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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Hans Lemurson on October 01, 2012, 03:10:20 am

Title: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 01, 2012, 03:10:20 am
(For clarity, I have renamed the thread "Item Drop Training"

I have recently tested a new experimental training method for boosting the Armor User skill level of my dwarves: DROP THINGS ON THEM!!!

I created a setup similar to a 1-tile danger room, with a barracks that had only 1 useable tile (weapon rack behind a locked internal door) and placed this underneath a garbage dump zone.

I then proceeded to dump 100 plump helmet spawn onto my a dwarf squad to see what would happen.

Results:
-Only one dwarf at a time took the impact of the falling seeds.  It seemed to be the last dwarf to arrive in the tile, so I presume he was at the top of the dwarf-pile.
-Boosts Armor User. Each seed deflected boosted armor-user skill by a small amount (as I had hoped)
-Boosts Attributes.  Looking at the attributes in splinterz' Dwarf Therapist version, I noticed that the toughness of the dwarf was raised by 1 every 2-3 deflected items.  I was pleasantly surprised to see this, and noted that strength and agility were also boosted, but possibly at a lower rate.
-Armor MATTERS.  Testing this on a dwarf wearing leather armor, he ended up getting bruised all over.  A falling stack of quarry bush leaves will leave a bruise through leather leggings.  Also, a child not wearing anything on his head was killed by a falling seed.  Falling objects are dangerous, but can be completely shrugged off by wearing metal armor.
-Object Weight Matters.  A dropped boulder broke the leg of my militia commander through his =copper greaves=.  Stick to dropping small objects.
-Labor Intensive.  Dropping small objects one at a time is a bit labor intensive, requiring the attention of many many haulers.  Having them retrieve items while more are being dropped can result in hauler injuries, because armor matters, so a continuous cycle could be difficult.

Conclusions:
Given the non-trivial effect this has on dwarven attributes, I think that this is a valid method for a "Dwarven Super-Soldier Program".  All you need to do is drop items on a dwarf 2,000 times, and they should be "Basically Unbreakable".  Hrrm...2,000 per dwarf could go a little bit slow.
Given how labor intensive dropping small items one at a time is, I think I might see if I can use mass-dumping via minecarts to industrialize the process.  Alternately, just ready batches of items on top of a hatch ready to be dropped when a soldier comes by, since I don't actually know how to use minecarts yet.

Using this to train super-soldiers will involve a lot of hauling and labor on the part of other dwarves, and can only be targeted at one dwarf at a time, which limits it.  It DOES have one advantage over other attribute-boosting methods that I know of: It has absolutely no effect on the profession of the Dwarf.  Using screw-pumps as a "gym" will eventually give you a legendary pump operator, but this will only train Armor User, and a little bit of Dodging and Fighting.  It also boosts attributes relative to other skills much more so than say a danger room which can give you a Legendary Axedwarf who's still "flimsy".

Post your thoughts and or ideas on how to "industrialize" this training method to yield a group of super-tough soldiers.

Title: Re: Soldier toughening: Garbage Chute Training
Post by: I am Leo on October 01, 2012, 04:36:24 am
I'm a tad rusty on modern physics, but would a stack of, say, coins fall as one object or many individual ones? If they fall individually, are they automatically re-stacked if they land on the same tile?

If this works, you could burrow your military dwarf on one tile, have him load and push a cart of coins up a slope that then dump their glittering payload on him from on high.

On a scale of 1-10, how incorrect are my assumptions?
Title: Re: Soldier toughening: Garbage Chute Training
Post by: dwarfhoplite on October 01, 2012, 04:40:37 am
At first I thought you do like me and drop the dwarves down the garbage chute.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: wagawaga on October 01, 2012, 05:14:25 am
I have an idea to ease the making of an almost contiuous cycle: make the single-tile barracks a retracting bridge over a hole. Connect the bottom of the hole to the garbage chute via stairs.
When you run out of small items to dump on the head of the trainees, remove the barracks or somehow get the soldiers away from the bridge (not entirely necessary if the drop is a single z-level, i'm not sure wether falling together with items make the items damage the dwarf) and open the bridge.
Items will drop down to the bottom of the hole, and once the bridge is closed again, your haulers will be able to bring the items back up to the chute in just 4-5 steps (stepping up a stair counts as just 1 step) without having more items dropping on their head. Just make sure no-one is hauling when you open the bridge and discharge the whole heap of items down.

Automating the dumping via a minecart stop might make it even faster: put hauler/s in a burrow on the bottom floor with all he requires to live close by (small booze & food stockpile, personal dining room and bedroom and nice stuff for happiness), where he will fill up carts at a cart stop before pushing them up a roller-powered track up to the garbage dump, where the load is dumped on the head of the trainee via a track stop. The cart is then pushed back down by another hauler, possibily through a different route since the rollers will make the track one-way.

Streamlining the process by using a minecart also has the nice side-effect of not using dump designations and garbage dump zones. This means you can quantum-dump your stones as normal without having to play around with designations and zones while using this training method, although minecarts do require additional setup.

Make the cart do small 1-tile jumps across open space if you want to make the bottom hauling area completely secluded from the main fort.


I'm actually not sure that bridges stop rooms from expanding across z-levels - if they expand across z-levels at all to begin with. Also, all that I'm writing here is purely theoretical since I don't have access to the game proper right now to test it.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Hans Lemurson on October 01, 2012, 05:47:02 am
Right now I have a 1 tile barracks located directly beneath a Hatch which has 100 plump helmet spawn sitting on it.

When I pulled the lever, my Militia Commander took the hits, and gained ~1000xp in Armor User, +40 Toughness (to 1149) +20 Agility, and I forgot to check the strength beforehand, but I'm pretty sure that increased too.

How many seeds can a minecart hold?
Title: Re: Soldier toughening: Garbage Chute Training
Post by: wagawaga on October 01, 2012, 06:00:59 am
According to the wiki, "five times the capacity of wheelbarrows" (http://dwarffortresswiki.org/index.php/Minecart#Capacity), which translates into five times the capacity of a single stockpile tile (http://dwarffortresswiki.org/index.php/DF2012:Wheelbarrow).
Assuming this means five barrels, each barrel can hold 10 bags (http://dwarffortresswiki.org/index.php/DF2012:Container#Quick_Reference).
Each bag can hold 100 seeds (http://dwarffortresswiki.org/index.php/Seed).
5 x 10 x 100 = 5000.

I'm really unsure of this calculation. This calls for science.

I fear "five times the capacity of a single stockpile tile" might actually mean excluding containers (since we don't want to drop full barrels of bagged seeds, do we? or maybe we do?), totaling a wimpy five seeds stacks.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: nbp on October 01, 2012, 06:56:41 am
Is there a good way to get the seeds back out of the sacks/barrels?  De-containering items is not something I've had good luck with.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Reelya on October 01, 2012, 06:59:02 am
You will have to deal with the 200 seeds per crop type limit. I'd suggest finding something else besides seeds if you want 1000's at once. Maybe 2000 socks, or other used clothing. That might reduce the number of times this thing has to be reloaded per dwarf. Perhaps quarry bush leaves would be good, since there's no 200 limit on those.

btw, seeds inside a bag will probably count as just the bag hitting the dwarf. I'm pretty sure they need to be unbagged. To unbag things, tag the contents for dumping, but not the containers.

Hey, things falling into a square with a minecart don't end up in the cart, do they? That would be really handy.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: I am Leo on October 01, 2012, 08:56:43 am
AH HA! Quantum stockpile all your refuse/seeds/etc on a bridge over a series of bridges leading vertically downwards. Stand a dwarf on the one unerneath the top, open the top bridge. Move your dwarf down a level, open the next bridge. Repeat all the way down, then have a chain of minecarts to stockpile it back at the top.
Whatever method you use to load the stockpile, it's many drops for the price of one.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Reelya on October 01, 2012, 08:57:51 am
^ I like that one!
Title: Re: Soldier toughening: Garbage Chute Training
Post by: ansontan2000 on October 01, 2012, 09:02:52 am
AH HA! Quantum stockpile all your refuse/seeds/etc on a bridge over a series of bridges leading vertically downwards. Stand a dwarf on the one unerneath the top, open the top bridge. Move your dwarf down a level, open the next bridge. Repeat all the way down, then have a chain of minecarts to stockpile it back at the top.
Whatever method you use to load the stockpile, it's many drops for the price of one.

Geneal! Pure genius! Time to test this...
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Urist Da Vinci on October 01, 2012, 09:18:52 am
1. Falling stacks of objects impact as single items (arrows [5] is a single item).

2. Objects in containers don't pop out unless you shoot them sideways at "shotgun" velocity.

3. Things falling into a square with a container, including minecarts, don't end up in the container.

4. Rooms don't expand across z-levels.

5. Armor user boost verified in the arena. Steel armored dwarf. 600 items led to "talented armor user 900/1100". 1000 items led to "professional armor user 900/1400". This means 9 xp per item. So you need about 12900 items to reach legendary (someone verify my calcs?). Note very high endurance, willpower gains.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: dwarfhoplite on October 01, 2012, 09:26:57 am
I can't believe we're discussing about dwarves training combat by dodging trash dropped on them.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Volfgarix on October 01, 2012, 09:47:21 am
I can't believe we're discussing about dwarves training combat by dodging trash dropped on them.

In this forum, everything is possible.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: krisslanza on October 01, 2012, 09:50:30 am
I can't believe we're discussing about dwarves training combat by dodging trash dropped on them.

In this forum, everything is possible.

If anything, this is one of the forum's more NORMAL and SANE ideas. It doesn't involve magma or horrible death for one.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Trif on October 01, 2012, 09:58:43 am
This could be a good use for old clothing. Put a refuse stockpile in the barracks that only accepts from links, drop tattered clothes from above. They land on the stockpile and eventually rot away, recruits get skill and attribute gains and no haulers are put at risk.
Clothes should be light enough to prevent military injuries, it can be automated using minecarts and auto-dumps and, best of all, old clothes are finally useful.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Reelya on October 01, 2012, 10:05:30 am
Can a child be killed by a sock falling 1-Z level? I'd love a child-toughening system
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Xob Ludosmbax on October 01, 2012, 10:20:17 am
This is the first thing that comes to my mind. 

You start with a burrow with just the trainee. 

Put a meeting area just under a hatch.  This will cause the trainee to go there whenever idle. 

Put a pressure plate attached to that hatch in the meeting area, so that stepping on the plate opens the hatch.  This will mean that whenever the trainee is idle, the hatch opens, dropping whatever items are on top.

Next, you set up a loading mechanism. 

Put a stockpile on the same tile as the plate, or next to it if that isn't possible.  Set a minecart to load from the stockpile.  Set it to be guided every day.  Set it to dump on top of the hatch.  (build ramps, stops  and track as appropriate.)  Some refinement may be necessary to give the hatch enough time to close before the cart is dumped.

When the dwarf finishes loading, they become idle and receive their daily allotment of socks.  Once the socks are delivered, the dwarf then ceases to be idle and reloads the sock machine.

--

This can be further refined by having a multi z-level path of hatches & plates so that when the dwarf becomes idle after dumping the cart, in order to get to the meeting area, they are forced to walk across the pressure plates opening each hatch in turn. 

I haven't yet tried the dwarven shotgun, so there may be refinements/simplifications possible using that idea.  And if you can create a minecart light enough to not injure the dwarf, that makes the whole plate/hatch/stockpile thing superfluous. 

--

I guess now we know what happens to the socks that disappear when you do laundry. 
Title: Re: Soldier toughening: Garbage Chute Training
Post by: ZeroSumHappiness on October 01, 2012, 10:46:50 am
If water works then we could create an automatic water shotgun and stand the recruit on a grate, right?  Shotgun fires water at level Z+1, water falls on recruit on level Z, water falls through grate to level Z-1 to be recycled into the shotgun system?  Hell, do it to a pump operator whose pump output powers a waterwheel that works the shotgun system and you've got a real training gym.  If the dwarf is powering the shotgun then it'll automatically stop killing him if he goes unconscious.  That should improve survivability!  (Heresy, I know.)
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Reelya on October 01, 2012, 10:58:41 am
Dwarf pumping water over himself? if that adds any training value, i like the idea.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: wagawaga on October 01, 2012, 11:08:46 am
Dwarf pumping water over himself? if that adds any training value, i like the idea.
I don't believe "falling" water does any damage, since in Adv. mode I recall climbing waterfalls without getting injured (that was .40d though), and you're actually throwing the "water" item, not the water tile.
You know, the blue glob called water that goes into buckets, not water water.
You might get a few points in swimming, along with a ton of job cancellations if the dwarf isn't idle.

This thread made me thing of an adventurer training facility: set up the pressure plate triggering the hatch (as suggested a few posts above) so that pebbles are available near the hatch. Pick up and throw pebbles on the hatch till you're legendary thrower, wear full armor and get the experience shower from the pebbles falling on you.
It might kill you if pebbles are heavier than I expect but it's worth a try, especially considering that no sparring in adv mode means every xp point you normally get in armor user is a potentially brain-crushing killing blow from an enemy.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Xob Ludosmbax on October 01, 2012, 11:22:30 am
From Fully Automatic Watergun (http://www.bay12forums.com/smf/index.php?topic=114654.0), "Combat physics treats Water [833] as a giant rock weighing 459, IIRC, heavier than most boulders."

Science is required!
Title: Re: Soldier toughening: Garbage Chute Training
Post by: wagawaga on October 01, 2012, 11:30:37 am
From Fully Automatic Watergun (http://www.bay12forums.com/smf/index.php?topic=114654.0), "Combat physics treats Water [833] as a giant rock weighing 459, IIRC, heavier than most boulders."

Science is required!
Ooh, the fact that liquids in carts are stored as items slipped past me. I believe that boulder is a tad heavy for training purposes - the op mentions bruises through copper armor from standard boulders, and the thread you linked successfully bludgeoned goblins to death with water.
It still might make good training for high-level Armor Users with great armor, as long as we can !!Science!! that xp gained scales with damage taken, and that damage still has a low enough casuality rate.
And even if it hasn't, we'll just change "Training" to "Doc Training & Not-so-natural Selection"

Another thing still to be tested is if and how damage and/or xp gained scales with fall height.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: ZeroSumHappiness on October 01, 2012, 11:46:53 am
Well, the dwarf can still operate a sock shotgun with his own water pumping if real water is too dangerous for your pussy dwarves.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Hans Lemurson on October 01, 2012, 03:31:29 pm
From Fully Automatic Watergun (http://www.bay12forums.com/smf/index.php?topic=114654.0), "Combat physics treats Water [833] as a giant rock weighing 459, IIRC, heavier than most boulders."

Science is required!
Ooh, the fact that liquids in carts are stored as items slipped past me. I believe that boulder is a tad heavy for training purposes - the op mentions bruises through copper armor from standard boulders, and the thread you linked successfully bludgeoned goblins to death with water.
It still might make good training for high-level Armor Users with great armor, as long as we can !!Science!! that xp gained scales with damage taken, and that damage still has a low enough casuality rate.
And even if it hasn't, we'll just change "Training" to "Doc Training & Not-so-natural Selection"

Another thing still to be tested is if and how damage and/or xp gained scales with fall height.
The Boulder-dropping experiment resulted in a BROKEN LEG, not bruising.  Drop only small items.

5. Armor user boost verified in the arena. Steel armored dwarf. 600 items led to "talented armor user 900/1100". 1000 items led to "professional armor user 900/1400". This means 9 xp per item. So you need about 12900 items to reach legendary (someone verify my calcs?). Note very high endurance, willpower gains.
Endurance and willpower?  Hmm...never thought to check those stats, was only paying attention to Toughness and Agility. "Item Dropping" really seems to train up all of the Stats that we value in a soldier.

You will have to deal with the 200 seeds per crop type limit. I'd suggest finding something else besides seeds if you want 1000's at once. Maybe 2000 socks, or other used clothing. That might reduce the number of times this thing has to be reloaded per dwarf. Perhaps quarry bush leaves would be good, since there's no 200 limit on those.

Socks have a certain stylish flair to them given their reputation on the forums.  "Sock Drop Training" has a good ring to it, although that would require a lot of labor and cloth to make them in the thousands.  Quarry bush leaves are a good alternative since they can be mass-produced without difficulty on a farm, and seem not to decay once processed into leaves.  The initial processing requires bags, but once dumped, they are independent of their former bags and will seemingly never be returned to a bag.

