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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: ImagoDeo on July 14, 2014, 09:26:37 am

Title: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: ImagoDeo on July 14, 2014, 09:26:37 am
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The Overview

It's like regular childcare, except with more dogs, and less care.
Also, this is a horrible inhumane idea and why didn't I think of it.
Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

Hello, and welcome to the grand reboot of the glorious Dwarven Child Care (http://www.bay12forums.com/smf/index.php?topic=91093.0) thread, which was one of the greatest and dorfiest things to arise from the chaos that was DF2012.

The goal: to generate supersoldiers strong enough to decapitate goblins with their little fingers, skilled enough to dodge dragonbreath, and hard enough to massacre every single member of their own family in a loyalty cascade withing giving one single solitary shit.

The method: by taking babes from their parents on or about their first birthdays and moving them into a special care facility furnished with all manner of soul-crushing but life-preserving features.

The results: None to speak of.



"Wait, what?!" you shriek. "No one ever managed to DO it?!"

Unfortunately, no !!scientist!! ever posted major results. A few of us managed to get experiments rolling, but not many finished, and most were unsuccessful for one reason or another. Feel free to read through that thread, though. Much was learned in the pursuit of the perfect Dwarf:

However, much of this research may be invalid, now that the Dwarven mind is so much different.

So here is the challenge: go forth and !!science!!

Find yourself some innocent babes test subjects and place them into horribly cruel solitary confinement with ravening wild animals designed to destroy their souls a proper testing facility. Report back here with whatever information you gather, and together we shall forge warriors for Armok and for glory!
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 14, 2014, 09:34:34 am
While I applaud the spirit of Science, the only results we really got out of the last one was mental scarring. While I'll admit we'll probably get a serious Discipline spike in the survivors (Which is useful as Hell now) I doubt we'll get much else out of this.
Title: Re: Dwarven Child Care [Reboot]
Post by: gompasta on July 14, 2014, 09:52:32 am
While I applaud the spirit of Science, the only results we really got out of the last one was mental scarring. While I'll admit we'll probably get a serious Discipline spike in the survivors (Which is useful as Hell now) I doubt we'll get much else out of this.

So your saying that apart from the useful stuff, there will be nothing useful? Cant argue with that logic.
Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on July 14, 2014, 09:57:59 am
While I applaud the spirit of Science, the only results we really got out of the last one was mental scarring. While I'll admit we'll probably get a serious Discipline spike in the survivors (Which is useful as Hell now) I doubt we'll get much else out of this.

So your saying that apart from the useful stuff, there will be nothing useful? Cant argue with that logic.

Well, we won't really know until we try. I think a major discipline spike would be awesome, and any tragedy training would be icing on the cake. Throw in a few combat skill gains and you're really starting to see a long-term fortress survival plan: immune to siege by virtue of combat, immune to tantrum spiral by virtue of tragedy.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 14, 2014, 10:11:58 am
While I applaud the spirit of Science, the only results we really got out of the last one was mental scarring. While I'll admit we'll probably get a serious Discipline spike in the survivors (Which is useful as Hell now) I doubt we'll get much else out of this.

So your saying that apart from the useful stuff, there will be nothing useful? Cant argue with that logic.

No, no you really can't argue with that logic.  :P And I'm not arguing against trying this, I'm just placing my prediction. That we won't get much else out of this but a discipline spike.
Title: Re: Dwarven Child Care [Reboot]
Post by: Melting Sky on July 14, 2014, 10:56:26 am
My gut feeling tells me the results will likely not be particularly useful in that for the amount of effort put in, you won't get much back but I could be wrong. That's what science is for.

The big problems I foresee are the risk to the fort caused by the chronically low moral of many of the mentally damaged children and the sever damage to the parents' moral caused by occasionally losing said children to madness or injury. You will also have children that will graduate with poor social skills and who will not do any work while they are busy being locked up in their "childcare" area until adulthood.

The big flags I have noticed for a dwarf going crazy have been attributes such as being prone to negative thoughts, prone to rage, prone to anxiety etc. You can have some dwarves that lose half their family and walk away from it with their mind intact and others that try to tear down your fortress because some goblins you shot, snuck off the map with a few of their masterwork bolts in their leg. I've learned to always keep dwarves that are prone to negative thoughts and fits of rage etc. out of the military. They generally aren't worth the risk and do better in less stressful rolls. They are also far more likely to tantrum and go mad rather than ever reaching the point where they "don't care about much of anything."

I guess it really depends on the type of training system you speak of whether it is likely to succeed or not. There are ways to train children without damaging them such as using misters throughout the fort to raise moral and simultaneously train swimming and its related stats. Generally I have found that maiming, killing or harming dwarves is counter productive and I leave that to the goblins and forgotten beasts rather than going out of my way to do their jobs for them.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 14, 2014, 11:42:05 am
Actually, considering what we discovered from the Hell we put children through in the old days, we're better off redesigning the whole thing from scratch now. Instead of locking the kids up alone, maybe just put windows in the crèche, stick an arena on the other side, and have the kids watch the live training. That might build up discipline with less risk than the prison cells.
Title: Re: Dwarven Child Care [Reboot]
Post by: Grey Goo on July 14, 2014, 12:09:25 pm
How about putting all children in same place and see which ones survive? Just remember give them nice furniture and food. Clothing is optional, corpses aren't...
Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on July 14, 2014, 12:27:24 pm
My gut feeling tells me the results will likely not be particularly useful in that for the amount of effort put in, you won't get much back but I could be wrong. That's what science is for.

The big problems I foresee are the risk to the fort caused by the chronically low moral of many of the mentally damaged children and the sever damage to the parents' moral caused by occasionally losing said children to madness or injury. You will also have children that will graduate with poor social skills and who will not do any work while they are busy being locked up in their "childcare" area until adulthood.

The big flags I have noticed for a dwarf going crazy have been attributes such as being prone to negative thoughts, prone to rage, prone to anxiety etc. You can have some dwarves that lose half their family and walk away from it with their mind intact and others that try to tear down your fortress because some goblins you shot, snuck off the map with a few of their masterwork bolts in their leg. I've learned to always keep dwarves that are prone to negative thoughts and fits of rage etc. out of the military. They generally aren't worth the risk and do better in less stressful rolls. They are also far more likely to tantrum and go mad rather than ever reaching the point where they "don't care about much of anything."

I guess it really depends on the type of training system you speak of whether it is likely to succeed or not. There are ways to train children without damaging them such as using misters throughout the fort to raise moral and simultaneously train swimming and its related stats. Generally I have found that maiming, killing or harming dwarves is counter productive and I leave that to the goblins and forgotten beasts rather than going out of my way to do their jobs for them.

Yeah, the new mentality will certainly make an impact on the children. There are two reasons: first, because some personalities may be totally unsuitable for the child care program; and second, because we need to find out if we can alter a child's hopes and dreams and personality traits through the process.

Children under twelve don't do any real work anyway except the occasional plump helmet harvesting and deconstruction, so they're basically useless and they can't be added to military squads without modding. This system is intended for long-running forts to train new generations of military dwarves against ongoing threats from goblins, forgotten beasts, etc. without having the tremendous losses associated with putting new recruits straight into combat.

The system is supposed to be designed to avoid harming the children in any permanent way except by removing particular portions of their personality and certain vulnerabilities that are counterproductive for combat and general fortress activity. The goal is very flexible and our ultimate purpose here is to fine-tune the process so that we can be satisfied with the result - not just to enact haphazard procedures and blindly accept whatever result tumbles out when we open the door after eleven or twelve years.
Title: Re: Dwarven Child Care [Reboot]
Post by: Melting Sky on July 14, 2014, 12:32:55 pm
How about putting all children in same place and see which ones survive? Just remember give them nice furniture and food. Clothing is optional, corpses aren't...

The problem with that is it is likely to cause the very problem the dwarven daycare is intent on preventing which is moral crashes and tantrum spirals. From what I understand the point of dwarven daycare is to net some sort of gain to the fortress. By putting them all in the same room you cause the additional problem of all the children becoming friends in environment where those friends are going to be constantly getting killed. Generally killing dwarves and severely damaging the moral of the survivors is quite counter productive.

It always seems to me that time spent intentionally maiming and killing ones own dwarves would likely be more productively spent simply installing some doors, misters and a load of masterwork furniture and engravings if you fear a tantrum spiral. My forts generally run for decades and I have never seen a tantrum spiral.

To each their own. I'm always up for a good bit of science particularly since with the new version discipline is a huge thing so any research done into raising that stat will be very productive.
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 14, 2014, 01:15:43 pm
Actually, considering what we discovered from the Hell we put children through in the old days, we're better off redesigning the whole thing from scratch now. Instead of locking the kids up alone, maybe just put windows in the crèche, stick an arena on the other side, and have the kids watch the live training. That might build up discipline with less risk than the prison cells.

I want to add more to this thread seeing as I did my own experiments in the old version, and found a different method to be more effective, with a little more management.

But for now - just a word of warning - DO NOT USE WINDOWS, or at least make sure there is a z-level ditch in between the window and the fighting area.
I found that very regularly, children and animals would dodge through, or I suppose more accurately, into, the window, and then normally popped out the other side.

It played havoc with my early test subjects. One poor kid ended up having to fight three wild mandrills on his own as they dodged through windows from the adjoining rooms.
And one mandrill had to fight two kids at once. 

Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on July 14, 2014, 01:17:12 pm
I'm planning to build a Dwarven Boarding School again once I get a stable fort running in 40.xx. DBS was something I tried in my last 34.11 fort: it was a large enclosed space for all fort's children, complete with beds, drinks/food, tables and school uniforms (cloaks and hoods) in opposite corners. Separating all these was "the Classroom", basically a mild danger room with training spears poking at students every time they went from food stockpile to dinner table or from bed to booze barrel. Of course, some spent most of their days in the Classroom anyway, just dancing to the merry music of wooden sticks hitting bone.

The purpose of all this was to have all students reach Legendary levels in basic Dwarven skills (Fighter/Dodge/Armor User) before adulthood. That was the plan, at least; ultimately it failed because I didn't want to micromanage burrows everytime some student passed out in the Classroom with a broken wrist or two and needed hospital care. That, and some of the students were starting to dehydrate because the drinks stockpile didn't have enough barrels for 50+ students. The best students had reached Expert skill levels when the school was closed down.

In future version of the school I'm planning to include a mini-hospital inside school premises. And a much, much larger drinks stockpile, of course.
Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on July 14, 2014, 02:07:04 pm
I want to add more to this thread seeing as I did my own experiments in the old version, and found a different method to be more effective, with a little more management.

Define 'more effective.' Did it accomplish the goals listed above, or do you think a different set of goals is more achievable/useful?

I'm planning to build a Dwarven Boarding School again once I get a stable fort running in 40.xx. DBS was something I tried in my last 34.11 fort: it was a large enclosed space for all fort's children, complete with beds, drinks/food, tables and school uniforms (cloaks and hoods) in opposite corners. Separating all these was "the Classroom", basically a mild danger room with training spears poking at students every time they went from food stockpile to dinner table or from bed to booze barrel. Of course, some spent most of their days in the Classroom anyway, just dancing to the merry music of wooden sticks hitting bone.

The purpose of all this was to have all students reach Legendary levels in basic Dwarven skills (Fighter/Dodge/Armor User) before adulthood. That was the plan, at least; ultimately it failed because I didn't want to micromanage burrows everytime some student passed out in the Classroom with a broken wrist or two and needed hospital care. That, and some of the students were starting to dehydrate because the drinks stockpile didn't have enough barrels for 50+ students. The best students had reached Expert skill levels when the school was closed down.

In future version of the school I'm planning to include a mini-hospital inside school premises. And a much, much larger drinks stockpile, of course.

With the change to dwarven skulls in .40 (they're no longer paper-thin), this may actually be the most workable and useful idea. If even children no longer suffer fatal injuries to wooden training spears, a realistic danger room environment may be the least exploity and most effective way to accomplish all of the listed objectives. Tragedy training through injury, combat skill training, and maintenance of sanity through quality booze and friendship and stuff.

I'm open to all possibilities. We're here to make this happen or die trying kill dwarves trying.
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on July 14, 2014, 03:00:42 pm
With the change to dwarven skulls in .40 (they're no longer paper-thin), this may actually be the most workable and useful idea. If even children no longer suffer fatal injuries to wooden training spears, a realistic danger room environment may be the least exploity and most effective way to accomplish all of the listed objectives. Tragedy training through injury, combat skill training, and maintenance of sanity through quality booze and friendship and stuff.

I'm open to all possibilities. We're here to make this happen or die trying kill dwarves trying.

Funnily enough, there weren't any direct fatalities resulting from dancing lessons: not a single brain shot, suffocation or impalement. Over twenty or so got broken wrists, and one of those died of infection later. I think this was because all the students had enough cloaks and hoods available; I had them made by hundreds before I started the Boarding School project.

This kind of schooling might produce some unexpected results in 40.xx; certainly Discipline would be trained but I'm not sure how the new personalities would behave in what is basically a years-long combat situation.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 14, 2014, 03:05:02 pm
It was inevitable.

Thank you for reminding me of this. I'm surely going to try it soon. It is terrifying.

It is for the best.
Title: Re: Dwarven Child Care [Reboot]
Post by: xeluc on July 14, 2014, 03:11:57 pm
I'm very excited to see how this !!SCIENCE!! differentiates from .34. Just having thicker skulls increases success, although I forget what caused most of the child deaths in the other thread.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 14, 2014, 03:22:56 pm
Bleeding and infections IIRC.
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on July 14, 2014, 04:51:59 pm
it would be great if the newly expanded plant lists allowed for actual uses for plant extracts, and the alchemy workshop.

Couple that with actually useful products for treating infections, and you have a winner.

Sadly, I dont think Toady has herb lore in his bag of tricks, and probably feels uncomfortable adding such things.
(but I would happily give him a mod to look at, if he put the mechanism underneath for me to hang it on!)
Title: Re: Dwarven Child Care [Reboot]
Post by: Broseph Stalin on July 14, 2014, 05:18:16 pm
Years of being attacked by dogs and turkeys led to the children dying of infected fingernails before they could be given weapons.

Favorite sentence of the day.
Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on July 14, 2014, 05:59:00 pm
it would be great if the newly expanded plant lists allowed for actual uses for plant extracts, and the alchemy workshop.

Couple that with actually useful products for treating infections, and you have a winner.

Sadly, I dont think Toady has herb lore in his bag of tricks, and probably feels uncomfortable adding such things.
(but I would happily give him a mod to look at, if he put the mechanism underneath for me to hang it on!)

I've never lost a dwarf to infection that I can remember. So maybe I'm biased. But I just don't see it as a real issue here.

If Toady has fixed the fingernail issue, then diverting children into a separate hospital area for a short period of time may make sense in the long run. All things considered, I doubt a small fatality rate will be entirely avoidable, and I'm definitely not going to make this more complicated than necessary, even though that would be dorfier.
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 15, 2014, 12:46:18 pm
I want to add more to this thread seeing as I did my own experiments in the old version, and found a different method to be more effective, with a little more management.

Define 'more effective.' Did it accomplish the goals listed above, or do you think a different set of goals is more achievable/useful?

Well I don't want to go into too much length, but basically, the aims of my project were to test and tweak the method the rest of the board used, and more than a few of my own theories.
The end goal was give or take the same as everyone elses - the perfect military recruits.
Although I didn't necessarily care if they were suited for military, i was happy to just have a new breed of tough little b***ards who would contribute to the fort by being given the often risky jobs, such as woodcutters, miners, hunters etc, because with their new skills they would survive longer, and thus keep the fort stable for longer.

My most effective method involved pitting live wild animals of certain sizes into the pit = i had dived the raws to find some creatures with a reasonably similar creature size to the children. I found that anything under 30000 (i think) was only somewhat risky, but tended to yield great results, but also a reasonably high body count.

I remember using mandrills a fair amount, but after the kids had beaten a few easy safe creatures. I also used a few imported creatures like lynx and coyotes, and disarmed kobold captives and the like.

I was using Masterwork at the time though, which may have had a modded skeleton/BP network. Will be testing the new version with vanilla, but I didn't use anything non-standard, other than DFhack to make female Dorfs have babies en-masse.


The conclusion after prematurely aborting the test was that it trained the kids skills at an impressive rate, but it took a lot more management than the really convenient 'passive dogs/turkeys' method used by other people.
So i started working on an automation system, which I didn't finish, but had some good leads with.

I'll try to work it up in a new fort and see if it works out ok still, and post up my findings and everything else then.




Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on July 15, 2014, 12:51:59 pm
I'll try to work it up in a new fort and see if it works out ok still, and post up my findings and everything else then.

Sounds good. I'm planning several projects, one of which involves a light danger room-type setup as Staalo tried. I'll post again here when I have some more information, screenshots, and maybe preliminary results.
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 15, 2014, 01:09:58 pm
I'll try to work it up in a new fort and see if it works out ok still, and post up my findings and everything else then.

Sounds good. I'm planning several projects, one of which involves a light danger room-type setup as Staalo tried. I'll post again here when I have some more information, screenshots, and maybe preliminary results.

Yeah I like Staalo's method, I tried that previously but it killed all the kids because the lack of armour - I didn't think at the time of mass producing hoods and cloaks; that was the missing link maybe lol


I really miss DFHack though - made things so much more convenient;
I literally cannot wait for the team to update that...
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 03:04:04 pm
I'm starting research! I'll post details in a second.
Okay, my fort currently has one cell for one unfortunate victim patient. Instead of animals, I'm using retractable training spears. The patient's cell looks like this:

WWDWW
WUBUW
WSSSW
WSSSW
WU_UW
W_WW
WWWWW

W: Wall
D: Door
U: Statue
S: Spears
_: Empty space (The bottommost one is because the construction was inactive for a few months and I gave up)

The spears are hooked to a lever on repeat. The patient has a bedroom, statue garden and a meeting area to maximize the exposure to training facilities.

The patient is a three year old male with the name "Cilob Asizmomuz" (Cilob Flashcrypts). He is remarkable for is strength and focus, but lacks stamina, willpower and is slow to heal. On a side note, he is utterly humorless and does not trust others. His dream is to raise a family, but I'm sure it won't happen.

Attributes:
-Strong
-Quick to tire
-Slow to heal
-Deficit of willpower
-Ability to focus
Skills:
-None
----------------------
[25th Obsidian, Year 6]
I started the experiment an turned on the spears. Within a few pokes his statistics visibly improved (OK, just one, whatever).

Attributes:
-Very strong
-Quick to tire
-Slow to heal
-Deficit of willpower
-Ability to focus
Skills:
-Dabbling Fighter
-Dabbling Armor user
-Dabbling Dodger
--------------
See you soon!
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 15, 2014, 04:15:22 pm
-snip-

I would guess that the new version won't have changed in on respect:

tight chambers (ahem!), specifically 1x1 chambers with spear traps on the square train armor(if they have clothing) and blocker (if they have a weapon) faster than other chambers, but will NOT train dodge at all, as there is no room to dodge.

a 3x3 with statues all around the outside and a locked door will promote dodge, and the space seems to encourage the dwarf to dodge more often.

That may be obvious, but it can be used to focus training of certain skills - ie for children you plan on making civilians, dodge is the more important skill.

I make a run through the dodge chamber mandatory for all dwarves in my forts - its great for when a poor fisherdwarf gets ambushed by goblins but is able to dodge the majority of their attacks.
Title: Re: Dwarven Child Care [Reboot]
Post by: Arcvasti on July 15, 2014, 04:24:41 pm
PTW
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 04:36:46 pm
Yes, yes, maximum child desecration...
My patient is now mighty and tough, competent in all skills and speaks about horrifying death.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 15, 2014, 04:43:18 pm
What happens when you put a kid into one of those coinstar machines? That could be better than animals. Add periodic flooding as well to train swiming and skills.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 04:47:43 pm
What about using children instead of coins in coinstar machines?
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 15, 2014, 04:57:12 pm
yeah ... though the new climbing thing is really interesting. force the kid to have to swim through 7/7/ water and climb a wall to get the food, have what else he/she needs on the other side of the little moat,  perhaps passing through a coinstar as well (does underwater coinstar work ?).

12 years of climbing and swimming and/or dodging coins has got to build up something.
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on July 15, 2014, 05:02:17 pm
Yes, yes, maximum child desecration...
My patient is now mighty and tough, competent in all skills and speaks about horrifying death.

Excellent results! All those schoolmasters of old were right: regular caning is beneficial to learning. Besides being a part of full boarding school experience, of course.

I still haven't had a DF2014 fort survive until it's first children yet but someday...
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 05:07:25 pm
yeah ... though the new climbing thing is really interesting. force the kid to have to swim through 7/7/ water and climb a wall to get the food, have what else he/she needs on the other side of the little moat,  perhaps passing through a coinstar as well (does underwater coinstar work ?).

12 years of climbing and swimming and/or dodging coins has got to build up something.
I'm gonna do that, RIGHT NOW!
Title: Re: Dwarven Child Care [Reboot]
Post by: Andreus on July 15, 2014, 05:07:50 pm
While I applaud the spirit of Science, the only results we really got out of the last one was mental scarring. While I'll admit we'll probably get a serious Discipline spike in the survivors (Which is useful as Hell now) I doubt we'll get much else out of this.

So your saying that apart from the useful stuff, there will be nothing useful? Cant argue with that logic.

Well, we won't really know until we try.
This is what I love about Dwarf Fortress. This epitomises it.

"Is there something worthwhile to be gained by locking young children in a tiny room with a rabid animal for eleven years? Eh, not enough data available. Better try it."
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 15, 2014, 06:03:05 pm
Well, under the old model, all we really got was degradation of a mental attribute. For all the work, it wasn't really practical. While Discipline is necessary, the old model would have been good for little else. All the other gains were temporary. So all I really meant by my part is that we might be better off doing a full redesign to see if we could get more long-term results besides just discipline.

I'm all for Fun, but if we're actually looking for something we can all use as a base model, we'd do well to maximize the results you get for the work, you know?
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 06:07:27 pm
If by mental attributes you mean willpower, kinesthetic sense, etc. my victim hasło been  improving in all of them.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 15, 2014, 06:14:24 pm
With the animal model we were seeing temporary gains in attributes like that, which rather quickly fell back down after the child was released as an adult. I forget what the permanent change was, but it wasn't much. A permanent drop in something.
Title: Re: Dwarven Child Care [Reboot]
Post by: Arcvasti on July 15, 2014, 06:16:58 pm
The current model proposed by McDonald seems to work like a conventional danger room and might end up with different results.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 06:21:49 pm
Can dwarves eat, drink etc. when in 3/7 water? If yes, i can fill my cell with 3/7 water  and a tile or two with 4/7 to occasionally train swimming and speed up attribute gain.
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on July 15, 2014, 06:24:53 pm
I am now curious to know what adult dwarves think about witnessing children be "Instructed" in these "Schools" now.

Reaction code has handles for more than just dead bodies you know.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 06:27:52 pm
It is terrifying.

Or it is for the best.

Either way, I really need data on eating while submerged.
Title: Re: Dwarven Child Care [Reboot]
Post by: HooliganintheFort on July 15, 2014, 06:33:37 pm
If this works, one can send a squad of these superdwarves into the circus and that squad can conquer the place with two or three casualties. If you have seven superdwarves though, two or three deaths would be high.

This reminds me of GoT's Unsullied. Taken from their mothers at birth and train for battle.

Sorry if I made a few mistakes. I am on my phone right now.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 06:39:25 pm
I can feel your pain bro, I'm also on my phone right now. :(
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 15, 2014, 06:42:20 pm
Eh, it could work for many purposes, not just military. It's more like, if this works, we just came up with the Dwarf Fortress version of the school system.  :P And I'm sure it'll get stickied and possibly added to advanced fortress guides the way working hospitals and the military system already are.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 06:52:52 pm
Sweet jesus Armok, I just noticed that one fourth of this thread is my posts! I surely do love child desecration.
Title: Re: Dwarven Child Care [Reboot]
Post by: saurio on July 15, 2014, 07:00:07 pm
I have been trying the danger room (For Kids!) method and it has failed, dwarven children aren't though enough to withstand the constant poking it seems.

I built a few one-person danger rooms with a bed and a food stockpile, then locked the test subjects inside. The results so far have been:

subject 1, 1 training spear per tile: both hands and wrists fractured, died of blood loss (went faint, then pale, and his cell ended up covered in blood so...)
subject 2, 2 training spears per tile: multiple fractures, permanently unconscious, infection
subject 3, 3 training spears per tile: broken wrist and ankle, infection, taken to hospital a few days after commencing experiment
subject 4, 4 training spears per tile: multiple fractures, experiment was abandoned due to forgotten beasts

For the record, most hits were deflected by the subjects' *cave spider leather whatevers*, but they did suffer fractures occasionally, with eventual fatal consequences. The longest surviving one, subject 1, lasted barely 2 years, and he started very tough in his description, as well as only one spear per tile that didn't trigger all that often due to the pressure plate being place in a non ideal tile. The other subjects had more extreme testing conditions, such as more spears per tile and faster repetition, and they were quickly destroyed by the repeating spears.

I also tried making their cells hospital zones, but it didn't work, they were taken to the real hospital when allowed.

My guess is for this to work the subjects would have to be placed in a "danger crèche" that included beds, a food stockpile, a well, soap and a hospital zone, with dedicated doctor(s) to tend to their wounds. And even then I don't know if it would work, because as I mentioned one subject died of blood loss, which I don't think can be cured.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 07:05:34 pm
Your dwarves are weird. I use my design above and nothing ever happened to my subject. And the only cure to blood loss is suturing before it happens so... Yeah...
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 15, 2014, 07:05:43 pm
It's only desecration if you're doing it to harm or kill them. That's not the intent here. The intent is to find something productive to do with the fortress children so they grow. You know, like real-world school and chores are supposed to do.

Why not try the passive tools? Pools of water and empty spaces for them to swim through and jump over to get places. Maybe a hostile tied up within sight to provide discipline training, but not close enough to attack. Little stuff like that to periodically but routinely build up stats. Sure, it won't be as fast as active tools, but we're experimenting. We need more data.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 15, 2014, 07:09:29 pm
an enemy in a cubicle with windows would work. maybe keep the food right next to the window, he question is whether the children would flee rather than eat. a !!science!! question. if they flee, then you can make the entire room 4/7 water except for 1 square the have to climb up and face the monster to eat anything.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 07:18:17 pm
I'm doing it because I want them to die while heroically fighting 50 goblins. Anyway, we can combine the passive and active. We can use the kinderdanger room as a living area and the training course to get to the food stockpile.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 15, 2014, 07:22:15 pm
Yes, which means NOT desecrating kids. In fact, you're building up the kids in order to make them capable of killing off hordes of gobs. So yeah, keep up the grand plan and share it with all of us.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 15, 2014, 07:25:35 pm
Be back tomorrow with a load of fresh !!Science!!, good night guys and gals :)
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on July 16, 2014, 04:05:41 am
Yay, a migrant family came in with three children! Time to start building the boarding school again, now maybe with swimming and climbing added to curriculum.

Will post results when I get any, might be a while...

BTW, I have been thinking about the in-school hospital for those inevitable broken wrists from dancing lessons. I'd think a working hospital within the school burrow limits would need a permanent medical professional also confined to separate hospital/staff apartment burrow. The hospital area would also have to be without educational properties; it would not do to have the doctor dodging spears while doing surgery. Some creative burrowing will be needed.

If a solution to student survival can be found, I'm planning to put all the children in all my forts through this basic education. There would be no reason not to; within couple decades Legendary combat skills could be standard for all citizens. Think of the children!
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 16, 2014, 04:20:45 am
See the fluid logic repeater here:
http://dwarffortresswiki.org/index.php/v0.34:Repeater#Fluid_logic_repeater

It gives you a repeater for any other on / off thing you need, like a coinstar, and if you connect the bottom side to a room, it maintains alternating 3/4 - 4/4 water in there forever, perfect for noob swimming training.

Needs an infinite water source though, like ocean, river or aquifer.
Title: Re: Dwarven Child Care [Reboot]
Post by: Repseki on July 16, 2014, 04:31:14 am
Excited to see how things go. Especially with the possibility of added climbing training.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 04:33:40 am
Good luck Staalo and make sure your victims have mittens and gloves.

Thanks for info Reelya.
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 16, 2014, 06:32:23 am
-snip-

Okay so my suggestion is 2 part
1 - seal off the boarding school from the rest of the fort, thus preventing any kids getting out, or dwarf civilians getting in and potentially causing problems.
2 - sealing in 2 adult dwarves, set to medical jobs and farming.

This way you have a small farm growing food and brewable drinks and or pig tails for thread/cloth to keep hospital stockpiles up.

Just speed train the doctor and farmer in a danger room so they are at least competent at dodging, then if you can, armour them up. This way they should be able to dodge and weather the spears in almost complete safety, and the boarding school is made completely self-sufficient, with food stockpiles being maintained, and a manned hospital to deal with injuries.


I'm going to wait for DFHack to be released before I make any real effort on this though.
I've been spoiled by its convenience for testing things and setting up the facilities, but I'm excited to be doing science again; I have a whole host of new science projects and theories to work on and/or weaponise...
 

Keep up the good work guys!

Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 16, 2014, 08:17:08 am
If you mass pit kids, they'll socialize all the time - one thing this is meant to avoid.

design a holding cell for 1 kid, then work out how to parralelize the system to fit more kids in.

Here's my thoughts:

- spear traps are out. They cause too many fatalities if dwarves are no armored. a waste of time.
- small animals could be helpful, bigger ones train faster but are too deadly.
- swimming training is a definite yes
- coinstar sounds good, but needs testing.
- you need nude dwarves for safe coinstar. Dropped clothes in a coinstar turn into deadly missiles.
- climbing and jumping traning sounds good to
- window(s) with some enemy or gory stuff going on behind it sounds good. spend 12 years with a zombie or goblin staring at you must have some effect.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 09:13:44 am
Enemy would scare the victim all the time and victim wouldn't eat or drink because of it. Exploding animals and sentients are okay.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 10:02:56 am
Okay, flooded my patient's cell with water. 5/14 tiles are 4/7 water, the rest is 3/7. The patient is able to eat and drink while training swimming. For some reason the patient decided to stand in the same tile all the time while starving.

His dodging skill is Talented, the same as my champions who started training half a year earlier. The only problem is that the patient doesn't train fighting.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 16, 2014, 10:17:59 am
I think put the food on a ledge that's out of the water. Try it with both a ramp, and a rough rock wall to climb. Make the in-water part a meeting zone to encourage the kid to stay there.

I think you have too many tiles. The thing should maybe be 2x2 or 2x3 at most ...
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 10:31:25 am
The spears are 2x3 and by the power of a bedroom and six meeting zones the subject stays in one place. He also had some food literally next to him. I think that the pathfinding was screwed up because of the water going 3/7->4/7->3/7 all the time.

I'm also creating a new test chamber, so I'll try this ledge method.

Hey, he just said that death doesn't upset him. Cool.
Title: Re: Dwarven Child Care [Reboot]
Post by: deepfreeze78 on July 16, 2014, 10:41:44 am
Gosh I love DF. PTW, may contribute if I have a fort survive long enough without my dwarves climbing into then jumping out of trees repeatedly until death....
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 10:47:45 am
Use meeting zones, dwarves climb because they have nowhere to go.

Armok Christ, these dwarves will give me a heart attack someday. The subject just escaped his containment unit through the food chute when I opened it (He somehow climbed a smooth wall), and after recontainment, I threw in a corpse and some weaponsmith jumped inside to clean the blood splatter when I wasn't watching. He got outside just when I closed the hatch, though.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 16, 2014, 10:49:54 am
I've got a Fortress surviving into autumn on 40.03. I might contribute too if I can keep it going long enough for children to appear. I got a summer migrant wave that had eight adults, how (un)lucky is that?

If you can work fluid logic well enough to figure out timers, we might be able to use a living enemy to scare the kids. Just gotta time it so the enemy's only exposed in short, regulated bursts that don't keep the kids from taking care of themselves. First thing I'm going to do once I get my forges churning out battle gear is to build a hospital wing and an adjoining childcare wing that can feed injuries into it if need be. Assuming I get any kids in my fortress in the first place.
Title: Re: Dwarven Child Care [Reboot]
Post by: deepfreeze78 on July 16, 2014, 10:52:57 am
Ah, good idea, thanks. I will definitely try to contribute then. I'm now just waiting for my world to gen. It's been an hour with largest possible, highest possible everything, and only at year 480. Thinking of just stopping there.

I've got a Fortress surviving into autumn on 40.03. I might contribute too if I can keep it going long enough for children to appear. I got a summer migrant wave that had eight adults, how (un)lucky is that?

If you can work fluid logic well enough to figure out timers, we might be able to use a living enemy to scare the kids. Just gotta time it so the enemy's only exposed in short, regulated bursts that don't keep the kids from taking care of themselves. First thing I'm going to do once I get my forges churning out battle gear is to build a hospital wing and an adjoining childcare wing that can feed injuries into it if need be. Assuming I get any kids in my fortress in the first place.

I just pictured a Woolly Mammoth playing peek-a-boo with all the kids. Ice Age anyone?
Title: Re: Dwarven Child Care [Reboot]
Post by: vjmdhzgr on July 16, 2014, 11:03:21 am
I think if we go with a danger room Lind of setup then you could occasionally throw in disarmed kobolds and baby animals to help them get used to tragedy. Maybe even throw in disarmed goblins once they get old and skilled enough.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 11:05:30 am
If you can work fluid logic well enough to figure out timers, we might be able to use a living enemy to scare the kids. Just gotta time it so the enemy's only exposed in short, regulated bursts that don't keep the kids from taking care of themselves.
I'm not into dwarven mechanics, but we could just put the enemy behind a window and drawbridge, link the bridge to a lever and expose the child until it's hungry or thirsty and order a dwarf to close the bridge. Needs a lot of micromanagement, though.

My fort seems to be exceptionally lucky, it has survived 2 years, has 6 punching champions, enough booze to explode the whole pocket world and not a single dwarf has jumped from a tree. The subject has not suffered any injuries in several months of constant poking, is mighty, quite durable, has good kinetic(WTF?) kinesthetic and spacial sense and also good focus. Death "does not upset him". He's Adept in dodging, fighting and armor using. The only drawback to no injuries is his slow healing and little willpower.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 16, 2014, 11:13:08 am
Hmm, maybe Toady reduced the lethality of training weapons to make squad training more reliable. Spear poking used to be deadly if you sent unarmored dwarves in. I guess just whack 10 spears in there if that's the case.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 11:15:24 am
Argh, the freaking door to the child's containment keeps unforbidding by itself. I'll wall it in.

Do broken bones heal by themselves? My next 1-year-old patient has been prematurely exposed to spears and now her right lower arm is broken.

Oh, no, the child is fully clothed and that keeps him from getting injured.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 16, 2014, 11:18:44 am
Use a lever-controlled door or a floodgate, they don't open unless forced.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 11:45:57 am
Not good, my subject's clothing is showing signs of wear.

What do you think about naming the children containment units? What about CTP, "Contain, Train, Protect"?
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on July 16, 2014, 12:05:58 pm
CDA from monster's Inc.

Child Detection agency? Naw--  Child Detention Agency-- YES.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 12:13:08 pm
You know what I like? Having soundsense, watching the spears go up and down and hearing rhytmical crunch, crunch, crunch.

I like wierd's name, "Eat your masterfully minced stack of five dragonfly brains, or you will go to CDA!"

Edit: OH GOD THE NEXT SUBJECT IS READY AND I'M NOT HELP! Okay, the next subject is a 1yo girl Edem Datanikthag (Edem Ironsqueezes). Very agile and strong. Her CDA Containment Unit has several dodge-me traps with 1 Z-level falls (to ensure bruising and faster healing, higher willpower and toughness), and a around 20 Z-level climb to get food and drink. The CU can be partially filled with water to train swimming.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 12:52:21 pm
This is a total failure. The subject refuses to go back to the spears and instead hangs onto the wall leading to food. Well, I still have one subject ready in a few months to test new chambers.

A dwarf has gone insane from a failed mood and one-shotted six dwarves, two of which were military. I'm thinking of conscripting him.
Title: Re: Dwarven Child Care [Reboot]
Post by: Arcvasti on July 16, 2014, 12:57:36 pm
Since this method was pioneered by a forumite called "McDonald", I vote for McDonalds Play Place or something to that effect.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 16, 2014, 01:10:36 pm
How high up is your food, or is he hanging onto a side wall?
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 16, 2014, 01:12:12 pm
Since this method was pioneered by a forumite called "McDonald", I vote for McDonalds Play Place or something to that effect.

Girl in Hat started the dwarven childcare concept in the previous release, and many people ended up making significant contributions, and before that kids were put into daycare that was literally an atom smasher or lava pit by the more cynical members of the community.

I think leaving it as Dwarven Daycare is best - naming it is unnecessary and is more likely to do harm(besides dorf child deaths)/has more potential to offend people.
Just look at any academic community to understand what I mean.
Besides, literally everyone knows what dwarven childcare is because of the popularity of the old thread.

I do want to congratulate ALL the people in this thread, on their contributions thus far though. :)
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 01:18:59 pm
Welp, the sucker-puncher caused a tantrum spiral. The subject has destroyed all training utilities in a fit of rage and research is highly unlikely to proceed. Thank you for assistance and start your research!

TheOnlySolitaire: Yes, the project is named "Dwarven Daycare", but I meant the daycare utilities (chambers).
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 02:28:08 pm
I started a new fort dedicated to !!SCIENCE!! and of course two miserable dwarves came from my previous fortress to F me in the A kill my dwarves. They have killed two and made everyone else unhappy, then one of them went stark raving mad. Fun start!

Edit: And right now I got ambushed by kobolds. What next? Titans?
Edit2: FFFFFFFFF~
Edit3: Another fort. My miner and woodcutter drop their tools and say "Equipment mismatch". I'm starting to lose sanity.
Title: Re: Dwarven Child Care [Reboot]
Post by: JoeJoe on July 16, 2014, 02:56:06 pm
PTW
Title: Re: Dwarven Child Care [Reboot]
Post by: Broseph Stalin on July 16, 2014, 03:42:16 pm

Girl in Hat started the dwarven childcare concept in the previous release, and many people ended up making significant contributions, and before that kids were put into daycare that was literally an atom smasher or lava pit by the more cynical members of the community.

I think leaving it as Dwarven Daycare is best - naming it is unnecessary and is more likely to do harm(besides dorf child deaths)/has more potential to offend people.
Just look at any academic community to understand what I mean.
Besides, literally everyone knows what dwarven childcare is because of the popularity of the old thread.

I do want to congratulate ALL the people in this threat, on their contributions thus far though. :)

I don't think there's any harm in naming a specific technique after a forumite. I imagine we'll discover multiple methods with varying survival rates and levels of labor intensiveness and they should have names for the purpose of clarity.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 03:53:57 pm
Yay for McDonald's Play Place!

I made a new fortress with invaders disabled. Everything's fine, the chamber is almost prepared and every single dwarf is ecstatic. Something's bound to happen soon.

I like reading my dwarves' personalities, they make much more sense. I think that I'm too connected with my dwarves as I feel sorry for one who is frequently depressed and fears what others think of him :( .
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on July 16, 2014, 04:21:42 pm
Well, undead and sudden inability to brew things put an early end to Dwarven Boarding School v2.0. Now trying again with regenned world and a new fort in excellent location...

Getting a stable fort running in DF2014 seems to involve way more FUN than in 34.11 days.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 04:25:22 pm
Yeah, for me it's either a perfect embark or instant !!FUN!!.

Have any of you had extreme performance issues? In 34.11 I was able to run DF at several thousand FPS, now I rarely hit 100.
Title: Re: Dwarven Child Care [Reboot]
Post by: Broseph Stalin on July 16, 2014, 04:45:47 pm
Yeah, for me it's either a perfect embark or instant !!FUN!!.

Have any of you had extreme performance issues? In 34.11 I was able to run DF at several thousand FPS, now I rarely hit 100.
It's the living world. Even at embark it's hard to maintain 100 fps. Optimization is one of Toady's big objectives but until then I just can't handle fort mode in .40
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 16, 2014, 04:51:56 pm
Can dwarves climb statues? Or maybe engraved walls? My previous subject managed to escape although there was no rough walls in his chamber.
Title: Re: Dwarven Child Care [Reboot]
Post by: blue sam3 on July 16, 2014, 05:39:30 pm
One migrant wave, six children. Time to get this going.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 17, 2014, 12:34:58 am
Can dwarves climb statues? Or maybe engraved walls? My previous subject managed to escape although there was no rough walls in his chamber.
They can climb smoothed walls in a pinch I hear.

I recommend putting retracting bridges in the food slot. Either one of them, controlled by lever, or two stacked together. You can make an airlock arrangement (rig one bridge, flip the switch, rig the other), or if that's not good enough to keep them, have two separate levers.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 17, 2014, 03:49:56 am
Yeah, from that moment I installed a hatch there. Hatches are better because they don't lag when opening.
Title: Re: Dwarven Child Care [Reboot]
Post by: Broseph Stalin on July 17, 2014, 07:37:50 am
They can climb smoothed walls in a pinch I hear.

I recommend putting retracting bridges in the food slot. Either one of them, controlled by lever, or two stacked together. You can make an airlock arrangement (rig one bridge, flip the switch, rig the other), or if that's not good enough to keep them, have two separate levers.
In adventure mode testing it's entirely impossible to climb smooth walls. Block walls are exceedingly difficult to hold onto but smooth walls don't even give the option. If there are rough walls above them though it's possible the child climbed on those.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 17, 2014, 07:45:59 am
So that's the case.

DF crashed for the second time in the span of 10 minutes. While it's not crashing, the next subject refuses to enter the test chamber. Even earlier, he stood in the middle of the plump helmet farm, "picking up equipment". Retiring and unretiring unfroze him, but now I get "You have no seeds for this location" on my farms, and around 400 articles of clothing appeared out of thin air, choking my FPS and stockpiles. Loads of Fun...
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 17, 2014, 08:03:20 am
If you want more kids for testing, make extra dwarven castes, set them as "common domestic" "Pet" and maybe another couple of tags needed. Then you can buy children at embark as pets. Once they arrive they act like normal dwarves mostly though, except for having a "tame" tag.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 17, 2014, 08:04:53 am
Okay, contained my subject in McDonald's Play Place Mk. III. His name is Aban Tiristónul (Aban Rimmirrored).
Traits:
-Quick to heal
-Quite clumsy
-A lot of willpower
-Questionable spatial sense
-Quite poor focus
-Very clumsy kinesthetic sense
-Brave in face of imminent danger

His chamber looks like this:
WWWWW
WWUPW
WUSUW
WWBWW
WWDWW


W: Wall
U: Statue
P: Stockpile
S: Spears
B: Bed
D: Door

The spear trap is loaded with 10 spears. Stockpile is in a weird place because I noticed that I can't have buildings and stockpiles on the same tile. D'oh!

Starting research right now. I'll get you results soon TM.

Reelya: This sounds... I don't even know. But it's dwarfy.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 17, 2014, 08:06:33 am
They can climb smoothed walls in a pinch I hear.

I recommend putting retracting bridges in the food slot. Either one of them, controlled by lever, or two stacked together. You can make an airlock arrangement (rig one bridge, flip the switch, rig the other), or if that's not good enough to keep them, have two separate levers.
In adventure mode testing it's entirely impossible to climb smooth walls. Block walls are exceedingly difficult to hold onto but smooth walls don't even give the option. If there are rough walls above them though it's possible the child climbed on those.
Yeah sorry I meant block walls, not smooth.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 17, 2014, 08:12:44 am
Oh yeah, a really weird thing you can also do is to put the pack animal tags onto sentients, and remove them from all other pack animals.

Then, you get that race pulling wagons instead of yaks or whatever. As close as you'll get to slavery.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 17, 2014, 08:16:21 am
Oh my god.

Can I somehow force a child to wear a hood instead of a cap? This subject constantly gets knocked out.

Aaaaaaaand it crashed again.
Title: Re: Dwarven Child Care [Reboot]
Post by: Broseph Stalin on July 17, 2014, 08:16:42 am
Yeah sorry I meant block walls, not smooth.

Always good to get the information out there again. One thing about block walls is that while hanging onto them is super hard climbing on top of them is fairly easy.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 17, 2014, 08:33:48 am
Hm, the child would be okay if spears didn't cause pulping. Hits only cause bruises, but the head explodes in gore after a few hits.
Title: Re: Dwarven Child Care [Reboot]
Post by: Skullsploder on July 17, 2014, 10:36:36 am
I have had some success in the old version by attaching the children's dorms to the main dining hall via a corridor filled with war dogs, at about 3 dogs/tile. With "all harvest" disabled, the kiddies just went from their individual rooms to the dining hall and back. It's not ideal, since they socialise in the hall, but they did get some good dodging and toughness training, and they had easy access to the hospital for scratches and bite wounds. It gave my doctors good xp too.
Title: Re: Dwarven Child Care [Reboot]
Post by: Agent_Irons on July 17, 2014, 10:58:15 am
Hm, the child would be okay if spears didn't cause pulping. Hits only cause bruises, but the head explodes in gore after a few hits.
It seems like you should scale up the spear frequency by starting off slowly, or allow some wounds to heal between stabbings.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 17, 2014, 11:11:14 am
I switch the spears off  when he gets knocked unconscious and he's fine with only bruising, but when I left him lying there one time he got killed in 15 seconds.
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 17, 2014, 11:46:34 am
I switch the spears off  when he gets knocked unconscious and he's fine with only bruising, but when I left him lying there one time he got killed in 15 seconds.

That will be because of the targeting difficulty on unconscious targets is very easy - like in Adv. mode when you knock someone unconscious, or they give in to pain etc, you can essentially guarantee hitting them - the same thing happens for the spears, and fall damage too I believe.
Title: Re: Dwarven Child Care [Reboot]
Post by: greycat on July 17, 2014, 05:32:14 pm
Can I somehow force a child to wear a hood instead of a cap? This subject constantly gets knocked out.

The child should be able to wear both at the same time.  But I don't know of any way to force the removal of a citizen's cap, except assignment to a military squad, which obviously a child can't do.
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 17, 2014, 05:57:26 pm
Can I somehow make the child wear both? Several hoods are lying by it.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 17, 2014, 10:33:57 pm
not with vanilla DF. You could mod out caps, but that kind of defeats the purposes of seeing what's possible in vanilla DF, might as well hack up every stat then and not need the day care.
Title: Re: Dwarven Child Care [Reboot]
Post by: Skullsploder on July 18, 2014, 07:41:29 am
This is just an idea, but I've been hearing a lot about dwarven eugenics. Maybe it would be beneficial to have cells contain two children, a male and a female, rather than just the one. You just match up male and female children with the desired stats, and the permanent socialising will ensure they become lovers and then marry practically as soon as they mature.

In addition, seeing a fellow dwarf/future spouse constantly dodging rabid animals (I'm not a big fan of the spikes) is bound to up discipline faster, and having the companionship should help the subjects' mental stability.

This way, the spartan supersoldiers of doom can continue theirs and the forts lineage, since these attachments will be formed prior to whatever permanent mental scarring the Daycare System causes, and losing a single family member should never be an issue with a decently run fort, and especially not when the one left behind doesn't care about anything anymore (as these kiddies should by the age of 12).
Title: Re: Dwarven Child Care [Reboot]
Post by: greycat on July 18, 2014, 10:56:01 am
Can I somehow make the child wear both? Several hoods are lying by it.

not with vanilla DF

I have tried, on a number of occasions, to read the wiki's page (http://dwarffortresswiki.org/index.php/DF2014:Armor#Equipping_Clothing) to figure out how this stuff works, but it still eludes me.  I can't figure out the answer to a simple question like "Can a dwarf wear a cap and a hood at the same time".

I am absolutely positive they can wear a helm and a hood, because that's my standard military uniform and I do that all the time.

I reckoned they ought to be able to wear a cap and a hood together, because a cap is smaller than a helm, right?  It certainly covers less, and has smaller "Size" and "Material Size".  After that, it's just confusing as hell.

Are you absolutely sure that a cap and a hood can't be worn together?
Title: Re: Dwarven Child Care [Reboot]
Post by: Symmetry on July 18, 2014, 10:59:44 am
Are you absolutely sure that a cap and a hood can't be worn together?

I think the problem is getting a child to do it, they can't have uniforms.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 18, 2014, 11:06:15 am
When I said "not with Vanilla DF" i meant you can't make them to wear a specific thing, not about layering. You can't get them to wear 1 cap, 1 hood, a cap+ hood, or any combo at all. You don't have any control over that for civilians at all.

There's no "you - wear this!" command, unless they're in the military, which could be hacked with dfhack probably. You can also delete all clothing choices from the dwarven entity you don't like and regen the world, that's about it. Then, they'd start with hoods. But it feels like a cop-out / cheat.

Forbidding the clothes they're wearing won't work either, they won't pick up forbidden stuff, but they won't drop it if it's equipped either, until it's worn out. For new kids in the fortress you could avoid letting them into the danger room until they pickup some clothes, and only make appropriate clothes / forbid or dump everything else. A cloak + hood should cover a fair bit if you can get them wearing it. Theoretically you could phase out all non-hood caps, and for testing purposes ban caps at all from the starting migrants. If they can survive with all hoods then that's a plus for fortress-born children.
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on July 18, 2014, 12:07:39 pm
In my fort there probably weren't any caps left after the last migrant-worn clothes had rotted away, so everyone wore hoods which I had in abundance.

Maybe you could try to DFHack autodump all troublesome worn items and make available them only what you want them to wear.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 19, 2014, 08:00:58 am
If you can work fluid logic well enough to figure out timers, we might be able to use a living enemy to scare the kids. Just gotta time it so the enemy's only exposed in short, regulated bursts that don't keep the kids from taking care of themselves.
I'm not into dwarven mechanics, but we could just put the enemy behind a window and drawbridge, link the bridge to a lever and expose the child until it's hungry or thirsty and order a dwarf to close the bridge. Needs a lot of micromanagement, though.

See, the game already has a lot of micromanagement without adding childcare to the mix. The construction of a fluid logic timer would add micromanagement while it was underway, but afterwards it would minimize the remaining management to occasionally replacing the monster being used if they escape, and to replacing the subjects when they die or age out. I have no problem with people bulling through it with added micromanagement, I just think if we had a standardized clock to run things for us, it would be even more viable as a regular feature of fortresses.
Title: Re: Dwarven Child Care [Reboot]
Post by: greycat on July 19, 2014, 10:33:37 am
You can make a clock with a werebeast (http://www.bay12forums.com/smf/index.php?topic=115221.msg3547687#msg3547687).  Obviously it only ticks once per month.
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 19, 2014, 12:05:31 pm
You can make a clock with a werebeast (http://www.bay12forums.com/smf/index.php?topic=115221.msg3547687#msg3547687).  Obviously it only ticks once per month.

That were beast clock is brilliant, but circumstantial - ie you have to 1) have a werebeast, and 2) you have to capture it.
But you can bet if I get one in this fort, I will try to capture it to set this up, as it is, again, brilliant.


I've found that reclaiming a fortress is far quicker than trying to set one up.
I took reelya's suggestion and made a pet dwarven caste.
So on this embark I have 75 test subjects to begin when I come to science.
Brought some adults along too for extra help hauling, and menial jobs.
I have reservations however, as I'm not sure if they will react the same way as a standard child would, as the tame child's personality seems to be hidden, and possibly disabled due to the [PET] status.
We'll see once I'm properly set up I guess.

