleens, kidneys, lungs, etc.).

All we have to do now is find a way to get a FB syndrome that can...
1) infect the dwarf without infecting everyone (although a whole fort of fireproof dwarves probly ain't so bad either)
2) causes necrosis
3) only infects skin and fat

I'm not too familiar with how the syndrome's work so if there are any flaws with this idea go ahead and speak up, we are in the pursuit of science after all.
Title: Re: Dwarven... "Child Care"
Post by: peskyninja on August 19, 2011, 03:32:38 pm
only fat isn't better? (Because it will bleed less?)
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 03:34:52 pm
Skin allow for pain. Painless dwarves fight better. Therefore; skin and fat both need to be removed.
Anyway, there're a couple of FBs that just plain remove fat and skin. The problem is, it's less controllable then, say, a cave-in over magma at certain intervals.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 19, 2011, 03:54:52 pm
Hey guys, I was just reading the efficient medical system thread and we might have a solution to the skin and fat issue.

Turns out if a Forgotten Beast syndrome causes necrosis, then diagnosticians will order for all the rotting organs to be removed (fat and skin can be removed, along with: hearts, pancreii, spleens, kidneys, lungs, etc.).

All we have to do now is find a way to get a FB syndrome that can...
1) infect the dwarf without infecting everyone (although a whole fort of fireproof dwarves probly ain't so bad either)
2) causes necrosis
3) only infects skin and fat

I'm not too familiar with how the syndrome's work so if there are any flaws with this idea go ahead and speak up, we are in the pursuit of science after all.

I fiddle with syndromes some and rot only comes in two varieties as far as I know localized or total. Localized only effects the parts it touches, even with liberal application of localized extract you would end up infecting say the arm instead of just the arms skin. The total necrosis your talking about is a death sentence, I've never heard of anyone surviving having their entire body amputated.
Careful use of magma can get rid of fat but skins a bit more complicated.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 05:05:04 pm
I have begun a prototype-testing chamber. For now, the moving parts, such as floodgates and water and such, will not be implemented..This was mostly due to the surprise visit of two child immigrants I got in the spring, forcing me to rush to complete a chamber.
Currently, I have made the two following improvements on the chamber:
1: There is now a bridge over the chamber. This is not only to drop in food supplies, if those become dangerously low, but is also there in case I need to drop in more animals.
2: I have made a down-stairs department in front of the bridge-gate, where the food is stored at the beginning of the project.
Title: Re: Dwarven... "Child Care"
Post by: Reelyanoob on August 19, 2011, 07:15:59 pm
Everything I say is sigged.  There's no reason to ask if it's ok anymore!
Is it ok if I sig this?
I'm sigging this too.
Sigged!
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 19, 2011, 08:12:55 pm
Alright, well, I got off of Dwarf-Fortress for now, so here's the report:

Initially, I was fearful that the chambers wouldn't be nearly enough to suit my needs, but the children have proven me wrong.
Extremely wrong.
They are in moods ranging from ecstatic to happy(There's only two of them right now,) and actually seem to prefer it IN the chambers, as opposed to out of them.
Their skills are taking a while to grow; they are both still in the dabbling state, but the original boy, Monom, has reached 32% towards the next skill-level. I have high hopes.
It has not been a full year, yet, but it is coming close, and I do not like the results..They are not nearly as astounding as I had originally hoped. However, the second boy to be placed in, Monom's brother, has already taken advantage of the training perfections made; he has only been in for half a year, yet already shows the growth that his brother has given us. Once again, high hopes.

Neither are anywhere near insane, and both are in adequate condition to continue the training.
Title: Re: Dwarven... "Child Care"
Post by: FluidDynamite on August 19, 2011, 10:35:09 pm
From Test Chamber #1...

Quote
Doren Legonzulban has been fine lately. He slept on a rough cave floor recently. ... He admired a fine Floor Grate lately. He was forced to drink vomit lately.

Wow. That was the first time I saw that. :o From the combat reports I think a water buffalo calf kicked a sheep in the guts, then the sheep barfed all over the floor grate that was the only source of water in the chamber...

So basically I just forced a child to drink sheep vomit.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 19, 2011, 10:45:04 pm
From Test Chamber #1...

Quote
Doren Legonzulban has been fine lately. He slept on a rough cave floor recently. ... He admired a fine Floor Grate lately. He was forced to drink vomit lately.

Wow. That was the first time I saw that. :o From the combat reports I think a water buffalo calf kicked a sheep in the guts, then the sheep barfed all over the floor grate that was the only source of water in the chamber...

So basically I just forced a child to drink sheep vomit.

"I haven't seen my parents in nearly a year, I can't move a foot in any direction, I spend all my days being attacked by animals, and I've been forced to drink sheep puke- wow that's a nice floor grate!"
Title: Re: Dwarven... "Child Care"
Post by: evertuy on August 19, 2011, 10:47:27 pm
river+floodgate+SUPPOSED DAYCARE CENTER=no more overpopulation


the best thing is the mothers dont know about it until later
Title: Re: Dwarven... "Child Care"
Post by: FluidDynamite on August 20, 2011, 12:24:50 am
Well, the sheep-vomit drinking child suffocated, he had his spine broken after being kicked by said vomiting sheep. Interestingly the last entry of the child's combat report reads "The Dwarven Child loses hold of the groundhog meat roast", so I guess the sheep kicked him to death when he was trying to eat.

This sheep is so awesome.

EDIT: Second child tossed into the chamber. I also designated the chamber as a pond zone, so other dwarves will periodically dump buckets of cold, muddy water on the child's head just for teh lulz. Question: Can dwarves drink from the tile they're standing on? I'm considering submerging the chamber in 3/7 water so the child can train swimming at the same time.
Title: Re: Dwarven... "Child Care"
Post by: Beardless on August 20, 2011, 02:48:45 am
I'm considering submerging the chamber in 3/7 water so the child can train swimming at the same time.

I personally was thinking of a 1x1 room with grates for the floor and ceiling and running a waterfall through it. Waterfalls will cause construction cancellations, so I'm guessing they can train swimming too if you ensure enough water is falling at any particular time. If it prevents them from eating or sleeping, you could hook it up to a water-clock timer. (If it prevents them from drinking, I'm going to laugh.)

I have visions of dropping the subject in there with no way to get it out. They can get out when they've trained swimming high enough to swim up the waterfall. (Almost certainly wouldn't work, but it's a great image!)
Title: Re: Dwarven... "Child Care"
Post by: Musashi on August 20, 2011, 04:21:34 am
I have visions of dropping the subject in there with no way to get it out. They can get out when they've trained swimming high enough to swim up the waterfall. (Almost certainly wouldn't work, but it's a great image!)
As in, once they've turned into bearded salmons?
Title: Re: Dwarven... "Child Care"
Post by: forumist on August 20, 2011, 04:55:08 am
Reading your experiment reports, I'm wondering how you are going to put all those highly trained combat chickens an fighting sheep in use...
Title: Re: Dwarven... "Child Care"
Post by: Beardless on August 20, 2011, 12:05:42 pm
I have visions of dropping the subject in there with no way to get it out. They can get out when they've trained swimming high enough to swim up the waterfall. (Almost certainly wouldn't work, but it's a great image!)
As in, once they've turned into bearded salmons?

Heavily scarred and deeply traumatized bearded salmon.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 20, 2011, 12:14:45 pm
But..Swimming is useless...
...And it's detrimental to the experimentation process. After all, what if the animals don't follow?
Title: Re: Dwarven... "Child Care"
Post by: Crazy Cow on August 20, 2011, 12:26:59 pm
I have visions of dropping the subject in there with no way to get it out. They can get out when they've trained swimming high enough to swim up the waterfall. (Almost certainly wouldn't work, but it's a great image!)
As in, once they've turned into bearded salmons?

Heavily scarred and deeply traumatized bearded salmon.

Heavily scarred and deeply traumatized bearded carp.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 20, 2011, 07:25:13 pm
Here's the newest report:

If I average the skill-increase rate for the new pods, it would come in at about one for every year and three quarters. This, however, is with chickens. I believe that if we were to use something slightly more vicious..A cat, perhaps..We could get better results. Perhaps a skill-increase every year, even. With a dog, that could be further increased.
However, currently, there have been zero losses, and no wounds beyond bruising. I have, however, lost several chickens to the children's counter-attacks. And what's more, they seem to have learned some trick from escaping the cells..Our scientists are checking for flaws now, but supposedly, it should be impossible to get in or out without using the proper levers.
Even having said that, we have two new promising candidates, both currently at the baby stage-They won't be ready to be weaponized for a year or so. I plan on giving them Athens-Class Pods(The new names I have dubbed to these creations,) with an upgraded pet. A Three cats should be optimal.
Should this not work out, the space will be reduced by one, while keeping the number of animals. This may optimize the spacing, and allow for the children to gain the most amount of training in this short amount of time.

There is some good news, however; Monom, the first of the Test Subjects, has reached Novice dodger, and will soon be followed in Fighter. That means that overall, his progression will at least allow him to be about third-to-fourth tier by the time he reaches adult, possibly meaning that he will only have to spend a year in the Danger-Room training.
Title: Re: Dwarven... "Child Care"
Post by: Ipwnurmom221 on August 21, 2011, 05:52:57 pm
And Bay12, in all its glory, did bring upon the dwarven realms mass child abuse, and the all-powerful pantheon did perfect this gift given unto dorfkind. And, in celebration, sheep vomit was consumed.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 26, 2011, 01:49:08 am
Just to necro this: I'm going to begin some very specialized experiments for this tomorrow.  Expect screenshots of my Children of Armok Child Daycare Tower and detailed reports (unless I get bored).
Title: Re: Dwarven... "Child Care"
Post by: NRDL on August 26, 2011, 01:56:27 am
Just to necro this: I'm going to begin some very specialized experiments for this tomorrow.  Expect screenshots of my Children of Armok Child Daycare Tower and detailed reports (unless I get bored).

Goody. 
Title: Re: Dwarven... "Child Care"
Post by: Yag Alone on August 26, 2011, 03:54:56 am
answering to a 5-day old thread is barely necromancy... More like resuscitation.
Title: Re: Dwarven... "Child Care"
Post by: loser on August 26, 2011, 10:03:19 am
answering to a 5-day old thread is barely necromancy... More like resuscitation.
Nah, you just woke it up.

Like with salts or whatever.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 26, 2011, 12:11:09 pm
Well it was on page 7 or something.  It's not like I pay attention to dates?  What's an August?  It's Malachite of 112 here.  You're weird.
Title: Re: Dwarven... "Child Care"
Post by: Noodz on August 26, 2011, 01:31:34 pm
This thread is extremely relevant to my interests. I will try this in my fortress once children start popping out, except i will make their cells in the former location of a completely mined out adamantine spire, smoothed and engraved by a legendary. That should keep the babbies happy.

I will also try to use ducks. They are the smallest domestic animal available, and they tend to produce a lot of eggs.
Title: Re: Dwarven... "Child Care"
Post by: Yag Alone on August 26, 2011, 01:51:27 pm
Ducks may be a bit too wimpy... I'll try with crundles :)
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 26, 2011, 04:08:06 pm
Has anyone tried gnomes yet? The community NEEDS these scientific results, I've been working my dorfs to death but eventually they will start breeding and if there isn't a hole filled with wild animals I can throw them in I have failed as an overseer.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 26, 2011, 04:45:30 pm
It's advisable to use one of the tested and tried setups put down, already.
As for me, if you're going to use mine, I think it might be wise to have the bed, wait until the kid's standing on it, then construct a statue where the entrance used to be.
THEN close the bridge.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on August 26, 2011, 06:58:23 pm
I think the biggest factor we need to iron out is the animal
two or three dogs, I think, might be the best option
Title: Re: Dwarven... "Child Care"
Post by: K17U on August 26, 2011, 07:22:46 pm
Has anybody tried Turkeys in place of chickens yet? They lay the most eggs of all domestic birds and are almost twice as big as chicken (Meaning they punch harder?). Should hopefully increase training speed with minimal increase of lethality.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 26, 2011, 07:24:56 pm
I think the biggest factor we need to iron out is the animal
two or three dogs, I think, might be the best option
Dogs were the starting point, they can kill a dwarf with a little doing so it's not likely they'll make it to adulthood.
Title: Re: Dwarven... "Child Care"
Post by: A Spoony Bard on August 26, 2011, 08:03:22 pm
For optimum preformance, couldn't the pod be roughly 2x2?
It uses one tile for a quantum dump of food and booze, another for a bed, another for a statue (should probably be gold!) to keep the child happy, also one tile for whatever you wish, most likely a lever to lure the child in. Or, you could use two tiles, one for the quantum dump and another for the bed, and then block the child in with the statue, making it possible for a 2x1 setup, which is even better, considering the creature has a higher chance of attacking the child.
Title: Re: Dwarven... "Child Care"
Post by: JoshBrickstien on August 26, 2011, 08:31:16 pm
There must be a way to get the animals out, while still leaving the kid inside. That way (s)he can get some sleep before dying. I have no Idea how this would be done, however. Perhaps burrows?
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 26, 2011, 09:14:49 pm
Two years straight of having children pecked has taught me that that won't be an issue.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 26, 2011, 09:26:14 pm
I think I've come to a conclusion about casual child-napping.  1: Build a bed in a hole.  2: Manually assign that bed to the child.  3: wait for the child to sleep, then lock the door.  Untested, but should work.  A pit to dump animals in or a pasture zone stocked before-hand should solve the animals as well.  I'm currently thinking of a 1x2 setup, with a bed and a food stockpile.  The stockpile will also be declared a meeting zone, so that the child will leave the zone to sleep, while the dogs (mostly) stay on the other side of the cage.  When the child wakes up, he walks back to the dogs.  A 1x3 would allow for a nest box as well, and a 2x2 would allow for a grate for drinking.

Of the vanilla animals, I'm in favor of dogs or turkey right now.  Turkey are small, but the largest domestic bird, and dogs are dogs.  Cats are good too, but they claim owners in vanilla, so they causes trouble.  The main thing is to make this work IN VANILLA.  Ten thousand things could be modded in to make this easier, but that's simply cheating.  Where's your dwarven spirit?

Also, my scheme was put slightly on hold.  Construction of the tower has become a work of art and the materials are taking some time.  But I need to stabilize a tantrum spiral before continuing.  Turns out dwarves don't have national pride.  They don't care if you're building the most amazing thing ever, they just want their chairs.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 26, 2011, 09:50:47 pm
This is relevant to my interests. I may start a similar program.

I am assuming that large animals are the best, common domestic animals are easily obtainable, and that rapidly reproducing animals are ideal. According to the wiki, a fully grown dog is size 30k and a cat is 5k- smaller animals than that are grazers, and thus unsuitable. Cat's are unsuitable for their peculiar adoption habits, as GIH already pointed out. None of the larger domestic animals give me reason to think they would be less deadly than the dogs have proven to be.

A fully grown turkey, on the other hand, is also size 5k and lays 10-14 eggs a go. They take 2 years to mature, however, the next runners up are Geese and Peafowl, which have much smaller clutch sizes. The key here is how important clutch size is- if the breeding rate rate for a given bird is higher than the counterattack-mortality rate, the project can be self-sustaining.

Semi-related, do foxes brought by the elves breed? I already have a few kicking around, and they are body size 6k when mature, which makes them a potential alternative to dogs. I believe we have established the proof-of-concept; now we need to refine the project until the stat gain is worth the effort of building the Chamber. I would like to try turkeys and foxes
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 26, 2011, 10:02:50 pm
Can we at least agree that if the child comes out with 1 level, it's a success?  Not of practically, but a success of depravity?

That said, any animal that can be tamed will breed.  I've bred wolves bought from elves, bears, others have bred giant eagles, etc.  Foxes should do nicely.  Macaque might be an interesting choice as well, if you go with the almost-vanilla mod of removing _EXOTIC.  I think most of us can agree that's a change you can make and still be vanilla, because DMs are bugged.

That said, with birds, birthrate can play a significant roll.  Not only will the child occasionally counterattack and kill, but they also hurt each other, and kill their siblings.  This lends itself to two things.  1: The animals in the cage will stabilize itself by virtue of infighting, but multiple cages may hit the animal cap.  2: As the animals kill each other, the child will stop caring, and this can stabilize the mood issue, if it happens quickly enough.  Extra entry trauma such as a dozen dropped goblins may be needed to provoke a faster psyche shattering and increase long-term health.  Bonus points if you drop the child's siblings, not for science, for sheer terror.

It seems that, ultimately, we have two problems.  The child dies by injury, in which case the animal is too severe, or the child dies by insanity, in which case the waterfall wasn't working.  While an ecstatic test subject doesn't sound very dorfy, it may be needed to have a super-elevated mood simply to ensure survival.  Replace walls with platinum masterwork statues, and allow for a mist generator.  Lavish meals and an opulent bed.  Obsidian cast and then engrave the room.  Perhaps give the child another room that he never uses, a private royal dining hall, he may get good thoughts from owning it even if never using it.  Maybe.  Do everything possible without expanding the room or allowing others in.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 26, 2011, 11:12:10 pm
Don't worry about that.
From the lowest tier of training(Normal Animals,) The child stays at around 166-250, keeping them at a constant of ecstatic.
I'm assuming that from Fox to Dog, a Waterfall going through a portion of the room will allow him to be much happier.
However, I recommend the waterfall should have a wall-grate, and NOT a floor-grate, to avoid giving them more room.

So, here's what I'll list having:
Masterwork bed
7 Platinum Statues
1 Waterfall
1 Wall-Grate(Platinum would be best.)
2-3 Cat-Dog Tier animals.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 26, 2011, 11:20:16 pm
Cats and dogs are different tiers.  A dog is what, 30k, and a cat is 5k?  That's 6x difference in size, and makes them quite different.  Foxes and cats are on the same level.

When people are discussing their reports and findings, we need a lot more information.  Construction methods (size, materials, quality), waterfall or lack thereof, anything to admire, type and number of animals, etc.  A report of "three animals and he died" is not sufficient for this ‼science‼  We need accurate reports from which to extrapolate data.

Remember: too much data can be sifted through; insufficient data cannot be reliably broadened.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 26, 2011, 11:29:58 pm
Each of the Statues was of varying quality. I did not specify one. Platinum is the requirement I made for each of the Statues, however.
The bed was Masterwork, and Nethercap.
And yes, I *know* that. I was simply stating that any bird would be too weak to be enough. Cat-Dog is the minimum to maximum. Any higher, and the chance of death is too high.
The Waterfall wasn't an added feature, but is very much necessary.
                                SSS
But here's the design: B>bN  That's the main floor. N is for Nest-Box, S is for Statue, > is a Down-Stairs with a Hatch-Cover(Recommended you use
                             L  SSS      a Door, and not a Hatch-Cover, in order to allow for minimal space.) B is Bridge, b is bed, and finally L is Lever.

                                 W
                                DBW That's the floor above it. It's a Bridge surrounded by walls and doors. Place the supplies/Animals/Children on it, pull the
                                  D     Lever. W = Wall, B = Bridge again, D = Door, L = Lever, + = Floor.
                                 L+
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 26, 2011, 11:40:58 pm
I can't understand the diagram there...  Use the code /code HTML tags, located above the typing box as the # in the menu.  It evens everything out into straight lines, and you can even use the same characters as DF if you use the character table (http://df.magmawiki.com/index.php/Character_table).  Not that it matters, because it seems no one plays in ASCII anymore...
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 26, 2011, 11:47:36 pm
Each of the Statues was of varying quality. I did not specify one. Platinum is the requirement I made for each of the Statues, however.
The bed was Masterwork, and Nethercap.
And yes, I *know* that. I was simply stating that any bird would be too weak to be enough. Cat-Dog is the minimum to maximum. Any higher, and the chance of death is too high.
The Waterfall wasn't an added feature, but is very much necessary.
                                SSS
But here's the design: B>bN  That's the main floor. N is for Nest-Box, S is for Statue, > is a Down-Stairs with a Hatch-Cover(Recommended you use
                             L  SSS      a Door, and not a Hatch-Cover, in order to allow for minimal space.) B is Bridge, b is bed, and finally L is Lever.

                                 W
                                DBW That's the floor above it. It's a Bridge surrounded by walls and doors. Place the supplies/Animals/Children on it, pull the
                                  D     Lever. W = Wall, B = Bridge again, D = Door, L = Lever, + = Floor.
                                 L+

Ah, but see, Cats are the same size as turkeys, and turkeys have much higher growth rate- even if they fail to be self-sustaining within the Chamber itself, they are still easy to mass produce and introduce later.

I've decided to go ahead and convert my caverns into a multipurpose !!SCIENCE!! lab- it gives me something to do when I'm waiting for construction materials for the main fortress project, and it seems appropriate. The caverns are otherwise uninhabited, apart from the odd FB. I'll need to wait an in-game year for my turkey/dog shipment to arrive, but that's alright since I need the time to prepare the Chambers.

EDIT: Hey, I use ASCII! Heck, the only mod/utility I use is Soundsense, mostly so I can hear what's going on while I dick around on the forums.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 26, 2011, 11:55:03 pm
M'yeh, still.
Anyway, that's the extent of it. Make of it what you will..
..And you don't really want a crud-ton of things stuffed into the smallest possible room. It should be two-to-three for the fact that you'll need constant replacements otherwise, plus it's just big enough for reproduction.
Title: Re: Dwarven... "Child Care"
Post by: nerdyboy321123 on August 27, 2011, 01:16:57 am
Ah... should have claimed the wine after dropping it...
Title: Re: Dwarven... "Child Care"
Post by: Madurjafro on August 27, 2011, 06:48:41 am
How about if we make one big room, dump half of all children in it, and put 1-2 dangerous non-tame animals, that way the kids have more of a chance of survival. Dump in food as needed, have a waterfall in the corner. I say half of all children because some need to go into the civilian sector.

This is like the Dwarven version of the Spartan society.
Title: Re: Dwarven... "Child Care"
Post by: zombat on August 27, 2011, 07:01:06 am
What are you scientists doing to get rid of all the animal corpses?

Surely the stench of rotting turkey is going to effect the subjects morale
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on August 27, 2011, 07:32:06 am
How about if we make one big room, dump half of all children in it, and put 1-2 dangerous non-tame animals, that way the kids have more of a chance of survival. Dump in food as needed, have a waterfall in the corner. I say half of all children because some need to go into the civilian sector.

This is like the Dwarven version of the Spartan society.

Because either the kids will all die or the animals will die. Rapidly.
Title: Re: Dwarven... "Child Care"
Post by: Yag Alone on August 27, 2011, 08:22:27 am
Perhaps give the child another room that he never uses, a private royal dining hall, he may get good thoughts from owning it even if never using it.

A private royal tomb would be more topical :)
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 27, 2011, 11:30:20 am
What are you scientists doing to get rid of all the animal corpses?

Surely the stench of rotting turkey is going to effect the subjects morale

Personally, I plan to cast some light on the situation by exposing the room to the surface, then flooring over it again. This should prevent clouds of miasma, although since my embark freezes in winter it would mean I can't use a mist generator. I plan to get around the lack through lots of engraving, a nice statue or two, and masterwork roasts.

If anyone has a better solution than that, I want to hear about it!
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 27, 2011, 12:20:19 pm
..Not even going to bother pointing out the reason why it's a waste to only ever designate masterwork food.

Anyway, you don't want to put a ton of children in a *large* room with a *small* amount of animals, because the animals will die too quickly, they won't get ANY training from it if the animals DO survive, and food will be a constant need.
You want a smaller room, 2 kids max, with 4-5 animals at most, and 2-3 at minimum. 3-4 is optimal, with 3 leaning towards the 2-1 space rooms, and 4 leaning towards 3-4 space rooms.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 27, 2011, 01:44:25 pm
Why not make a big communal training pit?
Friends.

Also, to keep the cage above-ground and still allow a waterfall, expose only the center of the cage to light, while allowing the edges to be dark and flooded.  Some careful use of water will be needed.
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on August 27, 2011, 05:00:38 pm
Why not make a big communal training pit?
Friends.

Also, to keep the cage above-ground and still allow a waterfall, expose only the center of the cage to light, while allowing the edges to be dark and flooded.  Some careful use of water will be needed.

Or dig multiple Z level channels.
Title: Re: Dwarven... "Child Care"
Post by: Nil Eyeglazed on August 27, 2011, 06:00:05 pm
..Not even going to bother pointing out the reason why it's a waste to only ever designate masterwork food.

Anyway, you don't want to put a ton of children in a *large* room with a *small* amount of animals, because the animals will die too quickly, they won't get ANY training from it if the animals DO survive, and food will be a constant need.
You want a smaller room, 2 kids max, with 4-5 animals at most, and 2-3 at minimum. 3-4 is optimal, with 3 leaning towards the 2-1 space rooms, and 4 leaning towards 3-4 space rooms.

The children will never be the aggressor.  The animals will die in proportion to the total creature density and the children's skill, both of which you want high, not directly in proportion to the number of children.

More children in a single room is easier food-wise than single children in lots of rooms.  It means a single dump, and good use of large stacks.

I think the multiple children in a single chamber is a good idea, because it allows you to use a larger room and fewer animals while maintaining creature density.  Larger room means access to more happiness boosts because you have more room.  The main problem I can see with multiple children is separating them from the pack when they're grown, but pressure plate-hatch combos that trigger on certain small weights could keep them out of a lever room meant to separate adults.  Unfortunately, that would mean a square that had the potential to be child-free for a hundred ticks or so, which means limited density.  I'm sure there's some solution.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 27, 2011, 06:55:20 pm
Weeding out an adult from a pack of enclosed children is easy.  One wall should be a locked door (preferably master platinum) and attached to two levers.  When the adult is grown, open the door via the in-fort lever.  The door leads to a 1x1 room that houses a lever, which controls the same door - or not.  Either way, use the lever to lure the adult into the room, and then lock the door when there's no children standing on the lever.  Thus, adult separated from children.
Title: Re: Dwarven... "Child Care"
Post by: zombat on August 28, 2011, 01:52:48 am
Alternatively create a burrow in an airlock. With the outer door locked the children should have no need to path into that burrowed airlock, allowing you to easily separate the now adolescent dwarf from the pack.

Much easier, which of cause makes it considerably less dorfy
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 28, 2011, 01:58:28 am
Uh, no, the children DO kill the animals.
I have actually had a child go into a rage before.
Trust me. It does happen. This happened in only two years, with ONE kid.
Spread that across 12 with 3-6.
Title: Re: Dwarven... "Child Care"
Post by: Nil Eyeglazed on August 28, 2011, 02:13:50 am
Uh, no, the children DO kill the animals.
I have actually had a child go into a rage before.
Trust me. It does happen. This happened in only two years, with ONE kid.
Spread that across 12 with 3-6.

You're right, I wasn't considering berserk children.

Still-- wouldn't going berserk be less likely with friends, and with more room for happiness-inducing stuff that larger chambers could afford without sacrificing creature density (because all of the children and all of the animals were in one room)?
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on August 28, 2011, 04:10:19 am
Uh, no, the children DO kill the animals.
I have actually had a child go into a rage before.
Trust me. It does happen. This happened in only two years, with ONE kid.
Spread that across 12 with 3-6.

You're right, I wasn't considering berserk children.

Still-- wouldn't going berserk be less likely with friends, and with more room for happiness-inducing stuff that larger chambers could afford without sacrificing creature density (because all of the children and all of the animals were in one room)?

Doesn't matter.


Each fight has two results. Either one side loses or the other does. Because the animals are non-tame, the fight will begin immediately. Won't stop until one side loses.

However, using tame animals has them switch into and out from a fighting state at random. This can be increased by lowering the size of the cage. We want to keep them apart specifically so they don't form friendships. These dorfs are the fighting force of the future, used specifically so as to remove any chance of happiness loss in the rest of the fortress. Therefore, no attachments.

We use tame animals because they breed, too. Thus creating a pattern of lots of beasts, eventually fighting between themselves and the dorf child will reduce this, in time for a new generation.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 28, 2011, 12:32:33 pm
Wild animals will destroy the child outright.  Tame animals take "pot shots" that usually fail to kill.  Never use wild animals.

Children will fight back, but not on purpose.  Some will rage, but the majority won't, especially if there's mood-elevating things nearby to make them calm and happy.

Do not put all the children in one pit, this is the exact opposite of what we want to happen.  What WILL happen, is that you get a clutch of supersoldiers, send them out to fight, and a goblin lasher kills one of them, sending the other dozen into a tantrum spiral.  Do you WANT a tantrum spiral where the worst offenders are ungodly monstrosities who wear steel not to protect themselves, but to hide their scarred and desecrated body from civilians?
Title: Re: Dwarven... "Child Care"
Post by: ArKFallen on August 28, 2011, 01:47:09 pm
Do you WANT a tantrum spiral where the worst offenders are ungodly monstrosities who wear steel not to protect themselves, but to hide their scarred and desecrated body from civilians?
Yes. It'd be beautiful.
Title: Re: Dwarven... "Child Care"
Post by: forumist on August 28, 2011, 03:36:00 pm
Not that it matters, because it seems no one plays in ASCII anymore...

There used to be an ASCII-only version of the game ?
I like the current defaut, with extra non-ASCII characters, such as the smiley (to represent dwarves), the greek Gamma (for some types of tree), and various accentuated letters (to represent some types of crafts), etc.

I think it is a good compromise between a ASCII-only which would be a little too poor to give a representation of the game varied enough, and a tileset (I've seen screenshots with tilests, and I think it generally lacks clarity). I was never tempted to use a tileset.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 28, 2011, 03:41:14 pm
It's been that way since the game was first made.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 28, 2011, 03:54:30 pm
Actually, it's Unicode, and can all be typed by hand.  DF normally uses a graphic pack where all the images are pictures of letters, but you can change the output mode to TEXT and then be able to highlight and copy-paste with the mouse.  And the Unicode is ASCII, just not keyboard characters.  Everything is typable using an alt-code (on windows).
Title: Re: Dwarven... "Child Care"
Post by: forumist on August 28, 2011, 04:17:16 pm
And the Unicode is ASCII

Unicode has a lot more characters than ASCII:
http://en.wikipedia.org/wiki/ASCII#Unicode

I tried playing in the real TEXT output mode, hoping it would be faster, but if I remember well, some key comination do not work (for instance shift+Enter).
Title: Re: Dwarven... "Child Care"
Post by: Madurjafro on August 28, 2011, 04:25:40 pm
Wild animals will destroy the child outright.  Tame animals take "pot shots" that usually fail to kill.  Never use wild animals.

Children will fight back, but not on purpose.  Some will rage, but the majority won't, especially if there's mood-elevating things nearby to make them calm and happy.

Do not put all the children in one pit, this is the exact opposite of what we want to happen.  What WILL happen, is that you get a clutch of supersoldiers, send them out to fight, and a goblin lasher kills one of them, sending the other dozen into a tantrum spiral.  Do you WANT a tantrum spiral where the worst offenders are ungodly monstrosities who wear steel not to protect themselves, but to hide their scarred and desecrated body from civilians?

You are doing it all wrong! LESS NO SOCIALISING, MORE ALL KILLING!!!
You should also build say 12 chambers (or whatever age they become adults) and separate them by year, so you release them all at the same time when they reach the required age. Also you should have some magma fall at the exit so they get scarred on the way out, to look more badass of course.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 28, 2011, 04:35:25 pm
ASCII/Unicode aside, I'm agreeing that less socializing is better, thus no contact is ideal.
Title: Re: Dwarven... "Child Care"
Post by: veok on August 29, 2011, 11:11:14 pm
Posting in this thread so I can watch it.

And why not simply designate a 1-tile meetingzone in the children cell? Don't tame animals (and children, for that matter!) with nothing better to do go hang out in meetingzones anyway?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 30, 2011, 12:40:20 am
In theory, yes.  I'm not sure how well this works for specifics though.  The child (and animals) may wander out naturally in their short-term walking around.  A burrow is definitive, the dwarf cannot leave it normally, but a meeting zone is more of a suggestion.  Of course animals and children both ignore burrows entirely (except for alert burrows) so meeting zone testing needs to be done.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on August 30, 2011, 01:43:10 am
I would imagine a meeting zone to work quite well because whenever i forget to pasture my animals or make a larger meeting zone i end up with half my animals getting punched to death by a pissed off expedition leader.
Title: Re: Dwarven... "Child Care"
Post by: Reelyanoob on August 30, 2011, 01:56:58 am
In theory, yes.  I'm not sure how well this works for specifics though.  The child (and animals) may wander out naturally in their short-term walking around.  A burrow is definitive, the dwarf cannot leave it normally, but a meeting zone is more of a suggestion.  Of course animals and children both ignore burrows entirely (except for alert burrows) so meeting zone testing needs to be done.
Are you 100% on children ignoring burrows? I remember using burrows to control children the one time I was atom-smashing a lot of them, I don't normally kill any dorfs like this so it stuck in my mind. They were a little sluggish in all gathering in the burrow, but I had 30 children I wanted to get rid of, and about half definitely did trickle in there eventually, but some children did not get the message, so I ended crushing the ones who made it in.

Here's the post where I mentioned it on April 4th. Was probably using latest version at that time:

http://www.bay12forums.com/smf/index.php?topic=81288.msg2150420#msg2150420

So I'd say they tend to ignore the burrow, or at least they aren't as responsive as adults, but at least some of them seemed to get the "hint", much to their detriment. Maybe "you can burrow them but it's unreliable" would be better.

I remember getting annoyed that the children were not all gathering in the Burrow, and the ones that were there were getting hungry/thirsty (I wanted to execute them all together), so I had to extend a bit of burrow outside the atom-smasher and put some food/drink there. The children went and ate/drank there. I assume they would have gone for regular food/drink later when they were closer to starvation, but the burrow definitely seemed to stop them chasing regular food/drink.

---

EDIT: Maybe making their only food/drink inside the target burrow would get the kids inside quicker?
Title: Re: Dwarven... "Child Care"
Post by: arzzult on August 30, 2011, 02:02:26 am
If they have the "Doesn't really care about anything anymore" flag from seeing lots of deaths wouldn't the mean they wouldn't get upset over friends dieing? If so then you could just desensitize them and train them in a single hell hole with no worries about them berserking. Admittedly you still might have issues with stabilizing the training animal population and getting an even skill progression.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 30, 2011, 02:05:03 am
"Doesn't really care" isn't 100% reliable.  They're not immune to tantrums, merely resistant.  Minimize chances of Murphy's Law by minimizing risks.
Title: Re: Dwarven... "Child Care"
Post by: rhesusmacabre on August 30, 2011, 04:06:25 am
I just saw this (http://www.youtube.com/watch?v=21cp8EQoNho) and was reminded of this thread.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 31, 2011, 01:11:51 am
20th Galena, 314

The Dwarven Child Care Program has begun in Drunkensteels. The Subject, codenamed Spartan One, has been placed into a 3x3 engraved bedroom. The room contains four masterwork brass statues, a masterwork silver nestbox, masterwork iron throne and table, a masterwork blood thorn bed, and an empty space for a food stockpile. In all, there are three places to stand in the room- the chair, the bed, and the stockpile. Whether this is too many is yet to be determined.

Spartan One was guided to the room by the simple expedient of assigning the room as his bedroom, then locking the masterwork bronze door behind him when he went there. A mason has been ordered to seal the room off from the outside world with an
Orthoclase Block, so that if the door is destroyed in the case of tantruming containment will not be lost.

(http://i.imgur.com/qeTZN.png)

Spartan One was selected for the program at the age of four- she is a native daughter of Drunkensteels, born in the cramped, fetid dining hall on the surface. She is very weak, and very quick to tire. Due to her age, she has already accumulated 37 friends, 3 grudges, and was born into a large family of 7, although one of her siblings was kidnapped by goblins the preceding year. In many ways, Spartan One is unsuitable for the program, and indeed military life in general. She was chosen for one purpose- she has already made an artifact.

Spartan One does have some redeeming traits- She has a very good sense of the position of her own body, and she can handle stress. She is an ardent worshiper of two different gods, which may give her some comfort in the times to come. She has a shortage of patience and is quick to anger, which may help her survive the chamber. Her parents are masons, and unlikely to find themselves in harms way. In all, she was destined for life as a useless peasant- we shall attempt to make her something more.

Spartan One's mood entering the chamber was ecstatic. Although troubled by the recent death of another dwarf, she finds the opulent conditions of the chamber to be "like a personal palace." She enjoyed talking with her mother- a thought she shall not have for quite some time. She enjoyed dining in the legendary dining room on the surface- with luck, she will find the dining conditions here equally satisfactory. She enjoyed a truly decadent drink lately- strawberry wine is her favorite, and she shall be supplied with all she can quaff through the surface hatch, as well as masterwork roasts and the odd fisher berry.

Spoiler: Summary of Spartan One (click to show/hide)


24th Galena, 314

A Turkey Hen and Turkey Gobbler have been introduced to the Chamber. The female immediately took up residence in the nest box and laid a clutch of twelve eggs- the male will help overcrowd the Chamber once the poults hatch. Further turkey breeding programs are underway on the surface, to provide fresh fodder for the Chamber.

Status reports shall be filled out at the start of each season, and more frequently as needed.


1st Limetone, 314

Autumn has arrived, but so soon after the last update little has changed. A party was broken up on the surface so a dwarf could be bothered to throw some wine down to the girl- as expected, moving onto the central stockpile space to retrieve the booze caused her to crowd the Gobbler for a time, until it fluttered onto her bed. No poults have yet hatched, and so the conditioning has not yet begun.

Of minor interest is the fact that the Countess of Drunkensteels held her meeting with the Human Law-giver outside Spartan One's Chamber. The Countess has been utterly traumatized by the extravagant sleeping arrangements given to Spartan One, and cannot be reasoned with. Hopefully this will not have a detrimental effect on the Project.


Incidentally, I need advice on how to assign the space within the Chamber. If the whole space is just her bedroom, then it is considered a Royal Bedroom. If I also designate a dining room over that space, then she has a Grand Bedroom and Grand Dining Room. Is it better to have both rooms, or should I stick to maximizing the quality of her bedroom?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 31, 2011, 01:33:07 am
1: This is amazing and I applaud your dedication to detail and storytelling.  Yes.
2: Do both.  The child will be eating and sleeping, and can use both boosts.
Title: Re: Dwarven... "Child Care"
Post by: NRDL on August 31, 2011, 03:00:57 am
Well done Monk, keep us posted. 
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on August 31, 2011, 06:01:19 am
You may want to already drop in some... survival equipment. Weapons, shields, armor. In case the fortress dies before she matures (why wouldn't it?) she will probably survive the entire ordeal, and perhaps eventually reclaim the fort.
Title: Re: Dwarven... "Child Care"
Post by: FoiledFencer on August 31, 2011, 07:20:17 am
You may want to already drop in some... survival equipment. Weapons, shields, armor. In case the fortress dies before she matures (why wouldn't it?) she will probably survive the entire ordeal, and perhaps eventually reclaim the fort.

If we are doing an emergency-care-package, I'd suggest including a pick so she can dig her way out in case supplies look to run out before a (viable) immigrant wave arrives.

In fact, digging her way out after the ordeal is quite dwarfy. Imagine that one, scarred hand reaching out of a hole in the abandoned dining hall's floor as the only survivor emerges from her hellish pod; a now adult manifestation of dwarven vengeance fighting her way out of the very bowels of the mountain...
Title: Re: Dwarven... "Child Care"
Post by: DG on August 31, 2011, 07:32:55 am
...covered in turkey feathers.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 31, 2011, 12:26:31 pm
Since it's constructed walls blocking the door, no pick is needed.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 31, 2011, 01:08:14 pm
An excerpt from the log of Sarvesh Wallpick, Chief Medical Dwarf

1st Sandstone, Mid-Autumn 314

Unexpectedly, the ghost of a hammerdwarf has taken to haunting Spartan One. When asked why this ghost persists when there are available coffins, the overseer explained that this hammerdwarf died in the early years of Drunkensteels by falling into a murky pool, and his body was never recovered. Stonecrafters are busy at work engraving a slab for poor Aban Geshudokir, Restless Haunt, but this is a sober reminder that the subjects will never be truly isolated so long as ghosts trouble the fortress.

Also unexpectedly, Spartan One is currently asleep on the floor. Presumably this is because the Turkey Gobbler is occupying the bed, and the child lacks the strength or will to move him. There do not appear to be any negative thoughts as a result, but this situation should be carefully monitored.

An inspection of Spartan One's inventory reveals that not only is she naked, but she is covered in blood and dirt. Sheep blood, for the most part, as well as the blood of Sarvesh Trumpethearts the Gilded Monk of Colour, Axedwarf. Presumably this coating of filth comes from playing around the hospital well- a quick inspection of the other children in Drunkensteels reveals that they also have a similar coating of blood and diorite dust. It is currently unknown if any children will wash themselves of their own volition (I have certainly never seen it done,) but if they do then a well and bar of soap would be recommended for future Chamber designs as the pleasure of a soapy bath may help retard madness in the subject.

Not unexpectedly, the poults have not yet hatched- it has only been a couple of months, after all. As such, conditioning has not yet begun. The mayor demands that the pace of the project be increased by introducing all available Gobblers to the Chamber, but the Countess has countermanded him, citing the need for prudence. Although I agree that we should show caution in the treatment of the children of Drunkensteels, I must admit some anxiety about the slow progress of the project. Last month, another child was taken by the goblins. Every day we do not get results from Spartan One means another day before construction of additional Chambers can begin in earnest. If we take too long to complete those chambers, I fear we will not have any subjects to raise in them.

EDIT:

1st Timber, Late Autumn 314

Spartan One has been observed climbing atop both her table as well as the Nest Box. Therefore, I must consider this Chamber to have a full 5 tiles of standing space. Thus, I have decided to exert my power as Attendant Physician to override the Countess, and introduce 2 Peacocks and 3 Turkey Gobblers to the Chamber. With luck, this will start the conditioning process even before the poults hatch.

The Countess did not take the news well. Already in a fragile state of mind, she struck the Legendary Clothier in a fit of rage, killing him instantly. Worse, a great hairy flat worm wriggled up from the depths spewing deadly dust, killing several soldiers. One of the survivors tantrummed, kicking the metalsmith down the mineshaft.

I have much work to do treating the injured, but my professional diagnosis of the mental health of Drunkensteels is not good- we are on the verge of destroying ourselves. I will continue to update this journal, so that in the event of my death my successor may continue the Child Care Project. May Zefon have mercy on our souls.


1st Moonstone, Early Winter 314

The deadly dust of the Forgotten Beast causes the entire body to swell and rot like fruit left in the sun. Thanks to extensive surgery on my part, no victims have died as a result of the rot. Unfortunately, the healing process takes time, and the goblins are at the gates now. The dwarven caravan guards put up a good showing, and the single hale axedwarf repelled a squad of swordsgoblins by himself, but even so casualties were great.

The mayor died in the fighting, and the Countess went mad with grief before intercepting a goblin's arrow. The new mayor of Drunkensteels is none other than the mother of Spartan One, her only daughter. She has appointed me militia captain of The Laborious Seeds with no subordinates- she says I will need the armor and axe to survive the coming tantrum spiral. I know the truth of her words, but I cannot leave my charges to suffer in the hospital. I will equip myself after they are treated.

Spartan One is miserable. Although she loves her confines, her food, and her drink, she is greatly upset by the many deaths of dwarves she knew before the Chamber. I knew this was a risk, given her age, but I did not expect it to have such an impact so soon. The poults have not hatched, and the added turkeys have not produced any noticeable crowding at all. Future designs may have to eliminate the table and throne, to further restrict movement.

I expect I will not have the leisure to write again, until the tantrum spiral runs its course. With luck, some children may survive, so that the Project may continue.
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on August 31, 2011, 03:01:48 pm
Given the state of the fort, you may want to drop in the survival equipment, if you haven't already. A pick may also help, if the corridors are flooded with vicious goblins, a pickaxe may greatly help Spartan One manouver in the fort without running into them.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 31, 2011, 03:04:53 pm
I'm agreeing here.  Survival gear is likely required for this fort.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 31, 2011, 03:16:55 pm
I do not think Spartan One will benefit from survival gear. She has currently killed two Turkey Gobblers in a fit of rage, seriously injured a Peacock, and more worryingly destroyed the Nest Box, Table, and Throne. Perhaps more immediately, she's hurled her food all about her Chamber, and all of the booze is currently sharing the tile of her statues. I do not know if she can get it without first destroying the statue.

The rest of the fort isn't faring much better. I've gone from some 66 dwarves to 27, a fair portion of that being children and the terminally insane. It's a pretty grisly scene here- corpses and vomit everywhere. Kidnappers have made off with half a dozen children, and no adults can be bothered to care. The children are probably better off in a goblin slave pen.

On the plus side, I think I can pull through. The Good Doctor is still sane, though a berserk herbalist broke his foot early in the spiral. Sarvesh Trumpethearts (whose blood anoints the Spartan One) is quite content, as he has no friends and the spiral has given him the excuse to take joy in slaughter. He has been promoted to militia commander, and is serving as Chief Medical Dwarf until the Doctor can get back on his feet. And then there's a couple of the younger children that are ecstatic... and that's about it.

In the event this fortress falls, I'll start a new one specifically to perform SCIENCE!! Since I'm a stubborn bastard, I'll hold on to the bitter end.
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on August 31, 2011, 05:47:06 pm
Possible suggestion: next fort, mod dorfs to drop litters of children. Means you can seal off outside and not have to worry.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 31, 2011, 07:46:17 pm
An excerpt from the log of Sarvesh Wallpick, Chief Medical Dwarf

1st Galena, Late Summer 315

The tantrum spiral is finally over. At its worst, dwarves ran amok through the streets of Drunkensteels in the cold heart of winter, destroying and looting. The snows were red with dwarven blood. At our lowest point, the fortress population consisted of 14 hale dwarves in varying states of misery, 6 children, and 4 madmen. With the spring has come migrants, however, and we rebuild.

Sarvesh Trumpethearts The Guilded Monk of Color rose to the position of Militia Commander during the Blood Snow by virtue of being alive and trained with a weapon. He maintained a small modicum of order by force, brutally executing those who's sanity slipped, and he was instrumental in keeping three of the survivors fed, watered, and clean when I was incapacitated with a mangled foot and hand. He has no love of governance, however, and refused nomination for the office of mayor. That position is currently filled by Olin Stakeransack, Blacksmith and former lover of the Countess. It was Olin who ordered me to resume work on the Child Care Project, though I'd rather help rebuild our city.

Spartan One has survived the chaos, somehow. She has destroyed much of her Chamber in fits of rage, and the scars on several animals bear testament to her wrath. Her Chamber is soaked in blood and vomit, none of it hers. She managed to wrench the door off of its hinges at some point, and Drunkensteels was spared her rampage solely due to the Orthoclase plug. She destroyed the Nest Box, and so this Chamber will have to be abandoned.

In some small way, the conditioning has worked. She is now weak instead of very weak, and she has become a Novice Fighter and Skilled Archer/Thrower, as well as a dabbler in the other martial arts. She is getting used to tragedy, though that is likely the result of civilian deaths outside the Chamber.


The Turkeys and Peahens were unable to do more than nick and bruise Spartan One during the Blood Snow, but in the aftermath a Ghostly Farmer returned from the dead, attacking Spartan One in a violent rage. She suffered the loss of her right arm at the elbow- somehow, she managed to staunch the blood loss and needs no further diagnosis or treatment. I have ordered coffins to be produced en masse to lay the Ghost to rest, and prevent further attacks.

Work has begun on the next generation of Chambers. This time, the design calls for neither a table nor a throne- reducing the floor space should increase the rate of conditioning. The Chamber shall be opened to the air in order to prevent miasma from decaying turkey, and a well with soap provided- we shall see whether children will bathe on their own volition.

Drunkensteels lives on, and the Project continues.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on August 31, 2011, 08:00:39 pm
It appears that we may want to toss the kids in with a random, expendable dwarf for a year or so, so that they all learn to love him, then throw them in their pods, give them plenty of Poultry to murder, and execute the man.
Maybe do that with SEVERAL expendables.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 31, 2011, 08:47:25 pm
Spartan One will need proper ritualistic adornment.  Her lack of arm prohibits military service, but if she has produced an artifact, then she should be competent in a skill, yes?  She deserves a place of virtue, for her contribution to science at the cost of bodily harm - no things come for free.
Title: Re: Dwarven... "Child Care"
Post by: Kromgar on August 31, 2011, 10:38:52 pm
Spartan One will need proper ritualistic adornment.  Her lack of arm prohibits military service, but if she has produced an artifact, then she should be competent in a skill, yes?  She deserves a place of virtue, for her contribution to science at the cost of bodily harm - no things come for free.
The child can still fight in the Military although she has lost an arm she still has another. She may not wield a shield but she can raise her sword, or her axe, or her bow, or her crossbow, or she may have my spear. The dwarves willingly began this experiment they must finish it she will join the military.
Title: Re: Dwarven... "Child Care"
Post by: Kromgar on August 31, 2011, 10:42:40 pm
Spoiler (click to show/hide)

The Turkeys and Peahens were unable to do more than nick and bruise Spartan One during the Blood Snow, but in the aftermath a Ghostly Farmer returned from the dead, attacking Spartan One in a violent rage. She suffered the loss of her right arm at the elbow- somehow, she managed to staunch the blood loss and needs no further diagnosis or treatment. I have ordered coffins to be produced en masse to lay the Ghost to rest, and prevent further attacks.

Work has begun on the next generation of Chambers. This time, the design calls for neither a table nor a throne- reducing the floor space should increase the rate of conditioning. The Chamber shall be opened to the air in order to prevent miasma from decaying turkey, and a well with soap provided- we shall see whether children will bathe on their own volition.

Drunkensteels lives on, and the Project continues.[/spoiler]

I have an idea. Make a dwarven bathtub... and make an upward Ramp... out of soap.

http://df.magmawiki.com/index.php/User:Uristocrat/Dwarven_Bathtub

Maybe make it entirely a dwarven bathtub where she can walk. That way she can stay clean all the time not to mention she will be wadding through animal blood and walking on soap. Ohoho  Make everything out of soap... it shall be a sterile environment.

Sorry for the double post... wish i could delete posts
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 31, 2011, 11:02:16 pm
Spartan One's mood was a possession, worse luck, and not a very exciting one either. "Mirthrings the Future of Unions," an Oaken Flute. Yeah, Spartan One was going to turn out to be some kind of useless elf-loving hauler before I snagged her for the Child Care Project. Hopefully, the year and a half of isolation and ghost attacks has purged any unwholesome tendencies from her.

Actually, I'm fairly certain I've traumatized her. Looking at her bio, she no longer has "a good memory." I've never seen the soul attributes change, so this is an exciting new discovery for me. I can only assume she is doing her best to block the last quarter of her life from her mind.

Anywho, she won't be the first dwarf to serve in my military with only one good arm, and assuming I make it that long she won't be the last. I'm making 2 of the second round of chambers- one for Spartan One, and another for the youngest (and hopefully friend-free) child in the fortress. I'm fairly certain Spartan One has the mental fortitude to withstand the new chamber, and Spartan Two will serve as something of a control. A bit of pre-screening reveals that of the 8 children in Drunkensteels, 3 of them have dabbling combat skills from surviving the Blood Snow and one other is hospitalized with FB rot.

The FB rot is something of a minor epidemic, and it's delayed construction quite a bit. In particular, the CMD keeps catching it from his patients- I only just realized that he's been around long enough for his clothes to completely rot away, and so he keeps walking through the pool of extract by the well. I'm making a VIP squad whose only purpose is to make VIP's wear shoes and gloves (and the rest of the armor, while I'm at it.)
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on August 31, 2011, 11:56:06 pm
She, um, she lost her good memory?  Really?  That can happen?  You've done it man.  You've reached out and touched a child.  And she will never be the same.
Title: Re: Dwarven... "Child Care"
Post by: xeivous on September 01, 2011, 12:05:47 am
I just read this entire thread...

Also in case anyone cares, this thread has been linked on the tvtropes community page for DF....
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 01, 2011, 12:08:20 am
Also in case anyone cares, this thread has been linked on the tvtropes community page for DF....
I cannot properly express the ferocity of my fist-pump right now.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on September 01, 2011, 12:16:19 am
I should have pointed this out earlier, but next time forget the throne, table, etc, at least dont actually put them into the isolation chamber, dwarves love having a noble bedroom/dining room, even if theres no possible way that they can reach the damn thing i know they will get positive thought from noticing nice stuff around them, but good quality engravings, masterwork door, platnium floor tiles, etc should suffice while still limiting floor space enough.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 01, 2011, 12:19:31 am
They get a good thought from 1: Owning a fine bedroom, and 2: Sleeping in the bedroom.  You can give them some fine areas, like a legendary dining hall, a private zoo, whatever, but only give them a bed in the pit.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on September 01, 2011, 12:25:58 am
I wonder what would happen if you gave them an awesome bedroom upstairs and then a masterwork bed downstairs, would they get an unhappy thought from being forced to sleep in terrible conditions? .....
I have it, zone the bedroom past the walls of the chamber so all the good stuff is outside but the bed is inside where the child is, problem solved.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 01, 2011, 12:31:06 am
Build an empty room.  Place a bed in the room, and designate a bedroom over the whole room.  Fill 1/2 of the room with amazing statues.  Add a wall to make a solid room of statues.  Turn the other 1/2 of the room into the training cage.  The bedroom designation will still remain, encompassing every statue and making the room value extremely high, allowing them to sleep in a royal bedroom that's 1x1 wide.

Doors set to "internal" and "locked" replacing one wall can work as well.  Instead of a wall, just have one of these doors, and the room designation will be able to ignore the door, while the dwarf cannot pass through it.  With this, you can have some great platinum chain covering the floor outside the cage that's considered part of the cage's bedroom.
Title: Re: Dwarven... "Child Care"
Post by: Vicid on September 01, 2011, 01:23:09 am
Wont a switch that only the child can use be the best way to get them in?  Imo the child should be put in before making any friends.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 01, 2011, 01:32:40 am
Children ignore switches and burrows.  They will only naturally deconstruct walls, pick plants from the field sometimes, and haul items sometimes.  They also almost entirely ignore regular burrows.  Assigning them a bedroom seems to be the best way to get them into a room.

Also, we KNOW that friends are bad.  We've discussed that through about half the thread.
Title: Re: Dwarven... "Child Care"
Post by: Vicid on September 01, 2011, 01:37:44 am
I see. Maybe the best solution would be to isolate the preg mother.
Title: Re: Dwarven... "Child Care"
Post by: JoshBrickstien on September 01, 2011, 02:39:44 am
I see. Maybe the best solution would be to isolate the preg mother.
No, we want children, not infants. Plus, there's no way to know if a given dwarf is pregnant anyhow.
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on September 01, 2011, 06:27:39 am
If they isolated the mother carrying a nearly-child baby?

Also, I would like to have some sort of confirmation for the loss of Spartan One's good memory. Ya know, pictures as proof.

If it were impossible to bring any type of proof, I would believe you. Due to the possibility of proof though, I am feeling skeptical.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on September 01, 2011, 07:22:31 am
I'm not sure this is the kind of thing that someone would make up, But i am very surprised that something like that can actually change.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on September 01, 2011, 07:49:05 am
I'm not sure this is the kind of thing that someone would make up, But i am very surprised that something like that can actually change.