This could be a good use for old clothing. Put a refuse stockpile in the barracks that only accepts from links, drop tattered clothes from above. They land on the stockpile and eventually rot away, recruits get skill and attribute gains and no haulers are put at risk.
Clothes should be light enough to prevent military injuries, it can be automated using minecarts and auto-dumps and, best of all, old clothes are finally useful.
Tattered clothing perhaps might have the abundance we are looking for and not be of lethal weight.
AH HA! Quantum stockpile all your refuse/seeds/etc on a bridge over a series of bridges leading vertically downwards. Stand a dwarf on the one unerneath the top, open the top bridge. Move your dwarf down a level, open the next bridge. Repeat all the way down, then have a chain of minecarts to stockpile it back at the top.
Whatever method you use to load the stockpile, it's many drops for the price of one.
Many drops for the price of one? I like this idea.  I've been using a hatch since it responds quickly and doesn't seem to toss items the way a bridge does, but having multiple layers of "Item Drop Training Grounds" could certainly reduce the hauling cost of this training method.  Can a Barracks designation extend over a hatch?  If not, it might be difficult to get your dwarf to stand still in the proper location.  "Defend Burrows" for a 1 tile burrow seemed to have them just stand off to the side as though they had merely been issued a "move" command to go there.

Additional research is required.

(I fixed formatting errors after looking through the thread like a year after the post)
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Reelya on October 01, 2012, 03:40:21 pm
What happens if you drop a dwarf and items at the same time from the same tile? Do the items hit the dwarf, or do they fall first?

If that was workable, you'd only have to worry about burrowing the dwarf on the very top level.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Hans Lemurson on October 01, 2012, 04:01:38 pm
What happens if you drop a dwarf and items at the same time from the same tile? Do the items hit the dwarf, or do they fall first?

If that was workable, you'd only have to worry about burrowing the dwarf on the very top level.
You'd run the risk of injuring your dwarf that way.  I think 1z falls can still hurt, even in armor.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: NCommander on October 01, 2012, 04:38:33 pm
Quote
Also, a child not wearing anything on his head was killed by a falling seed

Is no one else bothered that a SEED killed a dorf by falling on their head?!

No wonder beatings are so incredibly lethal ...
Title: Re: Soldier toughening: Garbage Chute Training
Post by: MonkeyHead on October 01, 2012, 04:41:16 pm
I just killed a fisherdwarf by dropping small corpses on him to see the effect. It was a dead cat that did him in.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Hans Lemurson on October 01, 2012, 04:44:44 pm
Yeah, ARMOR MATTERS.

Don't drop things on a Dwarf unless they are wearing METAL ARMOR.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: MonkeyHead on October 01, 2012, 04:47:17 pm
Hey, expendible fisherdwarf... plenty more where that one came from. TBH it wasnt so much dropped on him, as "thrown upwards" by him against a wall/garbage zone as a test to see if that was a suitable method to get dwarves to practice dodging.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: MasterShizzle on October 01, 2012, 05:03:15 pm
From looking at the wiki, it seems that large gems, rings, earrings, and bracelets all have a weight of 20 or less, comparable to seeds. Does the game take material into account for fall damage, or just the item size? And what's the upper weight limit we're talking about here to avoid injury?

If material isn't a factor, it might be more efficient to have a craftsdwarf making stone crafts at a workshop next to the dump zone, then dumping off the lightweight stuff to the drop zone and trading away the rest. Train-able items that don't degrade, using up excess stone, and training up a valuable skill (stonecrafting) seems like a good way to go. Amulets are only 50 weight, which might be acceptable for a 1-z drop on a dwarf in metal armor. If mugs are light enough, there's the added bonus of the dwarf producing 100% usable items in a hurry.

Experimentation is needed.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: megahelmet on October 01, 2012, 08:08:35 pm
What about mugs? Seems a pretty trivial matter to make 10,000 mugs really.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: EpeeGnome on October 01, 2012, 10:35:50 pm
Don't drop things on a Dwarf unless they are wearing METAL ARMOR.

Unless of course you don't care if the dwarf is killed. Then go right ahead.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Urist Da Vinci on October 02, 2012, 12:21:25 am
I did some arena testing and found that small non-weapon items strike with a smaller contact area than larger non-weapon items. A platinum pestle and a saguaro rib nest box both have the same weight, but the pestle chips/fractures bones while the box bruises muscle.

Therefore to minimize damage (training), one wants to select small items that are also made of low-density materials. For example, plant fiber socks (pig tail, rope reed, etc.) are 3x heavier than silk or wool socks.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: SharkForce on October 02, 2012, 01:07:27 am
Many drops for the price of one? I like this idea.  I've been using a hatch since it responds quickly and doesn't seem to toss items the way a bridge does, but having multiple layers of "Item Drop Training Grounds" could certainly reduce the hauling cost of this training method.  Can a Barracks designation extend over a hatch?  If not, it might be difficult to get your dwarf to stand still in the proper location.  "Defend Burrows" for a 1 tile burrow seemed to have them just stand off to the side as though they had merely been issued a "move" command to go there.

Additional research is required.

isn't the traditional solution to this sort of problem having a lever assigned to only the dwarf you want to train which activates a hatch above the only place you could possibly stand while operating the lever?

i mean, i know it's *usually* used for such purposes as drowning nobles or catapulting werecreatures into volcanoes or condemning a suspected vampire to an eternity of isolation and maddening unquenchable thirst or extracting babies from their mothers and other such horrific things, but i see no reason it *couldn't* work for making a dwarf drop one thousand dirty tattered socks on their own head just as easily as any of those other purposes.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: wagawaga on October 02, 2012, 01:23:35 am
I did some arena testing and found that small non-weapon items strike with a smaller contact area than larger non-weapon items. A platinum pestle and a saguaro rib nest box both have the same weight, but the pestle chips/fractures bones while the box bruises muscle.

Therefore to minimize damage (training), one wants to select small items that are also made of low-density materials. For example, plant fiber socks (pig tail, rope reed, etc.) are 3x heavier than silk or wool socks.
Density being a factor in calculating bludgeoning damage makes sense...
Just for the sake of knowing, how would stacks of items factor into this?
What I mean is: let's assume that iron has 30 times the density of copper.
In that scenario, would a stack of "copper coins [30]" deal the same damage as a single iron coin? Or would the copper coins do less damage because they're less dense? Or more because they strike multiple times?

isn't the traditional solution to this sort of problem having a lever assigned to only the dwarf you want to train which activates a hatch above the only place you could possibly stand while operating the lever?

i mean, i know it's *usually* used for such purposes as drowning nobles or catapulting werecreatures into volcanoes or condemning a suspected vampire to an eternity of isolation and maddening unquenchable thirst or extracting babies from their mothers and other such horrific things, but i see no reason it *couldn't* work for making a dwarf drop one thousand dirty tattered socks on their own head just as easily as any of those other purposes.
While you're right that it work wonders for one-time activations such as "Unfortunate" accidents, the problem with that approach is the impossibility of making the machine multi-leveled (which means multiple runs before resetting), as suggested a few posts ago:
Spoiler (click to show/hide)
You can't build Levers on Hatch Covers or Bridges.

Well, actually you could, if the lever pull would also trigger a water flush to move the junk onto another nearby hatch, rigged in the same way to another lever one z-level below, and so on.
I'm unsure if water would flush the heap of items fast enough for this to be a decent solution.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Reelya on October 02, 2012, 01:23:38 am
The problem is the lever won't help with the multiple-level system we're talking about, to save on reloads.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Hans Lemurson on October 02, 2012, 02:46:06 am
I just performed a test with 250 seeds dropped onto a new recruit:

Code: [Select]
Ral Avalgeshud, Dropping 250 seeds.

Prior After Boost
Speardwarf    0 0 0

Biter        0 0 0
Dodger      500 500 0
Fighter      0 0 0
Kicker      33 33 0
Striker      33 33 0
Wrestler    33 33 0

Armor      500 2744 2244
Shield      500 500 0

Strength  1186 1231 45
Agility    1149 1194 45
Toughness 1447 1517 70
Endurance 1177 1227 50
Recupr    1896 1896 0
Disease 1013 1013 0

Analytic 586 586 0
Creativity 1639 1639 0
Empaty 991 991 0
Focus 2023 2028 5
Intuition 842 847 5
Kinesthet 825 895 70
Linguistc 1323 1323 0
Memory 1436 1436 0
Musicality 873 873 0
Patience 812 812 0
Social Awr 973 973 0
Spatial 1498 1548 50
Willpower 816 886 70

Conclusions: Dropped items seem to always hit the armor, although this may be reflective of the dwarf's poor blocking/dodging abilities.

Confirming Urist DaVinci's results, Dropped items seem to yield 9XP per deflection against armor (although 9x250=2250, and so the 2244 bonus seems to be mysteriously short 6XP.  Perhaps some impacts or deflections were different?.

Physical Attributes boosted by Strikes against armor:
+45 Strength
+45 Agility
+70 Toughness
+50 Endurance

All good things you want in a soldier!  The Toughness and Agility Boost was great enough to knock my Dwarf into bonus territory for being both "Agile" and "Tough", bonuses he did not have previously.

Soul Attributes boosted by Strikes against armor:
+5 Focus
+5 Intuition
+70 Kinesthetic sense
+50 Spatial Sense
+70 Willpower

I was surprised by the boost to both Focus and Intuition, but they are an order of magnitude too small to be of importance.  The boost to Kinesthetic Sense is quite welcome, since this helps, well, everything involving movement.  Not sure how spatial sense will play out, but it's a non-trivial boost.  The high willpower bonus will be very nice, since this will improve their resistance to pain.

It's interesting to note that the numbers 70, 50, 45 and 5 showed up consistently.  Given that this was from 250 impacts, the +50 and +45 bonuses are clearly working off of different coefficients.

All of the majorly boosted attributes are noted in the wiki's 'Attributes' page as being boosted by "general combat" (well except for endurance, which is likely an oversight).

Item-Drop Training at it's core seems to just be a way of triggering numerous small combats, and so delivers a boost to all attributes that are boosted by combat of any kind.

It's interesting to note that all of the items hit the dwarf and had to be deflected by armor.  There was no dodging, no parrying with the weapon, and no shield-blocking to speak of.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 02, 2012, 03:11:24 am
A subsequent test on the same dwarf using a danger room equipped with a +Menacing Fungiwood Spike+ resulted a strike that chipped bone in the leg even through bronze greaves.  Conclusion: Menacing spikes of ANY kind are unsuitable for danger rooms.  (Will have to test Elven non-training spears in the future to see if they are a better balance between injury and training potential)

Stat-boosts from the attempted impalement:
+51 to Speardwarf
+2 to Dodger
+4 to Fighter
+9 to Armor user
+24 to Shield User

+1 Strength
+1 Agility
+1 Toughness
+2 Endurance

+1 Kinesthetic
+0 Spatial
+1 Willpower

The fact that Spear and Shield skills were boosted even though this was a strike (and injury) directly to a leg seems to indicate that Falling Items Attacks don't have quite the same stat effects that more conventional combat does.  Or maybe the difference was that there was an injury?  I'll get my other quick-healing dwarf recruit and drop a boulder on him to see if he gets any bonuses to weapon or shield use when hit by an injuriously large item.
Title: Re: Soldier toughening: Item Drop Training
Post by: Sheb on October 02, 2012, 03:18:30 am
I don't know if this has been proposed, but why not used sequential training room? A bunch of 1-tile training room, each above each other, and each with a hatch on the ground. Put the soldier in the first one, drop the seeds, then move the soldier to the second one (or have another soldier there), pull a lever and he get the training from the same bunch of seed.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 02, 2012, 03:31:08 am
The dwarf gained a further 7 points of "Willpower" from struggling to avoid passing out from the pain!  "Gives in to pain" and "Is no longer stunned" and the like  have actual value to them.  Who knew?  (no other traits were boosted by his suffering for the greater good)

I don't know if this has been proposed, but why not used sequential training room? A bunch of 1-tile training room, each above each other, and each with a hatch on the ground. Put the soldier in the first one, drop the seeds, then move the soldier to the second one (or have another soldier there), pull a lever and he get the training from the same bunch of seed.
Yes, that has been suggested, but not yet built and tested.  Alternate approaches would be something with minecarts that I have yet to figure out. 

I'm thinking a minecart that can be loaded up with non-fatal junk and then with the pull of a lever, rollers move it uphill to a track stop where it dumps its load onto the dwarf below.  The dwarf will be standing on the stockpile tile that the minecart is filled from, so the items will be ready for immediate re-loading.  That's my best minecart related idea since I still don't really understand how they work.

Edit:
Minecarts full of seeds fail, since the dwarfs put them all in bags before stuffing them in the cart.  These heavier bags were dense enough to injure my Militia Captain and break his leg also through bronze armor.  He's going to be hospital-buddies with his squad-mate.  Both of them are named Ral, and both are "incredibly quick to heal" which is why I'm putting them through such danger.  Also gotta train up my nursing staff...

Anyways, I got some important results:  Speardwarf, Dodger and Fighter skills were ALL BOOSTED by this incident.  Perhaps the difference is about whether the dwarf is injured or not.  So far, all dwarven injuries in my tests have been accompanied by boosts to their combat skills (along with the related attributes).

This suggests that it might be optimal to use items that are dense enough to cause occasional bruising or injuries in order to improve the skills of the dwarf rather than just their physical attributes.  Then again, plinking with light items is a good way to boost attributes just by themselves (along with armor use), so I think you should be able to customize your training experience by varying the density and or weight of the items dropped on your soldiers.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: DiezIrae on October 02, 2012, 06:50:54 am
Don't drop things on a Dwarf unless they are wearing METAL ARMOR.

Unless of course you don't care if the dwarf is killed. Then go right ahead.

Dwarf Fortress: Teachs you natural selection -> The last three dwarfs that survive without armor are named 'Badass' 'Chuck' and 'Urist McFuckLogic'
Title: Re: Soldier toughening: Item Drop Training
Post by: QuantumMenace on October 02, 2012, 02:24:17 pm
Here we go with another stupidly overpowered danger room alternative... ;)

A 1x2 ditch with ramps so dwarves can walk right in and out, and two retracting bridges built down in it. (I think you need to temporarily open up a space to the side to build a 1x2 bridge there instead.)

Attach the bridge(s) to lever(s), then dump seeds et al. on the bridge using a dump zone inside the pit itself to avoid unintended injuries from falling items.

Get your military to stand in the pit, easier if there's nowhere else to stand on that z-level within a few tiles. Pull the lever(s) on repeat. The seeds (and dwarves) go flying, knocking into each other. It worked gloriously well with 2 1x1 bridges connected to separate levers, haven't tried a single bridge yet. I didn't see any injuries from dwarves smashing into each other either.

For some reason I seem to have lost a few seeds (dropped from 200 to 197 on the stocks screen) but besides that, all you need to do is flip the lever(s) on repeat, or build a repeater, no reloading needed.

My only regret is that it won't train shield user.


[edit] This idea was based off my "deadly disco floor" trap I tried before. A pit corridor full of retracting bridges and rocks, as well as tons of goblinite from previous victims. The disadvantage is that if a giant animal or other un-smashable creature comes in, a retracting bridge that tries to extend will be destroyed just like a drawbridge, and dwarves will rush to their doom to pick up the pieces.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 02, 2012, 02:57:17 pm
Here we go with another stupidly overpowered danger room alternative... ;)

A 1x2 ditch with ramps so dwarves can walk right in and out, and two retracting bridges built down in it. (I think you need to temporarily open up a space to the side to build a 1x2 bridge there instead.)

Attach the bridge(s) to lever(s), then dump seeds et al. on the bridge using a dump zone inside the pit itself to avoid unintended injuries from falling items.

Get your military to stand in the pit, easier if there's nowhere else to stand on that z-level within a few tiles. Pull the lever(s) on repeat. The seeds (and dwarves) go flying, knocking into each other. It worked gloriously well with 2 1x1 bridges connected to separate levers, haven't tried a single bridge yet. I didn't see any injuries from dwarves smashing into each other either.

For some reason I seem to have lost a few seeds (dropped from 200 to 197 on the stocks screen) but besides that, all you need to do is flip the lever(s) on repeat, or build a repeater, no reloading needed.

My only regret is that it won't train shield user.