What I would give for DFhack to make things easier and more convenient right now though...
Title: Re: Dwarven Child Care [Reboot]
Post by: McDonald on July 19, 2014, 01:33:56 pm
One thing, make your dwarves wear hoods, cloaks, mittens, gloves, socks and shoes. That gives them full coverage. Somebody had a problem with broken wrists when kids were poked with spears. Gloves would protect them.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 19, 2014, 03:17:02 pm
@TheOnlySolitaire

You can mod the raws on the save file, and take the PET etc tags back off the castes once they're on the fort. They should still say "tame" after their name, but they'll be back to normal in other ways.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McWhatTheHellGuys? on July 19, 2014, 11:12:00 pm
I remember the first day care thread being far less... nice. Where's the use of magma to remove fat from dwarves?
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 19, 2014, 11:15:18 pm
I'm wondering, can you assign pets to children? If, so then you could give them a pet, then drop the pet into a goblin holding cell next to the childcare where they can watch it being slaughtered.

Does that help the niceness problem a bit?
Title: Re: Dwarven Child Care [Reboot]
Post by: TheOnlySolitaire on July 20, 2014, 04:06:12 am
I remember the first day care thread being far less... nice. Where's the use of magma to remove fat from dwarves?

haha me too - I contributed on that thread too, and most my theories with childcare are on par with, or worse than the stuff this thread has seen so far, so fear not.
And don't forget this is Bay12; There is no way I am the only one who will play like that.

That said, the guys and girls in this thread have made some interesting progress toward the overall goal, I'm going to use this threads method to warm up the children, then up the difficulty curve.

I'm not sure magma still works like it did on the body in the last version though, but rest assured, I will test it.


I'm wondering, can you assign pets to children? If, so then you could give them a pet, then drop the pet into a goblin holding cell next to the childcare where they can watch it being slaughtered.

Does that help the niceness problem a bit?

I'm pretty sure they can't be assigned, as the option to used to be in the labors screen if I remember rightly, and the labor screen isn't available for children.
I'm going to test a 'buddy' system though - 2 subjects per cell, so that the likelihood of seeing their best friend die is increased, but would in the meantime negate the mental attribute loss from not socialising in 12 years...
And IF the two children are opposite gender, and not family, they should marry and that would tie in the eugenics program nicely.

But my progress on the fort is slow - reclaims save time, but I'm getting ambushed well before the first winter now, not to mention there is a FB somewhere lurking in the depths of the fort, which I have explored but not yet found. That worries me a lot.
I only have 5 of the 7 starting dwarves, and so far the only migrants managed to spawn right into a goblin ambush.
I havent even got one of the test chambers set up yet, as i lost my carpenter and the metalsmith, meaning the furniture making speed is ridiculously slow at the moment...

Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 21, 2014, 07:57:10 am
If the Beast shows up on the Units screen, you should be able to use c on it to locate it automatically.
Title: Re: Dwarven Child Care [Reboot]
Post by: HmH on July 21, 2014, 08:46:15 am
I remember the first day care thread being far less... nice. Where's the use of magma to remove fat from dwarves?
All right, let's cut off their legs to force crutch-walking (http://www.bay12forums.com/smf/index.php?topic=135129). They'll get maxed-out Agility and Endurance that way, even without weapon training, and crutches can be used in combat to train Misc. Object User. You'll probably have a few captured werebeasts by the time they grow up, so they could even get their legs back.
Title: Re: Dwarven Child Care [Reboot]
Post by: Bumber on July 21, 2014, 09:30:17 am
I remember the first day care thread being far less... nice. Where's the use of magma to remove fat from dwarves?
All right, let's cut off their legs to force crutch-walking (http://www.bay12forums.com/smf/index.php?topic=135129). They'll get maxed-out Agility and Endurance that way, even without weapon training, and crutches can be used in combat to train Misc. Object User. You'll probably have a few captured werebeasts by the time they grow up, so they could even get their legs back.
Quote
The patient must wear full metal armor...
Title: Re: Dwarven Child Care [Reboot]
Post by: HmH on July 21, 2014, 10:13:12 am
I remember the first day care thread being far less... nice. Where's the use of magma to remove fat from dwarves?
All right, let's cut off their legs to force crutch-walking (http://www.bay12forums.com/smf/index.php?topic=135129). They'll get maxed-out Agility and Endurance that way, even without weapon training, and crutches can be used in combat to train Misc. Object User. You'll probably have a few captured werebeasts by the time they grow up, so they could even get their legs back.
Quote
The patient must wear full metal armor...
That is optional. If we can accept the relatively high amount of casualties, we could use a similar design but limit the amount of weapon traps to one or two giant axe blades, which would yield us about a 35% chance of hitting the legs with one weapon component or 60% with two. The casualties are intended given that the original complaint was about insufficient brutality of the training course.
Title: Re: Dwarven Child Care [Reboot]
Post by: Lord_lemonpie on July 21, 2014, 10:24:56 am
PTW
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on July 21, 2014, 11:06:48 am
Do kids even pick up crutches? Also, can they train Agi and End while standing still in a training cell? Needing to keep them moving around to train up their crutch skill / attributes sounds like a lot of micro-management, whereas flooding the cell in 4/7 water should also train up the same stats without micro.

Also, random chopping of body parts with serrated blades sounds too random to be effective. As far as I understand it only targets feet because they're unarmored body-parts. I think they'd be as likely to lose a hand or a head as a foot if they get slice up without body armor. So you might get 10% usable subjects out of that treatment. The other thread got 40% fatalities even with armor.

I'd need to see some evidence that this actually trains them up in the relevant stats while they're actually kids.
Title: Re: Dwarven Child Care [Reboot]
Post by: greycat on July 21, 2014, 12:32:11 pm
Do kids even pick up crutches?

Nobody will "pick up" a crutch that they need to use.  It has to be issued to them by a Designated Medical Professional.
Title: Re: Dwarven Child Care [Reboot]
Post by: blue sam3 on July 21, 2014, 01:40:58 pm
Do kids even pick up crutches? Also, can they train Agi and End while standing still in a training cell? Needing to keep them moving around to train up their crutch skill / attributes sounds like a lot of micro-management, whereas flooding the cell in 4/7 water should also train up the same stats without micro.

Also, random chopping of body parts with serrated blades sounds too random to be effective. As far as I understand it only targets feet because they're unarmored body-parts. I think they'd be as likely to lose a hand or a head as a foot if they get slice up without body armor. So you might get 10% usable subjects out of that treatment. The other thread got 40% fatalities even with armor.

I'd need to see some evidence that this actually trains them up in the relevant stats while they're actually kids.

As far as getting them to move around goes: I've just got four rooms: one with food dumped in it, one with booze, one with a bed, and one with a meeting room (also the goblin-viewing and animal-exploding area), with corridors containing various training tools linking them, so that they keep moving through the different traps regularly
Title: Re: Dwarven Child Care [Reboot]
Post by: Chevaleresse on July 21, 2014, 08:19:42 pm
PTW

I need to stop describing the methods in here to non-DF players.
Title: Re: Dwarven Child Care [Reboot]
Post by: Urist McVoyager on July 21, 2014, 08:22:37 pm
A lot of them wouldn't understand and you're liable to eventually find someone who thinks we're dangerous or just plain insane and need locked up.  ::)
Title: Re: Dwarven Child Care [Reboot]
Post by: deepfreeze78 on July 21, 2014, 09:29:42 pm
PTW

I need to stop describing the methods in here to non-DF players.

The silly humans will never understand us.
Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on July 26, 2014, 11:06:52 pm
I'm happy to return and find that the thread has more-or-less exploded in my absence. !!SCIENCE!! is proceeding apace, it would seem, despite the spotty updates and frequent crashes of various kinds.

I believe we have enough preliminary data to say that:



I would add that dwarven eugenics is entirely unproven. So far as I have been able to tell, no dwarf inherits any traits of any kind from their parents. That may have changed from DF2012 to DF2014, but I doubt it. It would probably be in the patch notes. Eugenics is probably impossible.

I'm hoping to start with 40.05 tomorrow when Toady releases it and start a new fort for the purpose of testing. I'll probably disable invaders for the sake of science. I've been traveling for the last few weeks, which is why I've been mostly absent from the thread.
Title: Re: Dwarven Child Care [Reboot]
Post by: Babylon on July 27, 2014, 05:38:49 am
This sounds like the sort of thing i need for my current pet project.  A dwarven sacred band of Thebes.  I might need to mod the orientation numbers a bit but a same sex version of dwarven eugenics could give me a squad of dwarves consisting entirely of same sex male couples and trained for combat since infancy.
Title: Re: Dwarven Child Care [Reboot]
Post by: Broseph Stalin on August 08, 2014, 05:33:53 pm
I'm happy to return and find that the thread has more-or-less exploded in my absence. !!SCIENCE!! is proceeding apace, it would seem, despite the spotty updates and frequent crashes of various kinds.

I believe we have enough preliminary data to say that:

  • It is unknown whether or not children are at high risk to danger room-type mechanics. Results have varied.
  • Pathing seems to be a significant issue when attempting to train swimming/climbing.
  • Modding in additional children seems to be a good way to enable large-scale testing.


I would add that dwarven eugenics is entirely unproven. So far as I have been able to tell, no dwarf inherits any traits of any kind from their parents. That may have changed from DF2012 to DF2014, but I doubt it. It would probably be in the patch notes. Eugenics is probably impossible.

I'm hoping to start with 40.05 tomorrow when Toady releases it and start a new fort for the purpose of testing. I'll probably disable invaders for the sake of science. I've been traveling for the last few weeks, which is why I've been mostly absent from the thread.
What have you observed that indicates attributes are not being inherited?
Title: Re: Dwarven Child Care [Reboot]
Post by: Gentlefish on August 08, 2014, 06:05:02 pm
A good way to dispose of "accidents" might be just dumping the corpse down a hole. The kids would be able it handle it well enough if training has been going on long enough, and that removes the issue of how to clean up.
Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on August 10, 2014, 08:56:42 pm
What have you observed that indicates attributes are not being inherited?

I have observed a definite lack of inherited traits. So far as I am aware, each child is simply assigned a random set of traits upon entrance into the world. Parentage has not made an immediately apparent difference in any case I have observed. If I could be proven wrong on this, I'd be very very happy, because then dwarven eugenics can really take off.
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on August 11, 2014, 06:13:21 am
This would be consistent with previous research into eugenics in DF.

Rather than follow a heredity model, the game uses the statistics spread defined in the raws to create upper and lower boundings and percentile distributions for each type of stat, then "rolls" each dwarf upon creation.

This information is exclusively controlled there, or at least it was for the previous release. We did extensive testing on it.

The only things that get carried over genetically appear to be eye, skin, and hair color, and possibly the propensity toward being obese.

Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 15, 2014, 01:58:07 am
Bit late to the party, but I finally got a fort built up to a point where running a boarding school is feasible. This time I built a bigger school with more space for students, more spear traps with less spears, more booze and a dedicated hospital. Clothes industry has been running full tilt for years, ensuring that there will be no shortages of protective clothing. First ten students are attending classes right now.

So far there have been no injuries but rate of learning seems to be a bit slow, probably because the spear traps I built are even more wimpy down than in previous iteration.
At one point a kitten sneaked in while a lecture was in progress and promptly got itself impaled; sadly there was no Discipline gain for any of the idly staring students.

I'm working on incorporating Swimming to the curriculum; I have a convenient aquifier nearby but the design will be a problem.

I'll put an update when I get some real results.
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 15, 2014, 03:38:39 am
Well I'll be dumbfounded; one of the children HAS gained Discipline... and Shield User. I'm fairly certain I didn't issue any shields to students so I think he could have learned it while watching his uncle the Mace Lord spar at the barracks. Other child is a Dabbling Wrestler and I don't think there has been any of that during classes... this opens some new possibilities.

I'll burrow some kids to barracks immediately; let's see what happens.
Title: Re: Dwarven Child Care [Reboot]
Post by: Minnakht on August 15, 2014, 05:42:28 am
Has anyone tried incorporating a coinstar... corridor somewhere? If I'm understanding the way it works correctly, if you pave a stretch of corridor with 1x1 retracting bridges, dump single coins into it from above and set all the bridges to repeatedly flip, the coins will fly around, be perfectly harmless, and train attributes really well.
With some micromanagement you could even forbid the doors at both ends so that the errant child walking through has to stay in there for a while.

Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 15, 2014, 01:05:33 pm
Ok, so no learning happened from object lessons in the barracks. I can't figure out where some children have learned Wrestling and Shield User. There hasn't been any notable fighting during this fortress and certainly not by children.

Ah well, back to improving the school layout...

EDIT: Ah, now I think I got it: Children seem to train Wrestling and maybe some other odd skills very occasionally when a sparring soldier bumps into them while dodging. It's a very small gain but it still might be worth a try to have a militia squad to spar at the school premises...
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on August 15, 2014, 01:49:43 pm
Solution:

Pen waaaay more children in the room than the max sensible occupancy, so that everyone is on top of everyone.

hmmm....


I have ideas now.

How many dwarven children can you cram into a 1x1 space, using moving water current, and a floor grate with 3/7 water?

Eg, something like this:

O---------------------O----D----O
-----(water flow)--->#D             | <-barracks
O---------------------O---------O

Normally, children wont comply with that kind of density in a burrow, but if you were to wash them all into a concentration chute with a forbidden door, then unforbid the door when you had enough of them, you could jam them all up in the training room at sufficient density to get reliable skill builds. Especially if children dodge into other children, due to trying to dodge the sparring adults.

Just put an appropriate meeting zone or statue garden in the wash-way. They start a party there, and WHOOSH.
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 15, 2014, 02:08:18 pm
I find that mental image way too hilarious to not try it. Time to start plumbing!

OR... the trainees could be dropped into the training closet by some sort of trap door arrangement... do falling dwarves roll down when they hit a ramp?
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on August 15, 2014, 02:31:40 pm
It makes me wonder if a feedback cycle can be induced...

EG, you have a 3x3 training room, with an armor stand/weapon rack in one of the corners. So, it looks a little like this:

++$
+++
+++

Urist and Ducim are scheduled for a wrestling match in this room. In this room, we stuff 50 children after they arrive, using the wash-o-matic party-pooper-izer.
That's an average of 6 children per tile, if evenly distributed.

Urist and Ducim start wrestling; Urist grabs hold of Ducim by his long braided beard, and throws him, sending him flying in an arc.
He can move at most 2 tiles of distance. He is very likely to collide with at least one child.

Now-- there are 6 children, on average, in each tile. Some portion of them will attempt to dodge. When they do, their movement becomes "uncontrolled", giving them projectile like physics, right? They will dodge into a nearby tile, which ALSO has an average of 6 children.....

At what child density does this dodging become a self-sustaining cascade reaction?
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 15, 2014, 03:49:05 pm
Dwarven chain reaction, I love it already. It shouldn't even take long to create the new Dwarven master race with maxed-out everything using that method.
Title: Re: Dwarven Child Care [Reboot]
Post by: Gentlefish on August 15, 2014, 04:00:20 pm
Guys I don't think we want to mess with using dwarves as fusion material here. Be careful.
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on August 15, 2014, 04:35:45 pm
I'm not sure it would even work, or if there is a threshold of "safe operation" at all, should such a reaction indeed be possible.

Something similar to the 'dodge-a-tron' happens in overcrowded pastures already, and we see quite clearly what happens there-- Flying teeth, severed limbs-- blood everywhere---

In this case though, we would have a catalytic agent (The sparring military dwarves) instigating the dodging chain reaction, and once dwarven bodies start flying, it could very well become lethal very quickly.

I heartily endorse this experiment. I wish I had the time to test it. :(
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 15, 2014, 04:42:51 pm
I believe the animal overcrowded-attacking-thing is toned down a bit in 40.xx. I haven't seen a single instance of an animal snapping at its neighbor for a while. I even left the war dogs to multiply freely for couple years and now I have almost fifty of them in one tiny pen area.
Title: Re: Dwarven Child Care [Reboot]
Post by: Melting Sky on August 15, 2014, 08:27:43 pm
You can make a clock with a werebeast (http://www.bay12forums.com/smf/index.php?topic=115221.msg3547687#msg3547687).  Obviously it only ticks once per month.

That were beast clock is brilliant, but circumstantial - ie you have to 1) have a werebeast, and 2) you have to capture it.
But you can bet if I get one in this fort, I will try to capture it to set this up, as it is, again, brilliant.


I've found that reclaiming a fortress is far quicker than trying to set one up.
I took reelya's suggestion and made a pet dwarven caste.
So on this embark I have 75 test subjects to begin when I come to science.
Brought some adults along too for extra help hauling, and menial jobs.
I have reservations however, as I'm not sure if they will react the same way as a standard child would, as the tame child's personality seems to be hidden, and possibly disabled due to the [PET] status.
We'll see once I'm properly set up I guess.

What I would give for DFhack to make things easier and more convenient right now though...

The pet tag is likely to cause all sorts of unpredictable changes in the dwarves behaviors.
Title: Re: Dwarven Child Care [Reboot]
Post by: YHVH on August 15, 2014, 08:31:31 pm
I was thinking about making it climbable with spikes so if they fall, oh well.  :D
Title: Re: Dwarven Child Care [Reboot]
Post by: Melting Sky on August 15, 2014, 08:33:58 pm
From what I have seen so far misters have by far the best cost to gain benefit. They raise dwarven happiness greatly and they train swimming and its associated stats slowly. I have seen no down side to them other than the time and materials needed to build them.
Title: Re: Dwarven Child Care [Reboot]
Post by: Mimodo on August 16, 2014, 12:41:12 am
Well, I just read 10 pages of thread...

If I'm correct, what we're trying to train here is:

-all military skills
- climber
- swimmer
- discipline
- not caring about death
- no, or little, social relationships

Before I can contribute much, I'll need a quick rundown on a few things.

- climber:

How exactly does it work? What causes a dwarf to want to climb, what can they climb, how does exp gain for climbing work (i.e. Is it X exp per tile, extra for multiple, exp for holding on?), how useful will climbing be, and how can we encourage climbing?

- swimmer:

I'm fairly sure there's research on this already, but if we can get all these things answered in the one spot, it gives a good starting point. Obviously swimmer is a useful skill. What methods are used for training? Remember, it doesn't have to be quick and efficient training. You have over 10 years to train this skill, so a training method which doesn't hinder other training is a good idea.

- Military Skills:

This seems to be the primary focus here, and much science is going into how to effectively train without serious injuries/fatalities. When designing this, again, remember that you have years. You don't need to have a legendary in 2 years like you'd expect from a normal training program. Take more time = decreased casualties

- discipline:

Scary things raise discipline. Periodically exposing to something such as a goblin chained up would work well. Have a mechanism to control when said scary thing is visible.

- not caring:

I'm assuming that being exposed to lots of dead things helps out with that. We don't want this to make a mess too often though, so perhaps a puppy exploding room, which is cleaned out by a flush of water every so often. Don't know too much on this, but we should include it.

- socialising:

Relationships are bad, but some social skills are needed. Earlier the suggestion of putting two children together, to force friendship and marriage has been suggested. As far as I'm aware, this won't guarantee marriage, whether from sexual orientation, or lack of desire, or even just conflicting personalities. So perhaps having 4 per room to provide a little more option here.


I'm kinda at work, on my phone, so I've lost my train of thought, but I'll post back when I'm home, and can draw up more of an idea
Title: Re: Dwarven Child Care [Reboot]
Post by: dexxy on August 16, 2014, 12:52:59 am
How about making ordinary weapon traps, with training weapons in them. If a cared-for child goes unconscious on the trap, they get trained.

Then all you need to do is make them go unconscious on the weapon traps, maybe by using cavein dust or something.
Title: Re: Dwarven Child Care [Reboot]
Post by: Mimodo on August 16, 2014, 02:32:42 am
Alright, so I've drawn up a couple of designs for what I think will work. It is by no means compact, and I've built multiple fail-safes into it too, so we can lose as few kids as possible. Generally sacrificing children is a widely encouraged thing, but when these kids are the next generation of super soldier, we want them as intact as possible.

Unfortunately I'm at work, so I'll upload them later.

This one is designed for 2 or 4 dwarves. They should be able to survive the loss of at least 2 friends without throwing a tantrum. That way they can gain social skills and related attributes whenever not training.

A previous post mentioned a problem with an elevated food stockpile, in that, instead of going back to the meeting area to get repeatedly beat by sticks, he hung on the wall. To counter this, I've separated the food and booze stockpiles, and to get from one to the other, school must be attended.

It should train: Climbing, Discipline, Swimming, and not caring about death, in addition to all military skills.

I will need to know more about swimming, water mechanics, and not caring about death to refine the design.

I'm also waiting on definitive !science! For the actual training of children. Doesn't have to be super fast training, just has to be done with as few fatalities as possible. I've just designated areas as "training" for now.


I've just been drawing designs as I for have the facilities (namely a computer with DF) to start building and testing myself.
Title: Re: Dwarven Child Care [Reboot]
Post by: khearn on August 16, 2014, 02:44:38 am
Alright, so I've drawn up a couple of designs for what I think will work. It is by no means compact, and I've built multiple fail-safes into it too, so we can lose as few kids as possible. Generally sacrificing children is a widely encouraged thing, but when these kids are the next generation of super soldier, we want them as intact as possible.

Unfortunately I'm at work, so I'll upload them later.


Sounds like Fermat's last training room design.

"I have designed a truly marvelous training room, which this terminal is too narrow to contain." :)

   Keith
Title: Re: Dwarven Child Care [Reboot]
Post by: Mimodo on August 16, 2014, 04:28:11 am
Alright, here's my sketches. Bear with me, I'll explain them all properly later, but they should be pretty self explanatory
Spoiler (click to show/hide)
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 16, 2014, 06:36:18 am
I like it. Very industrial, very Dwarven. I have a feeling you'll have some troubles to get the trainees actually climb, though. Maybe you could combine the Discipline and Climbing training, in a way that only way away from the scary thing is to climb?
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 16, 2014, 06:58:26 am
In my boarding school first ten students have reached Competent levels of skill without injuries. Looks like all that attention to protective clothing is paying off. I'm now thinking I could have installed more training spears to the spike traps after all; the progress will be slow from now on. I have now accepted twenty students more and will be increasing the number gradually to find the full capacity of this facility.

Instead of a swimming pool design I'm now installing banks of mist generators in hope that they'll train a noticeable amount of Swimming along the years.  At least they'll keep the students even happier than now (they're all ecstatic despite being constantly whacked with wooden sticks).
Title: Re: Dwarven Child Care [Reboot]
Post by: YHVH on August 16, 2014, 10:40:59 am
In my boarding school first ten students have reached Competent levels of skill without injuries. Looks like all that attention to protective clothing is paying off. I'm now thinking I could have installed more training spears to the spike traps after all; the progress will be slow from now on. I have now accepted twenty students more and will be increasing the number gradually to find the full capacity of this facility.

Instead of a swimming pool design I'm now installing banks of mist generators in hope that they'll train a noticeable amount of Swimming along the years.  At least they'll keep the students even happier than now (they're all ecstatic despite being constantly whacked with wooden sticks).
Great job, now we need to multiply this, and/or replace mist with magma mist to melt their fat  :D
Title: Re: Dwarven Child Care [Reboot]
Post by: TheHossofMoss on August 16, 2014, 12:52:20 pm
So will dwarves only climb if they MUST? For example, placing the food/booze up on a high ledge, with no ramp or staircase?
Title: Re: Dwarven Child Care [Reboot]
Post by: m-logik on August 16, 2014, 01:35:45 pm
Unless there was a change that I missed since .40 dropped, dwarves don't actually train climbing by climbing, but only by catching themselves when they jump or fall. With this in mind, I had an idea to train both climbing and swimming by dropping water on dwarves that were trying to climb. I haven't had the opportunity to try it yet, so I don't know if it would actually work, but it seems like something that would be useful for this project.

It should work like this: a dwarf takes a job that requires climbing a 2z+ wall to reach the job item. On the way, dwarf steps on a pressure plate that will drop a 7/7 tile of water from above, onto a space that the dwarf will occupy while climbing. That is the trickiest part of the design; it must be timed so that the dwarf has climbed up at least 1z up before the water hits it. Assuming that water will wash the dwarf off the wall, the dwarf should attempt to catch itself with every fallen z level, training climbing. At the bottom of the wall should be a 1z channeled area where the water will collect that the dwarf will fall into if it fails its climb check, thus training swimming as the dwarf tries to get out. Ideally, the channel would stay filled with 3/7 water, both to break the dwarf's fall, and so that the falling water will raise it to 4/7+ to train swimming. If the water level stays higher than 3/7 then dwarves will, theoretically, no longer path across it to reach the wall. There is also the risk that the kids will be stunned and drown before recovering enough to swim out. An automated system to return the water level at the bottom to 3/7 may be necessary.

Obviously this idea makes some untested assumptions about how climbing dwarves behave. But if it works, you get climb training, swim training, and bonus happy thoughts from the water drop to innoculate your test subjects against trauma induced insanity. If I get a fort in a position to try this I will, but in the meantime I encourage anyone else to give it a go.
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 16, 2014, 03:14:23 pm
According to combat reports a five year old student just teleported to a straight corridor 30 squares away, skidded along the ground for six squares hitting a cat twice along the way and slammed hard against a wall. I don't know what happened here but since she bruised a muscle I'm going to have to mark this as the first injury of the project.

Cats are a constant problem since they keep sneaking into the training area through multiple airlocks. Like real world cats, they seem to hate closed doors above everything else and will keep meowing behind a door until someone goes through and lets them slip inside. So far I've lost five cats to impaling and general exploding into gore.
Title: Re: Dwarven Child Care [Reboot]
Post by: YHVH on August 16, 2014, 03:36:10 pm
According to combat reports a five year old student just teleported to a straight corridor 30 squares away, skidded along the ground for six squares hitting a cat twice along the way and slammed hard against a wall. I don't know what happened here but since she bruised a muscle I'm going to have to mark this as the first injury of the project.

Cats are a constant problem since they keep sneaking into the training area through multiple airlocks. Like real world cats, they seem to hate closed doors above everything else and will keep meowing behind a door until someone goes through and lets them slip inside. So far I've lost five cats to impaling and general exploding into gore.
Excellent, it is off to a great start!
Title: Re: Dwarven Child Care [Reboot]
Post by: Bumber on August 16, 2014, 11:44:33 pm
I think dwarves will climb things when they're fleeing in terror. Unfortunately, I think they'll build up discipline long before an acceptable level of climbing is reached.

Will they flee from inanimate corpses, or just stand there in horror? I was hoping we could kill three puppies with one drop, but I'm doubtful it will work.
Title: Re: Dwarven Child Care [Reboot]
Post by: Orange Wizard on August 16, 2014, 11:52:11 pm
PTW. A childcare system is a long-running goal of mine.
Title: Re: Dwarven Child Care [Reboot]
Post by: Reelya on August 17, 2014, 03:03:38 am
Cats are a constant problem since they keep sneaking into the training area through multiple airlocks. Like real world cats, they seem to hate closed doors above everything else and will keep meowing behind a door until someone goes through and lets them slip inside. So far I've lost five cats to impaling and general exploding into gore.

The solution is lever-controlled doors / airlocks. Or floodgates.
Title: Re: Dwarven Child Care [Reboot]
Post by: Staalo on August 17, 2014, 08:20:45 am

The solution is lever-controlled doors / airlocks. Or floodgates.

Even that wouldn't probably stop them since the cats would simply wait until a dwarf goes through. I would close off the school completely but two injured miners were brought to the school's hospital and their attendants insist on bringing their supplies from the main fort.

After the first five cats I gave up and unlocked all doors, because after all, "This animal isn't interested in your wishes". If they want to become catburger, let them. I'll buy some smarter cats from the next caravan.
Title: Re: Dwarven Child Care [Reboot]
Post by: Mimodo on August 17, 2014, 11:50:33 pm
Unless there was a change that I missed since .40 dropped, dwarves don't actually train climbing by climbing, but only by catching themselves when they jump or fall.

My interpretation of the wiki page is that they gain exp from climbing (except trees), AND from catching walls (including trees). I haven't had any experience with this personally though.
Title: Re: Dwarven Child Care [Reboot]
Post by: Repseki on August 18, 2014, 05:11:58 am
While nice for science, climbing training probably isn't the most important when it comes to child care, unless I missed something and it also has an impact on attributes.

Then again, if a decent enough way to train it can be found I might have to design "American Gladiator" style bridges for dwarves to duel various dangerous thing...
Title: Re: Dwarven Child Care [Reboot]
Post by: khearn on August 18, 2014, 12:51:29 pm
I suppose if you had soldiers with high climbing skill, you could send them to battle invaders on a narrow bridge with deep but narrow pits on either side. If the invaders dodge, they fall to their deaths. If the dwarves dodge, they start to fall but grab the wall and climb back up. Kind of a dodge-fall trap without the traps. But it's got sooo many ways it could go wrong. Other than that, I don't see a whole lot of value in training climbing.

   Keith
Title: Re: Dwarven Child Care [Reboot]
Post by: m-logik on August 18, 2014, 02:09:22 pm
My interpretation of the wiki page is that they gain exp from climbing (except trees), AND from catching walls (including trees). I haven't had any experience with this personally though.

It could work differently in fort mode, but my adventurers have only gained climbing experience when catching themselves while falling or jumping. I've never actually seen a dwarf climb in fort mode. Or anything else except troglodytes.
Title: Re: Dwarven Child Care [Reboot]
Post by: khearn on August 18, 2014, 02:48:13 pm
I had a dodge-fall trap next to my barracks, and I happened to look at it and saw a soldier go from the barracks to the trap hall and move out over the pit. I thought he was going to fall, but he didn't get the cyan background a falling unit gets, and he proceeded to move downward at a constant pace, not accelerating like a falling unit does. He climbed down to the bottom, grabbed a piece of armor sitting there, and went about his business. He was a migrant who arrived with some climbing skill, and I guess he figured it was the shortest way down.

Gave me a bit of a scare at first, though.

   Keith
Title: Re: Dwarven Child Care [Reboot]
Post by: ImagoDeo on August 19, 2014, 10:20:34 am
I've updated the main page with a bit of news. My own efforts toward testing this are sitting on the backburner whilst college classes get rolling and my friends distract me with Minecraft, but in my spare time as the semester goes on I'll keep hammering away at it. As soon as Toady refuses to release more bug fix updates, I expect I'll find more spare time to devote to this, because a stable version that won't screw with my plans is quite necessary.

I'm excited to see the recent developments you are all making, though. Staalo in particular seems to be doing excellent work. I like the danger room effectiveness - 34.x wouldn't have let us do that because of the fragility of the dwarven skull. Can you clarify a bit how you forced/allowed kids to wear protective clothing? I think it'd be nice to know for my own efforts.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: McDonald on August 19, 2014, 02:00:37 pm
I think children will grab anything they have on hand when they turn 1. Just lock the mothers with babies in a room with protective clothing and wait.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 19, 2014, 02:05:41 pm
Why, thank you!. Actually, I'm having a bit of a setback since a computer hiccup ate about six months work. I'm only now getting to the same point I was before the crash: first students are getting to Proficient levels and the mist generators are soon online.

I decided to leave out Climbing training and instead will build some kind of a monster-in-the-closet solution to build up Discipline. As soon as I manage to catch a live hostile creature, that is.

One thing I didn't notice before is that danger room training also trains Observation which will be handy if this fort ever gets any goblin attention. I'd believe there'll be some very surprised snatchers around Searingmines some day.

Protective clothing is not an issue if there's simply enough clothes to go around; the children will equip everything they can if it's available. I started producing cloaks, hoods, shoes, trousers, robes and mittens by their hundreds right from the beginning and have been buying every single scrap of cloth and leather from every caravan since year one. I now have several Legendary Leatherworkers in the fort.

I had this kind of setup in my last 34.11 fortress as well and the fragile skulls weren't a problem; instead there were constant wrist injuries since I had neglected to produce enough mittens for everyone. The best students were Expert level when I abandoned the school.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Scruiser on August 19, 2014, 10:55:14 pm
PTW
Title: Re: Dwarven Child Care [Reboot]
Post by: HmH on August 20, 2014, 03:28:36 am
I suppose if you had soldiers with high climbing skill, you could send them to battle invaders on a narrow bridge with deep but narrow pits on either side. If the invaders dodge, they fall to their deaths. If the dwarves dodge, they start to fall but grab the wall and climb back up. Kind of a dodge-fall trap without the traps. But it's got sooo many ways it could go wrong. Other than that, I don't see a whole lot of value in training climbing.

   Keith
Dwarves don't grab the walls mid-flight. It's a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7055) with the AI.

Tested the nuclear reactor in Arena. When dwarves jump out of someone's flight path, they just step away and switch places with other dwarves instead of actually jumping.
Because of that, the only kind of a chain reaction you could cause is a dangerous and completely useless one, where dwarves fail to jump out of the way and end up getting send flying themselves, and several such failures in a row are extremely unlikely to happen unless the dwarves in question are unconscious.
Conclusion: dwarf-based nuclear reactors cannot be designed in such a way as to train dodging.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 20, 2014, 07:35:04 am
Got mist generators finally running but the training rate for swimming is very, very slow. At least they are keeping students happy. Some students are approaching Adept levels in combat skills; that's almost a third of the experience required to reach Legendary.

Two students dropped out of the school, having reached adulthood before reaching Legendary. Those two were older kids from a migrant wave, luckily most of the other students are fortress born, five years or younger. Funnily enough one of the dropouts got elected mayor immediately after that. I'm predicting all future mayors will be boarding school alumnis, with students having nothing to do but socialize and making friends for a decade.

Right now I'm digging a scare closet where a monster will be periodically revealed by a drawbridge; I'm hoping this will build Discipline at tolerable rate. The timing mechanism will be a challenge, though. After that I'll have to find and capture a suitable monster; at this moment there aren't any other hostiles on the map except a poison-spitting Forgotten Beast.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Repseki on August 20, 2014, 08:51:02 am
Quote
a poison-spitting Forgotten Beast

That seems like a perfectly suitable monster to me. Dodging a glob of deadly poison should be easy compared to being constantly battered by wooden spears. Any children that can't do that will just end up helping the others with their Discipline.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: khearn on August 20, 2014, 10:49:19 am
For your timer, just have a room that fills with water until a pressure plate is at 7/7, then it empties and starts refilling. The pressure plate should be set to be on from 0/7 to 6/7, so it will send an 'off' to lower the bridge when it gets to 7/7. Have one whole wall be a bridge that is opened by the plate so it will drain quickly, and have the water come in through a diagonal so it fills slowly. How long it takes is simply a function of the size. If it's too quick, dig out some more space. If it's too slow, build some walls inside to make it smaller.

   Keith
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Pirate Bob on August 21, 2014, 12:03:49 pm
It seems that Staalo's system works quite well, but woudn't it be ideal if the children were subjected to mild injuries, such that they would train discipline, healing, etc?

I wonder if this could be accomplished relatively safely by using a coinstar pit with appropriate objects in it.  If an object could be found which causes only bruises to skin, and nothing more, then the children would get constant injuries without any threat of serious ones.  Some possible choices of objects:
1) training axes/swords - relatively light, very large contact area hits (it is correct that thrown weapons use their weapon attack properties rather than calculating contact area based on size?)
2) medium sized coin stacks (increase the number of coins until they just start to cause bruises)
3) clothing - not sure about this one

One issue would be that the smaller parts of the body (fingers, ears, etc) are more vulnerable, as the contact area of an attack is the smaller of the weapon contact area and the size of the body part (The momentum required to penetrate tissue scales inversely with contact area).  Therefore, it might be beneficial to make the children wear mittens, boots, and hoods, but not pants or shirts.  Then the clothing should protect the sensitive smaller areas (and train armor user) while the upper and lower body would get bruised by the flying objects.

Someone earlier in this thread had voiced the concern that wearing clothing would be a problem for coinstar, as then dropped worn out clothing would be a deadly projectile.  Is this known to be a problem?  If it is, will children respect burrows well enough that you could keep the new clothes separate from the training area, and then order the children into the clothing room periodically to change?  This might also require an "airlock" room in between, as I believe dwarves tend to drop worn-out clothing whereever they are when they get the idea to change their clothes...

One other thought - is it possible to build pressure plates on the same square as the retracting bridges?  I suspect not, but if it is, then you could imagine placing a pressure plate under each bridge, which triggers the opposite bridge.  Then the children would trigger their own training, and more importantly training would automatically shut down if the test subject stops moving for any reason, allowing recuperation time if thrown objects prove a little too deadly.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: TheHossofMoss on August 21, 2014, 02:29:59 pm
This thread reminds me so much of how the Spartans were with their children... and I love it.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 21, 2014, 03:28:10 pm
Ok, so the scare closet didn't work with crundles I managed to catch from the caverns; for some reason they simply didn't scare the students at all. They simply carried on calmly with their business even when I released few crundles running around the classroom in panic. I'll have to catch something bigger; maybe I can get at the cave crocodile I spotted in the first cavern, before the FB stomps it too...

Meanwhile, I got some more dropouts but my star students are now at Professional level, almost halfway to Legendary. There are now 55 students attending and the logistics can handle that nicely; I'll keep adding students until all 92 children are in.

The fort is running at around 14 FPS with twenty mist generators and a hefty water reactor running non-stop. This might take a while...
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Repseki on August 21, 2014, 04:08:21 pm
I only just finished hooking up all of my "exercise equipment", haven't even gotten the small number of children I have into the burrow, and just had two child deaths within a few days of each other.

For some reason all of the children in my current fort are almost constantly hurling themselves onto the floor without explanation. Anyone know why they might be doing this? I don't seen any of the adults doing it, so it doesn't feel like some kind of lets jump up and down until we fall over bug, but I don't know.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Gentlefish on August 21, 2014, 04:55:08 pm
Ok, so the scare closet didn't work with crundles I managed to catch from the caverns; for some reason they simply didn't scare the students at all. They simply carried on calmly with their business even when I released few crundles running around the classroom in panic. I'll have to catch something bigger; maybe I can get at the cave crocodile I spotted in the first cavern, before the FB stomps it too...

Meanwhile, I got some more dropouts but my star students are now at Professional level, almost halfway to Legendary. There are now 55 students attending and the logistics can handle that nicely; I'll keep adding students until all 92 children are in.

The fort is running at around 14 FPS with twenty mist generators and a hefty water reactor running non-stop. This might take a while...

Try the scare closet with something larger - I remember hearing that size affects scare capacity.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: wierd on August 22, 2014, 01:13:01 am
Mangled corpses also seem to induce paralyzing terror. A mangled zombie in the scare closet should provide the most bang for the buck, so to speak, without releasing endless clouds of miasma.
Title: Re: Dwarven Child Care [Reboot]
Post by: wierd on August 22, 2014, 01:35:29 am
I suppose if you had soldiers with high climbing skill, you could send them to battle invaders on a narrow bridge with deep but narrow pits on either side. If the invaders dodge, they fall to their deaths. If the dwarves dodge, they start to fall but grab the wall and climb back up. Kind of a dodge-fall trap without the traps. But it's got sooo many ways it could go wrong. Other than that, I don't see a whole lot of value in training climbing.

   Keith
Dwarves don't grab the walls mid-flight. It's a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7055) with the AI.

Tested the nuclear reactor in Arena. When dwarves jump out of someone's flight path, they just step away and switch places with other dwarves instead of actually jumping.
Because of that, the only kind of a chain reaction you could cause is a dangerous and completely useless one, where dwarves fail to jump out of the way and end up getting send flying themselves, and several such failures in a row are extremely unlikely to happen unless the dwarves in question are unconscious.
Conclusion: dwarf-based nuclear reactors cannot be designed in such a way as to train dodging.

Makes sense. It would change if Toady ever implements dodging as jumping though. As such, it's an idea to keep on the back pile, as a "mechanics update" could well make it possible later. Other mitigating factors that could come into play, should toady implement such things later at least, would be some of the logical conclusions to some of toady's musings in the FotF posts about wanting to enforce density restrictions on entities and items per tile unit.  Clever engineering of having rooms at max allowable capacity (with all the chaos this would cause), minus exactly 1 individual from perfect maximum, would result in a kind of musical chairs, where the "hole" moves around randomly in the room as dwarves try to go from higher density to the lower density. This is similar to how a lonely 6/7 tile will flit around a cistern filled to 7/7-- only with dwarves.

As for unconsciousness in the original reactor idea, if you keep the children in there long enough, some will try to sleep on the floor, providing the unconscious bodies without requiring injuries to produce them. Adding items to the room, such as prepared meals, may also be an interesting factor to explore.

Another interesting version may be a 1x3 tube room, filled to insane densities, where the wrestling match occurs. This would maximize the chances that dodges will be unsuccessful; a seemingly counter-intuitive proposal-- however, doing so maximizes the chance that a dwarf will collide, and be sent flying due to the collision. Coupled with ample protective clothing, per Staalo's clothing methods, it may yet be of interest.

Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Skullsploder on August 22, 2014, 09:50:51 am
it's possible with minecart and stockpile logic to set up an infinitely refilling stockpile of food for solitary confinement cells, with zero micromanagement after setup.

First, to make sure your cells don't get your entire fortress' food supply and starve out the fort, set the stockpile that the minecart's home stop takes from to give to every main food store in the fort, so that it will only receive food if every store is full. Then make a route with a (non-dumping!) stop near each of your cells, set to guide the minecart away after (100/num_cells)% has been removed from its load. Link each stop to a minecart-dump QSP that drops things through the roof of the cell. Congrats, your dwarves will now constantly haul food to your inmates beloved kiddies.
This should remove at least some of the worries of child mortality rates from the organisers of Camp Childcare.



Off-topic-but-maybe-slightly-on-topic question: Does a repeater based on two tiles of water, one 7/7 and one 6/7, with a pressure plate set to 7/7 only on the one tile, work? Or is the speed too fast for the single pressure pad to handle? A repeater like the could be useful for training.

Also, maybe a long, 2+ wide corridor with a set of raising bridges in the centre so as to throw the children into the open floor space? Not sure if it would train anything but it would certainly toughen them up with injuries, and I doubt they would be severely injured if you built the walls and bridges out of wood or candy (because why not). Plus, it's free xp for your medical crew. That would of course only be helpful in a boarding school setup.

Edit: grammar.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Reelya on August 22, 2014, 12:38:16 pm
No, a 2 cell water repeater doesn't work, the water moves around too fast to have a proper level on either square for enough time to trigger the plate. Ones about 5 cells long could work though.

The best simple water repeater is an airlock thing with a water source behind it. It also fills up a room to alternating 3/7 and 4/7 water and maintains the level. See the dwarf fortress wiki page on repeaters.

For consistent injuries you could make a coinstar but use slightly heavier items than normal. Coins or socks apparently do no damage, boulders would be instant death, but there could be some weight threshold of items that gives sufficiently predictable minor injuries.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Skullsploder on August 22, 2014, 03:18:30 pm
Yeah, my problem is that most of the water-based repeaters require infinite water sources and a lot of water wastage, while my forts tend to need to draw water up from the caverns via pumpstack that, for the sake of my fps, only gets activated once in a while. But if a 5-tile works, then that's perfectly fine, even if it may be a tiny bit erratic - I am just activating spikes and bridges with it, after all.

I played the new version a bit when it first came out, but went back to my 34.11 fort quickly. Now, for the sake of the children, I think I'll download 40.09 and play a bit. I'd like to be at the forefront of !!SCIENCE!! :D
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Reelya on August 22, 2014, 09:20:57 pm
Levers / pressure plates work at a distance though. You can make a reliable fluid repeater as per the wiki right down in the caverns itself and lever-link it up to something on the upper floors. No need to pump any water.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Skullsploder on August 23, 2014, 02:48:42 am
X_X right. Excuse me while I go hide my shame at forgetting about Dwarven Quantum Entanglement Mechanisms (just mechanisms for short).

Also, I have a 40.09 fort now, just to test childcare. Popcap set to 50, childcap set to 100. Aquifer has been pierced, about to drill the main stairwell down. After that it's on to dining room, bedrooms for the general pop and then Friendly Ultra Nice pods for the kiddies.

Since no one else here seems to be doing solitary confinement I thought I'd try it out :)
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 23, 2014, 06:17:26 am
I may have overdone it with the training. Even a closetful of corpses and body parts doesn't faze my children.

Even without any Discipline they simply look at them as if fascinated by them while everyone else nearby is overcome by mortal terror. Could enough combat training substitute for Discipline somehow?
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Repseki on August 23, 2014, 07:25:47 am
Do they actually have no Discipline? Or did the constant beating with sticks train it up some?

Maybe try to get a Goblin, or FB?
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 23, 2014, 08:35:10 am
No Discipline trained at all. Even then, most of the students just walked right over the furnace operator corpse I dumped in the midst of them. Two were horrified but it turned out they were related to the corpse.

I wish I could catch something more threatening but there have been no sieges and the FBs are proving difficult to capture alive.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: blue sam3 on August 23, 2014, 03:37:48 pm
X_X right. Excuse me while I go hide my shame at forgetting about Dwarven Quantum Entanglement Mechanisms (just mechanisms for short).

Also, I have a 40.09 fort now, just to test childcare. Popcap set to 50, childcap set to 100. Aquifer has been pierced, about to drill the main stairwell down. After that it's on to dining room, bedrooms for the general pop and then Friendly Ultra Nice pods for the kiddies.

Since no one else here seems to be doing solitary confinement I thought I'd try it out :)

If you've got an aquifer, why don't you just use that for your infinite water source?
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 24, 2014, 01:39:50 am
Note to self: when all students are best friends with each other, it's not a good idea to let one of them be insta-vaporized by a Forgotten Beast. With half the school now flashing red, I'm announcing a special summer break for partying and sleeping in own rooms. I'd hate to have a tantrum spiral with these guys...

The students are now very close to Legendary. Few Grand Masters with lots of High Masters and Masters coming behind. Once I'll deal with the current unhappiness the first graduations should not be far.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: TheHossofMoss on August 24, 2014, 02:37:14 am
Note to self: when all students are best friends with each other, it's not a good idea to let one of them be insta-vaporized by a Forgotten Beast. With half the school now flashing red, I'm announcing a special summer break for partying and sleeping in own rooms. I'd hate to have a tantrum spiral with these guys...

The students are now very close to Legendary. Few Grand Masters with lots of High Masters and Masters coming behind. Once I'll deal with the current unhappiness the first graduations should not be far.

Grand master and high masters in what skill?  :o
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 24, 2014, 03:00:43 am
Grand master and high masters in what skill?  :o

Fighter and Dodger. Armor user is lagging one or two levels behind with most students but that too is coming up nicely.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Skullsploder on August 24, 2014, 03:04:11 am
That's great news! Anyway, I still would like to have them separated for future morale purposes. Work is starting on the prototype individual rooms.  :D Could you please post your boarding school design? Just screencaps would be perfect. I just want to see the most effective components of it and see if I can scale them down for solitary.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Repseki on August 24, 2014, 06:28:10 am
Yes, some pictures of your Child Care layout would be great.

I was thinking of trying individual rooms as well, possibly with a dinning room included, hoping they will spend some time in their instead of making to many friends.

How is your system connected to the rest of your fort? I only made a short lived small area, but had some issues with other dwarves wandering through.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Staalo on August 24, 2014, 08:26:38 am
Ok, the unhappy student crisis seems to be passed and courses are resuming after the summer break. There were some tense moments with one miserable student but the whole thing finally resolved without bloodshed.

Screenshots, you ask? Welll...


This might need some explaining since it's basically hacked into stone without much preplanning and it's been expanded and modified everytime I've tried some new ideas.

On top is the medical personnel quarters and the combined hospital/sleeping area. The hospital has actually seen surprisingly little use; apart from two miners injured in cave-in there have been maybe one or two actual student medical cases. For sleeping purposes this area has been enough for at least 80 students.

To far left is what is left of the last iteration of scare closets; none of them seemed to work that well. Then again, I haven't had any suitably scary monsters on this map during the whole seven years. That means I haven't managed to get any Discipline training done even when the students are approaching Legendary combat skills. Right next to the empty scare closet area is the prepared meal stockpile.

To the right is the dining area. To far right, in the access tunnel leading to mist generators and other machinery you can see a student in what seems to be a perpetual state of falling; I'm waiting to see if he'll crash into a wall like some others have done earlier.

At the bottom is the drink stockpile. Since dwarves now drink  faster than in 34.11 there's actually no need for a bigger stockpile.

In the middle, of course, is the training area. The whole central area has been filled with spike traps, each with a single wooden training spear. I noticed later that I could have put way more spears into the traps with no added risk. I filled some of the area with statues and later filled it with some more to get it actually ready for students; luckily even this area will be enough for all the children of Searingmines.

One level up would be the bank of twenty mist generators for Swimming training but those are now offline because, well, they didn't actually train much Swimming. I might switch them on again if there's any need for additional happy thoughts.

In my next fort I'll probably build an actually thought out and designed version of this, using lessons learned in this test bench setup.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: Reelya on August 24, 2014, 09:57:53 am
Note to self: when all students are best friends with each other, it's not a good idea to let one of them be insta-vaporized by a Forgotten Beast. With half the school now flashing red, I'm announcing a special summer break for partying and sleeping in own rooms. I'd hate to have a tantrum spiral with these guys...

The students are now very close to Legendary. Few Grand Masters with lots of High Masters and Masters coming behind. Once I'll deal with the current unhappiness the first graduations should not be far.

I think it's best to train them in male/female pairs. They grow up, get social skills, get married. Then, segregate the men as a soldier caste and women as an industrial caste. That avoids babies in combat, and keeps the population growing, while also minimizing tantrum spirals amongst your soldiers.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: ImagoDeo on August 24, 2014, 11:36:18 am
I posted an update. Staalo's method seems to be working quite well.

There are two things to add:

Discipline can probably be trained through military training once the tots leave the daycare. However, if the goal was to develop a general dwarven culture of hardened individuals (and not just an elite military force), then we need a way to train it while the daycare is still running.

Tragedy training is also critical for this method. I recommend dropping puppies or goblins down a chute into the training zone, onto a statue or something. The recent near-tantrum-spiral that Staalo mentioned proves that we need some way of preventing all those friendships from sabotaging our efforts.

Solitary confinement isn't necessary so long as we can get our children not to care about anything anymore.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 24, 2014, 12:52:07 pm
Yes, my original idea was to elevate all future citizens to a "new normal", by training the children in everything dwarven children can be trained at.

Since this fort seems broken in a way that it isn't getting any invasions or interesting visitors, I've changed my plans somewhat. I'll run Searingmines only to get the current generation graduated, putting them through military as they mature. This will gain them their Discipline and weapon skills, and also lets me to equip them with uniforms to suit their Legendary Armor user skills.

After every single one of the current 92 students is fully trained and kitted with best gear I can produce, I'll abandon the fort and see how the activated world will handle my superdwarves. I hope I'll see lots of familiar faces at my future forts.

I've already started stripmining the mountain and clearcutting the surface; let's see if I can produce enough steel for about... a hundred full suits or so.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Skullsploder on August 24, 2014, 03:15:27 pm
On tragedy training, micromanagement, and automation:

Cats can adopt without ever seeing a dwarf, right? If they can't it doesn't really matter. For minimising micromanagement in tragedy training (e.g. if you had a bunch of indidividual cells and couldn't keep manually pitting animals in them), then you could set up a 4-tile pasture, like so:

Code: [Select]
======
=H+ccD
======

H hatch
+ floor
= wall
D access door
c chain with cat attached (one with male, one with female)

Link the hatch to a werebeast clock or similar, or even a slow repeater, designate a meeting zone over the hole and what you'll get is the resultant kittens wandering occasionally onto the hatch before it opens, without the breeding pair ever being compromised. Link that hole to a long chute ending in a platinum statue built on a platinum floor and you get happy students and splattered kitties. Use the access doors to replace breeding pairs should they die of old age (once every 12 years for cats, appropriate, yes?)

Smooth the walls of the chute though, of course. You don't want kitties clinging to it on the way down.
Title: Re: Dwarven Child Care [Reboot] (Dodging Nuclear Reactors!)
Post by: TheHossofMoss on August 24, 2014, 03:23:30 pm
Grand master and high masters in what skill?  :o

Fighter and Dodger. Armor user is lagging one or two levels behind with most students but that too is coming up nicely.