Well good memory refers to an attribute, I can't remember if attributes degrade but if they can it makes sense.
Title: Re: Dwarven... "Child Care"
Post by: SlimyMarmot on September 01, 2011, 07:58:04 am
Possible permanent damage to a child's psyche and mental capacity? No matter the desired long-term results, this experiment is already a grand success.
Title: Re: Dwarven... "Child Care"
Post by: Endiqua on September 01, 2011, 08:06:16 am
Actually, I'm fairly certain I've traumatized her. Looking at her bio, she no longer has "a good memory." I've never seen the soul attributes change, so this is an exciting new discovery for me. I can only assume she is doing her best to block the last quarter of her life from her mind.
Holy shit.  There is no emoticon for what I am feeling.  Awe, horror, and pity...now THAT'S DF.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on September 01, 2011, 11:43:43 am

Also, I would like to have some sort of confirmation for the loss of Spartan One's good memory. Ya know, pictures as proof.



Compare/contrast with the shot I took when she was first introduced to the Chamber- the white personality traits bit didn't change apart from "getting used to tragedy." In fact, I just checked the "one year later" shot and she still had a good memory then- this change is recent. That shot was taken in late summer, and my game is currently saved at mid-winter. I can't think of anything that happened in the last few months that might inspire the change directly- this may be proof that sustained misery can erode memory. Like I said, I've never seen the soul attributes change, but then again I've never bothered to look closely. It's something to monitor as the tests go on- I'm interested to see whether positive change can be stimulated, and whether her memory will continue to decline.

Yes, children with lots of friends are unsuitable for the project (as my near-catastrophic tantrum spiral demonstrated.) As mentioned, the only reason Spartan One was chosen was because she had already had a mood- I wanted to be able to get some concrete data without being interrupted by artifact making. AFAIK, babies don't make friends, so once I go full-scale introducing children to the chamber as soon as they can walk would be ideal.

Build an empty room.  Place a bed in the room, and designate a bedroom over the whole room.  Fill 1/2 of the room with amazing statues.  Add a wall to make a solid room of statues.  Turn the other 1/2 of the room into the training cage.  The bedroom designation will still remain, encompassing every statue and making the room value extremely high, allowing them to sleep in a royal bedroom that's 1x1 wide.

Doors set to "internal" and "locked" replacing one wall can work as well.  Instead of a wall, just have one of these doors, and the room designation will be able to ignore the door, while the dwarf cannot pass through it.  With this, you can have some great platinum chain covering the floor outside the cage that's considered part of the cage's bedroom.

I've noticed that statues act as walls when designating bedrooms.

(http://i.imgur.com/yrzKW.png)

Notice how the room does NOT encompass the engraved walls on the right wall- that wall is all statues. Presumably the engraved floor beneath those statues still counts. I have not tried the designation trick, but I'll give that a go while I wait for the chambers to be engraved- at this point, I'm not too concerned about room quality, as AFAIK there isn't a quality level higher than Royal.

The advantage of a table/throne in the Chamber is that it gives happy thoughts for "dining in a Legendary dining room" and avoids the "complained of lack of chairs/tables" thought- you can see from Spartan One's current mood that she is displeased with the lack. I'll test whether giving her Royal dining room/tomb/statue garden/etc increases Spartan One's happiness even though she cannot access it- if results are favorable, I'll build a set of suites for each test Chamber.

The door trick is a good idea, and I may have to incorporate it if I run out of Masterworks to furnish the Chamber with. I am leery about taking that route because if the subject does tantrum, they might destroy the door and containment will be lost. Whether the preventative benefits outweigh the risk remains to be seen.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 01, 2011, 01:23:45 pm
Statues prevent designations, but they do not remove designations.  If you designate a room, THEN lay the statues, the room remains and includes all the statues.
Title: Re: Dwarven... "Child Care"
Post by: Dynastia on September 01, 2011, 04:15:16 pm
A small suggestion for the confinement rooms, if you can spare the space.

Build cisterns above the cells and sewer corridors running under them. In each cell, place a lever-operated hatch cover in one corner, naturally this hatch should be made out of very valuable material, masterwork, encrusted and etc. Directly under each hatch cover should be an upwards ramp, and directly to the side (or sides) of the ramp should be a wall grate or floor grate which connects to a drainage pipe (directly to the caverns or an aquifer level if you happen to be above them, edge-of-map drainage will drain too slowly to avoid mishaps). To the ramped tile, build sealed access tunnels which you can open at your discretion.

Periodically open the hatch and dump the cistern to wash all rotting corpses and test subjects into the 1x1 ramp, making sure to avoid doing this during tantrums (you wouldn't want the test subject breaking up your grates and escaping). Close the hatch after the test subject and a majority of animals climb back into the cell, then send your hauling dwarfs to cart away the dead animals and re-pit and/or reassign any live ones (don't forget to check if the food stockpiles got washed away and need restocking). With this system, if a surfeit of aggressive animals begins to cause sleep-deprivation it can be whittled down, miasma-producing "accidents" can be disposed of, and as an added bonus the primary subject should also receive valuable swimming lessons from this process.

I'd also suggest that the feeding/pitting access have a shaft at least 10z high, designed so that food and test animals may be pitted in from the level directly above the pits, while prisoners, livestock and etc. may be regularly pitted from the highest level into any cell you feel hasn't seen quite enough horrifying deaths. Expendable friends of the test subjects should also take the high drop, at carefully spaced intervals. The occasional live wild animal (the size of, perhaps, a fox or badger) could also be pitted via the short drop, to allow the test subject a more prolonged training session in biting, kicking and striking skills)

And finally, I have to find some directions to this "baptism by fire" concept so I can try it out. It would strike me as being wiser to burn the supersoldiers first, since I'm guessing it's a shorter and more dangerous process, before investing 12 years and countless turkeys, fort resources and hours of personal oversight into their upbringing in the conditioning cells.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on September 01, 2011, 04:55:50 pm
A small suggestion for the confinement rooms, if you can spare the space.

Build cisterns above the cells and sewer corridors running under them. In each cell, place a lever-operated hatch cover in one corner, naturally this hatch should be made out of very valuable material, masterwork, encrusted and etc. Directly under each hatch cover should be an upwards ramp, and directly to the side (or sides) of the ramp should be a wall grate or floor grate which connects to a drainage pipe (directly to the caverns or an aquifer level if you happen to be above them, edge-of-map drainage will drain too slowly to avoid mishaps). To the ramped tile, build sealed access tunnels which you can open at your discretion.

Periodically open the hatch and dump the cistern to wash all rotting corpses and test subjects into the 1x1 ramp, making sure to avoid doing this during tantrums (you wouldn't want the test subject breaking up your grates and escaping). Close the hatch after the test subject and a majority of animals climb back into the cell, then send your hauling dwarfs to cart away the dead animals and re-pit and/or reassign any live ones (don't forget to check if the food stockpiles got washed away and need restocking). With this system, if a surfeit of aggressive animals begins to cause sleep-deprivation it can be whittled down, miasma-producing "accidents" can be disposed of, and as an added bonus the primary subject should also receive valuable swimming lessons from this process.

I'd also suggest that the feeding/pitting access have a shaft at least 10z high, designed so that food and test animals may be pitted in from the level directly above the pits, while prisoners, livestock and etc. may be regularly pitted from the highest level into any cell you feel hasn't seen quite enough horrifying deaths. Expendable friends of the test subjects should also take the high drop, at carefully spaced intervals. The occasional live wild animal (the size of, perhaps, a fox or badger) could also be pitted via the short drop, to allow the test subject a more prolonged training session in biting, kicking and striking skills)

And finally, I have to find some directions to this "baptism by fire" concept so I can try it out. It would strike me as being wiser to burn the supersoldiers first, since I'm guessing it's a shorter and more dangerous process, before investing 12 years and countless turkeys, fort resources and hours of personal oversight into their upbringing in the conditioning cells.

This guy gets it, the problem with the child torture dungeon is that they weren't set on fire first.
Title: Re: Dwarven... "Child Care"
Post by: Frogwarrior on September 01, 2011, 04:58:26 pm
You could get fresh children into the rooms by:
When a baby is born, record its birthdate (possibly a custom profession title).
When the baby is almost 1 year old, use an assigned lever to lure the mother into a waiting room with a lockable door.
As soon as the baby becomes a child, activate the lever again to give the mother a job and designate a construction to be removed in the containment room.
Lock the door to the containment room when the child is inside, then let the mother back out.

Whaddya think?
Title: Re: Dwarven... "Child Care"
Post by: monk12 on September 01, 2011, 06:42:16 pm

Spartan One is, once again, very weak. The lack of constant attacks has allowed the subject to lapse into decadence. In a proper Chamber, this should not happen, but thus far all I've managed to do is give the subject dabbling combat skills and erode her memory.

Spartan One is also on her last masterwork roast- rather than restock the defunct Chamber, I've elected to release Spartan One pending the completion of the new Chamber. Work on that Chamber remains slow, due to FB extract flare-ups and goblin ambushes cutting into our workforce. I've treated the wounded, I know the state of our military- we are losing this war. Hopefully some new migrants will arrive to bolster our forces.
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on September 01, 2011, 10:24:54 pm
Well, even if the attempt with Spartan One doesn't work, it will still be seen as a success, due to the massive psychological trauma and loss of memory.

Great work.
Title: Re: Dwarven... "Child Care"
Post by: ISGC on September 01, 2011, 11:13:09 pm
Amnesia?
It would be like toady to program proper psychological responses for trauma victims.
Title: Re: Dwarven... "Child Care"
Post by: wrwr on September 02, 2011, 05:41:01 am
This whole idea sounds awesome. The "Bob Ross paints a double rainbow" kind of awesome. Please make it work on an industrial level!
Title: Re: Dwarven... "Child Care"
Post by: Dynastia on September 02, 2011, 05:54:09 am
Has any !!SCIENCE!! been undertaken on the removal of skin/fat? I keep seeing mentions of it, but nothing in-depth. Before I dedicate a fort to the study of supersoldier creation, are any of the below ideas confirmed not to work?

- Exposure to boiling vapours (alcohol, blood, sphalerite?), for the non-fatal removal of fat.
- A 1/7 magmashower over a grate, followed with immediate water quenching, for the non-fatal removal of fat.
- Exposure to !!objects!! followed by immediate water quenching, for the non-fatal removal of fat.
- Exposure to magma mist followed by immediate water quenching, for the non-fatal removal of fat.
- Exposure to helmet snake bites followed by isolation and immediate medical treatment apon discovery of necrosis, for the removal of fat/skin only.
- Exposure to platypus stings followed by isolation and immediate medical treatment apon discovery of necrosis, for the removal of fat/skin only.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on September 02, 2011, 06:04:49 am
Has any !!SCIENCE!! been undertaken on the removal of skin/fat? I keep seeing mentions of it, but nothing in-depth. Before I dedicate a fort to the study of supersoldier creation, are any of the below ideas confirmed not to work?

- Exposure to boiling vapours (alcohol, blood, sphalerite?), for the non-fatal removal of fat.
- A 1/7 magmashower over a grate, followed with immediate water quenching, for the non-fatal removal of fat.
- Exposure to !!objects!! followed by immediate water quenching, for the non-fatal removal of fat.
- Exposure to magma mist followed by immediate water quenching, for the non-fatal removal of fat.
- Exposure to helmet snake bites followed by isolation and immediate medical treatment apon discovery of necrosis, for the removal of fat/skin only.
- Exposure to platypus stings followed by isolation and immediate medical treatment apon discovery of necrosis, for the removal of fat/skin only.

Helmet snakes cause the spinal cord to rot so I can't imagine that working out and here's the raw for platypi
Spoiler (click to show/hide)

It mentions pain and swelling but nothing about necrosis. If you want to make a super dwarf you may have to create an omnipresent modded creature.
Title: Re: Dwarven... "Child Care"
Post by: Dynastia on September 02, 2011, 04:15:56 pm
The wiki mentions platypus venom can cause swelling so extreme it can lead to necrosis. A supersoldier lab might just have to rely on FB chambers and trial & error testing.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 02, 2011, 04:28:56 pm
I'm really REALLY against FB usage, because of how unpredictable and unreliable they are.

Numerous platypus stings should strengthen the syndrome, unreliably.  Fire is much preferred for these things.  You can encourage a child to burn themselves by filling a dwarfbath with 3/7 magma and another with 3/7 water.  Put that child's bedroom on the other side of the baths, causing them to walk through shallow magma and shallow water on their way to bed.  Ideally, you'd have 2 water baths, for going to and from the bedroom.  This can, of course, be used on any dwarf, but a bedroom is needed for children because they don't pull levers.

Of course, this would work best if the magma bath were a timed distance from the water, to encourage burning but not death, and were placed directly in front of the test chamber, so that they burned and entombed themselves promptly.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on September 02, 2011, 04:41:20 pm
The wiki mentions platypus venom can cause swelling so extreme it can lead to necrosis. A supersoldier lab might just have to rely on FB chambers and trial & error testing.

I just confirmed in the Arena but it doesn't seem perfectly reliable. The dwarf was stung in both hands but only one became rotten. Of course I don't think getting someone stung by a platypus multiply times shot be a problem. What you really have to consider is that the surgeon is removing tissue, your dorf is gonna bleed out if you do it all at once so your dealing with exposing him, seeing if it takes, and having the necrotic tissue removed over and over in small doses. It's going to take alot of time and alot of platypi.
Title: Re: Dwarven... "Child Care"
Post by: Dynastia on September 02, 2011, 04:58:42 pm
Nice one, Broseph. I think I'm going to start up a platypus research lab ; determining the best level of protection to ensure the venomous spur hits skin and no deeper, experimenting on just how much tissue can be removed in one sitting, the likelihood of necrosis to 'take', and the relative merits of wild platypi vs overcrowded tame platypi. Any advice on finding an embark with them?

However, since this treatment looks as though it will require multiple sessions carried out over a long period of time, I think it's safe to say that it should only be attempted during or after the subject's maturing in the turkeycage of horrors, as it would otherwise unduly delay placement into the isolation cell.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 02, 2011, 05:05:56 pm
I'd say platypi aren't valid for this experiment.  Worthy of other science, but not this particular one.

Also:
the turkeycage of horrors
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on September 02, 2011, 05:09:12 pm
I'd say platypi aren't valid for this experiment.  Worthy of other science, but not this particular one.

Also:
the turkeycage of horrors
Spot on, their more accessible than forgotten beasts but they have all the same problems. That's discounting the fact that after that kid climbs out of the turkey cage he's going to kick the ass of any platypus that looks at him wrong. You'd have to throw dozens of them right on him to have any chance of getting  a solid inoculation.
Title: Re: Dwarven... "Child Care"
Post by: Frogwarrior on September 02, 2011, 07:16:56 pm
Numerous platypus stings should strengthen the syndrome, unreliably.  Fire is much preferred for these things.  You can encourage a child to burn themselves by filling a dwarfbath with 3/7 magma and another with 3/7 water.  Put that child's bedroom on the other side of the baths, causing them to walk through shallow magma and shallow water on their way to bed.  Ideally, you'd have 2 water baths, for going to and from the bedroom.  This can, of course, be used on any dwarf, but a bedroom is needed for children because they don't pull levers.

Uh... you haven't actually tested this, have you?
In my experience, nothing whatsoever can cause ANY creature, magma-proof or not, to path through a square containing even 1/7 magma.

And I have a LOT of 1/7 magma lying around. Recently, half the map was once again covered in magma, with a few unforbidden items on an island in the middle. The dwarfs did not path to the items until there was a safe path through the cooling magma.
Title: Re: Dwarven... "Child Care"
Post by: Urist Da Vinci on September 02, 2011, 07:44:27 pm
...
In my experience, nothing whatsoever can cause ANY creature, magma-proof or not, to path through a square containing even 1/7 magma.
...

One of the forms of insanity removes the dwarf's ability to detect threatening terrain, so they walk into pits, magma, etc. The wiki says that it is Stark Raving Mad.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on September 02, 2011, 07:47:20 pm
...
In my experience, nothing whatsoever can cause ANY creature, magma-proof or not, to path through a square containing even 1/7 magma.
...

One of the forms of insanity removes the dwarf's ability to detect threatening terrain, so they walk into pits, magma, etc. The wiki says that it is Stark Raving Mad.

The pathfinding for babies is very much like this, and in 40d they were infamous for jumping down wells and off cliffs when their parents died.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 02, 2011, 08:34:05 pm
This is because the child would go insane when the parent died, leading them to seek out their own death actively.

I could -swear- that I've used several magma-baths before to encourage bleeding.
Title: Re: Dwarven... "Child Care"
Post by: UberNube on September 02, 2011, 08:35:24 pm
This thread is AWESOME! The absolutely horrific acts being done here, combined with the attention to detail is just hilarious. This is definitely the new (and more disturbing) mermaid thread. I applaud all of you for you !!SCIENCE!!.

This guy gets it, the problem with the child torture dungeon is that they weren't set on fire first.

I've been looking for a new sig. I hope you don't mind.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 02, 2011, 11:26:30 pm
New Chamber, New Fortress.
The chamber is 1x1, 2 cats, 1 child, no bed, no table, no chair. But the walls are made out of Exceptional Statues, and he's getting high-quality food.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 02, 2011, 11:29:29 pm
Exceptional statues of common stone?
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 02, 2011, 11:32:31 pm
Unfortunately, yes.
We'll see how long he can hold out. I don't expect more then a month to a year.
The next will be pure gold.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 02, 2011, 11:37:29 pm
Yeah, insanity will abound here.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 03, 2011, 12:57:40 am
Agreed.
However, if I can be fortunate enough to get him to go into a rage, I have a plan..
..You see, there are certain dwarves in the Genesis Mod-That I'm using-That will allow for me to actually web the cage-traps I plan on putting in front of the wall in front of his Statue.
This will have to be done *after* the wall is deconstructed, but should actually allow for me to capture the now-enraged child, and release him upon my foes, as an angry, bearded, beacon of destruction.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 03, 2011, 01:00:43 am
Please disregard use of genesis mod as part of this.  While interesting I assume, it doesn't -really- contribute to the work of destroying young children's minds and bodies to reforge the scraps into hardened horrors.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 03, 2011, 01:08:46 am
Replace said dwarves with tamed Giant Spiders.
No mods, same effect, although I can't recall if they are able to be tamed, or if they're exotic/downright impossible.
It's the same effect, anyhow. In fact, you could probably use a well-timed lever-pull and the deconstruction to make it a nigh-instantaneous conversion, even if you can't tame it..You know, release the Spider as your guy is leaving, lock and tighten the hatch, let it web the trap, let the enraged kid charge it..Watch him get caught in the web, and then get trapped.

EDIT: FYI, I'm using normal cats, which means they gain no skills, and are, for all intents and purposes, ordinary cats. I'll also use Vanilla gold, as Sun Gold is for equipment only.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 03, 2011, 01:43:41 am
We're not training spiders.  Pets who take damage don't receive medical treatment and cannot be armored or armed.  Animals in warfare are currently only good as additional support, but you need a dwarven core of armed forces to function.  You can train animals, but the investment is worthless because the beast is naked and won't heal right.

And never use untame animals for any sort of training like this.  The death of one side is fairly instant.
Title: Re: Dwarven... "Child Care"
Post by: Vicid on September 03, 2011, 01:44:41 am
Because we can recruit mothers carrying babies in their arms and order them about I recommend we melt baby fat.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 03, 2011, 01:45:32 am
No, I mean keep it stationed Outside of the wall area.
That way, when the kid goes berserk, you can open the wall, let it throw its webs at the kid(Preferably from a chain,) and capture the kid.
You know, so you can release the enraged midget against your green foes?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 03, 2011, 01:59:31 am
Berzerk dwarves still starve, and die fairly quickly since any booze given to them is thrown during their tantrum.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 03, 2011, 02:13:54 am
Eh, in that case, use their murderous rage to create a better future for the Fort..Unleash them against your Nobles.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 03, 2011, 02:25:27 am
That, is a plan I can get behind.

EDIT: This means, logically, that the turkeybox of horror should be installed directly adjacent, or above, a noble's room, to allow quick dropping of the berzerk child into the noble's bedroom.  If the noble kills the child, then he has earned the right to issue another mandate.  If he dies, then you lock the door and let the child run around smearing mayor blood on the wall.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 03, 2011, 12:04:17 pm
Yes...Now we have found a use for even one third of the failures!
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on September 03, 2011, 12:16:30 pm
As in Berserk? How about a solution to melancholies: an execution tower that drops targets into a meeting hall, so that when a dwarf gets struck by melancholy, they can jump off the tower and splatter in the meeting hall, slightly hardening anyone there.
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 03, 2011, 12:21:33 pm
'Waaaaah!' *splat*
'What is this, I don't even..'
Title: Re: Dwarven... "Child Care"
Post by: loopylung on September 03, 2011, 03:45:26 pm
On the topic of melting fat off children...

Does it have to be fire/magma? I'm in a scorching biome, and I wonder if it's possible to have an open chamber in the sun that will melt every ounce of fat off the kid over the course of 11 years. I know it only takes a few days to cover a dwarf in blisters. What happens when they stay outside for years?
Title: Re: Dwarven... "Child Care"
Post by: loopylung on September 03, 2011, 03:46:35 pm
By the way, this is possibly the dwarfiest thing I have seen in a while.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on September 03, 2011, 03:51:20 pm
1: We have an edit button, try not to double-post.
2: Heat has been severely nerfed.  In previous versions, if a dwarf was wet and in a scorching biome (ie, outside in the rain) then the water would heat up so much to melt their fat, cause bleeding, and death.  Steam was also very lethal, with lignite bins used to cause pressure cookers for goblins to simmer in.  This has been "fixed" though it would be fun to still have.  Particularly hot areas can cause this, but it has to be pretty damn hot, above what the vanilla generator will produce.  You could use advanced worldgen and manually paint the specific temperature for an area, to ensure fat-melting temperature, but then you still run into the problem of medical care and bleeding.  Perhaps if it's right on the temperature threshold, it will only melt during summer, and cause controlled bleeding.
Title: Re: Dwarven... "Child Care"
Post by: peskyninja on September 03, 2011, 03:55:15 pm
Quote
  Perhaps if it's right on the temperature threshold, it will only melt during summer, and cause controlled

Controlled,are you sure?  :P
Title: Re: Dwarven... "Child Care"
Post by: Eddren on September 03, 2011, 04:31:47 pm
Well, tell me..
..Can you open a Floodgate to allow a dwarf outside?
Can you then get that dwarf back inside?
Can you close the Floodgate again?
Yes?
Well, there you go.
Title: Re: Dwarven... "Child Care"
Post by: Ethnar on September 12, 2011, 10:37:36 am
Just wanted to throw in my results:

2 test subjects.
2x2 room for each of them, 1 bed each, good quality roasts and wine. For the flavor they were actually kept in "cages" hanging right above magma floor, with support connecting it with ceiling. Bridges made to allow dropping animals/food.
Subject 1 - child in age of 5. Company of 8 dogs.
Subject 2 - child in age of 6. Company of 5 dogs.

After 3 years subject 2 was caught with a mood. At the time he was dabbling wrestler, striker, fighter, dodger and armor user (subject born on site, no clothing equipped). Multiple wounds reported on both the subject and dogs. Test chamber was designated to be submerged in magma and destroyed. Subject 2 - cause of death: drowning (in magma).

Subject 1 died at the age of 10. Last report made at the age of 8. At the time, subject was Adequate Dodger and Fighter, Novice Armor User and Dabbling Wrestler and Striker. Multiple wounds and scars. Worth noting is that subject had sibling to die (failed mood) and despite being very unhappy it survived that period without incidents. One of the dogs died of infection year before experiment was concluded. Test chamber was designated to be submerged in magma and destroyed. Subject 1 - cause of death: infection.

Conclusion: the project certainly has potential. Further adjustment would be necessary to reduce mortality rate of subjects. We're looking at a very thin line where subjects survives, yet the experience delivered allows key skills to develop.
Title: Re: Dwarven... "Child Care"
Post by: Buttery_Mess on October 24, 2011, 03:28:48 am
Wouldn't it be easiest to just  pasture a vast number of, say, chicks in the kid's bedroom and then lock the door? I always have chicksplosion problems anyway.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on October 24, 2011, 07:29:35 am
That's the theory behind the experiment, at basis.  In practice, you'll want to balance out the reproduction rate of the animals, the mood of the child to avoid insanity, and not killing the child.  There's a fine balance of "child is suffering" and "child is dead".
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on October 24, 2011, 11:32:04 am
My current fort has 3 pages of children and babies. This could be a good way of getting rid o-er...erm. Making them useful.

In WARHAMMER FANTASY ogre young that aren't fat are thrown into pitch black caves to die, or fight and survive. This results in horribly violent, insane, emaciated albino ogres. Dwarf children becomming a little too "underground" adapted from this?


Diuur not 40k.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on October 24, 2011, 11:40:31 am
What happens to the fat ones?
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on October 24, 2011, 11:51:44 am
They get raised as ogres.
Title: Re: Dwarven... "Child Care"
Post by: King DZA on October 24, 2011, 02:35:58 pm
What I imagine Girlinhat's fortress children to be like when she's not looking (http://www.youtube.com/watch?v=BB54JGNu6vQ)
Replace "Ms. hannigan" with "Ms. Girlinhat", orphanage with dwarf fortress, and I think it fits rather nicely.

Although, to be honest, this is what I imagine every player's fortress children to be like to be like when they're not looking.
Title: Re: Dwarven... "Child Care"
Post by: Ifeno on October 24, 2011, 05:17:58 pm
This thread is the reason people look at me funny when i discuss this game in public.
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on October 24, 2011, 08:35:12 pm
Damn, Dwarf fortress. You scary.
Title: Re: Dwarven... "Child Care"
Post by: Random_Physics_Nerd on October 30, 2011, 01:46:52 am
I have just read through this entire thread, and I have this to say: My work on a race of Dwarves made of cheese will have to be put on hold while I test this concept. I will not be using my warkittens as the animals though, as I will keep this entirely vanilla.


Edit: One question, would dumping a large number of cats into the chamber and triggering a thermonuclear catsplosion be enough to set the child on fire? And if so, would it be out of the question for vanilla users to employ this tactic?
Title: Re: Dwarven... "Child Care"
Post by: Vindictus on October 30, 2011, 02:56:36 am
Unfortunately, catsplosions are rather low thermal output. They rely more on auditory and optical damage.
Title: Re: Dwarven... "Child Care"
Post by: Random_Physics_Nerd on October 30, 2011, 03:42:33 am
Darn, I thought I was really on to something.

Too bad this is only valid without modding...
Title: Re: Dwarven... "Child Care"
Post by: TBeholder on November 14, 2011, 02:58:50 pm
Spoiler: Summary of Spartan One (click to show/hide)
Compare/contrast with the shot I took when she was first introduced to the Chamber- the white personality traits bit didn't change apart from "getting used to tragedy." In fact, I just checked the "one year later" shot and she still had a good memory then- this change is recent. 
Spartan One is, once again, very weak. The lack of constant attacks has allowed the subject to lapse into decadence.
Moreover, #2 to #3 shows degradation of Creativity, from "poor" to "lousy". Hm, here's another interesting question: do unused attributes go "rusty" like skills - or is there only plain attribute damage?
Title: Re: Dwarven... "Child Care"
Post by: ab00 on November 14, 2011, 10:59:34 pm
I just had an idea - although I am not sure if it has been mentioned in the thread:

Have a secondary room separated by a door, set as internal and locked. The room would contain statues, artifacts, whatever you felt deeming worthy of increasing the child's happiness.
Title: Re: Dwarven... "Child Care"
Post by: Shinotsa on November 15, 2011, 11:10:54 am
I just had an idea - although I am not sure if it has been mentioned in the thread:

Have a secondary room separated by a door, set as internal and locked. The room would contain statues, artifacts, whatever you felt deeming worthy of increasing the child's happiness.

Dwarves have to be next to something to admire it sadly, and if you are shooting for giving them a good bedroom it would be more efficient to just assign them a noble room of high value elsewhere in the fort.

Since this is bumped already, are any tests still in the works or are we all eagerly awaiting new age child care through making the children drink vampire blood?
Title: Re: Dwarven... "Child Care"
Post by: Di on November 15, 2011, 12:18:22 pm
Well, I had several attempts recently.
Several attempts failed at initial isolation stage, one of them because child didn't trigger the plate set to the lowest size which should have sealed the chamber.
Finally, I managed to capture one subject manually. It was accompanied by two turkeys in 1x1 room. He gained novice in various skills in a matter of months. Then I decided to add swimming to list, chamber was filled up to 5/7, results were promising: child got adequate swimmer in one month. However hight water level prevented him from eating and, ironically, drinking so I had to carve fortification in chamber, rendering further swimming training impossible. Month later child started getting drowsy but refused to collapse onto the ground. Were other creatures on the same tile or constant pestering preventing him from sleep I don't know but some time later child went berserk and promptly strangled one of hens and punched in the head other. Since he was scaring away through fortification dwarfs that were working on next care chamber he was put down by marksdwarf, with butt of crossbow as usual.
Considering the fact that I've managed to lose some to snatchers and the fact this thread has emerged again, I may continue my research.
Title: Re: Dwarven... "Child Care"
Post by: Shinotsa on November 15, 2011, 01:04:42 pm
Well, I had several attempts recently.
Several attempts failed at initial isolation stage, one of them because child didn't trigger the plate set to the lowest size which should have sealed the chamber.
Finally, I managed to capture one subject manually. It was accompanied by two turkeys in 1x1 room. He gained novice in various skills in a matter of months. Then I decided to add swimming to list, chamber was filled up to 5/7, results were promising: child got adequate swimmer in one month. However hight water level prevented him from eating and, ironically, drinking so I had to carve fortification in chamber, rendering further swimming training impossible. Month later child started getting drowsy but refused to collapse onto the ground. Were other creatures on the same tile or constant pestering preventing him from sleep I don't know but some time later child went berserk and promptly strangled one of hens and punched in the head other. Since he was scaring away through fortification dwarfs that were working on next care chamber he was put down by marksdwarf, with butt of crossbow as usual.
Considering the fact that I've managed to lose some to snatchers and the fact this thread has emerged again, I may continue my research.

I'd like to support a renewal of the project, and if I have time in the next few weeks between exams I'll attempt to run a few tests of my own in Helmscholars. Unless *yelling at dragons is too fun.

*Skyrim
Title: The Turkey Torero
Post by: TBeholder on November 15, 2011, 06:50:21 pm
question: do unused attributes go "rusty" like skills - or is there only plain attribute damage?
Oops, sorry, all is there in the manual (http://df.magmawiki.com/index.php/DF2010:Creature_token) *(MENT_ATT_RATES).

Let's look at the parameter contradictions here: poultry needs to be confined to go nuts, but dwarfling doesn't. Lil' vunz are trained by spending some time with birds, but being locked in a small cell without any other activity causes mental deterioration (see memory and creativity decreasing on screenshots by monk12).
Quick experiment: a pair of geese didn't try to headbutt (like cats do) a "closed tight" hatch on short dead-end stairs, even after their pasture was reasigned back to the up side. So, the right question is: will confined birds try to do it after going crazy merely to get into the next small airlock?
If not, the general idea has much greater potential than attempts to produce mad supersoldiers: breaks between "chicken gladiator" sessions could allow less intense, but still significant training while keeping possible crippling factors minimized. For that matter, do they train just as fast while sleepless and tired as when rested?..
Suppose a trainee eats and sleeps elsewhere, but regularly passes through the "birdcage" room and get locked there for a few hours by a water timer? Since the resistance to stress and fatigue differs, the timer can be made individually adjustable by changing its cistern volume via floodgates. Combined with the choice of oponents, this allows much better control of the process and keeping sanity without excessive costs and FPS loss on personal waterfalls.
Bed-to-food and back seem to be the most regular path. Since this requires merely setting up a chickenbowl and assigning a dorf the bedroom behind it, the training becomes useable not only in "sealed off children cave(s)" configurations, but at will. You deem an immigrant "badger-fodder weakling"? Prescribe him two fowl dances per day until he gets better!
And in the time not spent dodging an annoyed turkey's beak he still can work, which not only keeps him at least somewhat useful, but right jobs can prevents skills and attributes getting "rusty". Plus, of course, the fowl also does something useful while remaining an emergency reserve of unrotten meat or living decoys. :D
Title: Re: Dwarven... "Child Care"
Post by: monk12 on November 15, 2011, 09:44:35 pm
Personally, I'm awaiting the new version of DF- I plan to start with a fort to make sure there's some decent weaponry and armor in the world before going on an Adventure-mode vampire killing spree, and I plan to start the project anew in that fort.

question: do unused attributes go "rusty" like skills - or is there only plain attribute damage?
Oops, sorry, all is there in the manual (http://df.magmawiki.com/index.php/DF2010:Creature_token) *(MENT_ATT_RATES).

Good find there- it looks like the memory loss will make the subjects poorer Students (which will impact weapon skill learning, when they come of age,) but then again, do "wild" children suffer the same attribute loss? I'll have to include a control child for the purpose of soul attribute comparison.

And if you can automate the process, you will win the "dwarfiest application of Child Care" award, hands down.
Title: Re: Dwarven... "Child Care"
Post by: Pon_Katt on December 04, 2011, 06:11:33 pm
I have just started my first test subject.  I don't think he will survive, but one can hope!
Title: Re: Dwarven... "Child Care"
Post by: Yolan on December 18, 2011, 05:32:17 am
Read the whole thing. I laughed.

 :D
Title: Re: Dwarven... "Child Care"
Post by: Haedrian on December 18, 2011, 06:36:51 am
Stumbled across this by accident.

Read the first post, went "Wow some people are sick". Continued reading it.

This is brilliant.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on December 19, 2011, 09:35:20 pm
Best HFS origin story ever. Screw the consequences, we have supersoldiers to make.

Urist McLeader stopped eating Kitten Tripe : Creating God


I can imagine the goblins showing up with kidnapped human soldiers by their side, looking at the 12 year old horribly deformed kids and thinking "Woah, that's a bit too much, don't you think?"
how exactly is he creating god? :o
Title: Re: Dwarven... "Child Care"
Post by: veok on December 23, 2011, 05:50:48 pm
Have we tried stuffing more than one dwarven child in each cell? More crowding, more food needed, but it should solve the mental attribute loss (b/c of communication skills).

It means each child gets one *best* friend, which might be undesirable. (And I think this route practically guarantees legendary social skills)
Title: Re: Dwarven... "Child Care"
Post by: Musashi on December 23, 2011, 06:09:12 pm
What, you want (future) soldiers to have friends?
Do you know what happens to a dwarf when their friends die? They trigger tantrum spirals, that's what.
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on December 24, 2011, 12:30:15 am
What, you want (future) soldiers to have friends?
Do you know what happens to a dwarf when their friends die? They trigger tantrum spirals, that's what.

Not if your force feed them delicious roasts and alcohol like some vast force-feeding machine ultimately ending in the mass production of the finest dwarf liver pate...i think i'm missing the point.
Title: Re: Dwarven... "Child Care"
Post by: Sroge on December 24, 2011, 02:17:10 am
Instead of reading through 26 pages, I'm just going to ask:

Has this worked yet for anyone?
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on December 24, 2011, 04:20:55 am
What, you want (future) soldiers to have friends?
Do you know what happens to a dwarf when their friends die? They trigger tantrum spirals, that's what.

Not if your military force has spent their entire lives in a small box constantly full of creatures dying, utterly traumatizing them.
Title: Re: Dwarven... "Child Care"
Post by: Captain Mayhem on December 24, 2011, 05:41:14 am
What, you want (future) soldiers to have friends?
Do you know what happens to a dwarf when their friends die? They trigger tantrum spirals, that's what.

Not if your military force has spent their entire lives in a small box constantly full of creatures dying, utterly traumatizing them.
Well we wouldn't want out soldiers to be mentally healthy* thanks to having company, now would we?

Spoiler (click to show/hide)
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 24, 2011, 12:30:09 pm
Instead of reading through 26 pages, I'm just going to ask:

Has this worked yet for anyone?

Limited success thus far- we've got a proof of concept and some interesting side effects, but nobody has achieved significant stat and skill growth yet.
Title: Re: Dwarven... "Child Care"
Post by: sackhead on December 25, 2011, 05:32:07 am
Im going to try this but for the first 6 years or so i will have them in a room with automatic spike traps (training speers posibly) so they will gain doging skills befor meating animal.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 25, 2011, 09:58:08 am
Im going to try this but for the first 6 years or so i will have them in a room with automatic spike traps (training speers posibly) so they will gain doging skills befor meating animal.
Probably not going to work, I used a danger room in my 0 metal stoneage fortress and it killed six out of ten dwarves. Without hard armor to cover the torso a training spear eventually bruises a lung and then eventually bruises the other. I imagine it'll just be worse with children.
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on December 25, 2011, 10:23:24 am
Im going to try this but for the first 6 years or so i will have them in a room with automatic spike traps (training speers posibly) so they will gain doging skills befor meating animal.
Probably not going to work, I used a danger room in my 0 metal stoneage fortress and it killed six out of ten dwarves. Without hard armor to cover the torso a training spear eventually bruises a lung and then eventually bruises the other. I imagine it'll just be worse with children.
So in other words... *Taps calculator* around 2-3/10 children will be legendary fighters at adulthood, and around 1-2/10 will have trouble breathing.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 26, 2011, 01:49:33 pm

So in other words... *Taps calculator* around 2-3/10 children will be legendary fighters at adulthood, and around 1-2/10 will have trouble breathing.

I only used that danger room for a minute or so at a time, two bruised lungs causes suffocation very reliably.
Title: Re: Dwarven... "Child Care"
Post by: krenshala on December 26, 2011, 02:47:29 pm
Im going to try this but for the first 6 years or so i will have them in a room with automatic spike traps (training speers posibly) so they will gain doging skills befor meating animal.
Probably not going to work, I used a danger room in my 0 metal stoneage fortress and it killed six out of ten dwarves. Without hard armor to cover the torso a training spear eventually bruises a lung and then eventually bruises the other. I imagine it'll just be worse with children.
So in other words... *Taps calculator* around 2-3/10 children will be legendary fighters at adulthood, and around 1-2/10 will have trouble breathing.
Don't you mean that around 8-9/10 will have trouble breathing? :D
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on December 26, 2011, 04:12:53 pm
Don't you mean that around 8-9/10 will have trouble breathing? :D
Depending on your point of view, yes.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on December 26, 2011, 05:16:55 pm
This is basically makeing a mini sparta. I like it.
Title: Re: Dwarven... "Child Care"
Post by: Kheto on December 26, 2011, 07:10:03 pm
Not sure if this has been mentioned yet, but why not train the dogs they were trapped with into war dogs, then assign them to the released warrior?
Title: Re: Dwarven... "Child Care"
Post by: vhappylurker on December 26, 2011, 08:40:02 pm
I'm actually wondering if using training dummies such as those in the Higher Learning and the Genesis mods would work with this process. If I'm remembering it right, all you'd need is to make a few training weapons for them to use on the dummies and as a bonus they'd also be able to defend against more dangerous creatures, such as wolves or stripped gobbos.

Just a thought though. Testing needs to be done first to see if this would be an effective method.
Title: Re: Dwarven... "Child Care"
Post by: oidip on December 26, 2011, 10:25:07 pm
When not do it real spartan style?
They sent children to live in camps with lots of other children with an adult overseeing them.

Now instead of "an adult" why not have "(area of the room) turkeys"
Drop food in the old fashioned way and have a wall lined with beds.

For instance you could have a 6X2 room.
6 beds all in a line.
1 food/booze pile, 5 nest boxes.

EG
 +------------+
 |  B B B B B B |
 |  FN N N N N |
 +------------+

B= Bed
F= Food
N= Nest box
The rest is walls.

Pros:
Space efficient
Dwarves will not be mentally handicapped when they come of age (possibly)
Due to more turkeys being born the difficulty of their training will scale up as they age.

Cons:
Super soldiers will have 11 friends who could die at any time
High risk of turkey-splosion
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on December 26, 2011, 10:45:14 pm
I prefer cave crocodile-splosions. They lay near 40 eggs apiece, if everyones too busy to haul them...oh dear
Title: Re: Dwarven... "Child Care"
Post by: Sroge on December 26, 2011, 10:51:18 pm
Why one room with 11 kids? Why not 11 rooms with one kid in each, thus eliminating the need for friendship.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 27, 2011, 12:47:36 pm
And thus I find myself back into fort mode discussion.  My taste for the blood of children has gone unsated, in these other games I play that lack the... raw finesse of dwarven child slaughter.

A few notes on the recent posts:
1) Solitary confinement is ok.  They will suffer attribute rot, but just the unimportant ones.  We're training soldiers, not mayors, they don't need a good memory or personal skills.  They need an axe and some armor bolted into their scared and hardened form that we so liberally still refer to as "a dwarf".  Furthermore, we don't need friends, we need soldiers.  Let their minds decay, so long as their arms hold strong.
2) There does seem to be an issue here, namely that you have conflicting needs.  For the animals to become aggressive, they need confined spaces.  For the child to remain sane, it needs a bit of breathing room.  Achieving both requires you to walk a razor's edge of comfort zone vs unadulterated butchering zone.

It's time to start the testing anew.  Strap your +kitten leather cap+ on tightly boys, we'll be warming up the old torture cages and venturing into the dark side of science.  We shall adored as the heros of the new dwarven age, and we shall be heralded as the monsters of the armok-forsaken stone pit where we carry out our sick torture in a bloodstained box we so liberally call a "laboratory".

I have a few things to do today, but then science.  In the meantime, someone could get a list of likely candidate animals for the horror box.  I'm looking at turkey to start with, but cat and chicken are in the line as well.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 27, 2011, 01:45:49 pm
I think I've done this before, but I'm too lazy to search the thread. We've established that adult dogs reliably maim children, making them the upper bound on the size of the animal we want. The following list is drawn from the readily available domestic animals currently in DF (are we getting new domestics next update?)

Adult Dog- 30k
Adolescent- 12.5k
Adult Turkey- 5k
Adult Cat- 5k
Adult Goose- 4.5k
Adult Peafowl- 4k
Adult Chicken- 3k
Adolescent Turkey- 2.5k
Adolescent Cat- 2k
Puppy- 1k
Kitten- 500
Turkey Chick- 85
Chick- 60

This list includes child sizes for several of the more popular choices- even with this, you can see there is a dramatic dropoff in size (and corresponding lethality) after Dog. In my personal assessment, Turkey remains the best poultry choice and is the largest creature that isn't a dog and doesn't adopt dwarves. I don't think I accounted for child sizes previously, however, and it appears that puppies and adolescent dogs may provide a more challenging opponent.
Title: Re: Dwarven... "Child Care"
Post by: Nan on December 27, 2011, 03:22:00 pm
To confine animals, you only need to assign a 1x1 meeting zone. A dwarf will also go to a meeting zone when he or she has nothing better to do. This should mean you can create the room to whatever size required for amenities, and have a 1x1 meeting zone for the animal gladiators. You could probably even adjust the intensity by increasing or decreasing the size of the meeting zone.

I use tiny meeting zones quite regularly, and they're great for provoking fights.

If you fed the child exclusively high value masterwork food, it would help improve their mood, right?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 27, 2011, 03:36:00 pm
Food and statues will improve mood, yes.  I intend to have both, along with waterfall(s) that should help keep the mood well above tantrum limit.  In fact, it may be the happiest dwarf of the whole fort!  Current plan is probably a 1x4 area, with a bed at one far end and a nest box on the other, and a meeting zone on the inside closer to the nest.  For convenience sake I'll be modding creatures to be 'breeding age' when they reach full size, so turkey will be changed to [CHILD:2] which should not change their growth rate, but will make it easier to track what's fully grown and what's not.

On the other hand... what's the lifespan of a dog?
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 27, 2011, 03:43:13 pm
10-20 years, if I read the wiki right.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 27, 2011, 03:52:52 pm
I'll check raws later, but that sounds about right.  That should suffice then, yes...  This particular plan probably won't work, but I'll have magma on standby.  Because Magma.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on December 27, 2011, 04:41:20 pm
Okay this is getting insane. Fist we had training/sparring, the we had saw/cube inspired danger rooms, now we have throwing newborns into solatary rooms with wild turkers for all their childhood, whats next? Sending their minds into a computer while we use their body for powering our numerous millstones? Gawd...
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 27, 2011, 06:19:26 pm
Not wild turkey, they're much too docile, they run from dwarves.  We need tame turkey, who are not afraid of a dwarf and will gladly scratch anything indiscriminately.  And as much as you decry our actions, you and I both know that you really want to see it work - and that you really want to see it fail, so that you can witness the bloodshed.

Next stage will be infecting one or all children with were-badger curses, and then letting them fight each other.  To the victor goes survival.  To the losers goes a special spot in the refuse pile, just for you.  Bonus points if you get child were-badger ghosts.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on December 27, 2011, 07:09:33 pm
I had decent luck using badgers, at least with immigrant children (i.e. those wearing clothes).  Seemed like an obvious choice at the time.  You'll need some sort of medical system, though, otherwise your little bearded mayhem-machines-to-be will succumb to infection.

Will children wash themselves?  Maybe a pool of water and a few bars of soap will reduce the chance of infection and simultaneously provide a happy thought.

If anyone cares, my daycare room looked like this:

Code: [Select]
###
#8#
#X#
#+##
#=c#
#bt+
####
8 is a statue.
X is a meeting area full of badgers.
+ are doors (the one leading to freedom is locked).
b is a bed.
c is a chair.
t is a table.
= is a food stockpile.

Food and drink (and badgers) were dropped onto the stockpile from above.  All furniture was masterwork, and all but the bed were made out of either gold or platinum (I don't remember which now).  The little tyke was quite happy until the infection from a broken toe killed him.  He killed two or three badgers by punching them in the head.  It was pretty awesome.  Of course, then he had to stand around smelling their rotting corpses, so there were a few drawbacks.
Title: Re: Dwarven... "Child Care"
Post by: Orky_Boss on December 27, 2011, 07:25:58 pm
I had decent luck using badgers, at least with immigrant children (i.e. those wearing clothes).  Seemed like an obvious choice at the time.  You'll need some sort of medical system, though, otherwise your little bearded mayhem-machines-to-be will succumb to infection.

Will children wash themselves?  Maybe a pool of water and a few bars of soap will reduce the chance of infection and simultaneously provide a happy thought.

If anyone cares, my daycare room looked like this:

Code: [Select]
###
#8#
#X#
#+##
#=c#
#bt+
####
8 is a statue.
X is a meeting area full of badgers.
+ are doors (the one leading to freedom is locked).
b is a bed.
c is a chair.
t is a table.
= is a food stockpile.

Food and drink (and badgers) were dropped onto the stockpile from above.  All furniture was masterwork, and all but the bed were made out of either gold or platinum (I don't remember which now).  The little tyke was quite happy until the infection from a broken toe killed him.  He killed two or three badgers by punching them in the head.  It was pretty awesome.  Of course, then he had to stand around smelling their rotting corpses, so there were a few drawbacks.


Maybe you could make a retracable bridge in the meeting room that you can open when there's a lot of corpses and you're sure that the child isn't standing on it.

just my 2 cents.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 27, 2011, 07:29:10 pm
Badger's are fair candidates as far as size go- the juvenile forms are larger on average than puppies, and they grow to 30k same as a dog. Their main drawback is the fact they are not common domestic animals, meaning you can't breed them due to the combined Dungeon Master and Elf Caravan bugs.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on December 27, 2011, 07:34:41 pm
The wiki says that an adult is just 15K.  That's one reason I chose them.  Is the wiki in error?  I don't have access to the RAWs at the moment, or I'd check myself.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 27, 2011, 07:40:48 pm
The wiki says that an adult is just 15K.  That's one reason I chose them.  Is the wiki in error?  I don't have access to the RAWs at the moment, or I'd check myself.

Oh wow, how did I cock that up? My mistake, you are correct good sir- Badgers max out at 15k. This means they fill that niche between Dog and Everything Else very nicely- the only problem is the breeding/supply issue. Hopefully that'll get addressed in the next round of bugfixing, since I suspect that's the sweet spot for size.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 28, 2011, 03:35:16 am
Badgers do hold a solid degree of epic to them, yes...
Title: Re: Dwarven... "Child Care"
Post by: zombat on December 28, 2011, 04:02:06 am
Badger, badger, badger, badger, ...

I thought everyone had agreed that modding out the pet exotic tag was acceptable due to the dungeon master bug
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 28, 2011, 04:05:28 am
Mostly yes, though badgers are such aggressive creatures that many American zookeepers refuse to keep them due to the danger they pose, so they may be legit exotic.  Still, I'll try 100% vanilla for now, and will move towards exotics if needed.
Title: Re: Dwarven... "Child Care"
Post by: DrPoo on December 28, 2011, 08:49:50 am
I would love this method if it wasent for the dogs..
Maybe if i used cats instead? Alot of them.
Maybe i could combine that thing with a catsplosion be roasted machine, would rock my socks.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 28, 2011, 09:09:36 am
Dogs are confirmed to be too vicious to work, they cause too much injury and result in infections and child death.  We're now looking at turkey as more likely candidates on account of their size and ability to nest-box.  Cats are also considered but their tendency to adopt reduces their value.
Title: Re: Dwarven... "Child Care"
Post by: zombat on December 28, 2011, 09:55:24 am
The cats are likely to adopt the spartan, during the  many long years a couple of them will eventually get their head kicked in by their pet dwarf, mentally scaring the dwarf

So why are we ruling out cats again?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 28, 2011, 10:42:22 am
Namely because cat adoptions aren't based on distance, and they will freely adopt ANY dwarf.  In fact they're not very likely to adopt the spartan, and the spillover could hit less favorable members of the community.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 28, 2011, 11:08:35 am
Badgers do hold a solid degree of epic to them, yes...

A little bit of arena testing says that badgers are fairly unlikely to sever any nerves which was one of my concerns but they rip into flesh so easilly I imagine the infection problem with dogs will carry over. Still feeding children to badgers is what science is all about so it bears testing.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 28, 2011, 12:04:23 pm
Still feeding children to badgers is what science is all about so it bears testing.
Hmm, bears...  Bears.

Nerve severing is good, as long as it's the right nerves.  Sensory nerves?  Does a soldier need to feel pain?  Meh.  But yes, a bigger concern seems to be the amount of bite the animal achieves, and how easily they can cause infection.

Mist will clean nearby tiles, will it combat infection?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 28, 2011, 12:32:55 pm
Hmm, bears...  Bears.

Nerve severing is good, as long as it's the right nerves.  Sensory nerves?  Does a soldier need to feel pain?  Meh.  But yes, a bigger concern seems to be the amount of bite the animal achieves, and how easily they can cause infection.

Mist will clean nearby tiles, will it combat infection?
Sensory nerve severing is good but it would suck to have a spartan after 11 years of commitment get bit in the foot, sever a motor nerve, and trade his shield in for a crutch. I haven't seen alot of data on infections mainly because they aren't easy to test. Is there something special about the clean patient labor that fights off infection or is it just the presence of water? I have a late stage fort and a personality disorder that could be used to test this.
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on December 28, 2011, 12:39:09 pm
Doesn't proper cleaning also require soap?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 28, 2011, 12:42:44 pm
Doesn't proper cleaning also require soap?
Cleaning with soap is understood to be better than cleaning without soap and it's understood that cleaning without soap is better than not cleaning but again I haven't seen a ton of data on the issue.
Title: Re: Dwarven... "Child Care"
Post by: Madventurer on December 28, 2011, 12:45:02 pm
Cleaning without soap is better than cleaning without soap?

What?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 28, 2011, 12:49:28 pm
Cleaning without soap is better than cleaning without soap?

What?
Started to say something then changed it halfway through and forgot to correct the first part, fix'd.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on December 28, 2011, 03:36:24 pm
Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.


...

Seriously, though. This is an awesome idea.
   

can i sig that? i really want to sig that
Title: Re: Dwarven... "Child Care"
Post by: kaenneth on December 28, 2011, 07:05:18 pm
Question about turkeys, (well, birds in general... http://www.youtube.com/watch?v=4FXSnoy71Q4 (http://www.youtube.com/watch?v=4FXSnoy71Q4)), I recall something about flyers never pathing to somewhere they couldn't walk to?
Would an open top pit allow birds in and out, while still keeping a dwarf trapped in the current version?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 28, 2011, 09:45:13 pm
Flying creatures will sometimes flee from enemies via flight, but are otherwise always grounded.  So I do not believe the turkey will leave the pit - not to mention that turkey are a flightless bird.
Title: Re: Dwarven... "Child Care"
Post by: NRDL on December 29, 2011, 01:34:45 am
I still can't believe this thread is still alive.  Dwarven Sparta shall live on!


Is anyone conducting serious testing forts right now?
Title: Re: Dwarven... "Child Care"
Post by: Duntada Man on December 29, 2011, 01:43:11 am
Flying creatures will sometimes flee from enemies via flight, but are otherwise always grounded.  So I do not believe the turkey will leave the pit - not to mention that turkey are a flightless bird.
...

Now I am even more confused about that flock of turkeys I found on the top of a three story building across from my house. This has nothing to do with the game, I'm just now worried about being hunted by a gang of vigilante ranger turkeys for my years of hunting/eating them.
Title: Re: Dwarven... "Child Care"
Post by: Pokon on December 29, 2011, 02:04:18 am
Keep calm and carry on. They are only concered with those who kept there members bodies around for more than a few hours after thanksgiving meal. No biggie if you did not save anything.
Title: Re: Dwarven... "Child Care"
Post by: Dsarker on December 29, 2011, 02:16:34 am
Turkeys are not flightless.
Title: Re: Dwarven... "Child Care"
Post by: Eric Blank on December 29, 2011, 03:54:33 am
DF turkeys are completely flightless, but not all real-world turkeys are.
Domestic turkeys are pretty much flightless, but wild turkeys have a short flight range and prefer to stay on the ground unless evading a predator/other behaviors I've forgotten.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 29, 2011, 10:18:09 pm
A patriot has... offered, her child.  Kogan Logemikal is one year old, and has been sequestered into a small bedroom that he has been told contains ponies, sunshine, and rainbows.  It does not.  It contains one bed, one food pile - emphasis on the 'pile' - and one nest box.  Said next box was going to be occupied by a young turkey, but was taken up by a mere guineahen.  This has been allowed, as there is insufficient food for the child this will be a mere test run to ascertain the damage a small bird can perform on an infant child.

May Armok forsake this fortress, for I fear his wrath should He observe too closely...
Title: Re: Dwarven... "Child Care"
Post by: Pokon on December 29, 2011, 10:54:48 pm
DF turkeys are completely flightless, but not all real-world turkeys are.
Domestic turkeys are pretty much flightless, but wild turkeys have a short flight range and prefer to stay on the ground unless evading a predator/other behaviors I've forgotten.

Great, now I need two turkey creatures in my game. :P To the Raws!
Title: Re: Dwarven... "Child Care"
Post by: Elifre on December 30, 2011, 11:20:50 am
Hmm... I'd be interested in seeing how much a child can improve his/her combat skills before being drafted as an adult. I may need to start up a second fortress for the purpose of !!SCIENCE!!.

This will no doubt result in the shedding of insane amounts of blood. Armok will be pleased. Blood for the blood god!
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 30, 2011, 01:07:44 pm
I've been trying to find out if being hit by water is the same thing as being cleaned without soap by covering a dorf with armor everywhere except the feet, allowing one to be cleaned with water and the other to be doused with water repeating and seeing the rate of infection in each group. So far I have discovered that a copper spear will pierce two layers of iron armor and a lung.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 30, 2011, 01:42:32 pm
Well, in my turkeybox (which is actually turkey now) the chicks promptly massacred their mother and resumed fighting amongst themselves, dealing low damage to each other and the child, who currently has a single thin scar on the upper body from a lucky cut, and is dabbling in fighting, dodging, wrestling, and armor user - although the child is naked he has still somehow developed armor user skill.  Strangely, every counterattack from the child seems to be a grab, hence the wrestling, but immediately releases.

The 3x5 wall section and 1x3 walkable area is covered in turkey and dwarf blood.