[edit] This idea was based off my "deadly disco floor" trap I tried before. A pit corridor full of retracting bridges and rocks, as well as tons of goblinite from previous victims. The disadvantage is that if a giant animal or other un-smashable creature comes in, a retracting bridge that tries to extend will be destroyed just like a drawbridge, and dwarves will rush to their doom to pick up the pieces.
I'm a little unclear on how this would be set up, but it does sound promising.

How many layers deep is the pit, and how do you make sure that stuff doesn't fly out of it? (or does stuff only fly upwards with raising bridges?)

I am also not familiar with the properties of items getting tossed off of bridges, would you be able to explain the basic mechanism at work here for creating flying/falling dwarves and objects?  (Or is this a thing where the dwarves are falling down INTO the pit?  it's not 100% clear to me)
Title: Re: Soldier toughening: Item Drop Training
Post by: QuantumMenace on October 02, 2012, 03:08:43 pm
Oops, sorry. The dwarves and seeds don't "fall" per se, but the effect is the same.

The physics revamp caused retracting bridges (and probably drawbridges) to only throw items 1 tile in any direction, and never throw them up 1 z-level at all.

The pit is 1 z-level deep. Just channel out 2 tiles and build bridges on the ramp tiles inside the pit. Dwarves stand in the pit with the seeds, and when the bridges retract or extend, the dwarves and seeds may get thrown into the opposite tile, repeatedly pelting them with seeds.

A 2x2 pit might work as well. A larger pit may increase the risk of dwarves smacking into each other.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist McDwarfFortress on October 02, 2012, 05:50:04 pm
This is all awesome and very dwarfy, but does it have any advantage over the standard danger room? Besides the hilarity factor, obviously.
Title: Re: Soldier toughening: Item Drop Training
Post by: megahelmet on October 02, 2012, 06:18:16 pm
The dwarven death trampoline seems pretty promising. I shall test with mugs later and report back.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 02, 2012, 09:26:28 pm
Oops, sorry. The dwarves and seeds don't "fall" per se, but the effect is the same.

The physics revamp caused retracting bridges (and probably drawbridges) to only throw items 1 tile in any direction, and never throw them up 1 z-level at all.

The pit is 1 z-level deep. Just channel out 2 tiles and build bridges on the ramp tiles inside the pit. Dwarves stand in the pit with the seeds, and when the bridges retract or extend, the dwarves and seeds may get thrown into the opposite tile, repeatedly pelting them with seeds.

A 2x2 pit might work as well. A larger pit may increase the risk of dwarves smacking into each other.
I will have to experiment with this method of creating large numbers of flying objects on the cheap.
What happens in a 1x1 pit?

This is all awesome and very dwarfy, but does it have any advantage over the standard danger room? Besides the hilarity factor, obviously.
It will train up armor user and their physical attributes much better than a Danger Room does.  Danger rooms give fast increases to combat SKILLS, but don't proportionally have a very great effect on their physical attributes.  A danger-room will give you a legendary axedwarf who isn't necessarily Tough and Agile.
Title: Re: Soldier toughening: Item Drop Training
Post by: Trif on October 03, 2012, 04:25:17 am
This is all awesome and very dwarfy, but does it have any advantage over the standard danger room? Besides the hilarity factor, obviously.
It will train up armor user and their physical attributes much better than a Danger Room does.  Danger rooms give fast increases to combat SKILLS, but don't proportionally have a very great effect on their physical attributes.  A danger-room will give you a legendary axedwarf who isn't necessarily Tough and Agile.
Also, this method doesn't seem as exploiting as danger rooms.

Alternate answer for people who like exploits: Don't think of it as a different danger room, think of it as an addition to the current danger room.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 03, 2012, 05:01:07 am
A 1x1 room with a retracting bridge will knock dwarves off their feet, but will not cause items to fly in any meaningful manner.

A 2x1 room with two 1x1 retracting bridges will be required I think to get items properly flung and properly automate the armor-plinking process, possibly elevating it to Danger-Room levels of exploityness if Quantum Menace's accounts are to be believed, although the fact that dwarves can get injured from being flung themselves might mitigate this some.

As always, additional research is required.
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on October 03, 2012, 06:21:02 am
If flinging into walls is deadly, try lining the area with doors and see what happens.
Title: Re: Soldier toughening: Item Drop Training
Post by: I am Leo on October 03, 2012, 07:41:52 am
Do it with axes rather than seeds and make a highly entertaining goblin blender. Less efficient than any other trap, but good for obscure challenges.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 03, 2012, 08:25:40 pm
Do it with axes rather than seeds and make a highly entertaining goblin blender. Less efficient than any other trap, but good for obscure challenges.
I don't believe that flying items have any sharpness (just mass and density) but I could be wrong.
Title: Re: Soldier toughening: Item Drop Training
Post by: Trif on October 04, 2012, 05:20:32 am
Do it with axes rather than seeds and make a highly entertaining goblin blender. Less efficient than any other trap, but good for obscure challenges.
I don't believe that flying items have any sharpness (just mass and density) but I could be wrong.
I tried dropping serrated glass disks a while ago, and it made some nice goblin chunks. So sharpness is certainly a factor.
Title: Re: Soldier toughening: Item Drop Training
Post by: MonkeyHead on October 04, 2012, 05:30:55 am
My garbage crusher has become an instrument of death/hilarity. It is a 3x1 drawbridge activated by pressure plate. Dwarves drop items into it through a 1x1 hole 1z above. Some items get crushed when the bridge falls down onto them. Some items get flung back up onto the square dwarves stand on when dumping. Many a dwarf has been badly injured or killed by flying items as they get flung back up. The system has recently been redesigned to include a hatch and a lever to operate it to avoid the flinging, but civilians and fully armoured military dwarves alike were getting badly hurt by a wide variety of items falling on them.

So, yea, a drawbridge will fling things both vertically and horizontally, apparently 1 tile in each direction independantly.
Title: Re: Soldier toughening: Item Drop Training
Post by: wagawaga on October 04, 2012, 05:56:23 am
Do it with axes rather than seeds and make a highly entertaining goblin blender. Less efficient than any other trap, but good for obscure challenges.
I don't believe that flying items have any sharpness (just mass and density) but I could be wrong.
Assuming that falling items are treated the same way thrown items are, they would.
Quoting from this wiki page (http://dwarffortresswiki.org/index.php/Thrower):
Spoiler (click to show/hide)
I'm going to take a wild guess and say that non-weapon items deal bludgeoning damage, while ammo and weapons deal the same type of damage they would deal when normally used.
Besides, is there any kind of item that is "sharp" but isn't a weapon or ammo?
Title: Re: Soldier toughening: Item Drop Training
Post by: GreatWyrmGold on October 04, 2012, 06:42:54 am
Sharpened rocks.
You know, from knapping.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on October 04, 2012, 09:05:19 am
I dropped 100 lead bowls (via eagle) all at once on a steel-armored dwarf in the arena. All of the bowls deflected harmlessly off the armor.

I then dropped 100 iron bowls using the same method. The dwarf suffered injuries with each hit and died due to skull=>brain injury.

Lead bowls are heavier than iron bowls. However, if I repeated the iron test but modded iron from [IMPACT_YIELD:542500] to [IMPACT_YIELD:5425], the iron bowls deflect harmlessly. Lead has [IMPACT_YIELD:35000].
Title: Re: Soldier toughening: Item Drop Training
Post by: MasterShizzle on October 04, 2012, 10:17:17 am
I dropped 100 lead bowls (via eagle) all at once on a steel-armored dwarf in the arena. All of the bowls deflected harmlessly off the armor.

I then dropped 100 iron bowls using the same method. The dwarf suffered injuries with each hit and died due to skull=>brain injury.

Lead bowls are heavier than iron bowls. However, if I repeated the iron test but modded iron from [IMPACT_YIELD:542500] to [IMPACT_YIELD:5425], the iron bowls deflect harmlessly. Lead has [IMPACT_YIELD:35000].
Now THAT is interesting. So, lead is heavier, but in Dwarf Fortress it's also much softer and does less damage on impact. Makes sense why we can't normally make lead war hammers, then.
Title: Re: Soldier toughening: Item Drop Training
Post by: Broseph Stalin on October 04, 2012, 10:34:41 am
Now THAT is interesting. So, lead is heavier, but in Dwarf Fortress it's also much softer and does less damage on impact. Makes sense why we can't normally make lead war hammers, then.
I'm pretty sure this is known but often ignored. When explaining the hierarchy of metals it's easier to say "only density matters" in blunt impact than to explain how it really works.
Title: Re: Soldier toughening: Item Drop Training
Post by: QuantumMenace on October 04, 2012, 02:34:13 pm
I'm trying a 2x2 pit. Both 1x2 drawbridges are connected to the same lever. With ~600 seeds it trains stats very fast, though I've never tried a conventional danger room for reference.

It does appear to have the problem of some dwarves receiving many more hits than others. I'm guessing this is because only one of the dwarves gets hit if there are several on the same tile, as Hans Lemurson described in the first post. It looks like collisions prioritize dwarves who entered the fort the earliest. Setting up a way to train one dwarf at a time seems advisable, or a larger pit could help by spreading them out, as long as they won't be injured by skidding.
Title: Re: Soldier toughening: Item Drop Training
Post by: Berossus on October 04, 2012, 03:11:05 pm
Cant you turn this into a perpetum mobile?

Im imagining the following setup:
.) 2 rooms, 1x2 each, above each other
.) lets label the tiles 1-2 from left to right
.) an up stair on tile 1 on the lower level, a downstair on tile 1 of the upper level
.) a pressure plate linked to the bridge on tile 2 (the burrow) on the lower level
.) a 1x1 stockpile designation on the drawbridge (upper level)
.) at least 2 non-lethal objects in the burrow that the stockpile above accepts

Da plan: Dwarf is in his room under the drawbridge, suddenly overcome by the compulsion to store the item in the pile above him.
He takes the item, goes over the stairs, drops the item in the stockpile.
Then he will go to take the second item, activates the pressure plate, opening the bridge, dropping the item from above on himself. Bridge resets after that (if i read that correctly in the wiki).
He now has again 2 items to get to the stockpile, a valid path since the bridge is closed, and the circle begins anew.

To avoid starvation abd such, you could add a 1x1 tile with a bed that has a channel above it where food and drink are dropped down.

Would that work?
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on October 04, 2012, 04:25:58 pm
You can't make a stockpile on a bridge or hatch. You can make a garbage pile or pit though, but objects will lose their "dump" tag once they're dumped.

Anyway, the pit with bridges inside idea has already been discussed, it beats all "dropping" ideas and doesn't need to be reloaded, and other dwarves can keep filling the pit while it's in use
Title: Re: Soldier toughening: Item Drop Training
Post by: GreatWyrmGold on October 04, 2012, 05:53:59 pm
Now THAT is interesting. So, lead is heavier, but in Dwarf Fortress it's also much softer and does less damage on impact. Makes sense why we can't normally make lead war hammers, then.
I'm pretty sure this is known but often ignored. When explaining the hierarchy of metals it's easier to say "only density matters" in blunt impact than to explain how it really works.
At one point, that was how it worked. It might still work like that for weapon-weapons...Quietust, Quietust, Quietust...
Title: Re: Soldier toughening: Item Drop Training
Post by: doublestrafe on October 05, 2012, 03:09:00 pm
Is everyone that's using seeds dumping them manually? It so happens that in my current (ULTIMATE CHALLENGE) fort, I put together a minecart quantum stockpile before I had a single bag, and in the food stockpile it turns out that dwarves absolutely refuse to put individual seeds into minecarts. It clogged up the QS badly. You can see it here, second stop from the right:

Spoiler (click to show/hide)

Both stockpiles and the track stop were set to accept all types of food. I can't find any reason for it except that dwarves only want to put seeds in bags.

Toady needs to implement hoppers.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on October 06, 2012, 07:03:06 am
Quantum Menace's double bridge tossing pit has proved to be quite effective.  My two dwarves who were volunteered for the super-soldier program are Legendary Armor-users and have their attributes enhanced enough to have bonuses in all physical aspects.  They are Strong, Agile, Tough, and Tireless, with good Kinesthetic sense and above average Willpower.

The only downside is that they still have no actual fighting skills.

The "Tossing Pit" seems to be as effective as a danger room, but trains up a complementary skillset and enhances physical attributes more.  Combining "Danger Rooms" and "Tossing Pits" together should yield some proper dwarven Super-Soldiers, with finely toned bodies and skilled in all martial aspects, except perhaps dodging.  That's a useful one, but I'm not sure of the best way to focus on training up that skill.
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on October 06, 2012, 07:13:55 am
I've never really set up danger rooms, they don't train dodge, at all, or just not very fast?
Title: Re: Soldier toughening: Item Drop Training
Post by: Broken on October 06, 2012, 08:12:25 am
I've never really set up danger rooms, they don't train dodge, at all, or just not very fast?

DR normally train dodge very slow because the dwarf usually parries or blocks all atacks instead of dodging them. If you retire the weapons and shields it trains dodge VERY fast.
Title: Re: Soldier toughening: Item Drop Training
Post by: I am Leo on October 31, 2012, 05:06:17 am
I tried this last night. I dropped horse hair on my dwarves and broke a load of skulls and ribs through steel armour. Am I missing something about hair being heavy?
Title: Re: Soldier toughening: Item Drop Training
Post by: AutomataKittay on October 31, 2012, 05:11:52 am
I tried this last night. I dropped horse hair on my dwarves and broke a load of skulls and ribs through steel armour. Am I missing something about hair being heavy?

Big animal products seems to be surprisingly heavy. I'd suggest using small animal skull totems if you want byproduct dropping!
Title: Re: Soldier toughening: Item Drop Training
Post by: Fluoman on October 31, 2012, 07:26:05 am
I don't understand the double bridge toss pit. Could anyone be nice enough to draw it?
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on October 31, 2012, 03:27:07 pm
I tried this last night. I dropped horse hair on my dwarves and broke a load of skulls and ribs through steel armour. Am I missing something about hair being heavy?

Big animal products seems to be surprisingly heavy. I'd suggest using small animal skull totems if you want byproduct dropping!

or you could slaughter them via (high altitude) pitting into horrific 10-sawblade death traps. the resulting shreds of animal should be much lighter, i would imagine :P
Title: Re: Soldier toughening: Item Drop Training
Post by: Tsuchigumo550 on October 31, 2012, 09:31:19 pm
I'm sort of wondering what would happen if you take lightweight items that normally cause no injury and drop them from distances of 20+, 3ven 30Z+ levels. Assuming the items gain speed, we might be able to kill goblins with seeds.

Or, we could build a shaft from the surface straight to candyland and set up a nice spike trap there, see how many clowns die from sudden supersonic impalement.
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on October 31, 2012, 10:45:13 pm
I'm sort of wondering what would happen if you take lightweight items that normally cause no injury and drop them from distances of 20+, 3ven 30Z+ levels. Assuming the items gain speed, we might be able to kill goblins with seeds.

Or, we could build a shaft from the surface straight to candyland and set up a nice spike trap there, see how many clowns die from sudden supersonic impalement.

heh, that might be entertaining. breach the circus, then start pitting thousands of stone mugs down the spire... of course, you'd probably need a lot of blind people to keep that up. but there would be something satisfying about killing the clowns with a rain of mugs. or maybe socks. death by laundry :)
Title: Re: Soldier toughening: Item Drop Training
Post by: doublestrafe on October 31, 2012, 10:59:26 pm
I'm sort of wondering what would happen if you take lightweight items that normally cause no injury and drop them from distances of 20+, 3ven 30Z+ levels. Assuming the items gain speed, we might be able to kill goblins with seeds.