Holy papa Smurf that's awesome. Praise Armok.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 24, 2014, 05:12:00 pm
The Searingmines Dwarven Boarding School

Upon Recommendation of the Faculty,
and by Authority of Hot Lanterns,
Confers Upon

Èzum Practicedboard

the Degree(s) of

Legendary Dodger
Legendary Fighter


With all the rights, privileges and responsibilities pertaining thereto.
In witness thereof, the seal of the School and the signatures of the
authorized officers of Hot Lanterns are affixed at Searingmines, Regal Volcano.

1st Sandstone, 207

<wine-stained thumbprint>
Rigoth Roarletter, Duke

<illegible scribble>
Iden Bloodtin, mayor

<vicious stab mark through paper>
Ineth Canyonparched, militia commander

...

So yeah, not a full graduation yet but I had to celebrate somehow...
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: BadLemonsXI on August 24, 2014, 07:21:54 pm
Spoiler (click to show/hide)
Nice.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Reelya on August 24, 2014, 09:49:34 pm
@Skullsploder: you don't need breeding pairs in each animal cell, you just need a mother cat. Keep a couple of males around somewhere and they should do for all females. There is no need for the two to come into contact, unless Toady recodes this one day so Quantum Pregnancy no longer works. Just keep one female cat in a separate breeding chamber, and don't kill her kittens, so you can replace the males and females if they get too old.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Skullsploder on August 24, 2014, 11:29:22 pm
Awesome Staalo! I think that's the first truly successful result Dwarven Daycare has ever had xD

@Reelya: Problem is I don't want dwarves wandering into the breeding chambers to the meeting zones of death, and in order for females to get pregnant the males have to be able to path to the females - which isn't possible through a locked door. Work has started on the first 4 cells, including one 15z kittysplatters shared by all through a common corner. Each cell will have: a climbing wall with booze on top that rinses every few ticks to prevent them ever reaching the top, a well one z deep with a ramp (so they train swimmer when they fall in), a quantum food stockpile, a table, a chair, 2 beds, and a nest box. Each student will be sharing the room with their future spouse.

They will also be sharing the room with several turkeys.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Reelya on August 25, 2014, 12:40:58 am
http://dwarffortresswiki.org/index.php/v0.34:Meat_industry

Are you sure about the pathing requirement for animal breeding? Because the wiki states that

Quote
a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.

As far as I can find from sources, female animals should always breed as long as they're not in a cage and there's an uncaged male somewhere on the map.

For example, the classic Sea Serpent breeding system did not have a path from the male serpent to each female. And considering the pathing FPS issues that we already have I can't see Toady adding extra processing any time soon.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Gentlefish on August 25, 2014, 07:20:36 pm
Hey speaking of the sea serpent breeding program, that program... Would actually work now as the population would be updated for it to work properly and have the serpent babies make more babies.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 26, 2014, 01:23:30 am
About ten more students have reached Legendary in Dodge and Fighter but Armor user proves very difficult to train beyond Master using this classroom. I am now building a secondary school for these advanced students, this time with more spears and a dodge trap bridge leading into a swimming pool. I think that should work better than those mist generators. Military training will fix up whatever is left lacking when the students reach adulthood.

I have not yet abandoned hope for early Discipline training; the militia is clearing out the caverns from all the girly monster types in hopes of attracting something more threatening to capture. The surface remains devoid of wildlife for some reason.

Meanwhile the steel production is running non-stop; all found hematite and marble is mined out and scores of trees are burned into charcoal. More candy is extracted from the deep to make edged weapons. I might end up pissing off the elves with this but then again, I'll have hundred steel-clad Legendary warriors in few years. Let them come.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Gentlefish on August 26, 2014, 01:34:39 am
Have you tried corpses yet?
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 26, 2014, 01:41:13 am
Have you tried corpses yet?

Yes, the students simply walked over the bodies and body parts I dumped in their midst, which is baffling since everyone else was freaked out by them.

Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Skullsploder on August 26, 2014, 08:30:07 am
Have you tried live goblins or similar? I changed my plan so that the climbing wall features a captured gobbo behind a window. Gobbo is made visible using same repeater as waterfall. Also, do injuries/throwing punches train discipline? If so I may not need the gobbo at all and can simply rely on the kid brainshotting a few poults to get his discipline up.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 26, 2014, 09:53:25 am
Have you tried live goblins or similar? I changed my plan so that the climbing wall features a captured gobbo behind a window. Gobbo is made visible using same repeater as waterfall. Also, do injuries/throwing punches train discipline? If so I may not need the gobbo at all and can simply rely on the kid brainshotting a few poults to get his discipline up.

I would gladly use a goblin since normally they would be readily available but for some reason Searingmines isn't getting any invasions at all. No goblins, not even a roving bandit gang. I might have to antagonize the elves to get some action on the surface.

A herd of rutherers just appeared in the second cavern; I'll try to capture one of them and see if they're scary enough.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Skullsploder on August 26, 2014, 03:13:53 pm
the base rooms +all infrastructure and items are in place. The way I've set it out these rooms come in units of 4, with 2 kids in each, for a total of 8 children per unit. there is one splatter per unit, and each cell in each unit includes a 3x3 airlock space with a craftdwarf's workshop in it. The waterfall/scare trap for the climbing wall is built and linked up to a poor dwarf's repeater: a pressure plate in the main corridor. The turkeys have been bred and there is a gobbler and a hen in each cell, along with a nest box. The cats have been chained in the autosplatter breeding bay. Excluding the 30z splatter chute (I increased it because apparently 30z means guaranteed explosion on impact), the unit takes up approximately 16*8*5, counting all the plumbing and infrastructure, but excluding the access tunnel. These units are more cost-effective in large groups, as the plumbing and food infrastructure is designed to be easily extended in long rows and for rows to be easy to place side by side.

Only problem now is... I have only 1 child in the whole fort of 50 dwarves xD Guess that means I'll have some extra time to prepare the cells before the infant wave hits.

Also, does domestic poultry take fall damage? I only ask because I could get a higher rate of traumatisation with ducks due to them having a higher breed rate than cats, but I'm not sure as to whether they will take falling damage or not. If not, I'll just set up some door traps in the caverns so that I can eventually replace cats with scores of cave crocodiles.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: kingu on August 26, 2014, 04:52:58 pm
Is it even possible to train discipline this way? I have only ever seen military dwarfs gain discipline. Not civilians. Bravery mattes when civ dwarfs with no discipline are about to panic ot not but can that trait be trained changed at all?
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: khearn on August 26, 2014, 05:37:16 pm
Also, does domestic poultry take fall damage? I only ask because I could get a higher rate of traumatisation with ducks due to them having a higher breed rate than cats, but I'm not sure as to whether they will take falling damage or not. If not, I'll just set up some door traps in the caverns so that I can eventually replace cats with scores of cave crocodiles.

Reminds me of the WKRP in Cincinnati Thanksgiving episode, "Turkeys Away"

https://www.youtube.com/watch?v=lf3mgmEdfwg
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: ImagoDeo on August 26, 2014, 07:19:03 pm
A herd of rutherers just appeared in the second cavern; I'll try to capture one of them and see if they're scary enough.

They aren't. Dwarves routinely walk past rutherers without freaking out - or, so has been my experience. I haven't actually seen any post-.34. Let me know how it goes.

Also, does domestic poultry take fall damage? I only ask because I could get a higher rate of traumatisation with ducks due to them having a higher breed rate than cats, but I'm not sure as to whether they will take falling damage or not. If not, I'll just set up some door traps in the caverns so that I can eventually replace cats with scores of cave crocodiles.

So far as I know, no. Technically domestic poultry can fly. The [PET] tag (and the [TAME] status) screws with the pathing for them so they don't usually try, but I haven't ever seen them take fall damage. I would suggest you try it before relying on it.

Further, it just plain makes sense to set up some door traps. Especially now that the pathing issue has been fixed in 40.10.

Cats may not work anyway, now that they're all legendary climbers. I've seen some people having issues with preventing climbing skill from trumping smoothed walls.

Is it even possible to train discipline this way? I have only ever seen military dwarfs gain discipline. Not civilians. Bravery mattes when civ dwarfs with no discipline are about to panic ot not but can that trait be trained changed at all?

It is possible to train discipline by exposing sentient creatures to death. I have seen small stat gains in discipline from my dwarves on occasion. It may require the death of other sentient creatures; if so, the cats won't work.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 27, 2014, 01:32:37 am
They aren't. Dwarves routinely walk past rutherers without freaking out - or, so has been my experience. I haven't actually seen any post-.34. Let me know how it goes.

Ah well, it wouldn't have mattered anyway since a giant cave spider attacked and scattered the rutherers. I'm now thinking about combining silk farming and Discipline training. If only I'd manage to capture it...

It is possible to train discipline by exposing sentient creatures to death. I have seen small stat gains in discipline from my dwarves on occasion. It may require the death of other sentient creatures; if so, the cats won't work.

Based on my, err, "accidental research data" I'd say dead cats won't rustle any dwarven jimmies. I'm now suspecting it would require witnessing an actual combat to get a significant Discipline gain. Maybe a small fighting arena in the middle of the school?
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Skullsploder on August 27, 2014, 05:33:40 am
At the very least, witnessing kitties, or any animal really, going splat will cause them to stop caring about anything anymore. Unless this has been changed from the last version. If seeing the captured goblins and the exploding kitties/poultry/crocs fails to train their discipline, maybe we could put a windowed box between 4 cells where we can pit 1 goblin at at time, with a repeating practice spear. This would count as combat, right?
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Repseki on August 27, 2014, 08:05:28 am
Can animals be assigned to children, or just adults? Because giving all of the students fuzzy little friends to "accidentally" wander into the training room might work for at least some of the students.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 27, 2014, 01:46:52 pm
Can animals be assigned to children, or just adults? Because giving all of the students fuzzy little friends to "accidentally" wander into the training room might work for at least some of the students.

I don't think animals can be assigned to children. Otherwise I'd have assigned a war dog or two to all children in my previous forts, to foil abduction attempts. Even if they could, killing the pets would probably just give bad thoughts to the owners.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 28, 2014, 03:09:13 am
The Searingmines Dwarven Boarding School is proud to celebrate its first two graduations!

By graduation I now mean reaching adulthood with Legendary in at least one of the skills in curriculum. That will have to do; the military academy after this will build that Discipline and Armor User nicely.

Without further delay, I present you the graduates:

Spoiler: Sodel Paddlegods (click to show/hide)

Legendary+1 Fighter
Legendary+1 Dodger
Great Armor User

Spoiler: Zas Girdergleamed (click to show/hide)

Legendary+1 Fighter
Legendary+1 Dodger
Master Armor User

Interestingly, they both seem to have somewhat similar personality. Is the personality set permanently in birth or could it be shaped by childhood experiences?

Both Sodel and Zas are now equipped with quality steel/candy gear and are sparring happily in one of the spare barracks. In time, they'll be joined by other graduates, until all nearly hundred students have grown up.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 28, 2014, 11:21:10 am
So, a Blind Cave Ogre didn't work either in Discipline training. I suppose it would need something truly hostile to make the dwarves lose their cool; if I only could cage the FB currently lurking at the second cavern...
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: wierd on August 28, 2014, 11:29:49 am
A zombie should be the real ticket.

Easier to collect and contain than a FB, is garanteed to be hostile, and creates bad thoughts just from seeing it.

The deal is that it somehow needs to be on a chain. It has been my experience that dwarves don't react to something they see through a window or a fortification. They have to actually be near something with no barriers between for them to bug out.  This is curious, because military dwarves will shoot through fortifications, and FBs will emit through fortifications-- but civvies feel perfectly safe inside fortifications, even when there is crazy all just outside them. That's been my experience anyway.

A chain would keep Mr Skullhead contained, but fully ambulatory otherwise. A gap between Mr Skullhead and Urist McTeenybopper would discourage idle pathing, and still allow direct line of sight.

But how to have a zombie on a chain?

Do things that die on a chain, stay on the chain after being raised as zombies? Clever abuse of a necromancer might work if it does.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Arcvasti on August 28, 2014, 11:32:11 am
Would upright bars or grates work better, then, if fortifications and windows don't?
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: TheHossofMoss on August 28, 2014, 12:06:33 pm
The Searingmines Dwarven Boarding School is proud to celebrate its first two graduations!

By graduation I now mean reaching adulthood with Legendary in at least one of the skills in curriculum. That will have to do; the military academy after this will build that Discipline and Armor User nicely.

Without further delay, I present you the graduates:

Spoiler: Sodel Paddlegods (click to show/hide)

Legendary+1 Fighter
Legendary+1 Dodger
Great Armor User

Spoiler: Zas Girdergleamed (click to show/hide)

Legendary+1 Fighter
Legendary+1 Dodger
Master Armor User

Interestingly, they both seem to have somewhat similar personality. Is the personality set permanently in birth or could it be shaped by childhood experiences?

Both Sodel and Zas are now equipped with quality steel/candy gear and are sparring happily in one of the spare barracks. In time, they'll be joined by other graduates, until all nearly hundred students have grown up.

For Zas...

"She doesn't mind a little discord.." haha that's what we like to hear in Dwarf Fortress!
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: blue sam3 on August 28, 2014, 12:15:28 pm
A zombie should be the real ticket.

Easier to collect and contain than a FB, is garanteed to be hostile, and creates bad thoughts just from seeing it.

The deal is that it somehow needs to be on a chain. It has been my experience that dwarves don't react to something they see through a window or a fortification. They have to actually be near something with no barriers between for them to bug out.  This is curious, because military dwarves will shoot through fortifications, and FBs will emit through fortifications-- but civvies feel perfectly safe inside fortifications, even when there is crazy all just outside them. That's been my experience anyway.

A chain would keep Mr Skullhead contained, but fully ambulatory otherwise. A gap between Mr Skullhead and Urist McTeenybopper would discourage idle pathing, and still allow direct line of sight.

But how to have a zombie on a chain?

Do things that die on a chain, stay on the chain after being raised as zombies? Clever abuse of a necromancer might work if it does.

I seem to remember it's something to do with pathing. Maybe have a creature-repeater style thing behind a window-wall?
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 28, 2014, 12:34:35 pm
Well, I released the ogre to run freely among the students and they seem to be the best buddies in the world. No panic at all; the children just clamber all over him.

Very curious.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 28, 2014, 01:05:14 pm

For Zas...

"She doesn't mind a little discord.." haha that's what we like to hear in Dwarf Fortress!

Actually, they both got that one; as well as the "complete scatterbrain" and "sloppy with ones living space".

Maybe that's the result of a stressed childhood of getting slapped with wooden sticks for years on end?
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on August 28, 2014, 01:57:48 pm
Suddenly the ogre snapped and started flailing madly at the students. It isn't hitting anything because everyone in the room is now Master Dodger or greater, but I decided to call in the militia anyway.

But... for some reason soldiers aren't attacking the ogre; everyone just keeps shouting "I have a part in this. I will have revenge!" and none of the actual revenging is happening.

And despite being in actual combat this time, the students aren't still gaining any Discipline. I don't understand this game anymore.


EDIT: Soon after that everyone, children included, suddenly mobbed the ogre and splattered it all over the classroom. I TRULY don't understand this game anymore...
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Skullsploder on August 29, 2014, 10:02:17 am
To all you guys talking about putting stuff on chains: unless the system has changed significantly since 34.xx, chained creatures are never hostile and will not attack or be attacked by your dwarves. Evidence includes the 4 voracious cave vrawler mounts I chained up in my dining room in 34.11
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on September 01, 2014, 04:36:49 am
Still going! There are now over thirty Legendary students attending, ready to enter military academy upon reaching adulthood.

The harder secondary school facility (with Swimming) for advanced students is still under construction; carpenter shops ran into supply problems when producing the huge amount of training spears needed. Otherwise there's not much to tell; the only two graduates are still sparring and the forges are running out masterwork gear as fast as they can. Couple new candy canes were found near the magma sea so I'm able to dress some of the Searingmine's finest in dashing blue instead of boring old steel.

I actually gave up on early Discipline training since it takes only few weeks of sparring in squad to reach at least Competent level. Everyone will go through military training before full citizenship anyway so it's not really an issue. If the Swimming training works as planned, I'll be happy with that.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on September 01, 2014, 03:19:36 pm
The new school facility is open! Twenty-eight of the boarding school's Legendary students are now attending advanced courses in combat skills and Swimming.

Basically I just added more sticks and a swimming pool with dodge trap bridges crossing over it in the middle. Getting a roast from stockpile to dinner table is now a test of resolve when students can be knocked down to the water several times on the way. It seems to be working; I got Adequate Swimmers in no time at all, and the lagging Armor User skill is also beefing up nicely. I just hope no one's going to starve during this.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Mimodo on September 02, 2014, 03:40:43 am
Alright guys, I have another potential addition to this school.

I've noticed children hanging around the barracks. Now specifically, the children of my two champions. They stick to their fathers like flies to shit (which is extremely annoying when I'm trying to kill a forgotten beast!)

In their time hanging around, they've become a legendary observer. If somehow, children could be taught observer in the schools whilst being "educated", then it would make it much quicker for them to learn things such as weapon skills (under the supervision of a qualified teacher), after graduation.

Just another suggestion for potential implementation in the school. After all, it is to be the finest school in the history of fortresses
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: MDFification on September 02, 2014, 09:14:45 am
A potential innovation:

Create a long shaft (20+ z-levels) that opens up into your Daycare center. Make sure an elevated platform of spikes (alternatively, a masterwork adamantine statue you can imagine represents Armok - you'll see why in a minute) is between your children and the 'blast zone'.
Now, dump all your captured, hostile sentients - elves, kobolds, goblins etc - down the shaft. They should all impact the spikes (alternatively, a statue of Armok now eternally bathing in blood) and explode.

This hardens children against death, trains dodging (avoid the chunks!) and hopefully will terrify the little beardlings out of their minds as hostiles pass within a few tiles of them very, very briefly.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Mimodo on September 02, 2014, 09:17:58 am
A potential innovation:

Create a long shaft (20+ z-levels) that opens up into your Daycare center. Make sure an elevated platform of spikes (alternatively, a masterwork adamantine statue you can imagine represents Armok - you'll see why in a minute) is between your children and the 'blast zone'.
Now, dump all your captured, hostile sentients - elves, kobolds, goblins etc - down the shaft. They should all impact the spikes (alternatively, a statue of Armok now eternally bathing in blood) and explode.

This hardens children against death, trains dodging (avoid the chunks!) and hopefully will terrify the little beardlings out of their minds as hostiles pass within a few tiles of them very, very briefly.

With the climber skill, would there be potential for the enemy to catch the walls during their fall? If so, the shaft would need to be 3*3, and have them dropped down the centre tile
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: MDFification on September 02, 2014, 09:22:32 am
A potential innovation:

Create a long shaft (20+ z-levels) that opens up into your Daycare center. Make sure an elevated platform of spikes (alternatively, a masterwork adamantine statue you can imagine represents Armok - you'll see why in a minute) is between your children and the 'blast zone'.
Now, dump all your captured, hostile sentients - elves, kobolds, goblins etc - down the shaft. They should all impact the spikes (alternatively, a statue of Armok now eternally bathing in blood) and explode.

This hardens children against death, trains dodging (avoid the chunks!) and hopefully will terrify the little beardlings out of their minds as hostiles pass within a few tiles of them very, very briefly.

With the climber skill, would there be potential for the enemy to catch the walls during their fall? If so, the shaft would need to be 3*3, and have them dropped down the centre tile

According to the wiki... nothing is stopping the confetti from hanging onto the  party-decorations if their climbing skills are high enough. Climbing just gives a chance to suspend the in-flight status by grabbing onto an adjacent tile.  So yeah, the shaft should be 3x3.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Bumber on September 03, 2014, 01:32:49 am
According to the wiki... nothing is stopping the confetti from hanging onto the  party-decorations if their climbing skills are high enough. Climbing just gives a chance to suspend the in-flight status by grabbing onto an adjacent tile.  So yeah, the shaft should be 3x3.
Or use some smoothed natural stone. I'm pretty sure that's impossible to climb.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Repseki on September 03, 2014, 09:59:27 am
I seem to be having some issues in my current fort.

Upon adding my forts children to my "Child Care" Burrow, with their bedrooms in the main "exercise" room to hopefully keep them in there, they not only almost entirely ignore the burrow and continue to follow their parents around in small packs like swarming kittens, but have started constantly hurling themselves into the floor, wall, or anything else. This has already cause five deaths via collision with they wooden minecarts I use in my quantum stockpiles.

I'm hoping Toady's note about children not seeking their mothers as much helps, but it's hard to do any Child Care related science when all of the children die of completely non spear-trap related injuries. I could deal with the deaths and unhappiness if they were reasonable about it, but these darn kids wont even die like real Dwarves! The least they could do is dodge off one of the many bridges into the central tube and land in the Main Hall, but no, they have to go for the stationary objects...



Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on September 03, 2014, 10:08:10 am
That's exactly the same behavior I noticed in my fort! I was sure I couldn't be the only one... I've only had two deaths from it but plenty of broken bones and pierced lungs. I hope the next update will fix it.

EDIT: Right after that two more took a dive... one broke his both hands and the other died with a false rib through the heart.  The dead one seems to have been friends with just about everyone so now I've got to do some unhappiness management for a while. Avoiding tantrums is tricky now that I've let the students bond for years.

In other news, I was wondering why my graduates and in fact most of the military are now Administrators by their civilian profession... turns out all those biting and other demonstrations train Organizer at incredible rate. It's only logical!
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on September 04, 2014, 06:55:42 am
Congratulations to Udil Containedletters for becoming the third graduate from the Searingmines Boarding School! Here are his final grades:

Legendary +5 Fighter
Legendary +5 Dodger
High Master Armor User
Proficient Swimmer

Unfortunately young Udil can't join with us here in the graduation ceremony. In his eagerness to join his fellow graduates in the military academy, he decided to strip naked and run to the armor stockpile for his uniform... forgetting that he was still surrounded by hundreds of spinning training spears. I'm sure he'll be more cautious when he's released from the hospital.

EDIT: I've left it out of these reports but every single one of the students aged six or older is Legendary +5 in all social skills, in addition to being friends with every other student. One of the drawbacks of this approach...
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: ImagoDeo on September 04, 2014, 02:50:30 pm
all social skills

Actually, only certain personalities can train Liar and Comedian, as far as I'm aware.

Beyond that, the social skills of your recruits shouldn't matter if you can get them 1) used to tragedy and 2) disciplined. That's one thing I've tried to emphasize all along: it doesn't really matter how many people they're friends with if they don't care when they die. Solitary confinement has always been unnecessary so long as adequate tragedy training takes place.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Skullsploder on September 04, 2014, 03:05:18 pm
I have to say, despite my personal preference for solitary, the gains made by group schooling are indisputable. All you need to do is add in some serious tragedy training, else the social skills will be a disaster for your fort.

The death of animals trains tragedy. 30z plus is apparently the required drop height for goresplosions, according to the wiki.

I've been too busy to do anything in my own fort, sadly :( I'm still sitting with 1 child, 4 babies, and 4 furnished cells. Drop chute is aaaaaaalmost done, just need to smooth it up and down and remove the staircase, since I assume falling creatures can now cling to staircases. Or maybe I should take the 3x3 chute option, just to be safe. Meh. Also I have traps set up in the first cavern layer, but my hopes aren't very high. I'm currently mining for the next layers, and ramping up my food production temporarily so that I can fill the stockpiles and surplus can start flowing into the cells, and I will set up one of the cells with a repeating spike to test the viability of danger room training in solitary. This weekend I should finally be able to give you all some proper data about solitary confinement.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: MDFification on September 04, 2014, 03:10:29 pm
I'll be interested to hear your results! I'll likely set up a test chamber once I finish my science fort. I really don't have any time to play what with frosh week ending and classes starting and all that. I had to read 140 pages of the Odyssey today! This was not an accident of poor planning!
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: khearn on September 04, 2014, 05:16:08 pm
My testing in 34.10 showed that a 25z drop is sufficient for full dismemberment. Eight test subjects were dropped and all 8 were dismembered. I also did a 24z drop, which was not sufficient for any of the 8 test subjects to be dismembered. Both drops were done with the test subjects starting out standing on hatches. I haven't done any rigorous testing on 40.XX, but the falls I've seen seem consistent with what I observed on 34.10.

If you drop from a retracting bridge, they start with a random velocity (horizontal and vertical) which can result in collisions with the walls on the way down. I did a 30z drop off a retracting bridge and one subject (out of 10 dropped) actually survived after hitting the wall on the way down. Presumably the wall collision slowed him down enough to survive the landing.

I don't think I did any testing of pitting test subjects. All my notes are of subjects starting out standing on either retracting bridges or hatches.

BTW, my tests also determined that the acceleration due to gravity in DF is ~= 0.032075 z/(tick^2).

   Keith
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: StagnantSoul on September 04, 2014, 05:33:53 pm
All you need to do is throw in flash cloning, and we can start the ORION Program/Spartan Project here.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on September 05, 2014, 01:43:58 am
I've had serious trouble with early tragedy training. The students just don't seem to flinch no matter what amount of gore I'll spray them with. I even tested the drop chute idea by burrowing most of the fort population to the bottom of the disused invader V.I.P. entrance (25z high dodge trap with lead floors) and dropped a wolf cub in it. Nobody seemed to care.

I now do the hardening part during the year or two of military training right after graduation. Discipline will be trained automatically during sparring and I'm sure there'll be chances to get used to tragedy at some point. At least I'll make sure the graduates will be in the front line during those rare times when something hostile shows itself.

In few game weeks the last of the migrant children will graduate and then there'll be several years before the children born during the Great Orgy of 40.07 start maturing. I should have plenty of time to test new ideas for tragedy and Discipline training. Those kids will be monsters when they grow up.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: StagnantSoul on September 05, 2014, 02:06:18 am
It's because they're probably too small to leave a corpse. Want to truly scare the living (soon to be dead) urists out of these kids? Drop one of their own mothers down there. I accidentally pitted an unconscious dwarf into a daycare in 40.04, and it happened to be one of their mothers. Yeah.... The tantrum training helped a lot.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: Staalo on September 05, 2014, 03:48:36 am
Oh, it left a very nice corpse, it's just that the dwarves didn't seem to mind animal deaths at all. The students didn't react even when I packed their school half full of dwarven corpses and body parts. Straight out splattering their relatives would probably provoke a reaction but even that would probably be the wrong kind of reaction, resulting in tantrums, violence and unnecessary student deaths.

Sometimes an occasional Dwarven Flying Syndrome victim ends up where the students could see them and as far as I can tell they only get a bad thought about a dead friend.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: StagnantSoul on September 05, 2014, 03:59:46 am
Huh... Odd. Worst case scenario, I'd say place a wolf in there.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: MDFification on September 05, 2014, 06:28:15 am
Hrm. I think the drop chute method can still be used to train discipline due to (possibly a bug; sauce (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161#c28460)) dwarves still panicking at the sight of horrifying corpses. This does not seem to work with all corpses, only with specific ones dwarves find terrifying - of which the notable ones are trolls, ettins and forgotten beasts. Further testing may be required with these specific species - regular creatures are not known to cause the same effect.

tl;dr further testing required, change the corpses to a more frightening species (like trolls) and try dropped captured (and stripped) invaders.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Staalo on September 05, 2014, 08:19:31 am
I'd believe dropping other sentients could work... maybe some kind of automated goblin salsa machine would harden students enough during training?

I'd test it but I'm still not getting any sieges... perhaps it would work if I'd mod [CAN_LEARN] tag to wolves or dogs?
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: MDFification on September 05, 2014, 10:57:27 am
I'd believe dropping other sentients could work... maybe some kind of automated goblin salsa machine would harden students enough during training?

I'd test it but I'm still not getting any sieges... perhaps it would work if I'd mod [CAN_LEARN] tag to wolves or dogs?

That might work. I think if you do that you should try it on something hostile by nature (i.e. [LARGE_PREDATOR]) so that the dwarves have the instinct to flee from it before it impacts, just to see if hardness and discipline can be trained simultaneously.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Staalo on September 05, 2014, 12:13:20 pm
Ok, results from drop test two, five sentient wolves and wolf cubs from height of 25 urists to lead floor:

Lots of splattage and mangled canine bodies, exactly one horrified student (the one with "can't handle stress well" personality trait). All students got a "has witnessed death" thought, so that at least sounds promising.

I can't measure Discipline gains yet, that has to wait until 40.11-compatible version of Dwarf Therapist is released.
Title: Re: Dwarven Child Care [Reboot] (Need Moar Discipline)
Post by: TheHossofMoss on September 05, 2014, 01:00:25 pm
Hrm. I think the drop chute method can still be used to train discipline due to (possibly a bug; sauce (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161#c28460)) dwarves still panicking at the sight of horrifying corpses. This does not seem to work with all corpses, only with specific ones dwarves find terrifying - of which the notable ones are trolls, ettins and forgotten beasts. Further testing may be required with these specific species - regular creatures are not known to cause the same effect.

tl;dr further testing required, change the corpses to a more frightening species (like trolls) and try dropped captured (and stripped) invaders.

Speaking of dropping Forgotten Beasts, are there kinds of FBs that don't explode on impact? I understand fleshy ones doing that, but what if they are made of metal or gems? Will they explode with gems flying everywhere?
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Staalo on September 05, 2014, 02:07:45 pm
My descent to madness has begun. I just realized I have given intelligence and self-awareness to virtual animals only to kill them in horrible ways to achieve emotional scarring in other virtual sentient beings.

So anyway, i penned a sentient wolf cub in the training area.

It died in a very grisly manner but no one got terrified this time. Still, the "Death... this is truly horrifying" cries from the students would hint that the tragedy training is working somewhat.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Wolfhunter107 on September 05, 2014, 05:18:26 pm
Good. It has began.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: MDFification on September 05, 2014, 08:34:36 pm
Alright! We've got tragedy training, although in an unmodded game it requires an absurd amount of captures 'ummies, goblins, elves and kobolds... well, anyone with CAN_LEARN I guess.
Discipline can be measured with the currently released DFhack compatible with 40.xx - you just go to the units screen and press L (lowercase). It'll bring up the units and a list of their levels in all skills, in a neat graphical format that lets you look at many dwarves at once!

Not sure about the forgotten beast drop. I mean, dropping from 25+ z-levels onto a lead tile (ground weight matters significantly) would probably kill and explode anything that isn't a blob, but I can't confirm this. Anyway, there's much better uses for captured FBs than dumping their corpses into a pit when you could just as easily use a troll... if your fort wasn't cured like Staalo's to never see invasion apparently.

Perhaps you can use DFhack to force an invasion for testing? I really have no time to sink into my testing fort. Uni being srs business atm and all that.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Staalo on September 06, 2014, 04:18:41 am
Over ten wolf cubs were required to die a gruesome death before some students got the "is getting used to tragedy" token. At this rate I'll run out of sentient animals before getting to "doesn't really care about anything" with all students.

As far as I can tell there's still no significant Discipline gain from witnessing the deaths; all students are still at Dabbling level. I can't get the current version of DFHack to work with 40.11 either, so I can't measure skill development accurately.

When DFHack is updated I'll see what can be done with invasion triggering. Since I've already started cheating I might as well go all the way.

In other news, some students have taken to sleeping on the training floor, despite there being beds available. Curiously they're still dodging spears while asleep.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: MDFification on September 06, 2014, 06:01:39 am
As I said; you only get discipline gains from certain corpses. The ones I can confirm give it so far are Trolls, Ettins and Forgotten Beasts. However it may be a bug, and thus may be fixed in future.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Staalo on September 06, 2014, 06:35:32 am
I don't really worry about Discipline that much; the military training will take care of that very quickly. But, if I manage to capture any large hostile creatures at some point I'll see what they'll do.

I ran out of sentient wolf pups, it took well over twenty of them to get all lower school students to "getting used to tragedy" level. Now I'll have to wait for the population to grow back a bit. Although I do have over fifty war dogs in cages... maybe it's time for another atrocity in the name of science?

EDIT: Figured out why students had started sleeping on the floor: the latest update stops dwarves from sleeping in hospital zones. That's bad news for my dual-purpose sleeping/hospital area but the hospital part wasn't really used anyway. I'm just surprised that the students weren't instantly perforated when they fell asleep in the classroom.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: MDFification on September 06, 2014, 07:17:57 am
Question for Staalo - do you dump leather armor in the school with your children so that when/if their clothing rots, the only thing to replace it with is leather? Because if so, you can force them all to equip leather armor until they're let out.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Bates on September 06, 2014, 07:19:44 am
As I said; you only get discipline gains from certain corpses. The ones I can confirm give it so far are Trolls, Ettins and Forgotten Beasts. However it may be a bug, and thus may be fixed in future.

Goblins work too.

In fact, many of my civilians in my current fort have discipline at competent level without ever seeing combat.
I put a couple of goblin corpse stockpiles near my fort entrance and dwarves passing by them get horrified and learn a bit of discipline.
That's also where my new recruitees train for the first couple of monts to toughen them up faster.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Staalo on September 06, 2014, 08:20:36 am
Question for Staalo - do you dump leather armor in the school with your children so that when/if their clothing rots, the only thing to replace it with is leather? Because if so, you can force them all to equip leather armor until they're let out.

No, the students just use ordinary clothing from the main stockpile. I let the students out whenever I'm making modifications to the facilities; they'll use the opportunity to replace their XclothesX with new ones. Since civilian alert states surpass ordinary burrow designations, I abuse those to switch school burrows on and off without hassle.

In previous fortress I had a separate clothes stockpile within the school burrow but that only took unnecessary space and tended to get full of (large troll fur loincloths) from sieges.

Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Repseki on September 06, 2014, 08:25:02 am
Question for Staalo - do you dump leather armor in the school with your children so that when/if their clothing rots, the only thing to replace it with is leather? Because if so, you can force them all to equip leather armor until they're let out.

I'm pretty sure, even if it was all they had available, non-military wont wear armor of any kind, even leather. Assuming you mean actual armor, and not just clothing made from leather.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: wierd on September 07, 2014, 01:29:08 am
some sentients can breed in captivity.

a good one to use is kobolds, since, iirc, they lay eggs.

so do serpent people.

it would be worthy of investigation if tamed serpent people can be abused in the fashion. large quantities of serpent person hatchlings can be produced, similarly to mass producing turkeys, or at least it was possible previously.

(my new job has me so occupied, that i really dont have the time to play anymore.)
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: Staalo on September 07, 2014, 04:07:58 am
More horrible experiments in the name of science: I added the [INTELLIGENT] tag to dog raws to continue the tragedy training. Unfortunately, while being effective in traumatizing students that also meant the dogs started getting hungry and thirsty...

When I noticed this I quickly replaced the [INTELLIGENT] with [CAN_LEARN] as earlier. Unfortunately that didn't reset their hunger status so now I have a fortress full of starving and dehydrated war dogs who never actually starve to death... I am a horrible person.

Other than that, the tragedy training is progressing slowly but steadily. About thirty murdered animals later some students are getting the "is a hardened individual" status. I'd believe this would be easier with a steady supply of captured invaders.
Title: Re: Dwarven Child Care [Reboot] (Tragedy Training for Children is Hard)
Post by: ImagoDeo on September 07, 2014, 09:39:39 am
I'd believe this would be easier with a steady supply of captured invaders.

This is essentially what I had planned to do for tragedy training in the dining halls of each of my major fortresses. I haven't built a fort strong enough to make that a reality, though.

All the same, it's good to have confirmation of the sentient/nonsentient thing. The wiki had a fallacious paragraph or two talking about dropping puppies for quite some time and I never really believed it.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Chaine Maile on September 07, 2014, 12:47:25 pm
Its worth noting that in my "death causeway" project at about 20 sentient deaths some of the survivors got "doesn't care about anything anymore". Doesn't look like it takes very long.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 07, 2014, 03:43:20 pm
Its worth noting that in my "death causeway" project at about 20 sentient deaths some of the survivors got "doesn't care about anything anymore". Doesn't look like it takes very long.

I had to waste nearly twice as many lives to get the first "doesn't really care about anything anymore" statuses. But it's getting there... I'm just hoping I don't run out of dogs before that.

If I totally run out of upliftable animals, I'll have to send the squads to clear out some cavern wildlife again... maybe some troglodytes or animal men will move in.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: ImagoDeo on September 07, 2014, 09:01:13 pm
Its worth noting that in my "death causeway" project at about 20 sentient deaths some of the survivors got "doesn't care about anything anymore". Doesn't look like it takes very long.

I had to waste nearly twice as many lives to get the first "doesn't really care about anything anymore" statuses. But it's getting there... I'm just hoping I don't run out of dogs before that.

If I totally run out of upliftable animals, I'll have to send the squads to clear out some cavern wildlife again... maybe some troglodytes or animal men will move in.

In theory, modding and capturing animal men won't be really necessary. Goblin sieges will provide sufficient horrific death.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Arcvasti on September 07, 2014, 11:19:12 pm
Its worth noting that in my "death causeway" project at about 20 sentient deaths some of the survivors got "doesn't care about anything anymore". Doesn't look like it takes very long.

I had to waste nearly twice as many lives to get the first "doesn't really care about anything anymore" statuses. But it's getting there... I'm just hoping I don't run out of dogs before that.

If I totally run out of upliftable animals, I'll have to send the squads to clear out some cavern wildlife again... maybe some troglodytes or animal men will move in.

In theory, modding and capturing animal men won't be really necessary. Goblin sieges will provide sufficient horrific death.

From what I remember about the latest version, goblin sieges are erratic and smaller then normal. Might have been fixed since then though.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 08, 2014, 01:29:56 am
I'm still not having even those smaller sieges, that's why I have to resort to atrocities to get those students traumatized properly.

Things might be looking up, though. The liaisons tell me every year that the local goblin civilization "Sin of Fat" is steamrolling further through the continent so I'm hoping they'll pay poor old Searingmines a visit at some point. I have several comfy cages ready for those Sin of Fat people.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 08, 2014, 03:04:33 pm
"Urist McStudent has been quite content lately. He has seen some shit."

Tragedy training is progressing slowly. The fortress is chugging along at sedate 5 FPS when caravan is visiting so I'm just letting the game run on background and check back  every few minutes. I'm running out of dogs but several students are already at "doesn't really care about anything" level.

Both schools are now slaughterhouses filled with blood, vomit and teeth. There'll be some cleaning to do when this phase of training is over; I suspect the mess is partially responsible of the FPS death. For now, I let them be... I like to think the students just had an exceptionally energetic frat party. After all, it's not a real party until someone pukes into the swimming pool.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 09, 2014, 02:18:49 am
Continuing monologue to keep this thread somewhere near the first page...

I have been experimenting on various kinds of educational violence and their effects on the student mind. There's one puzzling interaction I keep noticing; when I release some wildlife inside the school burrow, the hostility between them and the fortress citizens seems to misdirect somehow. They won't attack the students, and even militia members with kill orders just follow them around seemingly unable to attack them. When the animals leave school grounds, they instantly get attacked by militia.

I suspect this is because the game interprets the wild animals being "in combat" with the training equipment and relegates everyone else to some kind of bystander status. Why militia with specific kill orders won't still engage is a mystery.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 09, 2014, 02:35:14 am
Oh yes, and seeing how the [CAN_LEARN] animals are actually learning combat skills before succumbing to inevitable, I'm thinking about the next project after this:

Project "Cujo", to raise war dogs to their full potential.

How do unarmored creatures fare in coinstar rooms?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: StagnantSoul on September 09, 2014, 03:54:12 am
I already tried a few designs for a "Cujo" project, including four days spent nearly exclusively on making animals stronger. It didn't do much, just brought me barely stronger dogs/bears/gorillas/rhinos/giant lions/elephants. Rhinos and elephants fared well, with the highest growth. Everything else did rather poorly. You can give it a try though. I tried a lot of things: falling knives/rocks/logs/blocks, training spears, other animals, nothing really did much.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 09, 2014, 12:05:55 pm
Ah, too bad. I had hoped that a war dog with Legendary Fighter and Dodger could at least handle a snatcher with some diginity.

Unboosted war dogs seem so underpowered, more like war chihuahuas than iron jawed slabs of muscle, fur and hate they should be.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: StagnantSoul on September 09, 2014, 12:57:45 pm
Oh, they can't learn skills.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 09, 2014, 01:14:53 pm
I meant training skills with [CAN_LEARN] modded in, as I'm now doing with dogs; that was the idea of the "Cujo" project. But let's not derail this thread...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: ImagoDeo on September 09, 2014, 08:18:27 pm
I meant training skills with [CAN_LEARN] modded in, as I'm now doing with dogs; that was the idea of the "Cujo" project. But let's not derail this thread...

Yes, thank you. You can mod in natural skill tags for them if you really want something a little more impressive.

I'm still waiting on a mostly stable version to appear so I can settle in for the long haul on my own project. So far, each time I redownload and start enjoying it, Toady throws out some update which contains a bugfix that I realize I can't live without. So I leave off playing DF.

Well, that and college keeps getting in the way. But I'm determined to do my own testing sooner or later, hopefully on a map with goblin invasions so I can use their sentient death to harden my population instead of relying on modding puppies.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: CancerousCthulhu on September 10, 2014, 05:22:49 pm
So, I've read through the thread and noticed a trend. Most people seem to be over thinking and creating highly convoluted cells with water pools, live goblins on chains, dead goblins not on chains, climbing walls, weapon traps, etc. when the only real results have come from Staalo's incredibly simple (Not calling him simple of course :P) childcare system. When I finally get a long term fort going (Confound thee Toady with your wonderful bugfixes!) I'm going to try a similar system and hope for some nice gobbo invasions to turn into sentient, meat-filled firework displays amidst the crowds of stick dodging, kung-fu fighting super-soldiers-to-be. Then "graduate" them to a much harsher training facility once they reach adept or so at dodging.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Repseki on September 10, 2014, 05:41:01 pm
If the system isn't overly complicated and utterly convoluted it clearly isn't Dwarfy enough to make.

The biggest obstacle I've run across is keeping the children in the burrow, and not running around the fort bashing the heads into things the moment they are assigned to it.

I haven't gotten around to trying after the "children not following their mothers as much" fix though, so that might have helped some.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 11, 2014, 01:33:45 am
Thank you for your kind words, CancerousCthulhu! The original boarding school was an experiment in old 34.11 fort that predates this thread so it's not nearly as ambitious as some of the initial ideas here. Initially the purpose was just keep the children safe from snatchers and to teach them some skills at the same time. With ideas from people in this thread the concept has developed somewhat.

Repseki, the Flying Dwarf Syndrome seems to have been fixed. When I migrated the save to 40.11 I had an initial spike of dwarves crash landing all around the fortress but after that I haven't had a single case of FDS.

Overall, the upates aren't that much of a problem now that the saves are compatible. This world was initially genned in 40.06 and the fort's hundred children were a gift from 40.07's "breed like animals" bug.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Repseki on September 11, 2014, 10:35:53 am
Good to know, I'll have to give it another shot.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 11, 2014, 02:49:00 pm
Well well, speak of the boiling demon, a student broke his hand and impaled his liver in a classic FDS case. I was switching rapidly between civilian alerts at the time so at least it's not as common occurrence as it used to be.

I also ran out of dogs to murder brutally. Most of the students don't "really care about anything anymore" and almost all the rest are "hardened individuals." Few students haven't gained any hardening at all from the slaughtering; I think there could be some specific personality attributes in play there.

Nevertheless, I'm going to be happy with this result and declare the tragedy training done. The cleaners can finally mop up all the dog blood and teeth from the floor and classes will resume normally. Next batch of students will reach adulthood in about two years.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 11, 2014, 03:33:35 pm
So I've not kept track of the entire thread.  What's the currently 'running theories' on room design, and what have we learned?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: khearn on September 11, 2014, 04:36:30 pm
From what I've gathered, it's basically a danger room with food, drink, and beds on various sides so the kiddies have to traverse the area with spears. This has managed to train defensive skills pretty effectively. A few years of it seems to be almost as effective as a week or two in a regular danger room, except it doesn't train weapon skills. But this can be done to with kiddies, instead of waiting until they're adults.

Various attempts at exposing them to caged/chained/visible critters seem to be largely unsuccessful in improving discipline.

Modding puppies to be sapient and dropping them so they splat seems to work, but has limited application in the real world (for DF definitions of "real world"). This would probably be effective with a decent supply of actual sapient creatures, like goblin or elven volunteers.

Some success training climbing may have happened, but probably is of limited value. There has been discussion of training swimming, but I'm not sure if anyone has implemented anything.

But I haven't been paying close attention to everything that has been done, so I may have missed details. I'm currently working on research into which animals are the most effective for food production, which isn't nearly as amusing as dwarven child endangerment care. :)

   Keith
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 12, 2014, 01:24:50 am
Also, Swimming training is easy to add in by building a swimming pool adjacent to the spear traps. Once the children start truly moving when dodging (around Adept or so) they'll spend a lot of time in the water. I'd like to add some kind of controlled drowning to build up recuperation but that would likely result in heavy casualties in the name of science.

So, at this point, the following skills can be trained automatically just by leaving the children in the daycare:

- Fighter
- Dodger
- Armor User
- Swimmer
- all social skills trainable just by idling
- combat hardness (by killing lots of any sentient creatures within view, preferably in some automated way)

Climbing might be feasible to add in but the problem seems to be in motivating the children to go wall climbing.
Discipline proved to be a problem for some reason; the children seemed very resistant to all kinds of horrification attempts. Still, that's one that should be teachable.

I think there aren't a lot more that could be taught to children; Growing could be trained of course with a connected farm plot. Very occasionally children will gain combat skills like Wrestling of Shield User when sparring soldiers bump into them.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Urist McWhatTheHellGuys? on September 12, 2014, 04:43:11 am
Problem is that you don't want them to train social skills, dwarves with friends are tantrum spiral bait.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Reelya on September 12, 2014, 04:58:17 am
Growing is better taught to specialized kids rather than all kids. You only want new farmers occasionally, and you want the new recruit to start as maxxed out as possible.

Here's one idea for that (which I haven't tried but should work). Put the farmers in a burrow that does not include the stockpile to take the crops to, and burrow a kid or two in there who have access to both the fields and stockpiles. Then, the farmers can focus on planting (where skill does affect crop stack size) and the kid can focus on harvesting/hauling (which doesn't affect crop stack size).
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 12, 2014, 05:14:22 am
Problem is that you don't want them to train social skills, dwarves with friends are tantrum spiral bait.

That's very true; I've had few chilly moments when a child dies from a bad case of FDS and half of his 90+ friends  are suddenly flashing red.

Dwarves seem now to befriend each other faster than in 34.11, although one of the fixes for 40.13 will likely help that somewhat.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 12, 2014, 05:22:45 am
Growing is better taught to specialized kids rather than all kids. You only want new farmers occasionally, and you want the new recruit to start as maxxed out as possible.

True, but on the other hand each child has eleven years to use for schooling. There's plenty of time to max out everything that is maxable. Actually, there's no reason to not max out everything.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: blue sam3 on September 12, 2014, 10:32:17 am
From what I've gathered, it's basically a danger room with food, drink, and beds on various sides so the kiddies have to traverse the area with spears. This has managed to train defensive skills pretty effectively. A few years of it seems to be almost as effective as a week or two in a regular danger room, except it doesn't train weapon skills. But this can be done to with kiddies, instead of waiting until they're adults.

Various attempts at exposing them to caged/chained/visible critters seem to be largely unsuccessful in improving discipline.

Modding puppies to be sapient and dropping them so they splat seems to work, but has limited application in the real world (for DF definitions of "real world"). This would probably be effective with a decent supply of actual sapient creatures, like goblin or elven volunteers.

Some success training climbing may have happened, but probably is of limited value. There has been discussion of training swimming, but I'm not sure if anyone has implemented anything.

But I haven't been paying close attention to everything that has been done, so I may have missed details. I'm currently working on research into which animals are the most effective for food production, which isn't nearly as amusing as dwarven child endangerment care. :)

   Keith

Because I'm cheap and lazy, I'm using a mess of corridors rather than just a big room (yay, linear rather than quadratic growth!), but basically this. My approach is notably larger, but has the advantage of allowing for easy flooding of parts of the system without flooding others, for swimming training, along with other tweaks.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 12, 2014, 11:33:25 am
Have you read the thread where swimming can be trained during sleep?  A careful application of pressure plates should allow some amount of water control.  The main thing is trying to split 4/7 water out and dump it in a room, easily.  I have solutions for this, of course, but it's kind of fidgety.

A question on climbing: Will they climb if they have to?  If food is placed up on a pedestal, will they climb up to get it, or will they starve?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Arcvasti on September 12, 2014, 05:44:25 pm
Problem is that you don't want them to train social skills, dwarves with friends are tantrum spiral bait.

From what I remember, dwarves with high Consoler or similar skills can actually lessen the impact of tantrum spirals. Or maybe that's just if they're the mayor? Plus social skills train mental attributes, which may or may not be useful.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Reelya on September 12, 2014, 06:45:03 pm
Have you read the thread where swimming can be trained during sleep?  A careful application of pressure plates should allow some amount of water control.  The main thing is trying to split 4/7 water out and dump it in a room, easily.  I have solutions for this, of course, but it's kind of fidgety.

A question on climbing: Will they climb if they have to?  If food is placed up on a pedestal, will they climb up to get it, or will they starve?

Sleep training swimming is an awesome idea.

Linking the sleep area to a water repeater should flood it to alternating 3/7 and 4/7 water. Would that work for sleep training, or is it preferable to have to be 4/7 all the way? I guess with alternating depths they could get washed around. I wonder how that affects sleep. It definitely feels like an exploit though. xD Falling asleep in a room half-filled with water should drown you.

This sounds like a really awesome idea though.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 12, 2014, 07:28:18 pm
If filled with 4/7 water, they will remain asleep and will swim.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Reelya on September 12, 2014, 07:49:04 pm
Maybe 1x1 sleeping pits filled by bucket brigade then, with ramps for getting in and out. I take it they will actually go to sleep in the water, or does it need to be filled once they're asleep?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on September 12, 2014, 08:15:28 pm
Problem is that you don't want them to train social skills, dwarves with friends are tantrum spiral bait.
That's what the tragedy training is for.

A question on climbing: Will they climb if they have to?  If food is placed up on a pedestal, will they climb up to get it, or will they starve?
Toady has said they won't take jobs that require climb pathing. I would assume they'd go for it, but I'm not entirely sure what qualifies as a 'job'.

Bars, logs, and rough stone are the easiest to climb. Blocks are difficult and smoothed walls impossible. I don't suppose difficulty influences skill gain?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 12, 2014, 08:19:58 pm
Maybe 1x1 sleeping pits filled by bucket brigade then, with ramps for getting in and out. I take it they will actually go to sleep in the water, or does it need to be filled once they're asleep?
They won't go to sleep in water, but they will remain asleep in water.
Problem is that you don't want them to train social skills, dwarves with friends are tantrum spiral bait.
That's what the tragedy training is for.

A question on climbing: Will they climb if they have to?  If food is placed up on a pedestal, will they climb up to get it, or will they starve?
Toady has said they won't take jobs that require climb pathing. I would assume they'd go for it, but I'm not entirely sure what qualifies as a 'job'.

Rough stone, bars, and logs are the easiest to climb. I don't suppose difficulty influences skill gain?
Difficulty makes ZERO difference.  The time spent on a task is what determines gains.  Every frame that they're on a task, is gaining skill.  If they're hungry and tired and taking a long time to complete tasks, then they're gaining more because it takes longer.

So, how do dwarves climb, ever, if they don't take jobs that require climbing?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on September 12, 2014, 08:22:40 pm
So, how do dwarves climb, ever, if they don't take jobs that require climbing?
I've witnessed it during fleeing/attacking. They might conceivably use it to return to a meeting zone, but IDK.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 13, 2014, 04:03:06 am
At least they won't try tor return to their burrows by climbing, even if the only route would be by that way.