Coincidentally, I also had a cat problem.  I pitted them all into the same 1x1, and they all killed each other except one, who is gigantic and bears many scars.  I like this cat.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on December 30, 2011, 02:01:45 pm
I forgot to mention that there was a mist generator dumping water on the statue north of the pile-o-badgers, so mist doesn't prevent infection, at least not outright.

I changed all the PET_EXOTIC tags to PET to get around the dungeon master bug.  If everything was working correctly, you couldn't use badgers until after the DM arrived, which may be later than you'd like.  On the other hand, getting badgers isn't a problem if they live in your biome.  Badgers are easy to catch and breed at a phenomenal rate.

Two thumbs up for the gigantic scarred cat.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on December 30, 2011, 02:05:54 pm

Is it just me that thinks DF has a over-active 'survival of the fittest moral', if you put 10 kittens into a room with a FB 9 will die and the other one will become a legendary fighter and kill it.
Title: Re: Dwarven... "Child Care"
Post by: Andreus on December 30, 2011, 02:11:09 pm
You are objectively the worst person in the history of forever.

I love you, have my babies and train them to be implacable killing machines via this method.
Title: Re: Dwarven... "Child Care"
Post by: Pokon on December 30, 2011, 03:19:32 pm
You are objectively the worst person in the history of forever.

I love you, have my babies and train them to be implacable killing machines via this method.

Baytwelvers in a nutshell.
Title: Re: Dwarven... "Child Care"
Post by: Di on December 30, 2011, 03:52:02 pm

Is it just me that thinks DF has a over-active 'survival of the fittest moral', if you put 10 kittens into a room with a FB 9 will die and the other one will become a legendary fighter and kill it.
Not quite, it's widely known that during the eons of cats paraziting on dwarves they had most of their mental abilities, like  learning, atrophied. Except the mind control.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on December 30, 2011, 04:50:08 pm

Is it just me that thinks DF has a over-active 'survival of the fittest moral', if you put 10 kittens into a room with a FB 9 will die and the other one will become a legendary fighter and kill it.
Not quite, it's widely known that during the eons of cats paraziting on dwarves they had most of their mental abilities, like  learning, atrophied. Except the mind control.

Mind controle? Now i'm worried.
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on December 30, 2011, 04:51:42 pm
The trick to deal with mindcontrol cats, is it kill them while they are babies. Butcher them, drown them, feed them to the crundles, torch them. It doesn't matter but as long as they don't mature and begin feasting on the dwarven sweetmeat that is the brain (soaked in brandy) the fort will be safe. God forbid everyone have multiple cats..the whole world will grind to a standstill from their feline entropy!
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on December 30, 2011, 05:08:37 pm
The trick to deal with mindcontrol cats, is it kill them while they are babies. Butcher them, drown them, feed them to the crundles, torch them. It doesn't matter but as long as they don't mature and begin feasting on the dwarven sweetmeat that is the brain (soaked in brandy) the fort will be safe. God forbid everyone have multiple cats..the whole world will grind to a standstill from their feline entropy!

Hey, thats okay, i kill them anyway ^^
Title: Re: Dwarven... "Child Care"
Post by: Captain Mayhem on December 30, 2011, 05:09:38 pm
OT: Chills just went down my spine as I slowly realized the horrific truth.
Spoiler (click to show/hide)

EDIT: Also, somehow I managed to mix up quotes and spoilers...
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on December 30, 2011, 05:33:30 pm
OT: Chills just went down my spine as I slowly realized the horrific truth.
Quote
Crundles are the new ‼magma‼

Only when dealing with me
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 30, 2011, 07:58:06 pm
Worthy of note: After ~14 months, give or take, I wasn't paying attention.  So much strawberry wine to occupy my time...  Sorry, what?  Oh yes.  After some amount of time, the child has become a Novice in dodging, and is being fed entirely on the proceeds from various caravans.  This is a very good sign.  The child enjoys cheese.  And if he doesn't enjoy cheese, he'll eat it anyways.  We have a lot of cheese.  He has also become a "hardened individual" and moved from "fat" to "corpulent".  Unfortunately, his intellect, something he did have in his favor, has wasted away.  Presumably, his time spent calmly dodging turkey chick beaks as grown on him, and he has learned not to think very hard.  This is currently in debate, but the others seem to consider this favorable.
Title: Re: Dwarven... "Child Care"
Post by: Sarganto on December 30, 2011, 08:42:31 pm
I just read this whole thread and I absolutely love the idea.

Had a lot of laughs too. I tip my hat to girlinhat.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 30, 2011, 08:56:07 pm
Worthy of note: After ~14 months, give or take, I wasn't paying attention.  So much strawberry wine to occupy my time...  Sorry, what?  Oh yes.  After some amount of time, the child has become a Novice in dodging, and is being fed entirely on the proceeds from various caravans.  This is a very good sign.  The child enjoys cheese.  And if he doesn't enjoy cheese, he'll eat it anyways.  We have a lot of cheese.  He has also become a "hardened individual" and moved from "fat" to "corpulent".  Unfortunately, his intellect, something he did have in his favor, has wasted away.  Presumably, his time spent calmly dodging turkey chick beaks as grown on him, and he has learned not to think very hard.  This is currently in debate, but the others seem to consider this favorable.
Where does corpulent rank on the sliding scale of fatness? Extra padding's good for combat even though it probably won't come up with an armored fighter.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 30, 2011, 09:00:12 pm
I believe "corpulent" is more than "fat".  He has, after all, just been standing around eating cheese and wine all day.  And he's ecastatic.

Would it be very wrong of me, or very right of me, to dress him in a turkey leather robe when he comes out?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 30, 2011, 09:07:45 pm
I believe "corpulent" is more than "fat".  He has, after all, just been standing around eating cheese and wine all day.  And he's ecastatic.

Would it be very wrong of me, or very right of me, to dress him in a turkey leather robe when he comes out?
Very wrong, it should be many robes worn over many cloaks made of turkey leather lap him in turkey leather proof and have him terrify the goblins with his insane gobbling- I'm assuming he's going to gobble because he will have never learned words.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 30, 2011, 10:24:25 pm
It appears the child has died.  Not, as was assumed, to infection.  Not to depression or insanity either, nor for lack of food.  In fact, the Stray Poult snatched at him with her first toe, right foot, shattering the skull and bruising the brain.

For scientific record, I present:
Spoiler: Kogan-Pre (click to show/hide)
Spoiler: Kogan-End (click to show/hide)

Science has been performed.  A life has been taken.  Another year rolls past the fortress.  We set a grave and move out the uneaten food - to be moved into the next child's cell.  Science must resume.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 30, 2011, 10:52:01 pm
Wow, headshot by a poult? That is unfortunate. On a side note, it looks like he could use booze variety in his pit.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 30, 2011, 10:58:23 pm
Doesn't matter, he was ecstatic most of the time and was due for a caravan-load of booze anyways.

I've had a moment, here, were my dwarves just make me angry.  I let my animal population get a bit out of control, and left the meeting zone active in the child pit.  Open the door, "HEY EVERYBODY!  Let's got SIT THE FUCK DOWN in this 1x1 area where the overlord is trying to clean out and try deadly deadly science again!"  I swear if I'd had a magma pump active at the time...
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on December 30, 2011, 11:00:47 pm
So a baby turkey killed him? Maybe instead of training super soldiers we should just use turkey bombs.
Title: Re: Dwarven... "Child Care"
Post by: kaenneth on December 30, 2011, 11:04:05 pm
I now read Girlinhat's post in GladOS's voice.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 30, 2011, 11:04:48 pm
It did take about two years to happen.  Besides, my catbomb is looking much more promising right now.

Spoiler (click to show/hide)

NINJA: Try Cave's.
Title: Re: Dwarven... "Child Care"
Post by: Pokon on December 30, 2011, 11:22:44 pm
Doesn't matter, he was ecstatic most of the time and was due for a caravan-load of booze anyways.

I've had a moment, here, were my dwarves just make me angry.  I let my animal population get a bit out of control, and left the meeting zone active in the child pit.  Open the door, "HEY EVERYBODY!  Let's got SIT THE FUCK DOWN in this 1x1 area where the overlord is trying to clean out and try deadly deadly nerotoxin again!"  I swear if I'd had a magma pump active at the time...

Fixed for kaenneth.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 30, 2011, 11:36:59 pm
That was a really bad fix.  You don't seem to grasp the content of the words you use at all, you just associate "this is Glados so I'll just crowbar this word in here somewhere."

Otherwise:
Spoiler: Thikud-Pre (click to show/hide)

EDIT: 1x2, 1 bed one food pile + meeting zone.  3 of my freshest puppies have been added - I intend to check the difference in damage between puppies and dogs.
Title: Re: Dwarven... "Child Care"
Post by: DrGravitas on December 31, 2011, 12:03:28 am
Oh Dwarf Fortress, if ever there were a game that provoked more kafkaesque situations, I've not heard of it.

I haven't seen anything further in this thread regarding Spartan One's loss of the good memory attribute (page 21.) If it's shown that we have the ability to influence these traits in the game, I'd consider it the crowning achievement of this thread. Supersoldiers are one thing, but Ubermensch Uberzwerge? Imagine a workforce tailored to their specific tasks! We could use it to apply science towards figuring out what (beyond history and misery) induces specific types of engravings! We could prevent the formation of relationships, and inevitable tantrum spirals, through the elimination of all empathy and sociability!
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 31, 2011, 12:14:12 am
Welp, now we've eroded Spartan One's memory, and reduced Kogan's intellect AND empathy! If we can deduce why, maybe we could reverse the process if we felt the inclination.

It would be interesting to see whether there is a significant, measurable decrease in a dwarf's ability to make friends if his various social stats are low. If so, this could potentially be a benefit to the future squads of Super-Soldiers.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 31, 2011, 01:00:02 am
It seems we can make stats go down through degradation, but I don't know of any good way to make them go up.
Title: Re: Dwarven... "Child Care"
Post by: DrGravitas on December 31, 2011, 01:16:00 am
It seems we can make stats go down through degradation, but I don't know of any good way to make them go up.

Ah, c'est la vie: entropy. Well, I'm sure there must be some use in degrading them. Any idea if it can be targeted? Perhaps we could still eliminate sociability through isolation.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 31, 2011, 01:27:10 am
You could revert all or most stats via isolation, however skills will only rust and quickly regain, so the effect is minimal as their existing skills will return while their personality traits may have little to no effect on their actual likeability.
Title: Re: Dwarven... "Child Care"
Post by: DrGravitas on December 31, 2011, 01:41:31 am
Oops, when I was saying sociability, I didn't mean social skills. I was talking about personality traits like "enjoys the company of others" or "is very friendly". Are we sure these don't actually affect their ability to form friendships and other relations? It'd likely be pretty easy to test; a simple application of statistical analysis.

Or wait, "good memory" is an attribute and not a personality trait, isn't it? Well, there's still the empathy attribute we might degrade.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 31, 2011, 01:51:04 am
Yes, traits cannot be moved, with the exception of "doesn't really care about anything anymore" can be added - nothing else can be changed.  Your "soul attributes" like memory and intellect and sense of their own position can be changed, as these are mere stats.

If we could shape a dwarf's personality, then, well, I'd be terrified of that power to actually change who a dwarf was inside.  We'd be beyond mere evil masterminds, we'd be into the realm of Orwell and other Very Dark Areas.  I don't think we could be trusted with such dark power.  I mean, look at us.  You give us a young child and a puppy, and we produce, possibly, one of the biggest sins against nature the game has ever seen.  Give us a mermaid and a patch of dry land, and mothers are trying to get their children off of the computer and into church.  We really, really don't need the power to change personalities.  That's just... that leaves a bad taste in MY mouth...
Title: Re: Dwarven... "Child Care"
Post by: NRDL on December 31, 2011, 02:26:54 am
Think of all the possibilities...the capability to turn Dwarves into mindless drones. 

What should be degraded in order to achieve this? 
Title: Re: Dwarven... "Child Care"
Post by: Lysabild on December 31, 2011, 03:43:31 am
Still a long way from the super-soldiers, sadly.
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on December 31, 2011, 05:01:23 am
I've been thinking of starting a fort dedicated to ‼science‼ on attribute degrading. Now I feel like I have no choice.

Especially after
If we could shape a dwarf's personality, then, well, I'd be terrified of that power to actually change who a dwarf was inside.  We'd be beyond mere evil masterminds, we'd be into the realm of Orwell and other Very Dark Areas.  I don't think we could be trusted with such dark power.  I mean, look at us.  You give us a young child and a puppy, and we produce, possibly, one of the biggest sins against nature the game has ever seen.  Give us a mermaid and a patch of dry land, and mothers are trying to get their children off of the computer and into church.  We really, really don't need the power to change personalities.  That's just... that leaves a bad taste in MY mouth...

I am a horrible person...
Title: Re: Dwarven... "Child Care"
Post by: DrPoo on December 31, 2011, 05:15:54 am
I hope there will be a feature added so you can designate any creature in the playing field for experimentation, even a dwarf.
Then you can enter a Aim/Wrestle like menu where you can choose "Incision at lower body" for example, to spill out their guts, then "draw fluid from: guts" and they will take a sample.
This way a player with sufficient medical knowlegde could save his favorite dwarf from things that NPC dwarf docters cant. Or horribly mutilate his prisoners to a point where they have no feelings and send them to guard the deepest part of your dungeon. If you could inject different substances into people too, it would rock. Like causing a psychosis to a useless immigrant to change his personality.
Title: Re: Dwarven... "Child Care"
Post by: Wannazzaki on December 31, 2011, 09:24:53 am
I hope there will be a feature added so you can designate any creature in the playing field for experimentation, even a dwarf.
Then you can enter a Aim/Wrestle like menu where you can choose "Incision at lower body" for example, to spill out their guts, then "draw fluid from: guts" and they will take a sample.
This way a player with sufficient medical knowlegde could save his favorite dwarf from things that NPC dwarf docters cant. Or horribly mutilate his prisoners to a point where they have no feelings and send them to guard the deepest part of your dungeon. If you could inject different substances into people too, it would rock. Like causing a psychosis to a useless immigrant to change his personality.

Brilliant! It would be like playing that game where you need to pull random things out of a hobo clown and not touch the edges...OPERATION! That's it. Except it doesn't BLEEP, it screams. I'm going to go for a cold shower. And by that i mean slake my own lust for torture on some goblins with a scalpel and half a bottle of rooster sauce.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on January 01, 2012, 08:58:45 pm
I shudder to think of the !!SCIENCE!! that will accompany the personality rewrite. I also laugh, but mostly it's shuddering.
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on January 02, 2012, 02:41:17 am
It's fairly simple: DFHack a number of dwarves to have the exact same personality attributes, split them into multiple groups and close all of them into small units, supplied from above. One or two control groups who do nothing but socialize, the others socialize and occasionally see an animal/baby fall into the room and explode, traumatizing them. Some may be alone, watching the animals die just for them. Then, later, we check if their attributes have changed and how. Compare all the test applicants to one template dwarf.
Title: Re: Dwarven... "Child Care"
Post by: NRDL on January 02, 2012, 02:58:25 am
It's fairly simple: DFHack a number of dwarves to have the exact same personality attributes, split them into multiple groups and close all of them into small units, supplied from above. One or two control groups who do nothing but socialize, the others socialize and occasionally see an animal/baby fall into the room and explode, traumatizing them. Some may be alone, watching the animals die just for them. Then, later, we check if their attributes have changed and how. Compare all the test applicants to one template dwarf.

It's unsettling how...surgical and precise it all is. 
Title: Re: Dwarven... "Child Care"
Post by: Vahir on January 02, 2012, 11:52:23 pm
I hope there will be a feature added so you can designate any creature in the playing field for experimentation, even a dwarf.
Then you can enter a Aim/Wrestle like menu where you can choose "Incision at lower body" for example, to spill out their guts, then "draw fluid from: guts" and they will take a sample.
This way a player with sufficient medical knowlegde could save his favorite dwarf from things that NPC dwarf docters cant. Or horribly mutilate his prisoners to a point where they have no feelings and send them to guard the deepest part of your dungeon. If you could inject different substances into people too, it would rock. Like causing a psychosis to a useless immigrant to change his personality.

Or, as an alternative, have an entirely new mode, in which you can modify the world as you see fit. Your fortress is too small? Add more dwarves! Want to make a noble suffer? Remove his esophage!
Title: Re: Dwarven... "Child Care"
Post by: FluidDynamite on January 03, 2012, 12:05:55 am
I hope there will be a feature added so you can designate any creature in the playing field for experimentation, even a dwarf.
Then you can enter a Aim/Wrestle like menu where you can choose "Incision at lower body" for example, to spill out their guts, then "draw fluid from: guts" and they will take a sample.
This way a player with sufficient medical knowlegde could save his favorite dwarf from things that NPC dwarf docters cant. Or horribly mutilate his prisoners to a point where they have no feelings and send them to guard the deepest part of your dungeon. If you could inject different substances into people too, it would rock. Like causing a psychosis to a useless immigrant to change his personality.

Or, as an alternative, have an entirely new mode, in which you can modify the world as you see fit. Your fortress is too small? Add more dwarves! Want to make a noble suffer? Remove his esophage!

Bah, why stop at removing? It'd be even more fun to be able to add organs. I say we remove the noble's guts and replace it with sheep guts, and see how long he lives.

Wait, what are we talking about again?
Title: Re: Dwarven... "Child Care"
Post by: Ivir_Baggins on January 03, 2012, 02:52:44 am
This makes me despair for the fate of humanity.


That's why I love reading this thread.
What happened to the turkey idea, anyway?
Title: Re: Dwarven... "Child Care"
Post by: Oliolli on January 03, 2012, 04:51:01 am
This makes me despair for the fate of humanity.

I have some good bad news: we're a minority.
Title: Re: Dwarven... "Child Care"
Post by: kaian-a-coel on January 05, 2012, 12:52:15 pm
Experimenting on which animal will better fit for utterly traumatizing babies, covering them on scars, and eventually recolt a (you hope) dreadful, wrecked creature you plan to unleash on your ennemies.

Never in any world someone tried this before.

You are so sick and mad you put maddest scientists to shame.



I love you guys.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on January 06, 2012, 12:07:05 pm
Has anyone actually tried this yet? We just seem to be discussing mods idears now...
Title: Re: Dwarven... "Child Care"
Post by: Naryar on January 06, 2012, 12:26:03 pm
I'll try this, and will frequently update what I get. I have actually tried a lesser form of this

So I need a bed, statues, engravings, a quantum stockpile of prepared meals and booze, a child, and a female dog (or egg-layer, or cavy) in a room ?

And next version, not only this, but we will be able to make them BOTH vampires and werebadgers, inflict them with all sorts of psycho serums (who cares about mental stats other than Spatial Sense, Kinesthetic Sense and Willpower for a warrior ?) and release them on our enemies ?

MWAHAHAHAHAHAHAHAHA
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on January 06, 2012, 12:45:38 pm
Good! Finally seeing some !!SCIENCE!! around here.

P.S. our warriers, as a final test get to band together... against a forgotten beast! I know its a bit pansty, but the real challenge will come onece their in our army  ;)
Title: Re: Dwarven... "Child Care"
Post by: Ivir_Baggins on January 06, 2012, 01:37:35 pm
With the next update, instead of using turkeys, can't we use vampire were-turkeys?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on January 06, 2012, 01:48:51 pm
With the next update, instead of using turkeys, can't we use vampire were-turkeys?
Having your super soldiers turn into turkeys in the middle of a siege would be pretty awful.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on January 06, 2012, 01:51:05 pm
I'm looking for were-dwarfs.

Urist McDwarf has seen the full moon and become a WereDwarf.
Urist McWereDwarf cancels Store Owned Item: Drinking.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on January 06, 2012, 04:37:56 pm
No this isn't enough, we need more layers of creatures.

Urist has seen the full moon.
Urist has become a weredwarf-sceletonwhale-demon-dragon-titan-carp-badgerboar-turky.

That oughta get those gobbos.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on January 06, 2012, 07:28:34 pm
I decided to blow the dust off of my DF installation and do some ‼SCIENCE‼ of my own.  This is the first fort that I've founded for the sole purpose of doing ‼SCIENCE‼, so it's a new experience for me.  Usually it's "make a perfect fortress with some ‼SCIENCE‼ on the side" and the ‼SCIENCE‼ suffers.  The fort is messy and most industries are non-existent, but there's a dining room, good food and drink, and everyone has a bed room.  I've already captured some badgers (the first cage trap caught one before my mechanic could even finish building the second one, and all the materials were on site) and breeding is proceeding at a nice pace.  I decided to turn off invasions so that I won't have to bother with a military.

I've set up two daycare centers, each capable of holding four tots.  The first one is quite spartan; a 1x1 room full of badgers, a door, a standard-or-fine quality bed, a food stockpile, and the door to freedom.  Floors and walls are smoothed.  The second is more luxurious; a 1x2 room with a mist-shrouded statue and a pile of badgers, connected via door to a 2x2 room with bed, chair, table, and food stockpile, then a second door to freedom.  The floors and walls are engraved, and furnishings will be high quality.

I'm doing something a bit different with the tile where the badgers are.  It's actually a grate covering a 1x1 pond.  I intend to dump soap as well as badgers into the room.  Hopefully the tykes will voluntarily clean themselves up occasionally (unlike my own children), reducing the risk of infection.  We shall see.

The odd thing is that I've had at least six migrant waves so far, but not a single child.  I was hoping to use immigrant children to get the benefit of protective clothing, but I guess the parents at the mountainhome know that something's up.  I do have to native babies, though, so once they're old enough, I'll isolate them in the spartan day care rooms.

The lack of children has given me time to try selectively breeding the badgers.  I've got a couple of females that are gigantic but incredibly weak, and I'm breeding for those traits.  I suppose small or skinny would be better than gigantic, at least as far as the dwarven subjects' health goes, but I have to work with what I've got.
Title: Re: Dwarven... "Child Care"
Post by: Particleman on January 06, 2012, 07:47:42 pm
Girlinhat, you have a horrible, twisted mind, and this thread is horrifying and the dwarfiest thing I have ever seen, and I cannot express how much I love you for it.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on January 06, 2012, 07:51:52 pm
I would like to take all the credit, but I must admit that the community at large has contributed greatly to the depravity we indulge in here.  If not for the support of so me sociopathic security risks, this thread, and the collective sanity of everyone who has read it, wouldn't be the same.

I do still take most of the credit, just not all.  Modesty has never been my strong suit, but then again I never claimed it was.  I'm rather hoping this ends up as iconic as mermaid farming.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on January 07, 2012, 09:15:52 am
I've set up two daycare centers, each capable of holding four tots.  The first one is quite spartan; a 1x1 room full of badgers, a door, a standard-or-fine quality bed, a food stockpile, and the door to freedom.  Floors and walls are smoothed.  The second is more luxurious; a 1x2 room with a mist-shrouded statue and a pile of badgers, connected via door to a 2x2 room with bed, chair, table, and food stockpile, then a second door to freedom.  The floors and walls are engraved, and furnishings will be high quality.

1X2 rooms! this is an outrage! I even think 1x1 rooms are a bit too large! I home your ashemed of yourself.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on January 09, 2012, 10:37:26 am
1X2 rooms! this is an outrage! I even think 1x1 rooms are a bit too large! I home your ashemed of yourself.

In my defense, one of the spaces is taken up by the statue, so there's only one space for the child and badgers to share.
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on January 09, 2012, 04:22:25 pm
1X2 rooms! this is an outrage! I even think 1x1 rooms are a bit too large! I home your ashemed of yourself.

In my defense, one of the spaces is taken up by the statue, so there's only one space for the child and badgers to share.

Is it a statue of something horrible? Do masons and engraves engrave more horrible things is they see them? I think its time for !!SCIENCE!!....
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on January 09, 2012, 05:09:57 pm
I would like to take all the credit, but I must admit that the community at large has contributed greatly to the depravity we indulge in here.  If not for the support of so me sociopathic security risks, this thread, and the collective sanity of everyone who has read it, wouldn't be the same.

I do still take most of the credit, just not all.  Modesty has never been my strong suit, but then again I never claimed it was.  I'm rather hoping this ends up as iconic as mermaid farming.
I've been thinking about this particular subject, if the test of Dorfiness is depravity plus awesomeness minus usefulness minus practicality then Dwarven Childcare may be more dorfy. Mermaid farming wins in impracticality, the methods were much more convoluted but I'd say Childcare wins in awesomeness. Depravity is a toss up because on one hand mermaid farming was crueler but Childcare is inflicted upon ones own kind. The deciding factor must then be which is the least useful? Mermaid farming could provide valuable crafts to offer traders which is worthwhile but a developed fort usually has enough garbage to buy an entire caravan, Dwarven Childcare has the potential to create an army of darkness perfectly optimized to have the personality, social station, and skills to wipe out entire sieges. Childcare is obviously more useful on paper but so far it hasn't worked, if that trend continues then Childcare has absolutely no purpose but getting children out of the way until they're old enough to be useful. That means if Mermaid Farming was ever done successfully it is by default more useful than Childcare and therefore less dorfy. If someone has ever successfully farmed mermaids I would posit that Dwarven Childcare is the Dorfiest thing ever.
Title: Re: Dwarven... "Child Care"
Post by: Elifre on January 09, 2012, 07:17:17 pm
No this isn't enough, we need more layers of creatures.

Urist has seen the full moon.
Urist has become a weredwarf-sceletonwhale-demon-dragon-titan-carp-badgerboar-turky.

That oughta get those gobbos.
You left out elephant. Have you forgotten Boatmurdered?
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on January 16, 2012, 09:06:59 am
Real life and Civilization V (Steam had a sale) are interfering with dwarf ‼SCIENCE‼, but the day care rooms are now completely set up.  Two of the local babies grew to children, and so I resigned myself to testing with naked subjects.  I had isolated them, one in the spartan room and one in the opulent room, and just before I started dumping in the badgers, another wave of immigrants showed up with two kids.  The nudists have won a reprieve.  More to come.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 16, 2012, 06:07:55 pm
Excellent.  Now you can construct identical chambers without the badgers.

This will function as the control group to determine if savagery from wild animals builds niechean resistances, or merely increases child mortality.
Title: Re: Dwarven... "Child Care"
Post by: kaian-a-coel on January 17, 2012, 02:19:38 pm
I heard dumping?
Maybe you should control the badgers' (or whatever, dogs, turkeys and so on) dumping height so that they end up in the cell wounded, just enough to be a worthy challenge but less mortal?
waddya think?
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on January 23, 2012, 11:41:49 pm
would it be poossible in some way to selectively mutilate the badgers in some way to remove their teeth and claws so they wouldn't get in lucky headshots?
I'm sure you could easily mod in some creatures that have no limbs and are basically huge squishy meat beasts that the child can wrestle with for 2 years, perhaps i could do some science on this issue to determine the survivability of the test subject in such a scenario.
Title: Re: Dwarven... "Child Care"
Post by: Mapleguy555 on January 24, 2012, 01:00:23 am
I'll take the huge squishy meat beast.
AND EAT IT.
Title: Re: Dwarven... "Child Care"
Post by: Yag Alone on January 24, 2012, 08:53:42 am
I'm sure you could easily mod in some creatures that have no limbs and are basically huge squishy meat beasts that the child can wrestle with for 2 years, perhaps i could do some science on this issue to determine the survivability of the test subject in such a scenario.

When I read the "create a huge squishy meat beast" part, I had an unsettling felling of deja vu (http://en.wikipedia.org/wiki/I_Have_No_Mouth,_and_I_Must_Scream)...
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on January 24, 2012, 12:13:41 pm
Flesh balls might work as squishy training dummies.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on January 24, 2012, 02:20:14 pm
Keep in mind that girlinhat wanted a method that works in vanilla, i.e. without modding.  I'm already breaking this rule by altering the badger's PET_EXOTIC tag to PET, but I can argue that I'm just working around the dungeon master bug.

I'll get back to doing dwarven ‼SCIENCE‼ soon.  I just need to finish one more turn in Civ V.  Just... one... more....
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on January 24, 2012, 04:38:19 pm
Flesh balls exist in vanilla.

Spoiler (click to show/hide)
Title: Re: Dwarven... "Child Care"
Post by: Babylon on January 24, 2012, 05:33:21 pm
Flesh balls exist in vanilla.

Spoiler (click to show/hide)

Looks like it is missing a child tag though.
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on January 24, 2012, 05:39:23 pm
With an age range of 100-200 years and a decent population number, that's not really very important.
Title: Re: Dwarven... "Child Care"
Post by: Pon_Katt on January 24, 2012, 05:52:58 pm
You are objectively the worst person in the history of forever.

I love you, have my babies and train them to be implacable killing machines via this method.
Ok If I sig?
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 24, 2012, 06:04:46 pm
I don't see caste information for male and female either.  This implies fleshballs are asexual. Does dwarf fortress have support for asexual reproduction in creature populations?

(Farming fleshballs would actually be an interesting activity... they don't eat, you would only need 1 to start, they have no bones or hair to clutter up the stockpiles, don't have any guts to make organ meats out of... doesn't even have skin! Just ordinary meat...)

(Modding them to have tannable skin is an interesting idea though. I have this mental image of a kobold invader wearing a fleshball leather loincloth, and for some reason I find that funny. Perhaps he has a small crundle leather bag too.)
Title: Re: Dwarven... "Child Care"
Post by: Urist Imiknorris on January 24, 2012, 06:25:48 pm
Oh god the innuendo.

Currently the game doesn't support asexual reproduction. Hopefully that will be fixed and awesome and stuff soon, especially with things like cave blobs that are basically giant amoebae.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on January 24, 2012, 07:36:57 pm
Looks like Armok really wanted this to happen, i'll start a test fort right now, however i won't be working out the possibility or logistics of flesh-ball farming, i'll just mod them to be embark purchasable.
Added Domestic tag to Fleshballs, also added casts so i could breed them since i wasn't sure if asexual beasts could breed, fort is going quite nicely except gathering of materials is hard because of zombie badgers, i must attempt to get to grips with the military system i guess.
Those flesh balls aren't too bad as first line of defence, they're keeping the badgers occupied and knocking them over frequently.
edit:
I packed all the flesh balls into a cupboard and left them for a while.
I'm getting combat reports with a dozen pages of
"The Flesh ball pushes the Flesh ball in the body but it glances away"
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 25, 2012, 01:16:13 am
I am suddenly reminded of an old comic series I read at a friends house once, called "incal".

The series takes place in a distopian post apocolypse future, (think mtv liquid television aeon flux style), and features a consumer product called a "bio-vita steak".  It is essentially a vicious, genetically engineered meat slab that thrashes and beats you as you try to eat it.

I imagined a fortress of dwarves "domesticating" some fleshballs in this capacity, and eating them raw as a test of dwarfiness.

(One panel I remember distinctly had the series protagonist, Tom Difool, riding a gigantic biovita steak that was accidentally created in an experimental research and development lab to escape the authorities, ultimately riding the undulating slab of flesh down a busy highway. The biovita corporation spun the disturbance as a promotional event, and subsequently had several orders for giant biovita steaks come in.)

Somehow the image of dwarves riding into battle on giant war fleshballs as per that comic panel strikes me as absurdly dwarfy.
Title: Re: Dwarven... "Child Care"
Post by: raptorfangamer on January 25, 2012, 10:56:47 am
ok, now we just need to mod meat sacks to exist AND to become a ton of meat/booze on death?

holy crap
Title: Re: Dwarven... "Child Care"
Post by: Archereon on January 25, 2012, 11:47:54 am
hmmm...Is there any reason you could lock a child in a traditional danger room until they become legendary dodgers, then dropping badgers on them?
Title: Re: Dwarven... "Child Care"
Post by: raptorfangamer on January 25, 2012, 11:56:44 am
brain luckshots.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on January 25, 2012, 12:01:07 pm
You can't make children wear armor, which makes danger rooms ludicrously deadly for them.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on January 25, 2012, 01:07:45 pm
brain luckshots.
Actually in my experience the danger of danger rooms for the unarmored is chest shots. A shot from a training spear will only very rarely inflict a deadly headshot but it's very easy to bruise both lungs causing the unfortunate victim to suffocate.
Title: Re: Dwarven... "Child Care"
Post by: Pon_Katt on January 26, 2012, 06:26:08 pm
...Somehow the image of dwarves riding into battle on giant war fleshballs as per that comic panel strikes me as absurdly dwarfy.

Mounts for the Children!
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on January 27, 2012, 12:43:50 am
Fleshballs produce 4 meat when butchered, but you can lock hundreds of them into a small cupboard without losing any of them because they're too fleshy to injure/be injured.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 27, 2012, 01:02:29 am
Since the vanilla raws forbid reproduction, what rate did you set?

Are these things "tribbles", or are they benign?
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on January 27, 2012, 01:19:28 am
I just copied the Caste stuff from domestic goats. The 6 i brought from embark gave me 4 babies within 2 seasons.
Title: Re: Dwarven... "Child Care"
Post by: Elifre on January 27, 2012, 01:26:40 am
Hmm... I've been putting it off until now, but Project A.R.M.O.K. really could use a Project Spartan program. Super Soldier + world-destroying device = Dorfy Island of Socks.

I'm thinking ten years of training with turkeys should increase base stats a fair bit, give the child good combat skills, and scar him for life. Physically and emotionally, of course. Add in some danger room training at age 12 and he'll be good to go for destroying the world and (possibly) conquering HFS single-dwarfedly.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on January 28, 2012, 03:50:46 pm
i now have 2 squads of "spartans" armed with steel wepons all traind at the age of 4 onwards

man i can't wait for HFS :D
Title: Re: Dwarven... "Child Care"
Post by: Loud Whispers on January 28, 2012, 03:58:16 pm
i now have 2 squads of "spartans" armed with steel wepons all traind at the age of 4 onwards

man i can't wait for HFS :D

Spartans would've favoured a cloth tunic over steel for better manoeuvrability :|
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on January 28, 2012, 03:59:18 pm
i ment spartens took boys at an early age to be trained uesualy at 4-6
Title: Re: Dwarven... "Child Care"
Post by: Loud Whispers on January 28, 2012, 04:02:11 pm
i ment spartens took boys at an early age to be trained uesualy at 4-6

They left to the Agoge at 7. Interestingly enough, they left their babies in the dark and ignored their cries to make them tougher. I smell correlation here >:D
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on January 28, 2012, 04:03:11 pm
hmmm *thinks

DORFS=SPARTENS :O
Title: Re: Dwarven... "Child Care"
Post by: Elifre on January 28, 2012, 04:05:28 pm
The child will be taken to train at the age of one and a half. His life will be darkness and fighting, and his cries will go unheard and unanswered. All he will know is war, and he will fight any foe and be victorious. At the age of twelve, he will be given his armour, to earn his place among our people.
Title: Re: Dwarven... "Child Care"
Post by: Loud Whispers on January 28, 2012, 04:07:47 pm
hmmm *thinks

DORFS=SPARTENS :O

OEMAGOAT UNOTLYIN
Title: Re: Dwarven... "Child Care"
Post by: Babylon on January 28, 2012, 05:20:28 pm
i ment spartens took boys at an early age to be trained uesualy at 4-6

They left to the Agoge at 7. Interestingly enough, they left their babies in the dark and ignored their cries to make them tougher. I smell correlation here >:D


They also believed that true love could only exist between a grown man and a teenage boy so take from that what you will....
Title: Re: Dwarven... "Child Care"
Post by: Loud Whispers on January 28, 2012, 06:19:31 pm
They also believed that true love could only exist between a grown man and a teenage boy so take from that what you will....

Not quite. They didn't really hold onto concepts of love, but Spartan boys were assigned mentors who acted as fathers, teachers and it's pretty accepted that they were lovers.
The women were just plain scary, can't blame them :p
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 28, 2012, 07:44:24 pm
Have you seen the description pages for female dwarfs lately?

Bald.. big dangly earlobes.. wide set bulging eyeballs... full beard with double braids...

Yeah.  Clearly miss mountainhome there.
Title: Re: Dwarven... "Child Care"
Post by: Wurgel on January 31, 2012, 05:06:03 pm
just thought about the mood-problem:

why not make it in 2 levels. lvl 1 is the normal cage with a hatch, linked to an outside levler. Under die hatch is a ramp to a 3x3 room with a craftsdwarf workshop. Over the worksho is a pit to dump in the needed items.

After the mooded child has completed his well... expression of his craziness, you flood the room with the workshop. Now the child and any animal will escape the water, moving back into the original room. When all are back, close the hatch, let the water out and make with the artefact what you want.
(Fortification to regulate the waterlevel and a forbidden door to enter the room)

X___X___X
XXXRXRXXXX
__XXXXX___X
__RXOXR___X  Z-level 1. X= Wall, R = Ramps down, _ = floor and O = Pen space to drop the items or water in
__XXXXX___X
XXXRXRXXXX
X___X___X

XXXXXXXXX
XXXRXRXXX
GFX___XFG
XXR_C_RXX  z-level 0. R = Ramps up, C = workshop, X= Wall, FG = Fortification with floodgate behind it
GFX___XFG
XXXRXRXXX
XXXXXXXXX

the Fortification/gate combo allows a regulation of the waterlevel. I would suggest to flood the room through the channel that you use to dump the items in.
This way, you just need 1 Workshop for 6 Cages, while you can let each child complete its mood (and get happy thoughts, when they see their and other artefacts after completing their mood)
Title: Re: Dwarven... "Child Care"
Post by: NonconsensualSurgery on January 31, 2012, 09:52:07 pm
Ladies and gentledwarves, we've found an alternate solution!

Blizzard men.

You can immobilize a blizzard man with two or three dogs. An attacker will always target the head of an immobilized enemy, and an enemy with something latched on to it will always try to break the grip first before doing anything else.

Unlike most pseudoelemental creatures, Blizzard Men become tired and feel pain. Once it passes out it only ever wakes up very briefly, long enough to perform one or two actions, and when it does get a chance at revenge it wastes it by merely breaking the grip of the dogs on its head and then immediately passing out again.

This torture combat will continue until the dogs die of old age. It might even work on some other creatures.

Meanwhile, your dwarves punch it.

Err, one caveat - Blizzard Men have the slow learner tag. This means that you will eventually create an epic yeti.

Title: Re: Dwarven... "Child Care"
Post by: wierd on January 31, 2012, 10:08:20 pm
If you can do this prior to the unfortunate deaths of any dwarves, even the tortured blizzardman could be tamed later.  It would make a great thing to chain up at the main gate.

(Oh, you think that little copper dagger will help you little kobold? I don't think so.  How about you, pedophile goblin with bags of candy? Think the promises of sugar will work on the megayeti? Didn't think so...)
Title: Re: Dwarven... "Child Care"
Post by: Sus on February 01, 2012, 02:31:44 am
You can't make children wear armor, which makes danger rooms ludicrously deadly for them.
Is that supposed to be a bad thing somehow?  ???

[EDIT] This has to be one of the most Dwarven concepts ever, right up there with merfolk concentration camps and puppyfalls.
I think I'll give it a shot.

BtW, can you assign children to burrows? 'cause restricting them to one on top of the entrance hatch would seem the easiest way to add new victims children to the "creche".

P.S. The OP should change her PREFSTRING to "sinister imagination". *salute*
Title: Re: Dwarven... "Child Care"
Post by: NonconsensualSurgery on February 01, 2012, 07:55:54 am

[EDIT] This has to be one of the most Dwarven concepts ever, right up there with merfolk concentration camps and puppyfalls.
I think I'll give it a shot.

BtW, can you assign children to burrows? 'cause restricting them to one on top of the entrance hatch would seem the easiest way to add new victims children to the "creche".

P.S. The OP should change her PREFSTRING to "sinister imagination". *salute*

Yes and no. Older children will (mostly) respect burrows, but infants will generally stay with their mothers no matter what you do.
Title: Re: Dwarven... "Child Care"
Post by: Alhash on February 04, 2012, 11:47:06 pm
Reading this, all I could think was of the Janissary of the Ottomans. Hm... dwarven Janissaries - now that's f*cking scary.
Title: Re: Dwarven... "Child Care"
Post by: Elifre on February 05, 2012, 02:19:23 am
I'm almost ready to begin testing in my fortress dedicated to Project SPARTAN. So far I have eight 5x5 smoothed and engraved chambers dug out, each of which will contain twenty high-quality encrusted gold statues, a high quality encrusted bed, table, and chair, a quantum stockpile of food and booze, and a nest box.

I'm planning on putting in two or three turkey hens each, with an above level that can be used to resupply it as needed. The above level also serves as a workshop area in case of moods, and uses an airlock system of bridges and doors to ensure containment. It'll probably take a year or so to reach critical mass of turkeys, but after that there should be a good number of them at all times.

The bed, table, and chair have their room size chosen before statues are added, so the statues do not restrict them. Each of these are assigned to the test subject, along with a statue garden to ensure maximum happiness. A private tomb is also given to each subject to tick off the nobles. ^^

The subject is given yearly doctor visits as needed (in an isolated hospital, of course), and stays in the hospital until fully recovered. There's also a well there, so they get a chance to bathe. This should help to combat the risk of infection which I anticipate as being one of the more likely causes of death (the other being lucky kicks to the head).

I'll post an update once I get children and / or babies.
Title: Re: Dwarven... "Child Care"
Post by: Elifre on February 06, 2012, 09:12:30 am
Unfortunately, there still aren't any children in my fortress yet. However, I just took a look at the engravings for one of the chambers, and they're mostly of trees, blue jays (local government symbol), dwarven gods contemplating and weeping (associated with compassion, and war + fortresses respectively), the expedition leader being elected, weapons, and elves killing dwarves. Most of the statues I have made so far are of elves killing dwarves.

I get the feeling that my dwarves are seriously messed up.  :o

EDIT: On the plus side, the subject is almost certainly going to have a fanatical loyalty to the fortress and absolutely loathe elves. ^^
Title: Re: Dwarven... "Child Care"
Post by: zombat on February 06, 2012, 12:34:46 pm
Its like palestinian anti-semetic propaganda, except here the satan incarnate really does eat you
Title: Re: Dwarven... "Child Care"
Post by: Elifre on February 06, 2012, 01:15:09 pm
Hmm... I imagine some of those statues are of dwarves being eaten by elves after they're killed, so that sounds about right.

This is going to make the success of this project even more vital. We need soldiers that will kill elves on sight and wipe out the pointy eared scourge once and for all!

Blood for Armok! Death to elves! >:(
Title: Re: Dwarven... "Child Care"
Post by: Elifre on February 06, 2012, 03:45:03 pm
We finally have a test subject! (For my fortress, that is).

She just arrived here at Minegrip today at the age of two years old, which is absolutely perfect. I'm going to be supplying her with 240 Urists of booze and 120 Urists of food to keep her fed and drunk for up to fifteen years, and most of the booze will be Dwarven Beer (her favourite).

What's great is that she's starting out with green physical attributes and no red ones, plus her mental attributes are complete carp. I predict that after she is released she will lack the ability to speak, and will destroy anything that isn't a dwarf. Most of what she likes is related to weaponry, as it's all flux, metal, bone, and spears, though she also likes alpacas for being small llama-like creatures. Unfortunately, she absolutely detests lizards and not elves, but I figure I can change that with conditioning.

She is quick to anger (good), often feels discouraged (military training'll fix that ^^), appreciates art and natural beauty (useless), rarely completes tasks due to distractions (no distractions in a turkey filled hell hole, so she'll be fine :D), slouches when she's bored (meh), and cracks her knuckles when she's nervous (could be intimidating, so good).

I don't quite have all of the statues ready, and I've yet to set up a hospital, so I'm going to have to work on getting that done before sealing the room. Alternatively, I could just make a bunch of rock statues for the first subject.

I'll provide yearly updates for this project, or whenever I feel like doing so.

EDIT: I pastured three turkey hens in the chamber to help ensure their survival. Also, I decided to mostly use the statues of turkeys that my weaponsmith made. Fitting, no? ^^
Title: Re: Dwarven... "Child Care"
Post by: Loud Whispers on February 06, 2012, 06:13:37 pm
You should totally pit a merchant in her room, and order her to kill the merchant when the time is right.

Then she will become the outcast to Dorf society, attacking them all on sight.
Title: Re: Dwarven... "Child Care"
Post by: scion-of-fenrir on February 07, 2012, 01:08:17 pm
You can't make children wear armor, which makes danger rooms ludicrously deadly for them.

What if we modded a way to make hammers out of Pig Tail Cloth or something?
Title: Re: Dwarven... "Child Care"
Post by: Elifre on February 07, 2012, 01:42:37 pm
You should totally pit a merchant in her room, and order her to kill the merchant when the time is right.

Then she will become the outcast to Dorf society, attacking them all on sight.
Amusing idea, but I think I'll pass. For now... ^^

In other news, I'm having trouble getting dwarves to go into the chamber to dump food. Most of my haulers are busy with 'store item in ---' jobs. Does anyone have any ideas for how I can fix this? Maybe build a retractable bridge over the room and assign -that- as the garbage dump?

The only thing preventing me from testing at this point is the food supply for the chamber, so once I get that worked out I'll be ready to start.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on February 07, 2012, 02:00:01 pm

What if we modded a way to make hammers out of Pig Tail Cloth or something?
You might be able to mod in something ridiculously small as an upright weapon, that way they can still dodge but when it hits it will "pass right through".
Title: Re: Dwarven... "Child Care"
Post by: Elifre on February 07, 2012, 05:16:28 pm
I think I figured out the stockpile problem. Garbage dumps can be placed next to cliffs / empty space, and dwarves will toss things off of it. I can channel a hole into the ceiling of the chamber, designate the garbage dump up there, and then toss in food and booze while the chamber is sealed.

A food stockpile at the bottom of the pit should keep it from rotting, and there isn't any way for other dwarves to steal the food I toss in (like they did with the rum. Bastards.  >:( ).

Does anyone know if there are any flaws with this plan?
Title: Re: Dwarven... "Child Care"
Post by: Jearil on February 07, 2012, 06:37:59 pm
That's what I'm going to try. I'm setting up one of these now.

Actually what I'm going to try to do in order to let them sleep is set up a 4x1 room with a dog at the far end, a food stockpile next to him, and have the dog chained up. That section will be a 2x1 room that hopefully the dog will feel confined in. Then there will be a door and a 1x1 room with a bed so the child can sleep.

I'm also going to try a communal area where there's two meeting areas and a group of children with a small hallway that has a chained dog in a tiny room between the areas. Ideally the children will move back and forth between those and get attacked by the dog. I have a ton of kids but only half as many dogs so I wanted to try some group child care out.

I'll probably make one room that's just a 2x1 with the dog and try the original idea. However I'm not sure how well this will all go as this game is a succession game and I'm one season in. After I get it set up, I'm not sure how much my fellow rulers will follow this initial plan. I'll report back with any findings though at the end of my year.
Title: Re: Dwarven... "Child Care"
Post by: Elifre on February 07, 2012, 07:11:46 pm
That's what I'm going to try. I'm setting up one of these now.

Actually what I'm going to try to do in order to let them sleep is set up a 4x1 room with a dog at the far end, a food stockpile next to him, and have the dog chained up. That section will be a 2x1 room that hopefully the dog will feel confined in. Then there will be a door and a 1x1 room with a bed so the child can sleep.

I'm also going to try a communal area where there's two meeting areas and a group of children with a small hallway that has a chained dog in a tiny room between the areas. Ideally the children will move back and forth between those and get attacked by the dog. I have a ton of kids but only half as many dogs so I wanted to try some group child care out.

I'll probably make one room that's just a 2x1 with the dog and try the original idea. However I'm not sure how well this will all go as this game is a succession game and I'm one season in. After I get it set up, I'm not sure how much my fellow rulers will follow this initial plan. I'll report back with any findings though at the end of my year.

Dogs are good for short term plans with chambers like these, but you'll need more than that. I think previous tests have shown that you need 3-5 of them for them to start fighting, and that's with a 1x1 room.

Anyway, make sure you have a plan for hospitalization for the subject. Dogs can cause a lot of damage pretty easily (i.e. missing limbs and / or death).

Turkeys are better for long term chambers as they have a hard time causing anything worse than bruises, even to other turkeys. However, they require nest boxes and it takes a little while to reach a high enough density of turkeys per tile to cause fighting. A good hospital plan is still a good idea for infections, but there's far less risk. Skill gain using turkeys is slower, unfortunately.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on February 07, 2012, 10:42:47 pm
Generally hammers made from candy cane/fairy floss are fairly non-lethal, but you can't put them into upright spear traps, therefore you can't danger train anyone with them (short of giving them to goblins and letting them hammer away,which might also include danger of kicks/bites)
Title: Re: Dwarven... "Child Care"
Post by: NonconsensualSurgery on February 07, 2012, 11:30:59 pm
Generally hammers made from candy cane/fairy floss are fairly non-lethal, but you can't put them into upright spear traps, therefore you can't danger train anyone with them (short of giving them to goblins and letting them hammer away,which might also include danger of kicks/bites)

Traps trigger whenever something falls onto them, right?

Build a machine to repeatedly drop children onto a bed of weapon traps. Bonus points if the trap is underwater so they simultaneously train swimming. Far, far more fun than a jungle gym!
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on February 08, 2012, 01:46:04 am
Standard weapon traps trigger when enemys or anyone unconcious is on the tile. So you could just trap your child in a pit containing 10 squishy foam bats and wait for it to fall asleep, the problem is the training will be very sparse due to how rarely the child will sleep, test subject will awaken after the first hit and probably won't get a chance to actually dodge the attacks making it useless.
However nets cause immobilization which i think also triggers traps, if you can get a captive cave spider to fire through a fortification at a child on a weapon trap he will get hit, BUT i believe he can't dodge due to being immobile, if he does dodge you'll probably need to block off the cave spider, and harvest the web to reset the trap for another hit, which would be a fairly slow process.
Title: Re: Dwarven... "Child Care"
Post by: NonconsensualSurgery on February 08, 2012, 05:28:56 am
Lever set to repeat, unconnected. Bridges, bridges. Pressure plate linked to bridge. Dwarf child.

Weapon traps somewhere down here and also water for swimming training. Path for child back up to starting position ^

ASSUMING low-quality candy maces won't break a child's skull (science is required), this should produce an infinite dwarven treadmill. In fact, if it really is child-safe you could danger room your entire fortress.

EDIT: Quick testing shows that this won't work with vanilla weapons. A featherwood axe is remarkably safe, far far safer than traditional justice weapons, but still causes some bleeding and risks infection.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on February 17, 2012, 11:12:43 pm
Bumping by request.
Title: Re: Dwarven... "Child Care"
Post by: Talvieno on February 17, 2012, 11:14:11 pm
Oho, I love this thread. Girlinhat always has the best ideas...

Also, why isn't this in the Hall of Legends?
Title: Re: Dwarven... "Child Care"
Post by: zombat on February 18, 2012, 08:26:46 am
Probably because it hasn't generated one bloodthirsty psychopath yet.

There's a lot more mundane animals now, I wonder what's bigger than a turkey but smaller than a dog
Title: Re: Dwarven... "Child Care"
Post by: Putnam on February 22, 2012, 01:58:18 am
Probably because it hasn't generated one bloodthirsty psychopath yet.

There's a lot more mundane animals now, I wonder what's bigger than a turkey but smaller than a dog

dingoes

and they're in no short supply
Title: Re: Dwarven... "Child Care"
Post by: zombat on February 22, 2012, 04:09:41 am
Dingo ate my spartan babi
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on February 22, 2012, 08:00:29 am
I'll be restarting my fleshball tests in the new version :D
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on February 22, 2012, 08:04:31 am
Oh! I made a discovery that I forgot to post. Armadillos when threatened tend to roll into a ball and stay in that ball until you get bored and leave them alone. While in this ball they're completely impervious from anything short of iron weapons. If a child was stuck in a confined space with one it might be forced to fight the armadillo which in turn would not move from it's impenetrable shell.
Title: Re: Dwarven... "Child Care"
Post by: raptorfangamer on February 23, 2012, 10:02:33 am
Oh! I made a discovery that I forgot to post. Armadillos when threatened tend to roll into a ball and stay in that ball until you get bored and leave them alone. While in this ball they're completely impervious from anything short of iron weapons. If a child was stuck in a confined space with one it might be forced to fight the armadillo which in turn would not move from it's impenetrable shell.

do you still get skills from it?

brb going into arena.
they stillget skills, I guess we are forced to have some armadillos as better training dummies.
now how do we get a dillo and a dorf inside that box and make it resettable?
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on February 23, 2012, 10:28:01 am
Getting the animals into the area is the easy part, it turns out.  And yes, a dwarven child is an animal.  Build a bed, and assign it to the child, and when the child goes to sleep you build a wall.

Are armadillos grazers?
Title: Re: Dwarven... "Child Care"
Post by: raptorfangamer on February 23, 2012, 11:13:57 am
Getting the animals into the area is the easy part, it turns out.  And yes, a dwarven child is an animal.  Build a bed, and assign it to the child, and when the child goes to sleep you build a wall.

Are armadillos grazers?

checking the raws, it seems they are not,

also they can unroll from time to time, which leads t dead armadillos since the trained dwarf would be skilled in combat (they are like living danger rooms for combat training).
Title: Re: Dwarven... "Child Care"
Post by: weq15 on February 26, 2012, 04:11:01 pm
the armadillos seem promising any one testing it
and can you breed  armadillos
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on February 26, 2012, 04:35:17 pm
Getting the animals into the area is the easy part, it turns out.  And yes, a dwarven child is an animal.  Build a bed, and assign it to the child, and when the child goes to sleep you build a wall.

Are armadillos grazers?
I think the problem is that armadillos won't roll into a ball until threatened so it would have to be a wild armadillo, the child won't sleep eat or drink anything while it's that close to a wild animal so it's not really set and forget like other animals would be.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on February 26, 2012, 04:37:58 pm

checking the raws, it seems they are not,

also they can unroll from time to time, which leads t dead armadillos since the trained dwarf would be skilled in combat (they are like living danger rooms for combat training).
Can you confirm that they unroll in fortress mode? In the arena everything is suicidally fearless.
Title: Re: Dwarven... "Child Care"
Post by: raptorfangamer on February 26, 2012, 04:59:21 pm

checking the raws, it seems they are not,

also they can unroll from time to time, which leads t dead armadillos since the trained dwarf would be skilled in combat (they are like living danger rooms for combat training).
Can you confirm that they unroll in fortress mode? In the arena everything is suicidally fearless.

I will then embark on a armadillo biome.

AND DO IT FOR !!SCIENCE!!
Title: Re: Dwarven... "Child Care"
Post by: weq15 on February 27, 2012, 10:52:06 pm
are armadillo a renewable resource
i mean can we breed them   
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on February 28, 2012, 07:50:29 am
Armadillo seem ok, i mean they can just sit there in a ball getting abused by the child, so fighting or something'll get trained, buty without any retaliation the kid won't learn dodging.
Anyhow, my laptop's totally tapped out, the GPU won't even let me boot without crashing anymore, so i'll need to resume testing fleshballs on my sisters pc ((My other pc (this one i'm using)is a p4 which was ok running 40 D but DF2012 is totally out of the question, also it seems to have picked up either GPU or HDD rot))
So, ugh, in depth testing might need to wait untill I pick up a new pc, or something.
Title: Re: Dwarven... "Child Care"
Post by: Darksilverhawk on March 03, 2012, 02:46:12 pm
I am currently in the process of setting up some testing for this with turkeys. I currently have a 1x3 chamber with a masterwork gem incrusted bed, food stockpile, and nest box ready for testing as soon as Subject 1 (two years old, no friends or siblings, mother died in a tantrum spiral a year ago, quick to heal) decides to go take a nap. There's a hole in the ceiling in case I need to resupply him at any point. Subject 1 is not expected to survive, but will hopefully provide data for future experiments.
Title: Re: Dwarven... "Child Care"
Post by: Tidal on March 05, 2012, 06:42:15 pm
are armadillo a renewable resource
i mean can we breed them   
Wot.