Or, we could build a shaft from the surface straight to candyland and set up a nice spike trap there, see how many clowns die from sudden supersonic impalement.

heh, that might be entertaining. breach the circus, then start pitting thousands of stone mugs down the spire... of course, you'd probably need a lot of blind people to keep that up. but there would be something satisfying about killing the clowns with a rain of mugs. or maybe socks. death by laundry :)

You wouldn't be the first. (http://www.bay12forums.com/smf/index.php?topic=114769.msg3525733#msg3525733)
Title: Re: Soldier toughening: Item Drop Training
Post by: mscantrell on November 01, 2012, 08:48:31 am
Seeds it is, then :(


(http://i1079.photobucket.com/albums/w508/CantrellAdjusting/Mugbruise.jpg)
Title: Re: Soldier toughening: Item Drop Training
Post by: scout890 on November 01, 2012, 09:27:57 am
Maybe it'll work if he wears armor
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on November 02, 2012, 12:07:20 am
I don't understand the double bridge toss pit. Could anyone be nice enough to draw it?
It's a small 1x2 retracting bridge placed in 1x2 room.  Whenever the bridge is opened or shut, a number of items are flung.  Actually I think ALL the items are flung, but the only ones that fly are the ones flung in the direction of the other half of the bridge.  When the lever controlling the bridge is set to repeat, items will be tossed back and forth in the 2x1 room and any dwarves in there will be repeatedly plinked or pummeled (depending on armor and item weight) making this a quick way to cause a bunch of "Armor Hits" which will boost the Armor User skill, but also all of the attributes you find desirable for a military dwarf.  Makes them Strong, Agile, Tough, Tireless, Coordinated, and resistant to Pain.  Getting meaningful stat-boosts in these areas requires thousands of strikes, and the bridge method lets you automate the process (or at least removes the need to manually reload, since the items remain in "flinging" position.)

You can either dig the room into the floor with entry/exit via ramps (which retracting bridges do not interfere with), or have it surrounded by conventional walls and entry controlled by a door.  The door method can be problematic if 20+ items get tossed into it while it's open, jamming it and forcing you to re-dump them into the bridge zone.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on November 02, 2012, 12:13:58 am
Seeds it is, then :(


(http://i1079.photobucket.com/albums/w508/CantrellAdjusting/Mugbruise.jpg)
Don't feel too bad though, painful injuries are good for boosting Willpower, and they also seem to improve the weapon and fighting skills, whereas plinking off of armor affects Armor User alone.

Besides, blunt trauma to the extremeties rarely results in nerve-damage, so you can expect your dwarf to make a complete recovery!
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on November 02, 2012, 12:51:41 am
See http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 for an explanation of the velocities common to minecarts and projectiles in the new system.

Velocities of falling, found in arena by stepping ahead single ticks of time while checking using dfhack lua code:
Code: [Select]
time pos vel zlevel
0 0 0 0
1 0 -4900 0
2 -4900 -9800 0
3 -14700 -14700 0
4 -29400 -19600 0
5 -49000 -24500 0
6 -73500 -29400 0
7 47100 -34300 -1
8 12800 -39200 -1
9 -26400 -44100 -1
10 -70500 -49000 -1
11 30500 -53900 -2 (fell 1z and hit floor at the start of this tick)
12 -23400 -58800 -2
13 67800 -63700 -3 (fell 2z and hit floor at the start of this tick)
14 4100 -68600 -3
15 -64500 -73500 -3
16 12000 -78400 -4 (fell 3z and hit floor at the start of this tick)
17 -66400 -83300 -4
18 300 -88200 -5 (fell 4z and hit floor at the start of this tick)
19 62100 -93100 -6 (fell 5z and hit floor at the start of this tick)
20 -31000 -98000 -6
21 21000 -102900 -7 (fell 6z and hit floor at the start of this tick)
22 68100 -107800 -8 (fell 7z and hit floor at the start of this tick)
23 -39700 -112700 -8
24 0 1000 -8 (fell 8z and hit floor at the start of this tick)

Each tile is 2mx2mx3m LxWxH, and that translates to position dimensions of +/- 75000 height and +/- 50000 width. So 150000 tall and 100000 wide and long.

So presumably objects just keep falling faster until they reach the 270000 velocity cap. This should happen after falling 50 z-levels in 56 ticks. A dwarf takes a step every 10-11 ticks.
Title: Re: Soldier toughening: Item Drop Training
Post by: mscantrell on November 02, 2012, 07:24:39 am
Dag nabbit, dwarf. Why would you take off your metal armor in the hurricane-simulation room? Now your foot's broken.



(http://i1079.photobucket.com/albums/w508/CantrellAdjusting/Mailshirt.jpg)
Title: Re: Soldier toughening: Item Drop Training
Post by: Dwarfotaur on November 02, 2012, 11:15:51 am
Wait, I joined this topic late.

Are you literally pitting lots of debris down a chute so it lands on armoured dwarfs to train them?
Title: Re: Soldier toughening: Item Drop Training
Post by: Fluoman on November 02, 2012, 11:23:44 am
Yes.
But QuantumMenace's design looks more like a trampoline than a garbage chute.
Title: Re: Soldier toughening: Item Drop Training
Post by: Dwarfotaur on November 02, 2012, 11:35:06 am
I don't follow Quantum's method... I need a diagram/how to.

I've used danger rooms in the past and have a special equipment order which gives me Legendary Weapon/Armour/Sheild/Dodging though I've never looked at the physical stats. Be interesting to see if I can somehow combine them to get Super stats and Legendary skills.

I know it's exploiting, but sometimes for sake of roleplay, I make one/two super dwarfs that the colony idolise as their heroes.
Title: Re: Soldier toughening: Item Drop Training
Post by: Fluoman on November 02, 2012, 11:53:20 am
Let's see if I understood it:
I don't know how to draw it in ASCII tileset (because I don't use it) so there: L for lever, F for Floor, W for Wall, D for Door, B for Bridge, H for Hole.
Code: [Select]
State 1, Z-level 1:
LFFW
WWDW
WBBW
WWWW

State 1, Z-level 2:
WWFW
WWDW
WHHW
WWWW

State 2, Z-level 1:
LFFW
WWDW
WFFW
WWWW

Urist McHauler drops items through the holes in Z-level 2.
When enough items are in Z-level 1, Urist McSoldier is set to stand on the bridge in Z-level 1. Use burrows.
When everything is set, Urist McLever pulls (repeat). Dwarf and items "fall" from the bridge to the floor. During this fall the Dwarf isn't harmed (less than 1 Z-level fall), but the items touch Urist McSoldier.
The bridge resets without atom-smashing, because it is retractable and not raising.

Is that it?
Title: Re: Soldier toughening: Item Drop Training
Post by: Dwarfotaur on November 02, 2012, 12:09:44 pm
That sounds incredibly easy :P.

You can replace seeds with heavy/sharp objects and Dwarf with badguys to make a blender/pulveriser too? If so, I'm totally making huge ones of these and dumping lots of bad guys in it.
Title: Re: Soldier toughening: Item Drop Training
Post by: AutomataKittay on November 02, 2012, 12:12:35 pm
That sounds incredibly easy :P.

You can replace seeds with heavy/sharp objects and Dwarf with badguys to make a blender/pulveriser too? If so, I'm totally making huge ones of these and dumping lots of bad guys in it.
Yes, you could. I think someone's managed to drop a statue or two on HFS dweller and concussed them to death, at that. Might've been weak demons but those things HURTS!
Title: Re: Soldier toughening: Item Drop Training
Post by: Fluoman on November 02, 2012, 12:24:48 pm
Looks like my design isn't exactly correct. Test subject 1 died because he hit the wall too many times, test subject 2 has seen no increase to his skills. is a child.
Also, the seeds were dropped from lvl 2 to lvl 1, but haulers kept hauling them back to lvl 2 and dropping them. Even if I forbade it.
Title: Re: Soldier toughening: Garbage Chute Training
Post by: Hans Lemurson on November 04, 2012, 08:46:28 pm
AH HA! Quantum stockpile all your refuse/seeds/etc on a bridge over a series of bridges leading vertically downwards. Stand a dwarf on the one unerneath the top, open the top bridge. Move your dwarf down a level, open the next bridge. Repeat all the way down, then have a chain of minecarts to stockpile it back at the top.
Whatever method you use to load the stockpile, it's many drops for the price of one.
Seeds get placed in bags before being loaded into minecarts.
Title: Re: Soldier toughening: Item Drop Training
Post by: kingubu on November 04, 2012, 09:15:54 pm
Hey thanks for the idea!  I built one 4x4 so I could put whole squads in without them standing on each other.  Worked great.  Legendary armor users in a week.

Plus really good at generating minor injuries in civilians for med practice.  My fort is full of dwarfs missing eyes and noses and ears now.  Give's it character. :)

At first I thought it was a little broken, because one of my axelords never leveled up.  After month or so, someone found his body in the caverns where he had wandered off to die.  Boy, that was confusing.
Title: Re: Soldier toughening: Item Drop Training
Post by: knutor on November 05, 2012, 01:42:50 am
Since this doesn't require scheduled/ordered training, would this technique, dropping seeds, work on a pack of war dogs?
Title: Re: Soldier toughening: Item Drop Training
Post by: kingubu on November 05, 2012, 02:09:58 am
My machine invariably killed the dogs after a few cycles.  And there's no way to treat the injured ones.  I had 3000 seeds in it.  Maybe with less?
Title: Re: Soldier toughening: Item Drop Training
Post by: Dwarfotaur on November 05, 2012, 04:48:09 am
Well you need full protection from armour to avoid losing important pieces. Last I checked, dog's can't wear armour :P
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on November 06, 2012, 02:03:19 am
what would be the point in using it on war dogs? they have no armor user skill to improve, and therefore no associated stats to improve...
Title: Re: Soldier toughening: Item Drop Training
Post by: kingubu on November 06, 2012, 11:27:39 am
I just had a baby survive 20 cycles or so in a 1000 seed popcorn popper.  Didn't seem to gain any exp or stats.  I need some way to put armor on babies so I can start training them early.
Title: Re: Soldier toughening: Item Drop Training
Post by: Dwarfotaur on November 06, 2012, 11:41:22 am
Well that's certainly more success than Danger rooms.

Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.
Title: Re: Soldier toughening: Item Drop Training
Post by: Mdort Goblinsmiter on November 06, 2012, 04:37:55 pm
I need some way to put armor on babies so I can start training them early.

If any quote described DF's core principles...
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on November 06, 2012, 10:40:03 pm
I need some way to put armor on babies so I can start training them early.

If any quote described DF's core principles...

to be fair, i for one (and i suspect many others on the forums) would be at least equally happy if i could start getting any meaningful benefit at all from them at a young age. military is just one option out of many :)

i'm pretty sure the focus on military training is largely due to the fact that it is at least *somewhat* possible. sort of. a bit.

if there was some way to put them to work in some other useful field (like churning out a nigh-endless supply of green glass sawblades or getting them to an impressive level of skill in mechanics) i imagine people would be pursuing those options as well.

as it stands, the only kind of useful training that is even really theoretically possible is military stuff (dodge, maybe wrestling, striking, etc). well, that and getting a mood in what is highly likely to be a completely useless skill.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist McDwarfFortress on November 07, 2012, 03:21:48 pm
So... you want babies churning out razor-sharp sawblades? Theres an idea that the bay12 community can get behind!
Title: Re: Soldier toughening: Item Drop Training
Post by: ed boy on November 07, 2012, 07:43:45 pm
Do we know if the height the items are dropped from affects skill gain?
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on November 07, 2012, 09:07:24 pm
Do we know if the height the items are dropped from affects skill gain?

Skill gain is per-hit, regardless of how strong the hit is. This is why you want to rapidly bombard them with tiny soft objects.
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on November 08, 2012, 03:21:47 am
So... you want babies churning out razor-sharp sawblades? Theres an idea that the bay12 community can get behind!

no, of course not. don't be silly.

i want *children* churning out razor-sharp sawblades (i would also settle for churning out clay pots, provided magma is involved... basically, something where they can build a potentially useful skill that doesn't require using up useful resources. i guess encrusting things with glass gems or lead or something like that could also work? maybe start up a child-powered clothing industry with the children handling the dye process?).

babies are attached to their mother anyways, so any work the baby did would essentially be replacing work the mother is doing.

(although i just had an odd random thought... in the event that a dwarf gets a fell mood, and is a mother with a baby... will the mother slaughter her baby, it being the closest dwarf?)
Title: Re: Soldier toughening: Item Drop Training
Post by: AutomataKittay on November 08, 2012, 05:42:39 am
So... you want babies churning out razor-sharp sawblades? Theres an idea that the bay12 community can get behind!

no, of course not. don't be silly.

i want *children* churning out razor-sharp sawblades (i would also settle for churning out clay pots, provided magma is involved... basically, something where they can build a potentially useful skill that doesn't require using up useful resources. i guess encrusting things with glass gems or lead or something like that could also work? maybe start up a child-powered clothing industry with the children handling the dye process?).

babies are attached to their mother anyways, so any work the baby did would essentially be replacing work the mother is doing.

(although i just had an odd random thought... in the event that a dwarf gets a fell mood, and is a mother with a baby... will the mother slaughter her baby, it being the closest dwarf?)

There was a post about it recently, mother turned her baby into a pick! So yes, it happens, though improbable because babies are usually mostly dead from tamtrums or accidents.
Title: Re: Soldier toughening: Item Drop Training
Post by: djsmiley2k on November 09, 2012, 04:00:41 am
Do we know if the height the items are dropped from affects skill gain?

Skill gain is per-hit, regardless of how strong the hit is. This is why you want to rapidly bombard them with tiny soft objects.

SENT HIM TO THE CAT PELTER!
Title: Re: Soldier toughening: Item Drop Training
Post by: laularukyrumo on November 09, 2012, 04:11:25 am
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

FUCKIN' SIGGED

also I will definitely try this when I actually, y'know. Have enough small objects. All I have is a fuckton of boulders, and, uh. Bad idea, methinks.
Title: Re: Soldier toughening: Item Drop Training
Post by: AutomataKittay on November 09, 2012, 04:12:17 am
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

FUCKIN' SIGGED

also I will definitely try this when I actually, y'know. Have enough small objects. All I have is a fuckton of boulders, and, uh. Bad idea, methinks.

Well, it's quite a smashing idea  8)
Title: Re: Soldier toughening: Item Drop Training
Post by: Tally on November 09, 2012, 05:33:55 am
I am intrigued to know how well this idea would work when combined with an ammo-recovery system at an archery range. Place the ammo-recovery pit behind the range, and the bolts rain down on the trainees below.

The question here, however, is whether falling bolts deal more damage than their weight would otherwise allow. Someone earlier in this thread posted that he managed to cut up goblins by dropping glass serrated disks, so I feel it may be possible, or it may simply be damage converted to another type (which would probably be reverted back to blunt by mail shirts). If the damage algorithm otherwise doesn't change, this may be a more functional use for the drop training system. You could fashion bolts out of super-lightweight wood (featherwood, candlenut, willow) so the damage isn't lethal/serious by their drop, and reuse the fallen bolts for further archery training, which then rains bolts on other trainees.
Title: Re: Soldier toughening: Item Drop Training
Post by: Ravendarksky on November 09, 2012, 08:58:26 am
Courtesy of this thread I just executed a whole host of goblins in my new Cat Cyclone trap.

Thanks!

It's a shame the whole dropping water on a dwarf thing doesn't seem to work, would have been easy to make a training shower. Does anyone know if:
a) items washed down onto a dwarf inflict hits
b) items wash down a tile will fall through a grate?
Title: Re: Soldier toughening: Item Drop Training
Post by: AutomataKittay on November 09, 2012, 09:03:07 am
Items won't fall through a floor grate or bars, nor will contaimants either.