I like the "swimming when sleeping" idea. It would be easy to build small individual rooms with auto-filling reservoirs of 7/7 water; these would then equalize into larger spaces of 4/7 water when students comes to sleep. Draining would be a challenge though...

I might build a system like that in the next iteration of the school; right now the dodge trap swimming pool design is proving crude but effective enough.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Reelya on September 13, 2014, 06:07:43 am
Problem is that you don't want them to train social skills, dwarves with friends are tantrum spiral bait.
That's what the tragedy training is for.

A question on climbing: Will they climb if they have to?  If food is placed up on a pedestal, will they climb up to get it, or will they starve?
Toady has said they won't take jobs that require climb pathing. I would assume they'd go for it, but I'm not entirely sure what qualifies as a 'job'.

Bars, logs, and rough stone are the easiest to climb. Blocks are difficult and smoothed walls impossible. I don't suppose difficulty influences skill gain?

A good test would be to create a path to a job that includes a pressure plate that opens a hatch which then blocks the "ground" route forcing them to take a climbing path. Toady said they won't take a job that involves climbing, but a good question is whether they will path to an already taken job location if THAT requires climbing?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Reelya on September 13, 2014, 06:14:39 am
At least they won't try tor return to their burrows by climbing, even if the only route would be by that way.

I like the "swimming when sleeping" idea. It would be easy to build small individual rooms with auto-filling reservoirs of 7/7 water; these would then equalize into larger spaces of 4/7 water when students comes to sleep. Draining would be a challenge though...

I might build a system like that in the next iteration of the school; right now the dodge trap swimming pool design is proving crude but effective enough.

Draining shouldn't be tricky. You need a 4x1 reservoir linked to a constant water source. Once the "on" lever is pulled a floodgate closes separating out 4 tiles of 7/7 water and opening a 1 tile drawbridge that lets the water into the bed chamber. on the other side of the bed chamber have a drainage path. There, you have another floodgate linked to the same lever as the other mechanisms. In total, 7 cells must be connected when the lever is in the "on" position. So you have the 4 reservoir tiles, 1 door space that opens, 1 bed, and 1 wall grate / fortification to stop the kid being washed into the drain area.

So "off" means both floodgates are open and the door is closed, and "on" closes both floodgates and opens the door. drainage and refilling are both achieved in the "off" state. Probably put an escape route in the drain area just in case kids get washed in there.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: blue sam3 on September 13, 2014, 03:50:11 pm
Have you read the thread where swimming can be trained during sleep?  A careful application of pressure plates should allow some amount of water control.  The main thing is trying to split 4/7 water out and dump it in a room, easily.  I have solutions for this, of course, but it's kind of fidgety.

A question on climbing: Will they climb if they have to?  If food is placed up on a pedestal, will they climb up to get it, or will they starve?

4/7 water to room is trivial: use the repeater method to fill a chamber of the same size as the room somewhere directly above it, floored with retracting bridges, turn repeater off (and seal off water input), and open said bridges. Might need a little bit of topping off - either make the upper chamber slightly oversized, top it off with buckets/direct water input, or having 1x1 water chambers for fine tuning without bucket brigades. Obviously, your entrance will have to be entered from above to avoid water losses / flooding of lower levels, so your flood chamber will probably need to be 2 levels above, or a slightly different shape.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 13, 2014, 03:58:18 pm
I like that. It wouldn't even have to be the same shape and size, just a volume of 7/7 water that would fill the room below to 4/7 height. That would even be doable without levers so it's suitable for dozens of separate rooms.

By the way, I remembered Mimodo's observations of training, well, Observer in this post. (http://www.bay12forums.com/smf/index.php?topic=140588.msg5627189#msg5627189) Following this I assigned two sparring squads to train in the school area and it seems the children are slowly gaining Observer. So that can be added to the list of trainable skills as well; I'll keep it up until graduations and see if it's possible to get to Legendary in that also. The watered-down danger room will also keep the soldiers in shape with it's constant gentle poking.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Reelya on September 13, 2014, 07:04:10 pm
Quote
I like that. It wouldn't even have to be the same shape and size, just a volume of 7/7 water that would fill the room below to 4/7 height. That would even be doable without levers so it's suitable for dozens of separate rooms.
That design has problems:

1) all bedrooms to be filled must be 7 squares in size. So it's not compact or targeted at the single bed level.

2) needs multiple levers per room.

you could link 1 lever to both input and output water channels, but if you want to reuse the same reservoir for multiple rooms it needs to be fillable while a room is still in use, hence you need the ability to seal the input valve whilst a room is still in use. So that's 2 levers per room. and you have to time flipping the "off" lever for the water so that the room doesn't overfill. So you also need to have a separate master input lever for the reservoir so you don't have to time it. But now you're up to THREE levers (2 per room (fill and empty) and 1 master water valve) for full control of each single fillable room.

So, with the shared reservoir idea the steps to fill "bedroom #1" would be:

1) close the mater reservoir floodgate lever. - seals input of reservoir
2) close bedroom #1 drain lever - which will stop the water from just flowing right out
3) open bedroom #1 floodgate lever - lets water flow into bedroom
4) close bedroom #1 floodgate lever - once water has settled to 4/7 level.
5) open the mater reservoir floodgate lever - to allow reservoir to refill

5 f***ing lever pulls to fill one bedroom and put the reservoir back into it's initial state. No thanks.

Here's my solution, which combines a reservoir with the bedroom in a modular fashion, and only needs 1 lever per room ever, and operation of each room is entirely independent:

Code: [Select]
#~# < water source
#X# < floodgate 1
#~#
#~# < reservoir area
#~#
#~#
#O# < 1x1 raising drawbridge
### < wall grate or fortification, minimize chance of kid getting squished by drawbridge
#B# < Bed
#X# < drainage floodgate
### < drain tunnel / grates

you hook 1 lever up to both floodgates and the drawbridge. "position 1" of lever opens both floodgates and raises drawbridge, simultaneously draining the bedroom and refilling the tank. "position 2" of the lever closes both floodgates and opens the drawbridge. This separates off 4 x 7/7 water which settles into 4/7 water in the 7 squares between the floodgates. Use floor grates in the drain area, and that can double as an escape tunnel for any kid silly enough to get stuck in there.

With the above set up, most of the area can be floored over so only the 1x1 bedroom is exposed with ramps to climb in and out, and it gives individual control of flooding and refilling each bed.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 13, 2014, 07:38:08 pm
Better solution:
Build a room which is 1x4 and fill it with water.  Add one floodgate.  Add a 1x2 bedroom attached to it.  To enter the bedroom, the dwarf must walk over a pressure plate, which enacts a short timer.  Given time to get into bed, the floodgate opens, and the 4x of 7/7 spill into a total area of 7 tiles, bringing the whole water level to 4/7, then the floodgate shuts and the 1x4 refills.  When the dwarf awakens, then door opening will let the water out, either into a drain or just into the floor.

A little bit of fluid logic is needed to achieve best results, but it shouldn't be terribly complicated compared to other things we're working on.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on September 13, 2014, 08:19:00 pm
At least they won't try tor return to their burrows by climbing, even if the only route would be by that way.
Do dwarves even attempt to return to their burrows? I thought they just stayed in them if they were already inside (or rather, they won't take jobs outside them.) Civilian alerts, maybe.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 14, 2014, 07:58:29 am
Do dwarves even attempt to return to their burrows? I thought they just stayed in them if they were already inside (or rather, they won't take jobs outside them.) Civilian alerts, maybe.

Yes they do, when they stray off the burrow area for whatever reason. In .40.xx they also leave their burrows for short time, without any reason.

In earlier bugfix versions this seemed to be one of the primary causes for Dwarven Flying Syndrome, when a burrowed dwarf realized that he had outside his burrow and apparently  decided that the best way to get back was to jump around randomly, often into stone wall.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: vicwarrior on September 14, 2014, 01:35:11 pm
is a 2x2 espace with a door on one side (locked) and glass on the other to a room where stuff gets gored and sometimes gladiators fight to "teach the students" and "entertain" them will be enough to keep the dogs stressed enough to ocassionally "train" the students?

Also if i line those 2x2 rooms looking into the middle room will keep the children from socializing with eachother (there is still a wall between them) ?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Quartz_Mace on September 14, 2014, 02:39:10 pm
Just wondering. I know this is "child care" and "schools/daycares" are the current priority, but I recall a very good super soldier program that could be added as a "College" for our "students." Basically, a Dwarf was sent into a room with a cave-in trap prepared. They wore full steel plate, except on one leg. A cave-in was triggered and sent the paralyzed beard flying backwards onto a weapon trap with serrated steel discs, surgically removing the leg. The Dwarf is then rushed to the hospital, given a platinum or other heavy crutch and is given work hauling around stones while hobbling with his crutch. Once the subject has developed proper crutch-walking skills, they can hobble faster than a normal Dwarf can run and have gained much strength and speed from hauling. Would it be viable to add this horrible practice Graduation Program?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Drewigi on September 14, 2014, 05:25:40 pm
Just wondering. I know this is "child care" and "schools/daycares" are the current priority, but I recall a very good super soldier program that could be added as a "College" for our "students." Basically, a Dwarf was sent into a room with a cave-in trap prepared. They wore full steel plate, except on one leg. A cave-in was triggered and sent the paralyzed beard flying backwards onto a weapon trap with serrated steel discs, surgically removing the leg. The Dwarf is then rushed to the hospital, given a platinum or other heavy crutch and is given work hauling around stones while hobbling with his crutch. Once the subject has developed proper crutch-walking skills, they can hobble faster than a normal Dwarf can run and have gained much strength and speed from hauling. Would it be viable to add this horrible practice Graduation Program?
That is awesome for people like me who embrace the cruelty.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 14, 2014, 11:14:30 pm
...I have a lot to think about.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on September 14, 2014, 11:44:04 pm
..and have gained much strength and speed from hauling.
Hauling doesn't raise attributes, does it?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 15, 2014, 04:13:24 am
I think I found something that might help with tragedy training...

I noticed recently that all the students are now at "doesn't really care about anything" level, even when I stopped puppy slaughtering months ago. At that point several students were still at "is a hardened individual" level. Now I can't be sure but I think that's because there are still spare teeth laying around the classroom. They count as body parts, right?

Normally seeing these body parts elicits some variation of "Death... this is truly horrifying" response and I'm assuming the combat hardening level goes up small amount. I'd think it should also train Discipline for small amount but that isn't happening for some reason with these students.

Now, when these teeth are scattered among the spear traps, the spears going up hide the teeth and then reveal them again going back. This seems to trigger a tragedy event every cycle, for each tooth separately; the students combat logs are full of these horrified exclamations.

This requires more testing; was this a coincidence or is there potential for some kind of... tragedy repeater? All evidence I have now are the combat logs and the sudden maxing out of combat hardening for all students.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Quartz_Mace on September 15, 2014, 06:18:57 am
..and have gained much strength and speed from hauling.
Hauling doesn't raise attributes, does it?
I thought it did. I might have to double check, but I thought it did. In the case that it does not, it'll still train crutch-walker and they'll probably have superDwarven attributes from the program.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Insanegame27 on September 15, 2014, 07:13:45 am
Everyone here is a sick, emotionally deprived, psychopathic, child-hating inhumane being. +1 now that I'm here.
Idea: lock the children in towers (with windows and a roof, food and water) in the countryside so that they can see the slaughter of all the goblin sieges. this way, there is no danger to the children and they can still see all the blood and gore. although this doesnt train combat skills, you could lock a cat in there as well. or give the kid a LOT of pets and then kill them one by one within view of the tower. Engrave the tower, give him a bed, table, chair, chest and cabinet with all the furniture being good quality. this should give him/her good thoughts from the furni, and bad thoughts+mental hardening from the loss of his pets and view of the gore. bonus points for having a marksdwarf floor on top of the tower with a door that is unlockable by lever and a shitton of bolts and a crossbow locked in the marksdwarf floor.


Stilts keeping the tower up&seperated from the rest of the world and out of reach from building destroyers
1st floor: day/night care. lines represent windows
   ____________
 /                       \
|                         |
|            X           |
|                         |
 \_____________/

2nd floor: replace the windows with fortifications

   ____________
 /                       \
|           __          |
|          [XD          |    X represents stairs surrounded by walls. with a door
|                         |         locked via lever
 \_____________/



Then build a roof over the top
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on September 15, 2014, 01:11:31 pm
Everyone here is a sick, emotionally deprived, psychopathic, child-hating inhumane being. +1 now that I'm here.
Idea: lock the children in towers (with windows and a roof, food and water) in the countryside so that they can see the slaughter of all the goblin sieges. this way, there is no danger to the children and they can still see all the blood and gore. although this doesnt train combat skills, you could lock a cat in there as well. or give the kid a LOT of pets and then kill them one by one within view of the tower. Engrave the tower, give him a bed, table, chair, chest and cabinet with all the furniture being good quality. this should give him/her good thoughts from the furni, and bad thoughts+mental hardening from the loss of his pets and view of the gore. bonus points for having a marksdwarf floor on top of the tower with a door that is unlockable by lever and a shitton of bolts and a crossbow locked in the marksdwarf floor.


Stilts keeping the tower up&seperated from the rest of the world and out of reach from building destroyers
1st floor: day/night care. lines represent windows
   ____________
 /                       \
|                         |
|            X           |
|                         |
 \_____________/

2nd floor: replace the windows with fortifications

   ____________
 /                       \
|           __          |
|          [XD          |    X represents stairs surrounded by walls. with a door
|                         |         locked via lever
 \_____________/



Then build a roof over the top

You insult me sir. I'm no human! I'm a dwarf! :)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: dwarf_reform on September 15, 2014, 01:32:09 pm
I had a kobold attack and one of their partial mangled skeletons ended up right outside the main entrance.. In a fort of 80+ dwarves virtually everyone walks past it bravely, though I still get a couple horrified-dwarf messages every once in a while (they make me happy)..

Now I've set up a stockpile for skulls and skeletons around the kobold, waited for it to get full, then removed the stockpile and forbid all the bones (worried they may not panic about stored body parts, just in case..)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on September 15, 2014, 01:38:42 pm
I had a kobold attack and one of their partial mangled skeletons ended up right outside the main entrance.. In a fort of 80+ dwarves virtually everyone walks past it bravely, though I still get a couple horrified-dwarf messages every once in a while (they make me happy)..

Now I've set up a stockpile for skulls and skeletons around the kobold, waited for it to get full, then removed the stockpile and forbid all the bones (worried they may not panic about stored body parts, just in case..)

Yeah most dwarves in my fort are the same way. I've got a carpenter who has walked by so many dead animals from hunters that he now has Skilled Discipline.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: khearn on September 15, 2014, 02:21:24 pm
I've seen a soldier climb down the wall of my didge-fall pit to pickup equipment at the bottom of the pit. He had a normal route down there, but I guess he thought climbing would be quicker/shorter. SO it appears that dwarves will take a job as long as there is a non-climbing path, but may then choose to take the climbing path. So if you have a very long walk to the booze stockpile and a much shorter climb, it might work to get students to climb. The potential problem would be bootstrapping the skill. I suspect a dwarf with no climbing skill at all wouldn't think a climbing route is shorter, no matter how much shorter it might be.

Regarding swimming while sleeping, won't dwarfs with no swimming skill at all drown if they are in deep water while sleeping? Wouldn't you need to fill, then drain the bedroom quickly enough so that they got some "swim" time, without having time to drown? That should certainly be doable with timers, but a lot of the discussion I'm seeing in this thread seems to assume that you can just flood the room and they'll lay there raising swim skill until they wake up with no danger of drowning.

   Keith
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: ☼!!Troll Fur Sock!!☼ on September 15, 2014, 02:54:47 pm
Climbing can be trained by *insert evil laughter* making them enter their rooms through the food chute. And swimming can be trained to Novice while they're awake.

I was just wondering, how old are the kids when their mothers stop carrying them? Because we could make an all-female hunter/crossbow squad. The newborns would get to see death from a safe distance every single day untill they're too old to be carried. And then they enter the school. This should also train observer and discipline...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 15, 2014, 04:28:40 pm
I thought Invader Santa had finally decided I'm on the good list when a wandering Minotaur stumbled into a cage trap. Unfortunately, despite being a truly hostile being this time, the students ignored it totally when it was shown to them behind fortifications. Then, while trying to reconfigure the containment I accidentally opened a route between the containment and the classroom; the children immediately swarmed the Minotaur and beat it to death with their mitten clad little fists. Scary.

I also tested out the tragedy repeater idea: a test subject with suitable personality (both "has great trouble mastering fear when confronted by danger" and "doesn't handle stress well") was locked into a tiny apartment for few months. In this room the subject was shown repeatedly visions of horror and violence, meaning assorted body parts from sentient creatures, blocked periodically by drawbridge.

The results weren't what I expected. Discipline was trained very slowly but no noticeable tragedy training happened. I'm now unsure what caused the students to max out their combat hardness so fast.

In other news, Swimming and Observer training is progressing better than expected, with first students reaching Legendary very soon.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: khearn on September 15, 2014, 04:37:26 pm
I was just wondering, how old are the kids when their mothers stop carrying them? Because we could make an all-female hunter/crossbow squad. The newborns would get to see death from a safe distance every single day untill they're too old to be carried. And then they enter the school. This should also train observer and discipline...

In general, mothers stop carrying the babies when they become children, and 1 year of age. But immigrant mothers often seem to stop carrying their babies when they reach the edge of the embark area. Those babies spend the remainder of their first year crawling around trying to catch up with their oblivious mothers.

The problem with exposing babies to death is that there are not many (if any) ways to give a baby happy thoughts. I've had times when my fort is full of happy dwarves, and one very unhappy baby who has seen death a few times. I'm always afraid that baby will soon grow up into a very unhappy child who will immediately start tantruming, punch someone popular in the head, and start a nasty spiral.

It really ought to be possible to convince dwarven mothers not to take their babies into combat. This isn't friggin' take your kids to work day.

I don't recall seeing any babies get killed in combat lately, though. That used to be pretty inevitable if you had mothers in your melee squads.

   Keith
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Quartz_Mace on September 15, 2014, 04:49:37 pm
I was just wondering, how old are the kids when their mothers stop carrying them? Because we could make an all-female hunter/crossbow squad. The newborns would get to see death from a safe distance every single day untill they're too old to be carried. And then they enter the school. This should also train observer and discipline...

In general, mothers stop carrying the babies when they become children, and 1 year of age. But immigrant mothers often seem to stop carrying their babies when they reach the edge of the embark area. Those babies spend the remainder of their first year crawling around trying to catch up with their oblivious mothers.

The problem with exposing babies to death is that there are not many (if any) ways to give a baby happy thoughts. I've had times when my fort is full of happy dwarves, and one very unhappy baby who has seen death a few times. I'm always afraid that baby will soon grow up into a very unhappy child who will immediately start tantruming, punch someone popular in the head, and start a nasty spiral.

It really ought to be possible to convince dwarven mothers not to take their babies into combat. This isn't friggin' take your kids to work day.

I don't recall seeing any babies get killed in combat lately, though. That used to be pretty inevitable if you had mothers in your melee squads.

   Keith
I used to create military families just so that the babies, a parent, or both would die and harden the surviving members. It worked fairly well.

Also, about the whole Minotaur thing above, those are promising results. The soldiers have already killed a semi-Megabeast.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 15, 2014, 04:59:41 pm
The results weren't what I expected. Discipline was trained very slowly but no noticeable tragedy training happened. I'm now unsure what caused the students to max out their combat hardness so fast.
Combat itself will raise hardness.  I've observed danger rooms to make a dwarf 'not really care' within 4 months if done right.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 16, 2014, 02:12:46 am
Combat itself will raise hardness.  I've observed danger rooms to make a dwarf 'not really care' within 4 months if done right.

That might have changed or I have something screwy in my setup. It seems my students need to watch things die to gain something in that department. Danger room alone doesn't harden them at all.

The combination of danger room AND seeing dead people... that seems to be working. I sprinkled the other training room with dwarven teeth (thanks for Ùshrir Paddlelistened for her contribution to science!) and it looks like there are some immediate gains in the new test subjects.

Of course hardening is difficult to measure exactly without a suitable tool. Dwarf Therapist doesn't seem to show the hardening stat; are there any others?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Pirate Bob on September 16, 2014, 09:14:20 am
The results weren't what I expected. Discipline was trained very slowly but no noticeable tragedy training happened. I'm now unsure what caused the students to max out their combat hardness so fast.
Combat itself will raise hardness.  I've observed danger rooms to make a dwarf 'not really care' within 4 months if done right.
Can you expand on what "done right" means?  Could this require the trainees have a weapon/shield to parry/block attacks (obviously not possible for children), or did you have your trainees wearing incomplete armor so that they would sometimes sustain mild injuries?  I think I've heard that being injured can raise hardness, but I have no evidence to support this.

Regardless, Staalo's method of sprinkling some teeth around the danger room sounds fantastic and fairly easy.  While training dodging and whatever other combat skills is very nice, I would argue that combat hardness is far more important.  It's all fine and good to have super-soldiers, but super-soldiers that don't go berserk and slaughter everyone for next-to-nothing are infinitely more useful.  I think I will have to task some of my recruits with harvesting teeth from the elven "volunteers"...

Have you tried putting bones, skulls, horns, or any other items produced from butchering in your training rooms?  It's certainly not hard to get teeth, but skulls and horns from butchering are more-or-less useless, so any use for them would be nice.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 16, 2014, 01:34:50 pm
I think any part from a sentient creature will do: elf skulls, goblin bones, whatever you happen to have lying around. I had plenty of teeth so I used those. Ordinary butcher shop waste from non-sentient animals probably will not work.

It would be nice if someone else could verify this method. I have too many variables affecting the outcome so I can't be completely sure if the method actually works like I think it does.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 16, 2014, 01:35:40 pm
BTW, my earlier atrocities have come back to haunt me. I forgot that I still had the sentient dogs modded in and... well, just look what the caravan just brought in:

Spoiler: What have I done... (click to show/hide)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Hotaru on September 16, 2014, 02:01:55 pm
BTW, my earlier atrocities have come back to haunt me. I forgot that I still had the sentient dogs modded in and... well, just look what the caravan just brought in:

Spoiler: What have I done... (click to show/hide)

It was inevitable. Will they do actual work if you buy them? Seems very useful indeed.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 16, 2014, 02:10:21 pm

It was inevitable. Will they do actual work if you buy them? Seems very useful indeed.

No, they're still pets and can't be assigned any jobs (I bought them and tried, of course!) They do have skills like ordinary migrants which makes them somehow even creepier.

Well, it's off to tragedy training with them... I'll have to remember to remove the mod before the next caravan brings me another load of canine craftsmen.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Pirate Bob on September 16, 2014, 02:28:28 pm
It would be nice if someone else could verify this method. I have too many variables affecting the outcome so I can't be completely sure if the method actually works like I think it does.
I will definitely test this with my fort whenever I get time to play again, but I'm not sure when that will be.  I have quite a few children in need of training, and so far I've just been letting them run free, so none of them should have any combat related skills yet.  I can set up two training rooms and put teeth in one to make sure they really do have an impact.  But again, this may not happen for a few weeks, so probably someone else will do it first...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 17, 2014, 10:54:24 am
While waiting for the main group of students to mature I thought I'd put the existing graduates to a light cross training program. They all are already Legendary in weapon and other combat skills so now I'm pushing them to Legendary in as many skills as I'm able. The graduates started with Pump Operating and now they're going through Mining. I'm going to pick the most useful and attribute building skills.

It will still be a game-year before the first fortress born children will graduate. Most of the children were born during a very short time span, due to "the Dwarven Sixties" of version 40.07. They also have very convoluted family relationships: the duke alone has four children with four different women and these children have any number of half sisters and half brothers. Practically everyone is related to each other.

It will be like some huge half-mad hillbilly clan of superdwarves in few years.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 18, 2014, 02:10:23 am
I migrated the save to 40.12 and the students stopped expressing their horror of teeth in the combat logs. This might mean that the tragedy training is not working anymore... is there any way to get numeric values for combat hardness?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: squidraider on September 18, 2014, 10:11:17 am
I've followed this research since the first thread about it for years ago but I've never jumped in. I think it's time to change that. :D
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Pirate Bob on September 18, 2014, 04:20:04 pm
I migrated the save to 40.12 and the students stopped expressing their horror of teeth in the combat logs. This might mean that the tragedy training is not working anymore... is there any way to get numeric values for combat hardness?
I guess that means you just have to start wars with the elves and/or humans to ensure a constant stream of rotting corpses for them to be horrified with?

Hopefully Toady just got rid of the logging of horror (which was kind of annoying anyway).  I will try to start testing myself this weekend, but it may take a while.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 19, 2014, 10:45:32 am
It certainly looks like the traumatization has stopped. Ah well, it was sort of exploity way of training it anyway.


All students are now Legendary in some skill. The last of them, five year old little Sigun Citylenses just hit Legendary in both  Dodger and Fighter. He's still got seven years of school left so I have high hopes for him. The most advanced non-graduated students are long past Legendary +5 in main skills; few of them have raw skill levels nearing 60.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 19, 2014, 12:24:20 pm
How are their attributes?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 19, 2014, 01:40:54 pm
How are their attributes?


Err, which ones do you mean? There are 89 students still at school, along with four graduates.

Overall, the attribute gain has been surprisingly mild. Even the most advanced raw level 59 guy isn't exactly a monster in the physical stats department:

Spoiler: Eshtân Tangledcobalt (click to show/hide)

Although he might have been a bit on the scrawny side to start with... I can't be sure. I didn't even think of logging the stat changes for all nearly hundred starting students.



Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 19, 2014, 01:42:28 pm
Look at them using Dwarf Therapist, particularly under the "Military" tab as it lists their physical attributes.  If you mouse over the tiles, it should have a tooltip that shows their exact attribute number compared to their maximum attribute - not every dwarf can reach the same strength max.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 19, 2014, 02:19:54 pm
Look at them using Dwarf Therapist, particularly under the "Military" tab as it lists their physical attributes.  If you mouse over the tiles, it should have a tooltip that shows their exact attribute number compared to their maximum attribute - not every dwarf can reach the same strength max.

Ok, so for instance Eshtân has the following current/maximum attributes:

Strength 1794/2201
Agility 1440/1440
Toughness 2364/2364
Endurance 2302/2302

Looks like he was just cursed with very humble attribute maximums; at least he has mostly fulfilled his potential on those.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 19, 2014, 03:07:35 pm
Yeah, it looks like you're able to max out attributes given 11 years of danger room.  Not surprising really, but it is good to note.

Now, do we know what stats effect Gait?  Agility used to, before the split.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 19, 2014, 03:39:17 pm
Strength and Agility, according to Wiki. Agility seems easy to max out with danger room training but Strength looks like it will need some additional cross-training.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 19, 2014, 03:43:19 pm
Strength and Agility, according to Wiki. Agility seems easy to max out with danger room training but Strength looks like it will need some additional cross-training.
Did you say screw pumps?  I heard screw pumps.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 19, 2014, 04:01:20 pm
Did you say screw pumps?  I heard screw pumps.

Actually, now that I checked it, looks like the after school military training maxed it for all my graduates.

I'm still pushing them to Legendary with various skills starting from Pump Operator, because, why not?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Girlinhat on September 19, 2014, 04:04:15 pm
I just train my soldiers to pump operating, because they have a nice orange appearance that sets them apart from others.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: khearn on September 19, 2014, 08:05:05 pm
I just train my soldiers to pump operating, because they have a nice orange appearance that sets them apart from others.

It gives them that nice "escaped convict" look. :)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 20, 2014, 04:49:28 pm
First fortress-born students are now coming of age. They are all Legendary +5 Dodgers and Fighters (raw levels over 60), Legendary +1 Armor Users and Grand Master to Legendary Swimmers. Observer seems to be varying from Dabbling to Adept with this bunch, but there are many Legendary Observers coming up later.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on September 21, 2014, 06:44:10 am
You guys finally got this working? Wow. It's kind of disappointing how non-cruel this is, though. It's not nearly as dwarfy as the old version. Still, something like this could be useful for making a megaproject with invaders on. Maybe an obsidian farm of some sort could be created to train up mining?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 26, 2014, 02:48:01 am
Just a slight bump for this thread; has anyone any new ideas regarding turning children into terrifying mentally scarred killing machines?

Searingmines Boarding School continues its slow progress. I expect next batch of graduates to reach Legendary in Swimming, Observer and Armor User, and way, way too Legendary in Fighter and Dodger. That's the skill set I've now settled into, with Climber and Grower training proving too troublesome to get working with existing facilities.

Nearly half of the students have now graduated and the youngest children are now seven years old. That means about five years to completion, plus the necessary military academy year or two. I'm still trying to figure out what to do after that.

While waiting graduations I've been busying other dwarves with various supporting tasks: there is now enough masterwork steel and candy gear for over hundred fully equipped dwarves and food stockpiles can easily take the strain of half the fortress just sparring all the time.
Lately I've started breeding programs with Minotaurs (not too successful) and War Elephants (too successful!); at this rate I can give each graduate his/her own pet War Elephant. Shame about the Minotaurs but maybe the students will be content to play with just the two of them.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: MDFification on September 26, 2014, 06:55:57 am
Just a slight bump for this thread; has anyone any new ideas regarding turning children into terrifying mentally scarred killing machines?

Searingmines Boarding School continues its slow progress. I expect next batch of graduates to reach Legendary in Swimming, Observer and Armor User, and way, way too Legendary in Fighter and Dodger. That's the skill set I've now settled into, with Climber and Grower training proving too troublesome to get working with existing facilities.

Nearly half of the students have now graduated and the youngest children are now seven years old. That means about five years to completion, plus the necessary military academy year or two. I'm still trying to figure out what to do after that.

While waiting graduations I've been busying other dwarves with various supporting tasks: there is now enough masterwork steel and candy gear for over hundred fully equipped dwarves and food stockpiles can easily take the strain of half the fortress just sparring all the time.
Lately I've started breeding programs with Minotaurs (not too successful) and War Elephants (too successful!); at this rate I can give each graduate his/her own pet War Elephant. Shame about the Minotaurs but maybe the students will be content to play with just the two of them.

A pet with [EQUIPS] and masterful fighting skills would be a potent anti-siege weapon.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Insanegame27 on September 26, 2014, 07:31:29 am
Has anyone bothered to test out
Spoiler (click to show/hide)
Idea yet?
Would it work?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: wierd on September 26, 2014, 10:16:34 am
Concerning the needed "Endless supply of intelligent creatures" for tragedy training--

I understand that you have provided this using a modification to dogs to add the [can_learn] tag.

A means of appropriating or home-growing sufficient numbers of intelligent creatures without modding should now be the focus, since the proof of concept stage has completed.

Some animal-men creatures are egg-layers. Such as, for example, cave-swallow-people. However, for containment purposes we would prefferentially want egg layers that dont fly. Say, serpent people.

I don't know if serpent people still claim nestboxes or not.  If they do, they could provide a useful alternative to intelligent dogs.
Egg layers produce large clutches more often than not, making population growth a theoretically viable option.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: arbarbonif on September 26, 2014, 10:34:09 am
Spoiler: Eshtân Tangledcobalt (click to show/hide)
He has a negative view of people that exercise power over others.  Huh, wonder where he got that... :P
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 26, 2014, 02:43:22 pm
Concerning the needed "Endless supply of intelligent creatures" for tragedy training--

I understand that you have provided this using a modification to dogs to add the [can_learn] tag.

A means of appropriating or home-growing sufficient numbers of intelligent creatures without modding should now be the focus, since the proof of concept stage has completed.

Some animal-men creatures are egg-layers. Such as, for example, cave-swallow-people. However, for containment purposes we would prefferentially want egg layers that dont fly. Say, serpent people.

I don't know if serpent people still claim nestboxes or not.  If they do, they could provide a useful alternative to intelligent dogs.
Egg layers produce large clutches more often than not, making population growth a theoretically viable option.

I can't be completely sure yet, but based on my recent failed experiments with Minotaur breeding I'm starting to think that a [PET] or [PET_EXOTIC] tag is needed to get animals to breed in fortress mode. I suppose this includes animal people.

Ideally, the "infinite intelligent creatures" would be supplied by sieges, but since Searingmines isn't getting any of those I had to mess around with dogs.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: lukstra on September 26, 2014, 05:10:31 pm
If children can adopt pets, can't they be used for tragedy training? If along the walls of the "school" there are windows or fortifications to rooms with available dogs or other pets, wouldn't the children adopt them? Then the pet can be atom-smashed etc... for tragedy training.

EDIT
After a little bit of cursory testing children can in-fact adopt pets, which I was unsure of before now. (see picture below)
Spoiler (click to show/hide)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on September 26, 2014, 05:59:38 pm
I just realized that the ideal outcome of DCC is to get kids like that one Rick and Morty "commercial" with the kids eating the cereal out of the leprechaun's guts while he was still alive.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 27, 2014, 02:16:41 am

A pet with [EQUIPS] and masterful fighting skills would be a potent anti-siege weapon.

That gave me an impulse to try a bit of modding in save-scum mode; unfortunately even tamed and trained War Minotaurs had a bad habit of attacking innocent bystanders. I'm not sure which token makes them do that.

So, no pet War Minotaurs for everyone, at least not yet.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Pirate Bob on September 27, 2014, 06:23:50 am
If children can adopt pets, can't they be used for tragedy training? If along the walls of the "school" there are windows or fortifications to rooms with available dogs or other pets, wouldn't the children adopt them? Then the pet can be atom-smashed etc... for tragedy training.

EDIT
After a little bit of cursory testing children can in-fact adopt pets, which I was unsure of before now. (see picture below)
Spoiler (click to show/hide)
As is usually the case in DF, it seems the solution to the problem is mass murder of puppies and kittens  :P. 
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: McDonald on September 29, 2014, 06:11:50 am
Grats on your research, Staalo!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on September 29, 2014, 09:20:15 am
Thank you! Though I fear that some of this "research" will go to waste when the next version with its 119 emotions rolls in. I'd guess at least the combat hardness value will be scrapped at that point.

I wonder if the emotion calculations will be retroactive? In that case I'll probably have a fortress full of frothing insane super soldiers, driven berserk by childhood traumas. What FUN!!!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on October 06, 2014, 12:54:20 pm
Thank you! Though I fear that some of this "research" will go to waste when the next version with its 119 emotions rolls in. I'd guess at least the combat hardness value will be scrapped at that point.

I wonder if the emotion calculations will be retroactive? In that case I'll probably have a fortress full of frothing insane super soldiers, driven berserk by childhood traumas. What FUN!!!

I'm hopeful that it just adds another layer we have to overcome, but doesn't do away with all our !!SCIENCE!!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on October 06, 2014, 01:20:07 pm
Yeah, it'd be a shame if this update did away with all of the ehem, unique personality traits common to dwarves.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Urist McWhatTheHellGuys? on October 06, 2014, 06:38:40 pm
Hmm... gentlemen, the need for tragedy training might perhaps allow us to combine two of the great !!science!! threads. Finally there is a renewed need for mermaid farming.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 07, 2014, 04:14:32 am
It is year 215. Everyone from the 201-203 baby boomer generation have now graduated. There are still nine students left, born later as a result of a fire breathing FB decimating the militia and me being sloppy with the population cap. Since it will be four long game years before the last of them will graduate, I'll do a quick recap of the project at this point.

There are now 85 graduates, with nine more coming if no one dies before that.  Six children dropped out of before reaching Legendary. Seven children died from various reasons, mainly from the dreaded Flying Dwarf Syndrome. If this continues, 94 out of 107 children born and migrated will probably make it through the school with honors. Not bad at all.

The students have been trained in Fighter, Dodger, Armor User, Swimmer, Observer and combat hardness. I also attempted training in Climber and Discipline but couldn't find a working method for them.

The following methods were used in training:


All in all, this project has changed my attitude to dwarven children; I no longer consider them as completely worthless booze guzzlers, but rather as valuable investments paying off in the future. This new generation will handle the ambushes and other little hardships of dwarven life much better than the earlier, unimproved generation. I'll be doing something like this in all my future forts.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Garath on October 07, 2014, 07:37:25 am
I'm constantly amazed, amused and horrified by this thread. Well done. Spartan child raising was for pussies, dwarfs got the real thing
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Techempage on October 07, 2014, 03:47:07 pm
I'm constantly amazed, amused and horrified by this thread. Well done. Spartan child raising was for pussies, dwarfs got the real thing

I can't look at this thread anymore.

The laughing out loud at work is going to let people know I'm not actually working.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: lukstra on October 07, 2014, 07:40:54 pm
I've found in some limited situations that when dwarves are sent to fight re-animated zombies even having professional discipline did not prevent them from experiencing mortal terror many tiles away (10+). If by chance (and good fortune) you get your hands on a zombie it could be released into a room full of trainee's, who would only overcome their terror and kill it when their discipline is high enough. Ideally the zombie would be relatively harmless, like a reanimated head or skin.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on October 08, 2014, 01:25:06 pm
I've found in some limited situations that when dwarves are sent to fight re-animated zombies even having professional discipline did not prevent them from experiencing mortal terror many tiles away (10+). If by chance (and good fortune) you get your hands on a zombie it could be released into a room full of trainee's, who would only overcome their terror and kill it when their discipline is high enough. Ideally the zombie would be relatively harmless, like a reanimated head or skin.

I've had reanimated skin kill several dwarves in a few ticks.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 08, 2014, 03:36:23 pm
I was left thinking about using controlled drowning to build up the recuperation attribute for the students. In fact it bothered me so much that I had to conduct one more cruel experiment.

So, a test chamber was built, a simple 3x3 swimming pool filled with 7/7 water. A retracting bridge was built to cover the entire pool area and linked into a simple lever. A volunteer, one of the dropouts named Rakust Zesònul was dropped into the pool by retracting the bridge and the only exit was locked. The bridge was extended and retracted continuously, causing repeated short drowning spells for the test subject. This was continued until the tester had to be let out of the pool for a drink.

The results were a bit disappointing: Swimmer skill was trained at very fast rate but recuperation wasn't raised at all. Maybe the timing of the bridge retraction could be tweaked to prolong the drowning periods... I will continue tormenting poor Rakust for a while to see if there's any way to get this working.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on October 08, 2014, 06:41:27 pm
Just use 4/7 water. The drowning isn't helping any.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 09, 2014, 02:28:30 am
Just use 4/7 water. The drowning isn't helping any.

I already have an ordinary swimming pool in use. What I was aiming with this setup was to test out a mention in a Wiki comment page (http://dwarffortresswiki.org/index.php/v0.34_Talk:Attribute) about recuperation and drowning. So far no success with that.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on October 09, 2014, 04:37:14 am
I wonder if I just trained my recuperating due to almost choking to death when I read the words "I'm still finding Dog Bone Doctor teeth in odd places", come on man!

Now I wonder if there is anywhere which isn't an odd place to find the teeth of Doctor Doggie McHouser, M.D.?

Oh lord, just showed that to the missus, explained that the dogs have the title which means they have the skills, but won't do the jobs because they're pets.

Now I have the image of a dog looking over your shoulder while you set a broken leg.
"You're doing that wrong."
'OK FINE, WHY DON'T YOU DO IT?'
"I'm a dog."
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Insanegame27 on October 09, 2014, 05:54:59 am
"You're doing that wrong."
'OK FINE, WHY DON'T YOU DO IT?'
"I'm a dog."
Sigged!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on October 09, 2014, 06:55:28 am
:D

It amuses me every time I read it.

Actually that explains why you'd use them for tragedy training.

Doggie McBone Doctor cancels criticism: unsafe terrain.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 09, 2014, 09:12:58 am
Now what other profession would an ambitious and  educated dog choose but Bone Doctor?

But seriously, it also creeped me out beyond belief to see them crying for help and lamenting their injuries in combat logs. Never again.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Pirate Bob on October 09, 2014, 02:45:23 pm
So, your fort of totally insane dwarves thinks that the dogs are intelligent and talking to them, but the dogs don't actually do any work.  It sounds like you have have created Wilfred.  You just need to make the dogs use a custom language with most words replaced with swearing.

More seriously, would a 1x1 chamber surrounded by fortifications/windows containing a zombie work as a replacement for horrifying your children? 

Alternatively, you could just make their playroom overlap with your regular refuse dump.  My dwarves are constantly horrified by refuse, because I put it next to the main entrance - I'm going to have to move it just to get them to go outside without complaining.  I assume this is because there are some bodies of invaders in there.  Maybe this would not work for Staalo though, as I think he said he hasn't had invaders in a while?  In any case, they definitely don't have to witness the death - just the body is enough to get the "horrified" message, although I don't know how much this trains associated skills (this is still the case in 40.13, although it is an imported save).  My corpse stockpile contains elf invaders (the goblin civ keeps sending elves to siege me) and some of my domestic animals killed by said elves.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: DiacetylMorphine on October 09, 2014, 02:48:13 pm
Quote
I already have an ordinary swimming pool in use. What I was aiming with this setup was to test out a mention in a Wiki comment page about recuperation and drowning. So far no success with that.

it work in adventure mode as least, wonder why it's not in fortress
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Slogo on October 09, 2014, 03:19:04 pm
I've thought a lot about climbing training and some about discipline...

One possibility might be to place a hostile creature above a small area where the children are in a way that helps promote climbing (I've seen dwarves climb under this situation before)

C = cage built
+ = doors
# = walls
. = floors
_ = channel
space = open space
Z1
Code: [Select]
#########
##......#
##     .#
##     .#
+C     .#
##     .#
##     .#
##......#
#########
Z0
Code: [Select]
#########
#########
#_.....##
#_.....##
#_.....##
#_......+
#_.....##
#########
#########

Uh basically trap a hostile creature and dig out a room like I showed (though you can work on the design). Link the cage to a lever, put the kids inside on the bottom, lock the doors and pull the lever.

The key features of the room being:


You could experiment with some sort of reveal mechanism for the monster to provide repeated scares -> hides -> scares, and what not, but maybe a design like this would work to some extent?

In either case it seems like you need to frighten dwarves to encourage them to climb, if children can even climb at all. For discipline I'd think you just need a clear ray to the dwarves so they get scared, but something like a pit or other inaccessible terrain so they don't just rush and attack. Monsters have to be sufficiently scary as well I'd imagine, something like a Giant Rat doesn't cause much fear. You need undead or something like that.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 10, 2014, 12:18:02 pm
So, your fort of totally insane dwarves thinks that the dogs are intelligent and talking to them, but the dogs don't actually do any work.  It sounds like you have have created Wilfred.  You just need to make the dogs use a custom language with most words replaced with swearing.

...

It must be all that fungal booze they're quaffing all the time.

Oh, and I have tried all kinds of monster-behind-fortification and corpse-pile-in-the-classroom type scenarios; for some reason they didn't have any effect on the children, even if some visiting adults were freaked out.

Luckily, after all those atrocities with talking dogs all of my students are already fully traumatized. I'm now merely fast-forwarding the game to get the last few students graduated and to finally wind down this boarding school project. After that I'll think up some suitable ending to the fort; there isn't much point to play further without invasions and Searingmines is starting to lose its new fort smell anyway. Maybe I'll abandon the fortress and hope that some graduates will migrate to future forts, or just take all of them to see the circus as a graduation present.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Slogo on October 10, 2014, 01:54:06 pm
So, your fort of totally insane dwarves thinks that the dogs are intelligent and talking to them, but the dogs don't actually do any work.  It sounds like you have have created Wilfred.  You just need to make the dogs use a custom language with most words replaced with swearing.

...

It must be all that fungal booze they're quaffing all the time.

Oh, and I have tried all kinds of monster-behind-fortification and corpse-pile-in-the-classroom type scenarios; for some reason they didn't have any effect on the children, even if some visiting adults were freaked out.

Luckily, after all those atrocities with talking dogs all of my students are already fully traumatized. I'm now merely fast-forwarding the game to get the last few students graduated and to finally wind down this boarding school project. After that I'll think up some suitable ending to the fort; there isn't much point to play further without invasions and Searingmines is starting to lose its new fort smell anyway. Maybe I'll abandon the fortress and hope that some graduates will migrate to future forts, or just take all of them to see the circus as a graduation present.

Maybe leave some of them as children, retire, and see how that impacts migrant children. Like can you get your own super soldier children while they're still children? That or play in legends to pass time and see if your legendary children do anything heroic.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Onod Itlud on October 10, 2014, 03:13:32 pm
-Snip-
I think it would be interesting to see how your ninety or so Legendary Dwarven Fighters impact the world after a fortress retirement. Give it a few years in world then check up on them. Brings up the question of restarting a Dwarven Civilization. Would your legendary Dwarves make enough of a different to halt a Goblin advance in a world where they were dominant? Stuff like that. Interested to see what comes of it in any case.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Vgray on October 11, 2014, 05:20:02 am
-Snip-
I think it would be interesting to see how your ninety or so Legendary Dwarven Fighters impact the world after a fortress retirement. Give it a few years in world then check up on them. Brings up the question of restarting a Dwarven Civilization. Would your legendary Dwarves make enough of a different to halt a Goblin advance in a world where they were dominant? Stuff like that. Interested to see what comes of it in any case.

The answer to that question is actually no at the moment. The attacker always wins post worldgen.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Onod Itlud on October 11, 2014, 10:52:58 am
-snip-
That's a shame. I still thing it may be interesting to see where they pop up in the legends, but that certainly leaves a little to be desired when it comes to the active world.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on October 25, 2014, 06:12:24 am
I don't really understand why you would want to do military training on children below 12 at all, when you are happy to use danger rooms anyway. (Even without danger rooms military training is incredibly fast - especially since the long patrol thought was removed from training.) I also would be interested in the medical data of the successful graduates of staalo's experiment. What development you had in your medical staff?

---

Inspired by this thread, I did a little experiment myself just in normal gameplay, basically putting my reserve barracks into my main dining room / sculpture garden / meeting area (which is 8x8 tiles, my pop is 30) and another barracks next door but connected by windows. After two years I have three results of interest. 1) It increases observer (0->proficient in the most idle dwarf, likely more in children) and 2) it limits social skill progress tremendously - most dwarves still only have novice, dabbling social skills even those hanging around in the area a lot and 3) there was almost no spillover into other combat skills (maybe not crowded enough and not enough dodging due to shield use).

Now, I don't know how this scales up, if you put 90 kids in, but that observing competes with socialising might merit further research.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on October 25, 2014, 09:11:10 am
Mostly it is due to kids being useless boozesuckers, having that wasted time turned into a jumpstarted soldier is handy.

Having the process involve horrible atrocities inflicted upon children regularly just makes it dorfy.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 25, 2014, 02:38:18 pm
I don't really understand why you would want to do military training on children below 12 at all

Why? Well... the short answer is of course "Why not? This is Dwarf Fortress!" but the long answer is a bit more complicated.

Others probably have had other motives for the original "Dwarven Child Care" project but for me it began simply from desire to have the children learn some skills while they were burrowed for eleven years away from snatchers. Then I realized that there's simply no reason not to max out everything possible for everyone before reaching adulthood; not just for soldiers, but for everyone. This is the new normal for dwarves; every peasant will have Legendary +5 skills and all the resulting attribute boosts by the time they'll reach adulthood. And after that they'll start learning their actual profession.

I also would be interested in the medical data of the successful graduates of staalo's experiment. What development you had in your medical staff?

There were surprisingly few training related injuries; the doctors were more occupied with the injuries resulting from the dwarves hurling themselves against the floor (the Flying Dwarf Syndrome, a bug up to version .40.12, I think). There were couple deaths from the FDS and two graduates have permanent lung damage but otherwise all students and graduates are in full health.

The medical staff is now reasonably experienced but not experts in their related skills. I was expecting more carnage so I had several dwarves assigned to medical duties; as a result no one got exceptionally skilled.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on October 26, 2014, 03:17:04 am
I am actually all for !!SCIENCE!!, just wish there were a boarding school setup without spikes and a more acceptable survival rate. If you would run such a system in a live fortress on a likely somewhat smaller scale, you would anyway train the graduates in additional military skills afterwards (weapon, shield, discipline) and I wonder how much time you even gain compared to simply socially trained (maybe some sports like swimming, climbing) dwarves, who can pick up the military skills fairly quickly when put through a military education schedule run by legendary teacherwarrriors - all the student/concentration/organising skills help to increase attributes like memory / patience / focus neglected by the danger room training and make for truly universal education. The way I see it, you trade increased speed of education for casualties among dwarf youth.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on October 26, 2014, 03:43:35 am
The way I see it, you trade increased speed of education for casualties among dwarf youth.
And the downside is?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 26, 2014, 06:33:59 am
Like I said, there were no casualties from the training, and no injuries other than an occasional broken thumb from falling badly into the swimming pool. The only student deaths were from unrelated causes like the jumping bug or following the mother into combat with a fire-spewing FB.

The original danger room setup was actually designed to train combat skills very slowly, with the eleven year training period in mind. I had to build another, harder version of it afterwards to get Armor User fully trained for the more advanced students.

Of course, it is entirely possible to build a boarding school without the spikes and only train Swimming, Observation and maybe Grower (with an added farm plot). That would also be enough to give most of the same attribute boosts to the students.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 26, 2014, 11:55:46 am
Migrated the save to .40.14. The fortress didn't erupt instantly in madness and bloodshed as I had feared, so that at least is good news. The bad news is, as I predicted, that the whole combat hardness mechanism seems to be gone. Looks like I murdered all those puppies for nothing.

It looks like it's time for another bout of !!SCIENCE!! to find out if there are any new ways of "hardening" students in this new dwarven thought system.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on October 30, 2014, 08:40:07 am
Looks like I murdered all those puppies for nothing.

No no no, you did not! They died in the great name of !!!SCIENCE!!!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Urist McVoyager on October 30, 2014, 09:44:20 am
I've heard that people will slowly (or quickly) go insane with the right stressors, and that most folks have never seen them bounce back. I've heard of one case where two such people were chained up in jail together, became best friends, and recovered together. It's possible that friendships are now the key to preventing tantrum spirals. You need your people to make new friends to get over loss.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on October 31, 2014, 02:42:20 am
Given the changes to social skills we may require a school setup to increase them (and corresponding attributes) soon enough.

The battle hardening appears to me to work in pretty similar ways (witnessing death), at least my military dwarves are completely hardened now, even the same message as ever. I have no kids to test this, although I managed to have several romances, but no one married.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on October 31, 2014, 03:33:49 pm
I'll have to continue the research in another fort since this one is running out of students. Almost all children have now graduated and it's time to plan for the endgame.

Since I'll have to gen a new world to get all the goodies in .40.14+ I'm starting to warm up to the "going out with a bang" option, the one that involves taking all children to the circus. I'm curious to see how their training will help when playing with the clowns.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Nail on October 31, 2014, 06:20:13 pm
Yay, a field trip!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on November 03, 2014, 02:38:45 pm
I'll have to continue the research in another fort since this one is running out of students. Almost all children have now graduated and it's time to plan for the endgame.

Since I'll have to gen a new world to get all the goodies in .40.14+ I'm starting to warm up to the "going out with a bang" option, the one that involves taking all children to the circus. I'm curious to see how their training will help when playing with the clowns.

Make sure they get as much cotton candy as possible, and all the peanuts they can grab! Maybe they'll meet the Ringleader!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: wierd on November 03, 2014, 02:54:39 pm
... Mrs Sizzle strikes again... (http://www.bay12forums.com/smf/index.php?topic=127734.msg4359169#msg4359169)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 05, 2014, 03:19:36 pm
IT. IS. DONE.

It's 12th Sandstone, year 219. Little Sigun Citylenses has just graduated and the Searingmines Boarding School project is finally complete.

To celebrate the last graduation day I'm giving everyone free passes to the circus. Have fun kids, and remember to play nice with the clowns!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Magnumcannon on November 05, 2014, 03:56:55 pm
PTW
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: stabbymcstabstab on November 05, 2014, 09:42:14 pm
PTW
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 06, 2014, 04:34:14 pm
It's Fun o'clock at Searingmines. This is the final test for the boarding school training: to welcome the circus face to face, with no traps, cave-ins or obsidian chessboards.