Also, Posting to Watch.
Title: Re: Dwarven... "Child Care"
Post by: Daenyth on March 11, 2012, 12:30:17 am
Posting to watch.
Title: Re: Dwarven... "Child Care"
Post by: CursedBurger on March 11, 2012, 12:41:27 am
I'd like to note some progress made on bird-hased training; in a 1x2 chamber, I trained a 2 year old child up to adequate dodger in about 9 months using a large clutch of peafowls (14 chicks); about 4 of them died during it, but the child didn't get anything worse than scratches and was quite content until both parents died (at which point he was released).

He later got eaten by voracious cave crawlers like the other 80 dwarves of that fortress, but he got a few dodges in first. He actually scared one down a 10 story well, so I consider that experiment a success.
Title: Re: Dwarven... "Child Care"
Post by: Vilhelm on March 11, 2012, 12:30:29 pm
This thread may be one of the dwarfiest i have ever read!  :D
Anyway I am going to try this as well, however I have been thinking, why not have a 2*1 island surrounded by water?
The children and the animals will not enter the water on their own accord, so it should not prevent fighting, and if you keep the water level low enough then the child will train swimming when he dodges into it.
It also gives allows the child ability to clean himself, and drink water if you should "forget" to give him booze.
This is the theory anyway, I am going to try this as soon as i receive some "volunteers"  ;D
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 11, 2012, 01:29:59 pm
I think you'd just get more drowning and runaway birds if you invoke water.

Either way, CursedBurger had a child kill a voracious cave crawler.  Great Success!
Title: Re: Dwarven... "Child Care"
Post by: Corai on March 11, 2012, 10:30:34 pm
Im beginning to wonder if the goblins arent trying to do the children a favor.

All this plan needs is some forgotten beast syndrome that turns the children into zombie super soldiers.


Goblins are heroes in my eyes now. Saving children from being....THESE.
Title: Re: Dwarven... "Child Care"
Post by: Vilhelm on March 12, 2012, 01:52:55 am
I think you'd just get more drowning and runaway birds if you invoke water.

I guess you are right, I forgot that the birds might drown...guess I just have to try it and see.
Title: Re: Dwarven... "Child Care"
Post by: Leif on March 12, 2012, 05:04:14 am
I can't stop thinking of Girlinhat as a dwarven Doctor Halsey. Thrallification?
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 12, 2012, 05:41:52 am
I'm wondering, should I write a story (stream of consciousness style) about the child's thoughts while in the Child "care" centre, or would it be too horrifying for the forums?
Title: Re: Dwarven... "Child Care"
Post by: NRDL on March 12, 2012, 06:17:53 am
I think, to avoid anything to graphic and horrifying, write it from the perspective of a scientist or doctor, overseeing the experiment.

But that's just my personal taste, let's see what you can write. 
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 12, 2012, 09:01:10 am
Currently trying dwarven childcare with geese and dogs.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on March 12, 2012, 09:18:41 am
Has anyone tried zombie mussel shells? They're so small that when they hit the attack "passes right through", they would never stop attacking so the child would essentially be in a danger room but if they do manage to kill it they can drink/eat until it comes back to life. Unlike armadillos this would train dodging as well.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 12, 2012, 10:09:07 am
I'm unfamiliar with the armadillo aspect.  What's the appeal exactly?
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 12, 2012, 11:36:37 am
I am unconvinced.

I have sequestered a 4-year-old child into it's own 3x3 room with 1-tile food stockpile, food, drink, bed, table and chair, and puppies and various poultry (total must be 30-40 animals) for nearly one year.

Novice dodger, most other fighting skills are at dabbling. Despite being attacked nearly each day and being surrounded by a large cloud of miasma, the child is quite content, as well as an hardened individual.

Also, the dwarven child care is a miasma machine, due to the numerous corpses, but that can be solved easily.

I will continue the experience with a 2x2 room.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 12, 2012, 11:42:54 am
If absolutely nothing else, you should end up with a scarred 12 year old with a tolerance for tragedy and skills slightly higher than the common migrant.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 12, 2012, 12:02:44 pm
Yeah, i'll wait until the kid's 12.

Also 2x2 room is in place. Despite sharing a tile with 10 animals, the dwarven child has only been attacked by one poult.

Edit: Make that two. But still tame animals are mainly infighting. Maybe i should do this with wild animals ??

Edit 2: Novice Fighter... damn it this is slow
Title: Re: Dwarven... "Child Care"
Post by: Sus on March 12, 2012, 12:11:37 pm
Either way, CursedBurger had a child kill a voracious cave crawler.  Great Success!
♪This was a triumph♫
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 12, 2012, 12:28:54 pm
Wild animal will be a slaughter, don't even try.  I think the actual trick might be using only one animal, so there's only one direction for the intense animal rage to flow.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 12, 2012, 12:37:55 pm
Only one animal ? If there's only a dwarf and an animal, they most likely won't fight.

Now maybe drop a few wild flesh balls in the child care ? Mwahahahahaha !
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 12, 2012, 12:45:40 pm
I believe one child and one animal would, if you declared a meeting zone.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 12, 2012, 12:47:18 pm
Worth investigating... i'll gonna make an 1x1 room for this.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 12, 2012, 12:59:38 pm
Aaaaand it doesn't work.

Needed to build a 1x1 bedroom to attract the child, dropped food and a dog on it, designated it a meeting zone. Dog isn't attacking at all.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 12, 2012, 01:26:57 pm
triple post

However, the one-tile design does seem to work better. I should do XXScienceXX because I have a feeling that the more animals in there, the less the child has chances of being attacked, since I do believe angry tame animals attack a random creature in their tile, and the more animals in there, the less chance the child has to be targeted. But more animals = more attacks, and if my probability calculi are right number of animals don't change much. So we just need to add enough animals to trigger violence.

The best animals should be large and harmless. Like a GDS without pincers and stinger (good luck getting that in fortress mode though), a giant earthworm, a flesh ball...
Title: Re: Dwarven... "Child Care"
Post by: olopi on March 12, 2012, 01:38:51 pm
i think a 5x5 room with animals Pastured/CHained in the edges should work, they wont attack each other
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 12, 2012, 01:39:43 pm
Something tells me you didn't think that one through very far.
Title: Re: Dwarven... "Child Care"
Post by: MehMuffin on March 12, 2012, 05:28:33 pm
Oh dear. I tried this with thralls and such, but...
(http://i.imgur.com/f7uzm.png)
Title: Re: Dwarven... "Child Care"
Post by: monk12 on March 12, 2012, 08:31:00 pm
If absolutely nothing else, you should end up with a scarred 12 year old with a tolerance for tragedy and skills slightly higher than the common migrant.

And possibly horribly deteriorated mental attributes.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 12, 2012, 08:33:00 pm
Very likely deteriorated, but I do wonder how normal children compare, since they never labor either.  Do the castaway science husks lose attributes, or have we just not noticed normal child decay?
Title: Re: Dwarven... "Child Care"
Post by: BigFatStupidHead on March 12, 2012, 10:18:34 pm
Now, if we cannot use only one child and one animal to fight, and one child with multiple animals results in animal infighting, can we stack multiple children with one animal? I have found quantum meeting halls seem to angry up the unpastured animals despite no other animals being around.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 12, 2012, 10:37:50 pm
But then you risk friendship - or worse, marriage!  That's almost the exact opposite of what we need.
Title: Re: Dwarven... "Child Care"
Post by: IT 000 on March 12, 2012, 10:41:12 pm
triple post

However, the one-tile design does seem to work better. I should do XXScienceXX because I have a feeling that the more animals in there, the less the child has chances of being attacked, since I do believe angry tame animals attack a random creature in their tile, and the more animals in there, the less chance the child has to be targeted. But more animals = more attacks, and if my probability calculi are right number of animals don't change much. So we just need to add enough animals to trigger violence.

The best animals should be large and harmless. Like a GDS without pincers and stinger (good luck getting that in fortress mode though), a giant earthworm, a flesh ball...

You could try having a bigger animal with a less powerful attack, might require some modding.
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 13, 2012, 02:36:03 am
I think, to avoid anything to graphic and horrifying, write it from the perspective of a scientist or doctor, overseeing the experiment.

But that's just my personal taste, let's see what you can write.

Will do in about four days, uni's getting in the way of stuff. :P
Title: Re: Dwarven... "Child Care"
Post by: Di on March 13, 2012, 03:09:40 am
But then you risk friendship - or worse, marriage!  That's almost the exact opposite of what we need.
That is? We could drag some eugenics in this as well. My current project involved several rooms with paired children, but little buggers messed it up and now all rooms except one have a brother and sister inside. Also it's a complete pain to organize animal pitting to more than a couple of such rooms.
Title: Re: Dwarven... "Child Care"
Post by: BigFatStupidHead on March 13, 2012, 04:49:39 am
Quote pyramid powers, activate!
But then you risk friendship - or worse, marriage!  That's almost the exact opposite of what we need.
That is? We could drag some eugenics in this as well. My current project involved several rooms with paired children, but little buggers messed it up and now all rooms except one have a brother and sister inside. Also it's a complete pain to organize animal pitting to more than a couple of such rooms.
Friendships could be a problem with this scenario. I don't see a way to prevent them from happening, so just add a puppy-fall to entertain the lil' rapscallions while making them not care about anything could make friendships a non-issue. Marriages are highly preventable; splitting the tykes by gender is a simple way to take care of that, and give us a mere two rooms to pit animals in.

Of course, this is all just theory. Late night theory.
Title: Re: Dwarven... "Child Care"
Post by: Baby_Slaver on March 13, 2012, 06:12:48 am
Danny the Dog?
I love how he gonna punch the goblin neck, you will never hear the goblin scream again  ;)
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 13, 2012, 06:28:55 am
Perhaps these Supersoldiers when crippled too much to fight could be allowed into a small burrow of society with other cripples, and be allowed to form a marriage with opposite gender Crippled Supersoldiers, thereby passing on their superior strength to their children, who could be raised in the Child Care all over again.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on March 13, 2012, 08:07:45 am
I'm unfamiliar with the armadillo aspect.  What's the appeal exactly?
When an armadillo is attacked it curls into a ball rendering only it's shell available for attack. If you try to hit it with anything weaker than an iron weapon the attack will have no effect. I've never observed one coming out of it's ball in fortress mode until it was left alone. When these three things come together dropping a wild armadillo in with a child should result in the child using it as a punching bag indefinitely with no possibility of the child being hurt. Of course as long as the child can see the armadillo it won't eat or drink but there's gotta be some way around that.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 13, 2012, 09:26:45 am
You assume that the child will actually attack the armadillo.  Dwarves never fight back against tame creatures unless they're berserk.  Civilians prefer to run away from wild creatures instead of fighting, so I highly doubt you'd get the child to attack it.
Title: Re: Dwarven... "Child Care"
Post by: zombat on March 13, 2012, 09:51:11 am
When backed in a corner civs will fight.

I once had a mason building a wall outside when he was ambushed by goblins, he ran along the top of another wall where she then turned around and slaughtered the goblins as she was also legendary miner
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 13, 2012, 10:30:19 am
I don't think you could corner a child against an armadillo in a way that let the child survive to adulthood.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 13, 2012, 10:34:56 am
Wild flesh balls. Easy to catch, numerous, nearly invulnerable to weak attacks, absolutely harmless.

When the child is exhausted, open door, let him sleep in his room, eat and drink and rest. Then make him go inside the1x1 room, lock, and drop the flesh ball on him again.

May be worth it to train weaponsdwarves on them with a training weapon, as well.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 13, 2012, 10:36:59 am
Do you want to micromanage that for 12 years?
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 13, 2012, 10:44:28 am
Do you want to micromanage that for 12 years?

Nope... but you don't NEED 12 years of this to get a legendary child, because if my calculations are correct it is FAR faster ! Hell, one or two years and the child should already be legendary in Fighter skill, among others.

I will try that technique. Although it needs more thinking beyond it to make it worth it.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 13, 2012, 10:56:36 am
Grrr, it seems flesh balls can kill unarmored adult dwarves. Well, that's too bad for children.

Edit: I wonder what will happen if I dump a cage of wild weasels in a child's room ?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on March 13, 2012, 12:28:48 pm

Nope... but you don't NEED 12 years of this to get a legendary child, because if my calculations are correct it is FAR faster ! Hell, one or two years and the child should already be legendary in Fighter skill, among others.

I will try that technique. Although it needs more thinking beyond it to make it worth it.
Well I guess it really depends on what the purpose of Dwarven Childcare is. If it was just about making them badasses then hucking them in a danger room when they reach adulthood would be sufficient, I've always understood that half of the idea was getting the children out from under foot until they became useful.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on March 15, 2012, 09:27:08 am
Grrr, it seems flesh balls can kill unarmored adult dwarves. Well, that's too bad for children.

Edit: I wonder what will happen if I dump a cage of wild weasels in a child's room ?


....What? How? Did it sit on him and cause suffocation?
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 15, 2012, 11:43:34 am
Grrr, it seems flesh balls can kill unarmored adult dwarves. Well, that's too bad for children.

Edit: I wonder what will happen if I dump a cage of wild weasels in a child's room ?


....What? How? Did it sit on him and cause suffocation?

Nah, the classic push through the brain, jamming the skull through the brain. Just like giant sponges.

Flesh balls are the size of an adult dwarf after all.
Title: Re: Dwarven... "Child Care"
Post by: MehMuffin on March 15, 2012, 11:48:48 am
Do you want to micromanage that for 12 years?

Nope... but you don't NEED 12 years of this to get a legendary child, because if my calculations are correct it is FAR faster ! Hell, one or two years and the child should already be legendary in Fighter skill, among others.

I will try that technique. Although it needs more thinking beyond it to make it worth it.
well, once they're legendary you can just shove them onto the battlefield and see what happens...
Title: Re: Dwarven... "Child Care"
Post by: CursedBurger on March 15, 2012, 12:28:04 pm
I'm starting up a new experiment: Children will be dumped into the vampire breeding grounds en masse, with as many nonthreatening animals as can be mustered. They'll all become immortal vampires, then likely go insane, at which time the berserk vampire children (hopefully approaching 1/3 the applicants) can be trained into tiny unarmed monsters through kitten punching bags (and/or other children).
Title: Re: Dwarven... "Child Care"
Post by: Vilhelm on March 15, 2012, 01:23:39 pm
I'm starting up a new experiment: Children will be dumped into the vampire breeding grounds en masse, with as many nonthreatening animals as can be mustered. They'll all become immortal vampires, then likely go insane, at which time the berserk vampire children (hopefully approaching 1/3 the applicants) can be trained into tiny unarmed monsters through kitten punching bags (and/or other children).

Great idea! Please let us know how it goes, this sounds really interesting! Industrial breeding of vampires...why didn't I think of that!
Title: Re: Dwarven... "Child Care"
Post by: khearn on March 15, 2012, 01:26:50 pm
I'm starting up a new experiment: Children will be dumped into the vampire breeding grounds en masse, with as many nonthreatening animals as can be mustered. They'll all become immortal vampires, then likely go insane, at which time the berserk vampire children (hopefully approaching 1/3 the applicants) can be trained into tiny unarmed monsters through kitten punching bags (and/or other children).
What's to keep them from becoming bloodless corpses instead?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on March 15, 2012, 02:29:41 pm
I'm starting up a new experiment: Children will be dumped into the vampire breeding grounds en masse, with as many nonthreatening animals as can be mustered. They'll all become immortal vampires, then likely go insane, at which time the berserk vampire children (hopefully approaching 1/3 the applicants) can be trained into tiny unarmed monsters through kitten punching bags (and/or other children).
I assume you're going to build a well of unlife and not just literally feeding them to vampires?
Title: Re: Dwarven... "Child Care"
Post by: Sabreur on March 15, 2012, 02:43:18 pm
I'm starting up a new experiment: Children will be dumped into the vampire breeding grounds en masse, with as many nonthreatening animals as can be mustered. They'll all become immortal vampires, then likely go insane, at which time the berserk vampire children (hopefully approaching 1/3 the applicants) can be trained into tiny unarmed monsters through kitten punching bags (and/or other children).

Wait, what if we did this with werecreatures instead?  Can children be turned into werecreatures?  Admittedly, it would be one hell of a trick to get your child bitten without getting them torn in half and splattered all over the walls, but if you pulled it off you'd have a child who could regenerate all injuries each month.  That would go a long way towards keeping them alive while still putting them through enough danger to train their skills.  Of course, they'd never be allowed to have any friends or see any dwarf except their fellow (werecreature) soldiers, but I think that was part of the plan already.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on March 15, 2012, 03:29:24 pm
were-spartans?

Spoiler (click to show/hide)
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 15, 2012, 05:09:00 pm
When a dwarf becomes were-something, do they retain all their equipment?  If so, then a monthly "let the beasts out and wipe the map of enemies" could be amazingly powerful.  Imagine a dwarf, then imagine that this dwarf is legendary in axes, shields, dodging, everything!  And now that dwarf is a large badger wearing steel.  HFS be damned, were-army could shred anything!
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on March 15, 2012, 06:27:17 pm
  HFS be damned, were-army could shred anything! EVERYTHING

meaning that they will TEAR trough your dwarves and should only be used in emergency IE. a normal army is better because they wont kill everything

Title: Re: Dwarven... "Child Care"
Post by: Sabreur on March 15, 2012, 06:28:34 pm
When a dwarf becomes were-something, do they retain all their equipment?  If so, then a monthly "let the beasts out and wipe the map of enemies" could be amazingly powerful.  Imagine a dwarf, then imagine that this dwarf is legendary in axes, shields, dodging, everything!  And now that dwarf is a large badger wearing steel.  HFS be damned, were-army could shred anything!

Has anyone come up with a reliable way to infect your own dwarves without getting them ripped in half or using something pathetic like a were-wambler?  I was just thinking we could use the 'regenerate wounds' bit to keep the children alive through training, but an immortal army of mentally-scarred werebadger axedwarves is significantly more awesome sounding.
Title: Re: Dwarven... "Child Care"
Post by: Sabreur on March 15, 2012, 06:30:33 pm
  HFS be damned, were-army could shred anything! EVERYTHING

meaning that they will TEAR trough your dwarves and should only be used in emergency IE. a normal army is betternot as fun because they wont kill everything

I promised myself I would never do a 'ftfy', but I couldn't resist.  My apologies.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on March 15, 2012, 06:33:42 pm
do you WANT a tanturm spiral?
Title: Re: Dwarven... "Child Care"
Post by: Naryar on March 15, 2012, 06:36:31 pm
Goal = entire fortress infected with werebeast.

Possibly something really cool.
Title: Re: Dwarven... "Child Care"
Post by: Sabreur on March 16, 2012, 11:24:34 am
do you WANT a tanturm spiral?

Nah, I just think you're overstating the risks.  As long as we keep the weredorf spartans separated from the normal civilized dwarves, I don't see a problem.  We were planning to keep them separate anyways to keep them from forming dangerous friendships and such.  Just keep them locked up until a siege shows up and let them out once your civilians are safely cowering behind raised drawbridges.  Worst case scenario, a bunch of migrants show up at the same time as the siege - in which case they were probably boned anyways.

Of course, having said that first sentence I fully expect to be back here in a week posting screenshots of 30 legendary werebadgers rampaging through my dining hall because I forgot about an open wall on a second-floor construction project somewhere.  But hey, that just leads nicely into the 'all werecreature fort' experiment!
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 16, 2012, 11:43:22 am
Does a were-dwarf become hostile in were-form?  If so, you could have them placed onto a pressure plate via a burrow defend order, and two doors leading out.  The first door is linked to the pressure plate, while the second is linked a lever in the dining hall.  When a siege arrives, you pull the lever and the outer door opens.  When the month turns and they become were-beasts, then the second door opens and the monsters are unleashed.  When the siege is lifted, you open another back door that lets the now regular dwarves go back to their little rooms and await the next siege.
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 18, 2012, 02:27:14 am
The dwarven scientist Gurl Inhaat walked up the row of caves, sealed off from the rest of the fort.

Project Childcare had been in operation for just on ten years now. It was the most top secret !!experiment!! ever conducted in the history of dwarfkind- the only ones who knew about the experiment were Dr. Gurl Inhaat, the overseer and the 'products', and finally the aides- hand picked by Gurl Inhaat for their secrecy and skill with !!science!!.

Never before had this been attempted. The aim of Project Childcare was to create Blighted Supersoldiers, as Gurl Inhaat thought of them. It was all coming to fruition; Project Childcare moved in roughly ten year cycles. The experiment involved rabid dogs, food hatches and controlled amounts of magma mist- Gurl Inhaat had come up with the plan to make invulnerable, mad soldiers after examining many dwarven medical textbooks- that fire only hurt dwarves because the fat in their body boiled- without fat they would not burn. Twelve straight years of dodging the attacks of a rabid dog aimed to give the subjects reflexes like none other, and massive amounts of strength to boot.

Over the years, twenty subjects had been chosen from the fort's population. Their parents were informed of a 'hauling accident' - that the child had died doing a job for the fort- killed by a crundle, were crushed under rock, or similar.

Of those twenty subjects, six remain. Dr. Inhaat noted their names down.


There had been many trials, blood, sweat and tears in the creation of this experiment. A mayor managed to find out what had been going on until Dr. Inhaat persuaded the baroness to mandate a slade object- the mayor could not comply and through Inhaat's needlings the baroness declared the mayor to be killed through hammering. One of Dr. Inhaat's aides could take the experiment no longer, and intended to leave and write a book of what he saw. Of course, that could not happen.

He had to be silenced; so Inhaat and her team convinced him to spend a day in the 'Cool-off chamber' - a self-therapy centre if any of Inhaat's team should feel pained that they may spend time there to calm down. It featured the latest in Dwarven Psychotherapy, such as platinum statues hauled halfway across the continent, the finest wine and food made by the fort's Legendary Cook, Urist Imik-Noriss. Not only that, but floors had been engraved by the finest engravers under the pretense of a new room for the notoriously cranky baroness, and finally a bed made by one who had been influenced by the gods themselves. Time spent in the Cool-Off chamber was considered necessary in their line of work.
One of the aides, as was said, was directed to spend time in the cool off chamber, and so of course he did. Afterwards, he came out feeling much better - but Inhaat assigned another aide to make sure he could only work on the experiment.

Finally, they were ready. Ten long years had passed. The remaining test subjects were completely ready to take up arms and defend the fortress as Blighted Soldiers. Immune to fire, imbued with holy strength, minds of steel and no soul, they could kill and kill and kill without tiring, all in the name of the fort.

The animal opponents were recaptured.
The magma mist chambers were sealed.
And finally, finally, the once-were-dwarves were released. Time for a practical test.

One by one, the newly adult Blighted Soldiers moved from their chambers into a specially designed arena. Inside was a goblin prisoner. He had been made very, very aware that his freedom depended on this fight. Inhaat had also given the prisoners their own armor and weapons, crafted from the dwarven steel.

After all, dwarves aren't cruel.

Subject 5A was the first to fully outfit himself. The gate was released, and 5A leapt onto the hapless prisoner, once a Mace Lord. 5A gutted him with his bare hands in a matter of half a second.

6A and 7B were initially hesitant to kill, instead preferring to maim. This was alright, in Inhaat's eyes. This meant that they would strike more fear into their opponents that survived in future, if any. 6A decided to end it by biting the goblin prisoner's head off, leaving it stuck in her teeth. 7B preferred to batter the dying opponent with his own armor- eschewing his own weapons he simply tore the goblin's armor off and beat him with it.

7A accidentally crushed the gate holding back the second test, and the two goblins, both Elite Lashers managed to knock him unconscious, but could not kill him.

Dr. Inhaat frowned. Perhaps 7A wasn't cut out for this life... but on closer inspection, Inhaat noticed the lashers tiring, until they simply keeled over from exhaustion. 7A stumbled to his feet, then put one hand through each lasher's skull.
Unorthodox way of fighting, but it worked. Perhaps 7A had a harder than normal skull.

8A and 9A fought together as a team, taking on four prisoners at once. They were unarmed.

However, they worked in tandem, which Dr. Inhaat found interesting. Given they had never seen another creature besides their animal opponent until this day, they could yet identify the other Blighted Soldiers. She surmised it was a good thing- if the Blighted Soldiers could identify one another then they wouldn't engage in costly friendly-fire after all, one of the great fears of hers.

And now; all had reached their final test- with great care and caution, involving a cage laced with the web of a gigantic spider, Dr. Inhaat had managed to oversee the capture of six Forgotten Beasts, all made of some variety of stone, from marble, to shale, to sandstone, to chalk.

All six soldiers, working alone with the exception of 8A and 9A defeated their rocky opponents in less than a minute, sustaining no injuries.

And finally, as a last dressing down before being sent to their sealed barracks, 8A and 9A were doused with a numbing liquid to prevent pain in combat, as a final experiment.


It now remained to be seen how the subjects would perform in an open warfare situation- but the key was, no civilians should see the blighted soldiers.


And perhaps, in future, Dr. Inhaat thought, the wounded and useless Blighted Soldiers could be induced to breed, creating a new race of super-hardy dwarves.

It had been a good experiment.
Title: Re: Dwarven... "Child Care"
Post by: Yoink on March 18, 2012, 02:43:00 am
Holy Armok, that is epic. Top-of-the-line Science and writeup, man! :D
Title: Re: Dwarven... "Child Care"
Post by: Ivir_Baggins on March 18, 2012, 02:45:12 am
That is actually terrifying. Mind if I use it in a novel?
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 18, 2012, 03:05:46 am
Oh, it's Girlinhat's science, not mine... I just saw a story ripe for the picking, so I wrote it.

And Ivir, feel free, pretty much anything posted on the internet becomes public domain anyway. I only write to keep those particular faculties sharp. :P
Title: Re: Dwarven... "Child Care"
Post by: miauw62 on March 18, 2012, 07:01:39 am
Thats one awesome story.
Title: Re: Dwarven... "Child Care"
Post by: andreus015 on March 18, 2012, 08:49:58 am
Dwarf Blighted Soldiers enough to make a space marine tremble.
Title: Re: Dwarven... "Child Care"
Post by: Rodge on March 18, 2012, 09:18:53 am
Thought, could we use 'controlled tragedy' to make them mentally tougher?

We know that after enough losses a Dwarf can become more used to tragedy, then deaths are less likely to cause tantums (if I understand right). So could we introduce a small number of children to each other early on in the experiment so they become acquantances (I'm sure I spelled that wrong, not morning person) so that as a few die they can become mentally stronger?
Title: Re: Dwarven... "Child Care"
Post by: expwnent on March 18, 2012, 09:24:28 am
I believe that the "doesn't care about anything anymore" trait makes dwarves move more slowly and drink more.
Title: Re: Dwarven... "Child Care"
Post by: Rodge on March 18, 2012, 09:30:21 am
I was referring to "Used to tragedy" or "Becoming accustomed to tragedy" or whatever they are called.
Title: Re: Dwarven... "Child Care"
Post by: Trif on March 18, 2012, 11:59:21 am
Oh, it's Girlinhat's science, not mine... I just saw a story ripe for the picking, so I wrote it.

Now wait a minute, I'm confused... Did you actually do the ‼Science‼ or did you just write the story of a hypothetical outcome?
Don't get me wrong, I love the writeup, I just want some clarification about it.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 18, 2012, 12:47:12 pm
I believe that the "doesn't care about anything anymore" trait makes dwarves move more slowly and drink more.
I was referring to "Used to tragedy" or "Becoming accustomed to tragedy" or whatever they are called.
These are the same thing.  "Used to tragedy" is first, and "doesn't really care about anything anymore" is the final stage.  It seems to accrue whenever the dwarf loses happiness in small amounts, but gets major boosts when they witness death or suffer injury.

It does not make them any slower or any weaker.  It makes them more resistant to mood swings in both directions.  They naturally maintain a state of "fine" and sleeping in the dirt or drinking water will barely change their mood.  Similarly, fine dining and grand bedrooms hardly give them benefits.  At least for short-term.  After a long enough time, they reach the full mood swing that the thoughts allow, but have a "lower acceleration" for how quickly their happiness changes.

They also seem insanity resistant or immune.  I had one older fort, the lead soldier was danger room trained and candy clad, fought solo against elf sieges and won.  He was fully hardened by the time a tantrum spiral arrived, and every single dwarf and child eventually died.  He rested at 0 happiness for several months and tantrumed rarely, but never went insane.

Finally, fantastic read, though as above, is this real?
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on March 18, 2012, 08:06:29 pm
The first children listed in that post seem to be based on your science, but i can't for the life of me remember those last 8, did i miss something or  were they fiction? :P
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 18, 2012, 08:15:51 pm
The writeup I did was entirely fiction based, using Girlinhat's science as a base. They weren't based on her results, merely a hypothetical set of dwarves... and the results I chose for poetic purposes.
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 18, 2012, 08:39:48 pm
Of course, I'm now inspired to set up such an experiment, though my computer has not got the grunt for long-term DF. I'll do the writeup of that as well.
Title: Re: Dwarven... "Child Care"
Post by: sketchyd on March 21, 2012, 06:07:32 am
So I actually tried building this the other day, and didn't have very much luck.

First my dwarves were dumping food and booze into my other garbage dump, the open air magma chute.

Then I managed to flood my forges and berserk my soon-to-be-legendary armorsmith on a mood when his forge became unpowered.  I still don't know where the leak was coming from.

Then my proportions of magma and water were off, creating pillars of obsidian instead of crispy dwarf kiddies.

Finally, I got a morsel of magma into the room, but the water was stuck on its new obsidian floors, and the children were burnt to a crisp.

And the dogs never went rabid anyway.


Can someone clarify how to magma mist for my next attempt?
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 21, 2012, 06:14:16 am
Magma mist is created by controlled cave ins. How to direct it? I think a very small tank with a single tile being dropped should splash magma mist out enough to set the dwarf on fire, who can then be put out once his or her burning has reached a sufficient level via controlled flooding.

Perhaps a 2x1 of magma with a grate holding back the magma. I don't know whether that would transmit the mist, but we'll see.

All guesses here, but I haven't actually built a child care system yet, been bogged under with uni.

Quote from:  Whoever does the DF Wiki
Magma mist is the toxic/dangerous yellow mist created when debris from a cave-in splashes into magma, but, unlike water, not when a magma falls down a Z-level. It sets on fire all non-fire-resistant creatures that share a tile with it, and in earlier versions would instantly kill most creatures who breathed it in. Luckily, it generally disappears quickly, as not much will usually be produced; cave-ins only cause a small amount of it.

It is called lava mist when a cave-in falls into lava, but is arguably similar.
Title: Re: Dwarven... "Child Care"
Post by: sketchyd on March 21, 2012, 03:25:43 pm
So I have a cell that includes a magma pool in the middle, and then I cause something above that pool to fall in, which will spray all over the inhabitants?

Something like this:

_[]_     - rock to be dropped into the pool
  | @    - support and prisoner
-~--    - magma and floor

Does that look right?

And then I have water wired up to put him out once he's burned enough?
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 21, 2012, 05:44:10 pm
I believe that would work, and water would be very important to stop the flames. Burrows might help if you know how to use them.
Title: Re: Dwarven... "Child Care"
Post by: Nil Eyeglazed on March 21, 2012, 05:45:35 pm
What's the goal of the magma mist?  Is de-fattification still a desirable procedure?
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 21, 2012, 05:49:47 pm
I believe 'Dwarven Liposuction' is still desirable, though not sure. I'm pretty sure Toady intends to fix the 'fat only burning' bit soon.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 21, 2012, 07:21:53 pm
I believe it's mainly lulz.
Title: Re: Dwarven... "Child Care"
Post by: Reudh on March 21, 2012, 08:03:57 pm
The image it conjures is pretty freakin' cool though- a crispy dwarf with layer upon layer of muscle and no fat.

That'd strike fear into opponents and then some.
Title: Re: Dwarven... "Child Care"
Post by: sketchyd on March 21, 2012, 10:41:53 pm
For me the goal is a system that does something I can't do otherwise in game.  I can kill goblins pretty good with traps and dudes, but up til now, I had no way of creating super soldiers.

Once my experiment failed, I released the circus, and wiped out my 4 yr old fort.  The last to go was the vampire I chained up as an ambush detector.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on March 23, 2012, 12:50:33 am
Has 34 significantly changed how temperatures work? I recently had an entire trade caravan evaporate while walking over my open magma pipe bridge, animals, traders, wagon and all goods vanished completely in a cloud of smoke. I recall having similar setups in 31 where things worked out ok. Oddly enough my dwarves and animals(i think) arent bothered by it.
If so then magma misting might not work correctly anymore.
Title: Re: Dwarven... "Child Care"
Post by: Connermc on March 23, 2012, 08:37:02 pm
(*) Stopped young animals from lashing out

Will this be a significant change or can it be countered by just throwing more animals in?
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on March 25, 2012, 10:29:52 pm
(*) Stopped young animals from lashing out

Will this be a significant change or can it be countered by just throwing more animals in?
I hope that doesn't count dwarves because it would totally defeat half the purpose of 'child care'
I think the point of that bugfix was to stop your fort falling intoi a tantrum spiral from a single animal giving birth to a large litter in a confined space causing instant uncontrollable violence in your dining room.
Or maybe i'm just imagining it.
Title: Re: Dwarven... "Child Care"
Post by: EvilTwin on March 28, 2012, 09:55:53 am
I guess it only really affects young animals, so you'll have to wait for them to become mature.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 28, 2012, 10:08:06 am
Dwarven children never lash out.  Their role is on the receiving end of punishment, to train their dodging, endurance, and build up a layer of fashionable scar tissue.

Child animals no longer lash out, which should prevent turkey from suffering instant death when they lay a clutch of 20 eggs that instantly rip the mother apart.

This means that a nest box used as Childcare training will now suffer 1 year of delay until the chicks mature.  Otherwise, you just use adult animals instead of young animals.
Title: Re: Dwarven... "Child Care"
Post by: werechicken on March 28, 2012, 06:46:46 pm
Is there any way you could put the game postings in the first post? I saw this on the halls of legends but not sure where it starts.
Title: Re: Dwarven... "Child Care"
Post by: uggi on March 28, 2012, 06:51:15 pm
Some results from my experiment:
Werepanda vs vampire vs war dog vs 4 child test subjects:

I originally wanted a werepanda vs vampire deathmatch, but as the testing chamber was prepared, the children followed their hauler mothers and were accidentally locked inside, along with the war dog.

(http://i.imgur.com/oZ8k3.png) (http://imgur.com/oZ8k3)

- the war dog was instantly bitten in half and bled to death
- the vampire got a broken elbow, was bitten by the werepanda, not cursed
- test subject 1 got a broken knee, was bitten and got the panda monster curse
- test subject 2 got a few bruises, was bitten, not cursed
- test subject 3 slept happily through the whole episode, uninjured
- test subject 4 got a fatal head injury and died

Once the werepanda was released from its cage, the test subjects freaked out and ran all over the test chamber. They had to defend themselves from the werepanda's attacks and break its wrestling moves, but they also attacked the werepanda actively.

The werepanda obviously was too deadly opponent, but I wanted to see if the curse would pass on to the test subjects. Only test subject 1 received the panda monster curse.

The interesting part was when the werepanda transformed back into its dwarven form. The test subjects continued attacking it, and the weredwarf just passively received the beating:

Spoiler: Combat report (click to show/hide)

Test subject 2 got 4 pages of combat reports and killed the weredwarf, but still has dabbling skills.

Test subject 1 had the least action, but most of it was wrestling moves, and is now a novice fighter.

Conclusion: weredwarves make excellent living punching bags nannies for most time of the month.
Title: Re: Dwarven... "Child Care"
Post by: khearn on March 28, 2012, 07:02:47 pm
Yeah, but when it's "that time of the month" they have really bad PMS.
Title: Re: Dwarven... "Child Care"
Post by: zach123b on March 29, 2012, 01:11:01 pm
i remember meph using a pit to drop cats into the dining area to toughen up his dwarfs (not sure how to quote from a different topic)
we could use that to toughen up the children b4 or during the procedure, maybe during and feed the child with the cat meat ;)

btw i'll be trying this with my next fort with chickens, don't think any of the fat burning stuff though

reading the first 10 pages was entertaining, only to realize how this game has affected me...
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 29, 2012, 01:15:53 pm
If you have a wild animal slaughterbox, you could use that to drop creatures randomly through a hatch and have them fall within the child's line of sight.

Can babies become hardened to unhappy thoughts?  We might have a reason to put the mother with infant somewhere, and cause trauma to both of them, then put the psychologically damaged baby into the training chamber.
Title: Re: Dwarven... "Child Care"
Post by: khearn on March 29, 2012, 01:28:18 pm
If you have a wild animal slaughterbox, you could use that to drop creatures randomly through a hatch and have them fall within the child's line of sight.

Can babies become hardened to unhappy thoughts?  We might have a reason to put the mother with infant somewhere, and cause trauma to both of them, then put the psychologically damaged strengthened baby into the training chamber.

Girlinhat, I'm surprised that you would make such a glaring typo. I've fixed it for you.
Title: Re: Dwarven... "Child Care"
Post by: KodKod on March 29, 2012, 01:38:10 pm
Can babies become hardened to unhappy thoughts?

As far as I am aware they're still capable of getting all of the thoughts that are related to becoming hardened individuals, so it should theoretically be possible, just a rare occurance, and getting a baby to that level would take convoluted planning.

But that doesn't stop it from being a bloody good idea.
Title: Re: Dwarven... "Child Care"
Post by: saurio on March 29, 2012, 04:14:39 pm
Has any actual progress been achieved? I tried all this at some point, but results were pretty meh at best and certainly not worth the effort. So, anyone managed to breed insane supersoldiers?
Title: Re: Dwarven... "Child Care"
Post by: XenocideSoldier on April 02, 2012, 02:32:42 pm
Not yet, but ima take a swing at it as soon as I get my fortress stabilized. Also, I think the were-badger dorfs is a really good idea, and the regen could go a long way toward test subject survival. Also, can were-beasts be infected by vampires? Then you don't need to give them food, just drink occasionaly to maintain happiness. I've been drawing up scematics to make this all autonomous, only needing ale barrels loaded occasionally.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on April 02, 2012, 02:36:56 pm
I'm no specialist of evil biomes nor oceanic ones, but someone should try dropping animated undead mussel shells (or any reanimated vermin, really) on children and see how they grow.

As I see it undead mussels are far too small to inflict damage on children, yet children train Fighter, Dodger and probably Armor User by getting attacked by these weak undead.
Title: Re: Dwarven... "Child Care"
Post by: XenocideSoldier on April 02, 2012, 02:38:11 pm
Not yet, but ima take a swing at it as soon as I get my fortress stabilized. Also, I think the were-badger dorfs is a really good idea, and the regen could go a long way toward test subject survival. Also, can were-beasts be infected by vampires? Then you don't need to give them food, just drink occasionaly to maintain happiness. I've been drawing up scematics to make this all autonomous, only needing ale barrels loaded occasionally. EDIT: Sorry for the CP
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on April 02, 2012, 02:46:20 pm
I'm no specialist of evil biomes nor oceanic ones, but someone should try dropping animated undead mussel shells (or any reanimated vermin, really) on children and see how they grow.

As I see it undead mussels are far too small to inflict damage on children, yet children train Fighter, Dodger and probably Armor User by getting attacked by these weak undead.
I suggested this earlier, the problem is the child would eventually starve or dehydrate.
Title: Re: Dwarven... "Child Care"
Post by: wierd on April 02, 2012, 02:48:14 pm
Hmmm... hardened military babies.....

Given the unique "no migrants! Ahh!" Nature of my current project, perhaps a special creche+kittyklunker rumpous room for mother dwarves and their 15 billion babies to becomes visciously hardened against tradgedy in would service the science need...


Construction of the real and proper fortress is already underway... I will have to look over my megastructure schematics I cooked up to see if such a "daycare" can be arranged.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on April 02, 2012, 02:49:35 pm
I'm no specialist of evil biomes nor oceanic ones, but someone should try dropping animated undead mussel shells (or any reanimated vermin, really) on children and see how they grow.

As I see it undead mussels are far too small to inflict damage on children, yet children train Fighter, Dodger and probably Armor User by getting attacked by these weak undead.
I suggested this earlier, the problem is the child would eventually starve or dehydrate.

obviously you must let the child get away from the mussels to eat and drink and sleep.

It should be fast enough to train skills quickly, so you can let the child have a pause every month or so.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 02, 2012, 02:51:19 pm
Do children still complain about clothes?  That could ruin everything.
Title: Re: Dwarven... "Child Care"
Post by: ZZmage on April 02, 2012, 02:54:10 pm
so im on page24 so far and no one has thought to use smouldering graphite constructions to melt the fat off children? cause i can attest to my dwarfs walking threw the on fire tiles of graphite floor i had in 3 previous forts loosing all fat but not dying. edit well not dying so long as the didn't walk accross it more then once.
Title: Re: Dwarven... "Child Care"
Post by: wierd on April 02, 2012, 02:55:36 pm
Simple enough, creche them in with a finished goods stockpile filled with bins of shirts, pants, shoes and socks, along with a food stockpile.

Since this involves mothers with parasitical infants still latched on for behavioral conditioning science, the mothers can be employed doing hauler jobs with undumps or airlocks to remove the endless refuse of Xxpigtail sockxX that it would be certain to generate.

Once the children become "bad thought hardened", cessation of clothing supply could test the effect against the nakedness factor.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on April 02, 2012, 03:00:54 pm
Do children still complain about clothes?  That could ruin everything.
Couldn't you just dump a bunch of clothes down a shoot onto an all purpose stockpile? When the child wants clothes it just changes.
Title: Re: Dwarven... "Child Care"
Post by: wierd on April 02, 2012, 03:03:46 pm
The omnipile will eventually become unusable due to being glutted with xpigtail socksx. A means of segregation to keeps clothing from getting walked on, as well as a means of rapid disposal are in order.
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 08, 2012, 10:00:09 am
SO if I understand right the only problem with chickens was the gain rate was unsatisfactory?
And the problem with dogs was Death and maiming?

Would it be possible to "graduate" a dorf from chickens to turkeys, from turkeys to foxes, foxes to badgers and then dogs?

Would this lower mortality rate? because they would increase in skill in each level the further levels would be less harmful.

Furthermore, did you have one of each type of medical professional? How close was your hospital? I think that having it immediately across the hall might work best.

Once I figure out how to survive 20 years maybe I will try this.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 08, 2012, 10:02:17 am
You wouldn't move to larger animals because of higher skill.  You'd be doing so because the child is growing larger and can withstand larger bites, and because it slowly raises things like endurance that will also provide higher bite resistance.

I wonder how carts will change things...
Title: Re: Dwarven... "Child Care"
Post by: BastiBasti on April 08, 2012, 03:03:29 pm
You wouldn't move to larger animals because of higher skill.  You'd be doing so because the child is growing larger and can withstand larger bites, and because it slowly raises things like endurance that will also provide higher bite resistance.

I wonder how carts will change things...

We'll forget all the badgers and everying, we will just sent carts full of explocives to the child. First we will use alcohol, then lignite and finally coal.  Then we mod dynamite into the game and send that in.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 08, 2012, 04:03:52 pm
Explosives do not exist, at all.  Things either burn or turn to vapor at high temperatures.  There is no "explosion".
Title: Re: Dwarven... "Child Care"
Post by: Talvieno on April 08, 2012, 04:15:36 pm
Explosives do not exist, at all.  Things either burn or turn to vapor at high temperatures.  There is no "explosion".
Not quite "not at all". Explosive themselves don't exist, no, but there are a few different custom MATERIAL_EMISSION syndrome tokens (in particular, UNDIRECTED_DUST is one of them, if I remember right) that create an effect similar to what you would expect for a large explosion. When the creature in question executes the ability as an attack, an "explosive" cloud of the material of your choice (you could force magma, for instance, but puke works fine too) is created, which both damages and knocks back any nearby creatures - even sending some up into the air. Unfortunately, unless you've created a custom creature and been very careful with your modding, this is usually fatal for the creature at the epicenter of the "explosion" - they generally get hurled upwards into the air, coming down with the most wonderful "splat" you've ever heard.

Sadly, this would be a bit overkill for dwarven childcare, but I'm sure someone could come up with a solution based on this idea.
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 08, 2012, 06:31:28 pm
You could reduce the size of the cell( increasing # of fights), relieve your self of the burden of feeding the child, and ensure that your Super-soldiers last until needed and gain skills until eternity by having  Vampire-blood tainted water sitting under them under a grate.

Plus how much do vamps need to rest? could a vampire child fight near continuously throughout 12 years?


Also this would make the failures more useful, suicidal and Crazy could be used for Fortress immortality/increasing tainted water.

While berserk could be used as shock troops( do berserk individuals pick up new armor? hmmmm, doesn't matter)





Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 08, 2012, 07:45:54 pm
Vampire children don't become adults.
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 08, 2012, 08:02:13 pm
Vampire children don't become adults.

Really? Didn't Know that.....

Well, still use Vampires just do it after they are adults and before they have their flesh and fat burned off.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 08, 2012, 08:04:20 pm
That's entirely against the point of this whole... what the fuck are we doing here again?
Title: Re: Dwarven... "Child Care"
Post by: Talvieno on April 08, 2012, 08:16:54 pm
That's entirely against the point of this whole... what the fuck are we doing here again?
It's the idea that never ends...
Yes, it goes on and on, my friends...
Some people started thinking it not knowing what it was
And they'll continue thinking it forever just because
It's the idea that never ends...
Yes, it goes on and on my friends...
Some people started thinking it not knowing what it was
And they'll continue thinking it forever just because
(loop to infinity) (if you get the reference, +1 to you)

Really, I'd hate to give up on this idea... it seems it could eventually be proven possible, under the correct circumstances. I've done a lot of testing on it myself. :P
Title: Re: Dwarven... "Child Care"
Post by: Sabreur on April 08, 2012, 08:21:42 pm
I wonder how carts will change things...

There was an unfamiliar noise.  The child looked up from its meal.  Bits of raw dog flesh dribbled from its mouth - the remains of one of the many creatures that had served as companion, tormentor, and ultimately meal for as long as it could remember.  Harsh light flooded the room as a hatch opened up in the wall.  A solid shape came rushing into the room at incredible speed.  The child dodged it effortlessly - a normal dwarf would have doubtlessly been crushed to a pulp, but dodging this was nothing compared to dodging packs of feral dogs.  There was a resounding crash as the strange object struck the far wall, tipping over and spilling its contents.  The object... the... minecart?  The child thought he remembered that word.  The hatch closed as quickly as it had opened.  He walked over - not very far, the cell was only a few meters wide - and inspected the contents.  Tears of joy ran freely down his face as he recognized what lay in the pile.

They had sent him socks!
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 08, 2012, 08:23:01 pm
Lambchop doesn't want to deal with your pussyfooting "Oh I'm tired of this song" BS anymore!

Still, as usual, we're stuck on the big issue.  Size.
Title: Re: Dwarven... "Child Care"
Post by: Talvieno on April 08, 2012, 08:35:55 pm
I wonder how carts will change things...

There was an unfamiliar noise.  The child looked up from its meal.  Bits of raw dog flesh dribbled from its mouth - the remains of one of the many creatures that had served as companion, tormentor, and ultimately meal for as long as it could remember.  Harsh light flooded the room as a hatch opened up in the wall.  A solid shape came rushing into the room at incredible speed.  The child dodged it effortlessly - a normal dwarf would have doubtlessly been crushed to a pulp, but dodging this was nothing compared to dodging packs of feral dogs.  There was a resounding crash as the strange object struck the far wall, tipping over and spilling its contents.  The object... the... minecart?  The child thought he remembered that word.  The hatch closed as quickly as it had opened.  He walked over - not very far, the cell was only a few meters wide - and inspected the contents.  Tears of joy ran freely down his face as he recognized what lay in the pile.

They had sent him socks!

Nicely said... Well written and quite possibly accurate... :P
Also, that reminds me of Dobby in Harry Potter.

Lambchop doesn't want to deal with your pussyfooting "Oh I'm tired of this song" BS anymore!

Still, as usual, we're stuck on the big issue.  Size.
Wow, I'm impressed. +1 to you. lol   

And yeah, size. I think the minecart idea wouldn't work quite as well, honestly.

Did anyone think to create a custom creature to torment the child with? Just to see if it would work?
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on April 08, 2012, 08:37:30 pm
That's entirely against the point of this whole... what the fuck are we doing here again?
Step 1. Children go in hole
Step 3. figure out Step 2.
Title: Re: Dwarven... "Child Care"
Post by: Orky_Boss on April 08, 2012, 08:43:07 pm
I have way too little experience to help with this endeaver, but the least I can do is wish you luck.

Good luck, and here's a pair of socks for the effort!
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 08, 2012, 09:21:51 pm
That's entirely against the point of this whole... what the fuck are we doing here again?

Super-soldiers

Super-Soldiers created by !!SCIENCE!!

Deformed, Immortal, Traumatized, Fireproof, socially stunted Super-Soldiers Created by !!SCIENCE!!
(That happen to make children useful and FUN)



Title: Re: Dwarven... "Child Care"
Post by: Reudh on April 08, 2012, 09:27:36 pm
Once I've managed to stabilise my current fort, Operation Dr. Gurl Inhaat shall be a go.
Title: Re: Dwarven... "Child Care"
Post by: Sabreur on April 08, 2012, 10:15:17 pm
The core of the problem is the fragility of the children test subjects.  Anything dangerous enough to provide useful training is also dangerous enough to give a parent a "Lost a child to tragedy recently" thought in short order.

If I can capture one, I intend to experiment with werecreatures, as I believe their regeneration is the key to the 'fragility' problem.

Step 1:  Isolate the test subjects as quickly as possible to prevent friendships and acquaintances from forming.  This phase is fairly pleasant - each subject will be given as many luxuries and happy-thought generators as possible without compromising the test or annoying the nobles.

Step 2:  Capture a werecreature.  Preferably more than one.  Ideally, this should be a fairly non-threatening werecreature - a weregopher or something.  While were-badgers would be spectacular, we need something that a test subject is capable of surviving contact with.  Unfortunately, I'll probably have to settle for whatever I can catch.

Step 3:  Chain the werecreature in the center of a 4x4 room with one locked exit door and a retractable bridge roof.  The door leads to a training cell, which will be filled with turkeys, wild dogs, whatever.  This ensures that there is no 'safe' tile in the room.

Step 4:  When the full moon hits, drop the test subject into the room.  Keep the door locked until the subject is either bitten or a moot point.  Assuming the subject survives, unlock the door and let the child flee into the perceived safety of its new cell.

Step 5:  Proceed with training.  Every month, the subject will turn into a werebeast, probably killing all the training animals, but more importantly regenerating all wounds.  It might be useful to have a 'emergency escape' option for the cell to allow critically wounded test subjects to flee to a safe place where they can be exempted from testing until after the next full moon puts them back at full health.

While it might be possible to micromanage the system to keep the livestock alive, that's more of a pain than it's worth to me.  The whole point is to keep the test subjects out of the way while simultaneously training them to be useful.  I'll probably just breed as many turkeys as my fps can handle and pasture them directly over the training cells, dumping them in whenever a cell gets too empty to be useful.

One possible deal-breaker is that I'm not clear on what happens to children who are bitten.  We know they can contract vampirism, but can children receive a werebeast curse?  Another problem is surviving Step 4.  I have no idea how often werecreatures 'bite' as opposed to other attacks, and I have my doubts about how well a child can survive even limited contact with one of the weaker werecreatures.  There is a good chance that nothing will survive to reach step 5, which would require scrapping the whole plan.
Title: Re: Dwarven... "Child Care"
Post by: Sabreur on April 08, 2012, 10:20:36 pm
I just thought of this, but do non-lethal attacks cause dodging and skill increases?  Like a GCS' webs or something?  Or maybe a forgotten beast with a special attack that causes pain or nausea but no actual injuries?  If those attacks can train dodging, then we could lock the test subjects in a sort of 'shooting gallery' setup and just let them out occasionally for food, water, and rest before sending them back in to play dodgeball again.  It wouldn't train their attack skills, but if it works we could have legendary dodgers at least.
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 08, 2012, 10:45:51 pm
Couple problems with were-beasts.

A) they transform monthly and If I recall right get building destroyer. rebuilding the Cell every month would be annoying.

B) No Fireproofing. they heal back that fat so it can't be melted off.

C) any were-beast small enough to ensure a child's survival is to small to be useful in combat.


Basically it would be better to have a Exceedingly well trained and Compassionate/empathetic ( the irony) team of Doctors available at ready to rapidly move the child if things get hairy.

Use one pump to pump in 3/7s water then another pump it out, set  to repeat quickly twice per day or 5 time per week so that the cell doesn't rot  and the child gets "washed" raise swimming too

Besides you don't need all of them to survive, just build as many cells as you are allowed children and stuff new ones in whenever the old ones keel over.

Even if 95% are unusable you should still get a near constant stream of soldiers and the ones that go berserk make great training for your regular troops, what better way to harden your main infantry then by having them put down their own crazed children?

Make it as automated as possible pull a lever and Crazed child 5679 ( they don't need names) goes to training arena rather then proceed to the Vampirization chamber.

The maimed children can be used as food for your vampiric Supersoldiers!
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 08, 2012, 11:39:01 pm
Once I've managed to stabilise my current fort, Operation Dr. Gurl Inhaat shall be a go.
The first time was a little cute, but alright, please stop attaching my name to your doings.
Title: Re: Dwarven... "Child Care"
Post by: Kadzar on April 09, 2012, 12:19:08 am
That's entirely against the point of this whole... what the fuck are we doing here again?
Generally that's something you should figure out before you trap small children in rooms with ferocious animals.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 09, 2012, 12:30:49 am
That's entirely against the point of this whole... what the fuck are we doing here again?
Generally that's something you should figure out before you trap small children in rooms with ferocious animals.
I have no idea what you just said, I was too busy staring in awe at your avatar.
Title: Re: Dwarven... "Child Care"
Post by: Kadzar on April 09, 2012, 03:56:34 am
That's entirely against the point of this whole... what the fuck are we doing here again?
Generally that's something you should figure out before you trap small children in rooms with ferocious animals.
I have no idea what you just said, I was too busy staring in awe at your avatar.
Ah, I take it that this is the first time you've laid eyes on the Outlaw Star. Be thankful I didn't have a picture of it sumo-wrestling other grappler ships, as being exposed to such awesome/ridiculousness so immediately could likely cause brain damage.
Title: Re: Dwarven... "Child Care"
Post by: Reudh on April 09, 2012, 04:28:27 am
Once I've managed to stabilise my current fort, Operation Dr. Gurl Inhaat shall be a go.
The first time was a little cute, but alright, please stop attaching my name to your doings.