Falling stuffs will still hit the dwarf if they're in the way, regardless of how it's moved :D
Title: Re: Soldier toughening: Item Drop Training
Post by: laularukyrumo on November 09, 2012, 04:48:04 pm
So I know we confirmed seeds and ruled out mugs. Has anyone got conclusive data regarding socks or similar items yet? Because, yeah. I like using seeds for farming, personally.
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on November 09, 2012, 06:59:51 pm
So I know we confirmed seeds and ruled out mugs. Has anyone got conclusive data regarding socks or similar items yet? Because, yeah. I like using seeds for farming, personally.

ok, well, thread has a volume of 20 vs the volume of 10 for seeds. so far as i can tell, the density of silk or yarn is 500, but there is no indication of the density of seeds that i can see so far... if they count as ordinary wood, they'd be density 500 as well.

alternate possibilities include earrings (volume 3) and rings (volume 5), especially made of willow (390 density), candlenut (140) or feather tree (100). there is presumably also an unspecified other kind of tree between willow and candlenut; the table i found indicates willow is the 4th densest kind of wood. ordinary wood (whatever that means) would be density 500 and also should work.

however, i think the easiest to mass produce would be leaves. leaves are volume 5. digging through the raws, they are likely density 1200 however (the density of structural plants by default, apparently), but still... that should be 6,000 and the seeds (checking the raws) are likely density 600 for a total of 6,000 there as well, so quarry bush leaves (so far the only kind of leaves) would make an acceptable substitute afaict.

on closer inspection of the raws, plant thread is likely 1520 density, and therefore unsuitable. i suspect most plant fabric clothes will be likewise unsuitable, though their increased mass may be adequately counterbalanced by what is likely a very poor armour penetration ability. however, socks and gloves are listed as size 10, so silk or yarn (surprisingly) should work... i think. plus, they should probably have absolutely terrible attributes for armour penetration (see the ongoing science thread elsewhere on projectile vs armor science), which i expect would help nicely.

if you're feeling particularly cruel - and who isn't on these boards - loincloths and thongs are also size 10. although that's probably only dwarven ones... the good news is, goblins should be making smaller ones, which should therefore be lighter :) (oh, and leather is also density 500 by default... should be even lighter than seeds, oddly enough?).

hmmm... now i'm stuck wondering about how dense soap would be, and whether or not you could dump some soap and water into the mix and call it a dwarven laundry machine...

so... it looks like various forms of dirty (goblinite) laundry are useful in the armor training popcorn machine. although, on the other side of things, putting seeds into the popcorn machine just feels right.
Title: Re: Soldier toughening: Item Drop Training
Post by: usgreth on November 09, 2012, 08:58:59 pm
Shame this stuff didn't work in the version where I had about 8 goblins milling around the bottom of a multilevel single tile pit and dumped an an anvil on top of them.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on November 09, 2012, 08:59:14 pm
This is the only game where dumping soiled goblin silk thongs on your soldiers' heads is a way to improve their combat skills.

material_template_default.txt:
seeds 600
plant structural (i.e. plump helmet) 1200
leaves 600 (they have their own template!)
soap 500
Title: Re: Soldier toughening: Item Drop Training
Post by: laularukyrumo on November 10, 2012, 12:17:55 am
Huh. I forgot about leaves.

WELP. Off to mass produce Quarry Bushes and a fuckton of bags.

Though from what I recall, and this being the reason leaves even work, is that while you need a bag to process the plants to, you can go in after the job is done and dump every individual leaf, and thus justice can prevail.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on November 10, 2012, 03:08:58 am
Do we know if the height the items are dropped from affects skill gain?

Skill gain is per-hit, regardless of how strong the hit is. This is why you want to rapidly bombard them with tiny soft objects.
Injuries cause additional skills to be trained that armor-deflections will not.   A boulder the broke my test-dwarf's leg improved his Spear skill as well as Fighting, whereas seed deflections boosted only armor-user (and the combat-related attributes).

Huh. I forgot about leaves.

WELP. Off to mass produce Quarry Bushes and a fuckton of bags.

Though from what I recall, and this being the reason leaves even work, is that while you need a bag to process the plants to, you can go in after the job is done and dump every individual leaf, and thus justice can prevail.
From my experience of trying to feed a fort on nothing but fried nut-cakes, I found out that when you dump quarry-bush leaves out of the bags, the leaves will persist and will not spoil, but also don't seem to be treated as food items nor get re-bagged (as can happen with seeds).

This does however make them a potential source of "pummeling items".  Just be wary that their stack size, and hence mass, will vary.

For humor value though, I think mass-producing handwear would be the best.  GLOVE-SLAP TRAINING!!!!
Title: Re: Soldier toughening: Item Drop Training
Post by: Tally on November 10, 2012, 03:20:05 am
Injuries cause additional skills to be trained that armor-deflections will not.   A boulder the broke my test-dwarf's leg improved his Spear skill as well as Fighting, whereas seed deflections boosted only armor-user (and the combat-related attributes).

Sounds like the ideal way to drop-train dwarves is to bombard them with increasingly larger objects, scaling with how much their toughness improves, as well as their armor usage skill. The general concept would be to drop objects that consistently cause very minor injuries, and probably let them rest and get stitched up in a hospital in between training sessions.

Also, the perfect nickname for this room: Trauma center.
Title: Re: Soldier toughening: Item Drop Training
Post by: mordaen on November 11, 2012, 02:08:39 pm
Is anyone else having a problem using quantum's bridge tossing method. I've got it working and it trains up the armor skill and toughens up the dwarves. But I end up with a lot of broken ears and knocked out teeth that result in my dwarf dying from infection awhile later. Anyone else having this issue? Only difference in my layout vers his original design is I don't have ramps under the bridge and I have a doorway that leads into the 1x2 area with the 2 1x1 retracting bridges.
Title: Re: Soldier toughening: Item Drop Training
Post by: kingubu on November 11, 2012, 07:09:21 pm
Is anyone else having a problem using quantum's bridge tossing method. I've got it working and it trains up the armor skill and toughens up the dwarves. But I end up with a lot of broken ears and knocked out teeth that result in my dwarf dying from infection awhile later. Anyone else having this issue? Only difference in my layout vers his original design is I don't have ramps under the bridge and I have a doorway that leads into the 1x2 area with the 2 1x1 retracting bridges.

This happens to me all the time.  :(  I find I have to train the squad up before sending them into the pit.

Seems like infection is much worse this version.  I have clean water and soap and I'm still losing a large percentage of injured dwarfs to infection.  Hmm, unless somehow seed injuries are more prone to infection for some reason.  I've lost more dwarfs to infection in the last couple weeks than in the previous year.  It's quite vexing.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on November 12, 2012, 01:47:09 am
Is anyone else having a problem using quantum's bridge tossing method. I've got it working and it trains up the armor skill and toughens up the dwarves. But I end up with a lot of broken ears and knocked out teeth that result in my dwarf dying from infection awhile later. Anyone else having this issue? Only difference in my layout vers his original design is I don't have ramps under the bridge and I have a doorway that leads into the 1x2 area with the 2 1x1 retracting bridges.
Just to make sure you haven't let anything obvious slip past your attention, but are your dwarves actually WEARING HELMETS?  Not just have them assigned, but have helmets as their physical headgear.  If dwarves have Caps of any kind as part of their clothing, and your armor is NOT set to replace clothing, then this will prevent your dwarves from donning proper protective headgear and so leave them vulnerable to head injuries.

Alternately, what item are you using in the pummeling-chamber?

Injuries cause additional skills to be trained that armor-deflections will not.   A boulder the broke my test-dwarf's leg improved his Spear skill as well as Fighting, whereas seed deflections boosted only armor-user (and the combat-related attributes).

Sounds like the ideal way to drop-train dwarves is to bombard them with increasingly larger objects, scaling with how much their toughness improves, as well as their armor usage skill. The general concept would be to drop objects that consistently cause very minor injuries, and probably let them rest and get stitched up in a hospital in between training sessions.

Also, the perfect nickname for this room: Trauma center.

Science will determine the proper item type for delivering occasional injuries.  These injuries will also further boost the dwarve's willpower stat!
Title: Re: Soldier toughening: Item Drop Training
Post by: parlor_tricks on November 12, 2012, 05:40:28 am
Hey just wanted to add - I can confirm massive sub to lethal injury from cloth matierial which reaches the size of dresses/shirts and robes.

Socks had minimal impact.
Title: Re: Soldier toughening: Item Drop Training
Post by: Spacebat on November 12, 2012, 12:40:10 pm
I'll have to test this when I get home, so what's the general consensus for the best items to use? In my experience, seeds are a real pain to keep dwarves from putting them in bags.

If there's a way to separate quarry bush leaf stacks, that might be the best bet. Unless you want to mass produce socks, in which case you have to call your training room the "socklone".
Title: Re: Soldier toughening: Item Drop Training
Post by: Demki on November 12, 2012, 02:20:17 pm
Question: What if you threw the dwarves and seeds at each other at the same time, would the dwarves be injured by the seeds? Will you be able to save the dwarves from terrible floor injuries with water? Would you gain anything from it besides the amusement? Needs ‼science‼, and we've got nice prisoner goblin-guinea-pigs. Too bad you can't build stuff in the arena.
Title: Re: Soldier toughening: Item Drop Training
Post by: Trif on November 12, 2012, 02:35:50 pm
Question: What if you threw the dwarves and seeds at each other at the same time, would the dwarves be injured by the seeds? Will you be able to save the dwarves from terrible floor injuries with water? Would you gain anything from it besides the amusement? Needs ‼science‼, and we've got nice prisoner goblin-guinea-pigs. Too bad you can't build stuff in the arena.

Yes; yes, but only very deep water; not much except drowning dwarves.
Title: Re: Soldier toughening: Item Drop Training
Post by: AutomataKittay on November 12, 2012, 02:40:56 pm
Question: What if you threw the dwarves and seeds at each other at the same time, would the dwarves be injured by the seeds? Will you be able to save the dwarves from terrible floor injuries with water? Would you gain anything from it besides the amusement? Needs ‼science‼, and we've got nice prisoner goblin-guinea-pigs. Too bad you can't build stuff in the arena.

I saw someone did experiment with water dropping back in 31.xx ( can't say if the specific physics is the same ) and it apparently stop acceleration from fall. Of course to get anywhere, it'd take a few Z's and maybe drowned dwarves :D
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on November 12, 2012, 11:19:31 pm
I'll have to test this when I get home, so what's the general consensus for the best items to use? In my experience, seeds are a real pain to keep dwarves from putting them in bags.

If there's a way to separate quarry bush leaf stacks, that might be the best bet. Unless you want to mass produce socks, in which case you have to call your training room the "socklone".

goblinite underwear should work just fine :)

(although if you're in a hurry to get your soldiers trained before truly absurd amounts of goblinite are available, i suppose you could use socks)
Title: Re: Soldier toughening: Item Drop Training
Post by: Spacebat on November 13, 2012, 02:16:46 pm
Is there any data on the rate of floor injuries in a soldier masher/blender/cyclone?  My time keeps getting sucked away and I haven't been able to try it yet.

Danger rooms always make me feel guilty because they're so easy, what do you guys think about this method? I think it could be made pretty efficient to set up with some junk/seeds and a few bridges (plus armor and such), but... I dunno, the relative complexity and spectacle (trapping soldiers in a room and thrashing them around with a bunch of seeds, like a rock tumbler full of dwarves) makes me feel better about it.
Title: Re: Soldier toughening: Item Drop Training
Post by: mordaen on November 19, 2012, 10:13:37 am
Just to make sure you haven't let anything obvious slip past your attention, but are your dwarves actually WEARING HELMETS?  Not just have them assigned, but have helmets as their physical headgear.  If dwarves have Caps of any kind as part of their clothing, and your armor is NOT set to replace clothing, then this will prevent your dwarves from donning proper protective headgear and so leave them vulnerable to head injuries.

Alternately, what item are you using in the pummeling-chamber?

My Dwarves are wearing the following: Cloth Hood, Copper Helm, Cloth Cloakx2, Copper Breastplate, Cloth Gloves, Copper Gauntlets, Cloth Trousers, Copper Greaves, Cloth Socks, Copper High Boots, Copper Bucker/Shield, and Weapon of Choice.

Also I have it set to replace clothing and exact matches. I also verified their inventory before sending them into the popcorn popper lol. It seems all well and good til the first broken nose or ear. I've even tried reinjuring them with a more serious wound so they'll goto the hospital to get cleaned with soap and stitched. Which does no good for the ears but they do get cleaned so I always hope it's enough but I've had a 100% mortality rate with it so far. As soon as I get broken ears I know they are done for. Course I saw someone say the 34.11 version infection rate is higher.

I'm using Sweet Pod Seeds to pummel with.
Title: Re: Soldier toughening: Item Drop Training
Post by: laularukyrumo on November 25, 2012, 09:08:26 pm
So I finally got around to mass producing quarry bush leaves to try this with. One thing bugs me, though.

How the FUCK do you separate items from a stack? I know you can't put them back together, but how can you get them apart? Or am I stuck with just ordering all but one from each stack to be cooked, and then generating a thousand stacks?
Title: Re: Soldier toughening: Item Drop Training
Post by: kingubu on November 26, 2012, 12:37:26 am
Trader can split stacks.
Title: Re: Soldier toughening: Item Drop Training
Post by: Sutremaine on November 26, 2012, 11:22:26 am
Cartilage is one of the tissues with no healing rate. You can fix that by editing the tissue templates.
Title: Re: Soldier toughening: Item Drop Training
Post by: laularukyrumo on November 26, 2012, 05:35:25 pm
Trader can split stacks.

How do?
Title: Re: Soldier toughening: Item Drop Training
Post by: Funk on November 26, 2012, 08:06:38 pm
if any one is thinking of training docters at the same time,
try useing feather wood spears there to light to cut beond the skin even with out clothing.
Title: Re: Soldier toughening: Item Drop Training
Post by: laularukyrumo on November 26, 2012, 09:05:29 pm
Have you confirmed this?

I mean. have you set up an item drop chamber, actually made a thousand featherwood training spears, and then dropped them on someone's head? Because I don't buy it.

Plus it's a serious waste of wood. I'm going to stick to quarry bush leaves, thank -you-.
Title: Re: Soldier toughening: Item Drop Training
Post by: paldin on November 26, 2012, 11:30:31 pm
If you select a stack of objects (like quarry bush leaves) to be traded, then you'll be met with a dialog asking how many you want to trade.  Just input '1' and hit enter.  Repeat with a macro.  I can't be bothered to remember if you have to complete the trade to split the stack, but buying everything back after you've offered each leaf is trivial in terms of cash.

Sometimes I feel guilty about finding an exploit in a game (more so if I didn't find it myself first), but when that game will confront me with a biome where NOTHING EVER STAYS DEAD, will rain plagues upon my dwarves, and will assault me with super units that are impervious to all but the most powerful weapons...  I immediately stop feeling guilty and start feeling desperate to find more exploits.  Do dwarves in DF mode have an upward limit to improve their stats like in the Adventure mode?  A super-soldier program might obviate the need to strip mine z-levels for miner training but then I couldn't use the mining skill for wielding picks in combat, I'm torn on what I should focus(?).
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on November 27, 2012, 12:33:38 am
Obsidian casting chambers can train miners when you've finished digging out your Moria Pillars.
Title: Re: Soldier toughening: Item Drop Training
Post by: Funk on November 27, 2012, 12:28:30 pm
Have you confirmed this?

I mean. have you set up an item drop chamber, actually made a thousand featherwood training spears, and then dropped them on someone's head? Because I don't buy it.

Plus it's a serious waste of wood. I'm going to stick to quarry bush leaves, thank -you-.

i tested it in arena mode, with a 8 z drop and 500 real spears(training weapons are for the elfs) a time on 15 humans.
in fort mode youd only need may be 20 spears mixed in with quarry bush leaves and a leveler based repeater.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on November 29, 2012, 10:52:11 am
I've been testing a 1X2 retracting bridge chamber with a variety of items., and am generally thrilled with the results.  Armor user skills maxed out almost across the board, and huge boosts to a bunch of attributes.  Seeds are great, of course.  Earrings and rings also seem good.  Pigtail thread produces a fair number of bruises, a moderate number of broken bones, and, after subjecting a dozen or so dwarves to extensive training, a single broken spine.  I'm pulling the thread back out, and turning all of my bones into crafts, in hopes of getting more rings and earrings.

I wish there was a way to separate stacks of quarry bush leaves.
Title: Re: Soldier toughening: Item Drop Training
Post by: Sutremaine on November 29, 2012, 03:26:01 pm
I wish there was a way to separate stacks of quarry bush leaves.
Dump them out of the bag, take them to the depot, and split them up there.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on November 29, 2012, 04:44:03 pm
I wish there was a way to separate stacks of quarry bush leaves.
Dump them out of the bag, take them to the depot, and split them up there.

Maybe I'm just missing it, but I can't seem to designate leaves to get hauled to the depot.
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on November 29, 2012, 10:49:17 pm
The seeds thing is too gamey for me, I'll just go with spears. Has to turn out better than the time I got confused about which room I was looking at and filled my danger room with candy.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on November 29, 2012, 10:59:00 pm
The seeds thing is too gamey for me, I'll just go with spears. Has to turn out better than the time I got confused about which room I was looking at and filled my danger room with candy.

I can't think of an example with seeds off the top of my head, but I remember watching a martial arts movie (the name of which I sadly can't remember) in which one of the protagonists has a training montage including a part where he stands in a courtyard full of cherry trees, furiously blocking all of the falling cherry blossoms.  I dunno if it's how _I_'d try to become a hard core badass; I'm just saying there's a precedent for being pelted with lightweight plant material as a training technique.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 01, 2012, 12:35:36 am
I had 4 stacks of aluminum coins hauled to the trade depot, threw together a bunch of macros, made a whole beard-load of trades, and then had 2000 individual aluminum coins.  Cleared out my item-tossing chamber, and filled it up with coins.  Sent in a steel-clad dwarf, and broke his hand.  Oops.  I looked through the combat logs, and found that one platinum bar had somehow sneaked in there.  So I removed the bar, and tried with another steel-clad dwarf.  Everything went smoothly.