I've prepared a special arena for the event, a space where both melee and crossbow dwarves will get to play equally. At the front wall of the arena is a short access tunnel to the top of the main candy cane, where a miner is right now heading to mine out the last piece. From the back of the arena leads a staircase directly to the main dining hall. Either the graduates will hold the clown rush or the entire fortress gets to enjoy the circus.

Eighty-nine surviving graduates stand ready, assisted by twenty members of the regular militia. I have no idea what they will be facing; against fleshy monsters or snowy/ashy/steamy types they might fare well but if there are any dust-spewing adamantine blobs this might be a short fight indeed.

It could go either way; I'll see in a few moments.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 06, 2014, 06:04:12 pm
Phew, that was tough. Thirty-one graduates and five militia members survived. One demon type got deadly dust, fire ball attack AND fire breath and was impossible to get near. Only two of them wiped out entire squads of soldiers, and there was a second wave consisting several more of those. Luckily the few remaining crossbowdwarves got in a few lucky shots and neutralized them; the melee dwarves made quick work out of all the others. Actually, it wasn't even sporting against those other demon types.

Will post more detailed description later, with pictures...

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: bughunter on November 06, 2014, 08:17:17 pm
Making a new fortress and I am going to try to design a fort for this.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on November 07, 2014, 01:22:39 am
Wow. Only 1/4 of the military forces survived, but more than 1/3 of your graduates survived. Were the graduates wearing the same armor as your military?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on November 07, 2014, 02:04:04 am
Wow. Only 1/4 of the military forces survived, but more than 1/3 of your graduates survived. Were the graduates wearing the same armor as your military?

So many variables...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 07, 2014, 02:39:16 am
Wow. Only 1/4 of the military forces survived, but more than 1/3 of your graduates survived. Were the graduates wearing the same armor as your military?

I think that was more down to pure luck than anything else. In the early stages one militia squad got insta-killed by a direct hit dust attack. If that had hit a graduate squad instead of them the numbers would have been completely different.

Everyone wore the same armor: Exceptional or masterwork steel and candy layered according to the Wiki article. (http://dwarffortresswiki.org/index.php/DF2014:Armor#Size.2C_Permit.2C_and_layering_armor)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on November 07, 2014, 08:03:38 am
Huh. Okay, but that page states that you can't do use that setup in fortress mode, so could you please be slightly more specific? Or are you saying that you just layered as much as possible using candy breastplates, steel mail shirts, etc.? Were the graduates armed?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on November 07, 2014, 12:19:15 pm
Probably means he put issued clothing (hoods/cloaks/gloves/trousers) over the "full" helm/mail/breastplate/gauntlets/greaves/high boots setup, I'd think.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 07, 2014, 12:29:50 pm
Yes, I now realize I should have linked to this one. (http://dwarffortresswiki.org/index.php/DF2014:Armor#Some_more_workarounds_regarding_Size.2C_Permit_and_Layering) I usually use that list as the standard uniform (1 x breastplate, 3 x mail shirt, 6 x cloak etc.) and I've never had problems with it.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on November 07, 2014, 09:45:01 pm
I would do that but it just bugs me, I'd rather have it make more sense than gain the extra bit of coverage from the 2 extra mail shirts and 5 extra cloaks.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on November 08, 2014, 08:58:54 am
I would do that but it just bugs me, I'd rather have it make more sense than gain the extra bit of coverage from the 2 extra mail shirts and 5 extra cloaks.

This.

To be fair, it is far from clear that the extra mail shirts and cloaks did much good. It is not like legendary++ weapon skill, shield skill, dodge skill dwarves are hit that often - and when entire squads vanish to single dust attacks slight differences in positioning are probably far more relevant than any equipment.

As I said elsewhere, I have real trouble getting kids (from dwarves not married on arrival) and any meaningful socialising at all in my current fortress attempt (40.14). Both things I am not used to micromanage, but it appears necessary now. In the current version I would be more impressed with a legendary conversationalist than a legendary fighter/dodger.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 08, 2014, 04:34:14 pm
Yes, armor is one of those things that I've never thought further than that. I just designate that as the standard uniform and then make sure that there's enough high quality pieces for everyone. This time it was a bit larger operation, with around 120 dwarves potentially needing armor. In the end there were pieces for around 150 full suits, just in case.

Armor actually seemed to be somewhat less important now that dodging skills were so highly trained. Only very rarely did an attack hit armor, mostly it was either dodged, blocked or parried. Against the only truly dangerous attacks - the dust or fire attacks from the Burning Demons - all those armor layers were pretty much useless.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: bughunter on November 08, 2014, 08:48:29 pm
Anyone find a way to break the attachment to the children? I have mothers and fathers whining about their kids being locked up in small rooms with dogs and food.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Ambidextrous on November 09, 2014, 12:30:04 am
PTW
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Arcvasti on November 09, 2014, 10:14:48 pm
Anyone find a way to break the attachment to the children? I have mothers and fathers whining about their kids being locked up in small rooms with dogs and food.

Have fortifications so that parents can walk by and see their children are still alive? I haven't actually played with the new emotion system, so I don't know if that will work or not.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Ravendarksky on November 12, 2014, 04:40:59 am
A new development on reddit (http://imgur.com/Jh8qU4K) leads me to believe we can have breeding sentients.... IF you can find a way to make them climb at a specified location.

Basically you get them climbing and have vertical tunnels directly below them down to your training area. Periodically the creatures will breed and the babies will fall down and splat into your training area, covering your recruits with the blood of sentient babies. If that doesn't toughen them up then nothing will.

I'm trying to get hold of the original posters save to see precisely how it happened and if it can be reproduced with say.... elves.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: miauw62 on November 16, 2014, 05:55:27 am
(http://media.oglaf.com/comic/grandmaster.jpg)
(Beware, the site this comic is from is nsfw)
I feel like somebody should crop out the last panel of this. I can't atm, sadly.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on November 16, 2014, 06:51:11 am
IF you can find a way to make them climb at a specified location.

Troglodytes give birth when caged as well.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: khearn on November 22, 2014, 01:14:54 pm
That looks pretty much like the old puppy drop chute. You have a long shaft above your dining hall, with a statue underneath it in the hall. At the top of the shaft is a small room, in which you have a female dog (also works fine with cats). She'll have babies from time to time, and as they get crowded, occasionally one will fall down the shaft and splat on the statue. I see no reason why you couldn't set the same thing up with captured troglodytes.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: rmblr on November 24, 2014, 02:35:11 am
Just read this entire thread. I am simultaneously horrified, amazed, disgusted, and jealous.

Great work Staalo! Bravo.

Is there any update tragedy training after the emotions update?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: kingu on November 24, 2014, 05:52:39 am
A new development on reddit (http://imgur.com/Jh8qU4K) leads me to believe we can have breeding sentients.... IF you can find a way to make them climb at a specified location.

Basically you get them climbing and have vertical tunnels directly below them down to your training area. Periodically the creatures will breed and the babies will fall down and splat into your training area, covering your recruits with the blood of sentient babies. If that doesn't toughen them up then nothing will.

I'm trying to get hold of the original posters save to see precisely how it happened and if it can be reproduced with say.... elves.

I had human traders climb walls next to my trade depot to avoid an "accidental" lava bath ;) 2 humans sat perfectly still on z level above the depot until a maksdwarf shot them down. no save though.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 24, 2014, 07:54:03 am
Just read this entire thread. I am simultaneously horrified, amazed, disgusted, and jealous.

Great work Staalo! Bravo.

Is there any update tragedy training after the emotions update?

Thank you!

I'm currently building a new fort, Questmountain, for this exact purpose. I got lucky with a dying civilization where every migrant arrives without any relatives or friends; this should help out with any possible experiments with fatal stress levels.

I'm already collecting caged invaders and bracing myself for another round of horrible senseless brutality.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: rmblr on November 24, 2014, 09:35:42 am
Exciting. Can't wait to hear the status reports from this latest endeavor into the latest generation of Dwarven Child Care Curriculum Development.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on November 24, 2014, 10:09:31 am
Exciting. Can't wait to hear the status reports from this latest endeavor into the latest generation of Dwarven Child Care Curriculum Development.
I think it says something about what this forum has done to me that I read "Care" as "Lava".
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 25, 2014, 04:11:10 pm
While building up the new boarding school I'm re-visiting old experiments on stress and tragedy. First up is the old "tragedy repeater" a.k.a. the corpse closet peep show. Basically a volunteer is locked into a nicely furnished room where a repeating drawbridge on one wall reveals and hides a closetful of goblin corpses. I kept watch on the stress level using DFHack.

Findings after one month:

- the test subject could be re-horrified by the same corpses every seven or eight days
- on the other hand he was "interested" by the same furniture items once per day
- during test period the stress level has risen from around 7500 to 18770; with other dwarves the stress symptoms appeared only after level 100000 or so
- like expected, getting horrified gives a sharp rise in stress level, while getting interested in furniture lowers it slightly each time
- the repeater isn't really needed; same effects could probably be achieved by simply dumping the corpses into the living space

I'm still waiting to see if there's any effect on the hardening status; this might take a while.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: rmblr on November 25, 2014, 05:06:57 pm
Interesting! And while too late, it might have been useful to use a control volunteer in an identical room without the stressor?

Have any other skills or personality traits changed?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: smeeprocket on November 25, 2014, 05:08:51 pm
personalities vary so widely you probably wouldn't be able to set up a reliable control group.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on November 25, 2014, 05:30:31 pm
I'm still waiting to see if there's any effect on the hardening status; this might take a while.

Can you investigate whether actual witnessing death is handled the same as "witnessing death" from seeing corpses in stress levels?

In my long time fort, while dwarves are not horrified anymore by the stuff that tends to lie around in my fort (forgotten beast feathers etc.), even in bone carvers visiting the stockpiles (unprocessed bodyparts trigger the thought) quite often I haven't seen the classical hardening in any of them, they haven't gained any discipline either. Only military has discipline and only military involved in killing (and dwarves recovering from wounds?) are hardened although overall they "saw" far less death according to the emotions screen. Have fun.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 25, 2014, 05:40:10 pm
Can you investigate whether actual witnessing death is handled the same as "witnessing death" from seeing corpses in stress levels?

I suspect they are handled differently; most soldiers are "doesn't really care about anything anymore" after two sieges but civilians haven't had any progress despite handling corpses and body parts constantly.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 25, 2014, 11:57:37 pm
Interesting! And while too late, it might have been useful to use a control volunteer in an identical room without the stressor?

Have any other skills or personality traits changed?

I thought about a control group but it wouldn't have given any useful information. It looks like the negative and positive experiences simply add or subtract a set amount from stress level value, possibly affected by personality type. Therefore, stress effects are measurable with a single test subject.

As far as I can tell there aren't any other changes or gains from simply witnessing the horror. I'm monitoring the subject with Dwarf Therapist as well.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 27, 2014, 04:05:17 pm
Five months into the tragedy repeater experiment, while school construction continues.

The test subject got a "Stressed" status when his stress level climbed over 100 000 from looking at the goblin skeletons over and over again. Apart from that there were no stat changes. It's time to let the poor volunteer to get some rest and recuperation for his PTSD.

Conclusion: showing dead bodies will not bring any gains in hardening like it did in the earlier school, instead it will stress the students until they'll slowly go insane. The stress from horrification events will be very hard to counter with luxury furniture and fine rooms.

Next I'll try to find out if seeing the actual death of a creature will harden the next volunteer. I'll also have to stop using the word "harden" in this context.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: smeeprocket on November 27, 2014, 04:28:58 pm
Five months into the tragedy repeater experiment, while school construction continues.

The test subject got a "Stressed" status when his stress level climbed over 100 000 from looking at the goblin skeletons over and over again. Apart from that there were no stat changes. It's time to let the poor volunteer to get some rest and recuperation for his PTSD.

Conclusion: showing dead bodies will not bring any gains in hardening like it did in the earlier school, instead it will stress the students until they'll slowly go insane. Countering the stress from horrification events will be very hard to counter with luxury furniture and fine rooms.

Next I'll try to find out if seeing the actual death of a creature will harden the next volunteer. I'll also have to stop using the word "harden" in this context.

that's just wrong...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Reelya on November 27, 2014, 04:35:01 pm
People should really desensitize to seeing the same skeleton over and over. I mean a skeleton might stress you out at first, but eventually it would just be background to you if you saw it over and over, especially in childhood. Kids grow up on farms and see animals slaughtered and don't freak out.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on November 27, 2014, 06:54:34 pm
People should really desensitize to seeing the same skeleton over and over. I mean a skeleton might stress you out at first, but eventually it would just be background to you if you saw it over and over, especially in childhood. Kids grow up on farms and see animals slaughtered and don't freak out.

They do. I am still on 40.14 but even there they do. (This appears to me to be independent of classical "hardening": used to tragedy -> hardened individual -> doesn't care anymore. Or at least before any changes are visible in the description.) Neither normal animal nor the forgotten beast remnants produce any feelings anymore - but many of them used to do. However, this effect is not fast enough to cope with rapid traumatization.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on November 28, 2014, 07:57:59 am
I'm using .40.16 and only sentient remains cause any sort of stress reaction to anyone... and will continue doing so despite any amount of desensitizing. This of course presents some challenges to the schooling project.

I'll update to newer version once DFHack and Dwarf Therapist catch up, to see if things will change.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 04, 2014, 05:35:12 pm
While the school construction still continues I've had some slowdowns in research due to breaches in goblin containment and inefficient killing methods. Since this map doesn't have enough z-levels to construct an effective drop chute I've been testing various ways to make goblins go FOOM with magma mist. It's a regrettably cruel method but has its benefits as it leaves no corpses.

Asmel Grottodiamonds volunteered for the next phase of experiments by murdering his fellow dwarf and turning him into a bone helmet. So, for the last few weeks he's been spending his time in a nice private room watching goblins die behind a fortification. Observations after few incinerated goblins:

- Witnessing sentient death does indeed desensitize as in earlier versions. Three deaths was enough to advance desensitization with one level, although I have no way of knowing the original state.
- Unfortunately, witnessing a hostile creature, seeing it die and choking on the smoke it produces also a huge spike on the stress meter. This seems to be impossible to counter with any amount of pampering and luxury and Asmel is now stumbling obliviously with stress level of nearly 280 000.
- Being in the "oblivious to reality" state grants a dwarf an immunity to further horrification but curiously he's can still be annoyed by smoke.

All in all, it looks like tragedy training will be very hard with the new thought system. If I try any of the methods from the earlier boarding school all students will be shambling haggard wrecks before their third birthday.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Magistrum on December 04, 2014, 05:44:08 pm
If it helps you, it seems that only combat brings the discipline and the mental hardening the civilians lack, I have made a few experiments myself, and six children have grown used to fighting animals in enclosed areas (I leave it up to your imagination to know why they ended up like that), one has got two levels at discipline(Pretty impressive, she fought almost every month for some years) and the other five got one level. They killed some dogs in the process, which I'm sure wasn't supposed to happen, since this wouldn't trigger lethal combat. I think the dogs bleed out after the fight ended... All of the kids got "doesn't really care about anything anymore...". I think we must set up a reliable way of putting them to fight.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 05, 2014, 02:28:58 am
Yes, I'm definitely going to do some combat testing; if nothing else I'll release some captured goblins into the classroom. Luckily this fort has no shortage of invaders.

With enough captives it could even be possible to do a lot of the training with real combat instead of training spears. A decade of non-stop brawling with goblins should do wonders to combat skills.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 07, 2014, 06:02:14 am
Finally the Questmountain New Dwarven Boarding School is up and running! One downside of this design is that it is very time and resource consuming to build the initial school facility. This one was a bit scaled down from the one in Searingmines but still it took two years, 580 training spears and 239 mechanisms to build it.

All sixteen of the fort's children are now attending classes. Luckily this time I didn't have hundred children by the end of third year so I don't have to rush things.

First students have reached Adequate skill levels. I'll wait a bit more before I'll start introducing goblin guest lecturers into curriculum.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on December 07, 2014, 08:04:26 am
All sixteen of the fort's children are now attending classes.

These are migrants or children of already married couples? Or have you had any success with fortress marriages + birth?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 07, 2014, 09:29:38 am

These are migrants or children of already married couples? Or have you had any success with fortress marriages + birth?

That's a very good question. Most of the children are fortress-born but I have a suspicion that all four couples who have children were already married when they migrated. I haven't paid attention to see if there have been any marriage announcements.

Questmountain has very few familial relationships, due to all migrants being randomly rolled during migration. I'll try to keep an eye on any possible developing romances.

EDIT: Yes, most likely all four families were already married, based on migration wave info. So no in-game marriages yet.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 08, 2014, 05:25:37 pm
Congratulations to Sodel Cityknighted for being the first student in Questmountain New Dwarven Boarding School to reach Legendary! Now I'll have to think what else to do with her... being only two years old she still has nearly a decade of valuable study time left.

Yes, training is proceeding at surprising speed; I'm now using a load of five training spears per trap and it seems to be very effective with no accidents so far.

Curiously there is almost no socialization happening between students. I know that Toady toned that down somewhat but now it looks they are never going to make any friends. Luckily all children from the four families are now all attending so siblings will comfort each other during times of need. The same lack of social interaction applies to whole fortress; very few friendships have formed during the six years since founding and some have no social contacts other than their gods. Unfortunately this means that my school won't probably have many new students except from those mentioned four families.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: rmblr on December 09, 2014, 03:56:30 am
Congrats Sodel Cityknighted!

Staalo, could you post a screenshot tour of your school?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sprin on December 09, 2014, 01:56:06 pm
Staalo you have inspired me to make my own boarding school for the little neckbeards.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 09, 2014, 03:44:14 pm
rmblr: Here's a screenshot of how it currently stands:

Spoiler (click to show/hide)

Basically it's the same as the Searingmines one, except smaller and with added swimming pool and other bits. I'm currently figuring out better ways to train things and will very likely change the design periodically.

Some notes:

The whole thing is still very much of a work in progress; I'm currently trying to find out the best way to do tragedy and Discipline training while still keeping the students out of depression and insanity. Now that even the one-year olds are Legendary in Fighter and Dodger I'm in good position to do some tougher physical experiments in that department.

Sprin: Good for you; a childhood is a terrible thing to waste! Be sure to report here with the results.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sprin on December 09, 2014, 05:02:22 pm
Resaults: No survivers

Aperently droping them in magma just kills them

Spoiler (click to show/hide)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on December 09, 2014, 07:12:25 pm
<cruel dreams>

You get bonus points if you manage to get legendary conversationalist kids in the recent versions, likely harder than pre-military training.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sprin on December 09, 2014, 07:19:57 pm
I had the briliant idea to incorporate the school into an arena so I can test the resaults on what ever crazy thing I end up capturing during the time of this fort. Perhaps all at once!

(Still no children at my fort T_T)

They must know somethings up...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Col_Jessep on December 09, 2014, 08:40:52 pm
Staalo, your design is a thing of beauty! I'm wondering if this would not work as a meeting hall as well. You just need to take care not to let the mothers in....



There might have been an accident in my fort with the danger room and a "a baby has been born" message I missed... x.x
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 09, 2014, 11:58:38 pm
Actually the whole school is already a meeting hall and a statue garden; I'm hoping the student parties will boost socialization and conversation skills. Occasionally I'm unlocking the doors and letting the other citizens to join in the fun. I'm keeping the four parents in tight watch to see if they manage to produce any new future students for me.

I'm actually thinking about drafting the parents to spar in mother-father squads, to keep them in the same room constantly. Would the forced nearness increase the chance of baby births with this new version?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: wierd on December 10, 2014, 12:02:13 am
If this is .19, the parents need to be within 1 tile of each other to initiate pregnancies.

Locking mumsie and dadsie up inside special booths should suffice.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Arcvasti on December 10, 2014, 12:50:58 am
If this is .19, the parents need to be within 1 tile of each other to initiate pregnancies.

Locking mumsie and dadsie up inside special booths should suffice.

Presumably, in DF, pregnancies are initiated via sufficiently vigorous fistbumps on the parts of dwarves as they walk by each other.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: wierd on December 10, 2014, 12:53:18 am
But there are only 4 breeding pairs. If Staalo wants a reliable supply of recruits, he needs to have mumsie and dadsie "Fistbump" quite frequently. This means keeping them in an enclosed space for extended periods of time.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: rmblr on December 10, 2014, 01:52:50 am
Thanks Staalo! Nice work.

So many spear traps! I'm curious how many spears you used this time around? Last time you said you used to few in general population which necessitated the construction of an additional wing for the more advanced students. How many spears are per tile this time? 

Have you tried removing the bridge across the water to force swimming?

Also, I see some mist, do you have a waterfall in place?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 10, 2014, 02:40:22 am
rmblr: If I counted correctly, this one has 580 installed training spears, five for each spike trap. It remains to be seen whether this load is enough to train Armor User to Legendary. Ten spears to a trap did the trick in Searingmines but I was reluctant to throw one-year olds to that kind of grinder right from the beginning.

The bridges are there for a reason; dwarves will not voluntarily enter water deep enough to train Swimming. Those bridges are filled with spear traps to force students to dodge into the pool. The mist in the screen shot is actually from dwarves splashing into water.

wierd: I'm trying the mom-dad squad idea first. If they are going to be out of the workforce having quality time with each other they might as well gain some military skills while they're at it.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: wierd on December 10, 2014, 02:44:44 am
....

Gives "Wrestling" a whole new, and horrible, meaning.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on December 10, 2014, 03:17:34 am
Presumably, in DF, pregnancies are initiated via sufficiently vigorous fistbumps on the parts of dwarves as they walk by each other.
Or beard contact.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on December 10, 2014, 04:07:13 am
I assume it is like cuttlefish, with the male leaving behind a packet of uh... material in the mothers beard.... god that mental image is far too amusing to ponder for very long, lest I wake everyone up, what is wrong with me?

Also: I assumed the mist in the screenshot was from waterfalls, but no, you've outdone us all and made dorfs into their own mist generators...
(http://i1.kym-cdn.com/entries/icons/original/000/013/974/clap.gif)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 10, 2014, 05:09:00 am
Too bad dorfmist doesn't give any happy thoughts. Or at least I haven't noticed any, and there's been a LOT of mist flying around.

I wish I had some way to produce a gif of the school running... it is quite hilarious and mesmerizing to see the little red beardlings run around and then fly over the edge with a (I'd imagine) dumbfounded look on their faces.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Col_Jessep on December 10, 2014, 09:31:50 am
You could use OBS (https://obsproject.com/) (free) to make a youtube vid and there are tools to turn those into gifs if you want.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on December 10, 2014, 10:08:33 am
You could use OBS (https://obsproject.com/) (free) to make a youtube vid and there are tools to turn those into gifs if you want.
GifCam (http://blog.bahraniapps.com/gifcam/) would be easier.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: uggi on December 10, 2014, 10:11:07 am
You know you can record a movie in DF and upload it to DF Map Archive (http://mkv25.net/dfma/addmovie.php).
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sprin on December 10, 2014, 10:44:29 am
After mass dumping stone from my arena/school a cyclopse came in and murdered the only child I had... daaaang...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on December 10, 2014, 01:48:18 pm
Staalo: capable of understanding the intricate art of horrifying dorflets with ‼Science‼ while horrifying everyone with their Dog Bone Doctor atrocities, but never hit the record a movie keybind, not even accidentally*. :D



*I'm not actually sure which key it is, I think it is shift+R or something else I don't use for anything because I've only ever hit it accidentally and had to poke around to figure out how to turn it off.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 10, 2014, 02:17:22 pm
Yes, I know about the movie feature but that's way overkill when I only want few frames of splashing dorfs in a loop. GifCam seems to be just what I had in mind; I will play with it later.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 10, 2014, 03:42:25 pm
So, I captured this little thing with GifCam:

Spoiler (click to show/hide)

It's a bit choppy but I think that can be corrected with correct settings. Anyway, it shows how the swimming pool works. Dwarves are quite tenacious when they have decided to get that drink on the other side; they'll try again and again to cross the bridges.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: rmblr on December 10, 2014, 03:52:33 pm
Nice! What do you have turning the spear traps on/off?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on December 11, 2014, 02:57:43 am
Oh my god how do you play without herniating yourself laughing?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Naryar on December 11, 2014, 04:24:29 am
That's not dwarven child care. That's a dwarven comedy generator.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 11, 2014, 05:30:40 am
I'm not embarrassed to admit I have spent hours laughing at the swimming pool slapstick action.

Meanwhile, I drafted all eight parents to special squad "The Army of Lovers" and assigned them to spar at the observation training barracks. There they will live, train and ahem, "wrestle" free from any other duties. Bit like the armies of old Sparta, except with  straight couples.

I now realize things will get awkward when I send their kids as planned for "Observation" training...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 11, 2014, 05:39:49 am
Oh, and rmblr: I simply have a dwarf flicking one lever on and off. I could have linked a repeater to all spear traps but this has the advantage of speed: when I need to get the traps stopped now I simply have to tell the lever puller to stop what he's doing and it's done. With more complex systems there are all kinds of various delays involved.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on December 11, 2014, 05:48:02 am
Wait, isn't there a water repeater that is like super fast to stop?

#########
#6777D++#
#########

Put a pressure plate in there, link a lever to the door, the 6 square will wander back and forth triggering the plate and opening the door dumps the water level too low, killing it immediately. Can make it faster to refill but that was just a quickie example for an auto-stop switch, seen much better in the dorfputing threads.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 11, 2014, 06:10:35 am
Yes, I looked into that one also; it would be a good alternative but triggering the door opening instantly when I want it would be a problem.

I'm sure there could be some super-dwarfy automated solution that would do the same thing better but I wanted to simply get this thing built and didn't research things that far. I haven't yet tried my hand at complex automation; that would be a thing in some future fort.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on December 11, 2014, 08:00:34 am
Wait, isn't there a water repeater that is like super fast to stop?

You can put the door a z-level below to remove a better defined amount of water and thereby conveniently start and end/reset a wave repeater (of 6 or 8 tiles). And it isn't really hard to set up. It does repeat way slower than a lever, even in designs with additional output pressure plates. Too small wave repeaters trigger even less often since the pressure plate fails to reset in between the visits. I assume for a long-term project like this the frequency of your repeater hardly matters. (More: http://www.bay12forums.com/smf/index.php?topic=145879.0)

You can't avoid some delay for the reset (e.g. dwarf moving to lever, door opens, water spreads, pressure plate may need additional time to reset depending on your settings), but this is hardly an issue for the applications I would run with it (e.g. repeating traps against opponents). I am somewhat surprised that Staalo did run his 10+ year experiment with manually triggered levers and apparently permanent manual oversight (and not some kind of repeater), so for each graduate Staalo got a serious case of lever arm and repetitive strain injury, but he didn't tell us.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 11, 2014, 08:23:26 am
I thought this came up when discussing the Searingmines facility... I had the same setup there. I usually have a dedicated lever-puller in all my forts but in Searingmines the duke seemed to eagerly take up the training lever duty for most of the time. I suppose he got some kicks from it.

I still think the manually operated lever is the best solution where you can't afford even a single cycle to go through when there's an accident. I don't want to wait for the nearest dwarf to saunter slowly over the emergency shutdown lever whenever he/she feels like it.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on December 11, 2014, 09:10:46 am
If the bug involving bridges becoming capable of letting fluids through when dismantled (or whatever the term is) and then having that order canceled still works, you could use that to drain a fluid repeater. I hope I'm remembering the bug correctly.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 11, 2014, 10:12:56 am
Well, just as we were talking about it, five year old Litast Floorchanner somehow mislaid his mittens and within a single cycle got his both hands mangled beyond recognition. I ordered the lever puller to take a break and the system stopped immediately without further injuries. I'd like to think it as a dead man's switch of sorts, like in any dangerous industrial contraptions.

Litast is now recovering at the Questmountain's rarely used hospital. He'll probably want to resume his classes very soon, to avoid falling behind.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 11, 2014, 11:06:03 am
Vigorous wrestling and fist-bumping at The Army of Lovers barracks has produced results. Nil Delightrags and Rovod Confinedgirders just got their fifth child Dumed Gullysling, a boy who in a year will join the others at the boarding school.

I may be overdoing this, but since this is a "rebuild dwarven civilization from extinction" scenario every child counts.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on December 11, 2014, 05:35:01 pm
Oh, I just thought of another way to send the repeat signal.

Install one of my awesome dorfwashes with a pressure plate under the tile the pump fills.
wall wall wall wall wall
wall A 3x1 ramp wall
wall fortification wall
wall fortification wall
wall 4/7+ trigger wall
wall wall wall wall wall

Top layer has a pump over the fortifications (with floor over them of course) and an open space over the plate, have it 3/7 full normally, order a pump job and a dorf will clean the water of gunk left as dorfs path through the ramps, and the fluctuating water level will cycle the plate, tell them to stop and poof it's done.

Upsides over lever repeat: pump training stat boosts and clean dorfs!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dorsidwarf on December 11, 2014, 05:43:32 pm

You are a true hero of dwarf fortress. Will you just keep updating your academy to each new version?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on December 11, 2014, 05:48:02 pm
He will if he doesn't want us to send him to pull a lever accessed from under a drawbridge.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 12, 2014, 01:44:37 am
I will, as long as there's science yet to be done in dwarven education.

Right now I'm having trouble getting students to fight with goblin guest lecturers. I suspect this is yet one aspect of the "won't fight" bug: every time when I drop a goblin to the training room students rush it en masse but then just stand there dodging the goblin's punches and literally just walk over it. Eventually the goblin levels up to a Elite Wrestler and starts bending limbs out of shape; at that point I have to send in a squad to stop the party.

I'm tempted to send the moms&dads squad next time this happens, even if it would mean danger to the new baby. Just for giggles, you know:

"Urist! Are you partying with goblins again? Stop this infernal racket at once!"

"...yes mom."
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: rmblr on December 12, 2014, 03:12:04 am
How soon does cave adaptation set in? Will 10 years underground in the Education Center produce Legendary graduates who can't go outside without fear of spilling their cavvy sweetbread roasts all over the garden?

What about a dual level (three if you count the pool) school with an exposed playground? It could be all on one level if you built the whole school close enough to an edge to expose part of it to sunlight. Worth the trouble?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 12, 2014, 04:48:14 am
I don't think it will be a problem since cave adaptation is capped to around 1,5 years. I'll just put them to plant gathering duty for a while once they graduate. If wiki numbers are correct it should take about six weeks to recover from complete adaptation. I tend to build fortresses where surface life isn't terribly important anyway.

I just had my oldest and beefiest student, Zon Boltsdust, to have a little mano a mano (or mano a beardo if you prefer) with a goblin captive. It did not go well; Zon ran circles in panic from a scrawny naked goblin recruit and got a thorough beating while the greenskin stood unharmed. That is, unharmed until I once again had to send the militia to the rescue. Zon is now getting stitched up in the hospital; I hope all those bruises will build a little character.

I am disappointed. Where are the child monsters of Searingmines who would rush and beat Minotaurs to death barehanded? This new behavior system will take some time to work around.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 12, 2014, 01:50:57 pm
All students have spent some time with the mom/dad squad watching their parents spar and gaining Obsever skill in the process. I have no idea how awkward that has been to everyone present.

Some, er, observations I've made:
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Repseki on December 13, 2014, 05:55:18 am
Looks like it's time to dig out some dangerously small barracks for some parent wrestling matches.

Gotta figure out how small you can go before the number of severed limbs via collision out weighs the benefit of having a dozen children used as a floor mat for military training. SCIENCE!!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 13, 2014, 07:55:21 am
It's a really small gain for Wrestler, but it might work in the long run... I'd think there would be no casualties, merely lots of stunned students but that's a natural state for students anyway.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 13, 2014, 04:06:41 pm
YES! YES! YES!

Just when I was about to lose hope, five year old Atír Gilltower brings the first victory of the program by killing a goblin pikeman in ferocious one-to-one. He had spent days running away from the goblin until, when cornered and injured several times he finally became enraged and basically beat the goblin into bloody pulp. After the fight, instead of going to hospital he had a drink, got a new pair of trousers and went to a party. Go Atír!

Now I'll have to figure out how to duplicate this. Atír's "likes to brawl" personality attribute might have played some part in it, as well as his raging in the end.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Quartz_Mace on December 13, 2014, 06:17:58 pm
For the people concerned about cave adaptation, a glass cieling room can be used to help readjust your super soldiers to the sunlight without having them go out and puke for 6 months during an emergency.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Magistrum on December 14, 2014, 05:01:32 am
Actually just channeling and flooring over a tile makes the tile below it insise light underground. This does not cure cave adaption but at least don't contributes to too...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 14, 2014, 10:52:46 am
Since it's not possible to train surface adaptation permanently I'm not going to bother with it during this project. I'll build some outdoor ballrooms later.

The Observer training is nearing completion; looks like it'll actually take less than a year to reach Legendary with non-stop training, and I mean non-stop. Apparently dwarves can still learn Observer and other skills even while asleep, and (in one case) will even feel fondness talking with a friend. Curiously they still would let goblins murder them in their beds if I wouldn't send soldiers to save them.

Since a sparring squad for some reason doesn't seem to disturb anyone's sleep this means that a dormitory would also be a good place to train everyone's Observer skill. It would also safeguard from vampires.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: McDonald on December 15, 2014, 05:50:58 pm
Dwarven child care... That's something I haven't seen in a while.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 18, 2014, 04:28:44 pm
Something curious just happened...

On a whim I dropped a captured giant olm into the "phys. ed. class", i.e. the student goblin wrestling arena.  Instantly the two students present started gaining Discipline while running in circles around the unconscious olm. This never happened with goblins.

I suspect this has to do something with the giant olm's huge size. To test this again I'll have to capture something else that's significantly larger than the students but still relatively harmless. I'd very much like to have Discpline training in the school's curriculum.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: hegchog on December 30, 2014, 06:54:41 pm
I remember in the original dwarven child care thread someone suggested melting the "test subjects" fat off with magma mist. I don't know if it's practical but if it could work that would be great, magma immune dwarves. The day has come.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 30, 2014, 07:11:28 pm
This thread had sunk all the way to fifth page so a little update...

I finished up the controlled drowning chamber and signed up the remaining non-Legendary swimmers for some crash courses. The chamber is basically a pool of 7/7 water with a retracting bridge on top of it. I built it to see if it would be possible to train Recuperation attribute by controlled non-lethal drowning but it seems that all it does is train Swimming at monstrously fast rate. All students are now Legendary Swimmers.

I have also experimented with dropping various dangerous critters into the phys. ed. class and leaving the students to deal with them as they see fit. The results have mostly been disappointing but the last lesson had its moments when four year old Dumed Gullysling beat a cave crocodile slowly to death with his bare hands. Highest marks for that one, Dumed.

Combat training with real opponents has so far been very random; mostly the students run away in panic and have to be saved by soldiers, but occasionally someone snaps and brutalizes the enemy, no matter the size or threat level. This doesn't seem to be connected with Discipline skill or personality as I thought earlier.

I will continue to feed the classroom with whatever gets captured by cage traps, in hope to get some clue how the civilian combat works. I'm half tempted to drop a hydra in there next, just to see what would happen.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on December 30, 2014, 07:20:05 pm
I think the magma immunity by fat removal worked only in .34.11 days. To my knowledge creatures can now actually burn up in a fire, fat or no fat.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dozebôm Lolumzalìs on January 01, 2015, 08:51:17 pm
Inalalina, "The Portentous Land," has been overrun with goblins, and the few dwarves left have almost nowhere to go. Desperate, they launch an expedition to Commonlashed, with instructions to breed...and TRAIN! Tulon Atasterith, the best dwarven scientist still alive, has great plans for the future of Commonlashed. That is...he will combine the two orders, and train the results of breeding. With minimum casualties, for this !!science!! will determine the fate of the dwarves.

(No, really, I got the goblins to take over almost completely, using Pocket/Super Long History. For the story...)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 02, 2015, 10:25:09 am
Go for it, but be prepared to take good care of your precious few married couples. It's very hard to get dwarves to marry and reproduce in this version.

Meanwhile, in Questmountain, my kids are just about ready. Guest lecturer Ismir Freefly the Famous Castle, a giant, was reduced to crimson mush at the hands of nine of the students. The killing head blow was struck by seven year old Aban Thornroughness. Well done, all of you.

Looks like students will not easily attack an enemy unless it's clearly bigger than them and presents a serious danger. I'm starting to suspect that they regard goblins as mere nuisance and will not waste time fighting them.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 02, 2015, 12:48:40 pm
Considering their stats, I don't doubt that goblins would be "a mere nuisance".
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 02, 2015, 02:30:08 pm
Still, the "nuisance" goblin can quickly start bending their limbs out of shape when it levels up to Elite Wrestler after few days of chasing casually dodging students.

I'd very much like to find a way to provoke them to fight goblins somehow, so they would get more regular training in Discipline and combat skills. That way I also wouldn't have to feed all my captured megabeasts to them; I only have a single bronze colossus left.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 02, 2015, 03:26:46 pm
They've been killing bronze collosi? Multiple?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 02, 2015, 03:48:40 pm
No, I meant that out of all mega- and other big beasts I've captured I only have the single (and only) bronze colossus left. I think it would be too much even to these children but at this point I can't be sure.

I'm tempted to find out but it might bring a bloody end to the project, and the fort.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 02, 2015, 05:44:23 pm
...so after saying that of course I had to try it.

I dropped the Special Guest Lecturer Fimshel Clobberfathers the Scratches of Sieging into a class of twenty eager students who immediately started pounding the colossus with unprecedented vigor. As I had suspected the students' punches glanced off harmlessly from hard bronze but surprisingly Fimshel didn't manage to hurt them either, save few bruises. Only when the students started tiring after a week of hard lecturing the big guy got hold of few of them, twisting their ankles or elbows the wrong way. After the third injury I let the militia in to deal with the colossus.

The bravest of the students are now Expert Strikers, with an assortment of other combat skills. Not a bad trade, I'd say.
Title: Re: Dwarven Child Care [Reboot] (Bronze Colossi are the best babysitters)
Post by: Naryar on January 02, 2015, 07:22:04 pm
...so after saying that of course I had to try it.

I dropped the Special Guest Lecturer Fimshel Clobberfathers the Scratches of Sieging into a class of twenty eager students who immediately started pounding the colossus with unprecedented vigor. As I had suspected the students' punches glanced off harmlessly from hard bronze but surprisingly Fimshel didn't manage to hurt them either, save few bruises. Only when the students started tiring after a week of hard lecturing the big guy got hold of few of them, twisting their ankles or elbows the wrong way. After the third injury I let the militia in to deal with the colossus.

The bravest of the students are now Expert Strikers, with an assortment of other combat skills. Not a bad trade, I'd say.

Now, implement a cage-trap + dropping system and reuse the next megabeast you send into this class of unruly children !

also hot damn these kids are supreme badasses. I mean a fucking BRONZE COLOSSUS and they gleefully attack it barehanded ?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 02, 2015, 08:04:40 pm
Now that you mentioned it... I could build a retracting bridge as the classroom floor and fill the room below with cage traps. Ordinary escape routes wouldn't work since those students who start fighting will keep on punching until the bitter end. Why didn't I think of reusing lecturers earlier?

About badassery: I seriously think megabeasts have been nerfed in this version. Fimshel's punches barely bruised the students' skin through leather cloaks and it would generally miss almost every time while in 34.11 a bronze colossus would hit fully armored soldiers so hard they'd fly several squares into a rock wall.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 03, 2015, 10:47:51 am
Heh heh heh. I can't wait for these students to come of age.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on January 03, 2015, 11:37:40 am
Pretty sure dodge skill lets you like turn aside a blow without fully avoiding it.

I can take one of my ridiculously buffed up adventurers and just lay down in a pile of angry goblins, and I ran into an awkward problem when I was attacked by a werebeast but I couldn't figure out how it would hurt me, besides stripping all of the armor off and risking the inevitable lucky blow pushing my skull out my ass. Crawling around on the ground while repeatedly offering it my ungloved hand finally got blood drawn, but I don't think it was a bite, so no turning into a brutish werekoala I suppose.

The same set of armor in the hands of a couple angry gobs without stupidly legendary dodging skills gets you bruised and bent and mangled and dead if you just lay there, so I'm pretty sure they're like turning to the side or something as it hits them.

Hmmm, actually, could be that plus the thing where blunt attacks on targets much smaller than you tend to just glance off.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 04, 2015, 05:26:32 am
Yes, I have noticed the blunt attacks vs. small targets myself; it's almost useless to send a hammer squad to exterminate a pack of chinchillas. I haven't heard about the dodge skill turning attacks but something like that could very well be happening here. I'm starting to imagine this school as dwarven Shaolin monastery of sorts.

I was so impressed with Fimshel as a guest lecturer that I resorted to savescumming so I could offer him/her/it a permanent tenure. Clearly an invulnerable teacher is needed to last more than few seconds and I don't think another colossus is going to wander in any time soon.

I replaced the classroom floor with a retracting bridge which can be used to flush the whole class to a room full of cage traps when a recess is needed. In dry tests the landing was a bit rough for some students resulting in few bruised arms and spleens. It's still better than to have students collapsing in exhaustion with Fimshel in the same room.

This way I think I can keep my bronze colossus sensei sparring with the kids indefinitely. I might lose one or two of them but the surviving ones should be in pretty good shape when they rejoin normal dwarven society.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 04, 2015, 05:42:48 am
Great. The next update will apparently make danger rooms and similar systems significantly less useful, as they will no longer train fighter.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 04, 2015, 06:10:38 am
Yes, I read that too. Ah well, I guess that only means some more research is needed how to best create unstoppable child monsters...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 04, 2015, 08:55:44 am
First live test of classroom emergency flushing completed. Fimshel went back to its cage without causing trouble and all students survived the fall with only minor injuries. Three students are now in hospital to get their bones set back together. Once they're walking again it's time for another round with Fimshel. I'm predicting a LOT of practice for my medical staff...

The good news is the students now have the opportunity to train their Striker, Kicker, Biter and Wrestler skills, possibly all the way to Legendary before adulthood.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 04, 2015, 05:56:39 pm
Sparring with Fimshel is going moderately well, with the most advanced students now at Great level in Striker skill. It taking a lot of my attention, though; I have to be constantly ready for emergency flushdown in case the colossus gets too frisky with the students.

It seems to have adopted a new tactic in later rounds: it tries to grapple at students and when it gets hold of one it punches its struggling victim so hard that my doctors are puzzling which part goes where. No more just bruising the skin, then; this is getting rightly terrifying.

Miraculously there haven't been any deaths or permanent damage and dwarven medicine seems to be able to heal even a limb forced inside the body.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 04, 2015, 06:39:31 pm
How long has the school been running? I suggest that, as a graduation ceremony, you give your students the appropriate clothing for a (dwarven) graduation ceremony (heavy armor) and hand them their graduation certificates (read:weapons) and let them make a speech in front of (read:kill) their teacher.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 05, 2015, 03:42:07 am
That was exactly my plan, if both teacher and the children survive so far. I'm still not ruling it out that once students really master unarmed skills they might accidentally kill Fimshel with a freak critical.

I'm only glad the big guy seems to be playing good sport here; it hits each student it catches exactly once and then drops the unconscious victim before going to hunt for the next one. This gives my doctors at least some chance to stitch the students back together after each round.

The youngest students are now four year old; there's still years to go before the big graduation.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 05, 2015, 04:48:58 am
Judging by their current progress, I think the chance of your students killing the collosus before graduation is higher than the chance that they won't.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Gargomaxthalus on January 07, 2015, 12:50:45 pm
This forum just get's more and more disturbing. Always a fun read to be found.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 07, 2015, 04:24:43 pm
It's all for the betterment of dwarfkind, of course! No gain without some pain. And horror, and blood, and broken bones, and...

---

Congratulations to Fath Arrowstir for completing the first step of the new extended curriculum by reaching Legendary in Striker skill. Few weeks of punching, kicking and even biting the bronze colossus have done wonders to all students' skill levels.

I'm afraid I'm going to have the first casualty of the program in Fath's friend, giant killer Aban Thornroughness who is slowly sliding down on the stress scale and will start stumbling obliviously eventually. His old lung wound from a mishap in the swimming pool is constantly stressing him out, even when it's not slowing him down in combat.

I'm considering taking him off the school program and moving him to my other experimental facility, the Questmountain Asylum for Stressed Dwarves. There I'm attempting to heal the stressed and the haggard with every kind of positive experience I can think of. So far I haven't had much success but with more patients maybe something could happen through friendship and group healing.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Magistrum on January 07, 2015, 04:44:51 pm
You can throw him in the asylum, but I'm sure the new release(40.24) may solve this dwarf problem with being stressed over the same wound again and again.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 08, 2015, 11:00:39 am
If the new version is save-compatible, of course. However, if you can't stop Aban from stressing out, and he goes beserk, I want to see the rampage. Depending on whether he goes beserk before you can transfer him or not, he's either going to get turned into a pile of Dwarf Grease or he's going to kill off most of your normal citizenry.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 09, 2015, 06:41:05 am
He's not quite there yet but I'll move to .40.24 as soon as either Dwarf Therapist or DFHack updates. I'm hopeful that it'll also help with the goblin problem. Right now Aban is chilling with the rest of the stressed cripples in the Asylum.

Meanwhile the rest of the class continue their intensive training with Fimshel the bronze colossus. The lessons are getting bloodier each time; I assume old injuries slow students down and make dodging harder. In the last lecture the big guy managed to rip a llama wool sock from one of the students and used it to deal devastating blows to all sides. I don't know how that works but that sock put four to hospital care after one lesson. It hit Fath to left leg so hard that a splint flew off from his right leg, leaving him with both legs broken.

I may have to take a healing break from colossus wrestling to prevent student deaths. They've been very lucky to make it this far.

Other thing I've noticed that some students tend to hang back during the lessons and aren't gaining anything from them. This might be a bug or a personality issue but this kind of timidity has to be dealt with somehow.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sadrice on January 09, 2015, 07:54:13 am
Perhaps you could get better results from smaller class sizes with more one on one time with a less intimidating and more personable professor. 

If you put them in a smaller room, with less students per instructor, there might be less opportunity to shirk on learning.  Something  touch less hardcore than a bronze collosus might reduce injuries (goblins would be nice).  I don't suppose you have access to necromancy?  Something without a grasp tag would be incapable of acquiring makeshift weapons.  Zombie hair works well.  It is more or less harmless, hard to kill, can't grasp, and scares the bejeezus out of just about everyone.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 09, 2015, 08:19:37 am
I'd very much like to have some zombies but I have to work what I've got. Since the students have already killed everything else all I've got is the colossus and some goblins. The students wont touch the goblins for some reason; this might be either due to a bug or just disdain towards mere puny goblins. Maybe I can use goblins again after I migrate to .40.24.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Falconbridge on January 09, 2015, 09:43:40 am
of course, reusing the same teacher over and over is predictably increasingly deadly, as the teacher also learns from each successive lesson.
might be safer to just kill then or keep them for the circus after a few use.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 09, 2015, 09:57:20 am
Bronze colossuses can't learn, so they're safe at least in that sense. That and their relative invulnerability makes them ideal training partners... provided that the trainees are tough enough to start with.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Archereon on January 09, 2015, 11:00:22 am
Bronze colossuses can't learn, so they're safe at least in that sense. That and their relative invulnerability makes them ideal training partners... provided that the trainees are tough enough to start with.

An ideal training partner would have been a 0.34 sponge, since they were completely immortal prior to pulping.

Oh, and as far as getting zombies goes, 0.40.24 supposedly fixes the inevitable crash that ensues when you unretire a fortress after playing an adventurer. If there's even one tower in your world, you could go yoink the slab to get a necromancer.

If you do it as a member of your fortress, you should be able to safely retire him in your fort, and have him as a controllable dwarf. Note that while zombies raised by necromancers in world-gen/offscreen in post-gen theoretically share their master's allegiances (there's been multiple cases of necromancer sieges arriving with living allies and the zombies leaving them be), zombies raised on screen are still opposed to life, meaning they'll attack your students just fine. Of course, undead are absurdly powerful in 0.40, so be careful if you try this.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 10, 2015, 08:47:37 am
I thought about giant sponges in that regard but they're not that immortal anymore in this version, and in addition I guess they require water to survive. That would have made the arena construction somewhat challenging.
The adventurer necromancer idea sounds intriguing, if a bit time consuming. I'll have to do that in some future fort.

I have been doing some individual student fights with some suitably dangerous critters that happened to wander into my cavern cage traps. My suspicions were confirmed: there are two students who will not fight anything thrown at them. They'll simply run away from enemies shouting "I must withdraw!" indefinitely. They do gain Discipline though, but that doesn't help with the problem.

One of the timid ones, Olon Razormatches, has the trait "Tends to avoid any physical confrontations" which may explain the reluctance but Èzum Tonecopper, the other one, doesn't have anything that might explain it. All the other students have engaged combat eventually, with varying degrees of enthusiasm.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on January 10, 2015, 04:29:12 pm
I have this weird feeling that it has been suggested, but it hit me suddenly
"we need to take the dwarven child care thread...
(https://pbs.twimg.com/media/BsXu-oWCEAA0iTv.jpg:large)
...and push it into the bacon like a pro thread!
(http://photo4.ask.fm/545/129/226/1650003032-1qo59pg-f2k7bjlp4sfg2j5/original/Patrick.jpg)"
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on January 10, 2015, 04:42:04 pm
Zombie bacon made by child labor? Now that's an idea!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on January 11, 2015, 04:51:10 am
It has been suggested. The use of necromancers to provide training dummies were already discussed, and on this page, too.
I've got the weirdest feeling that I'm missing some sarcasm here.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on January 11, 2015, 10:56:00 pm
I meant the patrick "take this and push it there" thing hit me, shoulda clarified that better probably.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Chevaleresse on January 12, 2015, 02:24:49 am
If we wanted to test the effects of various personality traits, you could make a race of modified arena dwarves with various castes possessing fixed personalities.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: King_of_Baboons on January 23, 2015, 07:29:30 pm
Guys,do we have todo the tests on vanilla or are mods allowed?Maybe a healing syndrome or a friendly but indestructible monster may help.Or even the use of dfhack?It isn't a legit way of doing it but can be extremely helpful
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sadrice on January 23, 2015, 11:13:21 pm
Helpful for experimentation, certainly (modified dwarves with predictable personality traits were just mentioned in the reply before yours), but it can't really be counted as a success of Dwarven Childcare unless it can be replicated in vanilla, although it could certainly prove to be an advance in dwarven science.  You could use dwarves with modified personality much like knockout mice (and other organisms) are used in modern genetics.  What would happen if they had 0 in this personality trait?  Or 100?  Which is preferable for military use, specifically in dwarven childcare?  Is some point in between preferable to either extreme?  Does the trait even matter? 

There's a lot of experimentation to be done, and modding is probably the best way to do it.  Guessing what personality traits do in dwarves with all traits randomized would require large sample size and some nasty statistics.  Doing it with modified dwarves, varying one trait while keeping all others constant, would make effects much easier to interpret, requiring less statistics of a less nasty variety.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on February 28, 2015, 08:38:54 am
I lost the Questmountain save due to a monumental brain fart while changing hard disks. Needless to say I was slightly upset about it and it sort of put me off Dwarf Fortress for a while. Now after some time I decided to try again in a world packed with titans, megabeasts and necromancers.

So, in 500 The True Hammers of The Metal of Humor founded Moonpalace on a very nice Haunted beachfront property. It's a perfect place for a secret evil science compound with accursed murk drifting in from the sea, roaming undead and several lairs and towers in the vicinity.

I've already captured two necromancers to produce an infinite amount of sparring partners for my future students. This is going to be fun. Or a disaster. Or both.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dainz on February 28, 2015, 09:03:12 am
Happy to here from the greates Kindergarden in DF again, hopefully we will see the first graduates soon!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Skullsploder on February 28, 2015, 01:51:07 pm
I think the real question now is how to fully automise this.