Ah, I wasn't aware you didn't like it. :/
Title: Re: Dwarven... "Child Care"
Post by: simonthedwarf on April 09, 2012, 05:15:43 am
Guess you're not interested in this 98 page long fanfic about you and your fortress.
Title: Re: Dwarven... "Child Care"
Post by: arphen on April 09, 2012, 06:06:55 am
ITT: People worshiping girl in hat as a god
Title: Re: Dwarven... "Child Care"
Post by: KodKod on April 09, 2012, 08:12:51 am
ITT: People worshiping girl in hat as a god

In place of the Blood God you will set up a Queen. And she shall not be dark, but beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth. All shall love her and despair!
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on April 09, 2012, 09:51:44 am
Ah, I take it that this is the first time you've laid eyes on the Outlaw Star. Be thankful I didn't have a picture of it sumo-wrestling other grappler ships, as being exposed to such awesome/ridiculousness so immediately could likely cause brain damage.
Outlaw Star is the reason I'm into Scifi at all.  Well, and Reboot.  We need Toonami back...
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on April 09, 2012, 10:43:02 am
Outlaw Star is the reason I'm into Scifi at all.  Well, and Reboot.  We need Toonami back...
I got digital channels back two weeks ago and the first time I watched Adult Swim it was during the Aril Fools toonami prank thing. I thought they were doing midnight run again, then I got sad and started shouting.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on April 09, 2012, 12:54:03 pm
trying to do this with giant sponges (wounded) results may vary...
Title: Re: Dwarven... "Child Care"
Post by: Monk321654 on April 09, 2012, 12:58:46 pm
trying to do this with giant sponges (wounded) results may vary...
Everyone will die.
Don't you know those things are lethal?
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on April 09, 2012, 01:09:00 pm
trying to do this with giant sponges (wounded) results may vary...
Everyone will die.
Don't you know those things are lethal?

well shit... too late half the childern of the fort deid
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 10, 2012, 12:13:55 am
So I found out that Vampirism stops Attribute gain..... :'(

But, I bet you already knew that.....


All this really does is delay when they receive Vampirism until their attributes are high

I think it might be a good idea to raise all Attributes and try and give the super-soldiers a grounding in virtually all non-speech, non-artisan and  non-food skills

Make them able to build fortifications, mine quickly, operate a balista, build a balista, make armor/cloths treat wounded and various other such skills.

The chief goal being to make your Troopers independent from Civilian aid preventing "fraternization" which might otherwise make it necessary to "pacify" your own populace, or increase the rate of "unfortunate accidents".

Furthermore it would allow your Troopers to replace used munitions, or to create a new weapon to equip if their current ones are less effective.

That way if you reach those  "Infernal" neighbors of yours you can send in the Super-Troops, and  collapse the cave behind them so your pathetic peasants are peaceful.

Also it would be for the best to segregate your Squads by gender, to ensure that no romantic attachments form.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on April 10, 2012, 07:54:22 am
trying to do this with giant sponges (wounded) results may vary...
Everyone will die.
Don't you know those things are lethal?

well shit... too late half the childern of the fort deid

Wait for it... wait for it.... Annnd TANTRUM SPIRAL
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 11, 2012, 11:01:38 pm
So did some arena testing

Test parameters

(Armor)
Leather: pants, shoes, shirt, coat, gloves and hood:
Steel: chain-mail, helm, leggings, High Boots, breastplate, gauntlets

(Equipment)
Steel: Sword, Shield

(Skills) All Grandmaster

Test #1
1 vampire Dwarf Vs 1 Mundane Dwarf (tested 10 times)

Result:
In only one test did the vampire lose and only two did they receive real injury's (Cut's/gashes)

The Vampire that lost failed because he got his blade stuck in Dorf McMadeofSteels guts and then got his arm carrying his shield hit hard enough to drop it.

McMadeofSteel died of blood lose after winning, likely from losing his foot (ripped off), losing a eye( no clue, couldn't find how), his teeth ( I think all of them), and having several broken bones( all but his last remaining arm, which had the sword) {Oh, and Did I mention a sword stuck in his guts?}

I had a total of 10 separate test's each time adding another mundane dwarf to team #2
Each was done ten times, with the same parameters

The Vampires where roughly equal to 4-6, mundane dwarfs
Once they engaged 5+ Dwarfs they began losing limbs.

At 8-10 Dwarfs they could be reliably be counted on to kill 5-8 and too maim/injure the remainder

Combine vampirism  with the Super Soldier programs, and we shall make the elves and the stupid "infernal" neighbors  Tremble!
 
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 11, 2012, 11:12:54 pm
Mistake, Double post
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on April 14, 2012, 10:10:45 am
Somewhat off topic since this is the childcare thread, maybe redo your test with an actual fort and see how many children your vampire can kill?
You may need to trigger a loyalty cascade or something to force this to happen.
Title: Re: Dwarven... "Child Care"
Post by: FalseDead on April 14, 2012, 10:48:58 am
Somewhat off topic since this is the childcare thread, maybe redo your test with an actual fort and see how many children your vampire can kill?
You may need to trigger a loyalty cascade or something to force this to happen.

This is the childcare/super-solder thread, so eventually turning them into vampires is on topic.
Title: Re: Dwarven... "Child Care"
Post by: SnK-Arcbound on April 14, 2012, 11:27:41 am
Outlaw Star is the reason I'm into Scifi at all.  Well, and Reboot.  We need Toonami back...
I got digital channels back two weeks ago and the first time I watched Adult Swim it was during the Aril Fools toonami prank thing. I thought they were doing midnight run again, then I got sad and started shouting.
http://www.toonamiaftermath.com/#
Title: Re: Dwarven... "Child Care"
Post by: Morpha on April 21, 2012, 02:45:58 am
ITT: People worshiping girl in hat as a god

In place of the Blood God you will set up a Queen. And she shall not be dark, but beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth. All shall love her and despair!
Don't forget the artifact ring called "Nenya, the Ring of Adamant".
Title: Re: Dwarven... "Child Care"
Post by: Thormgrim on May 06, 2012, 09:56:17 pm
did anybody ever actually DO this?
Could I get a save to see it in action? :)
Title: Re: Dwarven... "Child Care"
Post by: Ivir_Baggins on May 07, 2012, 02:20:02 am
Ah, I take it that this is the first time you've laid eyes on the Outlaw Star. Be thankful I didn't have a picture of it sumo-wrestling other grappler ships, as being exposed to such awesome/ridiculousness so immediately could likely cause brain damage.
Outlaw Star is the reason I'm into Scifi at all.  Well, and Reboot.  We need Toonami back...

I've got the box set.
Title: Re: Dwarven... "Child Care"
Post by: azrael300 on May 12, 2012, 12:02:18 am
one way to harden a child up is to put hitler in a cage and give the adult weapons and shields after
puting an army of female dogs in the cage ... well eclosed room with masterwork engravings
Title: Re: Dwarven... "Child Care"
Post by: MMM103 on May 23, 2012, 04:17:09 pm
Truly dwarfy. I can't wait to see armies of battlehardened dwarfbabies.
Title: Re: Dwarven... "Child Care"
Post by: spineyrequiem on June 02, 2012, 08:11:57 am
Hello, long-time lurker who's just joined and watched this thread for AGES. Thus, in the best necromancy tradition I shall revivify it, possibly along with my own severed limbs.

But did I just do this for my own amusement? NO! Instead, I ask a question; a while back, I heard that husks could gain skills. Is this still the case? If so, our problems may have just been solved, what with them being almost totally unkillable, immune to depression and incredibly dangerous. The only minor difficulty would be the utter uncontrollability (is that a word? It is now...) of our new soldiers.

Of course, if husks can't gain skills or grow, I did this for nothing, but surely someone else must have a new cunning plan?
Title: Re: Dwarven... "Child Care"
Post by: misko27 on June 02, 2012, 11:48:50 am
Hello, long-time lurker who's just joined and watched this thread for AGES. Thus, in the best necromancy tradition I shall revivify it, possibly along with my own severed limbs.
Spoiler (click to show/hide)
]But did I just do this for my own amusement? NO! Instead, I ask a question; a while back, I heard that husks could gain skills. Is this still the case? If so, our problems may have just been solved, what with them being almost totally unkillable, immune to depression and incredibly dangerous. The only minor difficulty would be the utter uncontrollability (is that a word? It is now...) of our new soldiers.

Of course, if husks can't gain skills or grow, I did this for nothing, but surely someone else must have a new cunning plan?
I dont know if that would work, but you could always have them in cages, and release them during sieges, then trap them and wait until next siege. Unleash the Husks of war!
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on June 02, 2012, 12:11:02 pm
I dont know if that would work, but You could always have them in cages, and release them during sieges, then trap them and wait until next siege. Unleash the Husks of war!
Yeah but then you'd have husks to deal with. Goblins feel pain, goblins feel fear, Goblins bleed. Husks are worse than demons.
Title: Re: Dwarven... "Child Care"
Post by: misko27 on June 02, 2012, 12:18:21 pm
I dont know if that would work, but You could always have them in cages, and release them during sieges, then trap them and wait until next siege. Unleash the Husks of war!
Yeah but then you'd have husks to deal with. Goblins feel pain, goblins feel fear, Goblins bleed. Husks are worse than demons.
Just trying to get ideas out, and yes, Husks are truly terrifying.
Title: Re: Dwarven... "Child Care"
Post by: spineyrequiem on June 02, 2012, 03:07:50 pm
You're arguing against my supersoldiers merely because it is insanely dangerous and creates far more problems than it could possibly solve? What are you, an elf?

They could probably be controlled (ish) with the old dwarf staple for any problem that has been proved, by repeated testing, to not be solvable with magma, namely mass kitten slaughter! They could certainly be used as bait to draw them back to their pens at least, though atom smashers and similar would be needed just in case one or two soldiers did happen to escape...

And it turns out I can't actually do months... this thread was only ten days gone when I woke it up, which isn't anything like as much of a necro as I thought it was...
Title: Re: Dwarven... "Child Care"
Post by: misko27 on June 02, 2012, 03:14:57 pm
I will still use any excuse I can to get this picture in somewhere. Besides, 10 days is forever in my book. When a company tells me to wait 5-7 weeks, I completly forget about it till it comes. and then I'm like "Look! where did this come from? I must be so old! It is a paper box, by Ursit McRandomfactoryworker. It menaces with spikes of postage."
Title: Re: Dwarven... "Child Care"
Post by: spineyrequiem on June 02, 2012, 04:29:00 pm
Oh don't get me wrong, it's a GOOD picture. It was just the small text on the bottom right I objected to... I find that days blur into one a lot of the time, so while I forget a package is coming, it then doesn't seem like long since I ordered it when it does finally arrive!
Title: Re: Dwarven... "Child Care"
Post by: Kaos on June 02, 2012, 07:47:57 pm
aren't falling items doing damage now? what about having a quantum tile with light weight crafts or something similar... open a hatch they drop on an unsuspecting child that gets the chance to dodge and repeat over and over... with the rail and mine cart stops could be automatized....?
Title: Re: Dwarven... "Child Care"
Post by: Scruffy on June 02, 2012, 08:02:39 pm
I am not sure if thralls can gain skills but it is an interesting idea. I used to do something similar myself.
Just beware. Sometimes those thralls can be more trouble than they are worth and you don't want a thrall axelord :o
I haven't had much trouble with zombie children thus far but they require alot of micromanagement. The most trouble I have had was with a limbless dust thrall cavy sow which had 15 of my lord dwarves and 2 caravans attacking it for 2 seasons until i crushed it with my drawbridge (along with 10 of my lord dwarves...
Title: Re: Dwarven... "Child Care"
Post by: ab00 on June 03, 2012, 04:50:13 pm
I'm pretty sure thralls gain skills. I had a thrall adventurer who I brought into a city - 100 shopkeepers swarmed me, leveling me up to a grand master swordsthrall just by autoattacking. I would guess this data would transfer over to fort mode, but I'm not completely sure.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on June 03, 2012, 05:46:08 pm
Thralls gain skills science has been done.
Title: Re: Dwarven... "Child Care"
Post by: spineyrequiem on June 03, 2012, 06:31:56 pm
Do they grow up? Because if so, barely-controllable, insanely deadly child super soldiers are GO!

Great thing about them being thralls, they CAN'T DIE IN TRAINING! Or at least they probably won't. Also, psychological casualties won't happen either, since they're already an undead headcase. We just need to put them in a pit, thrallify them and keep chucking dogs in for 12 years (replacing the dogs as they are ripped to shreds by the angry zombie children). Then we need to work out how to get them out of the pit without them rampaging around the fort destroying everything they see... and then also how to get them back into said pit, which I somehow feel will be rather harder.
Title: Re: Dwarven... "Child Care"
Post by: Madurjafro on June 03, 2012, 10:10:54 pm
Guys, how many dwarven kids do you reckon could take out say a roc or equally hostile mega-beast?
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on June 04, 2012, 07:01:38 am
2 if this goes right. 5 at most.
Title: Re: Dwarven... "Child Care"
Post by: spineyrequiem on June 05, 2012, 11:39:34 am
What level of training have they got? And what age are they? Are they husks/thralls/werebeasts/vampires? Although I'm pretty sure the idea was to only let them out when they're adults, since child soldiers don't fit into the armour.

Ooh, another questions about husks/thralls: Can we make them put on armour and use weapons? If we can't, their effectiveness is somewhat reduced...
Title: Re: Dwarven... "Child Care"
Post by: SeymoreGlass on June 05, 2012, 12:20:31 pm
Wait no more Girlinhat.
  |
  |
  V
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on June 06, 2012, 12:02:03 am
Thralls are living creatures, minus everything that makes them a creature.  They are alive, they are not undead, they are truly living creatures, except all the things that distinguish a creature from a corpse, they lack.  They feel no pain, they do not breathe, nor bleed, nor tire, nor thirst, nor hunger, feel no pain or sorry, no joy and take no pleasure even in such things as mist.  They suffer no order and no chaos.  They are, truly, neither alive nor dear, nor really undead.  A Husk is, at its core, a void.  A sin against god in the purest form.  Not simply a blight like a dwarven fort will be named "a sin against nature" but in every sense of the word the Husk is a sin, something which defies nature and embodies everything that should never be.

A Husk will never breath, eat, rest, or suffer fear.  They make an ultimate killing force which simply cannot be stopped.
A Husk ignored all orders, they will not don armor nor remove it, and cannot be controlled except by extremely physical means of walls and locked doors.
A Husk is NOT undead.  It is not a zombie.  It still counts as a living creature, and as such will eventually age and die - perhaps the only true way to defeat a Husk is simply to wall them off behind the bowels of the mountain and try your best to forget that they sit there staring at the wall and craving your death.  Never stopping, never tiring, never becoming distracted, the Husk has one, single, universally persistent thought - to kill that which lives and remove life from the world.  Even as they sit sealed behind the walls, they only linger there.  Only a layer of piled rubble and their forgotten ability to remove constructions keeps you safe as they spend decades, centuries, screaming thoughts through their (possibly torn) brains of all the ways in which they would end your life.

A Husk is not something to weaponize.  Not yet.  Nothing short of bringing the mountain down atop their heads will stop a Husk.  They need no lungs, no limbs, they don't even need a brain.  Reduced to a bleeding, fractured torso they will crawl forward, possessed of otherworldly hatred and fueled by the purest of rage, these beings of raw terror will gladly and effortlessly bring the largest of dwarven mountainhomes to a smear of dust in the time that it takes them to crawl from one end of the entrance to the lower part of the forges.

Perhaps one day we'll be able to utilize them.  They are something of raw power, and we are not ready for that quite yet.  Dwarves who harness the power of magma and upheave heaven and earth itself falter at the strength and single-minded purpose of the Husk.  We are not ready.  Dare I say it but... we are not depraved enough, not ingenious enough, not brave enough to rally the Husk.

This being of unadulterated terror remains the only thing that the craziest of dwarves will avoid.
Title: Re: Dwarven... "Child Care"
Post by: Reudh on June 06, 2012, 12:08:48 am
That was some good writing, Girlinhat. :)
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on June 07, 2012, 01:49:42 pm
Pity she wasn't around for Syrupleaf. Husks and thralls are a lot like the Spawn of Holistic.
Title: Re: Dwarven... "Child Care"
Post by: slowpokez on June 07, 2012, 02:03:27 pm
That post was pretty fckn awsome :P
The  "...feel no pain or sorry, no joy and take no pleasure even in such things as mist."-part really cracked me up. :D stupid dwarves and their mist xD
Title: Re: Dwarven... "Child Care"
Post by: EvilTwin on June 07, 2012, 02:29:24 pm
That post was pretty fckn awsome :P
The  "...feel no pain or sorry, no joy and take no pleasure even in such things as mist."-part really cracked me up. :D stupid dwarves and their mist xD

Now if we only had a way to mistify the legendary dining room along with it's *plump helmet roasts* we could fill the soul of any dwarf with joy just by spraying mist all over them.
Title: Re: Dwarven... "Child Care"
Post by: khearn on June 07, 2012, 02:30:45 pm
Girlinhat, you must be having an off day. Oh, I don't mean your writing, it's as good as I've ever seen. But your self-confidence is what seems to be down. I have faith in you. I know you're depraved and ingenious enough to weaponize husks.

So go do something to raise your spirits. Maybe drop a few kittens into your dining room (time their fall for me if you do, I'd be interested in how fast the accelerate compared to the dwarves I've tested).  Or maybe toss a badger into some child's bedroom. I'm sure in no time at all that old mad-scientist attitude we all know and love will be back and you'll come up with some new ideas to try out with husks.
Title: Re: Dwarven... "Child Care"
Post by: WaffleEggnog on June 07, 2012, 03:21:53 pm
A Husk is not something to weaponize.
You monster :o
Title: Re: Dwarven... "Child Care"
Post by: dizzyelk on June 07, 2012, 03:48:21 pm
That post was pretty fckn awsome :P
The  "...feel no pain or sorry, no joy and take no pleasure even in such things as mist."-part really cracked me up. :D stupid dwarves and their mist xD

Now if we only had a way to mistify the legendary dining room along with it's *plump helmet roasts* we could fill the soul of any dwarf with joy just by spraying mist all over them.

That's fairly easy, just put a mist generator (http://dwarffortresswiki.org/index.php/DF2012:Mist) in.
Title: Re: Dwarven... "Child Care"
Post by: EvilTwin on June 09, 2012, 07:59:35 pm
That post was pretty fckn awsome :P
The  "...feel no pain or sorry, no joy and take no pleasure even in such things as mist."-part really cracked me up. :D stupid dwarves and their mist xD

Now if we only had a way to mistify the legendary dining room along with it's *plump helmet roasts* we could fill the soul of any dwarf with joy just by spraying mist all over them.

That's fairly easy, just put a mist generator (http://dwarffortresswiki.org/index.php/DF2012:Mist) in.

Actually, I was referring to turning the dining room into mist and dispense that to the dwarves.
Title: Re: Dwarven... "Child Care"
Post by: Scruffy on June 10, 2012, 07:09:19 pm
That post was pretty fckn awsome :P
The  "...feel no pain or sorry, no joy and take no pleasure even in such things as mist."-part really cracked me up. :D stupid dwarves and their mist xD

Now if we only had a way to mistify the legendary dining room along with it's *plump helmet roasts* we could fill the soul of any dwarf with joy just by spraying mist all over them.

That's fairly easy, just put a mist generator (http://dwarffortresswiki.org/index.php/DF2012:Mist) in.

Actually, I was referring to turning the dining room into mist and dispense that to the dwarves.
It's actually much easier to turn the dwarves into liquid and dispense them around the dining room. The result is the same.
Title: Re: Dwarven... "Child Care"
Post by: Grinly on June 18, 2012, 09:47:10 pm
It's worth noting that infants can be separated from their mothers by having the mother enter a minecart - they then proceed to wander randomly, ignoring dangerous obstacles like the edges of cliffs. This makes it rather trivial to pit them.

I have been planning on using this to solve the problem of naked, insane, dwarven children by combining a railway station with a convenient drop into magma pit before they can mature - But I am sure advantage could be gained by putting the children in daycare on day one :D

I joined the forum just to post this. I suspect this makes me a bad person, but I am alright with that :)
Title: Re: Dwarven... "Child Care"
Post by: Grinly on June 18, 2012, 09:50:14 pm
... The second after I finished posting that I realized it would be far more advantageous to have the infants take a long drop into the dining hall.

I should start a topic after I finish building this. lol
Title: Re: Dwarven... "Child Care"
Post by: Naryar on June 18, 2012, 09:53:24 pm
Thralls are living creatures, minus everything that makes them a creature.  They are alive, they are not undead, they are truly living creatures, except all the things that distinguish a creature from a corpse, they lack.  They feel no pain, they do not breathe, nor bleed, nor tire, nor thirst, nor hunger, feel no pain or sorry, no joy and take no pleasure even in such things as mist.  They suffer no order and no chaos.  They are, truly, neither alive nor dear, nor really undead.  A Husk is, at its core, a void.  A sin against god in the purest form.  Not simply a blight like a dwarven fort will be named "a sin against nature" but in every sense of the word the Husk is a sin, something which defies nature and embodies everything that should never be.

A Husk will never breath, eat, rest, or suffer fear.  They make an ultimate killing force which simply cannot be stopped.
A Husk ignored all orders, they will not don armor nor remove it, and cannot be controlled except by extremely physical means of walls and locked doors.
A Husk is NOT undead.  It is not a zombie.  It still counts as a living creature, and as such will eventually age and die - perhaps the only true way to defeat a Husk is simply to wall them off behind the bowels of the mountain and try your best to forget that they sit there staring at the wall and craving your death.  Never stopping, never tiring, never becoming distracted, the Husk has one, single, universally persistent thought - to kill that which lives and remove life from the world.  Even as they sit sealed behind the walls, they only linger there.  Only a layer of piled rubble and their forgotten ability to remove constructions keeps you safe as they spend decades, centuries, screaming thoughts through their (possibly torn) brains of all the ways in which they would end your life.

A Husk is not something to weaponize.  Not yet.  Nothing short of bringing the mountain down atop their heads will stop a Husk.  They need no lungs, no limbs, they don't even need a brain.  Reduced to a bleeding, fractured torso they will crawl forward, possessed of otherworldly hatred and fueled by the purest of rage, these beings of raw terror will gladly and effortlessly bring the largest of dwarven mountainhomes to a smear of dust in the time that it takes them to crawl from one end of the entrance to the lower part of the forges.

Perhaps one day we'll be able to utilize them.  They are something of raw power, and we are not ready for that quite yet.  Dwarves who harness the power of magma and upheave heaven and earth itself falter at the strength and single-minded purpose of the Husk.  We are not ready.  Dare I say it but... we are not depraved enough, not ingenious enough, not brave enough to rally the Husk.

This being of unadulterated terror remains the only thing that the craziest of dwarves will avoid.

This must go on the wiki. Alternatively, replace "husk" with "carp" or "elephant"

I have faith in you. I know you're depraved and ingenious enough to weaponize husks.

Only in Bay12 you use "depraved" as a compliment  :P
Title: Re: Dwarven... "Child Care"
Post by: Grinly on June 19, 2012, 03:03:19 pm
On pondering the system to make dwarven mothers drop their infants so that I can pit them for child care immediately after birth I realized that someone needs access to infants to feed and water them if you want them to live, and the wiki lists a bug that makes the parents search for them until they die of thirst. Using the "Babies drop when the mother enters a minecart" bug is right out. (Unless someone else can think of a workaround.)

There is the potential for a were curse eliminating the problem of "too many children beaten to death by turkeys" and the dwarven dehydration problem caused by lost children - but the giant were badger was the wrong way to go. It is too much !Fun! for a child to handle. We need a female dwarf infected with a form of Werecurse that is so harmless they can beat on and bite an infant for an entire full moon and usually leave it alive, but not so pathetic an infant can kill them. We also need a secondary method to spread this to other dwarves, to facilitate mass production of little Dwarven were-babies for our experiments.

There are both down and up sides to this approach. The violent deranged sociopath that emerges from the chamber after it matures will be pathetically weak during the full moon, but will also heal any status ailments or lost limbs during its time of the month and its children will be easily infected and turkey pitted for training. This method has the added bonus of really concentrated training every full moon as the were child viciously beats the turkeys as hard as it possibly can.

I'm working on building some chambers and I will post back when I manage to capture the right sort of were. Is there any sort of weak beast that only uses a bite attack I should watch out for? Hopefully I get more than one kind so I can compare! For !Science!!
Title: Re: Dwarven... "Child Care"
Post by: Boozebeard on June 21, 2012, 09:51:05 pm
Edit: Nevermind. Resolved by myself.
Title: Re: Dwarven... "Child Care"
Post by: Die Nacht on June 21, 2012, 11:31:14 pm
So.....an Unsullied camp?
Title: Re: Dwarven... "Child Care"
Post by: Hanslanda on June 21, 2012, 11:45:26 pm
Wait, minecarts are now being tested for Childcare? Must read this.
Nevermind. Come on guys, are we truly utilizing our resources if we can't find a way to use minecarts to train supersoldier children, if we admit defeat in attempting to weaponize husks?
Title: Re: Dwarven... "Child Care"
Post by: Viking on June 22, 2012, 12:10:46 am
Thralls are living creatures, minus everything that makes them a creature.  They are alive, they are not undead, they are truly living creatures, except all the things that distinguish a creature from a corpse, they lack.  They feel no pain, they do not breathe, nor bleed, nor tire, nor thirst, nor hunger, feel no pain or sorry, no joy and take no pleasure even in such things as mist.  They suffer no order and no chaos.  They are, truly, neither alive nor dear, nor really undead.  A Husk is, at its core, a void.  A sin against god in the purest form.  Not simply a blight like a dwarven fort will be named "a sin against nature" but in every sense of the word the Husk is a sin, something which defies nature and embodies everything that should never be.

A Husk will never breath, eat, rest, or suffer fear.  They make an ultimate killing force which simply cannot be stopped.
A Husk ignored all orders, they will not don armor nor remove it, and cannot be controlled except by extremely physical means of walls and locked doors.
A Husk is NOT undead.  It is not a zombie.  It still counts as a living creature, and as such will eventually age and die - perhaps the only true way to defeat a Husk is simply to wall them off behind the bowels of the mountain and try your best to forget that they sit there staring at the wall and craving your death.  Never stopping, never tiring, never becoming distracted, the Husk has one, single, universally persistent thought - to kill that which lives and remove life from the world.  Even as they sit sealed behind the walls, they only linger there.  Only a layer of piled rubble and their forgotten ability to remove constructions keeps you safe as they spend decades, centuries, screaming thoughts through their (possibly torn) brains of all the ways in which they would end your life.

A Husk is not something to weaponize.  Not yet.  Nothing short of bringing the mountain down atop their heads will stop a Husk.  They need no lungs, no limbs, they don't even need a brain.  Reduced to a bleeding, fractured torso they will crawl forward, possessed of otherworldly hatred and fueled by the purest of rage, these beings of raw terror will gladly and effortlessly bring the largest of dwarven mountainhomes to a smear of dust in the time that it takes them to crawl from one end of the entrance to the lower part of the forges.

Perhaps one day we'll be able to utilize them.  They are something of raw power, and we are not ready for that quite yet.  Dwarves who harness the power of magma and upheave heaven and earth itself falter at the strength and single-minded purpose of the Husk.  We are not ready.  Dare I say it but... we are not depraved enough, not ingenious enough, not brave enough to rally the Husk.

This being of unadulterated terror remains the only thing that the craziest of dwarves will avoid.

Wow, I commend you for writing that, Girlinhat.
Title: Re: Dwarven... "Child Care"
Post by: Grinly on June 23, 2012, 05:21:52 pm
Wait, minecarts are now being tested for Childcare? Must read this.
Nevermind. Come on guys, are we truly utilizing our resources if we can't find a way to use minecarts to train supersoldier children, if we admit defeat in attempting to weaponize husks?

Ooo, I've got it! All dorfs are routed to a minecart system for daily travel, surrounded by pits in such a way that wandering infants dropped by their parents eventually fall in. Once in the pit baby dorfs are routed to a fancy mist filled room with a dorf chained in the middle in such a way that he can reach every square, a well, and a quantum stockpile. He will feed and water them until the full moon.

Then the dorf will become a fearsome were turtle (or another lower teir were that uses a bite attack) and chow down on baby dorfs until the moon goes down. The survivors will be lever dumped and channeled into their training pens.

The first group of parents would die of dehydration looking for their infant, of course, but it's an acceptable sacrifice for !Science!.

Do were dwarves die from lack of sleep? We could toss a single vermin husk in with the infants instead of having a breeding box if the conversion would make them tough enough to survive constant combat untill they matured. No sleep. No food. No water. We can mist off the insanity in our pleasure dome.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on June 23, 2012, 07:23:23 pm
I'm afraid I have to agree with girlinhat, thralls cannot be weaponized, I cried manly tears when I realized how right she was...
Title: Re: Dwarven... "Child Care"
Post by: NRDL on June 24, 2012, 10:02:01 am
Wow, Girlinhat, that makes me thing of Doomsday from DC.  Utterly unstoppable ( can't they be bisected, though? ) and almost completely uncontrollable. 
Title: Re: Dwarven... "Child Care"
Post by: Flying Fortress on June 24, 2012, 04:40:59 pm
Great post Girlinhat, that could become a challenge to weaponize them as fast as possible though lol.
Worldgen has been unkind to me and has yet to give me a beautiful evil area with husk making clouds of doom (tried countless embarks and never get a cloud :'()  But reading in the forum and in the wiki I came up with a possible idea.  If they could be baited with a creature (and since they hate all life they should path to it) you could get them inside a bridged up holding cell right?  Then just release them when you want them to kill everything outside that isn't undead (<-- major hangup, they only attack living things right?) and re-bait them back inside the holding chamber when they're done.  I would like to do !!science!! on this to find out if it would even work/what a good setup would be, so if anyone has a save with the right cloud types I would love to have it. :D /small derail question
Title: Re: Dwarven... "Child Care"
Post by: Hanslanda on June 25, 2012, 01:04:38 am
(http://writingfrommyheart.files.wordpress.com/2012/03/challenge-accepted.png)
Title: Re: Dwarven... "Child Care"
Post by: Ivir_Baggins on June 25, 2012, 11:01:58 am
What's the difference between a husk and a thrall?
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on June 25, 2012, 11:37:13 am
What's the difference between a husk and a thrall?

I think they are the same.
Title: Re: Dwarven... "Child Care"
Post by: Hanslanda on June 25, 2012, 12:43:00 pm
Yeah, it just depends on what kind of cloud/mist/ash they got huskified by. Different names for the same thing pretty much.
Title: Re: Dwarven... "Child Care"
Post by: darkrider2 on June 26, 2012, 10:47:00 pm
LIVE AMMO SHOTGUN:
Method has been verified with fort mode testing.

1. Make a minecart shotgun (where the cart rams a wall at high speed and the contents are ejected over the wall), but add a second stage (the cart's contents also hit a wall and eject their contents over it).

2. Load a cage containing a creature (animal, goblin, dwarf prisoner, etc.) into the minecart. A single cage holding many animals is best.

3. Fire.

4. Watch as the carts shotgun the cages, and the cages then shotgun the creatures (yes, in a conical pattern) in a parabolic path. The creatures suffer no injury until they land, unlike minecart riders, probably because of cage stasis.

Potential uses:
-Shoot goblin POWs at goblin sieges.
-Shoot zombies (necromancer, not evil region) at goblin sieges.
-Launch impressive swarms of war animals.
-Safely (well, for your dwarves) pit creatures in cages without having to open the cages or link them to levers.
-misc stunts and humor.

This is from over on the "how does minecart" thread.

I believe if we use this properly, it may actually be possible to weaponize caged husks. Just replace the goblins from above with caged husks. Proper testing SCIENCE will need to be used to determine just how far it shoots things in its secondary stage, as opposed to its first stage. Make sure that the invaders are in a place where they will not be able to enter the fort afterwards, otherwise you will have ALOT of husks running around. And half of them will be armed.

A husk with a lightsabre whip is probably the most horrid thing I could ever imagine.

Also, you can retrieve the cages later to trap more husks... ammo that isn't in the invader pit already.
Title: Re: Dwarven... "Child Care"
Post by: Hanslanda on June 28, 2012, 10:14:37 pm
You sir, are brilliant.
Title: Re: Dwarven... "Child Care"
Post by: Jacob/Lee on June 28, 2012, 10:32:43 pm
Oh man, Girlinhat, that thrall post was great. I thoroughly enjoyed reading it.
Title: Re: Dwarven... "Child Care"
Post by: zombat on June 29, 2012, 06:43:16 am
Are thralls magma proof?

If not then they can be weaponised.

You may be thinking "but if we can roast the thralls then we can roast the invaders so what's the point?"

To that the answer is simple:
Because we can.
Title: Re: Dwarven... "Child Care"
Post by: tahujdt on July 02, 2012, 03:10:16 pm
Are thralls magma proof?

If not then they can be weaponised.

You may be thinking "but if we can roast the thralls then we can roast the invaders so what's the point?"

To that the answer is simple:
Because we can.
They will catch fire and become a !!THRALL!!, but they will not die from that.
Title: Re: Dwarven... "Child Care"
Post by: Logen910 on July 02, 2012, 06:39:13 pm
i must say i am very experienced in this. alltough my experiences show they are best for feeding fish or zombies. you cant make super soldiers out of them. tried to let them fight against animals and so on but in most cases they were only crippled and therefore useless for me. also you cant burn their fat anymore which was possible in the old days. making them incredible fat only makes them incredible slow and therefore incredible dead sooner or later. so you cant create a natural armor out of their skin. last but not least you cant really use them for slave labors in the mines. their best use is in your farming industry but sooner or later you will have so many peasants you dont know what to do with them. so i fed them to zombies so they become zombies too. they made great training material for my soldiers.
Title: Re: Dwarven... "Child Care"
Post by: kujpat on July 02, 2012, 11:14:29 pm
This thread has gone from a (horrific) discussion about how to train children into emotionless warriors, to weaponized flaming zombies.

I approve and expect nothing less from this forum :D
Title: Re: Dwarven... "Child Care"
Post by: Sabreur on July 05, 2012, 01:28:50 am
This thread has gone from a (horrific) discussion about how to train children into emotionless warriors, to weaponized flaming zombies.

I approve and expect nothing less from this forum :D

The best part is that the two topics are directly related, RE: Zombifying The Children.
Title: Re: Dwarven... "Child Care"
Post by: Corai on July 05, 2012, 01:34:08 am
This thread has gone from a (horrific) discussion about how to train children into emotionless warriors, to weaponized flaming zombies.

I approve and expect nothing less from this forum :D

The best part is that the two topics are directly related, RE: Zombifying The Children.

But then you cant control them! They would destroy your fort.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on July 05, 2012, 08:10:26 am
hmm, give them a chicken and a dog! lets keep it simple

Title: Re: Dwarven... "Child Care"
Post by: Sabreur on July 06, 2012, 10:59:30 am
This thread has gone from a (horrific) discussion about how to train children into emotionless warriors, to weaponized flaming zombies.

I approve and expect nothing less from this forum :D

The best part is that the two topics are directly related, RE: Zombifying The Children.

But then you cant control them! They would destroy your fort.

That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
Title: Re: Dwarven... "Child Care"
Post by: Hanslanda on July 06, 2012, 11:04:26 am
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.

You sir, are a Master Weaponizer. +1.5 internets for you.
Title: Re: Dwarven... "Child Care"
Post by: TallAsAHouseDwarf on July 15, 2012, 01:40:58 am
You know, I just had to register to these forums, just for the original post of this thread. At first, I just have to say that you guys are awesome in some really twisted way. I mean, minecart shotguns, "child care" and such. I just really hope that I would never irl have to test anything designed by you. Unless, perhaps, if you plan to make me a super soldier. :P

Anyway, I didn't read the whole thread, just a couple first and last pages and I just decided to give my $0.02 how to go about the "training". That is, if it works in the first place. And this is probably something someone here has thought of already anyway.

1. Carve a long entrance cavern to the fortress and a drawbridge after that and enough individual rooms for your future army between the bridge and the entrance and put a small drawbridge on each door.
2. Seal in kids with armor and training pets, using pasture, assigned beds and whatever and when the kid goes to sleep, just close the bridge.
3. When they grow, draft them to the military and issue them the armor they have in the room and a post outside the entrance.
4. When a siege comes, just raise the main drawbridge and let loose the army of super lunatics.
5. Watch the circus.

Of course butt naked super lunatics would be more entertaining but perhaps had shorter lives.

Then after the siege, just wait for them to go to sleep again and raise the bridges one by one. Rinse and repeat.
Title: Re: Dwarven... "Child Care"
Post by: TallAsAHouseDwarf on July 15, 2012, 01:55:17 am
Ok, ignore my suggestion. It took like two pages until someone proposed the same thing.
Title: Re: Dwarven... "Child Care"
Post by: Silver Dragon on July 15, 2012, 02:42:57 am
its nice to see some creative ways to deal with kids, i usually restrict them fairly low and if i forget end up sealing them in a room till they kill each other off wile the parents are sitting happily in there legendary dining hall eating there fine meals and not careing abit :P
Title: Re: Dwarven... "Child Care"
Post by: Kadzar on July 15, 2012, 07:21:45 pm
its nice to see some creative ways to deal with kids, i usually restrict them fairly low and if i forget end up sealing them in a room till they kill each other off wile the parents are sitting happily in there legendary dining hall eating there fine meals and not careing abit :P
This makes me wonder what it would take to set up a Dwarven Battle Royal or Hunger Games.
Title: Re: Dwarven... "Child Care"
Post by: misko27 on July 15, 2012, 07:24:08 pm
its nice to see some creative ways to deal with kids, i usually restrict them fairly low and if i forget end up sealing them in a room till they kill each other off wile the parents are sitting happily in there legendary dining hall eating there fine meals and not careing abit :P
This makes me wonder what it would take to set up a Dwarven Battle Royal or Hunger Games.
...

Holy crap. I never thought of that. Newest attraction to my arena will be 30 children versus 15 naked goblins.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on July 16, 2012, 12:09:21 pm
its nice to see some creative ways to deal with kids, i usually restrict them fairly low and if i forget end up sealing them in a room till they kill each other off wile the parents are sitting happily in there legendary dining hall eating there fine meals and not careing abit :P
This makes me wonder what it would take to set up a Dwarven Battle Royal or Hunger Games.

a shiton of walls, berserk children, and a few addy weapons mixed in with the bronze ones.
Title: Re: Dwarven... "Child Care"
Post by: toomanysecrets on July 16, 2012, 01:05:40 pm
This makes me wonder what it would take to set up a Dwarven Battle Royal or Hunger Games.

Haha if it were battle royale then some of the children would only get a figurine or perhaps a flask.
Title: Re: Dwarven... "Child Care"
Post by: Hanslanda on July 16, 2012, 06:11:57 pm
Urist McHasAFlaskofGnomeblight: That's not so bad, at least its poison I guess.
Melbil McAddyGreataxe: Sweeet.
Urist: Fuck my life.
Title: Re: Dwarven... "Child Care"
Post by: joeymax23 on July 29, 2012, 07:36:38 pm
everyones talking about keeping the kids sane. but badass idea, instead of giving a goddamn shit about the kids (just liek any good dorf doesn't) is stubpid, i mean their damn SUPERSOLDIERS, insanity is practicly mandatory. you can incorporate portcullesess into then and put them on your walls, and when the gobbos come, you can lift the gates and unleash gates of the hellfire and damnnation  pits of doom and death, murder and meyhem and laugh and praise armok as the gobbos evacuate their soon-to-be dead bowels as the stare at a seething, magma dripping, deasesed sillowet of a skelliton teenager riding his pet rabid doomhound named urist mcfoammouth. mwaahahahahaha, AHAHHAA, AAHAHAHAHHAHAHAA- *cough cough* sorry, i had to many opiates last night. ;)
Title: Re: Dwarven... "Child Care"
Post by: misko27 on July 29, 2012, 07:53:58 pm
I thought we went over this, The insane starve, which makes for a wasted effort. But, do berzerk dwzrves get stat boosts? Cause if yes then we can keep them constantly unhappy, then when faced with a massive siege, we execute the relatives to push them over the edge. We could hold parents hpstsge for this purpose. Then, we unleash the dwarf on our enemies
Title: Re: Dwarven... "Child Care"
Post by: brainfreez on July 29, 2012, 07:54:13 pm
"why don't you make a real child-care which makes children safe"
in dwarven language is no word "childcare"
Title: Re: Dwarven... "Child Care"
Post by: Pon_Katt on July 29, 2012, 08:44:59 pm
This topic is my favorite topic in the entire forum.
Title: Re: Dwarven... "Child Care"
Post by: Hanslanda on July 29, 2012, 10:32:01 pm
"why don't you make a real child-care which makes children safe"
in dwarven language is no word "childcare"


In dwarven, the words for 'childcare' and 'infanticide' are only different by a single letter. This causes some confusion at times.
Title: Re: Dwarven... "Child Care"
Post by: Wrex on July 29, 2012, 10:37:38 pm
I have had great success exposing children to necrotizing syndromes before undergoing the ARMOK process. Granted, the survival rate is still 13.4%, on average. The increased pain resistance is of great use to survivors of the project, often allowing them to continue fighting with multiple amputated limbs until an exanguination event occurs.
Title: Re: Dwarven... "Child Care"
Post by: Urist McSpike on August 02, 2012, 05:57:50 pm
After reading all 53 pages of this, I am still slightly confused if it works.  I saw that it sort of works, as there was some minor skill gains over a few years, but I didn't see many results over 10 or so years.

And the bit about whether turkeys fly reminded me of this - As God as my witness, I thought turkeys could fly (http://www.youtube.com/watch?v=lf3mgmEdfwg)
Title: Re: Dwarven... "Child Care"
Post by: Annon on August 06, 2012, 10:47:06 am
So, I'm a lurker, but this idea is just so great I have to get in on the !!SCIENCE!!.  I have a couple questions:

1)  Did one-way ramps ever get patched out?  I haven't really played that much since 40d, but I was thinking of putting a nest box a z-level below the care center with a one-way ramp leading into the child's room, to insulate breeding space from the child. 

2)  Is it possible to mod the ini files to allow embarking with specific caged wild animals?  I know wild animals are not favored, but I still have a couple ideas to try out, and it would make it much easier if I can embark with my experimental units...
Title: Re: Dwarven... "Child Care"
Post by: Putnam on August 07, 2012, 02:09:42 pm
There are no ini files and there is no way to mod embarking with wild animals, so no.
Title: Re: Dwarven... "Child Care"
Post by: Iosyn on August 07, 2012, 04:50:39 pm
Might want to be careful with chickens and ducks. If they've been fighting for a long while they might actually have some serious skills, despite not injuring the others. Anyone remember that duck that killed two demons and got named? :D

But seriously I'm getting fed up of 5 adult, 5 child migrant waves; but considering I have a large breeding stock of hens and ducks...

It just makes me laugh. Pitting a dwarf kid in a 2x1 room with only a bed and a nestbox with one pissed off chicken and 15 chicklets sitting atop all the food and booze. You thirsty kid? Man up. They're chickens. If you get pecked, well so goddamn-beit.
Could try making a 3x3 room, then filling the walls with masterwork statues, like so. Engraved floors and walls...
SSS
SBS
SCS
Bed in the middle, chicken and nest box on the C.
Additionally if you made it his bedroom, the hole in the ceiling could double as one output from a mist generator.
He sleeps manages to sleep through the noise of the iron foundery beneath?
Turn it off. Get up, Urist. It's time for training. In the meanwhile you could dump more food and booze through the mist generator.

I'm just waiting for a noble to get jealous of this room.
Title: Re: Dwarven... "Child Care"
Post by: Annon on August 08, 2012, 02:56:21 pm
There are no ini files and there is no way to mod embarking with wild animals, so no.

You know I obviously meant the raws  ::)

How did MarcAFK mod in fleshballs as embark-purchasable?

I might be able to manage....something along the lines of what I want if I can at least have some control over creatures available at embark.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on August 08, 2012, 03:51:33 pm
There are no ini files and there is no way to mod embarking with wild animals, so no.

You know I obviously meant the raws  ::)

How did MarcAFK mod in fleshballs as embark-purchasable?

I might be able to manage....something along the lines of what I want if I can at least have some control over creatures available at embark.

I haven't futzed with it since the animal handling overhaul, so I don't know if it still works, but I imagine there is some way to have creatures available to your civ on embark. The problem is that they will be domesticated, not wild.
Title: Re: Dwarven... "Child Care"
Post by: Kaos on August 08, 2012, 10:33:15 pm
This project major fail, according to the experiments that some people did somewhere around this thread, was that the child wouldn't have a moment of peace, so they weren't able to eat or sleep and they ended up dead...


What about putting them in a small room 2x3: 1 bed, 1 table, 1 chair, 1 quantum food/booze stockpile, 1 tile with path-able 3/7 water, and in the middle a 1x1 meeting zone where the animals are also pastured. This way the child and animals get attracted to the meeting zone, where they brawl, when the child has needs can get out of the meeting zone and sleep, eat, drink and even clean self.
Title: Re: Dwarven... "Child Care"
Post by: bukitodinos on August 09, 2012, 09:57:00 pm
you sir, deserve a medal. this is the dawn of a new age of child trauma.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on August 10, 2012, 08:48:06 am
the problem with fleshballs is they can still shove skulls through brains, but they make amazingly resistant punching bags.
I think all i did was change their tag to common domestic or something.
Title: Re: Dwarven... "Child Care"
Post by: Putnam on August 19, 2012, 11:36:36 pm
Yeah, that makes them domestic, not wild. You still can't mod in taking wild animals on embark.

Exact wordings kill.
Title: Re: Dwarven... "Child Care"
Post by: Urist da dwarfy dwarf on September 01, 2012, 09:14:16 am
I personally leave my children in a small hovel and wait for them to go insane. I make a aquad of these insane dwarves once they reach of age. still locked insde their 'homes' I realease them onto a seige. they take out 5-10 goblins each as they rampage with a huge battle axe severing the poor goblin's face off.

Back fired on me once when the siege went early.

They were left there in the open and once a trade caravan came they killed the humans manning it. I eventually needed to kill them using ballistas because 12+ years of torment is too much for them.

Still it is viable. you just need to put some engravings in (which I forgot)
Title: Re: Dwarven... "Child Care"
Post by: DanteThanatos on September 01, 2012, 09:18:44 am
Hmmm...Insane dwarfs afaik cant drink or eat...how you kept your children alive for 12 years?
Title: Re: Dwarven... "Child Care"
Post by: werty892 on September 01, 2012, 09:43:43 am
The biggest issue seems to be size.  A 1x1 room would allow for maximum child desecration

Sigged, you asked for it.
Title: Re: Dwarven... "Child Care"
Post by: Tirion on September 01, 2012, 01:16:48 pm
I recently started experimenting with hardening dwarves in every possible sense, confirming attribute gains with the help of Splinter's Dwarf Therapist version. So far, the attribute gains caused by almost all jobs are verified, and I routinely assign everyone to pump air in the gym until they are legendary pump operators. However, that doesn't raise Agility... but swimming does, and even children can do that!

So, creative members of the Bay 12 community, I present thee a challenge: design a setup that raises every dwarf's swimming skills to legendary in (preferably much) less than 11 years, without causing unnecessary casualties or too many bad thoughts- I prefer having a buffer of happiness between their pets death&decay (danger room for dwarf-owning cats and assigned war dogs, and any other useless pets, cleaned once a year- 2 Tragedy
Spoiler (click to show/hide)
thoughts for the prize of one! ) and insanity.
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on September 01, 2012, 03:41:58 pm
Meeting zone over a repeating retracting bridge over 6.25/7 water. The 6/7 tiles prevent drowning of unskilled dwarves and all dwarves under the bridge, and the 7/7 tiles allow dwarves to climb out of the pool eventually. Build some sort of draining mechanism for the pool -- dwarves can occasionally be injured by being thrown off a bridge one level into water, and if somebody gets an injury (or death) that traps them in there somebody else is going to have to pull them out.
Title: Re: Dwarven... "Child Care"
Post by: Tirion on September 01, 2012, 06:06:21 pm
Meeting zone over a repeating retracting bridge over 6.25/7 water. The 6/7 tiles prevent drowning of unskilled dwarves and all dwarves under the bridge, and the 7/7 tiles allow dwarves to climb out of the pool eventually. Build some sort of draining mechanism for the pool -- dwarves can occasionally be injured by being thrown off a bridge one level into water, and if somebody gets an injury (or death) that traps them in there somebody else is going to have to pull them out.

The captain of the guard's head takes the full force of the impact bruising the muscle jamming the skull through the brain and tearing the brain!
The captain of the guard has been knocked unconscious!
Tosid Aralast Clothier has died after colliding with an obstacle

Perhaps a more advanced setup with the water coming up, instead the dwarves falling down/getting flung around... now, to calculate how many screw pumps are needed, and how it can be automated to take only a lever-puller to operate... When they are covered by anything less than 7/7 liquid, only stuff thrown into the air (by bridge or Colossus) can go through fortifications, right?
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on September 13, 2012, 10:17:24 am
I have a swim school - a 10x7 room with a 10x5 chamber above it, separated by a retractable drawbridge.  This is generally set up in the two layers above the aquifer.  The top chamber is completely filled with water, usually via a two-pump stack drawing water from the aquifer, while the room below is filled with unsuspecting dwarves.  Once everything is ready, I lock the doors and open the drawbridge.  The water falls and spreads out to a nice even 5/7 depth, and swimming commences.

This system trains a lot of dwarves at once, but I see no way to automate it.  You also have to repeat it many times.  My no-skill dwarves are only novice swimmers before I have to drain the pool and let them out to eat, drink, and sleep.  The wiki has some hands-off swim training systems, but I don't see how they could be combined with girlinhat's original childcare concept.
Title: Re: Dwarven... "Child Care"
Post by: Broken on September 13, 2012, 11:18:40 am
Just lock all the children of the fort in a nice swimming pool, with beds and a quantum food stockpile. when they reach twelve they will
be legendary in all social skills and swiming.
Title: Re: Dwarven... "Child Care"
Post by: darkgloomie on September 13, 2012, 11:27:50 am
Just lock all the children of the fort in a nice swimming pool, with beds and a quantum food stockpile. when they reach twelve they will
be legendary in all social skills and swiming.
do they go to sleep in a tile with water? Because to me that seems like something liable to kill them all.
Title: Re: Dwarven... "Child Care"
Post by: Berossus on September 13, 2012, 12:13:13 pm
I have a swim school - a 10x7 room with a 10x5 chamber above it, separated by a retractable drawbridge.  This is generally set up in the two layers above the aquifer.  The top chamber is completely filled with water, usually via a two-pump stack drawing water from the aquifer, while the room below is filled with unsuspecting dwarves.  Once everything is ready, I lock the doors and open the drawbridge.  The water falls and spreads out to a nice even 5/7 depth, and swimming commences.

This system trains a lot of dwarves at once, but I see no way to automate it.  You also have to repeat it many times.  My no-skill dwarves are only novice swimmers before I have to drain the pool and let them out to eat, drink, and sleep.  The wiki has some hands-off swim training systems, but I don't see how they could be combined with girlinhat's original childcare concept.

Wouldnt it be easier to submerge your main hallway in water?
Channel out a 3x20 walkway, leave ramps at the exits and fill it to 5/7 to have everyone passively train swimming whenever they go somewhere?
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on September 13, 2012, 12:46:41 pm
Dwarves never enter deep water willingly.  If they did, automated training would be just as easy as you suggest.
Title: Re: Dwarven... "Child Care"
Post by: Broken on September 13, 2012, 04:52:18 pm
I just did an experiment. The test subjets died of thirst. Apparently dwarfs cannot drink while swimming.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on September 15, 2012, 08:46:49 am
I finally sat down and worked out an automated swimming training system for my dwarves.  Here's the link:

http://www.bay12forums.com/smf/index.php?topic=116437.0

The system I describe is meant for the entire fort, but you could install one in each cell of your daycare center.
Title: Re: Dwarven... "Child Care"
Post by: Spy227X on February 04, 2013, 06:41:41 pm
Can Bronze Colossuses have babies? If they can...
The Ultimate Supersoldiers
will be made!
Title: Re: Dwarven... "Child Care"
Post by: Eric Blank on February 04, 2013, 07:14:11 pm
No, bronze colossi cannot reproduce because they do not have male/female castes or a CHILD:X tag. They also don't make good pets and are not a playable race. We must train dorfs, not statues.

So, I have found that it is perfectly possible to train some fraction of children via regular danger rooms, as opposed to animal-based hazards; I would suggest burrowing children in a sealed area with their parents and provide some sort of wooden-stick-resistant cloth or leather which their parents will use to produce clothing. The children and adults will both inevitably end up wearing this clothing. Give the children their own separate bedrooms (assigned to them) which they may enter when tired. The doorway in is a long path which takes them through a hallway full of repeating spikes. As they walk through this hallway they are jabbed constantly and train their defensive skills. When they are legendary dodgers, all you need do is toss them in with an unarmed goblin or some low-threat but aggressive and possibly hard-to-kill wild animal (maybe a crundle) and let them out when they succeed in killing their opponent. Despite the poke-resistant clothing, they will probably break something at some point, so setting the area up with a hospital run by their parents may be wise.

Make sure the area is filled with wonderful furniture, and then execute some family members or pets every once in a while and make sure they find out about it: they will eventually become completely resistant to tragedy, and pointy wooden sticks, and capable of beating animals into submission with their bare hands. Additionally, since there are inevitably failures to wear the correct clothing, and failures of the clothing to protect their brains, some of them will die on spikes, which will hasten the development of their resistance to tragedy.
Title: Re: Dwarven... "Child Care"
Post by: TruePikachu on February 04, 2013, 11:29:15 pm
Ñ?
Title: Re: Dwarven... "Child Care"
Post by: wierd on February 04, 2013, 11:36:08 pm
I thought vampires weren't able to build skills after infection?

Also, that they only show up with the "N" character while feeding, or after being outed as a vampire?

(Sorry, phone doesn't easily support extended codepage chars.)
Title: Re: Dwarven... "Child Care"
Post by: TruePikachu on February 04, 2013, 11:39:06 pm
>_> Ñ as in necro
Title: Re: Dwarven... "Child Care"
Post by: wierd on February 04, 2013, 11:48:38 pm
What's wrong with necromancy? This thread is a classic, and raising it from the dead for revision and amendment every so often just moves it to the front page, where people can re-read it agan.

Kinda like the "on the taming of sea serpents" thread a few days ago.
Title: Re: Dwarven... "Child Care"
Post by: TruePikachu on February 05, 2013, 12:13:41 am
I was referring to Spy's post. Also, it is pretty much off topic...
Title: Re: Dwarven... "Child Care"
Post by: Naryar on February 05, 2013, 01:39:08 am
I think dropping a child in a 1x1 with food, bed, sleep and 1 undead llama wool should work and be harmless.
Title: Re: Dwarven... "Child Care"
Post by: Telgin on February 05, 2013, 01:50:43 am
I think dropping a child in a 1x1 with food, bed, sleep and 1 undead llama wool should work and be harmless.

Does being attacked by animated wool count as being attacked by the dead?  If so, they'd probably go nuts in short order from the bad thoughts on that one, if they managed to avoid the RNG being silly and allowing the wool to push their skulls through their brains.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on February 05, 2013, 01:54:09 am
I think dropping a child in a 1x1 with food, bed, sleep and 1 undead llama wool should work and be harmless.

Does being attacked by animated wool count as being attacked by the dead?  If so, they'd probably go nuts in short order from the bad thoughts on that one, if they managed to avoid the RNG being silly and allowing the wool to push their skulls through their brains.

I guess so, but attacked by the dead is not a "stackable" thought right ?
Title: Re: Dwarven... "Child Care"
Post by: Di on February 05, 2013, 03:15:57 am
I think dropping a child in a 1x1 with food, bed, sleep and 1 undead llama wool should work and be harmless.
Oh no, it won't.
While llama wool won't have deadly hooves it will prevent the subject from sleeping and child will go mad. Even turkey can do that.
Title: Re: Dwarven... "Child Care"
Post by: Naryar on February 05, 2013, 04:09:55 am
I think dropping a child in a 1x1 with food, bed, sleep and 1 undead llama wool should work and be harmless.
Oh no, it won't.
While llama wool won't have deadly hooves it will prevent the subject from sleeping and child will go mad. Even turkey can do that.
then... separating system ?
Title: Re: Dwarven... "Child Care"
Post by: FearfulJesuit on February 05, 2013, 07:33:17 am
I think dropping a child in a 1x1 with food, bed, sleep and 1 undead llama wool should work and be harmless.
Oh no, it won't.
While llama wool won't have deadly hooves it will prevent the subject from sleeping and child will go mad. Even turkey can do that.