I thought about it some more.  A whole stack of 500 aluminum coins already weighs less than 1 Urist.  So an individual aluminum coin must weigh less than 0.002 urists.  That's hardly anything.  So I sent in a militia dwarf, with bronze leggings, a mail shirt, helm, gauntlets, and high boots.  He walked out unscathed as well.  Looking through the combat logs more carefully, it seemed like most of the coins were being deflected by the cloak alone.

Curious as to just how little power a bunch of single aluminum coins have, I pulled the militia dwarf, drafted an unskilled, recently immigrated hauler, and sent him in in his regular clothes.  I pulled the lever.  It generated 20 pages of combat reports, but the idiot hauler was completely unscathed.  I pulled it again.  His stats were climbing steadily, but he was still uninjured.  I pulled it again a dozen or so times for good measure.  He still hadn't a scratch on him.

Gentle-dwarves, I give you what may be the perfect item for use in item-drop training, easily producable in huge quantities, gentle enough to but tickle your dwarves, while still fiendishly effective at maxing out their armor skill and attributes.  I call it, "The Coinstar".

The hauler's protection:
Spoiler (click to show/hide)

The combat report:
Spoiler (click to show/hide)

His response:
Spoiler (click to show/hide)

His stats before one lever pull:
Spoiler (click to show/hide)

His stats after:
Spoiler (click to show/hide)
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on December 01, 2012, 06:19:11 pm
However, Aluminum is a very very lightweight metal, not to mention rare, so the weight may be more because of low density than the properties of coins. Have you tested this with more common metal coins, like copper, iron, or tin?
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 02, 2012, 12:30:24 am
However, Aluminum is a very very lightweight metal, not to mention rare, so the weight may be more because of low density than the properties of coins. Have you tested this with more common metal coins, like copper, iron, or tin?

Ok, so I split 4 stacks of platinum coins at the trading depot, for 2000 individual platinum coins.  I cleared out the Coinstar, filled it up with platinum, and let it rip.  10 cycles on a random hauler, in his regular clothes.  He didn't suffer any injury whatsoever, and his armor user skill and stats still went up.  Platinum is the densest metal, so I figure if it's safe, every metal should be safe.

Attributes before and after 10 cycles with 2000 platinum coins in 1X2 retracting bridge Coinstar.
Spoiler (click to show/hide)

So if this sort of item-drop training is safe for even civilians, it suggests trying to somehow automatically subject everyone to it.  Can we safely turn a bit of heavily traveled hallway into an item-drop training system?  Or a statue garden or something like that?  I suppose there'd be no way to keep someone from dropping a barrel of half-finished dwarven-ale in there, and turning the whole thing into a death trap.  Still, it seems like there ought to be some efficient way to put every dwarf in the fortress through this.
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on December 02, 2012, 01:03:27 am
If they could move around, like in a hallway, the items would be falling on empty floor a lot. You'd have to build many 1-tile chambers and subject people to training several at a time. Perhaps a way to automate item recovery/reloading? Do items falling on minecarts wind up in them?
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on December 02, 2012, 01:34:01 am
...Do items falling on minecarts wind up in them?

Nope. Item ends up on ground.

nbp, Does the Coinstar injure cats, children, or babies? Since children/babies can learn, can we train them this way?
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 02, 2012, 01:48:38 am
...Do items falling on minecarts wind up in them?

Nope. Item ends up on ground.

nbp, Does the Coinstar injure cats, children, or babies? Since children/babies can learn, can we train them this way?

I just stuffed a cat in the coinstar.  The coins don't injure the cat.  Actually, they weirdly pass through the cat.  But the cat bashed his head open on the ground.  I actually don't think I have any children in the fort at the moment.  I can lift my childcap a bit a check it out, but won't have results until sometime tomorrow at least.

Spoiler (click to show/hide)
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on December 02, 2012, 02:06:59 am
What... the... fuck?

I've never seen this "passes right through" before, on anything.
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on December 02, 2012, 02:07:21 am
I'll have to test this when I get home, so what's the general consensus for the best items to use? In my experience, seeds are a real pain to keep dwarves from putting them in bags.

If there's a way to separate quarry bush leaf stacks, that might be the best bet. Unless you want to mass produce socks, in which case you have to call your training room the "socklone".

Forbid the seeds once they're in the pit. Problem solved. The same with any other item pitted, e.g. the coins, which sounds like the best method yet.

This coin thing is the best idea yet.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 02, 2012, 02:12:53 am
What... the... fuck?

I've never seen this "passes right through" before, on anything.

I've only seen this in combat with zombies before.  If my marksdwarves are shooting at, say, a reanimated head, there'll be a lot of messages to the effect that the bolt hits the reanimated head in the lower body, but passes right through.  It's clunky, but it makes sense that a bolt would pass through a non-existent body part.  But the thing with the cat was definitely weird.
Title: Re: Soldier toughening: Item Drop Training
Post by: outofpractice on December 02, 2012, 04:00:15 am
ok i'm being completely nub and can't get this set up.
Can someone throw up a screen shot or something please?
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on December 02, 2012, 04:09:23 am
I think the simple design is:

1. channel a 1x2 hole in the ground, so that there are ramps in the bottom. Or construct it to be like this.

2. build a 1x2 retracting bridge at the bottom of the hole. You might have to dig a temporary access hole next to the hole before they will build this - put a wall or door there afterwards.

3. make a lever linked to the bridge.

4. fill the 1x2 pit with ideally coins (you have to split them up) or seeds (no need to split, but will need armor etc)

5. station people in the pit, have another guy repeat pull the lever.
Title: Re: Soldier toughening: Item Drop Training
Post by: kingubu on December 02, 2012, 06:29:39 am
I do a 4x4 with two 2x4 bridges.  So they don't stand on each other.  Which blocks impacts for some reason.
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on December 02, 2012, 06:36:39 am
dwarves are tracked with a "stack" data structure in the tile, to speed up collision checking, the game only has to check the top of the stack to see if there is a dwarf there. Obviously items could be checked to see if they collided with all creatures in the tile, but this would chew up FPS and bloat the code.
Title: Re: Soldier toughening: Item Drop Training
Post by: ed boy on December 02, 2012, 09:03:09 am
Does this have much of an FPS effect?
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on December 02, 2012, 09:18:26 am
This training trick? probably a bit, but it looks like a good fast way to speed up training.

Any FPS slow down will cease as soon as you stop pulling the lever though. It'd be a hell of a lot quicker than a danger room though, since any dwarf can be hit with 100's of coins per lever pull vs 10 training spears.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 02, 2012, 09:49:51 am
Does this have much of an FPS effect?

My fort is struggling along at about 10 FPS to begin with.  With approximately 6000 coins, there's a noticeable brief pause when I pull the lever.  I'd say less than a second.  But I'm already looking at noticeable brief pauses when I do anything.  Armok's beard, I gotta go on a cleaning spree to get this place moving again.
Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on December 02, 2012, 10:17:43 am
Just started a new fort, been watching this thread for a while now, and have been inspired to try it out.

My 2 speardwarves should be pretty well off after this

Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on December 02, 2012, 01:37:39 pm
What... the... fuck?

I've never seen this "passes right through" before, on anything.

I've only seen this in combat with zombies before.  If my marksdwarves are shooting at, say, a reanimated head, there'll be a lot of messages to the effect that the bolt hits the reanimated head in the lower body, but passes right through.  It's clunky, but it makes sense that a bolt would pass through a non-existent body part.  But the thing with the cat was definitely weird.

It also occurs with Iron Men when they have a wound (hole) to part of their iron and the gas has already escaped. If an attack lands on the existing wound, it doesn't make contact with anything and passes right through. This shouldn't happen with organic creatures/tissues, unless the coins are so tiny that they pass through like Neutrinos (http://en.wikipedia.org/wiki/Neutrino).
Title: Re: Soldier toughening: Item Drop Training
Post by: Vharuck on December 04, 2012, 10:19:14 am
For citizen training, why not make the channeled Coin Star portion a very short hallway, with ramps on both sides, that is the main hallway leading to the dining room?  And then use pressure plates to have the bridges extend and retract as citizens enter the Coin Star?
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 05, 2012, 11:05:24 am
In an effort to automatically put all of my dwarfs through coinstar training, I set up a coinstar operation in a statue garden, with the bridge connected to a repeater.

Spoiler (click to show/hide)

After a few minutes, it seemed to be going well.  Multiple idle dwarves were hanging out in the coinstar, being pelted with coins.  Each time the coinstar fires, only one dwarf in each square actually gets hit, so only two dwarves get the benefit of the training at a time, but it still seemed promising that over the course of months or years this would result in a substantial boost to the stats of my dwarves.  Nonetheless, I was worried that eventually someone would drop something inappropriate in there.

Spoiler (click to show/hide)

It took a few days, but they did.  It seems someone discarded a cloth hat and glove in there.  Shortly thereafter, one of my top weaponsmiths caught a cap to the gut, and took a minor, but real, injury.   I've shut this back down until I figure out if there's a way around this.

Spoiler (click to show/hide)

I'm having trouble thinking of a way to prevent dwarves from littering various potentially deadly objects into an unattended automated coinstar.  I'm just glad that it was a cloth cap, and not a barrel of dwarven ale, or a steel breastplate or the like.  It seems like a retracting bridge based model is always going to have the possibility of accumulating other larger, more deadly items.  Something involving a minecart that dwarves load by hand could ensure collecting only appropriate items, but would turn into a huge sink of dwarfpower, and presumably operate much more slowly.  Anyone have an idea for how to safely run this unsupervised without requiring dwarves to individually haul each coin?
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 05, 2012, 05:10:44 pm
Ok, further experimentation with an auto-coinstar.  I've placed a statue garden on the far side of the coinstar, so that dwarves need to pass through the coinstar to get to or from said statue garden.  Thus, idle dwarves will frequently pass through the hall, getting pelted with coins in the process.

At any given point in time, there are maybe one or two dwarves in the coinstar, and they are in transit to or from another location.  My hope is that this minimizes the chances of someone dropping their xpig tail cloakx in there, turning it from an invigorating and healthy coin massage into a deadly cloakroom.  So far so good, I'll post an update once it's been running longer and I have more of a baseline for saying that it's relatively safe.

Someone had asked if the coinstar is safe for children.  A child wandered through, got pelted, and is none the worse for wear.  He's more than halfway from skill level 1 to 2 in armor user, and I assume his stats went up as well, although I don't have a pre-pelting baseline for comparison.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on December 05, 2012, 09:26:57 pm
http://www.bay12forums.com/smf/index.php?topic=119847.msg3848104#msg3848104

What stack size of coins is being used?
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 05, 2012, 09:36:56 pm
http://www.bay12forums.com/smf/index.php?topic=119847.msg3848104#msg3848104

What stack size of coins is being used?

I'm using single coins, although there may be a few of stack size 2 that somehow slipped in.  The coins usually deflect off of clothing when striking a dwarf, but when they hit the unclothed body part of a dwarf or cat, I get the "but the attack passes right through" message.  I think once or twice I also spotted a "but the attack has no force" message.  I'm not sure why that instead of the "passes right through" one.

Despite being totally harmless (I like the think of it as the dwarven equivalent of getting glitter bombed), it does seem effective at increasing armor user skill and buffing attributes.
Title: Re: Soldier toughening: Item Drop Training
Post by: Graebeard on December 06, 2012, 02:38:29 am
This is fantastic.  I love the popcorn popper imagery.  This has more potential to train children than any other system I've seen.
Title: Re: Soldier toughening: Item Drop Training
Post by: hostergaard on December 06, 2012, 06:44:15 am
So its basically this

(http://lolpranks.com/wp-content/uploads/2010/11/funny-college-dorm-room-filled-with-plastic-play-balls-lol-uni-mates-revenge.jpg)

whit this?

(http://i.ebayimg.com/t/PAINT-SHAKER-HS-5-SHELBY-GYRO-AUTO-CLAMPING-GYRO-MIXER-NEW-ONE-YEAR-WARRANTY-/00/s/MTYwMFgxMjk3/$(KGrHqFHJBkE-fbpSHq8BPs8NmMcww~~60_35.JPG)

Love it. Dwarfen ballroom can be added to the growing list of features of the dwarfen daycare center. We already got a petting zoo (http://www.bay12forums.com/smf/index.php?topic=91093.0) and swimming pools. What is next?

Anyway, I wonder if there is a way to make this work for an adventurer visiting your fortress? Make a fortress for your adventurer, complete with gyms!
Title: Re: Soldier toughening: Item Drop Training
Post by: Maulkin on December 06, 2012, 09:37:18 am
Personaly i dont consider this an exploit, i just consider this an excellent show of dwarven inginuity.

You toss a dwarf around and pelt him with coins (or refuse)! Love it!

The death and mutilation that has lead to these discoveries is very dwarfy i feel!

!!Science!! - gotta love it!
Title: Re: Soldier toughening: Item Drop Training
Post by: Dwarfotaur on December 06, 2012, 11:10:31 am
Ok I still don't get how to build one of these, even when looking at
Spoiler (click to show/hide)


How the hell did the dwarves get on the bridge? Are they meant to be up top of the bridge or below it? Is it a retracting bridge? How do the coins fall but then land on the bridge again?

I want to say it's as simple as:

Code: [Select]
S = statue
D = Door
B = Bridge with ramp below it
W = wall/rock

WWW
WSW
WDW
WBBW
WWWW

But what about the floor below?
Title: Re: Soldier toughening: Item Drop Training
Post by: mscantrell on December 06, 2012, 11:56:12 am
No, no, the bridge IS on the floor- it's like it's sliding in and out of the wall, hitting the dwarf with a footsweep each time.
Title: Re: Soldier toughening: Item Drop Training
Post by: Dwarfotaur on December 06, 2012, 12:04:32 pm
No, no, the bridge IS on the floor- it's like it's sliding in and out of the wall, hitting the dwarf with a footsweep each time.

Ohhh. I forgot you can build bridges over the floor. Well that means it must be a retracting bridge other wise you'd atom smash them :P I shall try this tonight to see some major fails.

Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 06, 2012, 02:07:04 pm
Ok I still don't get how to build one of these, even when looking at
Spoiler (click to show/hide)


How the hell did the dwarves get on the bridge? Are they meant to be up top of the bridge or below it? Is it a retracting bridge? How do the coins fall but then land on the bridge again?

I want to say it's as simple as:

Code: [Select]
S = statue
D = Door
B = Bridge with ramp below it
W = wall/rock

WWW
WSW
WDW
WBBW
WWWW

But what about the floor below?

It's a channeled out 2X1 square area, with a retracting bridge in the bottom.  It's dumped full of single, destacked coins.  The retracting bridge is then hooked to a repeater.

The door and statue were added to try to lure idle dwarves in for pelting.  This turned out to result in a lot of idle dwarves, rapidly leading to someone dropping an xpig tail capx, which promptly injured the fort's top weaponsmith.  So it's dangerous to have a lot of dwarves idling in the coinstar.  Instead of setting the coinstar itself as a statue garden, it seems a little more effective to force the dwarves to travel through the coinstar to get somewhere else.  This results in less crowding, and a lower chance of hazardous littering in the coinstar.

If you just want to train your military, you don't need to particularly lure the dwarves in.  Just send them there with a station command.  All you need is the coins, retracting bridge, and either a repeater or a simple lever.

Note that in each square, only one dwarf will be hit by the coins.  If you cram a full squad of 10 axedwarves in here at a time, only 2 of them will benefit from the training, while they shield their comrades from the coins.
Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on December 06, 2012, 02:55:32 pm
Seems like a slightly larger room, and more seeds or coins to offset the size of the room could increase the training rate, giving dwarves more room to stand... At the risk of being bashed into a wall or each other... Probably been brought up before, but if it increases the number of training dwarves, why not make it a bit bigger?

I did try a 4x4 room with 2 bridges and a hundred or so pig tail seeds. Worked well enough for the fledgling military I had at the time. Had a few injuries, mostly bruises, but a few broken toes. One dwarf decided leather was good enough.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 06, 2012, 05:33:46 pm
Seems like a slightly larger room, and more seeds or coins to offset the size of the room could increase the training rate, giving dwarves more room to stand... At the risk of being bashed into a wall or each other... Probably been brought up before, but if it increases the number of training dwarves, why not make it a bit bigger?