Some thoughts on automatising:

Minecart shotguns can launch cages which, provided a second obstacle, can launch creatures. Thus, a minecart hauling route could get dwarves to automatically chuck a certain amount of captives per month in with the kiddies.

A dedicated medical staff of GPs which live with the kiddies and wear full armour may be viable (I don't know if you already do this Staalo).

Kids can automatically be forced into the room with a sort of airlock dormitory: a 3x1 room with a bed in the middle and a pressure plate on either side, each one linked to a door. The door that leads to the rest of the fort is on a latch that keeps it open until a child steps on the pressure plate nearest the door. At that point it closes. The other pressure plate would, naturally, link to the other door that leads to the childcare. Both doors should be reset to open when a certain amount of time has passed without a child triggering either pressure plate, acheivable with a counter that gets reset when stepped on. (e.g simple but large one - a minecart on a wide track that passes over single pressure plate that drops a single 7/7 water into a 3x1 cistern, with a drain at the bottom connected to the pressure plates and a pressure plate at the top that sets the latch to open.)

Perhaps kiddies should be assigned individual statues and the meeting area designation should be removed? Thus one could have two children deemed viable partners whose respective statue gardens each consist of only one walkable tile, adjacent to each other. The children will spend all the time they're not eating, sleeping, or fighting in close proximity with their future mate.

I've heard reports of dwarves socialising when forced to share a table. Perhaps a cafe layout of four chairs to a table would promote this? Can anyone science it?

Training grower skill would be incredibly useful for removing micromanagement: the medical staff could be supplemented by a planter/cook/brewer and the plants the kids harvest could go directly into their mewling mouths.

That's all for now... I'm sure I'll think of more later!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on February 28, 2015, 02:44:57 pm
Staalo already has the medical dorf system.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: SlyStalker on March 01, 2015, 12:36:46 am
Thread is interesting but I really don't want to read through 37 pages of this, however hilarious and sadistic it is, so I have a question: what are the facilities that my Children's Creche should have? I already read about dorms, mist generators and a food stockpile, but what else? Should I spikes or live animals for training? What is the best way to train tragedy resistance?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: SkyMarshal on March 01, 2015, 01:05:28 am
This.... is glorious.  Watching with extreme interest.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Skullsploder on March 01, 2015, 02:10:32 am
Thread is interesting but I really don't want to read through 37 pages of this, however hilarious and sadistic it is, so I have a question: what are the facilities that my Children's Creche should have? I already read about dorms, mist generators and a food stockpile, but what else? Should I spikes or live animals for training? What is the best way to train tragedy resistance?

Start reading from about page 23 or so. The earlier stuff is mostly just groundwork and failed experiments, pretty much. A couple pages back Staalo gave a screenshot of his very efficient communal childcare - essentially four 3-walled rooms facing a central space containing a pool with a four-way bridge the only connection between them. One room is a dorm, one is a dining room, and the other two are food and drink stockpiles IIRC. All the floor tiles without beds, tables, stockpiles etc., especially the bridge's, are covered in repeating spear traps containing 5 training spears. The children must be provided tons of clothing, else hands may get pulped, and medical staff must be on standby.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 01, 2015, 09:39:08 am
The spear trap room is a great way to provide some background education for your children. Here's the screenshot in question:

http://www.bay12forums.com/smf/index.php?topic=140588.msg5864509#msg5864509 (http://www.bay12forums.com/smf/index.php?topic=140588.msg5864509#msg5864509)

In that configuration it will train Dodge, Armor user, Swimming and social skills, but advanced education (Fighter, Observer etc.) requires building some additional facilities.

My focus in this fort will be testing out various combat arenas where the children will be exposed to undead horrors; if possible I'll also try to automate the pitting/training/recapturing process. The ultimate aim will be to provide the children with a full set of unarmed combat skills before they'll reach adulthood.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: SlyStalker on March 02, 2015, 12:21:04 am
Spear traps vs dogs vs turkeys? Also how many wooden spears per trap?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Wheeljack on March 02, 2015, 05:59:56 am
Spear traps vs dogs vs turkeys? Also how many wooden spears per trap?

Five per trap if I'm remembering right.

Hnng, every time this thread comes back I have the urge to start a new fort just to do this type of thing. Or maybe I should just dedicate a z level to my hospital and put a school on the other side of the stairs in my current fort, since I just started it not long ago. I think it's about time I actually tried this instead of just thinking about trying it. Part of the lack of motivation has been lack of children in the first place. I finally get married couples an then no babies. The RNG hasn't even sent migrant children in my last few forts.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on March 02, 2015, 11:06:41 am
If the lack of children is annoying you, I think there's a [LUST_PROPENSITY:] tag you can add to modify the chance that a straight couple will have children.

EDIT: Yup. [LOVE_PROPENSITY:] is also useful for increasing the rate at which dwarves form couples.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Skullsploder on March 02, 2015, 03:21:16 pm
For vanilla testing Staalo's idea of having the couples spar seems to be working well, by maximising time in... erm... contact.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 03, 2015, 03:03:23 am
That one didn't work indefinitely, though. After having around four to six children the couples seemed exhausted and there were no more births. Very realistic.

Luckily this time around there's a healthy civilization providing migrant couples to Moonpalace. Several little beardlings have been born during these first two years; I'll have to hurry up with school building.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: SlyStalker on March 03, 2015, 04:24:50 am
I'm planning to pit enemies (and nobles probably) straight into a glass-walled area in the Children's Creche for the trauma component of their training. Will this work?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 05, 2015, 10:21:15 am
Fascinating !science! 
I'm working on Building a similar school, using Staalo's science.

New Small World, Smaller History; Highest everything else.
Embarked on an Untamed Wild, with neighbors to all races, include 1 Tower; warm, stream, aquifer, deep soil, sand, woods, shallow metals, deep metals.

(science:) All 7 founders begin with Conversationalist 6, and Flattery 6 to see if it helps increase socialization and marriage sooner.

Other than this,
2x Miners that will be my initial military squad once they reach Miner 10.
2x Builders with axes
1x Medic
1x Admin / Mech to hook up upright spears, and eventually cage traps for defense and "guest professors."
1x Herbalist who can handle all the food needs.

Day 1:
- Build 7 Carpenters Workshop, set Profile for each of the founder who have Carpenter 0 skills; queue 10x training spears.  Result over 50% standard training spears.
- Aquifer is on the z-3, so I have plenty of room; going to set up a Water Reactor for above ground plumbing.
- Dig initial rooms for storage, specially 100 standard training spear
- Need to breach aquifer to get stone for mechanism.

- Quick plan Dinning Room: should yield lots of beard rubbing.
Spoiler (click to show/hide)

- Common Bed with private storage design works even with married couples:
Just toggle door to internal prior to room designation, then toggle door back.
Spoiler (click to show/hide)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 05, 2015, 10:24:51 am
You know, I'm thinking that if embarked in an evil biome, one could butcher a small animal, like chicken.
But build the butcher with cage traps around it and into choke point exit.
Toggle off auto tanner / render, and capture a bunch of animated chicken skins.
If chicken don't provide skins, maybe test ducks, peahen.
Turkeys definitely provide constant leather for me, but I have to test animated turkey skin.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Skullsploder on March 05, 2015, 03:37:27 pm
Skin can be very lethal. It seems that it retains the original creature's mass without taking into account all the missing bits when it wrestles. Water buffalo bull skins are particularly lethal. Best just to animate some horse hair or something.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 06, 2015, 02:48:19 am
Or, you could do as I did: embark near a few necro towers and litter the area with cage traps. With any luck you'll catch a necromancer who'll reanimate anything for you. I now have two that I hope to put to good use reanimating hair for my students.

One downside for this approach are constant undead sieges. When one bunch of bacon leaves another soon follows to continue the Thriller act on the surface. They keep my dwarves from harvesting wood for the training spears and are generally a nuisance since my three-dwarf militia can't yet match forty zombies in battle.

I was eventually so frustrated I resorted to dfhack liquids and dumped a sheet of magma over one undead army. That took care of them but the resulting wildfire burned down most of the trees and left the surface a wasteland of ash striped with trails of elf grease.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on March 06, 2015, 08:52:32 am
Was the grease from elf zombies or just elves?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 06, 2015, 10:21:29 am
Or, you could do as I did: embark near a few necro towers and litter the area with cage traps. With any luck you'll catch a necromancer who'll reanimate anything for you. I now have two that I hope to put to good use reanimating hair for my students.

One downside for this approach are constant undead sieges. When one bunch of bacon leaves another soon follows to continue the Thriller act on the surface. They keep my dwarves from harvesting wood for the training spears and are generally a nuisance since my three-dwarf militia can't yet match forty zombies in battle.

I was eventually so frustrated I resorted to dfhack liquids and dumped a sheet of magma over one undead army. That took care of them but the resulting wildfire burned down most of the trees and left the surface a wasteland of ash striped with trails of elf grease.

Yeah, too much undead, that even using cage traps becomes a full time job for haulers / mechanics.   

I've successfully create an "air-lock bridge-pit cage-trap hallway" of sorts with some success.

Spoiler (click to show/hide)

I caught 2 necro and a were-something in a different test set, I may look into that.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 06, 2015, 03:34:14 pm
Was the grease from elf zombies or just elves?

That siege was mostly elf corpses, with few zombie dwarves thrown in. For some reason there was one live elf spearman among them; I can't even imagine what motivated him to hang out in that company. Anyway, magma doesn't discriminate; it loves everyone equally.

I've sent my dwarves to assault the remaining trees while there's still time before the next siege. The basic training classroom is still missing few hundred training spears.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on March 06, 2015, 03:44:00 pm
Skin can be very lethal. It seems that it retains the original creature's mass without taking into account all the missing bits when it wrestles. Water buffalo bull skins are particularly lethal. Best just to animate some horse hair or something.

Can't you cut the zombies to pieces with discs (bonus points if it is a pig tail)? And does it currently work? I remember people posted about dwarves ignoring vital needs such as drinking while locked in eternal combat with zombies.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 06, 2015, 03:47:44 pm
Skin can be very lethal. It seems that it retains the original creature's mass without taking into account all the missing bits when it wrestles. Water buffalo bull skins are particularly lethal. Best just to animate some horse hair or something.

Can't you cut the zombies to pieces with discs (bonus points if it is a pig tail)? And does it currently work? I remember people posted about dwarves ignoring vital needs such as drinking while locked in eternal combat with zombies.

Hair can re-animate, and sheep wool can be harvested to re-animate via Farmer's Workshop + cage traps all around.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Bumber on March 06, 2015, 08:50:12 pm
Hair can re-animate, and sheep wool can be harvested to re-animate via Farmer's Workshop + cage traps all around.
I don't think animated hair can even be hit/killed. Everything passes through.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: utunnels on March 06, 2015, 09:06:44 pm
It is possible to kill hair zombie but that is when they have a head.
Something like alpaca [body_part_name_here ] wool is almost impossible to kill though.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on March 07, 2015, 11:25:07 am
Hair can re-animate, and sheep wool can be harvested to re-animate via Farmer's Workshop + cage traps all around.
I don't think animated hair can even be hit/killed. Everything passes through.

Pretty much. But the hair has no problem passing through your dwarfs, killing them fairly quickly.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Eddlm on March 08, 2015, 09:00:39 am
I have finished reading this thread, and it amazes me. Its great to see you people finally proved that you can use these useless kids for something, to have an investment on them that you can benefit from in the long run.

Sadly I have little to contribute, as I don't know much about DF. I've only played a few hours.

But count with my support in this project!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 09, 2015, 07:55:30 am
While the seventeen children of Moonpalace are getting their Observer grades out of the way in the militia barracks, hundreds of training spears are slowly getting installed into the latest edition of Basic Training Room.

I'm again using the same basic layout: a large cross-shaped room with a swimming pool in the middle. This time I'm trying out a minecart repeater for the spear trap automation. The traps will be triggered in twin checkerboard patterns by two pressure plates; in theory this should increase training speed by ensuring more hits over time.

There will of course be an emergency shutdown lever but I'm still unsure about speed when I have to rely on lazy dwarves to walk over the lever and pull it to stop the bloodshed. That's why I'm planning to build an in-school hospital again, just in case.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 09, 2015, 12:29:32 pm
While the seventeen children of Moonpalace are getting their Observer grades out of the way in the militia barracks, hundreds of training spears are slowly getting installed into the latest edition of Basic Training Room.

I'm again using the same basic layout: a large cross-shaped room with a swimming pool in the middle. This time I'm trying out a minecart repeater for the spear trap automation. The traps will be triggered in twin checkerboard patterns by two pressure plates; in theory this should increase training speed by ensuring more hits over time.

There will of course be an emergency shutdown lever but I'm still unsure about speed when I have to rely on lazy dwarves to walk over the lever and pull it to stop the bloodshed. That's why I'm planning to build an in-school hospital again, just in case.

I know that I can do a: Lever -> link -> Upright Spear, and manually repeat pull. 

But for minecart repeater, do you use Pressure Plate -> link - Upright Spear?

I am wondering if it can be linked to a screw pump or gear.

So my theory (at work), either:
Waterwheel -> Screw Pump -> Gear1 -> Upright Spear, so it's possible to stop it by attaching Lever -> Gear1.
or
Waterwheel -> Gear2 -> Gear1 -> Upright Spear, so it's possible to stop it by attaching Lever -> Gear1.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 09, 2015, 04:05:38 pm
As far as I know only levers and pressure plates can be used to control upright spear traps. You could, however, use mechanical power indirectly to pump water over a pressure plate to trigger it. I wouldn't bother though; a simple repeater is more practical if there aren't any specific needs.

Here's a link to the minecart repeater I used:

http://www.bay12forums.com/smf/index.php?topic=114695.0 (http://www.bay12forums.com/smf/index.php?topic=114695.0)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: RocheLimit on March 10, 2015, 10:15:30 am
Trying this out in my current fort, and had a few questions.

How do you keep all your children fully clothed?  Do you have to constantly monitor the children for worn clothing?  Or do you manage it so they all wear out at the same time and replace them at the same time?

In the process of making 500+ training spears, my carpenter has created dozens of masterwork pieces.  Would you recommend using these masterwork pieces, or make more spears using a fresh carpenter?

In using a guest lecturer, and separating the students from him when the bells rings, do any children end up caught in traps (detention)?  I can see it getting tiring having to mechanically let them out (write hall passes) one at a time.  Though thinking about this more after I posted, he would be difficult to re-catch...

Final question:  I haven't been lucky enough to catch a bronze colossus, but I did just catch a humanoid-shaped FB made out of bronze.  Do you think he would be a better lecturer than a colossus, or would he give out too many injuries/deaths (suspensions/expulsions)?  Though I imagine it would be more difficult to end his sessions.

Thanks!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 10, 2015, 10:42:04 am
In my current attempt, I create 3 carpenter's workshop. 
2 are set for my higher level carpenter, using Profile, set Min to higher than Dabling or Novice.

1 is set to lower carpenter skills, Profile, Max is Dabling or Novice, set to make 10x Training Spear on Repeat.
The reason I give 10x build is so that the Manager don't put other job in it.
I give everyone carpenter skill, but only those with low skills get to make training spears.

Prior to making a QSP, I sold a bunch of higher quality of training spears :p
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 10, 2015, 01:15:19 pm
RocheLimit:

Clothes don't actually wear out that quickly. The students will use the opportunity to get new clothes when I let them out every few months to do changes and/or cleanup in the classroom. All I have to do is to keep enough new clothes in the stockpile.

I tend to do the same as Sanctume does: the workshops producing wooden training spears/R have the maximum skill set to Adequate in the workshop profile screen and the whole population has Carpenter skill enabled. In truth the spear quality doesn't matter that much; protective clothing blocks ordinary and masterwork spears with equal ease.

Dwarves don't usually trigger traps except when they are unconscious or have broken legs from all the hard studying. I used to end lectures in Questmountain with a retracting bridge that dropped everyone to a roomful of cage traps; only two students got caught during the whole time, both beaten unconscious by Fimshel the bronze colossus.

I'd suppose the invulnerable FB would be a very good training partner as well, as long as it doesn't have any extra disciplinary measures like deadly dust or fire. All hostile beings are fit for guest lecturing, the only difference is how long they last. I'm planning to use undead in Moonpalace, once I get that far; I just hope they won't kill all my students right away.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Skullsploder on March 10, 2015, 02:37:04 pm
Even tiny undead are terrifying opponents, and will kill dwarves with ease. I'm talking reanimated chickens' feet here. And they will eventually get pulped and become permanently useless.... but I guess acquiring new reanimable corpses is no great issue for any healthy fort.

Just be careful, because my experience with undead is eiher that you curbstomp them or a single undead goblin kills 15 fully armoured soldiers.

PS do your kids just obey the burrow restrictions? I remember that mine in the previous version completely ignored them. If they don't, then hoe do you get them all in the daycare?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 10, 2015, 04:49:56 pm
I'm not planning to use anything more substantial than reanimated hair, at least in the beginning. Even then I'm going to use the strictest emergency flush protocols I can. We'll see how it comes down; those other children in some parallel dimension managed quite well against a bronze colossus, so why not zombie bits and pieces?

Now that you mentioned it, the children are keeping surprisingly well in their burrows. I'm now using .40.24; I think they weren't this well-behaved in the last version.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sadrice on March 11, 2015, 12:40:58 pm
In the process of making 500+ training spears, my carpenter has created dozens of masterwork pieces.  Would you recommend using these masterwork pieces, or make more spears using a fresh carpenter?

Custom stockpiles are your friend in this case.  Make a stockpile that accepts only low quality training spears next to your training room, and set it to take from the main weapon pile (or wherever your training spears are being kept).  Since the building material screen does not show quality, but does show distance, this makes it easy to pick out the right spears: any that are close by will be low quality.  Just be careful if designating multiple spears per trap that the distance doesn't jump up.  In that case, switch to a different, closer spear material.

This same method can be used for bringing the good spears to the depot (or wherever you want them), sorting out troglodyte and troll cages and placing them near your live training center, sorting out low quality weapons and armor for sale or remelting, sorting out high quality furniture for your luxury suites, and all sorts of other handy things.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Skullsploder on March 11, 2015, 03:11:52 pm
Remind me, do dwarves only gain observer when watching sparring? Or do individual drills work too?

Regardless, might I suggest having an 8 room version of your current setup, Staalo, and implement  the swimming trainer from the other childcare thread in one of the extras (trains climbing somehow), and in another you have a communal barracks for the whole fort, particularly marksdwarves. Adjacent to this you can have a single tile room built with fortifications or, better, bars around it. That tile contains a pressure plate which holds up a bridge which keeps back a minecart which upon launching double-shotguns an undead creature into the 1 tile room. The whole process can be fully automated - no player interaction. At the same time or slightly sooner, another undead is deposited by the same mechanism into the children's dining hall. The military will aggro, and go after it, but not before the kids experience some first hand combat. The military cleans up when they arrive and the kiddies can get back to recovering. All this is timed off the first undead's death by marksdwarf, which is a fairly long timer. Shorter substitutes are available, but  the first UD dying is a solid indicator that there are miltary units nearby to clean up.

In terms of full automation, you need to keep a stockpile stocked with undead in cages. Best way to do this would be to set up a minecart QSP set to take corpses and refuse and dump them down a hole. In view of the bottom of the hole sits a necromancer behind fortifications and glass windows (in case a building destroyer part gets chucked down). At right angles to the necro's little chamber is the trap corridor, filled with dozens of cage traps followed by a decent amount of weapon traps to get rid of excess undead.

Thus you have an undead producing factory feeding slowly into the daycare.

If you want less threatening undead you might want to have another necro sitting at the top of the chute 1z below the minecart itself and on the same side. This way he will see the stuff only once it gets thrown down and reanimate it as it falls past. If you make the fall 30z levels, the undead will explode on impact and give you nice small bits to work with. Alternatively, just drop cavies down the chute to be reanimated, or set the refuse pile to only take hair. Your choice.

I know you have no problem with micromanagement but if this factory works it would be an excelent step towards this being practical for everydwarf.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 11, 2015, 03:24:47 pm
Remind me, do dwarves only gain observer when watching sparring? Or do individual drills work too?

Regardless, might I suggest having an 8 room version of your current setup, Staalo, and implement  the swimming trainer from the other childcare thread in one of the extras (trains climbing somehow), and in another you have a communal barracks for the whole fort, particularly marksdwarves. Adjacent to this you can have a single tile room built with fortifications or, better, bars around it. That tile contains a pressure plate which holds up a bridge which keeps back a minecart which upon launching double-shotguns an undead creature into the 1 tile room. The whole process can be fully automated - no player interaction. At the same time or slightly sooner, another undead is deposited by the same mechanism into the children's dining hall. The military will aggro, and go after it, but not before the kids experience some first hand combat. The military cleans up when they arrive and the kiddies can get back to recovering. All this is timed off the first undead's death by marksdwarf, which is a fairly long timer. Shorter substitutes are available, but  the first UD dying is a solid indicator that there are miltary units nearby to clean up.

In terms of full automation, you need to keep a stockpile stocked with undead in cages. Best way to do this would be to set up a minecart QSP set to take corpses and refuse and dump them down a hole. In view of the bottom of the hole sits a necromancer behind fortifications and glass windows (in case a building destroyer part gets chucked down). At right angles to the necro's little chamber is the trap corridor, filled with dozens of cage traps followed by a decent amount of weapon traps to get rid of excess undead.

Thus you have an undead producing factory feeding slowly into the daycare.

If you want less threatening undead you might want to have another necro sitting at the top of the chute 1z below the minecart itself and on the same side. This way he will see the stuff only once it gets thrown down and reanimate it as it falls past. If you make the fall 30z levels, the undead will explode on impact and give you nice small bits to work with. Alternatively, just drop cavies down the chute to be reanimated, or set the refuse pile to only take hair. Your choice.

I know you have no problem with micromanagement but if this factory works it would be an excelent step towards this being practical for everydwarf.

Nice.  I kinda like the dropping live animals from 30z to get exploded bits for the necro to animate. 

I was thinking for an evil biome, sheering sheep wool, disable auto loom, should yield re-animated sheep wool.
Set cage traps around the Farmer's Workshop next to a small stock pile. In time, you should have plenty of caged undead-sheep-wool that you can pit down to the day care.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on March 11, 2015, 05:18:50 pm
In the process of making 500+ training spears, my carpenter has created dozens of masterwork pieces.  Would you recommend using these masterwork pieces, or make more spears using a fresh carpenter?

Custom stockpiles are your friend in this case.  Make a stockpile that accepts only low quality training spears next to your training room, and set it to take from the main weapon pile (or wherever your training spears are being kept).  Since the building material screen does not show quality, but does show distance, this makes it easy to pick out the right spears: any that are close by will be low quality.  Just be careful if designating multiple spears per trap that the distance doesn't jump up.  In that case, switch to a different, closer spear material.

>.>

Hit x.
(http://i.imgur.com/egGfk3c.png)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sadrice on March 11, 2015, 05:23:21 pm
Huh, I'm an idiot.  Over the years I have perfected the art of custom stockpiling for quality management, not realizing it's a built in feature.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on March 11, 2015, 05:24:45 pm
I know that feel yo.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 12, 2015, 05:42:33 pm
After one month of hard studying in the Basic Training Room most of the students are now Competent at Dodge and Armor user. On average they have amassed 2200xp in each skill; this should mean that they will reach Legendary in only about eight months. Very efficient.
 
The first month also brought the school's first accident: three year old Udib Cobaltduty decided to discard his old shoe and was immediately rewarded with a mangled left foot. There was only a minimal interruption to lectures and Udib was quickly carried to school's small hospital facility. He'll be back training when he's rested a bit.

This all is of course old news but I was bit surprised about the training speed of this modified design. When all students have gotten their grades in Dodge and Armor user I can finally move on to the interesting part: arena combat with undead horrors.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on March 12, 2015, 11:42:38 pm
So uh, it seems relevant here, and there is a bit of extra footwork (literally) involved, but should any of you happen across a fortress member who has a kidnapped relative at a fortress you can find, temp retire your fort and go find said fortress and every kid in the joint (well, the dorf kids >.>) and bring them back, once the related kid is reunited with your fort member they should be so happy that if you ask them to adopt the rest... they will.

Oh, as for the x: expand/contract bit, I only discovered what it did because I figured it was used to change the size of the weapon traps I was building, only to discover it let me select which ones I wanted to use.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Pwned dwarf on March 12, 2015, 11:54:24 pm
Idea for improvement, when wearing leather clothes you can also train armor user, so get those kids leather clothes instead of other clothes, leather clothes are also more protective than plant or silk (i think) and will help kids survive.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 13, 2015, 09:09:05 am
Staalo, I've been hit with a "gen a new world, embark on a new self-challenge" so this leads me to thinking about the Dwarven Child Care (DCC). 

My question is, what do you setup first in regards to child?
I am just trying to pin down a general to do list in preparation to starting the DCC.

In a new embark, I could maybe expect 1 to 4 kids in the first migrant wave, but I usually have not unfinished pre-requisites done by the end of the 1st year. 

Anyway, let me just start listing my "to do.

Basic Needs
1. Food
- A founding Herbalist can do this job solo, limitation: security from evil biomes.
- Evil biomes, embark with seeds and Grower instead. 
2. Shelter
- Aside from the beginning dig, Bedrooms or Dorms or just having beds.
- Evil biomes, a hatch is enough to prevent anything from entering the fort from below.
3. Clothing
- Initial clothing that comes with every migrant is enough to begin with, and not so much as a concern until after year 2.

Basic Support for all Fortress
1. Food
- Food Containers
- A thought out Stockpiles planning and distribution is well worth the time of setting up.
2. Shelter
- At least 1 coffer added when making individual bedrooms with worth doing along the way, but not a priority.
3. Clothing
- Highly dependent on where the source of the cloth will be.
- GCS silk farm would be nice.
- Growing Rope Reed and/or Pig Tails can handle the demands.
- Yarn from pastured wool-animals seems too much work (I don't use workflow plug-in). 
- Maybe after year 2 when a nice indoor pasture is growing moss from discovering a cavern.

- Worth investing on 3 turkey hens + 2 turkey gobblers, then saving fertilized egg, caging the poults after.
- I was able to get 10-14 fertilized egg per hen, but sometimes i get Not Fert batches.
- Poults take 2 game years to mature, and I need mature turkeys to slaughter and get turkey leather consistently.


Intermediate Needs for DCC
1. Water Source
- I try to get at least a cistern, with drainable option done before winter in cases the water source above would freeze.
- Aquifer in the embark make this a non-issue after successfully breaching the aquifer.

2. Danger Room Materials
- The amount of wood depends on how large of upright training spears (uts) will be cover.
- The amount of uts is less initially if only covering the 1-tile dodge path.

3. Hospital
- Minimalist: 1 bed, 1 traction bed (bed + rope), 1 table, 1 container, 1 bucket, 1 splint and 1 crutch.
- Minimalist: 1 soap (lye + rock nut embark), 5 thread, 3 cloth, 3-5 gypsum powder (embark)

I think these are all doable within 2 years, before year 3.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 14, 2015, 05:20:10 am
I haven't yet tried to set up a school as fast as possible; I suppose a smaller version could be running by the end of second year with some planning. In my forts I tend to take things slower and have a working classroom only around year five or so.

Here's what I've found working so far:

- I always embark with a dedicated military/teacher dwarf. He/she will be paired with a recruit from the first migration wave and the sparring duo will provide Observation training for the children while I build the first training facilities.
- Building spears, assembling spear traps and installing mechanisms is the most time-consuming part that can easily take years to complete, depending on how ambitious the planned classroom will be. It would be a good thing to get that started as soon as possible. Everything else, food and textile industry, individual bedrooms etc., can be built up in the meantime.
- Uristloads of wood will be required. A woodland embark is highly recommended, and elves be damned. Anything that hinders wood collection (like zombies in my current fort) will slow things down greatly. Buying wood from caravans will help.
- My starting food strategy relies on underground crops and turkeys, supplemented by caravan-bought animals. Usually that's not important; no matter what I do there tends to be a mountain of booze and roasts by the end of the second year. A lot of students can be supported by a very small food industry.
- I don't usually bother with textile industry in the beginning. I just order maximum amount of leather from the caravan and use it for everything except socks. After that I'll expand to pig tail farming, supplemented by various shearable animals and/or cave spider silk. Clothes production will have somewhat lower priority after everyone has enough cloaks, hoods and mittens.

All in all, I don't suppose starting a child care fort is that much different from an ordinary one; only that there's a constant spear and mechanism production and installation running in the background for a long time. Dedicating few useless immigrants to carpentry and mechanics work could work. The logistics of a typical fort can easily spare some workers after sufficient adult workforce has migrated in.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheHossofMoss on March 14, 2015, 11:24:39 am
....All hostile beings are fit for guest lecturing...

  :P
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 20, 2015, 06:02:33 am
One student dropped out by growing up before finishing the education. Ingish Shieldtowns, "only" a Legendary Observer & Dodger and Great Armor user, was assigned to her own militia squad, "The Bowels of Cobalt" (really!) where she proved that even half an education is a wonderful thing.

Due to other squads falling foul again to the old "won't attack" bug she ended up facing the hill titan Tequil Grottodune alone. Tequil, an enormous scorpion with poisonous sting had really no chance against a twelve-year old dwarf girl with a sword and no weapon skills; the fight was really embarrassingly one-sided. Well done, Ingish.

The rest of the initial bunch of seventeen students are getting ready to leave the boring part behind and to start getting zombies thrown at them. They're still only Master Armor users but I'd better hurry before more of them drop out like Ingish.

I'm still mulling over the zombie combat arena design. I guess I'm going to start with a main room floored with a retracting bridge ready to drop the whole room into cage traps waiting in similar room below. However, it's the zombie delivery mechanism I'm still uncertain about. What would be the best way to automate it?

Right now I'm thinking about a garbage dump above the room where some animal hair would be dropped when convenient (would require some manual dump assignation). Then a necromancer behind a raising bridge (would require a lever pull) would re-animate the hair and the fun would begin.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Sanctume on March 20, 2015, 09:08:35 am
How about

1. Tile 1 is a QSP minecart trackstop dumping to a tile 2.
2. Tile 2 is at the bottom of the 1x1 pit, with retracting bridge, that falls to DCC zombie classroom.
3. Tile 3 necro gets LOS to tile 2 via raising bridge.
4. Tile 4 is a single tile stockpile for hair refuse; accepts from links only; and source stock pile taken by tile 1.
5. Tile 5 is a lockable path (floodgate) when open,
+has path for tile 4 to accept 1 hair refuse.
+has pressure plate to toggle Tile 3's LOS bridge.

So I envision Tile 4 is unlocked, Hauler Urist triggers Tile 5 pressure plate, hauls 1 refuse hair in Tile 4, goes to QSP Tile 1, and dumps to Tile 2.
The theory/timing depends on when the hair lands on Tile 2, and the Tile 5 pressure plate triggers the LOS bridge of Tile 3.
So if the Tile 5 is locked, the QSP should not be receiving hair refuse for re-animation.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 20, 2015, 01:30:44 pm
Would a necromancer be able to animate things in a moving minecart? And would the animated things stay in the minecart until the stop? I'm thinking of ways to eliminate the whole LOS triggering here...
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 20, 2015, 03:34:37 pm
Can this be true? While I was idly sketching a possible layout for the combat arena a familiar-looking figure strolled over the border and straight into a cage trap.

Imase Boreddragon the Matched Cudgel, a bronze colossus, has decided to join the faculty. Thank you very much, RNG.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on March 21, 2015, 08:14:16 am
Poor bronze colossus. He'll never stand a chance.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on March 21, 2015, 10:11:12 am
Poor bronze colossus. He'll never stand a chance.

I wouldn't say so; Fimshel in Questmountain held his own quite nicely. He even managed to kill three of the students.

I think I'd better reserve Imase as a guest speaker in the graduation ceremony; the focus of this fortress was supposed to be training methods with undead, after all.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on March 21, 2015, 10:30:27 am
Takes a bit of extra set-up... but it's worth noting that if you get wind of someone in your fort with a kidnapped relative, you can go retire the fort, grab an adventurer, go grab said kid and all the others, everywhere... all of them, every single kid you can find anywhere, bonus for dorf kids of course as they will behave properly... then bring them back to your fort member and while they're happy about being reunited with family ask them to adopt the rest... yes, all of them, even if you've got say, 60 kids... yes, I meant sixty (http://i.imgur.com/idwwbTp.png).
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 04, 2015, 02:25:47 am
It took me a while to get back to this (was distracted by adventuring in the old Searingmine world) but I now have the first undead combat arena running. I've had some teething troubles though:

- Animal hair is surprisingly flimsy; the children simply punch it to pieces in few seconds. Maybe I should use only head hair or should I upgrade to skeletons?
- It takes a long time for the necromancer to notice the dead piece and animate it. This is impractical; I should probably figure out a way to deliver pre-animated dead safely into the training room.

BTW, it seems that Reddit is following this thread as well: http://www.reddit.com/r/dwarffortress/comments/30h6sv/dwarven_kindergarten/ (http://www.reddit.com/r/dwarffortress/comments/30h6sv/dwarven_kindergarten/)
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on April 04, 2015, 05:07:28 am
Hmmm. Perhaps you could dump a large number of corpses all at once and use a triple airlock to release them one at a time?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 04, 2015, 08:29:17 am
I was thinking about setting up a zombie factory with my other necromancer and caging the products; these caged undead could then be released safely into the combat room. That would require an excess amount of hauling and building, though.

The airlock system you mentioned could work, although controlling the release could be a bit involved.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: miauw62 on April 05, 2015, 05:16:41 am
You should look in the "Ravens are murder" thread, LW seemed to have an effective undead factory design.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on April 05, 2015, 06:37:21 am
I agree that "taken over by the resident necromancer and turned into a perpetual demon-grinding charnel house of horror" qualifies as effective, but these are kids we're talking about here man!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: miauw62 on April 05, 2015, 06:47:15 am
I ment the upstairs one, not the one near the circus :P
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 05, 2015, 01:55:01 pm
On principle I should now have a similar bacon factory as the "Ravens are murder" one but for some reason my necromancers are very reluctant to animate things I'm providing them. Adding to that the students tended to neutralize horse hairs and the like very quickly.

Eventually I got a zombie ram's head wool that's both invulnerable and completely harmless (except eventual starvation for anyone stuck beating it indefinitely) and managed to get a very fruitful lesson out of it. Results were very promising; just the first bout with it gave me a bunch of Great Fighters and Accomplished Strikers with minor gains in other skills. Even nicer, it won't twist exhausted students into pretzels like Fimshel the bronze colossus had a bad habit of doing.

I'm now sending the necros back to their cages since I can just reuse the immortal fluff ball in all future lessons.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on April 05, 2015, 04:59:20 pm
Huh. Interesting. How are you planning to stop them from beating the wool?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 05, 2015, 05:33:54 pm
Huh. Interesting. How are you planning to stop them from beating the wool?

I'm using the same flushdown mechanism as in Questmountain: just pull a lever and a retracting bridge drops everyone into a roomful of cage traps. Of course it will also catch those who have passed out from exhaustion but fishing them out is a small nuisance.

Everyone from the first batch is now Legendary in Fighter and Striker after only four sessions with Fluffy the Zombie Ram Head Wool. This is the best guest lecturer ever.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: TheFlame52 on April 05, 2015, 06:21:20 pm
This is the best thread. I especially like the more nonviolent ways of training - I like my kids to have feelings, thank you.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on April 05, 2015, 06:26:59 pm
I assume you pulled up gui/gm-editor and changed the name of the wool to Fluffy, right?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: SimRobert2001 on April 05, 2015, 07:06:18 pm
(http://media.oglaf.com/comic/grandmaster.jpg)
(Beware, the site this comic is from is nsfw)
I feel like somebody should crop out the last panel of this. I can't atm, sadly.

What comic is this?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: doublestrafe on April 05, 2015, 08:31:19 pm
What comic is this?
Oglaf. Again, NSFW. Really NSFW.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on April 05, 2015, 08:54:00 pm
Mostly nsfw, sometimes not, the archive specifies which are which, great comic.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 06, 2015, 04:08:51 am
I assume you pulled up gui/gm-editor and changed the name of the wool to Fluffy, right?

Er... I did now.

Spoiler (click to show/hide)

---

I'm noticing a curious thing... In each lecture with Fluffy there's one or two students having a sudden attack of cowardice: instead of joining the dwarfpile pounding on the animated piece of wool they run around shouting "I must withdraw!"

Of course that's not new; the same thing was happening in Questmountain with Fimshel the bronze colossus. What's different this time is that they're never the same students; last session's coward could well be the most vigorous wool pounder in the next one. Maybe there's simply not enough room for everyone.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on April 06, 2015, 04:16:22 am
Good man, truly you are an hero.

Though I'm still uncomfortable with the use of the phrase "vigorous wool pounder"... probably due to my Scottish ancestry.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 06, 2015, 01:37:24 pm
Though I'm still uncomfortable with the use of the phrase "vigorous wool pounder"...

I know, I know... but after I had typed those words they simply refused to be deleted. It is actually very descriptive for the situation; eighteen adolescent dwarves standing in a ring, furiously mashing a small sweat-drenched piece of sheep wool with their hairy fists. I'm surprised it hasn't turned into felt by now.

Some of the children were getting Stressed from constant exposure to undead horrors (yes, that means you, Fluffy. Sorry.) so I assigned them to other training and decided to up the challenge for the remaining students. In quick succession I dropped in an undead guinea hen, a rotten turkey and a giant rat head; all were re-killed almost before they hit the floor. After this I threw in a giantess and a cyclops I had lying around but they didn't fare any better. Encouraged by this I decided to try out a captured zombie elf axewoman I had been sparing for this occasion.

That didn't go down well with the students. Everyone simply panicked and started running madly around while the zombie shambled after them making ineffectual lunges to anyone getting too close. It managed to knock out some teeth from one dwarf and ruptured another one's liver before I hit the flushdown lever. Luckily dwarves don't actually need those parts for anything important.

Looks like the students will have to build up some Discipline before facing actual whole formerly-sentient undead again.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on April 06, 2015, 03:23:30 pm
They probably did kill it before it hit the ground.

In adventurer mode my faster allies will often run alongside things I've sent flying, punching and hacking and kicking them while they sail through the air with all the grace of a bowling ball.

I'm... less comfortable after your description of the wool pounding btw.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 07, 2015, 08:02:03 am
I'm... less comfortable after your description of the wool pounding btw.

Ah, my work here is done, then!

--

I had a slight distraction when I saw this comment in the "Whats going on in your fort" -thread:

http://www.bay12forums.com/smf/index.php?topic=15096.msg6147334#msg6147334 (http://www.bay12forums.com/smf/index.php?topic=15096.msg6147334#msg6147334)

Having read that I had to experiment if Swimming and Observation could be trained right from the birth. Well, short answer: they can't. Some observations:

- assigning a bed to a baby causes it's mother simply to drop it where she stands. This requires some planning.
- mother will pick up the baby and carry it to safety when the area is flooded. In one occasion the baby even seemed to teleport straight away to it's mother.
- looks like babies can't learn skills anyway. So much for that.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Dwarf4Explosives on April 07, 2015, 09:09:20 am
Conclusion: baby dwarves are, like all dwarves, idiots. They just can't do all that much stupid stuff yet and focus their stupidity into a lack of skill-learning.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on April 07, 2015, 03:19:30 pm
Was discussing this with the gf last night (she loves to talk about dem dorfs and don't even play, I know, I'm a lucky guy) and decided newborn dorfs are like marsupial offspring, blind, lacking rear legs, they simply cling on to their mothers beard and sip at the booze soaked into it until their legs develop and they can drop to the ground, run off into the bushes, and feed.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on April 08, 2015, 03:13:07 am
Congratulations on the success with fluffy. (Always was convinced, that working schemes would end up far less violent than most imagined.) Did you try normal wool (as opposed to hair) from shearing, looks like you arrived at the ram head wool in a convoluted way, kill ram, kill zombie head, butcher head, wool reanimates?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 08, 2015, 04:41:44 am
Congratulations on the success with fluffy. (Always was convinced, that working schemes would end up far less violent than most imagined.) Did you try normal wool (as opposed to hair) from shearing, looks like you arrived at the ram head wool in a convoluted way, kill ram, kill zombie head, butcher head, wool reanimates?

Actually it went something like: shear ram -> necro animates wool -> children punch the wool to pieces -> necro animates head wool. And there's no shortage of violence, it's just... ineffectual violence, what with Fluffy being invulnerable and incapable of harming anyone.

I just noticed the refuse pile now contains Fluffy's nose wool, Fluffy's left ear wool and Fluffy's right ear wool. Looks like the students managed to do at least some damage at some point.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on April 08, 2015, 04:54:31 am
Congratulations on the success with fluffy. (Always was convinced, that working schemes would end up far less violent than most imagined.) Did you try normal wool (as opposed to hair) from shearing, looks like you arrived at the ram head wool in a convoluted way, kill ram, kill zombie head, butcher head, wool reanimates?

Actually it went something like: shear ram -> necro animates wool -> children punch the wool to pieces -> necro animates head wool. And there's no shortage of violence, it's just... ineffectual violence, what with Fluffy being invulnerable and incapable of harming anyone.

I just noticed the refuse pile now contains Fluffy's nose wool, Fluffy's left ear wool and Fluffy's right ear wool. Looks like the students managed to do at least some damage at some point.

Ah, ok. (Didn't know wool grows a head and ears upon reanimation.) Wool pounding is non-violent enough for me.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: BFEL on April 08, 2015, 05:29:19 pm
Wool pounding? Oh god.

Anyway, has anyone ever figured out the mechanics/limits of the proposed magma mist fat melting thing?
Would be an interesting graduation ceremony, providing you could get the bastards to live through it. And then you make them vampires.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Max™ on April 09, 2015, 02:58:55 pm
Decided to share that with one of my favorite Scottish authors, Charles Stross, figured he'd get a chuckle out of it at least, (http://www.antipope.org/charlie/blog-static/2015/04/the-biggest-little-sf-publishe.html#comment-1967982) since the thread was a big mishmash of unfunny crud.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: miauw62 on April 09, 2015, 03:22:11 pm
Nevermind.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Staalo on April 09, 2015, 04:30:00 pm
Decided to share that with one of my favorite Scottish authors, Charles Stross, figured he'd get a chuckle out of it at least, (http://www.antipope.org/charlie/blog-static/2015/04/the-biggest-little-sf-publishe.html#comment-1967982) since the thread was a big mishmash of unfunny crud.

As it happens, that thread topic does interest me somewhat, for... reasons. Also a hearty nod for Banks references.

I now realize that "vigorous wool pounder" was indeed somewhat unfortunate choice of words... must be one of those "lost in translation" moments.

On child care department I have no new developments. Chasing a piece of animated fleece around proves the most efficient way to quickly develop unarmed combat skills but I haven't figured out how to train Discipline fast enough. I suspect it is needed to allow the students take on larger zombies; without it they'll just run away or let themselves to be freely maimed.

With current methods it's possible to train Fighter, Dodger, Armor user, Swimmer, Observer, Striker, Kicker and Biter to Legendary before adulthood. I'd really like to add Discipline to that list.

It could also be possible to train Misc. object user since students use their crutches to hit enemies but it would be tricky to arrange suitable crutch-requiring injuries without permanently crippling anyone. It would be interesting to see if the students could take down a bronze colossus using nothing but steel crutches, though.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: kingu on April 10, 2015, 05:16:23 am
We still cant get them to wear armour right? Can we get them to barefoot on just one foot? if so It might be possible to use something from the old "dwarven special forces" thread where someone used weapontraps to selectively cut off a limb. (you really only need one foot right? :)) The hardest part would be to find a weapontrap/clothing combo that only damages the naked foot.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Naryar on April 10, 2015, 06:49:46 am
...How do you call an undead made out of wool anyways ? A wool wraith ?

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Ianflow on April 15, 2015, 11:15:13 am
DISCLAIMER: Generally I find Kobolds to be the cutest thing in this game and adore them. I normally mod my game so I can have on embark a small group of kobolds accompany my dwarves.

Okay so one of the main issues with the first post was sentient death and a supply of victims volunteers

I've got the solution that is the result of attempting to breed kobolds.
If you're willing to modify the raws, you can go anywhere from a minor mod of not avoiding traps, to being common domestic pets with a value of 1.
Then have a Kobold Ghetto where they breed.

If you make their growth period small enough and clutch sizes large enough (in addition to a few genepools that can interbreed and prevent incest issues) you can have a steady supply of volunteers

Then all you need is

_ empty space ; w wall ; k kobold drop point ; g grate ; c ; child

To maximize the efficiency, it may be best to have a number of kobolds drop. Along with modifying raws so that all the kobold ghettos need is nest boxes and space. This meaning that they hunt vermin and additionally produce 6 eggs each. This allows with 4 ghettos an exhange of not only population (pasturing kobolds who are born as children in the other ghettos) exchange, but also 4 volunteers per mother per year.
There is a bit of startup work and that is to be expected. Around 30 or so Kobolds would be needed initially to ensure that breeding pairs can be set up. The use of honeymoon nests would be ideal, separate small pastures of 1x3 or 2x2 rooms for the kobolds. Ideally we'll get 3 pairs per ghetto, and once 3 pairs are established, the faulty remaining individuals can be escorted to the waiting room.
The waiting room is a lobby large enough to contain 10-20 kobolds. They will eventually be escorted to their appointment.

By having approximately 48 Kobolds who volunteer from birth we can supply anywhere from 4-16 children with kobold appointments. This varies depending on frequency, number of guests, and number of appointment rooms adjacent to the lucky child that gets visited.
Also there are 24 or so new children per generation. Parents who can no longer produce will be scheduled an appointment, and this also ensures that a large number of kobold eggs can be produced for special occassions where the child gets to play catch with kobold eggs.

Provided below is a simple diagram that maps out the busiest possible child.
(http://i.imgur.com/ioaG13f.png)

More space between the appointment chambers and the child's cubicle may be needed, so that a cleaning bath is arranged with a hatch below finished appointments. Another option is a door at the back for someone to escort the kobold to a nice spot in the sun, or a relaxing nap somewhere quiet.

Above he child is a hatch to drop down peafowl and food. Peafowl could be modified so that they can be eaten right after dying, giving the child a method to dispose of their foe. Additionally, above the first hatch a few z levels up can be another one. This is where eggs are dropped down from harmlessly onto the child for a game of catch. Or puppies can be dropped so that they just don't care anymore.

A hatch below the child so that at adulthood they can go down.

I'm sure since the first post everyone has come up with much more advanced methods, but I hope this startup idea will help some.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Peradon on April 18, 2015, 03:13:40 pm
This is awesome...

Now if only I could make a fortress that actually survives....
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: McDonald on May 24, 2015, 02:43:18 pm
Are we still working on this? The show must go on!
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Oirestel on May 29, 2015, 05:31:06 pm
Has !!SCIENCE!! been done on leg removal of dwarfs? ... Can they dodge without legs? Legendary Crutch User Legendary Dodger would be... funny as hell.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Epicfaillord on May 29, 2015, 06:47:28 pm
There are incest issues?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: taptap on June 08, 2015, 06:17:57 am
Has !!SCIENCE!! been done on leg removal of dwarfs? ... Can they dodge without legs? Legendary Crutch User Legendary Dodger would be... funny as hell.

Military training already maxes all relevant stats. Crutch walking brings no benefits to trained out dwarves. The crutch itself may be used as a weapon, but even a heavy crutch isn't in any way better than common weapons (even with the current broken system of handling impact damage).
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on June 17, 2015, 05:30:02 am
Am in the process of reading through the 20-odd pages that I missed.

I was surprised to see this thread still thriving after I left it back in September-ish. I have returned to DF after a lengthy hiatus (otherwise known as the school year) and I will proceed to rebuild the main page with the various findings that happened since I left, as well as write a manifesto for anyone wishing to try some of these methods. I think some slight improvements could be made on the daycare attempts I've seen up to page 30 ish.

One innovation that I have yet to be able to implement is vampirism. Back in 34.11, I successfully ran an all-vampire fort (http://www.bay12forums.com/smf/index.php?topic=136269.msg4999226#msg4999226) for fifteen good years before it finally died to a tantrum spiral of epic proportions (http://www.bay12forums.com/smf/index.php?topic=15096.msg5417736#msg5417736). The potential for real supersoldiers is very very real.

The question is when to apply the vampirism. I have half an idea that it should be done as a graduation ceremony, because if I recall correctly becoming a vampire locks in a dwarf's attributes and prevents them from rising or dropping afterwards. So it would make sense to raise them as high as possible before making them vampires. On the other hand, vampire dwarves never need to sleep or eat and can't drown, so that would make regular daycare activities substantially more efficient while also probably raising social stats a bit more (which has apparently become an issue).

Do let me know what you all think. I haven't seen any vampires in 40.xx yet. If you get one, save him/her for epic science.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Bumber on June 17, 2015, 11:03:35 pm
I have half an idea that it should be done as a graduation ceremony, because if I recall correctly becoming a vampire locks in a dwarf's attributes and prevents them from rising or dropping afterwards. So it would make sense to raise them as high as possible before making them vampires. On the other hand, vampire dwarves never need to sleep or eat and can't drown, so that would make regular daycare activities substantially more efficient while also probably raising social stats a bit more (which has apparently become an issue).
I'm fairly certain the attribute lock is currently broken.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Max™ on June 17, 2015, 11:25:51 pm
Think so too.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on June 18, 2015, 01:32:53 am
Is that based on fort evidence or adventurer evidence? The latter would make more sense, but whatever.



Today I embarked to a quaint little island in the middle of nowhere with the intent to build a fully functional supersoldier training program, not only for my little children but also for my adult dwarves. They can party while spikes force them to dodge into water, and since adults can wear armor via civilian militia squads, there will be even less danger of injury (although Staalo's programs never had any fatalities or even major injuries to training spears).

I need to finish designating and digging the whole fort, building the aboveground access structure, hauling everything, and designing QSP routes before I can really get down to the business of producing children and starting a long-term program, but the aquifer was pierced in under six months and a full clear-cut of the entire surface will be underway as soon as the QSP system is in place. For the purpose of science, I will be abusing melt yields to get steel armor for my population, and I'm going to manipulate the soft and hard population caps to control fortress births. I just hope I get enough couples for a well-attended school.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Kitsune on June 18, 2015, 01:40:58 am
Woops. Did not mean to post. :-[
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on June 18, 2015, 02:37:36 am
So is this going again? I'd recommend also trying out the undead hair/wool method if possible.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Bumber on June 18, 2015, 03:30:56 am
Is that based on fort evidence or adventurer evidence? The latter would make more sense, but whatever.
Probably adventurer. Fort mode vampires are a pain to get a hold of, let alone test.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Max™ on June 18, 2015, 07:20:59 am
Yeah, adventurer mode, I can't recall getting capped after turning and I had a period where I was experimenting with vampirism heavily.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: escondida on June 18, 2015, 10:48:25 am
I had a period where I was experimenting with vampirism heavily.

Urist McDracul: "MOM, it's not a phase! Eh-blaaaah!"
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on June 18, 2015, 03:03:22 pm
Yeah, adventurer mode, I can't recall getting capped after turning and I had a period where I was experimenting with vampirism heavily.

Then it likely holds true for fort mode as well. This is good news. We can vampirize the kids before they go to school.

The only question is which method to use to remove the alcohol slowdown. Do you remove the [NODRINK] tag or do you remove the [ALCOHOL_DEPENDENT] tag? The former gets you vampires who can die of thirst, but remain very dorfy; the latter gets you vampires that literally drink nothing but blood and don't suffer any ill effects from sobriety.

For roleplaying purposes, the former is more accurate, because it would let a vampire hide more easily in dwarven society, but the latter is probably better if we're going for supersoldiers.