I love this game.

Every time I think I've got it all down and seen it all, I turn the corner and see something like this.
Title: Re: Dwarven... "Child Care"
Post by: Gentlefish on February 05, 2013, 09:11:32 pm
The llama wool would kill the child. The llama wool would have the same "mass" as the llama and would be able to push the kid painfully hard.

That's how forts end up dying to water buffalo skin. That and the fact that the skin and wool literally multiply if sharp weapons were used IIRC.
Title: Re: Dwarven... "Child Care"
Post by: Brenticus on February 05, 2013, 09:45:31 pm
Ok so I have 2 ideas I am going to try.  Using kobold camp so lots of kiddies to test. 
 First is a hall of doors, one lever per door, each lever hooked up to the next lever to create a push and whack effect.   Will this increase dodge or just nail them? Or not even affect at all?   

Second idea is a pressure plate floor hatch outside the food storage so all kobolds end up being dumped into 7 deep water every time they go for food.  Falling into water damage is reduced should boost swim and maybe dodge?

Will either work?
If the doors aren't effective might use bridges...
Title: Re: Dwarven... "Child Care"
Post by: zubb2 on February 05, 2013, 10:45:11 pm
Holy crap, this thread is still around.

Why don't you put the child in a danger room with food and water that has a view of another lethal danger room that is used to kill a variety of things.

Wouldn't that simple it up?
Title: Re: Dwarven... "Child Care"
Post by: Ipwnurmom221 on February 06, 2013, 12:15:38 am
It would simplify things, yes, but it wouldn't be nearly as entertaining as most other methods mentioned here.
Title: Re: Dwarven... "Child Care"
Post by: SharkForce on February 06, 2013, 02:00:14 am
out of curiosity, i've not followed this for a while... has the item drop training been incorporated into this scheme yet?
Title: Re: Dwarven... "Child Care"
Post by: Pon_Katt on February 06, 2013, 10:55:35 am
Awhile ago, I locked a kid in with every useless animal in my fort.  He lived and was doing pretty well until I dropped ale on his head...
Title: Re: Dwarven... "Child Care"
Post by: SharkForce on February 07, 2013, 02:55:14 pm
Awhile ago, I locked a kid in with every useless animal in my fort.  He lived and was doing pretty well until I dropped ale on his head...

the design has been refined. the proper thing to do is shower them with money :P

(one coin at a time while they're wearing a full set of clothing, that is).
Title: Re: Dwarven... "Child Care"
Post by: Wimopy on February 07, 2013, 03:00:04 pm
Awhile ago, I locked a kid in with every useless animal in my fort.  He lived and was doing pretty well until I dropped ale on his head...

An entire barrel? Made of lead, no less, I hope. Hehe... that would be real training.

Out of curiosity, how would sand fair? I recall always having too much of that... (and stone, but that would be too Fun.)
Title: Re: Dwarven... "Child Care"
Post by: LoneChipmunk on February 12, 2013, 01:20:53 pm
Thralls are living creatures, minus everything that makes them a creature.  They are alive, they are not undead, they are truly living creatures, except all the things that distinguish a creature from a corpse, they lack.  They feel no pain, they do not breathe, nor bleed, nor tire, nor thirst, nor hunger, feel no pain or sorry, no joy and take no pleasure even in such things as mist.  They suffer no order and no chaos.  They are, truly, neither alive nor dear, nor really undead.  A Husk is, at its core, a void.  A sin against god in the purest form.  Not simply a blight like a dwarven fort will be named "a sin against nature" but in every sense of the word the Husk is a sin, something which defies nature and embodies everything that should never be.

A Husk will never breath, eat, rest, or suffer fear.  They make an ultimate killing force which simply cannot be stopped.
A Husk ignored all orders, they will not don armor nor remove it, and cannot be controlled except by extremely physical means of walls and locked doors.
A Husk is NOT undead.  It is not a zombie.  It still counts as a living creature, and as such will eventually age and die - perhaps the only true way to defeat a Husk is simply to wall them off behind the bowels of the mountain and try your best to forget that they sit there staring at the wall and craving your death.  Never stopping, never tiring, never becoming distracted, the Husk has one, single, universally persistent thought - to kill that which lives and remove life from the world.  Even as they sit sealed behind the walls, they only linger there.  Only a layer of piled rubble and their forgotten ability to remove constructions keeps you safe as they spend decades, centuries, screaming thoughts through their (possibly torn) brains of all the ways in which they would end your life.

A Husk is not something to weaponize.  Not yet.  Nothing short of bringing the mountain down atop their heads will stop a Husk.  They need no lungs, no limbs, they don't even need a brain.  Reduced to a bleeding, fractured torso they will crawl forward, possessed of otherworldly hatred and fueled by the purest of rage, these beings of raw terror will gladly and effortlessly bring the largest of dwarven mountainhomes to a smear of dust in the time that it takes them to crawl from one end of the entrance to the lower part of the forges.

Perhaps one day we'll be able to utilize them.  They are something of raw power, and we are not ready for that quite yet.  Dwarves who harness the power of magma and upheave heaven and earth itself falter at the strength and single-minded purpose of the Husk.  We are not ready.  Dare I say it but... we are not depraved enough, not ingenious enough, not brave enough to rally the Husk.

This being of unadulterated terror remains the only thing that the craziest of dwarves will avoid.

I'm going to toss in my very simple $0.02 worth in here. If you build a small chamber outside the fortress to hold a husk/thrall, use a bridge to seal it in, and link said bridge to a lever inside the fort you may have a weapon. You could also either drop in chickens, children, or turkeys or place one somewhere so that the thrall/husk will path towards it, then you could seal it in for the next invasion.

I would probably make this a rather large room so that any bait would have room to run away from the horrible evil being. You might also be able to set up a reusable bait system, however I would just feed the poor thing. I mean, it is a living animal. We should take care of it!

EDIT:
Of course before said juggernaught is released, the fort should be sealed and any dwarves left outside should have slabs carved out for them. One might even engrave slabs for the creatures the beast killed, and line his primary "dwelling" with said slabs so that anyone who managed to get into the chamber knows just how royally screwed they are.
Title: Re: Dwarven... "Child Care"
Post by: Spy227X on February 12, 2013, 08:58:53 pm
The children + Husk cloud = the unstoppable supersoldier
Title: Re: Dwarven... "Child Care"
Post by: LoneChipmunk on February 13, 2013, 11:13:35 am
Perhaps, if the tiered combat training system were to work on some level, the Husk could be on the bottom level and anyone who falls that far will thus be rejected and disposed of in a manner most suiting to their failure. If, by some chance they survive the Husk, then they will most likely be legendary dodges and/or armor users.
Title: Re: Dwarven... "Child Care"
Post by: wierd on February 13, 2013, 03:18:00 pm
Concerning weaponization of husks...

Will a husk on a leg chain obey the chain's distance restriction?

Eg, if you assign your jail chains under a wimpy canopy top outside in the huskifying dust, and naughty dwarves that fail a mandate get assigned to them, then subsequently exposed to seasonal husk dust... will they be chained up husks, ready to maul whatever tries to fo through that area?

Title: Re: Dwarven... "Child Care"
Post by: SharkForce on February 13, 2013, 03:54:43 pm
Concerning weaponization of husks...

Will a husk on a leg chain obey the chain's distance restriction?

Eg, if you assign your jail chains under a wimpy canopy top outside in the huskifying dust, and naughty dwarves that fail a mandate get assigned to them, then subsequently exposed to seasonal husk dust... will they be chained up husks, ready to maul whatever tries to fo through that area?

well, if they do, you've got a very easy way to deal with thieves and snatchers... just make sure the shortest path into your fortress is through locked doors on both sides of the room with the husks :P
Title: Re: Dwarven... "Child Care"
Post by: wierd on February 13, 2013, 05:57:56 pm
It may be necessary to define chains as immune to building destroyers first. Husk may destroy the chain, and then go on a rampage.

Title: Re: Dwarven... "Child Care"
Post by: LoneChipmunk on February 13, 2013, 10:12:08 pm
There was a reason I said to use bridges. When dealing with things that are almost unstoppable, one must take all the precautions needed to insure the survival of some of the dwarven populous. Don't chain it, but bar it in a room where you control where it goes. As long a you can get it back into it's cage, you are all set. Chains will cause problems if, say, a Troll were to break the chain for some unfathonable reason.
Title: Re: Dwarven... "Child Care"
Post by: Lallante on February 14, 2013, 09:38:06 am
-Diary of Dr Delerl "Hacksaw" Gutthirst-

It has been 6 years since the beginning of this expedition, and 4 more before that since the (re)discovery of the Codex.  So much blood split, gold spent and resources plundered, all to ensure the Brotherhood's sole goal is not lost with time, as we were so sure the Codex had been.

A long forgotten fort, 10 winters past, was reclaimed by a party of great hammerdwarfs, stout and true to a dwarf.  By Armok's blessing, the leader was sympathetic to the Brotherhoods ancient cause, and was able to spirit away the Codex from a crypt deep beneath the fort for study by our greatest booksmiths.  56 Chapters of impossibly valuable ancient knowledge were quickly devoured, and after a mere four years we were ready to put once-lost knowledge into practice once again.  It was clear, with modern fortressbuilding knowledge, where our ancestral brothers-in-arms had gone wrong.  The designs they had used left so many clues, clues we were able to weave into a new and foolproof plan.

The "Codex of Secrets of Dwarven Childcare" had been reclaimed, and the Brotherhood of Uristic Retrograde Nurture was alive with purpose anew.

...

I arrived with the first expedition, to help found this now-mighty fortress, while two brothers in arms, now appointed Captain of the Guard and Mayor respectively, followed suruptitiously with the migrant waves that came shortly after. None of us has spoken to any of the unitiated about our true purpose here.  No one knows that we even have a connection that predates the fortress founding, let alone the existence of the Codex or Brotherhood.

Now, six years from the fortress' inception, our uniquely dwarven experiment, some might say THE dwarven experiment, is nearly ready to commence.

Fortress Screamrags, the Bloody Children.  Auspicious names indeed....

Tomorrow we strike earth on my laboratory complex, and before year is out, the experiment shall begin....
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on February 14, 2013, 01:58:24 pm
"[The child in question] has been stung by a honey bee!" Does anyone know if bee stings builds character? Or will I have to make a necessary sacrifice for science?
Title: Re: Dwarven... "Child Care"
Post by: Koremu on February 14, 2013, 05:17:27 pm
"[The child in question] has been stung by a honey bee!" Does anyone know if bee stings builds character? Or will I have to make a necessary sacrifice for science?

I've been trying to determine myself if being stung by bees increases resistance to disease syndromes, but I've yet to manage to build a fort with enough hives in high-traffic above ground areas to get enough bee stings to be certain.
Title: Re: Dwarven... "Child Care"
Post by: Gentlefish on February 14, 2013, 06:43:28 pm
There's only one way to find out.

Dwarven science. Pit a dwarf in with all the bees and have him eat and drink nothing but bee products. See if the many stings increase his disease resistance and ability to heal.

I volunteer my latest fort to test.
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on February 15, 2013, 06:59:57 am
I'm currently building a little area just for that. Isolated from main fort, plenty of water, food and booze. Some twenty active beehives, all along the walls. Incidentally, the Beekeeper just had a baby. I'm weak to irony like that.
Update: Alright, more than 100 bee stings on the same dwarf over the course of a year, no visible attribute changes. I think it's safe to say that bees are worthless for training dwarves.
Title: Re: Dwarven... "Child Care"
Post by: Bumber on February 15, 2013, 09:39:28 pm
I'm currently building a little area just for that. Isolated from main fort, plenty of water, food and booze. Some twenty active beehives, all along the walls. Incidentally, the Beekeeper just had a baby. I'm weak to irony like that.
Update: 30 bee stings on the same dwarf, no visible attribute changes.
Did you name him Urist McNicolascage?

http://www.youtube.com/watch?feature=player_embedded&v=d4MqTCIDKhU

(Sorry, it couldn't be helped.)
Title: Re: Dwarven... "Child Care"
Post by: Danielle on February 16, 2013, 09:29:26 pm
This is amazing.
Once I have enough Dwarven Babies to spare, I'll engage in some !!SCIENCE!!
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on February 18, 2013, 05:15:57 pm
Wow, this is just dwarvenly amazing! I would do some science by myself, but I'm still a noob.

Despite that, I have an idea. I've read through all the pages and necromacer live training either wasn't suggested, or wasn't given enough importance. With it we could not only have a better control over which creatures that our future supersoldiers will fight, but also the time when they will attack. Obviously, the creatures used should be babies, poults, puppies, or parts from bigger creatures, like hands. With enough timing and careful planning of the creatures/parts used (large serrated discs anyone?), this should succeed.

Well, thats the humble opinion of a newbie.
Title: Re: Dwarven... "Child Care"
Post by: simonthedwarf on February 19, 2013, 06:42:02 am
offtopic deleted
Title: Re: Dwarven... "Child Care"
Post by: Avelon on March 03, 2013, 03:49:15 pm
I got to page 20 and had to reply. After this I'll go back to reading but here's a beautiful idea.

Put a child in Daycare Academy. That is, it's the same thing as the current idea for military daycare, but without the combat-oriented training.

Instead, the child is subjected to the most horrific things you can come up with. Dropping things from one too many z-levels into their cage room, making 1 wall a window into your execution room, etc.

Expose the kid to the worst things you can imagine...and as soon as s/he's 12, make them an Engraver/Stonecrafter and have that dwarf make all of your daycare chamber engravings, decorations, etc. You could also make them a metalcrafter if you want to make the statues and etc. out of a high-quality metal instead of stonecrafting.

In this way you can be assured that the interior decorator for your daycare center will be of the right kind of stock for the Spartan program.

Bonus points: Establish a burrow for the whole area, including only adult dwarves who have themselves been through some manner of Daycare Training. This would include a doctor with all medical labors enabled, a miner, engraver, and foocrafter for the creation of new rooms, etc. The Daycare Staff is sealed off from the rest of the fortress via airlock which is how you get mothers (airlock is its own burrow) with Hopefuls into the area and also how you get completed trainees back out of it.

Food and booze are dumped into the Daycare Center and then the adults in charge of the Center itself will disperse necessary supplies into the test chambers luxury pods of the children. In this way you can ensure that the ONLY friends your Spartans will ever make are the daycare center adults, and if ever they themselves throw a tantrum because the Spartans die, well, it's okay because none of them are militant and some of them will never develop ANY friendships with ANY of their coworkers/dependents (the miner, for instance, or the engraver will not 'know' any of the others so will not get a bad thought from taking down the doctor if s/he tantrums...which s/he shouldn't BECAUSE s/he's been through Spartan training him/herself!).

Yes? =D
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 03, 2013, 05:18:05 pm
I got to page 20 and had to reply. After this I'll go back to reading but here's a beautiful idea.

Put a child in Daycare Academy. That is, it's the same thing as the current idea for military daycare, but without the combat-oriented training.

Instead, the child is subjected to the most horrific things you can come up with. Dropping things from one too many z-levels into their cage room, making 1 wall a window into your execution room, etc.

Expose the kid to the worst things you can imagine...and as soon as s/he's 12, make them an Engraver/Stonecrafter and have that dwarf make all of your daycare chamber engravings, decorations, etc. You could also make them a metalcrafter if you want to make the statues and etc. out of a high-quality metal instead of stonecrafting.

In this way you can be assured that the interior decorator for your daycare center will be of the right kind of stock for the Spartan program.

Bonus points: Establish a burrow for the whole area, including only adult dwarves who have themselves been through some manner of Daycare Training. This would include a doctor with all medical labors enabled, a miner, engraver, and foocrafter for the creation of new rooms, etc. The Daycare Staff is sealed off from the rest of the fortress via airlock which is how you get mothers (airlock is its own burrow) with Hopefuls into the area and also how you get completed trainees back out of it.

Food and booze are dumped into the Daycare Center and then the adults in charge of the Center itself will disperse necessary supplies into the test chambers luxury pods of the children. In this way you can ensure that the ONLY friends your Spartans will ever make are the daycare center adults, and if ever they themselves throw a tantrum because the Spartans die, well, it's okay because none of them are militant and some of them will never develop ANY friendships with ANY of their coworkers/dependents (the miner, for instance, or the engraver will not 'know' any of the others so will not get a bad thought from taking down the doctor if s/he tantrums...which s/he shouldn't BECAUSE s/he's been through Spartan training him/herself!).

Yes? =D

That has been already discussed, but you should focus on the most important part pf this program: making utterly traumatized super soldiers.

So far, here is a resume of this thread:
-Training by the occassional attacks of tamed animal doesn't prove to be good enough (low skill gain, risk of the child going insane, and general death risk)
-Training via hostile animal ends with either the children or the animal dead (even with low risk animals like fleshballs).
-Training a thrall or husk is EXTREMLY dangerous and apparently too insane and foul minded for the people in this forum

Read my post (like, 3 post above yours), to see my newest idea, which, due to my lack of experience, could not be taken too practice. (if someeone wants to try it, feel free to do give it a try, and post the results)
Title: Re: Dwarven... "Child Care"
Post by: birdy51 on March 03, 2013, 05:51:20 pm
I prefer the idea of a tri room concept, with doors between each sector. One is the child's bedroom, the second is the chicken bonanza room, and the third is the child's food/dining room complex.

The child will be forced to walk through the war zone in order to eat and sleep. In addition, the middle section should also contain a statue garden/meeting area, making the child want to stay in the middle room more than his bedroom or his private dining room.

Has this method been documented yet?
Title: Re: Dwarven... "Child Care"
Post by: Scruffy on March 03, 2013, 06:37:32 pm
So, this thread is STILL going on?
Interesting

...I'm getting an urge to experiment again.
Something compact and easy to apply on a larger scale..
Hmm... Screw sleep. I'm doing this. Again.

Edit: Darn. The specimen died. While they got used to tragedy really fast they did not survive the speartrap containing on training spear even though I gave them extra room so they didn't have to stand on it. The room may be too large for using animals and dropping is too much work. Tricky. Otherwise the design is suited for mass producing.

(http://i.imgur.com/ATR2i2i.png)
The rooms were a bit large (6 squares each. One set for low traffic and used for dropping food. I suppose that the chair and middle door could be removed but that would lower the room value) The grated area in the middle was for the "life is a bitch" -tragedy training.
Since the trap kills the little dorflings I have no proper way of training them. Perhaps I could consider pumping water in and letting it flow through the grates for some swimming training?
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 04, 2013, 09:19:58 am
Scruffy, did you use spike traps to train your "test subjects"? That method is already fatal for unarmored ADULTS (yes, training spears can break bones), imagine what can they do to children.

We need to find something which we can control AND is not fatal to train our future supersoldiers.
Title: Re: Dwarven... "Child Care"
Post by: Lich180 on March 04, 2013, 09:38:06 am
Not sure if its been mentioned before in the last few pages, but I know a Coinstar system would train skills, without the risk of death (unless the kid passes out on the bridge, and is flung into a wall, or drops a piece of clothing in the Coinstar).

It should train armor user, strength, agility, endurance, and such skills pretty efficiently.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 04, 2013, 09:53:35 am
Not sure if its been mentioned before in the last few pages, but I know a Coinstar system would train skills, without the risk of death (unless the kid passes out on the bridge, and is flung into a wall, or drops a piece of clothing in the Coinstar).

It should train armor user, strength, agility, endurance, and such skills pretty efficiently.

You mean dropping coins onto the children? It can work with those skills, but we would still need something to train them in combat anyway.
Dropping severed fingers would have the same effect? (It would add to the whole psychological trauma)
Title: Re: Dwarven... "Child Care"
Post by: Larix on March 04, 2013, 10:08:04 am
-Training via hostile animal ends with either the children or the animal dead (even with low risk animals like fleshballs).
Read my post (like, 3 post above yours), to see my newest idea, which, due to my lack of experience, could not be taken too practice. (if someeone wants to try it, feel free to do give it a try, and post the results)

I don't think there's much potential there. Considering what killed the children in previous torturedomes - large numbers of small hits (infection and lucky blows) and insanity - those are the two things undead could do much, much better than ordinary crowded-tame or wild animals. I question the notion of getting 'supersoldiers' out of a functioning setup - the children would train dodger and fighter mostly. A variety of unarmed combat skills would also very slowly rise, but the best that's been posted in this thread are some piddly gains that can be equalised and surpassed by military training in a matter of months once the dwarf turns twelve and gets recruited. No wait, the best posted in this thread was dwarf children dying horribly, so even a totally non-military fortress would be better at facing outside threats than one with a dwarven 'day care'.

Yeah, i think the Coinstar would be a decent alternative. Would danger rooms really offer additional combat training to children? Since they can't use weapons, they will never accumulate weapon skill through parrying.
I think the main problem with danger rooms for non-recruitable units is the lack of shields. Dodge just ramps up too slowly in efficiency when every hit bears a significant risk of causing permanent damage. Shield (going by adventure mode) scales up much better in efficiency _and_ gets much more experience per application. Having a helmet and body armour would still help a lot.
Title: Re: Dwarven... "Child Care"
Post by: Lich180 on March 04, 2013, 10:13:32 am
I think fingers are too heavy to drop, and can still crush skulls. Hell, that's why the Coinstar started with seeds, and moved to coins when they found coins are much less lethal since they "pass through" or "glance off" anything.

As for actual combat skills... not sure exactly. My experience with the Coinstar showed me that even a novice with a sword or other weapon, and legendary +5 dodge/armor plus the high strength, endurance and agility leads to quite capable warriors regardless of weapon skill, and only a few captured goblins need to be killed to harden the emotions, I would think that another year or two paired with a legendary weapon user/ teacher would be enough to get them fully trained. Kind of defeats the purpose of the segregation, no friends, uber-soldier, but it would work with minimal losses.

Undead are still quite dangerous, even hair can kill eventually so I would hesitate to use that. Not that it wouldn't work, but I'm all for the minimization of losses, even if they are useless children. Sure, they are renewable, but its still a pain in the butt to replace them constantly.
Title: Re: Dwarven... "Child Care"
Post by: Scruffy on March 04, 2013, 10:52:49 am
I tried adding flowing water in the room. Like someone previously mentioned it works well. I will have to change my design though since the water keeps pushing the child through the wall grates
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 04, 2013, 11:35:31 am
Well, about undead, my idea was to use some kind of limb smashed enough to only allow them to push. I managed to get a baby hand with its bones (and some fingers) crushed and its tendons severed. Its weight is less than 1 unit, so I think it would work (not enough mass to crush a skull, or at least I think so), but I'm still setting up the room for my test subject. Any thoughts?

Edit: grammar
Title: Re: Dwarven... "Child Care"
Post by: Scruffy on March 04, 2013, 11:57:18 am
Well, about undead, my idea was to use some kind of limb smashed enough to only allow them to push. I managed to get a baby hand with its bones (and some fingers) crushed and its tendons severed. Its wheight is less than 1 unit, so I think it would work (not enough mass to crush a skull, or at least I think so), but I'm still setting up the room for my test subject. Any thoughts?
Do you have some way of sealing the hand away from the subject? Otherwise the child will be too spooked to eat, sleep or drink.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 04, 2013, 12:19:34 pm
Well, about undead, my idea was to use some kind of limb smashed enough to only allow them to push. I managed to get a baby hand with its bones (and some fingers) crushed and its tendons severed. Its wheight is less than 1 unit, so I think it would work (not enough mass to crush a skull, or at least I think so), but I'm still setting up the room for my test subject. Any thoughts?
Do you have some way of sealing the hand away from the subject? Otherwise the child will be too spooked to eat, sleep or drink.

The hand is undead, so they will fight until the hand collapses, then he will eat/drink/sleep. Then I will open a floodgate to allow a necromancer to resurrect it and continue the training. I hope the legendary room and furniture will prevent the child from getting insane from being attacked by undead and misma.
Title: Re: Dwarven... "Child Care"
Post by: Meistermoxx on March 04, 2013, 12:24:52 pm
posting to watch
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on March 04, 2013, 02:45:15 pm
Can you put a lid on the chamber? A retractable bridge or something and a hole to the sunny overworld. That way the hand won't produce miasma.
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on March 04, 2013, 03:48:41 pm
It should train armor user, strength, agility, endurance, and such skills pretty efficiently.
You mean dropping coins onto the children? It can work with those skills, but we would still need something to train them in combat anyway.
How about... combat? Okay, it sounds circular, but, with their augmented stats and ability to move quickly in full steel, they're in a much better position than the average random cheesemaker Recruit. Giving them a couple of levels of Shield User before letting them fight something will make them so hard to take down that it won't really matter that they currently barely know how to hold a weapon.
Title: Re: Dwarven... "Child Care"
Post by: Lich180 on March 04, 2013, 05:21:08 pm
That's what I was thinking, since they get pretty badass through Coinstar training, it won't matter much as long as they aren't pitted against too many enemies at once.
Title: Re: Dwarven... "Child Care"
Post by: Scruffy on March 04, 2013, 07:03:55 pm
I will conduct more SCIENCE tomorrow.
My plan is to use a 4 stage training.
First stage is for the new children and will use coinstar and help them get used to tragedy
The second stage will teach them to swim (Won't be very useful for stats since they already have had coinstar training by this point but atleast they learn to swim)
The third stage will be a holding cell for making them happy and waiting them to grow into adults. (Don't want to train them too much or they will die/go insane)
The final stage will start when they reach adulthood and will be drafted into militia and will get a few sessions of classic danger rooms for weapon and shield skills.
It is a bit too complicated but I was thinking of chaining all 4 stages into a long corridor so I only need to open a door and move them to the next stage. Multiple specimen can use the same corridor at the same time if they are of different ages and in different rooms.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on March 05, 2013, 06:54:17 pm
Can you put a lid on the chamber? A retractable bridge or something and a hole to the sunny overworld. That way the hand won't produce miasma.
You could actually just dig a hole and then construct over it. The tiles will be "Inside" but no longer "Underground" preventing them from creating miasma. 
Title: Re: Dwarven... "Child Care"
Post by: Gigaz on March 06, 2013, 09:12:02 am
Has anyone here tried to enforce a legal drinking age of 12 in a fortress? I see a huge efficiency gain if the children don't become too sad about it.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 06, 2013, 09:27:59 am
I'm back from testing, with rather dissappoiting results. For those who don't know what I was doing, I was the guy with the idea to use necromancers and baby hands to train the future supersoldiers.

These are the results:

This is the test subject:

Spoiler (click to show/hide)


This the baby hand I used to try to "train" him:

Spoiler (click to show/hide)

And finally, the fight:

Spoiler (click to show/hide)
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 06, 2013, 09:50:52 am
Has anyone here tried to enforce a legal drinking age of 12 in a fortress? I see a huge efficiency gain if the children don't become too sad about it.

Well, the idea was to traumatize children and make them supersoldiers, which creates a huge happiness penalty, so the option to cut children from booze would have caused them to go insane in less than a year.

It would be a great torture anyway, but useless as booze is usually something that can be overprduced.
Title: Re: Dwarven... "Child Care"
Post by: Gigaz on March 06, 2013, 09:54:22 am
It would be a great torture anyway, but useless as booze is usually something that can be overprduced.

Some fortresses overproduce booze, other fortresses overproduce children. :D They can easily make up for 1/3 of the fortress and they consume alcohol like a grown dwarf.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 06, 2013, 10:07:43 am
It would be a great torture anyway, but useless as booze is usually something that can be overprduced.

Some fortresses overproduce booze, other fortresses overproduce children. :D They can easily make up for 1/3 of the fortress and they consume alcohol like a grown dwarf.

Maybe you should ask how to segregate children from the rest of the fortress. You could give them water with a well, but it would be quite tiring to micromanage both the children who enter the booze-free part of your fortress and the grown ups who leave it. Anyway, this is not the thread to ask. Maybe you should make a new thread in the gameplay questions subforum.
Title: Re: Dwarven... "Child Care"
Post by: SharkForce on March 06, 2013, 11:59:20 am
Can you put a lid on the chamber? A retractable bridge or something and a hole to the sunny overworld. That way the hand won't produce miasma.

might also be a good way to make sure they don't get cave adaptation...

hmmm... you could also make them work in aboveground farms, harvesting plants. just have to let the farmer in to plant, seal it off, then make sure the kids are the only ones available to harvest. not sure how much attribute gain will be caused by farming though. it could give them a civilian skill so that they aren't angry if you have to put them off duty, at the very least.
Title: Re: Dwarven... "Child Care"
Post by: Meistermoxx on March 06, 2013, 12:09:01 pm
Change the raws to make them adults at two years of age. Problem solved.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 06, 2013, 12:15:20 pm
Change the raws to make them adults at two years of age. Problem solved.
You are a shame to the civilization.  Your starting seven were not sent to found a new settlement.  They were banished and you should feel bad.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 06, 2013, 12:23:49 pm
Can you put a lid on the chamber? A retractable bridge or something and a hole to the sunny overworld. That way the hand won't produce miasma.

might also be a good way to make sure they don't get cave adaptation...

hmmm... you could also make them work in aboveground farms, harvesting plants. just have to let the farmer in to plant, seal it off, then make sure the kids are the only ones available to harvest. not sure how much attribute gain will be caused by farming though. it could give them a civilian skill so that they aren't angry if you have to put them off duty, at the very least.

That could be a possibility, but it would need micromanagement. Growing trains strenght, agility, endurance and kinesthetic sense. These are all good atributes for our soldiers.
The other option for our soldiers in their free time is pump operating, which, despite the fact that there is no way to train it before adulthood, provides a faster and more manageable way to level skills, while still giving them a profession. It trains them in more skills also.

PD: about the hand, well, read how it ended a few posts above
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 06, 2013, 02:05:16 pm
I don't think doing children into farm labor is worth it - they don't produce much labor, don't do it very often, and don't gain much from it.  It becomes more chore to overseer than benefit to weaponization.  These things can easily be trained afterwards via pump operation or just throwing them straight into battle.
Title: Re: Dwarven... "Child Care"
Post by: Scruffy on March 06, 2013, 04:02:49 pm
I don't think doing children into farm labor is worth it - they don't produce much labor, don't do it very often, and don't gain much from it.  It becomes more chore to overseer than benefit to weaponization.  These things can easily be trained afterwards via pump operation or just throwing them straight into battle.
We do not do these things because they are beneficial or improvements over the traditional methods. We do overly complicated things needing alot of micromanagement and work for a small gain because we can. It is dwarven. It is Science!  8)
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 06, 2013, 05:17:18 pm
Okay, guys. I have a few questions for !!science!!:

Is there a way to firstly capture a Necromancer and put him safely somewhere where he can revive stuff?
Is there something that will not be caught by a cage trap when alive, can safely fight a child and is caught when dead? (I saw a yak go melanchony at the same time as its owner, so perhaps beserk cats would work?)
Can we keep the child in a safe square, while killing the training dummies, before catching the subsequent zombies in cages?
Can we keep the child from making friends in a short period of time while we replace the cage traps?
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 06, 2013, 05:21:45 pm
I don't think doing children into farm labor is worth it - they don't produce much labor, don't do it very often, and don't gain much from it.  It becomes more chore to overseer than benefit to weaponization.  These things can easily be trained afterwards via pump operation or just throwing them straight into battle.
We do not do these things because they are beneficial or improvements over the traditional methods. We do overly complicated things needing alot of micromanagement and work for a small gain because we can. It is dwarven. It is Science!  8)

Here we have the two different postures in this thread: one who seeks efficiency, and the other who wants fun and, generally speaking, dwarfy experiences.
I follow the first posture, as I see this thread as an intent on training a dwarf to it's maximum potential. This includes extending as far as possible the useful military life of a dwarf. Unfortnately, I failed in my experiments, but I still hope for somebody to ideate a method to train a child, even if the experience doesn't look as traumatizing as the things we have ideated. (note that some trauma is needed to make them resistant to death, even f it means setting a room with spikes killing poultry and make a child to watch it).

Also, Girlinhat, you said "these things" while speaking about the children. Just noted that...
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 06, 2013, 05:29:50 pm
Okay, guys. I have a few questions for !!science!!:

Is there a way to firstly capture a Necromancer and put him safely somewhere where he can revive stuff?
Is there something that will not be caught by a cage trap when alive, can safely fight a child and is caught when dead? (I saw a yak go melanchony at the same time as its owner, so perhaps beserk cats would work?)
Can we keep the child in a safe square, while killing the training dummies, before catching the subsequent zombies in cages?
Can we keep the child from making friends in a short period of time while we replace the cage traps?

I already tried that, and posted some pics here a few posts ago, that necromancer live training can't be used with children. A broken baby hand can kill a child in no time.

As for your questions:
1)Yes. See the wiki for necromancer live training
2) No. Creatures keep their ability to bypass traps after death.
3)Yes, you can forbid doors to do that, as long as the zombies cuoldn't open dorrs when they were alive.
4)Probably yes, see previous point.

I still say that zombies should not be used to do this kind of training.
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on March 06, 2013, 05:52:37 pm
Copperhead snakes, adders, cave blobs, gila monsters. These all sound useful for training willpower and toughness due to non-lethal syndromes and a manageable danger level.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 06, 2013, 06:04:33 pm
There is a fine line between "overcomplicated and cool" and "micromanagement without purpose" that dwarven science walks.  These atrocities we commit are not because they are difficult.  We do not do these things for the challenge.  We do these things for the sheer, epic joy.  We cage sea monsters, we defile children, we shoot wales with balistae, not because it is difficult but because it is worth doing.  Once a task has been declared worthwhile, it is undertaken with all due effort and be damned the consequences.

To say that undertaking a micromanagement nightmare to gain a few measly stat points (surely lost just as quickly to atrophy) is dwarven, then you sir have no beard worth speaking of.  It has no benefit, therefore it requires no effort.  If something is of no benefit, its pursuit is no longer Dwarven Science.  Only a task worth pursuing is true Science.

As yourself.  When you undertake a feat.  Are you engineering, or are you simply toiling?
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 07, 2013, 10:53:28 am
It's not the zombies that are going to be doing the fighting. That's just so that you don't have rotting corpses, and so you have zombies in a cage for later use. My basic plan was this, with the question numbers for why I needed to ask them (cats can be replaced with a suitable animal that is a pet):

Firstly, you find a crazy cat-dwarf who is likely to go beserk if you drive him mad. Breed cats. Give cats. Put cats in cages.
Secondly, you get a necromancer, and put him somewhere where he can raise zombies. (1)
Thirdly, you get the cats, and tie enough up with the child to get reasonable training.
After that, you drive their owner mad, making the beserk cats attack the children. (2)
Once the child has had enough training for a bit, you drop pain on the cats, and the necromancer zombifies them, trapping them in a cage due to being wild zombies. These cats can be reserved for later use. The child, meanwhile is in a safe place and is not hit by pain. (3)
Finally, you move the captured animals, and replace them with more of your beserk cat storage. The child is left to put on some clothes and fill their booze-starved stomachs. (4)
Rinse, wash, repeat.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 11:20:02 am
It's not the zombies that are going to be doing the fighting. That's just so that you don't have rotting corpses, and so you have zombies in a cage for later use. My basic plan was this, with the question numbers for why I needed to ask them (cats can be replaced with a suitable animal that is a pet):

Firstly, you find a crazy cat-dwarf who is likely to go beserk if you drive him mad. Breed cats. Give cats. Put cats in cages.
Secondly, you get a necromancer, and put him somewhere where he can raise zombies. (1)
Thirdly, you get the cats, and tie enough up with the child to get reasonable training.
After that, you drive their owner mad, making the beserk cats attack the children. (2)
Once the child has had enough training for a bit, you drop pain on the cats, and the necromancer zombifies them, trapping them in a cage due to being wild zombies. These cats can be reserved for later use. The child, meanwhile is in a safe place and is not hit by pain. (3)
Finally, you move the captured animals, and replace them with more of your beserk cat storage. The child is left to put on some clothes and fill their booze-starved stomachs. (4)
Rinse, wash, repeat.

Seems as a good plan overall, but it is clear that you haven't put it into practice.
Consider these questions:
-A pet becomes mad after its owner does? (I think that it just happens with merchants)
-How will you kill the cats without harming the child?
-Do you plan to include some kind of medical care to this plan? Claws and teeth cause quite a lot of bleeding
-Why would you use a necromancer? The idea is to make the child fight crazed cats

If this plan proves successful it will have a great chance of failre anyway, as the cats, even if the child is not unconcious, can get a lucky scratch to the head/throat, or they could sever nerves, leaving your children crippled forever
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 07, 2013, 11:33:10 am
It's not the zombies that are going to be doing the fighting. That's just so that you don't have rotting corpses, and so you have zombies in a cage for later use. My basic plan was this, with the question numbers for why I needed to ask them (cats can be replaced with a suitable animal that is a pet):

Firstly, you find a crazy cat-dwarf who is likely to go beserk if you drive him mad. Breed cats. Give cats. Put cats in cages.
Secondly, you get a necromancer, and put him somewhere where he can raise zombies. (1)
Thirdly, you get the cats, and tie enough up with the child to get reasonable training.
After that, you drive their owner mad, making the beserk cats attack the children. (2)
Once the child has had enough training for a bit, you drop pain on the cats, and the necromancer zombifies them, trapping them in a cage due to being wild zombies. These cats can be reserved for later use. The child, meanwhile is in a safe place and is not hit by pain. (3)
Finally, you move the captured animals, and replace them with more of your beserk cat storage. The child is left to put on some clothes and fill their booze-starved stomachs. (4)
Rinse, wash, repeat.

Seems as a good plan overall, but it is clear that you haven't put it into practice.
Consider these questions:
-A pet becomes mad after its owner does? (I think that it just happens with merchants)
-How will you kill the cats without harming the child?
-Do you plan to include some kind of medical care to this plan? Claws and teeth cause quite a lot of bleeding
-Why would you use a necromancer? The idea is to make the child fight crazed cats

If this plan proves successful it will have a great chance of failre anyway, as the cats, even if the child is not unconcious, can get a lucky scratch to the head/throat, or they could sever nerves, leaving your children crippled forever

Yeah, I'm doing a bit of dwarven theory first. I'm still a newbie to the game.
Well, my experience with the yak seemed like good enough proof, since the yak went insane with the same type of insanity as one of my dwarves.
Well, the cats are chained up to predictable squares, so you'd just need a way to get the child into a safe spot before you drop pain on the said predictable spots.
If we just dropped a rock on all the cats, then it would fill with corpses, which are likely to rot. If they are instantly turned into zombies, and are trapped in a cage, then they will both stay fresh and are a reusable resource for the rest of the military to fight.

Yeah, I didn't think cats would work. They were just the first I thought of, since I couldn't remember what everyone had decided the optimum beast was.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 11:39:54 am
There is no optimum beast. I tried using a broken baby hand and it killed a child in 15 seconds. The child got unconcious quite quickly and only managed to counterattack once. The battle report is a handful of posts ago.
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 07, 2013, 11:46:45 am
Baby hands are zombies, therefore they kill stuff anyway. Weren't people talking about turkeys to be used? They might've been too strong.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 11:52:24 am
Baby hands are zombies, therefore they kill stuff anyway. Weren't people talking about turkeys to be used? They might've been too strong.

Crazy animals kil the same way, they don't stop until they are dead
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 07, 2013, 11:55:29 am
Baby hands are zombies, therefore they kill stuff anyway. Weren't people talking about turkeys to be used? They might've been too strong.

Crazy animals kil the same way, they don't stop until they are dead

Wouldn't that do well for a very weak animal (insane rats perhaps)? It'd train dodging quite quickly, and they'd be better than zombies, since they have physical limits and don't get a power-up. If the child is in danger, then rocks fall, training dummies die.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 07, 2013, 12:05:34 pm
You guys have missed the whole point.  You put perfectly tame, ordinary, mundane animals into an enclosed space.  Animals in cramped spaces will naturally cause battle reports, infrequently, without intentionally trying to kill.  You're effectively making a too-small pasture, and putting the child in with it.

Cats turned out to have too sharp of claws, causing bleeding wounds that would become infected and thus kill.  Turkeys actually became preferred due to their small size and poor attacks.  Hence the infamous name, "Turkeycage of Horrors."
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 07, 2013, 12:57:41 pm
So we just use normal turkeys, then. And THEN drop rocks on their heads and trap their zombies in cages.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 02:18:56 pm
You guys have missed the whole point.  You put perfectly tame, ordinary, mundane animals into an enclosed space.  Animals in cramped spaces will naturally cause battle reports, infrequently, without intentionally trying to kill.  You're effectively making a too-small pasture, and putting the child in with it.

Cats turned out to have too sharp of claws, causing bleeding wounds that would become infected and thus kill.  Turkeys actually became preferred due to their small size and poor attacks.  Hence the infamous name, "Turkeycage of Horrors."

Well, my idea was to create a more efficient way of training combat skills than random turkey attacks, while still allowing the child to survive. Yet I discovered that a baby hand can crush child skulls by SCRATCHING, so, well, the turkeycage is the best idea until now (or until we find an inoffensive animal which wheights less than a baby hand)
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 07, 2013, 02:23:47 pm
That being the main issue.  Hostile creatures will actively kill, while domestic enclosures will simple scuffle.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 02:36:27 pm
Yes, I know, I was hoping the child to kill it, but it kept running and not attacking, but it also has to do with the room being too big (about 2x8 or something close to that).

As I don't have much experience in things that are not dismembering bodies and making zombies, I'm going to try to do this with a teethless baby bunny head and see what happens
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 07, 2013, 03:13:05 pm
The exact same thing.  The head will constantly attack, while the child will refuse to attack, and eventually die.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 03:17:26 pm
The exact same thing.  The head will constantly attack, while the child will refuse to attack, and eventually die.

Can't it counterattack at least? in an enclosed space the kid would be cornered and then the only option would be to fight. I just hope that the head proves light enough to not be able to break the skull. if the child gives in to pain, we open the cell and kill the head.
I'm traing to contribute with the little knowledge of this game tha I have, anyway
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 07, 2013, 03:22:17 pm
The problem is that dwarves aren't people.  Especially children.  They don't fight back, not reliably.  Maybe one strike in a month, on accident, but without training they're not going to do any counters at all.  On top of that, the zombie head is literally out for blood and will never stop until it manages to kill the child.

Zombies do not work here because they are too ruthless.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 03:28:12 pm
I see. Well, I will think of another way of improving the low efficiency of this method, as zombies are going to be able to be pulped in the next release anyway. (I will still try to do the rabbit head thing, but just for fun)
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on March 07, 2013, 04:44:08 pm
How about crippling small wild animals using spear traps, and only proceeding with the ones whose disabilities render them even more harmless? And if you made a room with only one tile per z-level, using channels/ramps everywhere... By setting up stonefall traps like that, it'd be easier to kill animals that are too successful against the child, since a dwarf child won't dodge upwards and will thus be less prone to accidental crushing (assuming that the offending animal isn't on the same z-level).
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 04:50:39 pm
How about crippling small wild animals using spear traps, and only proceeding with the ones whose disabilities render them even more harmless? And if you made a room with only one tile per z-level, using channels/ramps everywhere... By setting up stonefall traps like that, it'd be easier to kill animals that are too successful against the child, since a dwarf child won't dodge upwards and will thus be less prone to accidental crushing (assuming that the offending animal isn't on the same z-level).

It would be exactly the same that with undead, wild animals don't stop until them or the child is dead, which is bad for the bussiness either way
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on March 07, 2013, 04:57:27 pm
How about crippling small wild animals using spear traps, and only proceeding with the ones whose disabilities render them even more harmless? And if you made a room with only one tile per z-level, using channels/ramps everywhere... By setting up stonefall traps like that, it'd be easier to kill animals that are too successful against the child, since a dwarf child won't dodge upwards and will thus be less prone to accidental crushing (assuming that the offending animal isn't on the same z-level).

It would be exactly the same that with undead, wild animals don't stop until them or the child is dead, which is bad for the bussiness either way
Don't underestimate how dangerous zombies are. In Adventure Mode, a zombie hand is much harder to hit than a living, standing bandit, often ranging between red and purple even for experienced adventurers, and often hits harder and more frequently. A living badger or penguin with spine tissue damage doesn't begin to compare.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 05:02:31 pm
How about crippling small wild animals using spear traps, and only proceeding with the ones whose disabilities render them even more harmless? And if you made a room with only one tile per z-level, using channels/ramps everywhere... By setting up stonefall traps like that, it'd be easier to kill animals that are too successful against the child, since a dwarf child won't dodge upwards and will thus be less prone to accidental crushing (assuming that the offending animal isn't on the same z-level).

It would be exactly the same that with undead, wild animals don't stop until them or the child is dead, which is bad for the bussiness either way
Don't underestimate how dangerous zombies are. In Adventure Mode, a zombie hand is much harder to hit than a living, standing bandit, often ranging between red and purple even for experienced adventurers, and often hits harder and more frequently. A living badger or penguin with spine tissue damage doesn't begin to compare.

Oh! Sorry , you are new here. See, my latest experiment here involved a broken baby hand against a child, and the fight lasted less than 15 seconds, that's why is compared both. They are both deadly, thats what I meant to say.
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on March 07, 2013, 05:08:10 pm
How about crippling small wild animals using spear traps, and only proceeding with the ones whose disabilities render them even more harmless? And if you made a room with only one tile per z-level, using channels/ramps everywhere... By setting up stonefall traps like that, it'd be easier to kill animals that are too successful against the child, since a dwarf child won't dodge upwards and will thus be less prone to accidental crushing (assuming that the offending animal isn't on the same z-level).

It would be exactly the same that with undead, wild animals don't stop until them or the child is dead, which is bad for the bussiness either way
Don't underestimate how dangerous zombies are. In Adventure Mode, a zombie hand is much harder to hit than a living, standing bandit, often ranging between red and purple even for experienced adventurers, and often hits harder and more frequently. A living badger or penguin with spine tissue damage doesn't begin to compare.

Oh! Sorry , you are new here. See, my latest experiment here involved a broken baby hand against a child, and the fight lasted less than 15 seconds, that's why is compared both. They are both deadly, thats what I meant to say.
I know, I meant that comparing a crippled small animal to a zombie hand is giving the animal much too much credit, as your test showed. Armed human soldiers are frequently defeated by single zombie hands in Adv. Mode, that's how dangerous they are. And I'm not suggesting healthy animals: Emphasis on crippled. Can't dodge, can't charge, slow to move, slow to attack. Not that I think it'll work, DF isn't convenient like that, but it can't be anywhere near as bad as zombie anythings.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 07, 2013, 05:18:13 pm
I understand your point now. So, your test involves an already crippled animal that could attack a child, and could be killed by him? A child is quite fragile, and can't deliver good blows to kill anything. Animals and their zombie versions only differ in the way they die: be it from natural causes of death, or by mauling them until them collapse. They have the same killing potential in their attacks

Edit: grammar
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on March 07, 2013, 05:18:48 pm
The animal still suffers the same mechanic as the zombie though - it has a to-kill imperative.  Domestic, enclosed animals are not trying to kill, which makes them more workable.
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 08, 2013, 10:50:02 am
Well, I'm going to continue working on my idea. I'm not a master of Dorf Fort by any means, though, so if someone could get a design to reliably drop pain on small animals, I'd be grateful.

Meanwhile, my current plan is:

AAAAAAAA
ASSSSSSA
ASWDWSA
ASD S DSA    *NECROMANCER CELL*
ASWDWSA
ASSSSSSA
AAAAAAAA


The 'A' being the chain bases, S being space/cage traps, D for door and W for wall (outer walls not included).
If you forbid the doors, then the child has no choice but to get attacked. If you keep it tightly shut, then even in the unlikely event of spontaneous unchained animals, there's still either nothing or one thing attacking him. After that... ROCKS. EVERYWHERE. Then captured zombies.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 08, 2013, 12:17:11 pm
Well, I'm going to continue working on my idea. I'm not a master of Dorf Fort by any means, though, so if someone could get a design to reliably drop pain on small animals, I'd be grateful.

Meanwhile, my current plan is:

AAAAAAAA
ASSSSSSA
ASWDWSA
ASD S DSA    *NECROMANCER CELL*
ASWDWSA
ASSSSSSA
AAAAAAAA


The 'A' being the chain bases, S being space/cage traps, D for door and W for wall (outer walls not included).
If you forbid the doors, then the child has no choice but to get attacked. If you keep it tightly shut, then even in the unlikely event of spontaneous unchained animals, there's still either nothing or one thing attacking him. After that... ROCKS. EVERYWHERE. Then captured zombies.

Some questions about that:
Where is going to be the child?
Which animals do you plan to use? I guess that you will use turkeys and not crazy animals
Where is going to be the necro?

And finally just a note: the animals will also attack themselves, as they are chained too close, which will effectively lower the ammounts of attacks the child will get.
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 08, 2013, 01:18:11 pm
The child is in the centre of the cage when they need to rest. The rest of the time, they get locked out (after being lured out with booze, once the animals are gravitified).
Yeah, probably turkeys. Maybe chicken/turkey combo.
I haven't really looked up the necro's stuff, but the safe place to necro the zombies from is at the right, as pictured. I'm hoping he won't try to escape between zombies.
Title: Re: Dwarven... "Child Care"
Post by: SharkForce on March 08, 2013, 02:05:41 pm
why not just have a refuse stockpile where you throw the dead animals in some airlocked area surrounded by cage traps, and have that be your reanimation chamber?

anyways, i don't think we're likely to find anything more promising than the poultsplosion method of training up dodge. at least, not unless we find some way to make children wear armour.
Title: Re: Dwarven... "Child Care"
Post by: Meistermoxx on March 08, 2013, 05:05:57 pm
why not just have a refuse stockpile where you throw the dead animals in some airlocked area surrounded by cage traps, and have that be your reanimation chamber?

anyways, i don't think we're likely to find anything more promising than the poultsplosion method of training up dodge. at least, not unless we find some way to make children wear armour.
+1
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 08, 2013, 06:25:14 pm
The only reason I'm trying to make zombies is so that there is no chance of miasma. It'd be a shame if the child went insane.
Title: Re: Dwarven... "Child Care"
Post by: Magistrum on March 09, 2013, 10:32:47 am
I think that just put the child in a 1x1 and then trow(pit) a cat there could do all the work with little to no micromanagement, we could also have a door the leads to the rest of the fortress and a door that opens to a 2x2 door wich we could open to stop the fight. If anyone have an idea of some extra stuff...I'll make an small map or diagram or whatever u call that blueprints(thinking again... blackprints) soon.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 09, 2013, 12:14:08 pm
I think that just put the child in a 1x1 and then trow(pit) a cat there could do all the work with little to no micromanagement, we could also have a door the leads to the rest of the fortress and a door that opens to a 2x2 door wich we could open to stop the fight. If anyone have an idea of some extra stuff...I'll make an small map or diagram or whatever u call that blueprints(thinking again... blackprints) soon.

Use turkeys, cats are too dangerous. Also, would you mind taking note of the amount of times the animal attacked in a set period of time? (like, a year). I wold do that myself but currently I'm busy and without access to a good processor to run the game.
Title: Re: Dwarven... "Child Care"
Post by: Larix on March 09, 2013, 01:18:09 pm
The only reason I'm trying to make zombies is so that there is no chance of miasma. It'd be a shame if the child went insane.

You can prevent miasma by making the chamber 'aboveground' - e.g. by channelling a 'skylight' and flooring over it. Anyway, that cure is worse than the disease: miasma gives a fairly mild bad thought; 'was attacked' is pretty severe, and 'was attacked by the dead' acutely sanity-endangering.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 09, 2013, 01:22:39 pm
The only reason I'm trying to make zombies is so that there is no chance of miasma. It'd be a shame if the child went insane.

You can prevent miasma by making the chamber 'aboveground' - e.g. by channelling a 'skylight' and flooring over it. Anyway, that cure is worse than the disease: miasma gives a fairly mild bad thought; 'was attacked' is pretty severe, and 'was attacked by the dead' acutely sanity-endangering.

THIS.

I feel stupid about not having though that myself.
Title: Re: Dwarven... "Child Care"
Post by: Eotyrannus on March 09, 2013, 02:57:30 pm
The only reason I'm trying to make zombies is so that there is no chance of miasma. It'd be a shame if the child went insane.

You can prevent miasma by making the chamber 'aboveground' - e.g. by channelling a 'skylight' and flooring over it. Anyway, that cure is worse than the disease: miasma gives a fairly mild bad thought; 'was attacked' is pretty severe, and 'was attacked by the dead' acutely sanity-endangering.

THIS.

I feel stupid about not having though that myself.

The 'zombies on a cage' solution, however, uses far more necromancers and has more potential for !!fun!! if someone forgets to reload the cagetraps. Also the child is behind a door. And someone can shout "I HAVE HAD IT WITH THESE MOTHER-SPORE-BASED-REPRODUCING ZOMBIES ON MY MOTHER-SPORE-BASED-REPRODUCING CAGE!" when !!fun!! happens.
Title: Re: Dwarven... "Child Care"
Post by: Magistrum on March 09, 2013, 05:17:27 pm
Tomcost, it's actually random but once i put 2 puppies in an 1x1 room and they fough 2 battles in a season, before i get them back to butcher.
and also... the map diagram blueprint blackprint i said.

Top Layer

+ + +
+ .  +
+ + +

Bottom Layer

     OOOO
OOO++O
=ó=++O
OOOOOO

Where:
O is an wall
= is a door
+ is a floor
. is an empty square
And ó is an lever, someone said that children likes to pull them, so restrict everyone but the child in the profile and make them pull it

I know that microline is useless but i love blue things...
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 09, 2013, 05:40:29 pm
Tomcost, it's actually random but once i put 2 puppies in an 1x1 room and they fough 2 battles in a season, before i get them back to butcher.
and also... the map diagram blueprint blackprint i said.

Top Layer

+ + +
+ .  +
+ + +

Bottom Layer

     OOOO
OOO++O
=ó=++O
OOOOOO

Where:
O is an wall
= is a door
+ is a floor
. is an empty square
And ó is an lever, someone said that children likes to pull them, so restrict everyone but the child in the profile and make them pull it

I know that microline is useless but i love blue things...

Well, you now have to consider two new factors: feeding the child and keeping him sane.
-In a 1x1 space you can't drop things because you would harm (and possibly kill) the child. You will need to use an extra room to put food into the other room, with a bed and possibly furniture to allow him to eat.
-The lever should be EXTREMELY valuable so that the child dosn't suffer from insanity. (native platinum mechanisms and multiple links can help)

I still consider that tamed animals aren't enough agressive to make the investment worthwhile, so when I have time I will try to invent ways of neutralizing the killing potential of undead, if possible.
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on March 09, 2013, 05:54:32 pm
Children don't pull levers.
Title: Re: Dwarven... "Child Care"
Post by: Magistrum on March 09, 2013, 06:03:02 pm
again guy, he won't feed there, there's an door that leads to the rest of the fort... he can go out and eat, drink... Just unforbid the door, as an option you can also link the 2x2 room to the rest of the fortress and stockpile some food and booze(put a well also, just for the case he gets hurt) and make sure that every wall is engraved, so he stays sane, make the 2x2 room his bedroom with a bed, make it also is dining room with a table.
in the end our new room is like that, follow the previous instructions...
Bottom Layer

     OOOO
OOOα÷O
=ó=TBO
OOOOOO

T means table and B means Bed...

i choose meat but the symbol alpha din't went well in this format...
Title: Re: Dwarven... "Child Care"
Post by: Magistrum on March 09, 2013, 06:06:27 pm
and thanks sutremaine, so we need that bedroom so the child stays near and we can just trap the child there, maybe we can make an fortfication and a bridge into a way we can scream the child so he(she) run inside the 1x1 room.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 09, 2013, 07:28:51 pm
and thanks sutremaine, so we need that bedroom so the child stays near and we can just trap the child there, maybe we can make an fortfication and a bridge into a way we can scream the child so he(she) run inside the 1x1 room.