I did try a 4x4 room with 2 bridges and a hundred or so pig tail seeds. Worked well enough for the fledgling military I had at the time. Had a few injuries, mostly bruises, but a few broken toes. One dwarf decided leather was good enough.

You'll want to scale up the number of items along with the number of squares in order to maintain effectiveness.  Also, I highly recommend switching from seeds to coins.  Coins are almost completely safe.
Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on December 06, 2012, 05:59:30 pm
You'll want to scale up the number of items along with the number of squares in order to maintain effectiveness.  Also, I highly recommend switching from seeds to coins.  Coins are almost completely safe.

I'm working on trading enough single coins back to myself to make the room work efficiently now. Only the first year, and the merchants made off with quite a few coins... But I have more than enough metal present to make this work. Just need to get a repeater going, and I'll be set. Don't have a spare dwarf to pull a lever for eternity, so I guess I might as well learn the mine cart way.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist McDwarfFortress on December 06, 2012, 06:15:11 pm
...almost completely safe.
Famous last words!
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 06, 2012, 06:16:34 pm
You'll want to scale up the number of items along with the number of squares in order to maintain effectiveness.  Also, I highly recommend switching from seeds to coins.  Coins are almost completely safe.

I'm working on trading enough single coins back to myself to make the room work efficiently now. Only the first year, and the merchants made off with quite a few coins... But I have more than enough metal present to make this work. Just need to get a repeater going, and I'll be set. Don't have a spare dwarf to pull a lever for eternity, so I guess I might as well learn the mine cart way.

You should be able to break down a bunch of stacks of coins with just a couple dozen crafts as bargaining power.  The technique I use is to bring several stacks, say, 4.  Then I use a macro to offer 100 of each stack.  Use cntrl-u to do that to all of the stacks.  Trade that for some stuff that looks appealing.  Now trade 100 of each of my stacks for 100 of each of the stacks he has, and throw in one craft on top to sweeten the deal.  Repeat 3 more times, which is easy with the macro.

Now, exit the trade screen, queue up all the coins in the trading depot for trading, and reenter the trading scheme.  Repeat as above, but with 20 coins at a time.

Exit the trade screen, requeue all coins for trading, reenter, and repeat with 5 coins at a time.

Do it all again with coins one at a time.

All told, this should take 5 to 10 minutes.  It's kind of a pain, but you only have to do it once.  And it scales well as you do several stacks at once, because you're using a macro and cntrl-u - you can split four stacks just about as easily as you can 10.
Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on December 06, 2012, 06:20:31 pm
Ok, that works better than what I've been doing: one at a time with a macro ><

Spoiler (click to show/hide)

As to the mine cart repeater: I take it those ramps are N/S ramps, used for boosting the cart. The door is in place to close the loop, linked to a lever, while the other lever controls a roller above the door, on low speed, to give the cart a push at the start... Or is it just another ramp? I think I've seen them before, but I can't find the post for the life of me.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 06, 2012, 09:43:18 pm
Ok, that works better than what I've been doing: one at a time with a macro ><

Spoiler (click to show/hide)

As to the mine cart repeater: I take it those ramps are N/S ramps, used for boosting the cart. The door is in place to close the loop, linked to a lever, while the other lever controls a roller above the door, on low speed, to give the cart a push at the start... Or is it just another ramp? I think I've seen them before, but I can't find the post for the life of me.

The lever controls the door on the east side of the room, so I can turn the thing off.

The ramps are n/e and n/w ramps respectively, which, due to a bug in minecart physics, give the cart a push when it passes over them.  This makes the setup self powering, so it doesn't need any rollers.

The minecart is pushed in from the track stop just outside of the repeater room, skips over a bit of missing track, and then zooms around the course indefinitely.  I think it triggers every 150-200 ticks or so, I'm not sure the exact timing.
Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on December 06, 2012, 10:25:25 pm
Ah, I see. I've used that NE / NW feature before, thanks for clarifying how the cart gets started. A little reconstruction and designations, and I'll be good. Probably post my results, help expand the base of knowledge a bit.
Title: Re: Soldier toughening: Item Drop Training
Post by: Oaktree on December 07, 2012, 05:58:40 pm
Interesting device.  I just completed one that has two 2x1 retracting bridges in a 2x2 room.  Dumped 500 nickels in it and tested it on a squad.   :o

Impressive results in terms of Armor Use and physical stat improvements as well.  Combine this with using a Danger Room and a squad could be run up to Killer Dwarf in a very short period of time. 

A "civilian path" version would probably prove useful as well - keeps your reservists working up and with Armor User and stats increasing they will probably start moving faster as well.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on December 07, 2012, 09:47:38 pm
A bit more testing found that coin stacks of size 1-15 produce the "but the attack is deflected by" message only when hitting clothing/armor, and "but the attack passes right through!" only when hitting bare skin/etc. directly. Both modes will train armor user and dodger, and both appear to be harmless.
Title: Re: Soldier toughening: Item Drop Training
Post by: Ralvuimego on December 08, 2012, 01:40:16 pm
I've been thinking about using this for my fortress... But instead of coins I'm going to use boulders. And instead of using it to train my dwarves I'm going to use it in my trap hallway.
Title: Re: Soldier toughening: Item Drop Training
Post by: QuantumMenace on December 08, 2012, 05:19:12 pm
Isn't there still a chance of a dwarf getting seriously injured by skidding, or is a leather cloak enough to prevent that?

I had temporarily equipped my military with cloaks in addition to armor while bombarding them with seeds, and eventually got "Urist McUberdorf has become attached to a XIbex leather cloakX!" followed almost immediately by him naming it, making it an artifact. That sounds good on its face, but since it was heavily worn already it would remain so forever. You could use this to make wear-proof clothing as long as you only put dwarves wearing new clothes in the pit.

My Wave Cannon save has two of these cloaks listed in the artifacts list.
Title: Re: Soldier toughening: Item Drop Training
Post by: nbp on December 08, 2012, 06:04:20 pm
Isn't there still a chance of a dwarf getting seriously injured by skidding, or is a leather cloak enough to prevent that?

I had temporarily equipped my military with cloaks in addition to armor while bombarding them with seeds, and eventually got "Urist McUberdorf has become attached to a XIbex leather cloakX!" followed almost immediately by him naming it, making it an artifact. That sounds good on its face, but since it was heavily worn already it would remain so forever. You could use this to make wear-proof clothing as long as you only put dwarves wearing new clothes in the pit.

My Wave Cannon save has two of these cloaks listed in the artifacts list.

I've probably had dwarves go through this training for several hundred lever pulls, and none have gotten injured in a skidding accident.  None of them have even skidded at all, that I've seen.  I did, however, have a cat get injured (and die, for that matter) in a skidding accident.  I'm not sure exactly what the difference is, but would assume it has to do with size.
Title: Re: Soldier toughening: Item Drop Training
Post by: Sutremaine on December 08, 2012, 06:26:32 pm
I had temporarily equipped my military with cloaks in addition to armor while bombarding them with seeds, and eventually got "Urist McUberdorf has become attached to a XIbex leather cloakX!" followed almost immediately by him naming it, making it an artifact. That sounds good on its face, but since it was heavily worn already it would remain so forever.
Is that really the case?
Title: Re: Soldier toughening: Item Drop Training
Post by: QuantumMenace on December 08, 2012, 06:53:32 pm
Yep. Like I said, you can find them in the artifacts list in this save (http://dffd.wimbli.com/file.php?id=7183). I got this many dwarf-years before the save. The ibex leather one had said "this object is heavily worn" and still does. There's several more named pieces of armor induced by the training. Check that, just shields, not other armor pieces.
Title: Re: Soldier toughening: Item Drop Training
Post by: Sutremaine on December 08, 2012, 07:15:38 pm
I got this many dwarf-years before the save.
Interesting feature. Finally, a reason to make adamantine clothing?
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on December 09, 2012, 12:56:09 am
We know the items are added to the artifacts list. The real unanswered question is: do they acquire artifact properties (such as wear immunity) without actually being artifact-quality items?
Title: Re: Soldier toughening: Item Drop Training
Post by: Sutremaine on December 09, 2012, 07:21:56 am
We know the items are added to the artifacts list. The real unanswered question is: do they acquire artifact properties (such as wear immunity) without actually being artifact-quality items?
That would probably be easy to test without having to make sure that somebody is wearing the pseudo-artifact Xibex leatherX for several years. First, find a genuine artifact piece of clothing or armour. Then, put it on a stockpile, forbid it, and make that stockpile a refuse one. If the artifact doesn't start to wear at the same rate regular clothing or armour does, repeat the process with a pseudo-artifact and see if it starts to wear.

This xind of wear happens pretty quickly. Goblin clothing stored on a combined clothing/refuse stockpile is mostly gone in a season.
Title: Re: Soldier toughening: Item Drop Training
Post by: tahujdt on December 09, 2012, 08:40:38 pm
On the idea of leaf bombing, I think that there would be an excellent, easily producible, and disposable alternative.
 
 Plump helmets.
 
.One or two 10x10 farms would keep you in plump helmets forever. When they start to stink, you could dispose of them. This would be the best option for the original design, less so for Quantum Menace's design.
Title: Re: Soldier toughening: Item Drop Training
Post by: Fluoman on December 10, 2012, 03:26:39 am
Much too heavy: if seeds cause injuries, the actual shroom will be worse.
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on December 14, 2012, 12:29:28 am
also, i'm pretty sure plants never stink anyways.

but yeah, i'd stick with the coin idea.
Title: Re: Soldier toughening: Item Drop Training
Post by: tahujdt on January 04, 2013, 04:40:22 pm
I made a wiki addition for this!
http://dwarffortresswiki.org/index.php/DF2012:Danger_room#The_Coinstar_Method (http://dwarffortresswiki.org/index.php/DF2012:Danger_room#The_Coinstar_Method)
Please edit it if you think it could be done better.
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on January 05, 2013, 02:01:36 am
I'd go with describing how to use it with coins on the wiki, then continue to

"a less-micro-managerial method is to use seeds, which do not require being split up first."

However, don't seed stacks also need splitting up, or else they risk causing severe injury?
Title: Re: Soldier toughening: Item Drop Training
Post by: blaster339 on January 05, 2013, 04:08:31 am
Epic idea
This explains that alot of stuff is possible on dwarf fortress
Title: Re: Soldier toughening: Item Drop Training
Post by: kingubu on January 05, 2013, 05:22:39 am
I'd go with describing how to use it with coins on the wiki, then continue to

"a less-micro-managerial method is to use seeds, which do not require being split up first."

However, don't seed stacks also need splitting up, or else they risk causing severe injury?

AFAIK seeds aren't stacked.  Just in bags together.
Title: Re: Soldier toughening: Item Drop Training
Post by: Bates on January 05, 2013, 07:41:17 am
Also a single seed can be deadly, if it hits and breaks a nose or a ear.
Cartilage doesn't heal in vanilla, so a broken nose will get infected and that will eventually finish the dwarf off.

And any pets that happen to wander into the blender will get injured quite quickly with seeds.
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on January 05, 2013, 02:23:16 pm
So, let's describe how to do it with coins first, and then continue to seeds:

"If you don't feel like micromanaging to split so many coins, you can always use seeds, which are already counted as separate. However, while convenient they are also more dangerous, able to cause sometimes serious injury to your trainees. Just remember to keep unarmed civilians and pets out of the blender...'
Title: Re: Soldier toughening: Item Drop Training
Post by: Kaos on January 05, 2013, 10:07:02 pm
Also a single seed can be deadly, if it hits and breaks a nose or a ear.
Cartilage doesn't heal in vanilla, so a broken nose will get infected and that will eventually finish the dwarf off.

And any pets that happen to wander into the blender will get injured quite quickly with seeds.
I see this like a bug so I usually mod those tissues to have a healing rate like bones have. Doesn't even require to restart the world.
Title: Re: Soldier toughening: Item Drop Training
Post by: Bates on January 05, 2013, 11:02:58 pm
I see this like a bug so I usually mod those tissues to have a healing rate like bones have. Doesn't even require to restart the world.

So do I, but seeds have enough mass to hurt unprotected areas and at least the nose and ears are unprotected.
And if you have a couple of hundred seeds flying about, you can have a dwarf get seriously injured before you even notice it and considering the average competence of dwarven medical staff, you could get fatalities even with healing cartilage.

With seeds any unprotected body parts will get seriously injured in no time, so pets and civilians (and militia with incomplete armor sets) will die pretty quickly.

If anyone decides to build and use a coin star (or blender, as I like to call it), I strongly recommed you use coins.
You only have to seperate the coin stack once, and with macros it won't take that long.
Title: Re: Soldier toughening: Item Drop Training
Post by: xoseph on January 06, 2013, 02:29:58 am
How much does hair weigh, in the game?
Title: Re: Soldier toughening: Item Drop Training
Post by: laularukyrumo on January 06, 2013, 03:51:52 am
Too much. We tried it, and it breaks bones through metal armor. Not viable for Coinstar danger rooms.
Title: Re: Soldier toughening: Item Drop Training
Post by: flabort on January 06, 2013, 08:03:39 pm
Whoo, neat. It's too bad babies can't be trained this way, but putting a bunch of children through might justify giving most of the dwarves in the fort Ducimging as a last name.
(Workedyoung)
Title: Re: Soldier toughening: Item Drop Training
Post by: WillowLuman on January 07, 2013, 05:25:58 pm
Since coins are harmless, you should be able to throw children in the coinstar to train them.
Title: Re: Soldier toughening: Item Drop Training
Post by: Sutremaine on January 07, 2013, 07:24:54 pm
Whoo, neat. It's too bad babies can't be trained this way
Mother drop babies when they get onto minecarts. I'm sure someone can think of an efficient way of working with that.
Title: Re: Soldier toughening: Item Drop Training
Post by: Bates on January 08, 2013, 03:47:14 am
Since coins are harmless, you should be able to throw children in the coinstar to train them.

You can.
I have already trained a few children to legendary armor user in my current fort.
Title: Re: Soldier toughening: Item Drop Training
Post by: Sutremaine on January 08, 2013, 07:52:46 am
Whoo, neat. It's too bad babies can't be trained this way
Mother drop babies when they get onto minecarts. I'm sure someone can think of an efficient way of working with that.
Although actually, if you need equipment for any skill gains to happen (does it train Dodging?), babies won't learn anything. But maybe their stats will rise.
Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on January 08, 2013, 11:13:29 am
From the 3 forts I've used a Coinstar in, the only skill I've seen gain anything is armor user. Attributes still go up like crazy, but I haven't seen any other combat skills gain a single point.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hans Lemurson on January 09, 2013, 07:20:22 am
When I dropped a boulder on a soldier and broke his leg, he gained Weapon-skill and Fighting-skill in addition to Armor-User.
Title: Re: Soldier toughening: Item Drop Training
Post by: Kaos on January 10, 2013, 07:22:57 pm
Has anyone tried using a rail shotgun with minecarts full of coins?
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on January 10, 2013, 09:06:16 pm
Has anyone tried using a rail shotgun with minecarts full of coins?

whatever for? at best, you'll end up with a very slow version of the same thing that requires massive amounts of dwarf labour.
Title: Re: Soldier toughening: Item Drop Training
Post by: Oaktree on January 10, 2013, 09:07:20 pm
Has anyone tried using a rail shotgun with minecarts full of coins?

whatever for? at best, you'll end up with a very slow version of the same thing that requires massive amounts of dwarf labour.

Or faster goblins since you've just given them a mass of Armor User training!   :P
Title: Re: Soldier toughening: Item Drop Training
Post by: Kaos on January 11, 2013, 12:13:00 am
Has anyone tried using a rail shotgun with minecarts full of coins?

whatever for? at best, you'll end up with a very slow version of the same thing that requires massive amounts of dwarf labour.

Or faster goblins since you've just given them a mass of Armor User training!   :P
no, no, no, not for the goblins! geese! for training dwarves.
Title: Re: Soldier toughening: Item Drop Training
Post by: hiroshi42 on January 11, 2013, 03:06:54 am
I have to say the coinstar works like a dream.  I have 5 of them set up attached to a simple water repeater and with 500 coins each they churn out quite acceptable levels of armor users.  Much better and safer than using necromancers to train with.