One of the two is necessary because the slowdown from sobriety is pretty much unbearable after a year or two.
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Ravendarksky on June 19, 2015, 09:52:43 am
Has !!SCIENCE!! been done on leg removal of dwarfs? ... Can they dodge without legs? Legendary Crutch User Legendary Dodger would be... funny as hell.

Military training already maxes all relevant stats. Crutch walking brings no benefits to trained out dwarves. The crutch itself may be used as a weapon, but even a heavy crutch isn't in any way better than common weapons (even with the current broken system of handling impact damage).

Missing limbs makes a dwarf need less armour thus lighter. A fully trained crutch walker will go faster than a dwarf with two legs.

There was a separate thread where someone made an entire fighting force of one legged dwarfs. However it isn't easily applicable to children as you can't selectively remove their limbs as easily (armour and saw blade traps were used)
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Not good with names on June 21, 2015, 12:51:51 pm
I do have a vampire chilling in the third cavern of one of my saves I got bored with if you want it (Warning, only metals are adamantine and sphalerite, goblins own the surface).  I would need the knowledge of how to give you said save (Seed of world gen then post save maybe?).

To keep on topic, can you still just toss a bunch of turkeys on the kids and get small gains?  I found the emotion stress caused by making them sleep on a pile of small angry animals worth the effort, at least on my end.

Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: Calidovi on June 23, 2015, 11:48:11 am
Has !!SCIENCE!! been done on leg removal of dwarfs? ... Can they dodge without legs? Legendary Crutch User Legendary Dodger would be... funny as hell.

Military training already maxes all relevant stats. Crutch walking brings no benefits to trained out dwarves. The crutch itself may be used as a weapon, but even a heavy crutch isn't in any way better than common weapons (even with the current broken system of handling impact damage).

Missing limbs makes a dwarf need less armour thus lighter. A fully trained crutch walker will go faster than a dwarf with two legs.

There was a separate thread where someone made an entire fighting force of one legged dwarfs. However it isn't easily applicable to children as you can't selectively remove their limbs as easily (armour and saw blade traps were used)

So if there's a dwarf missing a leg, would the weight of his legwear half or are legs one entity when armor is mapped?
Title: Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
Post by: ImagoDeo on June 24, 2015, 02:08:02 am
Has !!SCIENCE!! been done on leg removal of dwarfs? ... Can they dodge without legs? Legendary Crutch User Legendary Dodger would be... funny as hell.

Military training already maxes all relevant stats. Crutch walking brings no benefits to trained out dwarves. The crutch itself may be used as a weapon, but even a heavy crutch isn't in any way better than common weapons (even with the current broken system of handling impact damage).

Missing limbs makes a dwarf need less armour thus lighter. A fully trained crutch walker will go faster than a dwarf with two legs.

There was a separate thread where someone made an entire fighting force of one legged dwarfs. However it isn't easily applicable to children as you can't selectively remove their limbs as easily (armour and saw blade traps were used)

So if there's a dwarf missing a leg, would the weight of his legwear half or are legs one entity when armor is mapped?

Said dwarf would only wear one high boot. The legwear would weigh the same. I don't think that particular modification is really worth it, although doing it with vampires later on as a graduate education might be a viable option for people who don't care that much what the survival rate is. The accepted method was to cause controlled cave-ins to shove dwarves onto weapon traps, if I recall correctly. The traps would go off on the unconscious dwarf. Assuming the dwarf was entirely armored except for one body part, a trap with ten serrated discs would be quite likely to sever that body part. The trick was making sure that body part was the single desired part - one foot or leg, and no more. I think the success rate was less than 70%, possibly as low as 30%, but I'm just throwing out the general impression I got from reading the entire thread a year ago.



It'll take me a while to summarize everything that's been done up to this point, but I want to thank Staalo very much for doing all the hard work so far. Almost every issue has been solved, except discipline (and climbing), and I have a solid idea for how to fix that, although it does require an additional course in the academy. Now we're in the stage of refinement, and the goal will be to design a system that can accommodate any number of dwarven children over the entire lifespan of a fort once it has become seriously established. Modulation of the system is good, since not all forts will have access to every tool needed for the full curriculum - e.g. no necromancers, or no vampires.

The pros and cons of each step should be listed, and possible dangers elaborated. Basic setups can be specified. Eventually I'll put together a thread detailing the final outcome, with diagrams for common use. This will be the final word on making those booze-guzzling smallbeards useful, finally!
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on June 25, 2015, 01:37:28 am
Thanks for the kind words ImagoDeo. I'm afraid I don't have much more to give to this thread; I sort of ran out of ideas after running several forts focusing on child care research.

Discipline training would be very nice to crack; I never quite managed to figure out how to train it reliably. The closest I got was when I pitted some students against something they would be too afraid to fight but still wouldn't kill the students outright. When the students ran around in panic shouting "I must withdraw!" their discipline got trained slowly but surely.

The difficulty in this approach would be finding a suitable training partner; the students fearlessly attacked megabeasts but would let a naked goblin invader to beat them senseless without lifting a finger. Something between these two could work; maybe a crippled goblin that wouldn't be able to attack?
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on June 26, 2015, 02:21:29 am
That is a possibility.

What I had in mind was embarking to a zone with non-lethal but frightening weather effects. One of my more recent forts, Picksling, has a persistent bitter mucous rain that freaks out my dwarves when they're caught in it. It trains discipline rather slowly but surely. After about one cumulative year of getting caught in the rain, some of my dwarves gained a slight amount of discipline. Three of them - one miner, the duke, and the broker - are Expert.

Unfortunately, I don't know what trait (or combination of traits) produces this effect. The only similarity that stood out in their makeup was that each has some level of built-in depression. The duke "despairs of anything positive happening in the future and lives without feelings of hope;" the broker "tends to assume the worst of two outcomes will be the one that comes to pass;" and the miner "often feels discouraged." (But that's DEPRESSION_PROPENSITY, whereas the duke and broker traits were both HOPEFUL variants.)

The duke and miner were both from the starting seven. The broker was from the first migrant wave. None of my starting seven had any discipline to begin with. No invasions of any kind have occurred, except for the multitude of forgotten beast incursions in the sealed caverns. No deaths have taken place. The weather is the only thing I can think of that would have caused the gain: every so often I've had all the dwarves out woodcutting and hauling timber back to the stockpiles to fuel the steel and other metal industries. Eight other dwarves besides those three are Dabbling, and no one else has any Discipline experience.

Overall, it seems like weather will not consistently train Discipline. I seem to recall seeing minor gains in Discipline in a fort that got goblin invasions, because occasionally my dwarves would need to salvage goblinite and seeing the corpses trained that skill. And you say that the right kind of opponent will train discipline by proximity.

Figuring that out is one of the last steps. In the meantime, I'm going to put together a presentation of sorts to put some findings before the greater DF community. I'm going to go in order of skills trained and methods tried. Anything you think I should add besides the contents of this thread, generally speaking?
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on June 27, 2015, 11:29:05 pm
Staalo, did you ever get any deaths to falling while you were training kids to jump off into the pool? One of my adult miners in my current fort just leaped to avoid a spear and fell, crushing his throat and bleeding to death on the way to the hospital. I have shamelessly savescummed but unless that was a complete anomaly I'll need to make some changes to the way I'm doing things.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: taptap on June 28, 2015, 03:49:12 am
@ImageDeo: If you care about climbing, look at the white pedagogy thread.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on June 29, 2015, 01:36:22 am
Staalo, did you ever get any deaths to falling while you were training kids to jump off into the pool? One of my adult miners in my current fort just leaped to avoid a spear and fell, crushing his throat and bleeding to death on the way to the hospital. I have shamelessly savescummed but unless that was a complete anomaly I'll need to make some changes to the way I'm doing things.

I did have some broken bones and I think one liver pierced by a rib from falling badly into the pool, but no deaths. That was in the first version with bare stone floors; since then I've built my pools with wood floors before filling them with water. Willow works great since it's light and commonly available.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Ravendarksky on June 30, 2015, 08:17:31 am
How are people getting the children to hang around the desired areas? I'm wanting to passively train observer skill but can't find an easy way to force the kiddies into the barracks.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on June 30, 2015, 09:43:03 am
How are people getting the children to hang around the desired areas? I'm wanting to passively train observer skill but can't find an easy way to force the kiddies into the barracks.

Burrows will do that for you. It requires some management with burrow assignments, though, if you're running multiple simultaneous training programs.

I'd recommend to just put the military barracks into the main meeting area right from the beginning; that way you'll train everyone in the fortress to high Observer levels before you'll get the other training programs running.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Max™ on June 30, 2015, 10:06:38 pm
When all else fails, remember that "management" is just "magma" with an extra "neent".
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Ravendarksky on July 01, 2015, 11:01:52 am
How are people getting the children to hang around the desired areas? I'm wanting to passively train observer skill but can't find an easy way to force the kiddies into the barracks.

Burrows will do that for you. It requires some management with burrow assignments, though, if you're running multiple simultaneous training programs.

I'd recommend to just put the military barracks into the main meeting area right from the beginning; that way you'll train everyone in the fortress to high Observer levels before you'll get the other training programs running.

My children seem to be ignoring the burrow restrictions, but thanks for the suggestion :)
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 02, 2015, 03:36:43 pm
So it looks I'm back with the program. My current world is crawling with baby snatchers; I had some immigrant couples with all five children kidnapped and almost everyone has some relative living in abduction at some dark fortress or another. Someone had to think of the children and so I decided to relaunch the Child Care program, just to keep the beardlings I had safe from the cruel world.

First I built a simplified version of the old Boarding School structure, powered by a minecart repeater:

Spoiler (click to show/hide)

This one works just as good as the original; I got the first Legendary Dodgers with only few months of stick whacking. I also have a captured necromancer in storage, in case I need to visit the zombie wool training method again.

I also accidentally did some science on Discipline training. I happened to notice that two students (out of 25) gained Discipline from seeing a body part left over from an unfortunate accident. Those two students didn't have anything else in common but they were the only ones with Bravery trait below average. This led to experimentation.

Skipping over some unpleasant details, I made the following observations:

- only dwarves with Bravery score of 40 or below seem to gain Discipline from seeing dead sentient bodies or body parts; there might be some other traits affecting this
- exp gain for Discipline is 5xp per witnessing a body/part
- this can be gained from same body/part about once per week
- the gain is per dead individual; for example, five teeth from one individual train only once, but five teeth from five different persons train five times
- witnessing the horror builds up stress for about 300 points' worth, but unlike in earlier versions this can now be countered by surrounding the subject with friends and luxury

This means that 

Total discipline gain  = 5xp x number of dead people seen x time in weeks

Can someone verify this? Could all the cowards in the fortress be trained to respectable levels of Discipline simply by exposing them to a mountain of corpses for few months?
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Max™ on July 05, 2015, 07:43:39 am
The fact that this equation emerged in a thread for child care is amazing.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: OcelotTango on July 05, 2015, 10:39:15 am
Hmm, so dump all your bodies in a glass tube(to prevent miasma), and walk your dwarves through the room once every week.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 05, 2015, 05:26:23 pm
Or just use skeletons like I did. I also noticed that slower is better with this kind of training; dwarves witnessing dead bodies do gain that 300 stress points per dead individual which can overwhelm any amount of luxury and pampering when huge piles of corpses are used.

In other news, three babies lost their lives when I decided to live dangerously and refresh the training room booze stores while still running the equipment. For some unknown reason their mothers decided to wander to this remote location to have their dinner, with obvious bad effects from the relentlessly grinding wooden spear automata. The new system's emergency shutdown isn't as quick as I would hope; I'll just mark these unfortunate souls as victims of progress and move on.

Next improvement to the Boarding School will definitely be a remote supply drop system. I'll just have to figure out how to get rid of the empty booze barrels.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Bumber on July 05, 2015, 07:12:09 pm
Next improvement to the Boarding School will definitely be a remote supply drop system. I'll just have to figure out how to get rid of the empty booze barrels.
Give the boarding school an adult director or groundskeeper whose job is to remove the barrels?
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 06, 2015, 04:43:25 am
That could be a solution, although I'd rather not tie up any more adult workforce to this than necessary.

I did have a groundskeeper/doctor/cleanup guy in an earlier version of the boarding school, when there still was an in-school hospital in case of emergencies. In later designs the hospital was scrapped and with it went the resident doctor role. Maybe it's time to rethink this a bit.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Ravendarksky on July 06, 2015, 06:43:13 am
Can babies be kept alive without parents these days? If so it should be possible to use minecarts to separate the two to keep the babies safe from their malevolent parents. I grow tried of mothers charging into battle and using their week old babies as troll bait.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Bumber on July 06, 2015, 07:04:25 am
Can babies be kept alive without parents these days? If so it should be possible to use minecarts to separate the two to keep the babies safe from their malevolent parents. I grow tried of mothers charging into battle and using their week old babies as troll bait.
Usually minecarts lead to a different kind of separation for babies, though. Can they reliably survive even a featherwood cart collision?
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Ravendarksky on July 06, 2015, 07:34:26 am
Can babies be kept alive without parents these days? If so it should be possible to use minecarts to separate the two to keep the babies safe from their malevolent parents. I grow tried of mothers charging into battle and using their week old babies as troll bait.
Usually minecarts lead to a different kind of separation for babies, though. Can they reliably survive even a featherwood cart collision?
By combining minecart riding with a pressure plate and water you can wash the baby safely away to a separate location. There is no need to have the actual minecart hit the baby again.... I think we're all trying to move on from that.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: escondida on July 06, 2015, 09:54:35 am
The catch is that if you manage to lock the baby safely away from its parents, the mother will almost certainly flood you with "seeking infant" cancellations.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on July 06, 2015, 12:47:34 pm
Burrow restrictions and common-sense engineering can prevent all infant deaths. The stockpiles for my training facilities are located near the doors, and burrow restrictions keep the kids in the correct zones while allowing the parents to restock the piles without crossing any spears.

I should post pictures.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 09, 2015, 02:59:36 pm
Since most of the children passed their Legendary Dodger grades without further incident, they're now continuing their education in live combat classes. This time I've kept a closer look at who's fighting and who's not, in hopes of seeing a pattern there. So far there isn't much to tell.

The two cowards with low Bravery scores never fight, despite all the Discipline training they've had. In addition to those there seems to be a changing group of borderline cases who sometimes charge headfirst into combat and other times just run around in panic. It looks like in beginning of each combat every student goes through a complicated decision whether to fight or flee, with multiple traits affecting the outcome. So far I've noticed that non-fighting dwarves tend to have at least one of following traits (names from Dwarf Therapist):

- low Bravery trait
- doesn't value Martial Prowess
- low Excitement Seeking trait

The fight/flee decision seems to be in force until the current threat has passed in one form or another. I have witnessed only one situation where a non-fighting student has started suddenly fighting and that involved a student getting enraged after getting a severe beating from a goblin invader. Few ticks later the goblin was very dead and the injured student went to get a new pair of trousers and a drink, in that order.

Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on July 09, 2015, 06:30:02 pm
Since most of the children passed their Legendary Dodger grades without further incident, they're now continuing their education in live combat classes. This time I've kept a closer look at who's fighting and who's not, in hopes of seeing a pattern there. So far there isn't much to tell.

The two cowards with low Bravery scores never fight, despite all the Discipline training they've had. In addition to those there seems to be a changing group of borderline cases who sometimes charge headfirst into combat and other times just run around in panic. It looks like in beginning of each combat every student goes through a complicated decision whether to fight or flee, with multiple traits affecting the outcome. So far I've noticed that non-fighting dwarves tend to have at least one of following traits (names from Dwarf Therapist):

- low Bravery trait
- doesn't value Martial Prowess
- low Excitement Seeking trait

The fight/flee decision seems to be in force until the current threat has passed in one form or another. I have witnessed only one situation where a non-fighting student has started suddenly fighting and that involved a student getting enraged after getting a severe beating from a goblin invader. Few ticks later the goblin was very dead and the injured student went to get a new pair of trousers and a drink, in that order.

This is an important finding, and it makes sense. The dwarves who fit into those categories should be used as non-military dwarves (or drowned in magma, whichever). Everyone else who can also gain Discipline and be desensitized should be part of a militia starting at graduation from the daycare. Legendary grades should be achieved in all child-untrainable skills (e.g. Axedwarf) and then the student is done with postgraduate training and can move into the workforce with their weapon and a suit of armor.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 11, 2015, 03:33:38 am
Three students are taking horrors of battle worse than their fellows and have to take constantly time off to cool down their stress levels. I'm micromanaging them and after every few bouts moving them back to the old training room to enjoy the luxurious surroundings and the company of their younger siblings. So far I've managed to keep them away from Stressed status.

Two of the easily stressed students are obvious cases with high Stress Vulnerability trait values but I'm a bit mystified why the third one, nine years old Kogan Gatesaviors is suffering so much. His Stress Vulnerability is average, Bravery is among the highest in the class and he has no other obvious traits that could affect the outcome. I wonder if his low Tolerant score could make him anxious about meeting members of other species (and killing them!)
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: TheHossofMoss on July 17, 2015, 08:30:19 am
PTW

...also I'm glad you're back! I'm ready to see what we can all discover.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on July 17, 2015, 11:59:01 am
At this point, I just need to collect all the data and go back through every page of the thread for links and quotes. Then I'll compile everything into a thread and throw it up in the main forum. Eventually it'll probably morph into a wiki page.

I just need to get off my butt and do it. But I've got a lot going on, so it may be some time.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 22, 2015, 06:37:47 am
Nuspu Spittleknight the Wastes of Control, an ancient and powerful female hydra, strayed into Copperfell's array of cage traps and got immediately hired as a guest lecturer for my students. Surprisingly it proved to be less of a punching bag than other meaty megabeasts: when there's no chance of one-shotting the enemy with a headpunch the only thing the children could do was to keep bashing it until it slowly bled out. During the process it also managed to send two students to the hospital, luckily with nonpermanent wounds. All in all a very successful training session; I like it when the lecturers show a little spirit.

It seems the fight/flee decision is more complex than I thought earlier; one of the proven cowards indeed does take part in combat, although rarely, and some students with none of the traits I listed have had occasional breakdowns. I will have to continue monitoring the training sessions for more clues.

Copperfell has now 43 children out of 120 citizens. The first true graduations should be due in two years.

Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 23, 2015, 03:13:24 pm
Troglodytes and blind cave ogres seem to have a strange fascination towards cage traps and there are now whole tribes of them caged in the storage dungeons. Naturally the idea of using them for desensitization training had to come up sooner or later.

At first I thought of using the old and tried drop chute splatter technique to achieve desensitization but then I decided to try once more getting some combat training out of them as well. Earlier experiments had had no luck getting the students to fight non-evil, non-megabeast humanoids, with neither side reacting to each other in any way.

After some trial and error I found out that the students attacked the poor humanoids immediately when I sent the militia in; just seeing a militia member seemed to provoke a trog test subject into a combat situation into which all students joined. Usually the students beat the enemy into bloody pulp before the militia member could reach the melee. I'll have to test out whether this works when the militia member is visible but has no path to the test subject, for example through fortifications.

So, to recap, the children (and I suspect other civilians as well) react differently to various enemy types. These are my assumptions so far, based on live testing:

- Megabeasts and other "Uninvited Guest" types: Attack on sight and fight to the death
- Wild humanoids and wild animals (past certain danger level, I assume): Join the fight if there's an existing combat situation
- Invaders and undead siegers: Run away unless they manage to get enraged; after that they'll fight while the rage lasts
- Animal undead and animal parts:  Attack on sight and fight to the death

Desensitization is progressing very slowly, by the way. I'm running out of test subjects and only few students are at "a hardened individual" level so far.


Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 24, 2015, 03:29:16 pm
After some additional testing: yes, normally peaceful trogs and ogres do indeed become hostile towards children if they even glimpse one of the militia members through fortifications, even when said militia member has no way to attack anyone in the room. This makes things somewhat easier.

Presence of military seems to be the key to trigger combat with normally nonhostile participants in this case. I can well afford to put a recruit "military observer" in special viewing booth while I go through my er, stockpile of peaceful sentients. Looks like I'm again swinging deep into the dark side with this research...

Some children are looking very much ready, even with years still to go. My most promising student, five year old Ingish Pagedpatterns has the following skill levels at this point:

- Legendary +5 Observer (lvl 78)
- Legendary +5 Fighter (lvl 41)
- Legendary +5 Striker (lvl 36)
- Legendary +5 Dodger (lvl 22)
- Grand Master Kicker
- High Master Armor User
- Professional Biter
- Adept Swimmer

I'm toying with the idea of founding a separate colony in the third cavern for the most advanced students and let them handle all the unpleasant wildlife down there. Let them run truly feral for their last years of childhood and accept them back to dwarven society only when they come of age.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: YHVH on July 24, 2015, 07:57:56 pm
After some additional testing: yes, normally peaceful trogs and ogres do indeed become hostile towards children if they even glimpse one of the militia members through fortifications, even when said militia member has no way to attack anyone in the room. This makes things somewhat easier.

Presence of military seems to be the key to trigger combat with normally nonhostile participants in this case. I can well afford to put a recruit "military observer" in special viewing booth while I go through my er, stockpile of peaceful sentients. Looks like I'm again swinging deep into the dark side with this research...

Some children are looking very much ready, even with years still to go. My most promising student, five year old Ingish Pagedpatterns has the following skill levels at this point:

- Legendary +5 Observer (lvl 78)
- Legendary +5 Fighter (lvl 41)
- Legendary +5 Striker (lvl 36)
- Legendary +5 Dodger (lvl 22)
- Grand Master Kicker
- High Master Armor User
- Professional Biter
- Adept Swimmer

I'm toying with the idea of founding a separate colony in the third cavern for the most advanced students and let them handle all the unpleasant wildlife down there. Let them run truly feral for their last years of childhood and accept them back to dwarven society only when they come of age.

Good idea. Any other improvements that you want to post?
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: ImagoDeo on July 24, 2015, 10:19:21 pm
Three students are taking horrors of battle worse than their fellows and have to take constantly time off to cool down their stress levels. I'm micromanaging them and after every few bouts moving them back to the old training room to enjoy the luxurious surroundings and the company of their younger siblings. So far I've managed to keep them away from Stressed status.

Two of the easily stressed students are obvious cases with high Stress Vulnerability trait values but I'm a bit mystified why the third one, nine years old Kogan Gatesaviors is suffering so much. His Stress Vulnerability is average, Bravery is among the highest in the class and he has no other obvious traits that could affect the outcome. I wonder if his low Tolerant score could make him anxious about meeting members of other species (and killing them!)

Fitting that this was the 666th post in the new thread...

I kept getting deaths to throat crushes on the fall into the pool while running a danger room/pool combo as my fort's main meeting hall. Replacing the floor with wood did not stop all fatalities. I'm fairly sure the dwarves in question were wearing throat-covering gear but I'm not entirely certain. Any ideas for fixing this?

Plus, pro tip: always have a double or triple airlock of pet-shut doors to prevent cats from getting into the training area. Stopping the machines to evict dead cat bits from the spears can be a bit of a hassle.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 25, 2015, 05:03:45 am
I kept getting deaths to throat crushes on the fall into the pool while running a danger room/pool combo as my fort's main meeting hall. Replacing the floor with wood did not stop all fatalities. I'm fairly sure the dwarves in question were wearing throat-covering gear but I'm not entirely certain. Any ideas for fixing this?

Plus, pro tip: always have a double or triple airlock of pet-shut doors to prevent cats from getting into the training area. Stopping the machines to evict dead cat bits from the spears can be a bit of a hassle.

I haven't had such troubles with the dodge trap swimming pool design since the first version. If all dwarves have their cloaks, hoods and mittens they should have total invulnerability against training spears and by the time they start really dodging into the pool they should have enough Armor User to withstand the fall without large injuries. Can you show a picture of your meeting hall?

I had similar problems with cats when they all supernaturally sensed that one vermin in the training room and gradually worked their way through multiple airlocks to get at it. These days I just pen all cats to food and refuse stockpiles; there's really no need to have them roam freely.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 25, 2015, 03:43:04 pm
Well, well. I just had to go and boast about not having had any trouble with my training equipment... now my tiny hospital is overflowing with casualties after the latest training session. At least one of the students, five year old Erush Cloisteredtributes, looks like she's permanently out of the program with her severed spinal column and other injuries.

Note to self: when the combat training room is full of dead enemies after a successful session, DO NOT INITIATE EMERGENCY FLUSHDOWN. Seven students were caught in a shower of crundle and troglodyte parts and the results were predictably ugly.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: YHVH on July 25, 2015, 07:26:03 pm
Well, well. I just had to go and boast about not having had any trouble with my training equipment... now my tiny hospital is overflowing with casualties after the latest training session. At least one of the students, five year old Erush Cloisteredtributes, looks like she's permanently out of the program with her severed spinal column and other injuries.

Note to self: when the combat training room is full of dead enemies after a successful session, DO NOT INITIATE EMERGENCY FLUSHDOWN. Seven students were caught in a shower of crundle and troglodyte parts and the results were predictably ugly.

Expand the hospital, put the child down and then try again.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Sanctume on July 27, 2015, 04:45:46 pm
Hmm, can a high-skilled student that has been killed in training (KIT) and reanimate to be a guest tutor, retain its skill levels?
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 28, 2015, 03:46:52 am
Hmm, can a high-skilled student that has been killed in training (KIT) and reanimate to be a guest tutor, retain its skill levels?

That's a very good question. I'll be sure to ask my captive human fishery worker necromancer Ligir Paddedholds that if any of the students happen to have an accident.

One student is already suffering from an infection so it could be soon...
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Max™ on July 28, 2015, 06:55:38 pm
That reminds me of trying to horrify my dwarves by dropping captives into the middle of the meeting room and having them explode on a hatch through fortitifications, when I went to open the hatch and bridge below to atom smash them I remembered that hatches open faster, so the stuff fell onto the bridge, and then exploded upwards.

I had installed a dropshaft with fortifications to allow mist from the waterfall that can also run through the horrortube to give happy thoughts, and the horrortube ran from the upstairs bedroom/meeting area down through all the newer bedrooms to the trauma room.

Turned into a volcano of body parts and gore, I later dug an extension so I could just flush the body parts into the caverns and reseal it, I would have kept up the bloodcano eruptions but they injured several dorfs with flying corpse chunks from the 50 or 60 bodies sitting on the hatch at the time.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 29, 2015, 06:19:48 pm
It is beneficial for the children to get to kill things. I decided to multiply the FUN and moved the necromancer into the combat room to "observe" the training sessions. This way I can get more out of captured training partners and the students get more exercise other than the now pretty worn xalpaca head woolx. The students can now handle any non-military undead easily.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on July 30, 2015, 02:18:09 pm
The Student punches The Tath Thomoacik's neck in the lower body with his
right hand, bruising the muscle and bruising the spleen!

The Student bites The Tath Thomoacik's mutilated corpse in the lower
front teeth and the severed part sails off in an arc!


I gave a decapitated and reanimated werehyena for my children to play with and was very puzzled about these combat reports. Further investigation revealed that the necromancer had not only reanimated but also cloned two whole humanoid bodies from the parts. This opens new possibilities; with proper slicing and some luck it could be possible to get INFINITE ZOMBIES from just one corpse.

EDIT: The fight was a lengthy one but what was left over was two identical "Tath Thomoacik's mangled corpses." I'm afraid the students may have messed these corpses beyond reanimation but still it was an interesting phenomenon... maybe it had something to do with the corpse being a werecreature? Something interesting could be achieved with a necromancer, a were and some webbed weapon traps.

Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: ImagoDeo on July 30, 2015, 10:44:01 pm
What in Armok's name is happening here? We started off with turkeys in small cages with children and now we're all the way to cloning werecreatures in the middle of the spike room we call a daycare?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on July 31, 2015, 04:33:02 am
Oh no, not in the spike room. Monsters and invaders are way too delicate to withstand the training my one year olds go through on daily basis. This was observed in an otherwise empty combat room into which the necromancer now has a direct line of sight. The plan was to have the necromancer to reanimate guest lecturers until they could no longer be revived. The cloning thing was just a happy coincidence.

This "werezombie cloning" phenomenon should maybe go to its own thread. If what I witnessed is repeatable and works like I think it will, it will be a very fun little exploit, with some possible valid uses in a "Ravens are murder" type scenario.

As it happens, the original werehyena infected one of the carpenters, Ushat Slingrisen, who has been in quarantine waiting for an opening position in naked Hell exploration squads. Now Ushat will instead volunteer for an attempt to verify this cloning/multiplication/regeration thing; next time he transforms I'll send a bladed weapon squad to visit him. If all reanimatable body parts can be separated it should result in three (I think) identical werehyena carpenter zombies.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Wheeljack on July 31, 2015, 11:53:30 am
Staalo, I would be careful having your dwarves attack one of their own. Werecreature or no. I've seen many a loyalty cascade reported because of that. Back up your save just in case, or keep him to infect your other non-citizen guest lecturers.

I'd hate to see such a wonderful school closed because everyone turned on each other!
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Broseph Stalin on July 31, 2015, 12:46:34 pm
The Student punches The Tath Thomoacik's neck in the lower body with his
right hand, bruising the muscle and bruising the spleen!

The Student bites The Tath Thomoacik's mutilated corpse in the lower
front teeth and the severed part sails off in an arc!


I gave a decapitated and reanimated werehyena for my children to play with and was very puzzled about these combat reports. Further investigation revealed that the necromancer had not only reanimated but also cloned two whole humanoid bodies from the parts. This opens new possibilities; with proper slicing and some luck it could be possible to get INFINITE ZOMBIES from just one corpse.

EDIT: The fight was a lengthy one but what was left over was two identical "Tath Thomoacik's mangled corpses." I'm afraid the students may have messed these corpses beyond reanimation but still it was an interesting phenomenon... maybe it had something to do with the corpse being a werecreature? Something interesting could be achieved with a necromancer, a were and some webbed weapon traps.

This was discovered shortly after zombies and werebeasts were rolled out. Toady fixed it almost immediately, it's resurgence may be an artifact of the changes to zombies.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on July 31, 2015, 03:19:22 pm
So, an old bug then? It looks like it's very much back: I managed to repeat the cloning procedure with spectacularly messy results. There are now bits and pieces from three different "Ushat Bimlocum's mangled corpses" to clean away from the combat room. Too bad it looks there aren't many pieces suitable for re-reanimation; student fists are quite terrifying blunt weapons.

Most of the phase two students are now in need of some rest and recuperation; constant undead pulping is starting to take its toll on their sanity.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 07, 2015, 03:32:08 pm
After The Great Werezombie Clone Massacre I've concentrated more on conventional combat training and fed the combat room anything that gets caught in the cage traps. It has been slow process but finally the first students have achieved that dwarven state of Nirvana, the fabled "doesn't really care about anything anymore." And I didn't even have to resort to puppy murder this time.

Some quick observations about various guest lecturers captured lately and their effectiveness in training:

- Hostile animal men: good training opponents, the students will attack on sight and their deaths will desensitize everyone around. Bit too weak for sustained training.
- Troglodytes: Usually not hostile against students unless they see some military behind a fortification, will then turn hostile immediately. They seem to love cage traps for some reason, so often plentiful. Will desensitize students.
- Invaders: plentiful after sieges; this fort has been getting some decent sized sieges which is almost unheard of. Will require a militia squad to actually take care of the fighting since students will touch them only very rarely. Suitable only for desensitizing.
- Blind Cave Ogres: as Troglodytes, will also require some provoking from militia members before lectures. Will not desensitize students; apparently they're not sentient enough for this purpose. Can withstand lectures a bit longer than smaller humanoids.
- Trolls: like Blind Cave Ogres, but aggressive straight away. Even tougher than ogres but still no challenge.
- Crundles: weak and will not desensitize students, but often plentiful, as they also seem fascinated by cage traps. Students will attack crundles on sight; I don't know what's their beef with them but I have no problem with that. Their smaller size encourages students to favor wrestling moves against them; I felt actually sorry for one of the poor monsters when seven students simultaneously practiced knot tying with its limbs.

During this process some of the students have accumulated quite impressive kill lists; I suspect the body counts will be astronomical by the time they'll graduate. To ensure they will not run out of opponents I have started a magma crab breeding operation with a pair I managed to catch since they reproduce quickly and the children seem eager to play with them. I just hope I won't experience fun of the !!FUN!! kind when I drop few crabs into the combat room.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on August 07, 2015, 03:38:32 pm
Be careful with those magma crabs - they can set the ground on fire with their magma.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on August 08, 2015, 05:08:30 pm
PTW,and i think i might start my own Spartan II Program
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: crazyabe on August 09, 2015, 12:11:30 am
PTW, and Spartans arnt half as good as our "kids", input evil laugh!
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: ImagoDeo on August 09, 2015, 12:25:24 pm
It'll be about two weeks at minimum before I can start the process of condensing this 47-page monstrosity into a guide to Dwarven daycare operations, but I'm determined to do it sooner or later.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on August 09, 2015, 12:40:07 pm
would it be possible to use the top 3 z-lvls in an evil biome to make a more automated zombie creation?
i was thinking of having a hatch on the lvl 1,one z lvl below that is a dump zone sitting on a retractable bridge and a series of cage traps below that,or maybe even a dump zone on top of cage traps if possible,so you can have your dwarves dump the preferred body parts on the zone,open the top hatch exposing the body parts to the elements and trapping them.


also earlier in the thread someone mentioned effects of blood rain on the children,was it blood from a sentient creature or not,since sentience seems to play an important role.and would blood rain help add to danger room/guest lecture experience?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on August 12, 2015, 06:33:26 am
So basically, the two most sustainable sources of student training are werecreature zombies and trogs (necessary for desensitizing students). If I still understand this, it's still just a cross-shaped room with beds, booze, food and something else on their own places, with bridges topped with repeating wooden spikes over water connecting those areas. For advanced combat training, a separate room connected to the first, with a military member visible through a fortification or window and a necromancer capable of reanimating things in said room is necessary, along with yet another room for introducing new sparring partners.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on August 12, 2015, 08:55:38 am
So basically, the two most sustainable sources of student training are werecreature zombies and trogs (necessary for desensitizing students). If I still understand this, it's still just a cross-shaped room with beds, booze, food and something else on their own places, with bridges topped with repeating wooden spikes over water connecting those areas. For advanced combat training, a separate room connected to the first, with a military member visible through a fortification or window and a necromancer capable of reanimating things in said room is necessary, along with yet another room for introducing new sparring partners.

I think that's mixing up the advanced student setup with the beginner's room.

The cross shaped room is a combination of introductory training room, swimming, dorm and dinning. 
But prior to setting up this beginner's room, there are initial requirements of: clothing uniforms supply, hospital administrator / supervisor.
The Administrator's Overseer's Guide of Dwarven Child Care should at least mention these initial setups which includes food, drinks, plumbing, mechanical systems for the dodge traps, and other supporting system to handle the capturing acquiring of future lecturers.

Acquiring necromancer as part of the day care regiment also would be a special case setup, or even biome-specific setup.

Like-wise, controlled were-type lecturers will also fall into another special case that depends on the capture of said were creature.

I think introducing to were-types, re-animators, and guest lecturers seem to require a student with minimal sets of skills to survive or dodge fatal blows that a new student will not have.

Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 12, 2015, 03:15:24 pm
Yes, spear dodging and zombie mashing happen in different rooms. Here's a picture of my current setup:

Spoiler (click to show/hide)

As always, it's a result of impulsive experimentation and hasty reworking after hitting some dead ends. One could always come up with much neater design with some thought, but I've basically made it up as I go. I numbered some of the highlights:

1: Youngster training room

The children enroll here right after they're made their first naked run to the clothes stockpile on their first birthday. They'll live in this room with their peers while getting gently disciplined with hundreds of wooden sticks, five sticks per square to be exact. The spear trap mechanisms are all hooked up to a minecart repeater seen on the lower left side of the picture.

At the middle of the training room is a swimming pool built with willow floors and filled up to 5/7 depth with water. The idea is to force students to dodge into the water when they're crossing the winding bridge in the middle and get swimming training when they struggle to get back up again. The screencap was taken right after I had used dfhack clean command (having some trouble with FPS); before that the water was basically just thick sludge of blood, pus, ichor and vomit soaked off from second level students having a swim after a hard lecture in the combat room.

As you can see, this room is no longer cross-shaped; the students will hang out willingly in the training area even when they're not trying to get to the other end of the room. I briefly toyed with an idea to build the room as a checkerboard of small swimming pools to boost Swimming training speed.

2: Combat room

This is just an empty room with a retractable bridge forming the entire floor; there are also other features but more about them later. The students get transferred to the combat room when they hit Master in Armor User; at they point they'll also be about Legendary to Legendary+1 in Dodge as well. Here they'll battle anything hostile that I can get either captured or reanimated. If things get too hot or students end up with an unkillable enemy (like a zombie head or reanimated hair) there's an option to retract the bridge and flush everyone down to a lower level room filled with cage traps and built with willow floors to minimize falling damage.

In the screencap the students have just attended a lecture given by two Blind Cave Ogres and an undead Troglodyte. After each lecture I give them some time to cool off since constant encounters with death and undeath tend to have their toll on the dwarven psyche. It also gives me time to find new guest lecturers; they're always in short supply.

3: Zombie factory

In the screencap the valuable worker and honored guest of Copperfell, the human Fishery Worker Necromancer Ligir Paddedholds is chained at her position in the reanimation room. Dead corpses would be dumped into this room, Ligir would reanimate them and the zombies would get caught into cage traps while trying to charge into the fortress to kill everyone.

This was basically an attempt to provide a steady supply of training partners; it works with moderate success but most of the time Ligir's services are required in the combat room. This is the problem with a limited resource like necromancers; a reanimating biome would be more practical with industrialized zombie production.

4: Reanimation booth

This is where Ligir ended up later. A lever-operated door would expose the combat room to the necromancer's vision and she would reanimate anything dead in the room. The idea was to get more out of the guest lecturers and reanimate them again and again until they'd get too pulped to reanimate anymore. Only problem is that students tend to be very rough to their training partners and very often nothing reanimatable is left.

One notable success was when I tested the werezombie cloning bug; a head and two hands from a werehyena were dumped into the room and Ligir got to do her magic. The students ended up fighting three identical werehyena zombies in a battle of epic proportions; too bad they pulped all three zombies too badly to get another round out of them. When another werecreature visits Copperfell I'm going to try to clone dozens of werezombies before I let my students at them.

5. Aggro booths

Some guest lecturers like Blind Cave Ogres or Troglodytes need to see a member of the military before they turn hostile. I have assigned a militia veteran to a military observer status and have her stationed into a special viewing booth behind fortifications. The upper booth is to see if witnessing a hostile soldier increases reanimation chances with the necromancer; so far I've had inconclusive results.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 12, 2015, 03:40:04 pm
Oh, and congratulations to Kogan Gatesaviors for being the Dwarven Boarding School of Copperfell's first graduate!

Spoiler (click to show/hide)

Kogan is one of the migrant children so he's had less time to hone his skills than the fortress-born students will have. There are some true monsters coming up in few years.

Here's his final score card:

Spoiler (click to show/hide)

His attributes went up quite a bit during the training; most of the skill-related attributes are already maxed out:

Spoiler (click to show/hide)

He has seven kills in his name, six troglodytes and one troll. I'm going to compare the final kill counts as students graduate. I'm also going to monitor their size when they grow up as it looks like this kind of training breeds some huge dwarves. Kogan is at very hefty 92 910 cubic centimeters and there are some ten year olds who are way over 110 000. In comparison my burliest militia veteran barely clears 90 000.

Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: CancerousCthulhu on August 12, 2015, 03:46:18 pm
Oh, and congratulations to Kogan Gatesaviors for being the Dwarven Boarding School of Copperfell's first graduate!

Spoiler (click to show/hide)

Kogan is one of the migrant children so he's had less time to hone his skills than the fortress-born students will have. There are some true monsters coming up in few years.

Here's his final score card:

Spoiler (click to show/hide)

His attributes went up quite a bit during the training; most of the skill-related attributes are already maxed out:

Spoiler (click to show/hide)

He has seven kills in his name, six troglodytes and one troll. I'm going to compare the final kill counts as students graduate. I'm also going to monitor their size when they grow up as it looks like this kind of training breeds some huge dwarves. Kogan is at very hefty 92 910 cubic centimeters and there are some ten year olds who are way over 110 000. In comparison my burliest militia veteran barely clears 90 000.

I'm pretty sure that last bit is... utterly astounding. Aren't dwarfs supposed to only be about 90,000 cubic cm as the very maximum peak of dwarven largeness?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 12, 2015, 05:01:06 pm

I'm pretty sure that last bit is... utterly astounding. Aren't dwarfs supposed to only be about 90,000 cubic cm as the very maximum peak of dwarven largeness?

According to this wiki article (http://dwarffortresswiki.org/index.php/DF2014:Weapon#Size) the maximum is 93750 but then there's this, for example:

Spoiler (click to show/hide)

Of course Dwarf Therapist could report the sizes wrong, somehow.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: CancerousCthulhu on August 12, 2015, 05:11:36 pm

I'm pretty sure that last bit is... utterly astounding. Aren't dwarfs supposed to only be about 90,000 cubic cm as the very maximum peak of dwarven largeness?

According to this wiki article (http://dwarffortresswiki.org/index.php/DF2014:Weapon#Size) the maximum is 93750 but then there's this, for example:

Spoiler (click to show/hide)

Of course Dwarf Therapist could report the sizes wrong, somehow.

Hm. I don't know how to figure out which is correct. I'm sure some snooping in the raws could figure this out pretty quickly, though.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on August 12, 2015, 06:26:06 pm
It is terrifying.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on August 12, 2015, 06:32:33 pm
Your children go through so many zombies that your fort requires industrial zombie production to keep up with the demand?

Hardcore.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on August 12, 2015, 07:23:15 pm
Yeah, I knew I had mentioned both advanced and basic training there. But it's nice to know that one of the things I forgot was the clothing stockpile.

But yeah, those are some freaking humongous dwarves. For comparison, what size are other sapients? I know elves are the same size, just taller, but goblins? Kobolds? Humans? I assume humans at least are several times larger, but I wouldn't be surprised if leaving a dwarf in a training room like this for their entire life would result in 150,000 cubic cm dwarves.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on August 12, 2015, 11:35:24 pm
Since quality of mechanisms determines the skill of a weapon swing,would using low quality mechanisms for the spears lower the chances of injuring the children?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 13, 2015, 03:57:26 am
Since quality of mechanisms determines the skill of a weapon swing,would using low quality mechanisms for the spears lower the chances of injuring the children?

In theory yes, but since all training spears are harmless except against naked flesh the mechanism quality is not an important factor. Or, if I understood the combat system correctly it could even be beneficial since the spears would become harder to dodge and would hit armor more often. Armor user is always slower to train with this system.

If someone is building their own training room at the moment I'd suggest to try and build it with low quality spears and Masterwork mechanisms to test this out...
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on August 13, 2015, 12:49:12 pm
Since quality of mechanisms determines the skill of a weapon swing,would using low quality mechanisms for the spears lower the chances of injuring the children?

In theory yes, but since all training spears are harmless except against naked flesh the mechanism quality is not an important factor. Or, if I understood the combat system correctly it could even be beneficial since the spears would become harder to dodge and would hit armor more often. Armor user is always slower to train with this system.

If someone is building their own training room at the moment I'd suggest to try and build it with low quality spears and Masterwork mechanisms to test this out...

Can also just df-hack and change item quality of everything in the tile for faster setup, then run the test.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: blue sam3 on August 13, 2015, 03:57:43 pm

I'm pretty sure that last bit is... utterly astounding. Aren't dwarfs supposed to only be about 90,000 cubic cm as the very maximum peak of dwarven largeness?

According to this wiki article (http://dwarffortresswiki.org/index.php/DF2014:Weapon#Size) the maximum is 93750 but then there's this, for example:

Spoiler (click to show/hide)

Of course Dwarf Therapist could report the sizes wrong, somehow.

It's been a while, but IIRC, the size ranges listed on the wiki are the base sizes (determined at birth), before modifications from changes during life. Your training is adding muscle mass, so increasing size above the start point. If you start with a dwarf that's already at/near the top of the range, it would be fairly easy to push it above the theoretical limits (but conversely, those that started out at the bottom of the range are probably barely above average at this point).
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 14, 2015, 05:01:07 am
I will consider it a success when anything exceeds theoretical limits. After all, the betterment of dwarfkind was the whole aim of this project. I will keep particularly gigantic graduates together and try to get them marry each other when they grow up. Let's see how big I can breed the next generation with such good genes and life long training.

Kogan has now entered his mandatory military service where he'll train for one or two years. This time I'm pairing the graduates with militia veterans for faster training; with Kogan at least it seems to be very effective. After few years older graduates will instruct younger ones.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: crazyabe on August 14, 2015, 02:20:35 pm
I do believe that there is a dfhack  program that could help you with your problem, look it up under forced marriage.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 14, 2015, 04:12:28 pm
Well, any dwarven eugenics programs can wait now that the graduations are finally starting and there's a lot of micromanaging to do. Next graduate is Id Touresteemed, notable for slaying the hydra Nuspu Spittleknight the Wastes of Control at the tender age of ten. Like Kogan earlier, he too is one of the migrant children and has less training than the fortress-born children will have once they graduate in few years.

Id:
Spoiler (click to show/hide)

His final grades:
Spoiler (click to show/hide)

His attributes:
Spoiler (click to show/hide)

Like Kogan, Id is also on the upper limit of dwarven stature with his 94 290 cubic centimeters of volume. In addition of Nuspu the hydra he has killed five crundles, one troglodyte and one blind cave ogre.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 17, 2015, 09:36:21 am
Next graduate is Ral 'Big Ral' Coalrider, famous from an earlier post noting her superdwarven size. Her volume at the moment of graduation is freakish 123 520 cubic centimeters and I suspect she will continue to grow during military training since her strength isn't even maxed out yet.

This is Big Ral:
Spoiler (click to show/hide)

For some reason she seems immune to normal desensitization training but luckily seeing death doesn't seem to stress her as much as others.

Her grades:
Spoiler (click to show/hide)

Her attributes:
Spoiler (click to show/hide)

She has only one crundle kill on her name; I suspect she's not as fast as others due to her size.

In other news, the basic training room has reached its maximum capacity as the students have started injuring themselves by crashing into each other. I'll have to give a bit more thought on rotating training rooms to avoid further accidents. I didn't really expect to have 63 children to train in a fort of bit over 150 dwarves; it's like .40.07 all over again.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 18, 2015, 05:42:29 am
In an attempt to train Armor user faster I whipped up a quick coinstar room using all those useless seeds from the stockpile. I should have researched that one better; the effect from high velocity flying seeds was almost like standing in front of a shotgun blast. Turns out leather clothing isn't quite enough to stop a projectile with even the tiniest mass, like a single seed.

Three students are now hospitalized because of the incident. One student even got a parsnip seed straight through her heart; she got better.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Psieye on August 18, 2015, 08:04:26 am
One student even got a parsnip seed straight through her heart; she got better.
I don't know what I find more astonishing: this quote or the fact there were no fatalities in a coinstar room with ill-prepared inhabitants. Skulls can cave in from seeds obeying gravity.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 18, 2015, 09:17:43 am
I don't know what I find more astonishing: this quote or the fact there were no fatalities in a coinstar room with ill-prepared inhabitants. Skulls can cave in from seeds obeying gravity.

I wouldn't exactly call them ill-prepared; all of them had Armor User levels from Master to Grand Master and were generally made from tougher stuff than your average Urist. But still, they were probably very lucky. From now on I'll keep my overconfidence in check.

I later had a better look at the combat logs and noticed that all three hospitalized cases had their injuries from crashing into each other and breaking their bones. Seeds mostly just bruised fat and muscle, with the exception of that one supersonic parsnip seed. She didn't even bother going to the hospital with such a minor injury.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on August 18, 2015, 10:24:28 am
In an attempt to train Armor user faster I whipped up a quick coinstar room using all those useless seeds from the stockpile. I should have researched that one better; the effect from high velocity flying seeds was almost like standing in front of a shotgun blast. Turns out leather clothing isn't quite enough to stop a projectile with even the tiniest mass, like a single seed.

Three students are now hospitalized because of the incident. One student even got a parsnip seed straight through her heart; she got better.

Coins in coinstar has been fixed in terms of those 1 Coin that passes thru no longer procs exp. 
IIRC, seeds uses the stats from the plant themselves and are more dense and damaging then anticipated.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Psieye on August 18, 2015, 10:43:23 am
that one supersonic parsnip seed. She didn't even bother going to the hospital with such a minor injury.
Now that's an important detail that tips the astonishment scale squarely to your student.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 18, 2015, 03:13:23 pm
IIRC, seeds uses the stats from the plant themselves and are more dense and damaging then anticipated.

I shudder to think what would have happened if my dwarves had been eating things like watermelons or pumpkins instead of carrots and rye...

Back in the original training room, the children continue to grow. I have been monitoring their progress and it indeed appears that the students are growing quite a bit bigger on average than ordinary dwarves with comparable attributes. Even militia veterans with bulging muscles and maxed out attributes are, er, dwarfed by students who have maxed their stats in the early childhood. This got me thinking.

Could child growth calculation take physical attributes into account? The wiki (http://dwarffortresswiki.org/index.php/DF2014:Size) doesn't mention it but it would make very much sense. If that's true then boosting those attributes as early as possible would give permanent benefit for a dwarf as body volume dictates many things in the game.

If only I could test this with two identical babies... is there any way to trigger a twin birth with dfhack?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on August 18, 2015, 05:27:59 pm
Maybe with a combination of dfusion and gm-editor. Let me check really quick.

Sorry, I think it's randomly chosen when a creature gives birth. Could you duplicate the effect by causing two pregnancies via dfusion in quick succession?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on August 18, 2015, 06:16:00 pm
Just use a base and extra baby (holy shit that got dark suddenly) who you edit into a match of the first one.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on August 18, 2015, 08:29:36 pm
Hey Staalo, have you ever tried individual rooms for the children?

i am planning having individual rooms with furniture of the children's preferred materials to increase the good thoughts
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: crazyabe on August 18, 2015, 10:31:17 pm
Urists son urist likes "candy", three horned demon horn, and aluminum for there large price tags.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 19, 2015, 01:43:23 am
Hey Staalo, have you ever tried individual rooms for the children?

i am planning having individual rooms with furniture of the children's preferred materials to increase the good thoughts

I have considered it, but I prefer them socializing and bonding with each other and getting their good thoughts from talking with friends and siblings. At this scale it would also be a bit challenging to build individual rooms with training equipment for sixty children.

With somewhat smaller fort I'd like to try separate rooms with boy-girl pairs selected for their genetic traits. All for the benefit of the dwarfkind, of course.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on August 19, 2015, 02:35:33 pm
i mean bedrooms,they would have a communal dining area/training room as well as a statue garden in this case.i have an entire zlvl dedicated to the day care,so space isn't a big issue.

EDIT the bedrooms will also have windows to a room for the militia to train in,unless dwarves dont gain exp by watching through windows
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 20, 2015, 02:28:17 am
That could be a good idea; it would eliminate that only bad thought the young children have about their training: sleeping without a proper room. Although happiness hasn't really been issue in boarding schools so far... not until the students started wrestling daily with the undead.

About Observation training: I've noticed that with any kind of combat training it goes through the roof quickly. If you're planning to do do live combat you don't have to bother with militia squads training in view.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on August 20, 2015, 09:55:45 am
So uh... I just realized earlier.

I had my super-adventurer couple Urist and Romlam and their kid Gar, the McLegendary family right?

Romlam is the Champion and Militia Commander. With Gar I was able to join her squad and make reports and such about missions she wanted done in adventurer mode right?

Well, when I went back to fort mode to pass time, Gar remained in their squad and was able to be assigned equipment and all that. Trained normally with them, even ran off to kill goblins with mom and dad when a little siege showed up.

Gar is 2 years old, will be 3 in a few months.