That is something I haven't considered to condition the movement of the child. Anyway, I think that meeting zones were used without the need for another lever. The child should go there when he is not eating or sleeping.


PD: I read your signature, so I'm going to tell you that the verb scream means to shout when you are terrified, you should have used the verb scare instead. Either way, we are from neighbour countries! I'm from Agentina.
Title: Re: Dwarven... "Child Care"
Post by: Magistrum on March 09, 2013, 07:49:15 pm
Sorry tom, I was trying to writescare...
Title: Re: Dwarven... "Child Care"
Post by: Catsup on March 22, 2013, 07:57:17 pm
i tried this and it was very hard to keep the children happy, and i kept killing them when i dropped in barrels full of food and booze on their heads since i wasnt sure how how much 12 years of food and booze would be. Some help?

I did get some Emotionally hardened childern, specifically the couple of survivors, but they were too crippled and only gained minimal experience from dodging the dogs (this didn't last for more than 2 years for me, so im not sure how much they would have gained over 12 years). Those 2 eventually went insane/died from granite pot of wine to the head respectively.
Title: Re: Dwarven... "Child Care"
Post by: SharkForce on March 22, 2013, 10:48:37 pm
well, you need to seal them off from the dumping zone, if you didn't give them enough to begin with.

rough rule of thumb: according to the wiki, 2 meals per season, and 4 drinks. a total of 96 food, and 192 drinks. you should probably be on the safe side and go higher than that, of course. you don't want to accidentally let them make a friend when somebody is carrying in the food, or the whole procedure will be ruined.

you really shouldn't use dogs for your training, by the way. they're too big. choose something smaller, and plentiful... there's a reason birds are frequently used for this.

but yes, this is likely going to be difficult in any brand new fortress. you're going to need some very nice engravings, and very high quality meals, for example. a good quality bed and door would also be a good investment. good quality everything, in general, really. a waterfall would also be a good idea.
Title: Re: Dwarven... "Child Care"
Post by: Catsup on March 23, 2013, 03:52:23 am
kinda hard to fit all that into a 1x1 room, but i can make some masterwork engravings since i have a +5 legendary engraver. Oh and the dogs werent so deadly, all they did at most was bruise the skin of the children. My problem is the maintainence of the day care since i quickly run out of food and booze if i add more children, and the only way to get the food in is through the hatch above. Most children met their fates when i dropped the supplies in...

food is also....a bit tricky to store in that kind of system to say the least, since it rots if not on a food stockpile. In my daycare the only tile they are standing on is a quantum stockpile for food to prevent its rot. I also need to drop in food quite frequently because the hatch itself is not a food stockpile, so its quite hard to actually dump a lot of food and booze down the hatch at once.
Title: Re: Dwarven... "Child Care"
Post by: SuicideJunkie on March 23, 2013, 11:25:28 am
The simple solution to that is to double-drop it.

Z=2: Supply Dump Zone
Z=1: Walled off hatch linked to lever
Z=0: Child Care Center

Dorfs stand on Z=2, and throw the food down onto the Z=1 hatch
Once you've got lots of supplies piled up, pull the lever and drop it all down into the childcare zone at once.

Alternatively, fill a minecart up with food and booze, and have it dump the load into the childcare pit as it goes past.
Title: Re: Dwarven... "Child Care"
Post by: McDonald on March 23, 2013, 02:16:33 pm
Give a helmet to the child and drop the food and booze on it's head. Then give it more armor and throw socks at it. When i reaches legendary armor user give it your best weapon and throw there some war dogs/goblins/tantrumers/berserkers/FBs/Ampersands/Titans. After 12 years, you will get a !!Little Fist o' Fury!!.
If the child goes insane in this process and goes berserk give it some slade-mandating nobles.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 23, 2013, 02:26:06 pm
Give a helmet to the child and drop the food and booze on it's head. Then give it more armor and throw socks at it. When i reaches legendary armor user give it your best weapon and throw there some war dogs/goblins/tantrumers/berserkers/FBs/Ampersands/Titans. After 12 years, you will get a !!Little Fist o' Fury!!.
If the child goes insane in this process and goes berserk give it some slade-mandating nobles.

Well, the main purpose of this thread is to find a way to train children without armor, as children can't use armor. Also, the coinstar method to train defensive skills uses coins,as everything else can crush skulls or incapacitate the recruits.
Title: Re: Dwarven... "Child Care"
Post by: McDonald on March 23, 2013, 02:50:17 pm
Give a helmet to the child and drop the food and booze on it's head. Then give it more armor and throw socks at it. When i reaches legendary armor user give it your best weapon and throw there some war dogs/goblins/tantrumers/berserkers/FBs/Ampersands/Titans. After 12 years, you will get a !!Little Fist o' Fury!!.
If the child goes insane in this process and goes berserk give it some slade-mandating nobles.

Well, the main purpose of this thread is to find a way to train children without armor, as children can't use armor. Also, the coinstar method to train defensive skills uses coins,as everything else can crush skulls or incapacitate the recruits.
Even socks?! So that's why my recruits died...
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 23, 2013, 02:56:05 pm
Give a helmet to the child and drop the food and booze on it's head. Then give it more armor and throw socks at it. When i reaches legendary armor user give it your best weapon and throw there some war dogs/goblins/tantrumers/berserkers/FBs/Ampersands/Titans. After 12 years, you will get a !!Little Fist o' Fury!!.
If the child goes insane in this process and goes berserk give it some slade-mandating nobles.

Well, the main purpose of this thread is to find a way to train children without armor, as children can't use armor. Also, the coinstar method to train defensive skills uses coins,as everything else can crush skulls or incapacitate the recruits.
Even socks?! So that's why my recruits died...
Everything with wheight can break bones by falling, it seems. Coiins are so small that the game treats them as wheightless, so they provide a safe way to train defensive skills.
Title: Re: Dwarven... "Child Care"
Post by: SharkForce on March 24, 2013, 02:22:16 am
Give a helmet to the child and drop the food and booze on it's head. Then give it more armor and throw socks at it. When i reaches legendary armor user give it your best weapon and throw there some war dogs/goblins/tantrumers/berserkers/FBs/Ampersands/Titans. After 12 years, you will get a !!Little Fist o' Fury!!.
If the child goes insane in this process and goes berserk give it some slade-mandating nobles.

Well, the main purpose of this thread is to find a way to train children without armor, as children can't use armor. Also, the coinstar method to train defensive skills uses coins,as everything else can crush skulls or incapacitate the recruits.
Even socks?! So that's why my recruits died...

i could've swore silken socks were ok. and thongs. but you need to have actual armour on, and there is a small chance it will go bad (whereas with coins, it basically never goes bad. unless your dwarfs decide it's time to get nekkid in the middle of being tossed all over the place, and adds some clothing to the mix...)

unfortunately, children cannot be made to wear armour. and i don't think clothing works for training the skill...
Title: Re: Dwarven... "Child Care"
Post by: McDonald on March 24, 2013, 04:26:35 am
Give a helmet to the child and drop the food and booze on it's head. Then give it more armor and throw socks at it. When i reaches legendary armor user give it your best weapon and throw there some war dogs/goblins/tantrumers/berserkers/FBs/Ampersands/Titans. After 12 years, you will get a !!Little Fist o' Fury!!.
If the child goes insane in this process and goes berserk give it some slade-mandating nobles.

Well, the main purpose of this thread is to find a way to train children without armor, as children can't use armor. Also, the coinstar method to train defensive skills uses coins,as everything else can crush skulls or incapacitate the recruits.
Even socks?! So that's why my recruits died...

i could've swore silken socks were ok. and thongs. but you need to have actual armour on, and there is a small chance it will go bad (whereas with coins, it basically never goes bad. unless your dwarfs decide it's time to get nekkid in the middle of being tossed all over the place, and adds some clothing to the mix...)

unfortunately, children cannot be made to wear armour. and i don't think clothing works for training the skill...
Yeah...

Quote
The flying XAdamantine thongX hits Urist McRecruit in the head, jamming the skull through the brain and tearing apart the brain!
Title: Re: Dwarven... "Child Care"
Post by: SharkForce on March 24, 2013, 10:41:30 pm
huh. that's odd, did that happen through armour, or just on an unarmoured recruit?

iirc, most injuries to armoured recruits from stuff as light as silken thongs came from injuries to places that are not considered covered by armour no matter how much you wear...
Title: Re: Dwarven... "Child Care"
Post by: Eric Blank on March 24, 2013, 11:18:51 pm
...we shoot wales with balistae...

I'd have thought Wales would have had enough of being targeted with balistae by the 1400's :P
Title: Re: Dwarven... "Child Care"
Post by: McDonald on March 25, 2013, 10:29:34 am
huh. that's odd, did that happen through armour, or just on an unarmoured recruit?

iirc, most injuries to armoured recruits from stuff as light as silken thongs came from injuries to places that are not considered covered by armour no matter how much you wear...

Nope! Just my another bad joke D:. About not covered things try to cut their fingers and toes (and face?) in such a safe way that they dont bleed out. Bam, fully covered dorf :P
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on March 25, 2013, 10:36:45 am
huh. that's odd, did that happen through armour, or just on an unarmoured recruit?

iirc, most injuries to armoured recruits from stuff as light as silken thongs came from injuries to places that are not considered covered by armour no matter how much you wear...

Nope! Just my another bad joke D:. About not covered things try to cut their fingers and toes (and face?) in such a safe way that they dont bleed out. Bam, fully covered dorf :P
This is even less productive than the magma bath proposed in the first pages of this thread. There is already a way to train them using coins. Also, there is no way to target individual body parts in fortress mode.
Title: Re: Dwarven... "Child Care"
Post by: MrSparky on March 25, 2013, 11:50:08 am
huh. that's odd, did that happen through armour, or just on an unarmoured recruit?

iirc, most injuries to armoured recruits from stuff as light as silken thongs came from injuries to places that are not considered covered by armour no matter how much you wear...

Nope! Just my another bad joke D:. About not covered things try to cut their fingers and toes (and face?) in such a safe way that they dont bleed out. Bam, fully covered dorf :P
This is even less productive than the magma bath proposed in the first pages of this thread. There is already a way to train them using coins. Also, there is no way to target individual body parts in fortress mode.
If you can devise a method of severing that won't go through armor then you don't need to target the individual body parts. It's like using a stencil. The covered part stays but eventually all the uncovered parts go.
Title: Re: Dwarven... "Child Care"
Post by: Hurkyl on March 25, 2013, 12:03:07 pm
food is also....a bit tricky to store in that kind of system to say the least, since it rots if not on a food stockpile. In my daycare the only tile they are standing on is a quantum stockpile for food to prevent its rot. I also need to drop in food quite frequently because the hatch itself is not a food stockpile, so its quite hard to actually dump a lot of food and booze down the hatch at once.
Wouldn't minecarts deal with that?

Set up a stockpile with all the food and booze you want to dump. Build an auto-dumping stop next to the pit. Add a one-stop hauling route that takes stuff from your stockpile.

If you really need two stops to make dumping work, then make the hauling route take off every few days, to ensure it moves before stuff rots.
Title: Re: Dwarven... "Child Care"
Post by: McDonald on March 25, 2013, 01:02:45 pm
My second day from registration and I slightly derailed the thread. Hooray!
Anyways I'm going to start my childxperiments in a new fort. I'll let you know of any progress.

EDIT: Ok, so I have got a subject. He is rather average but he can handle stress. He is a baby now so I have to wait a year. Yay!
Title: Re: Dwarven... "Child Care"
Post by: Andreus on April 16, 2013, 10:32:17 am
You know, if occurs to me that Dwarf Fortress players would make utterly excellent serial killers.

Fortunately for the world, we're all too busy playing Dwarf Fortress.
Title: Re: Dwarven... "Child Care"
Post by: CognitiveDissonance on April 16, 2013, 10:33:40 am
You know, if occurs to me that Dwarf Fortress players would make utterly excellent serial killers.

Fortunately for the world, we're all too busy playing Dwarf Fortress.

Nonono, serial bystanders to "unfortunate accidents".
Title: Re: Dwarven... "Child Care"
Post by: tahujdt on April 16, 2013, 12:25:11 pm
You know, if occurs to me that Dwarf Fortress players would make utterly excellent serial killers.

Fortunately for the world, we're all too busy playing Dwarf Fortress.

Nonono, serial bystanders to "unfortunate accidents".
Unfortunate accidents would be great for imposing term limits!

Title: Re: Dwarven... "Child Care"
Post by: Andreus on April 16, 2013, 01:32:54 pm
Unfortunate accidents would be great for imposing term limits!
That sort of reminds me of Vault 11 (http://fallout.wikia.com/wiki/Vault_11) from Fallout: New Vegas.
Title: Re: Dwarven... "Child Care"
Post by: LaikaBauss on June 27, 2013, 06:03:56 am
I just built a daycare at my fort...

Its a 2x2 room with a bed, table and chair, well off one of the walls, empty space for quantum stock, masterwork engravings and forbidden door.

With 1 fem. Dog and 6 pups, the combat seems to be goin well.
But i heard that ultil some age dwarf children are dependant of their mother.

At what age is it safe to dump children at the daycare?
Title: Re: Dwarven... "Child Care"
Post by: Deepblade on June 27, 2013, 10:12:35 am
once they become a child, 1 year old, they should be good to go.
Title: Re: Dwarven... "Child Care"
Post by: Gazza_m on July 05, 2013, 08:55:17 am
Just read through this thread sounds like a great idea but has anyone had any success from it? I've tried it several times but lost the fort before it finishes by invasion or HFS.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on July 05, 2013, 10:59:23 am
No, no success so far. It's easier to drop coins over them to train military skills.
Title: Re: Dwarven... "Child Care"
Post by: Dakeyras on July 15, 2013, 10:58:27 am
Slight Necro...

I just spend some of the best hours of my life reading this thread. Stuff like this makes me wonder whether Dwarf Fortress is a secret project to find and occupy psychopaths.

Now, to more important things. I'm going to try some !!SCIENCE!! in my fortress as soon as I have enough decent food/furniture to keep the child happy. I will use ~10 peachicks and 1 child in a 1x1 room and see who's left alive after 1 month, 3 months, 6 months, and 12 months (I'll stop earlier if the child dies). I may try simultaneous coinstar training with this if it works.

Onwards, for the greater defilement desecration GLORY of the dwarven race!
Title: Re: Dwarven... "Child Care"
Post by: Elastrius on July 17, 2013, 05:42:09 pm
Passage related, Judge Holden's argument for Dwarven Daycare (and an observation of Dwarfiness in general) in the book Blood Meridian by Cormac McCarthy:

None spoke. The judge sat half naked and sweating for all the night was cool. At length
the expriest Tobin looked up.

It strikes me, he said, that either son is equal in the way of disadvantage. So what is
the way of raising a child?

At a young age, said the judge, they should be put in a pit with wild dogs. They should
be set to puzzle out from their proper clues the one of three doors that does not harbor
wild lions. They should be made to run naked in the desert until...

Hold now, said Tobin. The question was put in all earnestness.

And the answer, said the judge. If God meant to interfere in the degeneracy of mankind
would he not have done so by now? Wolves cull themselves, man. What other creature
could? And is the race of man not more predacious yet? The way of the world is to
bloom and to flower and die but in the affairs of men there is no waning and the noon
of his expression signals the onset of night. His spirit is exhausted at the peak of its
achievement. His meridian is at once his darkening and the evening of his day. He loves
games? Let him play for stakes. This you see here, these ruins wondered at by tribes of
savages, do you not think that this will be again? Aye. And again. With other people,
with other sons.
Title: Re: Dwarven... "Child Care"
Post by: Gazza_m on July 22, 2013, 02:44:00 am
I'm looking at setting up this idea in my new fort I'm on evil dome. I was thinking using undead ravens/rabbits etc something small?

Would they be to much for the kids to deal with thinking just maybe one or two at a time using necros and pressure plates to control re-animation so kid will have time to eat and drink in between fighting the undead. Just need to control the mood swings with statues and mist??
Title: Re: Dwarven... "Child Care"
Post by: kingu on July 22, 2013, 05:10:34 am
I'm looking at setting up this idea in my new fort I'm on evil dome. I was thinking using undead ravens/rabbits etc something small?

Would they be to much for the kids to deal with thinking just maybe one or two at a time using necros and pressure plates to control re-animation so kid will have time to eat and drink in between fighting the undead. Just need to control the mood swings with statues and mist??

Good luck. I have had trained military who died horribly while training this way. last accident was from a duck beaking an arm by twistng it. I so wish I had saved  that report for sig...
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on July 22, 2013, 08:37:33 am
I'm looking at setting up this idea in my new fort I'm on evil dome. I was thinking using undead ravens/rabbits etc something small?

Would they be to much for the kids to deal with thinking just maybe one or two at a time using necros and pressure plates to control re-animation so kid will have time to eat and drink in between fighting the undead. Just need to control the mood swings with statues and mist??

I'm going to quote myself to show you how this ended:

I'm back from testing, with rather dissappoiting results. For those who don't know what I was doing, I was the guy with the idea to use necromancers and baby hands to train the future supersoldiers.

These are the results:

This is the test subject:

Spoiler (click to show/hide)


This the baby hand I used to try to "train" him:

Spoiler (click to show/hide)

And finally, the fight:

Spoiler (click to show/hide)
Title: Re: Dwarven... "Child Care"
Post by: Snateraar on July 22, 2013, 01:39:24 pm
I have a "Migration Office" as an alternative entrance to the fortress. Essentially it's a retracting drawbridge constructed at least ten Z-levels above a river in a canyon, littered with giant sponges and alligators.

Children go in as soon as possible to prevent unhappy relatives.

It also works rather well for invaders, so who the heck needs a military anyway?
Besides, sending unarmed dwarves at them is so much more Fun.
Title: Re: Dwarven... "Child Care"
Post by: decev on July 22, 2013, 02:26:48 pm
I'm looking at setting up this idea in my new fort I'm on evil dome. I was thinking using undead ravens/rabbits etc something small?

Would they be to much for the kids to deal with thinking just maybe one or two at a time using necros and pressure plates to control re-animation so kid will have time to eat and drink in between fighting the undead. Just need to control the mood swings with statues and mist??

I'm going to quote myself to show you how this ended:

I'm back from testing, with rather dissappoiting results. For those who don't know what I was doing, I was the guy with the idea to use necromancers and baby hands to train the future supersoldiers.

These are the results:

This is the test subject:

Spoiler (click to show/hide)


This the baby hand I used to try to "train" him:

Spoiler (click to show/hide)

And finally, the fight:

Spoiler (click to show/hide)

Someone earlier in the thread had the idea of using undead mussel shells. Nobody ever tried it. They said that undead mussel shell attacks were too weak to do real damage because of their tiny size. A baby hand is probably considered stronger than a mussel shell. For an evil biome the child might have enough time between reanimations to eat and drink.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on July 22, 2013, 02:33:50 pm
IIRC, mussel shells can't reanimate anymore, as mussels don't have a [hand] or [head] tag.
Title: Re: Dwarven... "Child Care"
Post by: enolate on July 22, 2013, 02:35:06 pm
IIRC, mussel shells can't reanimate anymore, as mussels don't have a [hand] or [head] tag.

They can and do.
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on July 22, 2013, 02:49:08 pm
I thought that that problem was solved. As you would have noticed by this time, I don't fish. I'll see if I can make a child fight one, anyway.
Title: Re: Dwarven... "Child Care"
Post by: enolate on July 22, 2013, 03:10:46 pm
I thought that that problem was solved. As you would have noticed by this time, I don't fish. I'll see if I can make a child fight one, anyway.

There is nothing more hilarious than watching a moody dwarf pick up a shell, only to realize it's ALIVE.
Title: Re: Dwarven... "Child Care"
Post by: Brekouh on July 27, 2013, 09:49:10 pm
I'm wondering if there is a reliable way we could cripple the animals for the dwarf super soldier incubation pods so that they have a reduced ability to actually damage the munchkins while still being viable for training
Title: Re: Dwarven... "Child Care"
Post by: Repseki on July 27, 2013, 10:33:51 pm
Dropping them from a few levels up would likely do the trick.
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on July 28, 2013, 11:18:10 am
I thought that that problem was solved. As you would have noticed by this time, I don't fish. I'll see if I can make a child fight one, anyway.
There is nothing more hilarious than watching a moody dwarf pick up a shell, only to realize it's ALIVE.
I don't know, it'd be sort of underwhelming, I think. Pick up this little thing, it opens a little and a tiny muscle sticks out and pokes you on the hand. Not exactly the shock of the century.
Dropping them from a few levels up would likely do the trick.
Or a wooden spear trap. Pull once, see how damaged it is. Keep pulling until it's properly crippled. Open floodgate, flush it into the right room. But still, this takes a lot of management and time, and that's what you don't want to waste on your children in the first place. Perhaps what you want is necrosis, which affects our beloved young so that ze doctor can remove all that pesky skin of theirs. That way we can cull the weakest and make the survivors more suited for future conditioning, since they'll no longer pass out from pain to be insta-gibbed.
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on July 28, 2013, 11:21:52 am
I thought that that problem was solved. As you would have noticed by this time, I don't fish. I'll see if I can make a child fight one, anyway.
There is nothing more hilarious than watching a moody dwarf pick up a shell, only to realize it's ALIVE.
I don't know, it'd be sort of underwhelming, I think. Pick up this little thing, it opens a little and a tiny muscle sticks out and pokes you on the hand. Not exactly the shock of the century.
Dropping them from a few levels up would likely do the trick.
Or a wooden spear trap. Pull once, see how damaged it is. Keep pulling until it's properly crippled. Open floodgate, flush it into the right room. But still, this takes a lot of management and time, and that's what you don't want to waste on your children in the first place. Perhaps what you want is necrosis, which affects your beloved young so that ze doctor can remove all that pesky skin of theirs. That way you can cull the weakest and unluckiest and make the survivors more suited for future conditioning, since they'll no longer pass out from pain to be insta-gibbed.
Title: Re: Dwarven... "Child Care"
Post by: flameaway on August 04, 2013, 01:08:38 pm
NM
Title: Re: Dwarven... "Child Care"
Post by: wierd on August 04, 2013, 01:23:35 pm
It would require modding, so that they can be reliably bred, but I still think fleshballs would work best here. The most they can do is bump the kids, and it does little damage. 
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on August 04, 2013, 01:52:02 pm
It would require modding, so that they can be reliably bred, but I still think fleshballs would work best here. The most they can do is bump the kids, and it does little damage.
But they are heavy. And so they can crush bones. Have I to say that again? A baby hand bruised a child's brain!

Anyway, I have been trying to use the lightest object a necromancer would be able to reanimate in a normal fortress: a severed, tooth-less baby bunny head. I can't still blow its teeth off. Damned thing  can fall to the bottom of the map withouth losing its teeth.
Title: Re: Dwarven... "Child Care"
Post by: AutomataKittay on August 04, 2013, 01:53:24 pm
It would require modding, so that they can be reliably bred, but I still think fleshballs would work best here. The most they can do is bump the kids, and it does little damage.

Bumping and pushing can do terrifying amount of damage and seem to get lucky way too often against fragile skulls.
Title: Re: Dwarven... "Child Care"
Post by: kero42 on August 04, 2013, 05:38:34 pm
Bumping and pushing can do terrifying amount of damage and seem to get lucky way too often against fragile skulls.

Is that one of the reasons giant sponges are so terrifyingly powerful (you know, aside from the whole not dying no matter how many times you stab/beat them thing)?

On an unrelated note, even though I'm probably never going to make a childcare programme, I have to say I'm quite impressed by the amount of work that's been put into this. I remember when I first heard of this game and decided to check out the forums to see what it was like, and it was seeing this topic that really sold it for me. It makes me so happy to see this projects still up and running after so long.  :)
Title: Re: Dwarven... "Child Care"
Post by: Di on August 04, 2013, 11:37:57 pm
Anyway, I have been trying to use the lightest object a necromancer would be able to reanimate in a normal fortress: a severed, tooth-less baby bunny head. I can't still blow its teeth off. Damned thing  can fall to the bottom of the map withouth losing its teeth.
Try dumping it onto weapon trap loaded with hammers and ensure necromancer always has line of sight to it.
Title: Re: Dwarven... "Child Care"
Post by: Covenant Ringthane on August 13, 2013, 11:58:37 pm
I haven't read through the whole thread yet, but has anyone who succeeded making a super-soldier ever thought to turn them into a vampire? A psychotic, skinless, apathetic, immortal superdwarf that's sealed in his own private room to perfect his skills, only let out to single-handedly decimate a siege. Well, every year or two you'll toss in a dwarf for him to feed on. Even better, you can have him be a sort of executor of any of the children in captivity that go berserk. Make it so that he's the only face they ever see...
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 15, 2013, 06:01:16 pm
I haven't read through the whole thread yet, but has anyone who succeeded making a super-soldier ever thought to turn them into a vampire? A psychotic, skinless, apathetic, immortal superdwarf that's sealed in his own private room to perfect his skills, only let out to single-handedly decimate a siege. Well, every year or two you'll toss in a dwarf for him to feed on. Even better, you can have him be a sort of executor of any of the children in captivity that go berserk. Make it so that he's the only face they ever see...
Nobody has ever succeeded in making a super-soldier with dwarven childcare. Despite the popularity of the thread it's produced very little.
Title: Re: Dwarven... "Child Care"
Post by: Covenant Ringthane on August 15, 2013, 11:46:20 pm
I haven't read through the whole thread yet, but has anyone who succeeded making a super-soldier ever thought to turn them into a vampire? A psychotic, skinless, apathetic, immortal superdwarf that's sealed in his own private room to perfect his skills, only let out to single-handedly decimate a siege. Well, every year or two you'll toss in a dwarf for him to feed on. Even better, you can have him be a sort of executor of any of the children in captivity that go berserk. Make it so that he's the only face they ever see...
Nobody has ever succeeded in making a super-soldier with dwarven childcare. Despite the popularity of the thread it's produced very little.

Indeed, it seems that way after fully reading the thread. Still, one can hope. One day, we shall make a dwarf equal to the power of a thrall!
Title: Re: Dwarven... "Child Care"
Post by: Ivir_Baggins on August 16, 2013, 03:09:23 am
I haven't read through the whole thread yet, but has anyone who succeeded making a super-soldier ever thought to turn them into a vampire? A psychotic, skinless, apathetic, immortal superdwarf that's sealed in his own private room to perfect his skills, only let out to single-handedly decimate a siege. Well, every year or two you'll toss in a dwarf for him to feed on. Even better, you can have him be a sort of executor of any of the children in captivity that go berserk. Make it so that he's the only face they ever see...
Nobody has ever succeeded in making a super-soldier with dwarven childcare. Despite the popularity of the thread it's produced very little.

Indeed, it seems that way after fully reading the thread. Still, one can hope. One day, we shall make a dwarf equal to the power of a thrall!

There's an easy way for that: We make said dwarf into a thrall.
Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on August 16, 2013, 08:14:18 am
can someone please summarize what the current issues are with this science? Is it simply that even the most mediocre of creatures is too deadly for our dwarf children?
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on August 16, 2013, 08:20:02 am
can someone please summarize what the current issues are with this science? Is it simply that even the most mediocre of creatures is too deadly for our dwarf children?
Yes, and it requires a lot of micromanagement.
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 16, 2013, 09:27:32 am
Let's establish a criteria for a successful dwarven childcare program.

1. Must be able to build skills or attributes at a rate that has a noticeable benefit before the child reaches adulthood. 
2. Must not typically kill children used. (we can hammer out an acceptable mortality rate later.)
3. Must be hypothetically implementable from age one to age twelve.

Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on August 16, 2013, 09:50:49 am
Let's establish a criteria for a successful dwarven childcare program.

1. Must be able to build skills or attributes at a rate that has a noticeable benefit before the child reaches adulthood. 
2. Must not typically kill children used. (we can hammer out an acceptable mortality rate later.)
3. Must be hypothetically implementable from age one to age twelve.
If you hit them with minecarts "Just right" at age 1 then you can break a leg and have them become level 20 crutch walker before age 9. This raises a few stats.....but has a high casualty rate. This combined wiht swimming gives them a fairly nice stat bonus and meets your list.

We need to add 4:

4. Must train military skills
Title: Re: Dwarven... "Child Care"
Post by: Broseph Stalin on August 16, 2013, 09:54:30 am
Let's establish a criteria for a successful dwarven childcare program.

1. Must be able to build skills or attributes at a rate that has a noticeable benefit before the child reaches adulthood. 
2. Must not typically kill children used. (we can hammer out an acceptable mortality rate later.)
3. Must be hypothetically implementable from age one to age twelve.
If you hit them with minecarts "Just right" at age 1 then you can break a leg and have them become level 20 crutch walker before age 9. This raises a few stats.....but has a high casualty rate. This combined wiht swimming gives them a fairly nice stat bonus and meets your list.

We need to add 4:

4. Must train military skills
Or just update one to
1. Must be able to build COMBAT RELATED skills or attributes at a rate that has a noticeable benefit before the child reaches adulthood.
Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on August 16, 2013, 02:56:20 pm
Swimming is very useful unless you like soldiers dodging into water and dying. The attributes crutch walking/swimming raise are great for fighting.
Title: Re: Dwarven... "Child Care"
Post by: neverdreamalone on September 21, 2013, 04:21:48 am
Errm ye, so I've managed to get some legendary children using a danger room:

(http://i1331.photobucket.com/albums/w589/lorsi1/1_zpsbeb0b11c.png)

(http://i1331.photobucket.com/albums/w589/lorsi1/2_zpsd369a64a.png)

I have 5 kids like this, legendary in particular skill because they follow their military mother around the danger room barracks all day.
Title: Re: Dwarven... "Child Care"
Post by: Tribea on September 21, 2013, 10:21:37 am
Errm ye, so I've managed to get some legendary children using a danger room:

(http://i1331.photobucket.com/albums/w589/lorsi1/1_zpsbeb0b11c.png)

(http://i1331.photobucket.com/albums/w589/lorsi1/2_zpsd369a64a.png)

I have 5 kids like this, legendary in particular skill because they follow their military mother around the danger room barracks all day.
Make all children do this, for USEFULLNESS AND MAGMA!!!
Title: Re: Dwarven... "Child Care"
Post by: Covenant Ringthane on September 21, 2013, 09:49:36 pm
Errm ye, so I've managed to get some legendary children using a danger room:

(http://i1331.photobucket.com/albums/w589/lorsi1/1_zpsbeb0b11c.png)

(http://i1331.photobucket.com/albums/w589/lorsi1/2_zpsd369a64a.png)

I have 5 kids like this, legendary in particular skill because they follow their military mother around the danger room barracks all day.

How did they not get their heads crushed?
Title: Re: Dwarven... "Child Care"
Post by: neverdreamalone on September 22, 2013, 02:08:22 am

How did they not get their heads crushed?

I have no idea, the wiki says "Ten training spears will do just as much damage as one training spear", but to be honest I'm skeptical. Is this a fact proven by science?

I used four spears per trap which seems to be enough for them to start picking up skills without being brained.
Title: Re: Dwarven... "Child Care"
Post by: Urist MacNoob on September 22, 2013, 10:46:33 am
Bane Urist Gustibiban has been contented lately. He has witnessed death lately. He enjoyed a fine meal lately. He took joy in slaughter lately. He enjoyed a fine drink lately. He admired a fine floor grate lately. Urist Gustibiban doesn't really care about anything any more.
Title: Re: Dwarven... "Child Care"
Post by: Covenant Ringthane on October 18, 2013, 02:26:16 am
Is this thread dead? Surely it cannot be so! Someone must find a way to reliably mass-produce the results that neverdreamalone has shown. Are we not dwarves? Is this not !!SCIENCE!!? Gentledwarves, you know what must be done.
Title: Re: Dwarven... "Child Care"
Post by: Twitchel on November 20, 2013, 02:50:43 pm
(Lurker of somewhat shabby proportions, Wanted to ask a question on engineering a hive city going both into the sky and down to the depths with a running plumbing/sewer system couldn't find anything on youtube so i thought to look on the forums and somhow stumbled on to this)
So is there a way to expedite the program without the micromanaging I know the criteria that has been set down is that the subjects must have an acceptable trait gain so as to make the project worthwhile
An acceptable mortality rate
Did I miss one or two...

anyways does the child need to be isolated? couldn't say a group of ten stand int he room together and live as brothers/sisters until their eventual conscription into the military if they all survive (Which i think would be easier with ten of them all together)  Maybe even if it's the same 1x1 room setup the little maniacs will start fighting each other and the dogs just for space. (Not sure if that has been tried before or not)
this whole project has been done with a single subject per room mentality their are no subjects grouped together.  I Believe it may be worth doing even with the dreaded friendships
Title: Re: Dwarven... "Child Care"
Post by: ☼!!Troll Fur Sock!!☼ on November 20, 2013, 05:37:35 pm
I'd say it's bit too risky in case of real, DWARVEN child care. Keeping them sane would be near impossible, because if one would die, in 3 seconds everyone would go berserkr.

However, in case of a less-lethal danger room... (if only there was a way to load training axes into lever-operated traps, I would be so happy. Training spears are probably the most lethal of wooden weapons*) If there was a way to keep them all alive, "talked with a friend lately" would help them stay sane.

But they still would develop friendships. You don't want friends in your military, unless you're 100% sure they "Don't care anymore"


*Let's assume that wooden spiked balls don't exist. For a spiked piece of wood, they do crazy damage even to leather armored targets.
Title: Re: Dwarven... "Child Care"
Post by: Gentlefish on November 20, 2013, 07:46:30 pm
The whole point of keeping them separated is so they don't friendship.
Title: Re: Dwarven... "Child Care"
Post by: Twitchel on November 20, 2013, 09:12:39 pm
well the repercussion after the fight may very well be catastrophic (Assuming they survive childhood together) I'm thinking they might become a very cohesive unit having grown up as Spartans Armoks chosen though I'm sure I'd be very wrong as I'm not sure if such things as tactics and leadership have been implemented into the military yet (May be something for future research in future updates) but on the other hand if this is just a way to keep useless children from crowding the more important parts of the fortress and keeping them (Safeish?) then if one of them die well if done right then only their cellmates and parents would be affected. the cellmates are isolated so no problems there for the most part and the parents are or should be out in the greater fortress where they can get proper happy thoughts. thats where I'm coming from int he research to make this a unit not just a warrior but a unit that would in theory die for each other. though that would later be questioned if they would have loyalty towards the fortress at large or just those ten should they survive whenever such things as loyalty and the like are implemented

-edit- though in the question of making the mortality rate acceptable this would most likely not be the choice to go. what with if one were to die the whole batch would probably go crazy psycho bonkers

-second edit though if you get them used to the thought of death maybe executing puppies and kittens in front of them or paralyzed dwarves or the overly maybe even making them see hammerings  would get them used to the thought of death so that they don't go crazy if one were to die. some pre-mental mental conditioning?
Title: Re: Dwarven... "Child Care"
Post by: redpikeman on December 11, 2013, 01:22:49 am
Working on some !!SCIENCE!! on this currently using Dwarf Therapist to track stat increases/decreases with Excel to plot growth across months and years... Tracking at Month 1, Month 3, Month 6, Month 9, 1 Year.  I may continue tracking every 3 months after, if they don't go mad or die.

The experiment is set into three phases.

Phase One: Water Treatment! The first 2-5 years will be spent swimming to toughen the little guys up. Getting the correct number of years will take some tweaking.

Phase Two: Animals! Turkeys, specifically. Pretty much what has been tried before to work up combat skills and collect scars.

Phase Three: Scorching!  Upon maturity - a light magma misting from rocks dropped into the covered magma tube below.

I'm currently working in Phase 1. Currently I have four subjects swimming in 5/5 water, and none are dead or crazy yet. One has been in there for 6 months. The water is drained as needed to allow the subjects to eat, sleep, and drink.

Preliminary results are promising.

In a few weeks I'll post my results.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 11, 2013, 02:33:39 am
Sounds good. I've wondered whether or not a swimming school would be worth the effort...
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 12, 2013, 01:39:49 am
So I've been mulling over the science of this thread for a few months, and think I have the best design style yet.

First is a bit on understanding dwarven child psychology...
1: Dwarven children will do VERY few tasks.  The only things they see fit to participate in, are deconstructing terrain and picking crops if this is enabled for everyone - these are the only two truly 'no profession' jobs.  All other jobs, including pulling levers, are assigned.
2: Dwarven children do not respect burrows.  When assigned, they will not go.  When an alert is given, they will not go.  If they somehow end up inside a burrow after being assigned/alerted, they will usually stay there until they become hungry, thirsty, or sleepy, at which point they'll leave.  Adult dwarves will leave a burrow when starving to death, but children will leave when feeling a bit peckish.
3: The 3 things that dwarven children do respect, are bedroom assignments, meeting zones, and their mother.  If left with nothing to do, they will go to their bedroom.  If there is a meeting zone present, they will go to it.  If there is nothing to occupy themselves, they will follow their mother or wander the fortress.

Second is some understandings of supply logistics...
1: A dwarven child will need approximately 100 food and 200 booze to survive for 12 years (overstocking is safer).
2: Dropping food/booze onto them will eventually be fatal.
3: It's possible to fall down a well.
4: A food stockpile is required to prevent food spoiling.

Third is concepts of trauma and coping...
1: Combat generates negative thoughts.
2: Sobriety causes negative thoughts.
3: Keeping mood elevated is of utmost importance.
4: Having an expensive bedroom, dining hall, or other room can improve mood, even if not being actively used - or if most of the room is even inaccessible.
5: Mist is an incredible mood elevator.

Fourth and final is combat...
1: Injury is rarely an issue, infection from small cuts is what turns out to be the most fatal.
2: Sufficiently large animals can still kill from outright injury.
3: Aggressive animals will cause children to panic, and will attack with extreme frequency and bloodlust.
4: Skill gain is not based on the type of attack incoming, but rather the fact that there is an attack at all.

What do we conclude with?
The interior chamber is a 1x3 room (3x5 including walls) with 1 bed, 1 food stockpile, and 1 meeting hall.
At least one wall needs to be a wall grate or fortification.
Plumbing is essential, as that open wall will allow for mist to seep in from a (probably) artificial waterfall.
Despite the obvious design option, you should NOT build two mirror chambers with fortifications facing the same waterfall, as the children will then be able to see and socialize with each other.  Side-by-side housing is acceptable, but face-to-face is not.
If required, add an adjourning room next to the cage room, filled with lavish furniture.  BEFORE finishing the construction, expand the bed into a room encompassing the expensive furniture, then add walls to separate the room in two - the room will remain in the same formation, so as long as you don't resize the room, it will continue to cover tiles that it can't access.

Dump in a great deal of food and booze.
Assign a food stockpile under it.
Assign a pasture, and put a few turkey or peacock.
Assign the bed as a bedroom, and give it to the child.
When the child walks in, have a mason arrive to seal him in - we're going full Cask of Amontillado here, doors would not be suiting.
Delete the pasture, and instead make a meeting zone.
From left to right, you should have a meeting zone, stockpile, and bed, with a set of fortifications probably along the length of the room to let in mist (or perhaps built L shaped).

The animals will naturally move to the meeting zone, as will the child, causing the animals to become cramped and attack randomly.
The food stockpile keeps the child alive.
The bed allows the child to sleep away from the animals, which is more important than you might think.
Using TAME animals allows the child to step away without panic, as sustained attack can prove extremely fatal.
The mist should help with infections and cleanliness.

It may be worth building a rail system overhead to deliver good through a hatch directly above the food stockpile (where the child is unlikely to stand) in case food/booze is miscounted or rots.
Keep in mind, this is extremely slow training for extremely long-lived fortresses.  Skill and stat gain will be slow, but should be steady, and most importantly keep the child out of adult hair until it can prove useful.
Title: Re: Dwarven... "Child Care"
Post by: wierd on December 12, 2013, 02:05:42 am
Depending on the density of poultry present in the conditioning aparatus, there is a potential cause of failure.

Without nest boxes present in the test chamber, it is possible that the poultry components will cease being of sufficient number to effectively condition the subject.

To determine if the risk of such failure can simply be mitigated statistically with an ideal starting number of poultry, we need to conduct some experiments.
Title: Re: Dwarven... "Child Care"
Post by: Repseki on December 12, 2013, 06:45:41 am
I feel that trying to breed the poultry in the room with the child probably isn't the best idea anyway. The number of chicks, if any actually hatch, that might then make it to maturity could probably overwhelm the trainee, or cause issues with miasma. You can always drop a few more in through the food hatch if you have to.

It sounds like this might actually be close to working somewhat consistently. I might have to stop setting my child cap as low as I do...

Title: Re: Dwarven... "Child Care"
Post by: wierd on December 12, 2013, 01:47:32 pm
That's why I suggested testing with incrementally fixed numbers of poultry being introduced to the chamber, and tracking the rate of conflict, injury, poultry loss, and skill gain.

For a reasonable lower bound, i'd say 3 turkeys as the minimum; with 2, if one of the turkeys dies, then only 1 bird will remain, and the apparatus will require delivery of additional equipment.  The basic idea of this setup is to entomb children in the oubliette and forget about them for 12 years, and when they emerge, have them be well versed in how to dodge attacks. Having to monitor the test chambers to make sure that sufficient birds are always present detracts from that goal.

If it can be mitigated by delivering an ideal number of birds, such that even with losses through fighting the number of birds remains sufficient to condition the subject over the intended period, then there would be no need to introduce any nest boxes. Naturally, there is a point where delivering too many birds is possible. To establish the upper bound, we need to conduct experiments and collect data. We can then get curves for rate of poultry population decline, rate of combat initiation, rate of injury of test subject, and rate of skill improvement in test subject. From there we can derive what the statistical impact of each additional bird is on the experiment, and arrive at a mathematically ideal number of birds to supply.

Title: Re: Dwarven... "Child Care"
Post by: Lielac on December 12, 2013, 04:19:23 pm
The application of poultry could be made simpler if you used a type of bird whose max age lower bound was no lower than 12. I see mentions of turkey only, but blue peafowl have a max age of 15-30, so if you bred clutches and made sure to only put ones hatched three years ago or fewer in with the children, you won't have to worry about old age attrition. According to the wiki they're only size 4000 instead of 5000, though, which could require additional testing if you've only been using turkeys. Also you might not have access to them, which would suck.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 12, 2013, 10:19:55 pm
Peacocks are a surprisingly useful creature, their weight, breeding habits, and lifespan make them ideal for a number of uses.  They'd probably work excellently as child fodder.  Especially when you consider their illustrious plumage is a perfect contrast to the stark living conditions.  Also peacocks are kind of assholes, as far as birds go (which means they're EXTRA asshole) and pretty mean, perfect for the job.
Title: Re: Dwarven... "Child Care"
Post by: coldmonkey on December 13, 2013, 09:42:08 am
I was thinking, Swimmer may not the the optional skill for increasing attributes, but if you get a child to Legendary+5 it'll be faster in water than on land. After that one could drop other minor hostile creatures with few or no innate Swimmer skills into the same water, to give the dwarf child a substantial speed bonus in comparison.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 14, 2013, 11:11:30 pm
I have begun my experiment.

(http://farm3.staticflickr.com/2845/11377786923_3ec1510d00_o.png)

Here's a picture of the setup:

(http://farm8.staticflickr.com/7374/11377648385_3b7c477780_o.png)

In case this works, I've dug out other cells nearby. There are holes in the ceilings of each cell and I can drop in food, booze, clothes, whatever the kid needs.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 14, 2013, 11:19:25 pm
Very good! I appreciate the screenshot of the subject, since when I did my own try we ended up noticing interesting things about soul attribute decay, and it would be interesting to see how consistent that is. I myself kept checking on a monthly basis (helped by Soundsense and a monthly military rotation) though seasonal would probably work too.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 14, 2013, 11:39:09 pm
Had an initial speedbump to take care of; the duchess was getting pissed that little Oddom had an artifact bed, so we switched it for a tunnel tube one. Necessitated redoing the entire setup, but everything's in place now, so things are moving along.

I'll commence records of the child's skills and attributes via screenshot from here on out. If I remember to do it properly, it'll be every three months. Caravans shall be my reminder. And I'll just try to remember for winter.

So far, rates of attack by the cocks on the child have been very very low. Everyone's ignoring the meeting zone. The child sleeps on the booze stockpile as often as on her bed. I'm not sure why any of these things are happening, but that's the facts. I think it's going to be a very very slow process unlikely to culminate with a supersoldier - more likely, Oddom will spend her entire childhood in a terrible place away from friends and family and be released when she's thirteen with little or no overall improvement other than (perhaps) no friendships, no social skills, and some tragedy training.

We'll see.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 15, 2013, 12:44:19 am
I'm confused. One of the peacocks has vanished completely.

There were five tossed into the pit. One died of suffocation after one of his fellows pecked him in the neck and got his spinal cord. Another has completely vanished: no skeleton, no corpse, nothing.

Did... did she... eat it...?!
Title: Re: Dwarven... "Child Care"
Post by: gtaguy on December 15, 2013, 11:05:32 am
I'm confused. One of the peacocks has vanished completely.

There were five tossed into the pit. One died of suffocation after one of his fellows pecked him in the neck and got his spinal cord. Another has completely vanished: no skeleton, no corpse, nothing.

Did... did she... eat it...?!

Yes, what kind of dwarf are you? I rip the heads off my enemies and shit down their throats! So I would assume a child could eat the corpse of a befallen combatant to gain its power.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 15, 2013, 08:59:18 pm
I'm confused. One of the peacocks has vanished completely.

There were five tossed into the pit. One died of suffocation after one of his fellows pecked him in the neck and got his spinal cord. Another has completely vanished: no skeleton, no corpse, nothing.

Did... did she... eat it...?!

Is there a hatch over the dumping pit? He might have flown out.
Title: Re: Dwarven... "Child Care"
Post by: MDFification on December 15, 2013, 09:21:40 pm
We're actually closer to ironing out the kinks in the childcare system than last time I checked the thread. Miracles.
Glad to see that what could perhaps be the dorfiest idea ever is coming to fruition.

EDIT: However, I have a few suggestions, most of which revolve around not wasting the children;
If you can devise some way to allow a tantruming child to leave, do. Tantrums will generally lead to madness anyway, no point in not letting the kid out, recovering, and then being reinserted. It gives the parents some happy thoughts, too.
Also, if a kid gets seriously injured, take them to the hospital and put them back in. This will increase survival rates and train doctors, where otherwise you'd just get a dead kid.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 15, 2013, 10:40:47 pm
Is there a hatch over the dumping pit? He might have flown out.

They can fly? I thought they were entirely ground bound, since I've never seen one flying before.

I can put hatches over the pits and lock them. Thanks.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 15, 2013, 10:46:05 pm
Is there a hatch over the dumping pit? He might have flown out.

They can fly? I thought they were entirely ground bound, since I've never seen one flying before.

I can put hatches over the pits and lock them. Thanks.

Wiki's down, so I can't check for absolute sure, but I believe they do. The flight pathfinding AI is all kinds of buggered, so you never normally see them do it, but sometimes when they get crowded they sorta... pop out. I've had dwarves get popped up on walls near sufficiently crowded traffic areas, but that was a long while ago so I don't know if that bug ever got fixed.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 15, 2013, 10:59:03 pm
Hm.

I checked my unit lists.

The peacock no longer exists. I'm not making this up. I think she swallowed it whole...
Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on December 17, 2013, 09:08:33 am
I'm giving this a go... but have had no children in my first three migrant waves ¬_¬ We've got everything setup and bred almost a 100 peacocks.
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on December 17, 2013, 10:37:50 am
What's your child cap at? If it's 0, raise the number and lower it again after a couple of months.
Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on December 17, 2013, 10:40:37 am
What's your child cap at? If it's 0, raise the number and lower it again after a couple of months.
Cap is 100:100... I was wanting lots of children!
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on December 17, 2013, 10:59:57 am
You've probably already got some pregnant dwarves then. You just need to wait a while.
Title: Re: Dwarven... "Child Care"
Post by: Di on December 18, 2013, 04:03:53 pm
You've probably already got some pregnant dwarves then. You just need to wait a while.
All the evilness of the world in just a couple of sentences.
Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on December 19, 2013, 07:27:04 am
***TESTS SUSPENDED until enclosure redesign is complete***

Subject A
Spoiler (click to show/hide)

Test Subject B Deceased - Bludgeoned by Plump helmet biscuits

Test Subject C
Spoiler (click to show/hide)

Setup
Spoiler (click to show/hide)

Findings so far:
Each hit seems to give 3 exp to fighter and armour user, dodge exp seems to equate to roughly double fighter exp. (Subject A has 8 combat encounters and has 45/24/24, Subject C has 1 combat encounter and has 6/3/3)

Lessons learnt:

Lesson 1: Stock the food before you put in the child:
Spoiler (click to show/hide)

Lesson 2: Combat can throw test subjects/animals through impassible squares. Subject A has escaped.
Spoiler (click to show/hide)

Lesson 3: Thirsty Dwarfs.
Subject C has died. The training area is littered with empty barrels... we don't know how she managed to drink all the booze so quickly. A full 12 years stock should probably be put in at the start. unless we can come up with some automated top up delivery system using minecarts.
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on December 19, 2013, 10:24:15 pm
I'd go with the 12-year booze delivery. Delivering it via minecart opens up the possibility of the dwarf getting hit, and you don't want a random minecart death when the dwarf is a couple of years from growing up.

Assuming a consumption rate of 4 units a season, you'll need about 200 units to take a dwarf from near-babyhood to near-adult. I think, anyway -- I have a niggling feeling that it's a little bit on the low side. Maybe I've played too much Papers, Please today. Whoever linked to that here recently, damn you! DF is enough addiction for me.
Title: Re: Dwarven... "Child Care"
Post by: wierd on December 20, 2013, 12:36:22 am
I'd go with the 12-year booze delivery. Delivering it via minecart opens up the possibility of the dwarf getting hit, and you don't want a random minecart death when the dwarf is a couple of years from growing up.

Assuming a consumption rate of 4 units a season, you'll need about 200 units to take a dwarf from near-babyhood to near-adult. I think, anyway -- I have a niggling feeling that it's a little bit on the low side. Maybe I've played too much Papers, Please today. Whoever linked to that here recently, damn you! DF is enough addiction for me.


MUAHAHAHAHA! (http://www.bay12forums.com/smf/index.php?topic=134364.msg4841632#msg4841632)

Glory to Arzstotska!
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 20, 2013, 01:01:13 am
*ahem* Thank you, wierd, but now it's time for real !!SCIENCE!!.

Oddom Agsalzas
First Wave, Subject One of One

Initial Evaluation (No date, sometime in the summer of 26)
Spoiler (click to show/hide)

Second Evaluation - 10th Limestone, 26
Spoiler (click to show/hide)

Third Evaluation - 14th Hematite, 27
Spoiler (click to show/hide)

Fourth Evaluation - 11th Opal, 27
Spoiler (click to show/hide)

Fifth Evaluation - 2nd Malachite, 28
Spoiler (click to show/hide)

Relevant:
Title: Re: Dwarven... "Child Care"
Post by: wierd on December 20, 2013, 01:12:32 am
Would adding a no-eat no-drink no-sleep "intelligent" creature to the mix help alleviate the soul attribute atrophy?

Something that can talk, but has no corporeal needs, like a plump helmet man?

That would allow the child to converse, but prevent it from developing a friendship, since that only happens with dwarves.

Since we don't want plumpy to be a combattant, we could put 2 pen/pastures in the test chamber, one with the poultry, and another with plumpy on it. We could do the whole "good creature bad creature" thing with the child, and keep it socially adjusted while we reprogram its little mind.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 20, 2013, 01:21:11 am
Would adding a no-eat no-drink no-sleep "intelligent" creature to the mix help alleviate the soul attribute atrophy?

Something that can talk, but has no corporeal needs, like a plump helmet man?

That would allow the child to converse, but prevent it from developing a friendship, since that only happens with dwarves.

Since we don't want plumpy to be a combattant, we could put 2 pen/pastures in the test chamber, one with the poultry, and another with plumpy on it. We could do the whole "good creature bad creature" thing with the child, and keep it socially adjusted while we reprogram its little mind.

I don't think that's really very workable. From what I've seen, the peacocks don't give a shit about activity zones in the cell. If I hadn't mercilessly slaughtered all of the animal people that had wandered through my fort, I might give it a try, but I don't think plumpy or any other animal person is likely to pay a whole lot of attention to the pasture. And even if they do, it adds complications to the setup - how do you repasture them if they leave the pasture area? How much space is correct, exactly? Stuff like that.

Finally, I doubt analytical ability is really something to worry about. The wiki (http://dwarffortresswiki.org/index.php/DF2012:Attribute) informs me that it's only useful for stuff like Student, Animal Trainer, and the like. No child supersoldier needs it.
Title: Re: Dwarven... "Child Care"
Post by: wierd on December 20, 2013, 01:28:26 am
Perhaps attach plumpy to a chain near the bed then, so he can't reach the meeting area of feathery doom? Part of the initial equipment?

We've already determined that delivery of goods through the chute is unacceptably dangerous to the potetial supersoldier, so plumpy shouldn't get mooshed or anything.

The lack of social skills will make the supersoldiers produced less likely to attain positions of authority and respect in the fortress, and will make them more likely to develop grudges and other societal ills once they become inducted into the military proper.

Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on December 20, 2013, 04:55:59 am
I don't think that will work... The animals don't stay in the pasture OR meeting room (probably because they are dodging out of it?) Test Subject A has 10 peacocks in with him and only about 6 are on the fighting square at any one time. Also the soul atrophy isn't so bad... Seem to lose about 4-5 stat points per year (if my first year is anything to go by)

Additionally it seems the children can dodge (or be thrown?) through solid objects... My children/peacocks kept escaping through the statue I'd used as a corner in their room (for mist generation).

I've been considering adding a well into the setup.... That way I only have to worry about food and not booze. Also should give them some swimming training to toughen them up. Not sure if the peacocks will drown though. I will have a look into this later.

Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 21, 2013, 12:37:57 am
Oddom Agsalzas
First Wave, Subject One of One

Sixth Evaluation - 18th Limestone, 28
Spoiler (click to show/hide)

Seventh Evaluation - 5th Opal, 28
Spoiler (click to show/hide)

Eighth Evaluation - 16th Felsite, 29
Spoiler (click to show/hide)

Ninth Evaluation - 23rd Moonstone, 29
Spoiler (click to show/hide)

Tenth Evaluation - 17th Granite, 30
Spoiler (click to show/hide)

Eleventh Evaluation - 17th Opal, 30
Spoiler (click to show/hide)

Twelfth Evaluation - 27th Slate, 31
Spoiler (click to show/hide)

Relevant:
Current Military Skills:


And a weaponsmith went fey and made this for her to wield when she gets out:
Spoiler: Mace (click to show/hide)

Either that, or I'll add her to the Duchess' squad and the Duchess can train her in the art of lashing. I'm not sure yet.
Title: Re: Dwarven... "Child Care"
Post by: gtaguy on December 21, 2013, 04:49:27 pm
I've devised a system to pump magma through my mist generator, so now I will have near-fireproof dwarves and magma! Two dorfiness points for the price of one in three dwarves dying!
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on December 21, 2013, 05:32:25 pm
I've devised a system to pump magma through my mist generator, so now I will have near-fireproof dwarves and magma! Two dorfiness points for the price of one in three dwarves dying!