I have noticed that it does cause people to be attached to their current clothing, someone's child decided to play in the training area and promptly became attached to at least half of the clothes worn before they were tossed into the volcano. 
Title: Re: Soldier toughening: Item Drop Training
Post by: Koremu on January 11, 2013, 03:17:01 am
someone's child decided to play in the training area and promptly became attached to at least half of the clothes worn before they were tossed into the volcano.
Was it the Child or the Clothes that was tossed into the Volcano?
Title: Re: Soldier toughening: Item Drop Training
Post by: Jimmy on January 11, 2013, 04:18:06 am
I have noticed that it does cause people to be attached to their current clothing, someone's child decided to play in the training area and promptly became attached to at least half of the clothes worn before they were tossed into the volcano.
Also, has the question been answered as to whether clothing will wear once it's been named? This could seriously affect the viability of creating adamantine cloaks. I'd personally use the Coinstar room to bond my soldiers with masterwork adamantine robes and cloaks for added coverage of otherwise unarmored body areas if I knew it wouldn't wear out in a few years.
Title: Re: Soldier toughening: Item Drop Training
Post by: Bates on January 11, 2013, 05:15:35 am
Also, has the question been answered as to whether clothing will wear once it's been named? This could seriously affect the viability of creating adamantine cloaks. I'd personally use the Coinstar room to bond my soldiers with masterwork adamantine robes and cloaks for added coverage of otherwise unarmored body areas if I knew it wouldn't wear out in a few years.

These are two seperate things. Dwarves can get attached to ordinary clothes or weapons, which can be quite annoying, if your best speardwarf gets attached to a training spear and only uses it in battle.

Naming of equipment on the other hand is quite uncommon.
When a dwarf names a piece of equipment, that equipment basically becomes a semi artifact and that's when it stops wearing out.

So making candy clothes is still not viable, as they still degrade even is dwarves get attached to them.
Title: Re: Soldier toughening: Item Drop Training
Post by: Kaos on January 11, 2013, 10:05:14 am
Also, has the question been answered as to whether clothing will wear once it's been named? This could seriously affect the viability of creating adamantine cloaks. I'd personally use the Coinstar room to bond my soldiers with masterwork adamantine robes and cloaks for added coverage of otherwise unarmored body areas if I knew it wouldn't wear out in a few years.

These are two seperate things. Dwarves can get attached to ordinary clothes or weapons, which can be quite annoying, if your best speardwarf gets attached to a training spear and only uses it in battle.

Naming of equipment on the other hand is quite uncommon.
When a dwarf names a piece of equipment, that equipment basically becomes a semi artifact and that's when it stops wearing out.

So making candy clothes is still not viable, as they still degrade even is dwarves get attached to them.
things get named by killing enemies, then building a coinstar that uses adamantine cloaks instead of coins and zombies instead of dwarves, add line of sight to a trapped necromancer.

by starting the washmachine the zombies will eventually get killed by the addy cloak, making it score a kill, then the necro revives the corpse and the devices self resets.


addy cloak gets named and becomes unable to wear down or rot.
Title: Re: Soldier toughening: Item Drop Training
Post by: Urist McDwarfFortress on January 11, 2013, 02:47:50 pm
geese! for training dwarves.
I have absolutely no idea where you're going with this, but I like it!
Title: Re: Soldier toughening: Item Drop Training
Post by: Kaos on January 11, 2013, 05:48:51 pm
geese! for training dwarves.
I have absolutely no idea where you're going with this, but I like it!
Just for the sake of clarity (and to stop further trolling) what I meant was making a rail shotgun fire coins at dwarves for toughening them up, since previous comments mentioned danger when dropping them, so if the vertical approach (dropping) fails why not try the horizontal (shooting) approach?
Title: Re: Soldier toughening: Item Drop Training
Post by: se5a on January 11, 2013, 05:56:22 pm
Ok so I just read the wiki on this, and don't want to wade through all fifteen pages of this thread, but I have a question:

is there a reason it's only 1x2 room?
is it worth creating a larger room in a hallway for training anyone who walks through?
Title: Re: Soldier toughening: Item Drop Training
Post by: wierd on January 11, 2013, 06:00:13 pm
Its been awhile since I indulged in DF, (too damn busy. :( ) but I used to get named equipment frequently. Never named clothing though, other than shields, which have the bash attack.

One might be able to mod in a "flourish" attack with a razorwire adamantine cloak though, given the recent improvements in item reactions. Just don't make it OP. (Basically, imagine a fancy dance move type attack, where the edge of the cloak is used to slice and cut by whirling it, and sweeping it across exposed skin. It would be a "cutting" type attack.) No lightsaber cloaks!

I can't imagine a candyfloss cloak getting enough kinetic energy behind it to be lethal by itself though.

Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on January 11, 2013, 06:29:31 pm
Ok so I just read the wiki on this, and don't want to wade through all fifteen pages of this thread, but I have a question:

is there a reason it's only 1x2 room?
is it worth creating a larger room in a hallway for training anyone who walks through?

The 1x2 room is the most effective for a small amount of items. As the size of the room increases, so to do the number of items inside the Coinstar(TM) need to increase. The 1x2 room also is small enough to build and get ready faster.

I use a 2x3 room, with 1000+ coins, that way I can station my 2-dwarf squads and they will have enough room to both stand in separate squares and be trained at a roughly-equal pace. This only takes half a season to get Legendary Armor User from Dabbling. The small room also reduces the amount of travel a flying dwarf has, and (if I'm wrong, feel free to correct me) minimizes the danger of impacting the wall at terminal velocity, killing a recruit.

The main (and deadly) danger of building this into a commonly-traversed area is that Urist McDumbass will at some point drop a XXPig Tail SockXX in the Coinstar and as the items fly about, the XXPig Tail SockXX will cave in heads and shatter bones like no ones business, killing and maiming indiscriminately as the worn out sock gains more kills than your most salty military dwarf.

This is why I use the mine cart repeater shown earlier in the thread, and use its built-in off switch when a problem arises. It also helps to have your militadwarves replace all their clothing with armor, so they aren't a victim of their own stupidity.
Title: Re: Soldier toughening: Item Drop Training
Post by: SharkForce on January 12, 2013, 01:40:55 am
hmmm... i dunno, adamantine is so light you may not be able to use adamantine clothing to kill stuff in the item drop room.

of course, the only way to know for sure is to test it.
Title: Re: Soldier toughening: Item Drop Training
Post by: Naryar on January 12, 2013, 03:41:53 am
So is it worth it ? Can it be automated ? This sounds like it would require quite a lot of supervision/ crazy computing mechanisms.

although minecart shotgun may be worth it...
Title: Re: Soldier toughening: Item Drop Training
Post by: se5a on January 12, 2013, 06:36:58 am
Thanks Lich180

umn... how do I unstack/split stacks of coins?
Title: Re: Soldier toughening: Item Drop Training
Post by: Kallin on January 12, 2013, 06:46:15 am
hmmm... i dunno, adamantine is so light you may not be able to use adamantine clothing to kill stuff in the item drop room.

of course, the only way to know for sure is to test it.

I'm pretty sure that if a spool of thread is not only enough to cause serious injury, but also be lethal then a candyfloss cloak will be more than enough.

Also, I'm pondering using this by first burning the fat off of children, throwing them in the Coinstar for defense building, then subjecting them to the Child of Armok treatment for offense.

Now I just need to figure out how to safely melt the fat off their bodies.
Title: Re: Soldier toughening: Item Drop Training
Post by: se5a on January 12, 2013, 06:57:53 am
has anyone tried low speed minecart dodging as a danger room?
what stats would that improve, and how dangerous is it?
Title: Re: Soldier toughening: Item Drop Training
Post by: jellsprout on January 12, 2013, 07:26:58 am
When Danger Rooming my soldiers they tend to name their weapons and equipment after a while even if they haven't killed anything yet. From my experience they don't name things based on the amount of kills, but on the number of times they use the equipment. I don't remember them getting attached to anything other than weapons or shields though. Research must be done.
Title: Re: Soldier toughening: Item Drop Training
Post by: Lich180 on January 12, 2013, 08:57:31 am
Thanks Lich180

umn... how do I unstack/split stacks of coins?

I asked the same thing earlier in the thread, and was told the easiest way is through trade.

Get a few dozen crafts (cheap stone stuff works) and your stacks of coins to the depot. Then trade 100 coins for some stuff until you have no coins left. Buy back your coins, exit the trade menu, and (q) over the depot. Reselect your coins for trade, and go back into the trade menu. Now use macros to trade 10 coins from each stack, buy some stuff, buy back coins, exit trade menu, (q) the depot and reselect the coins again. Use another macro to trade single coins from your stacks of 10 until you have 1 coin left from each stack, and buy them all back.

Then just designate a dump zone (i)(g) and dump (d)(b)(d) all the coins into the Coinstar. I like to use the stocks screen to do the dumping, since I can select every coin at once and focus on something else for a bit.

It takes a bit of work to get the coins separate, but you only have to do it once. Just be sure to have set all your stockpiles to NOT accept coins, or your haulers will play hide-the-coin on you.
Title: Re: Soldier toughening: Item Drop Training
Post by: Porpoisepower on January 12, 2013, 12:07:55 pm
Will coins/seeds go through a horizontal grate?  If so you could put a grate above the room designated as dump point for your training fodder.  Then a grate below that the trainee stands on.  Then on the level below setup a stockpile that loads into a cart. Create a route to haul fodder and dump onto the top level grate.

Title: Re: Soldier toughening: Item Drop Training
Post by: Urist Da Vinci on January 12, 2013, 02:44:48 pm
Will coins/seeds go through a horizontal grate?  If so you could put a grate above the room designated as dump point for your training fodder.  Then a grate below that the trainee stands on.  Then on the level below setup a stockpile that loads into a cart. Create a route to haul fodder and dump onto the top level grate.

Nope. The only things that can go through a floor grate are "sight", water, magma, and pitted animals.
Title: Re: Soldier toughening: Item Drop Training
Post by: darkrider2 on January 12, 2013, 03:07:44 pm
Can minecarts be filled by dropping items from a floor above? Cause that might make it possible to automate the process using levers and floor hatches.
Title: Re: Soldier toughening: Item Drop Training
Post by: Mechatronic on January 12, 2013, 05:23:21 pm
When Danger Rooming my soldiers they tend to name their weapons and equipment after a while even if they haven't killed anything yet. From my experience they don't name things based on the amount of kills, but on the number of times they use the equipment. I don't remember them getting attached to anything other than weapons or shields though. Research must be done.
They name armour too, it just takes longer.
Title: Re: Soldier toughening: Item Drop Training
Post by: Tevish Szat on January 12, 2013, 06:12:41 pm
Now I just need to figure out how to safely melt the fat off their bodies.

I'd try some sort of controlled "suicide booth" like magma dousing: on Z+1 have a magma reservoir, and from it a 1x1 chamber with a magma safe floor hatch on the bottom and floodgate separating it from the reservoir.  On Z=0, you have the both: directly under the 1x1 chamber, a 1x1 room with a magma safe grate floor and locking door.  Z-1 or deeper is another reservoir possibly the magma sea, that gets pumped back up to z+1 to refill it.

Subject goes into the Z=0 booth, door is locked.  Floodgate on Z+1 is closed, then hatch is opened dropping one tile of 7/7 magma through the subject and into the reservoir below.  the low duration of the contact SHOULD mean most subjects survive, but if they wear anything that's not magma safe said clothes will be damaged/destroyed, and non fire safe gear might be set on fire, causing undue damage to its wearer.  It might be best to have fully candy/steel clad soldiers (with gear replacing clothing) before attempting to controlled melt them... but if you use useless children, does anyone really care about mortality/crippling rates under 100%?
Title: Re: Soldier toughening: Item Drop Training
Post by: Kaos on January 12, 2013, 06:37:44 pm
Can minecarts be filled by dropping items from a floor above? Cause that might make it possible to automate the process using levers and floor hatches.
I was wondering this too.
Title: Re: Soldier toughening: Item Drop Training
Post by: Jimmy on January 12, 2013, 08:04:47 pm
You can't build a floor hatch and a bridge on the same tile, so the Coinstar method as is won't work with floor hatches for item removal.

With fat removal, don't minecarts generate magma mist if they skip across the surface of magma? Could this be used to generate a magma mist machine?
Title: Re: Soldier toughening: Item Drop Training
Post by: Naryar on January 12, 2013, 08:11:58 pm
You can't build a floor hatch and a bridge on the same tile, so the Coinstar method as is won't work with floor hatches for item removal.

With fat removal, don't minecarts generate magma mist if they skip across the surface of magma? Could this be used to generate a magma mist machine?

i think it would just burn your dwarves to death.
Title: Re: Soldier toughening: Item Drop Training
Post by: Jimmy on January 12, 2013, 09:38:59 pm
There was some !!science!! done with the dwarven daycare/Spartan project regarding the use of magma mist to burn off body fat. They had a fairly low mortality rate iirc, and I think they used water after the mist to be sure of the safety.
Title: Re: Soldier toughening: Item Drop Training
Post by: Reelya on February 02, 2013, 10:36:15 am
Can minecarts be filled by dropping items from a floor above? Cause that might make it possible to automate the process using levers and floor hatches.
I'm pretty sure it was already mentioned in this thread and others that you can't drop items into a cart. Haven't tested carts myself, but that's what they say.
Title: Re: Soldier toughening: Item Drop Training
Post by: MarcAFK on March 12, 2013, 11:12:48 am
Awesome idea, I gotta make a Coinstar popper in my next fort.
Title: Re: Soldier toughening: Item Drop Training
Post by: Tirion on April 30, 2013, 04:39:23 am
This is awesome, and spares some infuriating micromanaging required to train armor user in danger rooms- weapons and shield level up way too fast there, blocking hits that would level up armor. Yes, I know it could be done with a shieldless weaponless uniform, but it would increase the risk of dwarves not properly equipping their final uniform.
Title: Re: Soldier toughening: Item Drop Training
Post by: Hommit on June 02, 2013, 10:11:46 am
Is it worth to make such a room for whole squad, or better make small rooms? If latter, how do i move only 2 dwarves out of squad of ten to train?
ps: coin split method should be wikified along with room plan imo.
Title: Re: Soldier toughening: Item Drop Training
Post by: ShadowHammer on July 24, 2013, 01:47:32 pm
This science is quite awesome.
I was wondering, though, how do you find the actual numbers (rather than "he is strong, agile, and tough") for attributes in fortress mode?
Title: Re: Soldier toughening: Item Drop Training
Post by: WanderingKid on July 24, 2013, 05:46:16 pm
ShadowHammer,

It's easiest to do in the current version(s) of Dwarf Therapist, afaik.
Title: Re: Soldier toughening: Item Drop Training
Post by: lightstar on March 13, 2014, 07:32:10 am
This is awesome, and spares some infuriating micromanaging required to train armor user in danger rooms- weapons and shield level up way too fast there, blocking hits that would level up armor. Yes, I know it could be done with a shieldless weaponless uniform, but it would increase the risk of dwarves not properly equipping their final uniform.

This involves brilliant creativity on the part of the OP and other posters......

But I would prefer that these are other "exploits" are removed so that people like me who prefer to get their dwarves tougher through real life combat dont have to try such things.

PS: I know that game balance / bug fixes / exploits are not a current priority........just stating my opinion
Title: Re: Soldier toughening: Item Drop Training
Post by: Laterigrade on May 29, 2020, 01:34:48 am
Does this still work?
Title: Re: Soldier toughening: Item Drop Training
Post by: PatrikLundell on May 29, 2020, 03:17:39 am
The Coin Star ceased to work during 0.40.X. I had just set one up when DF changed, but managed to disable it before anyone died, so there were only a couple of injuries.
Title: Re: Soldier toughening: Item Drop Training
Post by: Staalo on May 29, 2020, 03:55:23 am
Heh, I remember that little surprise. I also had one up for Child Care purposes at that time and was a bit shocked when the effect was more like a shotgun blast instead of harmless pelting with small objects.
Title: Re: Soldier toughening: Item Drop Training
Post by: knutor on May 29, 2020, 09:09:04 am
The research is still very viable. In this latest version, Ive had 500 stacks of coins unpile themselves, without the depot hack. But I just cannot, figure out how it occured, or how to replicate it. It had something to do with an interupted haul task. It is possible a coin hauling job was quit by a stressed out dwarf, tho the depile hadnt occured in path to my vault SP.