I'd call that an acceptable fatality rate, as long as you can keep the tantrum spiral under control.
Title: Re: Dwarven... "Child Care"
Post by: Pon_Katt on December 21, 2013, 05:41:59 pm
I would not touch the magma experiments until the basic premise is confirmed to work.  You seem to be on the right track, keep doing what works.  All the mess ups tend to come from accidents from either the player (barrel of ale on the head) to being unprepared for other factors (a siege).
Title: Re: Dwarven... "Child Care"
Post by: gtaguy on December 21, 2013, 06:09:10 pm
I've devised a system to pump magma through my mist generator, so now I will have near-fireproof dwarves and magma! Two dorfiness points for the price of one in three dwarves dying!

I'd call that an acceptable fatality rate, as long as you can keep the tantrum spiral under control.

Tantrum spiral? I have mist generators ever 30 Z levels on each of my meeting halls. Very unlikely.

Also children seem to have less melt able fat, as such they take less damage from magma. More !science! must be done. However getting hit with a single magma mist when a child seems to only have a 1/20 mortality rate. Much better than the 1/3 mortality rate when an adult.
Title: Re: Dwarven... "Child Care"
Post by: monk12 on December 21, 2013, 09:41:37 pm
Oddom Agsalzas
First Wave, Subject One of One

Sixth Evaluation - 18th Limestone, 28
Spoiler (click to show/hide)

Seventh Evaluation - 5th Opal, 28
Spoiler (click to show/hide)

Eighth Evaluation - 16th Felsite, 29
Spoiler (click to show/hide)

Ninth Evaluation - 23rd Moonstone, 29
Spoiler (click to show/hide)

Tenth Evaluation - 17th Granite, 30
Spoiler (click to show/hide)

Eleventh Evaluation - 17th Opal, 30
Spoiler (click to show/hide)

Twelfth Evaluation - 27th Slate, 31
Spoiler (click to show/hide)

Relevant:
  • Went from "poor empathy" to "very bad empathy" between the 10th and 11th Evaluations.
  • Lost her positive creativity stat between the 3rd and 4th Evaluations. (Missed data point in earlier post.)
  • Became "a hardened individual" between the 7th and 8th Evaluations.
  • Stopped caring about anything anymore between the 9th and 10th Evaluations.
  • Between the 10th and 11th evaluations, "slow to tire" and "agile" switched positions in the list of physical attributes.
Current Military Skills:
  • Dabbling Wrestler - 62/500 [+33]
  • Dabbling Striker - 20/500 [No Change]
  • Adequate Fighter - 60/700 [+717]
  • Dabbling Armor User - 318/500 [+162]
  • Novice Dodger - 472/600 [+540]


And a weaponsmith went fey and made this for her to wield when she gets out:
Spoiler: Mace (click to show/hide)

Either that, or I'll add her to the Duchess' squad and the Duchess can train her in the art of lashing. I'm not sure yet.

Excellent! Those are pretty good stats for a seven year old, and is definitely a nice head start for a future warrior. I also note that between 10 and 11 her "great feel for the surrounding space" switched spots with her "very good feel for social relationships." I'm interested to see if that's indicative of minute attribute shifts, or just an oddity in the way DF loads that information.
Title: Re: Dwarven... "Child Care"
Post by: gtaguy on December 22, 2013, 05:05:44 pm
Has everyone seen the spear dropping EXP exploit?

I've devised a method to dump a load of water and equipment into the chamber, militarize the subject, open a hole in the ground, and have them land flow onto a spike trap. They dodge onto the next spear trap (due to good dodge skill) and gain massive skills in the weapon I've assigned.
Title: Re: Dwarven... "Child Care"
Post by: Girlinhat on December 25, 2013, 12:53:39 am
Does anyone know, off hand, if mist will travel Z levels?  In order to avoid the 'dodge through statues' issue, you could make the floor and ceiling into grates or bars, and the mist could travel through them.  This would also allow more compact designs without fear of children talking to each other, since they wouldn't have line of sight to each other in adjacent cells.  As added industry, a lever could be placed in the room with the order to pull it, which the dwarven child will never perform, but will gladly do when they turn 12, and this lever could open the floor grate to reveal the exit stairs.

ALSO I like the idea of having a plump helmet man on a chain in an adjacent room, connected only by a set of fortifications.  The child is mocked by the enormous edible man, who speaks softly and quite friendly, yet not in any meaningful way that conveys true intelligence or emotion.  Being apart from dwarven kind, the purple man doesn't eat or rest, and simply stands, chained to the wall, resting against the carved stone bars, watching the child at all times...
Title: Re: Dwarven... "Child Care"
Post by: Lielac on December 25, 2013, 02:59:18 pm
Does anyone know, off hand, if mist will travel Z levels?  In order to avoid the 'dodge through statues' issue, you could make the floor and ceiling into grates or bars, and the mist could travel through them.  This would also allow more compact designs without fear of children talking to each other, since they wouldn't have line of sight to each other in adjacent cells.  As added industry, a lever could be placed in the room with the order to pull it, which the dwarven child will never perform, but will gladly do when they turn 12, and this lever could open the floor grate to reveal the exit stairs.

Yep, mist is very much a multi-z thing. Kinda like miasma like that. The anti-miasma.
Title: Re: Dwarven... "Child Care"
Post by: wierd on December 25, 2013, 09:12:16 pm
if that is the case, then I think I can build a compact version of the child daycare center, that includes Plumpy the Daycare Provider, copious mist, stringent segregation, and all that lot.

Title: Re: Dwarven... "Child Care"
Post by: ChildofSolitude on January 01, 2014, 01:44:02 am
I don't think the ethics board will like this one.
Title: Re: Dwarven... "Child Care"
Post by: Grim Portent on January 01, 2014, 07:44:41 am
I don't think the ethics board will like this one.

No mere moral and ethical concerns can stand in the way of science!
Title: Re: Dwarven... "Child Care"
Post by: Gwen on January 01, 2014, 08:58:14 am
I'm trying to sort through the pages and figure out what the current method to do this is.

Could someone recap this for me?

We're using small poultry instead of dogs, yeah? Is it just one or should I put like, three in the cell?

How about furnishings? A bed, a table, some storage containers, and a chair might be good for the little monster child.
Mist would be nice to have but it would take a bit of engineering.
Also, if I filled the room with 3/7 water, would the child become a master swimmer?

Also, Should I drop a few changes in clothing in there along with the beer and food?
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on January 01, 2014, 01:43:04 pm
I'm trying to sort through the pages and figure out what the current method to do this is.

Could someone recap this for me?

We're using small poultry instead of dogs, yeah? Is it just one or should I put like, three in the cell?

How about furnishings? A bed, a table, some storage containers, and a chair might be good for the little monster child.
Mist would be nice to have but it would take a bit of engineering.
Also, if I filled the room with 3/7 water, would the child become a master swimmer?

Also, Should I drop a few changes in clothing in there along with the beer and food?

Title: Re: Dwarven... "Child Care"
Post by: Koremu on January 01, 2014, 04:01:08 pm
Did we ever figure out if being constantly stung by bees increases disease resistance?
Title: Re: Dwarven... "Child Care"
Post by: Cain12 on January 02, 2014, 01:34:26 am
I'm currently building a little area just for that. Isolated from main fort, plenty of water, food and booze. Some twenty active beehives, all along the walls. Incidentally, the Beekeeper just had a baby. I'm weak to irony like that.
Update: Alright, more than 100 bee stings on the same dwarf over the course of a year, no visible attribute changes. I think it's safe to say that bees are worthless for training dwarves.
Searched bee, this is what came up.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 02, 2014, 12:32:37 pm
For the purposes of testing out the effects of personalized daycare attendants, can I get a list of sentient creatures that do not require water or food?

I know that plump helmet men satisfy this, but they are quite rare. (Only ever had 2 fortresses with them in it, while serpent men, lizard men, caveswallow men, and ant men seem to be much more abundant.)

I have most of the daycare complex built, and am working on a modified version of the mist generator, and how to power it effectively.

I am not against using DFHack to accomplish certain physical ends, (like spawning the water for the mist generator) since I have created a fortress explicitly for this purpose.

I know dfhack can spawn items, but can it spawn entities too? That would make this considerably easier in regard to obtaining some plump helmet men for the test protocol.
Title: Re: Dwarven... "Child Care"
Post by: Di on January 02, 2014, 12:45:22 pm
Just give CAN_LEARN to dogs. Or add NO_EAT and NO_DRINK to dwarves.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 02, 2014, 02:01:39 pm
No_drink no_eat on dwarves is unacceptable. It would conflict with the experiment.

The goal is to be as vanilla as possible. That's why I wanted a list of possible alternatives to Plumpy.

A google search reveals that DaVinci suggested using switchmode to jump into arena mode, then create the plump helmet men that way, switchmode back to fortress mode, and makeown on the newly spawned helmet men to another poster asking the previous question in the modder forum.

I might savescum the fortress and try that.

It may be necessary to temporarily remove the Canlearn tag from them to assign them to the chains however.

Title: Re: Dwarven... "Child Care"
Post by: Kadzar on January 02, 2014, 09:24:17 pm
For the purposes of testing out the effects of personalized daycare attendants, can I get a list of sentient creatures that do not require water or food?

I know that plump helmet men satisfy this, but they are quite rare. (Only ever had 2 fortresses with them in it, while serpent men, lizard men, caveswallow men, and ant men seem to be much more abundant.)

I have most of the daycare complex built, and am working on a modified version of the mist generator, and how to power it effectively.

I am not against using DFHack to accomplish certain physical ends, (like spawning the water for the mist generator) since I have created a fortress explicitly for this purpose.

I know dfhack can spawn items, but can it spawn entities too? That would make this considerably easier in regard to obtaining some plump helmet men for the test protocol.
Is there room to put in a trap door system to replace dead sentient beings? Or is the current goal aiming for completely hands-off system?
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 02, 2014, 10:10:53 pm
The goal is "5 birds enter, badass dwarf leaves."

Initial experiments with blue peafowl have demonstrated some design considerations in daycare architectural design, namely that dodging and throwing allows items to pass through otherwise unpathable obstructions, such as statues and fortification slits.

Other mysterious behaviors indicate slow atrophy of certain mental attributes from the prolonged isolation. (And the mysterious complete disappearance of an entire blue peahen.)


The daycare layout I have in mind looks like an ascii @ symbol of a sort. There is a central 2x2 chamber with metal grate floors, on which Plumpy the daycare attendant will be chained. Once inside, he will be walled in using a fortification slit. Directly adjacent to the slit is the child's bed.

There is then 1 tile of floor before a corner, and then 3 tiles of floor. The last tile is an up ramp, that during the experiment will be blocked with a hatch upstairs.

The tile of floor in front of the bed contains booze and food on a quantum microdump stockpile.

There is a meeting zone placed on the upramp. 5 peafowl are to be introduced into the room.
Mist is generated in the floor below the floor grates, which then billows up through them, and through the fortification slit. This allows the child to be misted gently the whole time they are asleep. Also, allows plumpy the plump helmet man to have soothing and friendly conversations with the child, without risking the dangers of friendships. Plumpy cannot get out of the mistbooth, and can't be harmed.

This setup is allowed to run continually for 12 years, or until li'l Urist gets all growed up. Whichever happens first.

It is meant to compliment the non-attendant trial already being overseen by another research center.
Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on January 03, 2014, 04:45:35 am
I have noticed a significant jump in skill gain using 10 peacocks instead of 5, although it also does increase the rate at which the birds kill each other.
I think an optimum number will lie somewhere around 7-8.

Interestingly I tried dumping 80 birds into the one room and skill gain over a few months did not increase as much as I'd expected.

Hard facts and figures will follow when I have more time for follow up experiements
Title: Re: Dwarven... "Child Care"
Post by: TheOnlySolitaire on January 03, 2014, 02:02:59 pm
I recently did some childcare testing, and I know you all use birds, but if you are in the right biome, and don't mind catching wild animals for testing, there are some wild animals that are under the size of dogs, but over the size of cats etc. And they train offensive combat skills at a pretty rapid rate.

I found pitting single wild mandrills, coatis, koalas works. I even took some riskier animals and pitted them into the test chambers, like dingos, coyotes, lynx, and bobcats.
Just throw in some wild turkeys every now and then for the safer training kills.

I'm using a 2x2 chamber designated as a meeting zone, and an adjacent bedroom. Although this was only a working design, i'm testing various other designs now.

Out of 4 test subjects, 1 died fighting a mandrill. The other 3 survived and are at skilled/talented in wrestler, and around adept in fighter, with perhaps 7-8 kills each so far.

I'm doing more science on it now, but it seems that the tame animal plan people are using works well, but very slowly, while being relatively low maintenance. My method seems riskier, takes comparatively more effort, but not lots, but seems to be producing much faster results, just not much in terms of defensive skills, although it is training them too (possibly at a similar rate to the passive method).


Title: Re: Dwarven... "Child Care"
Post by: Di on January 03, 2014, 02:27:33 pm
to have soothing and friendly conversations with the child, without risking the dangers of friendships.
Well, if that's the goal why not use ordinary talking animals (even those are extremely rare) or wall-in some insignificant dwarf. It's not like the food is anywhere near limited. Or maybe use vampire. With some planning one dwarf could provide a social interactions to several subjects.
And if one is frightened by even a single friendship the attendant can be quietly atom-smashed and slabbed as missing one later.

the tame animal plan people are using works well, but very slowly, while being relatively low maintenance.
Yeah, that's the point - low maintenance and micromanagement, just lure child in and wait. If were talking about training them by pitting against aggressive critters the giant zombie grasshopper and a squad of hammerdwarfs ten tiles away is unquestionable winner.
Title: Re: Dwarven... "Child Care"
Post by: TheOnlySolitaire on January 03, 2014, 02:37:33 pm
Good point, I suppose. But the difference in micromanagement literally comes down to just pitting captured animals into the test chamber and letting the child fight it out.
I think I might have found a good compromise, but I want to finesse it a bit before I post it...

I'll also try and see if I can find a way to make the process as low maintenance as possible, but with wild animals it won't be easy...

Your zombie grasshopper counter does give me more ideas about using nullified husks though haha Just have to find a way to make the little angels eat, sleep, and drink...
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 03, 2014, 04:57:26 pm
The main goal of the attendant is to reduce the mental attribute decay seen from subjecting children to prolonged isolation, which should help them to learn weapon and shield user skills from the barracks training lessons more efficiently later.

The problem with a sentient is that they require food and water. A pitted vampire removes that problem, but replaces it with being a friendship disaster waiting to happen.

It doesn't matter "with what" that dwarves speak, they will develop the appropriate community skills. A plump helmet man would be ideal-- no center for thought, but can learn, doesn't eat, doesn't drink. I was just curious if there were other vanilla creatures to sub out for plumpy.

He's just a new variable in the experiment; it doest make sense to fixate on him to this degree. If his being present in the chamber has no tactical advantage, then it wouldn't be worthwhile to include such attendants in future experments.

I just want to see if the attribute decay can be mitigated with "fake" social interaction.
(Amusingly, if you don't mind the prospect of modding and also of course, if this works, it would be a good use for elven caravan members. Just mod them to not need food or water, drop them on some cage traps, install them in the mist chamber and link them to a lever-- fortification slit them in, open the cage by remote. All set. Elves being immortal would solve many problems.)

Title: Re: Dwarven... "Child Care"
Post by: Gwen on January 03, 2014, 05:16:04 pm
I found pitting single wild mandrills, coatis, koalas works.
Are coatis really safe to pit? I had one of those things walk into my fort and singlehandedly take all seven of my dwarves out. One of your kids was able to survive with one of those monsters?

Is his name Pi or something?
Title: Re: Dwarven... "Child Care"
Post by: TheOnlySolitaire on January 03, 2014, 05:46:49 pm
I found pitting single wild mandrills, coatis, koalas works.
Are coatis really safe to pit? I had one of those things walk into my fort and singlehandedly take all seven of my dwarves out. One of your kids was able to survive with one of those monsters?

Is his name Pi or something?


haha I really should watch that film...

Well, I knew it was risky, i started out with the standard tame bird thing, but took the birds out once I got a bit frustrated with the speed of the skill gain, which is when I checked my animal stockpile and had 5 mandrills. One of the kids died in its fight, but the others somehow won, after that I think I tried some softer wild animals to get a bit more levelling, then started testing the larger animals. I didnt think the coati would be anywhere near as bad as a bobcat or a lynx, but they all survived that.
I think the wild turkeys and koala buffers after the mandrills helped toughen up the kids...

2 have 7 kills so far, one has 8.
they are all expert or higher in fighter, 2 are novice strikers, and 2 are talented and one is adept at wrestling. The other skills are dabbling. They're getting armor user from wearing clothing - which was news to me...
Title: Re: Dwarven... "Child Care"
Post by: Kadzar on January 04, 2014, 12:36:48 am
I just want to see if the attribute decay can be mitigated with "fake" social interaction.
(Amusingly, if you don't mind the prospect of modding and also of course, if this works, it would be a good use for elven caravan members. Just mod them to not need food or water, drop them on some cage traps, install them in the mist chamber and link them to a lever-- fortification slit them in, open the cage by remote. All set. Elves being immortal would solve many problems.)
Perhaps goblins, then?
Title: Re: Dwarven... "Child Care"
Post by: Lielac on January 04, 2014, 12:39:46 am
I just want to see if the attribute decay can be mitigated with "fake" social interaction.
(Amusingly, if you don't mind the prospect of modding and also of course, if this works, it would be a good use for elven caravan members. Just mod them to not need food or water, drop them on some cage traps, install them in the mist chamber and link them to a lever-- fortification slit them in, open the cage by remote. All set. Elves being immortal would solve many problems.)
Perhaps goblins, then?

No, those are hostile, the kid would starve to death because of terror.

... I think.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 04, 2014, 12:59:40 am
If the goblin prisoner is on a chain, then the kid should not respond with terror, right?
Then the question is if the child will simply see them as furniture, or if the will actually converse with said prisoner.

Wow.. goblin daycare attendants... that's getting kinda dark. :)
Title: Re: Dwarven... "Child Care"
Post by: Gwen on January 04, 2014, 01:56:22 am


haha I really should watch that film...

Well, I knew it was risky, i started out with the standard tame bird thing, but took the birds out once I got a bit frustrated with the speed of the skill gain, which is when I checked my animal stockpile and had 5 mandrills. One of the kids died in its fight, but the others somehow won, after that I think I tried some softer wild animals to get a bit more levelling, then started testing the larger animals. I didnt think the coati would be anywhere near as bad as a bobcat or a lynx, but they all survived that.
I think the wild turkeys and koala buffers after the mandrills helped toughen up the kids...

2 have 7 kills so far, one has 8.
they are all expert or higher in fighter, 2 are novice strikers, and 2 are talented and one is adept at wrestling. The other skills are dabbling. They're getting armor user from wearing clothing - which was news to me...

Well the elves have been really good about bringing me fun new toys to play with. I have a pair of giant mosquitoes, a jaguar, a lion, and a tiger. (oh my! I need a beer bear)
If I had a lake I could totally do a life of pi thing. Of course there is that volcano...

Anyway, cloth clothing is considered armor and will still 'block' damage, so it makes sense that they get some armor user out of it. If you could persuade them to wear leather armor as clothing, that would be interesting. What you'd have to forbid all clothing except leather armor (which I think civilians can equip as if it were regular clothing?) Unless someone knows better, it calls for science.

Who knows of a good way to remove dwarf clothing? Removing children's clothing is of particular interest.

Also, with the socialization problem, would it be possible just to place the cell in the middle of the dining hall? If we rig it so the child can't dodge through the fortifications, it might be possible to have some real socialization rather than fake.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 04, 2014, 02:09:58 am
No, we WANT fake, because it completely prevents friendships.

You don't want your super soldiers to have friendships, because then they induce tantrum spirals when they eventually die during a siege.

With fake socialization, they would keep mental attributes useful to weapon training in the barracks, without getting a nasty friendship.

A possible bonus to using a goblin over a tame sentient is that they will *never* become the mayor.
Title: Re: Dwarven... "Child Care"
Post by: Di on January 04, 2014, 02:37:14 am
You're exaggerating, one dead friend won't cause serious impact on turkey-hardened killing machine. And elves or anyone else from trading caravan won't do because regardless of their need of feeding traders go mad when they're usnable to fulfil their karmic duty of selling things.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 04, 2014, 03:06:04 am
I was responding to the notion of installation in the dining hall. Super soldier child would be exposed to many dwarves, not just one.  Each exposure adds interaction points that contribute to developing a friendship.

The elven problem with madness is definately a problem. I will test with a goblin and a hack-spawned plump helmet man, and compare.  If a chained goblin is an acceptable substitute, then its game on.
Title: Re: Dwarven... "Child Care"
Post by: Putnam on January 04, 2014, 04:19:08 am
I know dfhack can spawn items, but can it spawn entities too? That would make this considerably easier in regard to obtaining some plump helmet men for the test protocol.

1. You want units; entities are civilizations and nothing else.

2. yeah. (https://gist.github.com/Putnam3145/7257577) You might want to use warmist's version that I forked from there or the r3 version I have if you're using r3.
Title: Re: Dwarven... "Child Care"
Post by: TheOnlySolitaire on January 04, 2014, 06:44:09 am
So the theory is, adding in chained goblin prisoners, will give the children FAKE social interaction, thus preventing their mental attributes from decaying while the 'training' progresses?

Being that they cannot talk to the goblin, does that mean that they don't need to actually SPEAK to anyone, they just need to see they're not alone?

I've been separating my chambers with windows, so the children can see each other, and the doctor stationed in the hospital the other side of the entrance to the chambers can see them... would that work? I'm just setting up my second science fort to expand on my wild animal theory, I'm wondering whether to build daycare attendants into the design....

I agree with Wierd, this already macabre subject gets just a little darker, and a little more poetic, when you put child snatchers as daycare attendants.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 04, 2014, 07:22:16 am
I havent tested goblins as daycare attendants yet.  I KNOW that plump helmet men talk with dwarves, because plump helmet men develop social skill gains from idling in the meeting and dining halls.  I do NOT know if chained goblins talk with dwarves. If they do, then they are perfect, since they dont eat or drink, and are immortal. I dont know if being put on a chain makes creatures unable to socialize or not. That is why I intent to simultaneously test both a goblin attendant in one cell, and a plump helmet man in another.
Title: Re: Dwarven... "Child Care"
Post by: zombat on January 04, 2014, 07:22:26 am
By Armok's beard! This is finally bearing results???
Title: Re: Dwarven... "Child Care"
Post by: TheOnlySolitaire on January 04, 2014, 07:11:30 pm
By Armok's beard! This is finally bearing results???

I don't know about results - I only had 4 test subjects, and only 3 passed. I'm doing more tests now, just waiting on bloody children to arrive - the one time you actually want kids in a fort. I am having trouble because I'm testing evil weather too, so it's impacting immigrants etc.

But the early tests show promise, its simply a case of repeating those results, and then making it as low maintenance as possible to give the whole project a point.

I want to experiment with both methods simultaneously too, as together they should really work wonders - one supporting the other, and allowing the child to go from strength to strength, rather than the risky gauntlet my method has them running at the moment...
Title: Re: Dwarven... "Child Care"
Post by: Drewigi on January 05, 2014, 01:30:37 pm
You are all horrible people
Title: Re: Dwarven... "Child Care"
Post by: Durthane on January 05, 2014, 03:22:59 pm
You are all horrible people

Aye, truly terrible homo sapiens. But exemplary examples of dwarfdom. Furthering the cause of !!Science!! and creating abominations against the gods... Or creating exactly what the gods want depending on your particular heavenly affiliations.
Title: Re: Dwarven... "Child Care"
Post by: TheOnlySolitaire on January 05, 2014, 04:11:36 pm
You are all horrible people


Aren't you the guy with the fixation on butchering entire towns (which I'm pretty sure include children too), and boasting in short but graphic detail in numerous threads about it?

It's good to know you draw a line against the horrific slaughter that is DF somewhere lol

In other news, I've got my new testing fort up and running, and am just waiting on a few babies to grow into children so I can be as scientific as possible with my results.

Any word on the goblin/plump helmet man daycare attendant theory? Aside from its use in dwarven daycare, I am generally interested to see if the mental attributes decay due to solitude, or lack of social interaction - or both. Depending on the outcome, that technically has larger implications than just childcare - ie the effect on the last dwarf in a fort, or those vampires who get locked away as eternal accountants/managers...
Title: Re: Dwarven... "Child Care"
Post by: monk12 on January 05, 2014, 08:34:57 pm
Around these parts, that's basically a compliment.
Title: Re: Dwarven... "Child Care"
Post by: Sutremaine on January 05, 2014, 09:23:03 pm
Aye, truly terrible homo sapiens. But exemplary examples of dwarfdom.
Human and dwarven ethics are the same in the following areas:
Spoiler (click to show/hide)

They are different in the following areas:
Spoiler (click to show/hide)
"Dwarven child care" is either equally human or dwarf, or much more human than dwarf.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 05, 2014, 10:09:49 pm
I know dfhack can spawn items, but can it spawn entities too? That would make this considerably easier in regard to obtaining some plump helmet men for the test protocol.

1. You want units; entities are civilizations and nothing else.

2. yeah. (https://gist.github.com/Putnam3145/7257577) You might want to use warmist's version that I forked from there or the r3 version I have if you're using r3.

I had to hunt down the R3 version from Warmist.  Works a treat. I could theoretically spawn children for testing this way too...
Title: Re: Dwarven... "Child Care"
Post by: Di on January 05, 2014, 11:48:56 pm
Spoiler (click to show/hide)
"Dwarven child care" is either equally human or dwarf, or much more human than dwarf.
Hm, does !!Science!! count as TORTURE_FOR_INFORMATION or TORTURE_FOR_FUN?
Also, I'm not sure the TORTURE applies here at all, people are trying to keep them ecstatic during the tests.
Title: Re: Dwarven... "Child Care"
Post by: TheOnlySolitaire on January 06, 2014, 06:19:26 am
I know dfhack can spawn items, but can it spawn entities too? That would make this considerably easier in regard to obtaining some plump helmet men for the test protocol.

1. You want units; entities are civilizations and nothing else.

2. yeah. (https://gist.github.com/Putnam3145/7257577) You might want to use warmist's version that I forked from there or the r3 version I have if you're using r3.

I had to hunt down the R3 version from Warmist.  Works a treat. I could theoretically spawn children for testing this way too...

if you do find a way to spawn children, would you kindly share it with me please?
I've been using spawnunit and the gm-editor but it seems the spawnunit command spawns adults that are 1 year old... I've been using dfusion>misctools>empregnate on the female dwarves and waiting for the babies to grow to children, but thats a laboriously slow process....

I tested the upright spear glitch thing from another thread - it works amazingly well (if incredibly gamey - worse than danger rooms). But it can cause bad to fatal injuries from the fall, so I don't know if it's worth risking children yet.
 
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 06, 2014, 12:12:33 pm
spawnunit.lua 's innards say that the second argument is the caste.

Sadly, it looks like it assigns the current DF year to the birth year field.
Doesnt look like you can make dwarven babies without a little tweaking.


In other news, my dwarves are poppin babies like nobody's business. I just had 5 birth reports in less than 1 dwarven month.  I may have to expand the testing center.
Title: Re: Dwarven... "Child Care"
Post by: wierd on January 06, 2014, 01:41:35 pm
I must have made a mistake somewhere, as my mist generator is generating mist, but it does NOT move up the shaft into the mist chamber, or if it can, it clearly cant pass through a floor grate.
Title: Re: Dwarven... "Child Care"
Post by: HmH on January 07, 2014, 08:29:57 am
Spoiler (click to show/hide)
"Dwarven child care" is either equally human or dwarf, or much more human than dwarf.
Hm, does !!Science!! count as TORTURE_FOR_INFORMATION or TORTURE_FOR_FUN?
Also, I'm not sure the TORTURE applies here at all, people are trying to keep them ecstatic during the tests.
It's not torture, it's "enhanced research techniques".
Title: Re: Dwarven... "Child Care"
Post by: Di on January 07, 2014, 12:04:54 pm
Welp, non-combat training for children is failure. They don't get xp from performing deconstruction. You can probably still train their growing skill fairly high but that won't stop them from becoming legendary woodcrafters.
(http://s12.postimg.org/urbsvkk2l/image.jpg) (http://postimage.org/)
Title: Re: Dwarven... "Child Care"
Post by: Ravendarksky on January 08, 2014, 07:57:55 am
Welp, non-combat training for children is failure. They don't get xp from performing deconstruction. You can probably still train their growing skill fairly high but that won't stop them from becoming legendary woodcrafters.
(http://s12.postimg.org/urbsvkk2l/image.jpg) (http://postimage.org/)

You can setup pressure plates which only trigger on children weights and then have your children take swimming lessons.
It is also a great way to capture children for your training chambers.

I have a full processing facility setup now. I will post screenshots once I'm happy that dodging into an underground river isn't going to lead to peacocks/children being swept away.
Title: Re: Dwarven... "Child Care"
Post by: Drewigi on January 17, 2014, 09:26:55 pm
By the horrible people thing, it was a compliment.
You should do this to elven children, and then kill them once they're twelve. Those tree humping hypocrites can go fuck themselves.
Title: Re: Dwarven... "Child Care"
Post by: Putnam on January 20, 2014, 03:33:43 am
spawnunit.lua 's innards say that the second argument is the caste.

Sadly, it looks like it assigns the current DF year to the birth year field.
Doesnt look like you can make dwarven babies without a little tweaking.


In other news, my dwarves are poppin babies like nobody's business. I just had 5 birth reports in less than 1 dwarven month.  I may have to expand the testing center.

Mine (https://gist.github.com/Putnam3145/7257577) is probably broken in some other way but assigns age correctly
Title: Re: Dwarven... "Child Care"
Post by: Twitchel on February 09, 2014, 12:21:13 pm
You know now that I think on this this program I'm drawing some analogues from other like programes from fiction. -cough- spartanII Death Korps of Krieg -cough-
Title: Re: Dwarven... "Child Care"
Post by: RailroadRider on February 21, 2014, 10:58:44 pm
"Daddy, why are you throwing me in a pit full of wolves?"

"THIS. IS. DWARF FORTRESS!"
Title: Re: Dwarven... "Child Care"
Post by: TheCoolSideofthePIllow on February 22, 2014, 03:30:17 am
Nearly all my military are females, so when they have kids, they constantly leave them in the danger room to be impaled on the training spears.
Title: Re: Dwarven... "Child Care"
Post by: Drewigi on February 26, 2014, 10:03:54 pm
To repeat myself "We need to do this to elven children, then kill them once they grow up, if its peaceful  (by getting a female and male elf to mate in a cage), then kill them.
Title: Re: Dwarven... "Child Care"
Post by: Wimopy on March 08, 2014, 05:52:54 am
To repeat myself "We need to do this to elven children, then kill them once they grow up, if its peaceful  (by getting a female and male elf to mate in a cage), then kill them.

Let me clarify something. We do not make potentially dangerous elves. Unless we can adapt them to turn on the others.
Title: Re: Dwarven... "Child Care"
Post by: nekoexmachina on March 08, 2014, 06:23:24 am
Image pops in my head.
An Elven 12-years-old guy is standing near the entrance of what he has ever known as his home.
His father and his mother are living down there on chains, he never seen them since he was 1. He never knew anybody, but a bunch of dogs who bit him for last 10 years. His genes tell him every animal is saint, but he tends to disagree with that.
He never knew a woman.
He can't understand the concept of friendship.
He can't understand anything, but pain. He feels he became what he is because of that pain, and over the years he learned himself to even like it.
He stands there because a beardy dwarf told him to.

And then, he hears "Release testing object #21. Test chamber 38, goblin ambush Z2Y".

Floor under his feet cracks up, and he falls down to the darkness.

He slams into some green-skinned creature moments later, and he sees evil in the creature's eyes.

Next thing he remembers is a smile on his beardy master's face and a pile of corpses he sits on.

I feel Cacame.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on March 10, 2014, 03:28:54 pm
I always think of this:

http://www.imdb.com/title/tt0120157/quotes?item=qt0201706
Title: Re: Dwarven... "Child Care"
Post by: gtaguy on March 10, 2014, 08:36:03 pm
For the purposes of testing out the effects of personalized daycare attendants, can I get a list of sentient creatures that do not require water or food?

I know that plump helmet men satisfy this, but they are quite rare. (Only ever had 2 fortresses with them in it, while serpent men, lizard men, caveswallow men, and ant men seem to be much more abundant.)

I have most of the daycare complex built, and am working on a modified version of the mist generator, and how to power it effectively.

I am not against using DFHack to accomplish certain physical ends, (like spawning the water for the mist generator) since I have created a fortress explicitly for this purpose.

I know dfhack can spawn items, but can it spawn entities too? That would make this considerably easier in regard to obtaining some plump helmet men for the test protocol.
Is there room to put in a trap door system to replace dead sentient beings? Or is the current goal aiming for completely hands-off system?
What about vampires? You could do the same thing but they'd never die or even need extra stuff besides maybe a small room and clothes.
Title: Re: Dwarven... "Child Care"
Post by: Drewigi on March 11, 2014, 04:31:48 pm
I always think of this:

http://www.imdb.com/title/tt0120157/quotes?item=qt0201706
Who cares if they are traumatized? It helps narrow down on how to fix the process and it is probably not gonna make them care anymore, we have achievements in dwarven !!science!!.
Title: Re: Dwarven... "Child Care"
Post by: redpikeman on May 05, 2014, 07:03:01 am
It looks like Science has progressed since my experiments. I'll add this little bit of information to the knowledge pool.

Six subjects were contained in a 3x3 room which was periodically flooded with water for three in-game months.   
Subjects were given enough time between treatments to eat and sleep, and the rooms were cleared of water only when the subjects indicated they required food and drink. A separate 2x3 "resting room" was designated adjacent to the containment cell, separated by a locked door where furniture and food was stored.   
The containment cells were flooded to levels 4-5.

All Physical and mental stats were recorded before and during treatment so that gains could be accurately assessed.

After 3 months of this treatment, subjects gained an average of 10 in all physical stats except for Toughness, which suffered by 1 point for all subjects. Additionally Willpower, Spatial Sense and Kinesthetic Sense showed gains of +10.

Happiness dropped from 200 to roughly 150 for two of the test subjects, while the other four subjects showed slight increases in happiness. This was likely due to a low starting happiness.
Subject B-1 began with a Happiness of 38 (Unhappy) and improved to Happiness 102  (Content) throughout treatment. Notes show that subject B-1 had previously lost its father in the obsidian factory during an unfortunate magma related accident, which accounts for its original depression. It is interesting to note that treatment actually improved its mood.

All subjects showed decreases in their mental and social abilities, losing roughly 1 point in all mental/social traits except for Willpower.

The program was ultimately discontinued, as appropriate water flow was difficult to control, often resulting in the drowning death of subjects.

I believe that if water flow could be accurately managed, long term treatment in this way would markedly improve the physical stats as well as the Willpower, Spatial Sense and Kinesthetic Sense of the test subjects. Longer trials are required, and better water flow mechanisms must be set in place. The current design requires too much oversight to be effectively automated, though engineers are hard at work to overcome these circumstances.   

I will be testing new chambers exploring this avenue of research soon, using controlled flow chambers and static pools in which the subject will have to swim should it wish to attain food, drink, and sleep.
 
Title: Re: Dwarven... "Child Care"
Post by: mate888 on May 06, 2014, 06:19:28 pm
I don't know if call the author of this a genious, or a soulless monster...
Title: Re: Dwarven... "Child Care"
Post by: Tomcost on May 06, 2014, 06:34:17 pm
I don't know if call the author of this a genious, or a soulless monster...
We are in Bay12, so it's both.
Title: Re: Dwarven... "Child Care"
Post by: mate888 on May 06, 2014, 07:50:12 pm
I don't know if call the author of this a genious, or a soulless monster...
We are in Bay12, so it's both.
Oh, rigth. I forgot that to enter Bay12 Forums you must sell your soul to Toady so he also sells it to some unspecified being in exchange for more letters to add into the game  :P
Title: Re: Dwarven... "Child Care"
Post by: Sadrice on May 06, 2014, 08:45:12 pm
The program was ultimately discontinued, as appropriate water flow was difficult to control, often resulting in the drowning death of subjects.
What was the problem? Did you have trouble reliably getting 4-5 depth?  Fill your 3x3 submersion training facility via a 2x3 measuring room in the z above.  2x3 is 42 units of water, meaning if spread out over a 3x3 area it would  be 4 on three tiles and 5 on six (you get the same 4 2/3 depth whenever you increase the area by 1/3).  Alternately, you could put lever controlled doors on 3 tiles of the room.  Fill the room, disconnect water, open doors, the area of the room increases by 3.


If you want more fine grained control over water depth than working in units of 7, use mine carts to dump the water.  For a one dwarf testing chamber, just make a u bend, with a grate for the dwarf to stand on one side and a chute to wherever the minecart's dumping from on the other.  Keep it filled up to below the grate with a diagonal pressure reducer on the water supply and a door to block it.  Station the dwarf, close off the water supply, and send some mine carts.  Since there are only two tiles being filled, connected by the full u bend, 1 cart = 1 unit of water on the dwarf's square.  How to automatically send a specific number of minecarts full of water on command (or better yet, on schedule) is left as an exercise to the reader.
Title: Re: Dwarven... "Child Care"
Post by: Urist McWhatTheHellGuys? on May 06, 2014, 09:29:21 pm
Correct me if I'm wrong, but the original goal was to produce flayed, steel skinned, fatless, friendless killing machines for the military from dwarven children which otherwise merely get in the way and cause tantrum spirals later in life due to the fact they spent 12 years socialising.

What progress has been made towards this ultimate goal, for example I haven't heard the fat melting method tested at all merely discussed.
Title: Re: Dwarven... "Child Care"
Post by: Magistrum on May 07, 2014, 05:39:06 pm
The fat melting program actually worked, they are immune to bleeding out from common fire.
Friendless... Check.
Steel skinned... Check?
Flayed... Well, sometimes, but with discretion.
They get really good at fighting, but the other skills improve really slowy.
Title: Re: Dwarven... "Child Care"
Post by: redpikeman on May 07, 2014, 08:00:20 pm
The program was ultimately discontinued, as appropriate water flow was difficult to control, often resulting in the drowning death of subjects.
What was the problem? Did you have trouble reliably getting 4-5 depth?  Fill your 3x3 submersion training facility via a 2x3 measuring room in the z above.  2x3 is 42 units of water, meaning if spread out over a 3x3 area it would  be 4 on three tiles and 5 on six (you get the same 4 2/3 depth whenever you increase the area by 1/3).  Alternately, you could put lever controlled doors on 3 tiles of the room.  Fill the room, disconnect water, open doors, the area of the room increases by 3.


If you want more fine grained control over water depth than working in units of 7, use mine carts to dump the water.  For a one dwarf testing chamber, just make a u bend, with a grate for the dwarf to stand on one side and a chute to wherever the minecart's dumping from on the other.  Keep it filled up to below the grate with a diagonal pressure reducer on the water supply and a door to block it.  Station the dwarf, close off the water supply, and send some mine carts.  Since there are only two tiles being filled, connected by the full u bend, 1 cart = 1 unit of water on the dwarf's square.  How to automatically send a specific number of minecarts full of water on command (or better yet, on schedule) is left as an exercise to the reader.

That was the issue - the flooding mechanisms were poorly designed.

What you suggest, however, would work incredibly well. I will have to test this.

Currently, I've switched to a manual pump system to control the water flow, with four 3x3 test cells. Water is pumped from the second story, taken from a filled chamber adjacent to the training cell.

I'll be setting up new cells to test your method. It is much more efficient to flip a lever than to tie up an overseer with pumping.

Water training does not increase fighting abilities, but it does seem to raise physical attributes significantly. I plan to run a year long training schedule to see if skill increases raise steadily or plateau. If the training program produces significant results, a few years in a water chamber may increase the value of the overall product.

If I can find time, a second control group will be studied using only animal training (turkeys, peacocks), so we can compare methods.
Title: Re: Dwarven... "Child Care"
Post by: Maul_Junior on May 08, 2014, 04:48:47 am
So I'm reading through this thread (I'm on page 14 atm), and as people were discussing how it would be best to make a super soldier but remove skin, fat, and most organs, a thought pops into my head.

These are not scientists.

These are necrotechies, out to create a race of skeletal supersoldiers. They have the same goal as Necromancers--only their goals are different. One manipulates the dead into deadly weapons--the other manipulates the living.


......and I love it.
Title: Re: Dwarven... "Child Care"
Post by: Zac on May 08, 2014, 06:01:11 am
Nope. One manipulates the dead bodies of anonymous people with a power gifted by the gods of death, the other practice hazardous heartless and often lethal experimentations on his own living offsprings.

That's the difference between a mere necromancer and a true dwarven scientist.
Title: Re: Dwarven... "Child Care"
Post by: MarcAFK on May 08, 2014, 07:35:41 am
Water training seems very effective, perhaps a few years of that, then some peahen training once they're stronger, then finish them off with experimental surgical procedures?
Title: Re: Dwarven... "Child Care"
Post by: expwnent on May 08, 2014, 09:30:59 am
I don't think dwarves can eat/drink while in water, so that would increase the need for micromanagement.
Title: Re: Dwarven... "Child Care"
Post by: Sadrice on May 08, 2014, 09:46:18 am
If you automate the water supply, which isn't that hard since minecarts allow easy repeaters of arbitrary period, it becomes a lot less difficult.  If you use the 3x3 with doors blocking 3 tiles during filling it would be easy to automate since the dwarf stays in the same room the whole time. The only problem is that water flow might push the food around too much when draining, so it might be best to fill via a floor grate and u bend so that there's no way for test subjects or their provisions to get stuck in the plumbing.
Title: Re: Dwarven... "Child Care"
Post by: Maul_Junior on May 08, 2014, 05:43:20 pm
Nope. One manipulates the dead bodies of anonymous people with a power gifted by the gods of death, the other practice hazardous heartless and often lethal experimentations on his own living offsprings.

That's the difference between a mere necromancer and a true dwarven scientist.


That's......exactly what I said in a different format.

Necromancer makes weapons out of the dead, you guys are making weapons out of the living.
Title: Re: Dwarven... "Child Care"
Post by: Maul_Junior on May 09, 2014, 02:29:18 pm
Also, a thought, re: science.

For the purposes of !!science!!, mod dwarves to not have babies, so dwarves pop out younglings as fully fledged test subjets.

This would not happen in pure vanilla, yes, but you don't have to wait around for a few years for shields babies to become test subjects.
Title: Re: Dwarven... "Child Care"
Post by: jcnorris00 on May 09, 2014, 07:18:44 pm
You can train children (and any other loafers) with dwarven kiddie pools (the link is in my sig).  Lately I've skipped the wall that's supposed to be deconstructed, and just put 1x1 meeting areas on the pressure plates.  Incorporating one into each isolation chamber would be problematic, but not impossible if you have an aquifer.  Be warned, I did actually have a child drown in these, but it's only happened one time.  Those are acceptable losses.
Title: Re: Dwarven... "Child Care"
Post by: Magistrum on May 09, 2014, 09:05:21 pm
Be warned, I did actually have a child drown in these, but it's only happened one time.  Those are acceptable losses.

For a moment I thought we went too far. Just for moment tough.
Title: Re: Dwarven... "Child Care"
Post by: Orange Wizard on May 09, 2014, 09:09:04 pm
Be warned, I did actually have a child drown in these, but it's only happened one time.  Those are acceptable losses.

For a moment I thought we went too far. Just for moment tough.
Yeah, it almost seemed like having a child drown was an unusually bad occurrence.
Title: Re: Dwarven... "Child Care"
Post by: Grip on May 21, 2014, 12:57:00 pm
Is it bad that this thread has convinced me to play Dwarf Fortress?
Title: Re: Dwarven... "Child Care"
Post by: wierd on May 21, 2014, 01:19:14 pm
Not at all.  Most, if not all DF players are sadistic in one fashion or another.

As for the opposite of necromancers: That would be a vivomancer-- A sorcerer obsessed with learning the secrets of manipulating life and living things. Not given NEARLY enough coverage in literature. For some reason, people send too much time worrying over the dead-- those that preside over the living are far, FAR more frightening.

Title: Re: Dwarven... "Child Care"
Post by: Wimopy on June 13, 2014, 02:23:36 pm
Not at all.  Most, if not all DF players are sadistic in one fashion or another.

As for the opposite of necromancers: That would be a vivomancer-- A sorcerer obsessed with learning the secrets of manipulating life and living things. Not given NEARLY enough coverage in literature. For some reason, people send too much time worrying over the dead-- those that preside over the living are far, FAR more frightening.

Isn't that just like manipulation, just with magic and over a larger range of creatures? Pretty much like an extremely powerful hypnotic or mind control spell?
Title: Re: Dwarven... "Child Care"
Post by: callisto8413 on June 14, 2014, 10:47:03 am
Wow...you people put a lot of thought into this...

At my Fortress, I figure if they can't outrun a snatcher, can't outfight a wolf, can't handle being hit by an arrow, and are not smart enough to keep off the ice before it melts and drowns them, then they don't deserve to be a subject.  I am still waiting for my first generation born within the Fortress to reach adulthood so I can see the results of this 'hands-free survival of the fittest' policy. 

Many of them have almost reached the 12 year point.

If they have a skill, fine.  If not, well, I need haulers and recruits to fill in empty positions. 
Title: Re: Dwarven... "Child Care"
Post by: klefenz on June 14, 2014, 11:02:48 am
Not at all.  Most, if not all DF players are sadistic in one fashion or another.

As for the opposite of necromancers: That would be a vivomancer-- A sorcerer obsessed with learning the secrets of manipulating life and living things. Not given NEARLY enough coverage in literature. For some reason, people send too much time worrying over the dead-- those that preside over the living are far, FAR more frightening.

Wouldn't the word be "biomancer"? Real scientists are doing pretty much that now, manipulating biological systems and improving them.
In fantasy literature this is not very common, however in biopunk it is the central theme.
Oh, and remember The Island of Doctor Moreau? He was twisting animals into humanoid shapes, does that remind you of something else?
Title: Re: Dwarven... "Child Care"
Post by: zombat on June 14, 2014, 12:42:07 pm
Furfa- Furries?
Title: Re: Dwarven... "Child Care"
Post by: callisto8413 on June 14, 2014, 12:49:07 pm
Furfa- Furries?

If I could have Dwarfs born with claws that would be cool.  They already have enough hair.
Title: Re: Dwarven... "Child Care"
Post by: klefenz on June 14, 2014, 03:14:15 pm
Furfa- Furries?

If I could have Dwarfs born with claws that would be cool.  They already have enough hair.

Realted:
Spoiler (click to show/hide)
Title: Re: Dwarven... "Child Care"
Post by: zombat on June 14, 2014, 03:15:51 pm
That art work deserves a better font
Title: Re: Dwarven... "Child Care"
Post by: smallpox on June 25, 2014, 02:05:22 pm
First of all:

Hello to everybody!
I've been playing Dwarf Fortress for two years now but I never bothered with the forums. Ohh, I've been wrong to do so...

OK, back to the topic.
I've managed to read to page 24. In one evening. I've almost died from laughter. Then I skipped to last few pages. I see that now it's about swimming lessons. What happened to the original dog/turkey/bronze colossus child care designs? I just started new fortress and want to do some !!SCIENCE!!. Is there anything I can help with? I'm eager to put on my lab coat and start the experiments.
Title: Re: Dwarven... "Child Care"
Post by: Larix on June 25, 2014, 03:12:30 pm
I see that now it's about swimming lessons. What happened to the original dog/turkey/bronze colossus child care designs?

They were a complete success - killed 100% of children in a soul-charringly horrible way. That was the whole purpose of the exercise, after all. If you want super-soldiers, you take adults and stick them into the military for 2-3 years (or cheat via danger-room, which takes about a month for an untouchable supersoldier, with <1% fatality rate).
Title: Re: Dwarven... "Child Care"
Post by: smallpox on June 25, 2014, 03:46:27 pm
I see. But I'm going for the story. For the sole purpose of creating a full Role Playing Game experience. I need mentally damaged children for my story. And I cannot just make it up so I need some survival rate above zero. My first born (true Rigothzefon citizen, not a immigrant) is just 1 day old so I still have time to prepare the chambers.
Title: Re: Dwarven... "Child Care"
Post by: Grey570 on June 25, 2014, 11:48:52 pm
My god. Armok be praised though this would be too much work to do to all children I look forward to making an elite squad of mutilated sociopaths! This thread is gold.
Title: Re: Dwarven... "Child Care"
Post by: HmH on June 26, 2014, 12:40:04 am
I see that now it's about swimming lessons. What happened to the original dog/turkey/bronze colossus child care designs?
They were a complete success - killed 100% of children in a soul-charringly horrible way. That was the whole purpose of the exercise, after all. If you want super-soldiers, you take adults and stick them into the military for 2-3 years (or cheat via danger-room, which takes about a month for an untouchable supersoldier, with <1% fatality rate).
For the sake of completeness, I'd like to mention cheating via the Shaft of Enlightenment, which takes about one second to get an even more untouchable supersoldier, albeit without the attribute boost that the danger room offers and with about a 50% chance of incapacitation unless heavily armored.

The goal of this experiment, however, was to grind the child's attributes, not their skills. Swimming trains Strength, Agility, Endurance and Spatial Sense, each of which is vital in combat. That makes swimming lessons a viable, if disappointingly non-traumatizing, child care strategy.
Title: Re: Dwarven... "Child Care"
Post by: ImagoDeo on June 26, 2014, 01:51:30 pm
I'm sorry I vanished for two months. Little Oddom is still resting happily in her cell, so far as I'm aware. Nothing interesting ever really happens at Valefortress. I'll get back to testing Oddom as soon as possible. I'd nearly forgotten about my plans for her.

On another note entirely, vampirization hasn't yet been considered as a factor in supersoldier creation. I have no idea why. It instantly generates the requisite massive strength and dexterity, which makes it the most efficient way to achieve superdwarvely status. It is necessary to clear the [NO_DRINK] tag to avoid sobriety issues, but that's a simple modding job and (I'd argue) it's more realistic than the alternative.

Tragedy training can be accelerated by providing a visible dropzone to execute goblin captives. Wild animal training would make much more sense under those circumstances because it would provide more rapid combat skill training, which is the only remaining relevant characteristic. Twelve years of this and we'd have vampire child supersoldiers worthy of any battlefield, without any significant exploitation or modding to invalidate the results.

Lastly, I should mention that things are going to change a lot with the next release. Unless Toady gives us an easy way to have smooth walls, feeding the food stockpiles of daycare children will be quite difficult without inadvertently allowing their release. Further, mental attributes are getting a lot more complex. A lot of research will need to be redone.
Title: Re: Dwarven... "Child Care"
Post by: smallpox on June 26, 2014, 02:42:18 pm
Do not forget about magma fat reducer!
Title: Re: Dwarven... "Child Care"
Post by: bunbun39 on July 08, 2014, 07:42:57 pm
 ::) Kids these days... with their parties, and goblin pheremones, and CONSTANT running around.
This ought to make men/decent dwarves out of those brats.
Title: Re: Dwarven... "Child Care"
Post by: int_ua on July 14, 2014, 01:38:34 pm
To resupply food and drinks more easily:
IIRC, in 0.34.11 I had a 1-tile dump zone near a channel and everything was dumped into the channel.
Also, wouldn't it rot during 12 years?
Title: Re: Dwarven... "Child Care"
Post by: McDonald on July 14, 2014, 02:21:05 pm
To resupply food and drinks more easily:
IIRC, in 0.34.11 I had a 1-tile dump zone near a channel and everything was dumped into the channel.
Also, wouldn't it rot during 12 years?
If it falls on a food stockpile it will not rot.
Title: Re: Dwarven... "Child Care"
Post by: chaotic skies on March 13, 2016, 09:40:43 pm
Ooo. A new release. With new mental things to play with. I have a feeling Toady will be either proud or incredibly ashamed.
Title: Re: Dwarven... "Child Care"
Post by: wierd on March 13, 2016, 10:05:30 pm
Necromancy seems to be a "light" version of the vampire benefits/weaknesses, with an added bonus of being able to raise the dead.

If you combined the two, and had vampire necromancers, the resulting undead would be guaranteed to not attack the fortress inhabitants.

Embarking on top of a necromancer tower and imploding it appears to be a reliable way of securing the requisite reading material. Adding an 'Intellectual phase' to the educational process seems reasonable-- just do it AFTER daycare. Much like vampirism. it introduces the NO_PHYS_ATT_GAIN token, meaning that once the read that special book in the library, thats it.

It DOES add an interesting token not in vampirism though. It prevents attribute decay, and prevents skill rust.

Title: Re: Dwarven... "Child Care"
Post by: chaotic skies on March 14, 2016, 09:48:29 pm
I didn't know about the prevent attribut and skill decay thing on necromancy. That's a very interesting thing :P
Title: Re: Dwarven... "Child Care"
Post by: Max™ on March 16, 2016, 12:50:00 am
Vampirism doesn't prevent physical attribute growth, it should add the tag but it definitely does not. I just recently tested this in 42.06 with an adventurer.

Made a character:
Spoiler (click to show/hide)

Saved and toppled a temple (a couple times until I got vamp cursed):
Spoiler (click to show/hide)

The stats were the same as they were prior to being vamped, so these changes are not from the syndrome strength buff (which shows as you being incredibly muscular or whatnot, but not on the attributes screen), but from wrestling a hippo for a while:
Spoiler (click to show/hide)

I didn't check directly if being a necro works the same, but I am sure it does.
Title: Re: Dwarven... "Child Care"
Post by: chaotic skies on March 23, 2016, 06:08:30 pm
There are different types of Vampirism if I remember correctly, so that may be what happened to you, but who knows.
Title: Re: Dwarven... "Child Care"
Post by: Eschar on August 22, 2017, 08:04:49 pm
-snip-
We can keep them constantly unhappy, then when faced with a massive siege, we execute the relatives to push them over the edge. We could hold parents hpstsge for this purpose. Then, we unleash the dwarf on our enemies
This is actually a really good idea.
Title: Re: Dwarven... "Child Care"
Post by: MrLurkety on August 25, 2017, 09:18:39 pm
-snip-
We can keep them constantly unhappy, then when faced with a massive siege, we execute the relatives to push them over the edge. We could hold parents hpstsge for this purpose. Then, we unleash the dwarf on our enemies
This is actually a really good idea.
Hello, Necromantic brother! How is it?
Title: Re: Dwarven... "Child Care"
Post by: bloop_bleep on August 25, 2017, 11:21:47 pm
-snip-
We can keep them constantly unhappy, then when faced with a massive siege, we execute the relatives to push them over the edge. We could hold parents hpstsge for this purpose. Then, we unleash the dwarf on our enemies
This is actually a really good idea.
That idea is the dwarven equivalent of a nuclear reactor -- keep the core on the verge of a chain reaction but never actually let it get there.
And just like real-life nuclear reactors, something going wrong results in flying limbs and major infrastructure damage.
Title: Re: Dwarven... "Child Care"
Post by: Eschar on August 26, 2017, 03:35:00 pm
-snip-
We can keep them constantly unhappy, then when faced with a massive siege, we execute the relatives to push them over the edge. We could hold parents hpstsge for this purpose. Then, we unleash the dwarf on our enemies
This is actually a really good idea.
That idea is the dwarven equivalent of a nuclear reactor -- keep the core on the verge of a chain reaction but never actually let it get there.
And just like real-life nuclear reactors, something going wrong results in flying limbs and major infrastructure damage.
But we can control when the cadmium rods dear relatives are executed, for the most part. Keep them in a locked room with some quick way to kill them, and as long as the food and drink supplies are brought in, they should be fine. Even if something holds up the alimentary delivery system, it takes a while for dwarves to completely starve.

I think.