Figured I'd share that tidbit.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 20, 2015, 02:15:53 pm
So what did you use to do that? I'd like to try that if it's not something too hackish.

On a whim I decided to dig a straight tunnel from the training room to surface. If something hostile appears I can then just skip the bothersome caging business and just have them walk directly to their lecture.

I also want to be able to yell at some point "The enemy is coming! RELEASE THE CHILDREN!"

Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on August 20, 2015, 02:22:52 pm
the Ravens are murder thread just gave me an idea: infect a child care graduate with a were-curse and when he dies use a necromancer and traps to create an army of cloned zombie super-soldiers,then unleash them on a siege,and reanimate/clone the body parts that get chopped off.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 20, 2015, 03:15:32 pm
I actually managed to reanimate/clone one of the pieces from an earlier were. I'm now trying to figure out what would be most efficient way to make dozens of clones out of it. Maybe a thirty z-level drop that separates all body parts in the necromancer's view? Necromancer would then clone three zombies which would climb a long way only to fall again to be splattered. Rinse and repeat.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on August 21, 2015, 09:29:53 pm
So what did you use to do that? I'd like to try that if it's not something too hackish.

On a whim I decided to dig a straight tunnel from the training room to surface. If something hostile appears I can then just skip the bothersome caging business and just have them walk directly to their lecture.

I also want to be able to yell at some point "The enemy is coming! RELEASE THE CHILDREN!"


Mode set > arena > assume control of child > mode set > adventurer > dfusion > change adventurer.

Now they save properly as an adventurer. If you have them sign up at the fort and join they can be given armor. If you rescue kids from a fortress and leave them somewhere to wait for you briefly you can come back and they will be recruits who you can give armor too.

If you have those recruits adopted at your fortress they should stay and be trainable. I've gotten somebody to adopt 60 kids before and they stayed at my fort.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 23, 2015, 07:09:48 am
Thanks, I'll have to try that out sometime. Right now there's more than enough children and a lot of them are graduating within the next few game months.

Big Ral has finally hit a plateau with her growth. Looks like her final adult volume is going to settle down to a bit over 140 000 cubic centimeters which is about twice the size of a normal adult dwarf. Maybe there's an ogre somewhere in her family tree?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on August 23, 2015, 09:02:57 am
...Isn't that even bigger than a human? Holy balls, man!
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on August 23, 2015, 09:46:47 am
Apparently, a human is 70 000 cubic centimeters according to the wiki (although it also says a dwarf is 60 000 rather than the 90 000 commonly quoted here, so I'd take it with a grain of salt). But yeah, giant dwarf.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on August 23, 2015, 11:23:22 am

Big Ral has finally hit a plateau with her growth. Looks like her final adult volume is going to settle down to a bit over 140 000 cubic centimeters which is about twice the size of a normal adult dwarf. Maybe there's an ogre somewhere in her family tree?
That's awesome Staalo,i wonder if if youll have to import her armor? =)



Subject: Big Ral, Subspecies: Dwarfius Gigantus.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on August 23, 2015, 12:10:16 pm
Apparently, a human is 70 000 cubic centimeters according to the wiki (although it also says a dwarf is 60 000 rather than the 90 000 commonly quoted here, so I'd take it with a grain of salt). But yeah, giant dwarf.
Nah, the 90k is from the giant childcare graduates, not the average dwarf. 60k is the average.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 23, 2015, 12:46:37 pm
I understood it that 60 000 is the "adult at" number for dwarf species, meaning the minimum adult value and around 90 000 would be the upper limit of a normal adult dwarf. Any way you count it, 140 000 is just ridiculous. That's more like a full grown deer or half of a troll.

There are other rather bulky dwarves just about to graduate; next up is Ïteb Traderiddled who at the moment is around 113 000 cubic cms. I'm going to try to get him and Big Ral married and see what their babies are like.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 24, 2015, 04:45:53 am
Vengeful thoughts from training sessions are making a lot of unrelated dwarves stressed, even when they're nowhere near the training facility. I have been monitoring students and moving them to basic training room to cool off when the constant zombie pulping is starting to wear them down, but didn't think to pay attention to ordinary haulers and the like. Now quite sizable fraction of Copperfell's citizenry is struggling with heavy stress levels.

I did some testing and noticed that anyone who could find a path to the battle could get vengeful thoughts. Their pathfinding was very fast: a zombie could get random nearby haulers vengeful simply by falling unseen one z-level from a retracting bridge to a cage trap if the dwarves had a path to the lower z-level. Keeping a door to the whole school complex locked while a lecture was in progress stopped vengeful thoughts from outsiders.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on August 24, 2015, 08:20:39 am
Part of me wonders what would happen if you just left your dwarves in such a room after they became adults. If dwarves become gigantic after 12 years of training, then 120 years of training, while probably not affecting size much, sounds like it'd lead to a dwarf capable of taking on hell solo, with no armor and no weapons, just a shield to deal with the undodgable fire attacks.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dirst on August 24, 2015, 09:36:21 am
Looking at the graduates' descriptions, the massive size is not entirely from muscle.  The text also mentions that they are very obese, so more Bombur than Dwalin.  Don't be surprised if the size drifts down a bit as they start wandering around the fort and doing stuff.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bumber on August 24, 2015, 10:56:55 am
Isn't the size measure we have based on blood volume or something? I'm not entirely sure it's accurate. Although, you'd expect the real value to be more than that, not less. Raw values might be before other stuff is factored in. Not sure which to believe.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dirst on August 24, 2015, 11:03:33 am
Isn't the size measure we have based on blood volume or something? I'm not entirely sure it's accurate. Although, you'd expect the real value to be more than that, not less.
You take the base 60,000 and adjust it for all of the appearance modifiers (tall, broad head, etc.) then thicken the muscle layer with strength and thicken the fat layer with "energy storage."  kane_t reverse-engineered the energy storage algorithm in the DFHack thread, and it's based much more on the Recuperation stat than it is on anything else (almost to the point of being a bug).
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 24, 2015, 03:15:05 pm
Dwarf4Explosives: If I understood correctly the growing skill levels won't have any more effect after Legendary+5, no matter how long the dwarf keeps training. Also attributes have their maximum values which are actually hit before adulthood with the training I'm putting all students through. Continuing training for decades wouldn't therefore have much effect; that's why I'm just putting the students through a quick military service and then releasing them into society.

Dirst: Yes, all students tend to be on the chunky side for some reason; it isn't for lack of exercise but they certainly aren't lacking food in the boarding school. I have noticed most of the graduates have started to shrink a bit after starting military service. Except Big Ral; she has actually managed to put on more weight after I thought she'd stopped growing.

I'm surprised about the role of Recuperation in determining the dwarf size; the two biggest graduates, Big Ral and Immense Ïteb have the lowest Recuperation scores of all graduates (867 and 648  respectively). They're both among the top ranked in Strength, though.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dirst on August 24, 2015, 03:55:05 pm
That makes sense, the game seems to treat low Recuperation as low metabolism, making it easier to store fat.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 25, 2015, 01:18:39 pm
More on vengeful thoughts: a combat situation seems to be a sort of mind state for sentient beings; a dwarf will linger in "combat mode" for a while after the enemy has been neutralized. If combatants are let out too early among the citizenry they'll spread vengeful thoughts around like contagious disease. It will require some concentration to contain this after each lecture.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on August 25, 2015, 04:35:54 pm
So THAT'S why Bastiongate got hit with the Vengeful Plague. I ended up having to seal the fort for almost two years to get rid of it.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on August 27, 2015, 01:27:29 pm
Wait. Giant dwarves, fueled by reanimated souls and nigh invincible in combat...Where have I seen this before...hmm (http://www.goblinscomic.org/10242014/).
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on August 27, 2015, 02:45:49 pm
Wait. Giant dwarves, fueled by reanimated souls and nigh invincible in combat...Where have I seen this before...hmm (http://www.goblinscomic.org/10242014/).
I'm gonna need you to scream for me.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on August 31, 2015, 04:21:54 am
Luckily Dwarf Fortress doesn't have any huge ancient monsters (http://www.goblinscomic.org/03252011/) with improbable anatomies and flesh dissoving secretions. Oh wait...

Copperfell has settled into daily routine of schoolwork and mental recovery. Looks like I might have inadvertently genocided local populations of humanoid monsters, so guest lecturers will be just zombies from now on. That will slow training down since most students are already too stressed to handle undead without lengthy periods of stress management.

I'm also running out of any useful science to do with the current setup. Last thing I've found out is that the earlier mentioned cowards (with low Bravery scores) started attending lectures when their Discipline skill got trained up to Expert level.

It might be time to start planning for the endgame; is the final test going to be the circus again or something else?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on September 03, 2015, 04:51:20 pm
You could force three different sieges at the same time.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on September 04, 2015, 09:40:53 am
Hell, definitely. But let's first see if you can get some regenerating werebeast soldiers. Let's see whether the superdwarves' ridiculous stats get reset in any way after were-ifying.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: expwnent on September 04, 2015, 12:08:12 pm
I haven't been following the thread for a long time and the first post doesn't have much recent information. Can someone summarize the recent developments?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on September 04, 2015, 01:00:20 pm
I haven't been following the thread for a long time and the first post doesn't have much recent information. Can someone summarize the recent developments?

http://www.bay12forums.com/smf/index.php?topic=140588.msg6440773#msg6440773
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: expwnent on September 04, 2015, 01:29:16 pm
Thanks!
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: expwnent on September 04, 2015, 05:47:57 pm
You could force three different sieges at the same time.

Forcing sieges hasn't worked since DF2014.

(Very recently Warmist has been doing some research toward making it work again but it's still incomplete)
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 06, 2015, 04:56:07 am
Sieges wouldn't be enough anyway. Even ordinary militia veterans make short work of huge invader forces and these kids start at that level or higher before they start their military training. When the graduates get armed and armored I'd believe the clown car is the only real challenge in an unmodded game.

There's still time to think about it. It will be several game years before the last of the 82 students will graduate so I'm in no hurry. I had to cap the births few years ago so I could actually finish the school project at some point; otherwise the overly fertile citizens of Copperfell would have filled the fortress with their future superdwarf candidates.

The first graduates have already finished their military schooling by hitting Legendary in Discipline, Shield user and a weapon skill of their choice and they are now learning a civilian skill. Each of the graduates will be assigned a single useful skill which they will again force train up to Legendary. I'm sort of tempted to just retire the fort when everyone is ready and enjoy the super-migrants in my next fortress.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on September 06, 2015, 08:25:19 am
ONE of these dwarves can handle anything you can throw at them. You have a HUNDRED.

You just won Dwarf Fortress.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: omega_dwarf on September 06, 2015, 11:12:31 am
Sieges wouldn't be enough anyway. Even ordinary militia veterans make short work of huge invader forces and these kids start at that level or higher before they start their military training. When the graduates get armed and armored I'd believe the clown car is the only real challenge in an unmodded game.

There's still time to think about it. It will be several game years before the last of the 82 students will graduate so I'm in no hurry. I had to cap the births few years ago so I could actually finish the school project at some point; otherwise the overly fertile citizens of Copperfell would have filled the fortress with their future superdwarf candidates.

The first graduates have already finished their military schooling by hitting Legendary in Discipline, Shield user and a weapon skill of their choice and they are now learning a civilian skill. Each of the graduates will be assigned a single useful skill which they will again force train up to Legendary. I'm sort of tempted to just retire the fort when everyone is ready and enjoy the super-migrants in my next fortress.

If possible (and if you decide to retire),

1) Make your next fort in a reanimating biome with uber-zombifying dust/fog/smoke.
2) Receive uber-migrants.
3) Wait for a siege to be completely zombified (preferably, completely enthralled.)
4) FIGHT

If that's not an option, you should totally make a
Spoiler (click to show/hide)
squad.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on September 06, 2015, 11:53:38 am
I asked about strength affecting growth in the Future of the Fortress thread.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 13, 2015, 05:19:49 pm
A siege of nearly .34.11 proportions (71 goblins, humans and trolls) just visited so I sent the graduate squad to greet them. As it always goes with hasty deployments, most of the squad got delayed by new cloaks, provisions, drinks etc. and so it happened that only Big Ral and Immense Ïteb got out in time to face the enemy.

They broke the siege just by themselves, practically annihilated it. Between the two of them they killed 29 invaders; the rest either ran away in terror or got mopped up by slower graduates. This was a very good field test for the graduates; the only problem is that I don't really now how to clean all this up without the whole fort spiraling into madness from witnessing the carnage.

Back in civilian life, training continues. Ordinary citizens are gradually easing into idle pursuits as skill-learning graduates take over vital fortress functions, one by one. I'm again fast forwarding through the gap between the last immigrant graduations and the first fortress-born ones so there isn't much to report.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on September 13, 2015, 09:44:47 pm
have any of the graduates married each other?i could almost imagine their babies using the mother as a shield while she trains
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 14, 2015, 02:59:35 am
have any of the graduates married each other?i could almost imagine their babies using the mother as a shield while she trains

Not yet, but I have some plans for Ral and Ïteb. Once they have grinded their chosen professional skills up to Legendary I'll try to get them to marry each other and have some cute giganto-babies together.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dorsidwarf on September 15, 2015, 05:11:14 am
If you have graduating kids with high Discipline/does not care about anything , you could put them into a hauler squad briefly to dump the bodies safely before making them military dwarves.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 15, 2015, 06:29:48 am
If you have graduating kids with high Discipline/does not care about anything , you could put them into a hauler squad briefly to dump the bodies safely before making them military dwarves.

That would have been one solution, but there are only few graduates at the moment. It would have taken months to haul all the hundreds of teeth and body parts to somewhere out of sight. Instead I just disallowed corpse hauling from the more nervous dwarves and let the happier ones do the grisly parts. The general fortress wellbeing suffered quite a bit but at least no one went insane from the horrors.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on September 15, 2015, 09:11:08 am
If you have graduating kids with high Discipline/does not care about anything , you could put them into a hauler squad briefly to dump the bodies safely before making them military dwarves.

That would have been one solution, but there are only few graduates at the moment. It would have taken months to haul all the hundreds of teeth and body parts to somewhere out of sight. Instead I just disallowed corpse hauling from the more nervous dwarves and let the happier ones do the grisly parts. The general fortress wellbeing suffered quite a bit but at least no one went insane from the horrors.

Can you just dig a 5z pit nearby with an atom smasher at the bottom?  I believe 5z is enough for anyone above to witness what's below; even if below reanimated.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 15, 2015, 02:24:28 pm
Can you just dig a 5z pit nearby with an atom smasher at the bottom?  I believe 5z is enough for anyone above to witness what's below; even if below reanimated.

I could, but the regular atom smasher was very close anyway. I also wanted to save the reanimatable bits for the zombie factory.

Last of the fortress born babies, little Ducim Whirledearth, finally grew into a child and enrolled into the boarding school. Only about twelve game years left with the project, if I don't decide to end it before that. I'm starting to like the über-migrant militant fortress idea as the next step, rather than again ending it all with a day at the circus.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on September 19, 2015, 03:53:44 pm
Why not both?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 20, 2015, 04:57:07 am
That's also a possibility but I'd rather keep most of the graduates alive. In Searingmine two thirds of them were killed I uncorked the Fun stuff and that's a bit tough price to pay for few minutes of entertainment. Of course, I made some bad decisions back then and Copperfell graduates are even tougher and more fully trained than those in Searingmine were.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on September 21, 2015, 04:04:37 pm
I ment to copy the save and open the HFS on one of them while taking graduates into a new fort on the other one.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 22, 2015, 01:47:10 am
I ment to copy the save and open the HFS on one of them while taking graduates into a new fort on the other one.

Ohhh... sure, I can do that. I'll even make the save available for anyone interested.

Another largish siege (74 trolls and gobbos) came in less than a year after the last one, and there was was much rejoicing. This time the autumn caravan trundled on the map during corpse cleanup, so I had to cheat a bit and used dfhack autodump to move the offending bits to a safe location. My household necromancer will be very busy with them for a while.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 25, 2015, 07:20:10 am
After one year the school is still fully supplied with guest lecturers from those last two sieges. The students still won't touch live invaders but after killing and zombifying they'll attack on sight. I suspect it's hardcoded civilian behavior to run from any invader enemy except when enraged.

Ligir Paddedholds, the resident necromancer, has had to pull so much overtime to reanimate all those hundreds of goblin, human and troll bits that I suspect she's had some brain damage from excess arcane energies. It always seems to take about two game days before she notices the fresh (or not so fresh) raw material in front of her and does her magic. Luckily when she's up to it she'll transform a whole roomful of corpses at once.

Training goes on and kill counts continue to soar, thanks to the bounty of undead lecturers. Those two sieges were a real treasure. Zombies - the other goblinite.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on September 27, 2015, 03:26:27 am
So you've managed to give a necromancer post-traumatic stress. Well, that's new.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 27, 2015, 03:46:38 am
Well, there's only one of her and about seventy children screaming for more things to kill. No wonder she's been under a great deal of stress lately. Next time I'm going to embark in a reanimating biome if I'm planning to do this kind of stuff again.

In other news, I locked Big Ral and Immense Ïteb into a tiny love shack where they can... get to know each other a bit better (cue slimy saxophone music). I took only about two months for them to get from "Friendly terms" to "Lover"; now I'm only waiting for their marriage announcement.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Atarlost on September 27, 2015, 02:54:08 pm
I suspect there may be potential in trolls.  A couple days ago a wild troll in the caverns encountered a mechanic, who proceeded to beat on it until first it and then he collapsed of exhaustion.  Then I sent soldiers to kill it in case it woke up first because legendary+5 mechanics don't grow on trees. 

Nameless wild trolls seem to be incredibly ineffectual combatants but regenerate quickly.  That it learns doesn't matter much when it's unconscious and if it didn't come with a siege civilians seem to be willing to attack it.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on September 27, 2015, 03:38:50 pm
Normal wild trolls won't actually last more than few seconds but as reanimated corpses they're wonderful opponents. A zombie troll can withstand an impressive amount of punishment and will prove some real danger to students before someone eventually punches its head off. One of them even managed to kill a student before I realized that due to dogpiling effect dwarves will ignore subsequent enemies if there's already a zombie in the room.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 02, 2015, 02:55:09 am
Hmmm... I suspect the next game version will again throw a lot of earlier child care methods out of the window. Toys for children? Inconceivable!
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Omniao on October 02, 2015, 11:54:20 am
Question: Wouldn't it bee a good idea to turn the "trained" children into vampires by giving them a mug of poisoned water once they "graduate"? (Or become thirteen/twelve years of age?)
Or better yet, transform them all into Were-Vamps. (Excellent  regen, almost infinite willpower, no food or  drink needed to live,  no doctors needed.)
Then, take all of your cursed hyper-soldiers and burrow them in a small "garage" with a hatch on the top. (use Walls of metal, a retracting bridge acting as a door.)
You need this garage to be separate from your fortress so that the soldiers don't feed on or kill any of your "working class". (or uncursed dwarfs.)
 You can drop unconscious caged animals into the garage for feeding.
If a siege occurs, board up your main fortress and release your ultimate, immortal race upon those who dare to come close to your awesome fortress.

But, if you want, you could just skip all of these details and exterminate your "working class" and replace it with your neo-dwarfven race.   
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 02, 2015, 02:05:49 pm
You can't have werebeast vampires. Both interactions make you immune to the other.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: blue sam3 on October 04, 2015, 02:44:01 pm
Hmmm... I suspect the next game version will again throw a lot of earlier child care methods out of the window. Toys for children? Inconceivable!

You say toys, I say "small projectiles for coinstar-esque training".
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 05, 2015, 01:32:58 am
You know.

We've figured out how to generate worlds with tons of towers. Even with just six neighboring me I was getting sieges of 40 zombies in the first year, with twenty or thirty consistently each year, occasionally spikes of 60 or even 80 at a time with multiple necromancers.

Limul was a hyperbuffed adventurer, well, originally she was one of the dorfs I started training when the first 40 zombie siege showed up and sat around for a year. Then they left for no reason and the next year 30 showed up so I took control of her and went to kill some zombies, brought her home after she was all maxed out on buffing items, and then decided to have her replace my military. The first time she jumped into a pile of zombies I was nervous, the 5th or 6th time I just took pictures and laughed at the flying body parts and toothsplosions.

My point though:
(http://i.imgur.com/Tlhtv1q.png)

You want zombie training subjects and necromancers?

Raise civs to like 150 or 200 on a 33x33 world, raise secrets higher than 20 as it's just a cap, I think I use 66 or something, then play around with other parameters as you like, you'll get a bunch of death gods and thus tons of tower neighbors to play with.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 05, 2015, 02:52:44 am
You say toys, I say "small projectiles for coinstar-esque training".

I already have a coinstar room filled with teeth and seeds; I found it a bit too dangerous for even the toughest students to use. I shudder to think what kind of damage a flying +lead mini-forge+ would do.

You want zombie training subjects and necromancers?

Raise civs to like 150 or 200 on a 33x33 world, raise secrets higher than 20 as it's just a cap, I think I use 66 or something, then play around with other parameters as you like, you'll get a bunch of death gods and thus tons of tower neighbors to play with.

That's sort of what I've done in this world. I think it was genned with civ cap at 100 and secret cap at maximum (1000) and there are enough towers to have at least one in range for most embark locations. I think Copperfell has already emptied the local tower since there haven't been undead sieges in years.

However, I think invader undead are handled the same way as regular invaders in the sense that civilians will run from them instead of fighting. Killing invaders and then zombifiying them (again) somehow makes them ok to fight.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 05, 2015, 04:44:28 am
Yeah, secrets don't matter as much apparently, an anon over in the /dfg/ thread worked that out, just total civs. I'm pretty sure civilians will swarm any undead, regardless of the source, it happens all the time in adventurer mode at least, everyone instantly goes to no quarter and if you help they show up as your ally.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Omniao on October 05, 2015, 10:32:07 am
You can't have werebeast vampires. Both interactions make you immune to the other.
But still, you could do this  with either werebeasts OR vampires.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Atarlost on October 05, 2015, 02:47:19 pm
Of the two vampires seem easier if they can drain domestic animals when dwarfs aren't available.  You keep all booze in the locked daycare since the vampirized adults won't drink it anyways and put an execution tower over the water supply to bloodily dispose of vampire mayors so that any non-vampires not in the daycare will have to drink tainted water. 

The work slowdown from not being able to drink booze would be a problem, though. 
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 05, 2015, 08:04:10 pm
To make them drink from animals, though, you need to put them to sleep. I don't know if they need to be sleeping or if passing out from pain works. I would recommend capturing an FB with something that causes drowsiness/unconsciousness/pain. I have 5 or so, including one with spit that causes only drowsiness. Next version, I'll do some !!SCIENCE!! if I can get a vampire visitor.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bumber on October 05, 2015, 08:08:57 pm
Why would you even want your vampires to drink? It doesn't do anything. (Well, maybe it reduces certain roll penalties.)
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 05, 2015, 08:11:50 pm
Why would you even want your vampires to drink? It doesn't do anything. (Well, maybe it reduces certain roll penalties.)
REALISM

If I make blood a drink, will vampires get drunk from it? This is what I want to test.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Whisperling on October 05, 2015, 08:21:47 pm
PTW.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Omniao on October 05, 2015, 08:32:32 pm
To make them drink from animals, though, you need to put them to sleep. I don't know if they need to be sleeping or if passing out from pain works. I would recommend capturing an FB with something that causes drowsiness/unconsciousness/pain. I have 5 or so, including one with spit that causes only drowsiness. Next version, I'll do some !!SCIENCE!! if I can get a vampire visitor.
You could always drop a load of fertile cats in with tons of cat food and make a miniature catplosion inside the vampire-soldier housing room. Eventually the cats/kittens have to go to sleep, and the vampires will have tons of stuff to feed on.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 06, 2015, 03:34:57 pm
Cat food? Pets falling asleep? Have you actually played DF? Neither of those things are in the game.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: taptap on October 06, 2015, 03:41:28 pm
Cat food? Pets falling asleep? Have you actually played DF? Neither of those things are in the game.

Quoted for truth.

Playing the game is actually more fun than playing the forum  :P
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bearskie on October 07, 2015, 01:42:52 am
To make them drink from animals, though, you need to put them to sleep

Wait, does that really work? Will vampires actually drain animals instead of dwarves if the animals somehow fall asleep?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 07, 2015, 02:27:29 am
I used to strangle wild animals when I was thirsty and far from a town then drink while they were knocked out.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 07, 2015, 07:00:00 am
I used to strangle wild animals when I was thirsty and far from a town then drink while they were knocked out.

You're still talking about Dwarf Fortress, right? Right?

But, I suspect the fortress mode vampire AI will only use sleeping dwarves for feeding.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Omniao on October 07, 2015, 11:34:49 am
Cat food? Pets falling asleep? Have you actually played DF? Neither of those things are in the game.

Quoted for truth.

Playing the game is actually more fun than playing the forum  :P
I play the adventure mode mostly.
But from my experience with fortress mode I'm pretty sure animals eat things and also fall asleep.
Maybe that  could have been something in my friend's version of the game. (I don't have a version on my comp, he may have modded something.)
Anyways you can just replace cats with some of your dwarven citizens....
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on October 07, 2015, 01:33:19 pm
Please don't derail my favorite thread, Dwarven Child Care. :)

Can kids become vampires, and will they need a separate day care?
Will vampire-child train when recruited in a squad?
Will vampire-child wear uniform?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: hyperman500 on October 07, 2015, 02:38:51 pm
It wouldn't be a good idea to vampirize the students until they graduate, on account of the process halting all growth of their stats.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Omniao on October 07, 2015, 03:10:49 pm
It wouldn't be a good idea to vampirize the students until they graduate, on account of the process halting all growth of their stats.
Question: Wouldn't it bee a good idea to turn the "trained" children into vampires by giving them a mug of poisoned water once they "graduate"? (Or become thirteen/twelve years of age?)
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 07, 2015, 06:10:47 pm
I used to strangle wild animals when I was thirsty and far from a town then drink while they were knocked out.

You're still talking about Dwarf Fortress, right? Right?

But, I suspect the fortress mode vampire AI will only use sleeping dwarves for feeding.
Sorry, I was just grabbing a drink, what were you saying?

Btw, do I have cat blood on my face?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 09, 2015, 05:26:58 am
Oooo, this is getting interesting. Tun Skinnedglazed, one of the more advanced students was cooling down from a zombie bashing session in the training room when her fellow student crashed into her while dodging. The collision caused her to skid across the floor, exploding messily into gore in several places. This happens from time to time when my too small training room is particularly overcrowded with students. This time though, Tun actually died from her wounds right there on the training room floor. You know what that means, right?

So I now have a reanimated corpse of a dwarf who used to have maxed out attributes and Legendary+5 in most unarmed combat skills. Are there any utilities I could use to check the stats of the Tun-zombie (Tunbie?) before I unleash it on unsuspecting students?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on October 09, 2015, 12:51:42 pm
gm-unit might work,never used it though
its here: http://www.bay12forums.com/smf/index.php?topic=152200.0 (http://www.bay12forums.com/smf/index.php?topic=152200.0)
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 09, 2015, 01:32:49 pm
Well, gm-unit can support an attribute editor but I haven't put one in yet.

You can use gm-editor can go to body.phys_attrs and check them yourself there.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 10, 2015, 03:27:08 am
I didn't even think about gm-editor. That worked, thanks.

Although I'm sort of disappointed that Tunbie seems to have just normal maxed-out attributes and even the size seems to be what I remember it being when Tun was alive. It also seems all skills were lost upon reanimation.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 10, 2015, 07:32:33 am
Next time, husk him. Husks retain all their skills, the ability to learn, and their attributes.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 10, 2015, 09:30:27 am
Remember that being undead is a syndrome, so the stat boosts are listed under curse as I recall.

My fully buffed adventurers only show like 6 or 7k strength but they're really more like 25k or 50k or something silly.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 10, 2015, 02:36:44 pm
Oh, right. I could have looked into that before complaining. So... it looks like strength and endurance are tripled and speed is about 60% of original. Just what would be expected from a zombie curse. No skills visible anywhere, though; as it is Tunbie could be just another piece of undead meat for the combat room grinder.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 13, 2015, 01:49:43 pm
Looks like an unmutilated zombie Blind Cave Ogre is just about on the upper limit what the students can handle barehanded. In a recent training session one killed a student and wounded two others badly before its head was finally bashed in. By a cruel twist of fate the dead student happened to be Aban Shoothelp, Tun's younger brother. Now only the youngest child, Cog Mindtour, is left to uphold her family's honor.

This session also marks a start of hiatus in fighting lessons. Most of the students are now too stressed from a decade of zombie bashing and are in need of a longer vacation to lower their stress levels to somewhat manageable levels. Not that anyone is in need of any additional training; even the youngest ones now have their Legendary+5 skills and maxed out attributes. Now I'll just fast forward the fort for a few years to get the graduations really rolling before DF2015 spoils the party.

Cherry tapping (http://tvtropes.org/pmwiki/pmwiki.php/Main/CherryTapping) giant monsters with a bunch of two year olds was fun for a while but it's now time to have the kids grow up.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on October 13, 2015, 03:46:22 pm
"it's time to grow up and become an adult, you can't beat zombie ogres to death your entire life!"
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Drokles on October 16, 2015, 02:42:03 am
This thread is awesome. Try reading random posts out of context and fill in the rest with your imagination.

Staalo, did you ever get any deaths to falling while you were training kids to jump off into the pool? One of my adult miners in my current fort just leaped to avoid a spear and fell, crushing his throat and bleeding to death on the way to the hospital. I have shamelessly savescummed but unless that was a complete anomaly I'll need to make some changes to the way I'm doing things.

I did have some broken bones and I think one liver pierced by a rib from falling badly into the pool, but no deaths. That was in the first version with bare stone floors; since then I've built my pools with wood floors before filling them with water. Willow works great since it's light and commonly available.

I have no idea how this is useful, but it sounds awesome:

To make them drink from animals, though, you need to put them to sleep. I don't know if they need to be sleeping or if passing out from pain works. I would recommend capturing an FB with something that causes drowsiness/unconsciousness/pain. I have 5 or so, including one with spit that causes only drowsiness. Next version, I'll do some !!SCIENCE!! if I can get a vampire visitor.
Title: Re: Dwarven Child Care [Reboot] (Rebooting the reboot, please wait...)
Post by: Staalo on October 16, 2015, 04:08:33 am
This thread is awesome. Try reading random posts out of context and fill in the rest with your imagination.

For more out of context weirdness try reading bits from the sentient dog era, starting from around page 17 or so. NEVER AGAIN.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 16, 2015, 10:41:25 am
To clarify, I have 5 FBs with sleeping poisons. I have 19 total FBs.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 16, 2015, 08:28:39 pm
I had trouble laughing at anything again for weeks after the "I'm still finding dog bone doctor teeth everywhere" comment.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheHossofMoss on October 17, 2015, 11:14:26 am
 :-[
I had trouble laughing at anything again for weeks after the "I'm still finding dog bone doctor teeth everywhere" comment.

Oh my Armok you just made me remember that thread. That was hilarious.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 21, 2015, 12:59:31 pm
I keep noticing an odd thing with my graduates. I have put them all through a period of skill grinding after their military service, to train one useful fortress skill up to Legendary. That gives them something to do and raises their value as future über-migrants in the next fortress. I was mentally prepared to flog several thousand low quality trinkets to traders while the graduates struggle through low skill levels.

Funny thing is, they seem to produce masterwork items more frequently than other dwarves, starting right from Dabbling level. Sometimes the very first craft/weapon/armor/etc. they produce comes out masterful and they continue dishing them out like master craftsdwarves after that.

Do attributes affect crafting quality as well as the relevant skill level?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: crazyabe on October 21, 2015, 01:00:10 pm
Possibly
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: blue sam3 on October 22, 2015, 05:13:24 pm
I keep noticing an odd thing with my graduates. I have put them all through a period of skill grinding after their military service, to train one useful fortress skill up to Legendary. That gives them something to do and raises their value as future über-migrants in the next fortress. I was mentally prepared to flog several thousand low quality trinkets to traders while the graduates struggle through low skill levels.

Funny thing is, they seem to produce masterwork items more frequently than other dwarves, starting right from Dabbling level. Sometimes the very first craft/weapon/armor/etc. they produce comes out masterful and they continue dishing them out like master craftsdwarves after that.

Do attributes affect crafting quality as well as the relevant skill level?

Given that it's impossible for a Dabbling X to produce a masterwork under normal circumstances, I'd say this counts as proof positive that they do.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 23, 2015, 02:03:59 pm
Things that influence item quality:
1. Skill
2. Attributes
3. Preferred item/material

Not necessarily in that order. Someone did some serious science on it a while back.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: NightmareBros on October 23, 2015, 05:35:17 pm
obviously the students are just punching the materials into masterwork items

it's the only dwarven explanation, that they are now so good with their years of constant training that they can bite bones into trinkets, crush wood into the shape of goblets with their bare hands and carve stone into totems via wrestling, suplexes and punches
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: XXXXYYYY on October 23, 2015, 05:36:15 pm
ptw
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 24, 2015, 03:58:04 am
Yes, well, apparently spending your entire childhood elbow deep in rotten ogre entrails somehow makes you naturally talented for creating renowned works of art. Yet another reason to have Dwarven Child Care in the fortress.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: escondida on October 24, 2015, 10:32:26 am
Makes perfect sense. They probably used the blood-soaked bones as crude paint brushes, the viscera to create artistically-decorated hanging streamers, the teeth for the dwarven equivalent of kindergarten macaroni+glue pictures, the larger bones as drums (with more bones as drumsticks), and any squishy bits left over to create Pollock-esque modern art by throwing them against the wall and seeing what stuck.

They would then take their creations and press them up against the thin slit in the door. The guard would be revolted and run away to vomit and perhaps cry on the shoulder of the mayor. The young artist, dejection following rejection, would crumple to the floor by the one way out of the horrible place that is their whole world, weeping and banging their fists against the door until they were bloody, screaming "You don't understand! I MADE THIS FOR YOU!"
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 24, 2015, 11:37:51 am
Quote
Painted here in goblin blood is a masterfully designed image of of Urist McStudent and a zombie troll by Urist McStudent. Urist McStudent is decapitating the zombie troll. The painting is decorated with crundle vomit, voracious cave crawler ichor and troglodyte guts. The painting is studded with manera teeth. The painting menaces with spikes of blind cave ogre bone. The painting is signed with words 'FOR DADY URIST 4YRS.'
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 25, 2015, 02:21:09 pm
I'm pretty sure that if the childcare is working at all, no mere stone door would keep that kid back.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 25, 2015, 02:41:47 pm
Is that required? Maybe if I'd mod in a syndrome that adds a BUILDINGDESTROYER tag, spread somehow by the training equipment...
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 25, 2015, 04:02:15 pm
Only certain tags can be added via syndromes, and BUILDING_DESTROYER isn't one of them. Also, friendly building destroyers won't destroy buildings. Sorry mate.

But tantruming dwarves can, so do with that what you will.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on October 26, 2015, 12:29:24 pm
I'd just like to say that I've been lurking this thread since its beginning (and I read through the whole of the previous childcare thread) and occasionally posting but now for the first time ever I've actually almost finished putting together a proper working childcare! I have all the beds, spikes, tables, chairs, stockpiles and so forth in place, with the water channels filled to 6/7. I'm about a quarter of the way through linking the spikes. The reason that I'm posting is that I have some interesting preliminary findings! I engineered my childcare to use all the efficient principles discovered by Staalo with his - that is, a communal childcare with communal stockpiles and a raised path filled with spikes over water BUT I wanted to make sure the dwarf kiddies picked the right mates because eugenics is fun. So what I did was give them individual bedrooms and dining rooms that they share with one other. Like so:

Code: [Select]
+vooo  KEY:
+vCTo   o - wall
+vCTo   + - floor with spikes
+Dooo   v - trench with water
+vBSo   C - chair
+vBSo   T - table   
+oooo   B - bed
        S - statue
        D - door

This is one unit. One unit contains 2 trainees. Each trainee gets one bed, table, and statue personally assigned to them.

So what is this interesting preliminary finding?

Well, with this setup, each kiddies' only friendship is with their roommate. Not even a passing acquaintance with anyone else. The oldest pair in the childcare have been in for about a year, since before the spikes were in and all the rooms were furnished. So it is possible to get the primary benefit of individual cells - limited relationships - with a communal setup! all trainees get their food and booze from the same stockpile after crossing the same bridge - the thing is that they bring it back across said bridge to eat in their dorms.

It is possible that they may start dropping the food on the way back once the spikes are active, but I consider that an unlikely eventuality, as I have not seen similar behaviour in other dwarves before. If that occurs, I will simply assign them individual dining rooms on the stockpile side of the bridge, but if it doesn't, the bridge should get twice the mileage of young, pokable feet that it would otherwise.

So all in all, things look good in Lanceweakened. Expect more tidbits and screenshots SOONtm

Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 26, 2015, 02:50:23 pm
Looks great Skullsploder! That could help marrying the graduates with right spouses; Big Ral and Immense Ïteb still haven't married despite having spent over a year locked up in their Love Shack. Individual room concept is definitely an improvement if you can still get them to spend enough time on trapped tiles.

Dwarves won't usually drop their food while dodging except when they end up swimming after it, in which case they may leave it to the tile where they started their dodge. Then they'll just climb back from the pool and fetch the food they dropped (most of the time).

Are you planning to do any combat training?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 26, 2015, 11:29:17 pm
That's what we were missing, just when I started to think maybe we weren't completely monstrous for the shit we do in the name of childcare, proper eugenics and arranged marriages get folded into the mix somehow.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on October 27, 2015, 03:16:00 am
I was planning on doing combat training... I embarked next to a necromancer tower and goblin dark fortress, and have been stockpiling corpses like crazy. But my military was a bit ah... overzealous in mopping up my first undead siege and two necromancers were killed. I haven't had another siege or ambush in the two years since and I'm not sure if there are any necros left. Perhaps its time to savescum and check legends. Do resurrected necromancer corpses still retain the ability to reanimate corpses? as I recall, both the bodies are more or less intact, having died to lost limbs, punctured hearts, and bisection rather than pulping. If worst comes to worst, I'll make a vampire fountain and then send a vamped adventurer to the tower to retrieve the tablet and then have someone else read it or something. Oh I never actually checked if the necros were carrying books! that would make acquiring a necromancer much easier. What is the best way to have an adventurer immigrate to your fort? Are there any major bugs with retiring and reclaiming that I should know about?

That's good news about the dodging and recovering food. I was very worried about rotten meals littering the childcare.
And they spend about half of their time on trapped tiles, which is a stat that will likely increase once the trapped tiles are actually active.

OH and I just noticed I made an error on my diagram. There should only be 2 beds and 2 statues per unit. Silly me. Also note that this design could be stacked vertically with ease.

That's what we were missing, just when I started to think maybe we weren't completely monstrous for the shit we do in the name of childcare, proper eugenics and arranged marriages get folded into the mix somehow.

He he he.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 27, 2015, 03:53:20 am
Necrobacon isn't an absolute necessity for combat training, even if it helps. Just seed the surface and all three caverns with cage traps and you should catch enough aggressive critters to give your students some taste of real combat. Cage trap corridors leading to the inner fortress have proven irresistible for crundles, troglodytes and the like; they'll even wait patiently for your haulers to reload the traps before stepping into them.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Madventurer on October 27, 2015, 04:57:38 am
So, we're discussing whether to do combat training by undead or horrible cavern creatures, trapped and unhappy.

Does the training even involve actual weapons? :P
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on October 27, 2015, 04:59:25 am
Necrobacon isn't an absolute necessity for combat training, even if it helps. Just seed the surface and all three caverns with cage traps and you should catch enough aggressive critters to give your students some taste of real combat. Cage trap corridors leading to the inner fortress have proven irresistible for crundles, troglodytes and the like; they'll even wait patiently for your haulers to reload the traps before stepping into them.
Oh thanks that's good advice. Hmm yes I do need to get a trap corridor in the caverns. I currently only have a single cavern cage trap but I have many many cage traps seeded about the surface for catching any unlucky necromancers that may wander through. I have an Ettin already. Have you done any testing with Forgotten Beasts as sparring partners?

Now I'm considering starting a breeding facility for hostile/wild critters a la Mermaid or sea monster farming... Possibilities. But yes, mass producing cage traps for the caverns sounds like a very good idea. I'll just go ahead and open caverns 2 and 3 with trap corridors. Any particular critters that are too dangerous for kiddies? What sort of skill levels do you recommend for certain un-baconed critters? I'm aiming for as few child casualties as possible, given how high adult mortality rates have been (tantruming axelords are both magnificent and terrifying).
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 27, 2015, 05:31:49 am
So, we're discussing whether to do combat training by undead or horrible cavern creatures, trapped and unhappy.

Does the training even involve actual weapons? :P

Of course not. It would be irresponsible to give children weapons. Someone could get hurt.

I have an Ettin already. Have you done any testing with Forgotten Beasts as sparring partners?

Forgotten Beasts are trapavoid so it's difficult to capture them for training. Ettins are good, clean if a bit short-lived fun.

Now I'm considering starting a breeding facility for hostile/wild critters a la Mermaid or sea monster farming... Possibilities.

That's one thing I'd very much like to see happening. I considered it myself but reanimating is so much easier when it's an option.

Any particular critters that are too dangerous for kiddies? What sort of skill levels do you recommend for certain un-baconed critters? I'm aiming for as few child casualties as possible, given how high adult mortality rates have been (tantruming axelords are both magnificent and terrifying).

In Copperfell I've usually moved kids to the fighting class when they reach Master in Armor user; at that point they've also been Legendary to Legendary+1 in Dodge as well. With those levels there aren't many flesh-based creatures who can withstand a massed assault of screaming two-year olds who can dodge just about anything. There are some exceptions:

- Invaders: Civilians seem to be hard-coded to run from anything with Invader status, rather than attack them; this means the invader will get a lucky strike in sooner or later. Curiously, killed and then zombified invaders do get attacked normally.
- Hydras: With nine seven. SEVEN! heads they can't be insta-killed with a head shot and they will inflict terrible wounds if they manage to reach your children. Be prepared to have a long fight in your hands and have your hospital ready.
- Anything non-fleshy: Varies. Titans made out of coral or something similar won't last more than few seconds but Bronze Colossi et al can be treated as indestructible training dummies who occasionally twist limbs out of shape.
- Webbers, dusters, flamers etc: Just avoid those.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on October 27, 2015, 05:59:30 am
Wait, I've killed a lot of hydras.

*counts on fingers*

1
2
3
4
5
6
7

...why do your hydras have two more heads than mine?

Does that mean male hydras... oh god dammit Staalo I didn't wanna go down this road.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 27, 2015, 06:36:23 am
Oh, right. No double entendre intended. I don't know how that one slipped through when I edited the post several times already.

They are dangerous enough even when someone isn't giving them too much head.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on October 27, 2015, 06:38:38 am
Well would you look at that! An undead siege just showed up with three very unpulped necromancers. Now lets just hope the cage traps don't get clogged before the necros walk into them. And thanks for that info! Very handy. Maybe I should make the combat area necromancer-observed? That way I can pit living combatants in and have them reanimated directly if they don't get pulped.

Which reminds me: in your experience, are most fatal wounds to living combatants pulping hits to the upper body/head or "and tearing the brain" kinda hits? (important for deciding whether to drop things onto steel serrated disk traps then reanimate the gibs or using them as living dummies first). Also does rekilling sentient corpses seem to count for the "doesn't care about anything anymore" trait?

So many questions I hope you don't get tired of answering them all :P I know most of them were answered earlier but I figure it's probably nice to have all the answers over the course of a couple pages (plus digging through the thread is a daunting prospect).
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 27, 2015, 07:18:16 am
Maybe I should make the combat area necromancer-observed? That way I can pit living combatants in and have them reanimated directly if they don't get pulped.

That works somewhat but I found that having a separate zombie factory is more efficient. Of course if you manage to catch several necros you could have both.

This is what I'm currently doing with zombie production:

1. Have a large room filled with cage traps, with the necromancer chained somewhere with a view to each trapped square.
2. Dump zombifiable corpses and body parts on top of the cage traps, preferably just a single corpse for each tile.
3. Station a member of military within the view of the necromancer.
4. In one or two days the necromancer will notice the hostile soldier (my necro seems to be a bit brain damaged) and reanimates the entire roomful of corpses at once.
5. Zombies instantly get caught in cage traps, without harming anyone or getting harmed before capturing. Rinse and repeat.

Which reminds me: in your experience, are most fatal wounds to living combatants pulping hits to the upper body/head or "and tearing the brain" kinda hits? (important for deciding whether to drop things onto steel serrated disk traps then reanimate the gibs or using them as living dummies first). Also does rekilling sentient corpses seem to count for the "doesn't care about anything anymore" trait?

Children's little mitten clad fists are actually terrible blunt weapons so yes, most of the time they'll pulp their enemies into unreanimatable mess. I'd still recommend having them fight whole creatures/zombies rather than just animated pieces: reanimated hands get destroyed by one hit and zombie heads are indestructible. Better prepare an emergency flushdown mechanism so your students won't fight themselves to starvation.

I have just dumped everything dead to my zombie factory to see which parts reanimate, atom smashing everything that doesn't. It requires a lot of hauling but has worked very well, especially after goblin sieges.

I'm not sure about zombies causing desensitization; all my students are now at "doesn't care about anything anymore" level but that could have come from fighting live enemies as well. I have not observed that part very closely.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on October 27, 2015, 10:39:54 am
Quick question: Is there any practical difference in skill gain between 10 training spears per tile and 1 training spear per tile? Because I'm using 1 spear per tile and I just realised I may be shooting myself in the foot. The spears are also mostly linked at this point, so changing them to 10 per tile would be a significant investment in time.

As to desensitisation and zombies, I suppose I'll just try and breed wild troglodites for replaceable sentient punching bags, as I've seen little sign of living invaders (a single goblin squad arrived once with a human siege announcement).

The way I've got my corpse processing set up at present is that a single necro sits on a raised platform behind a window. Ahead of him is a pit, then a wall on his level, then another hole leading to the pit, down which civilians can drop corpses without them being reanimated in their arms. Off to the necro's one side is another window behind which a military dwarf can be stationed for aggroing purposes. The pit is connected directly to the main fort via a long winding passage filled with cage traps (and ending with an excessive amount of serrated disks). HOPEFULLY I'll be able to fully automate the process of reanimation via a minecart stop set to dump down the hole.

I'm curious, what would your guys' opinion be of me using the corpses of the fort's own dwarves as training dummies before picking up the pulped pieces later to be entombed?

Oh and I should mention that I caught two of the necromancers while the other ran off the map so NECROBACON IS A GOOOOOOOOO!!! ...Once these pesky zombies wander off, that is.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 27, 2015, 11:19:42 am
Quick question: Is there any practical difference in skill gain between 10 training spears per tile and 1 training spear per tile? Because I'm using 1 spear per tile and I just realised I may be shooting myself in the foot. The spears are also mostly linked at this point, so changing them to 10 per tile would be a significant investment in time.

Spear load is directly linked to training speed since each spear will equal one attack to dodge or deflect. Ten spears will train ten times faster than one but since it takes about eight months to train Dodge from zero to Legendary with five spears there should be plenty of time.

I'm curious, what would your guys' opinion be of me using the corpses of the fort's own dwarves as training dummies before picking up the pulped pieces later to be entombed?

I currently have two dead students in store, reanimated as an experiment. It seems it isn't possible to pit or move these citizen zombies so they are a lot harder to use as training material. I'd suggest just burying your own and using invaders and wildlife for zombification.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on October 27, 2015, 03:17:51 pm
...now that I've read this last page again I realize how terribly wrong some of these sentences could be misunderstood out of context.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on October 29, 2015, 07:48:30 am
Wait, I've killed a lot of hydras.

*counts on fingers*

1
2
3
4
5
6
7

...why do your hydras have two more heads than mine?

Does that mean male hydras... oh god dammit Staalo I didn't wanna go down this road.
That's just wrong. Sigged.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dozebôm Lolumzalìs on October 31, 2015, 12:16:24 pm
I used to strangle wild animals when I was thirsty and far from a town then drink while they were knocked out.

You're still talking about Dwarf Fortress, right? Right?

But, I suspect the fortress mode vampire AI will only use sleeping dwarves for feeding.
Sorry, I was just grabbing a drink, what were you saying?

Btw, do I have cat blood on my face?

*falls over dying from laughter*
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on October 31, 2015, 02:03:51 pm
In Bastiongate's world, we have no werebeasts, only vampires. When the next update comes out I'll just get someone to tip a statue in a temple and do some experiments on said vampire.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on November 01, 2015, 09:52:59 am
So here's a progress report from the fortress of Lancedweakened:

Most importantly, I have the training spears linked up to a minecart repeater and have had them going for some time. Most of the trainees are dabbling or novice in most related skills. None are actively dodging yet.

I have breeding pairs of wild capybara people and dingo people, and have setup chains at the end of a very long corridor filled with cage traps to trap their offspring in. Still working on obtaining a breeding pair of the significantly more hostile troglodytes.

The corpse processing facility just fulfilled its first bulk order of reanimated body bits. about 60 assorted arms, legs, whole bodies, and so on were brought back to unlife in this first run.

I figured out why dwarves kept wandering into the kiddies' danger room. This wasn't an issue at first, but then they started having babies and babies are soft and naked and soft naked babies tend to get perforated by pretty much anything vaguely pointy so in other words the childcare was full of dead babies for a bit. Anyway, the reason mothers were bringing their babies into a location where they were certainly going to be bludgeoned to death in their mothers' arms is that they wanted to eat lunch. The mothers that is. The mothers were getting their babies murdered in order to eat lunch in the unoccupied dining rooms in the kids' area. Some other mothers got their babies murdered trying to retrieve socks and seeds and such dropped by other mothers. It was just a bad situation for the babies all-round.
.
.
.
Anyway, forbidding all the unused furniture fixed that.

I have a very basic sort of live training room under construction, just a 5*5 featherwood bridge that retracts 1z above a featherwood floor covered in cage traps. It's near the barracks so if there is some sort of horrific malfunction (like a megabeast preventing the bridge from retracting or something) the military can step in and mop up the mess.

Finally, I'm contemplating giving the kiddies access to the aboveground farms and harvest stockpiles in order to prevent cave adaptation and train them in a useful (albeit civilian) skill. Thoughts, opinions? The childcare was built one level below the surface for convenient aquifer access and control of the water for filling the kiddy pools so it's not like they'd have to go far, and I can always reconfigure the surface fort to bring the farms closer to the childcare entrance.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on November 01, 2015, 11:11:06 am
Why the featherwood bridge?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on November 01, 2015, 11:39:37 am
Why the featherwood bridge?

Extra safety. Just in case the kiddies get picked up and thrown, the skidding across the ground bit won't be as bad.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on November 01, 2015, 11:50:01 am
Oh, right, I had assumed the bridge was to drop things in, not to cancel the class.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on November 01, 2015, 02:15:29 pm
Congratulations Skullsploder! Active dodging will start around Adept skill level; students will reach that quite quickly and after that they'll start their involuntary swimming lessons. If you're using a spear load of one per trap you might want to start planning for an advanced facility like I did in Searingmines, to help training Armor user fully.

---

Since Copperfell again has a surplus of caged invaders I've decided to go for yet another round of zombification and combat training. This time I'm building a drowning chamber to get whole and unmutilated corpses; militia tends to be quite messy when creating reanimatable material. Just one question: am I correct assuming that cage release by lever works also underwater?

Otherwise progress has been very slow. Stability is getting gradually worse and I have to save often to avoid losing months worth of work in crashes, and hope the game won't crash mid-save. Speed has also declined to a steady 8 FPS which means that graduation day is still very far off.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Max™ on November 01, 2015, 11:59:52 pm
I don't see why a cage release wouldn't work if submerged in anything, so magma-safe materials would work submerged in magma, and anything will work submerged in water.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on November 02, 2015, 06:49:56 am
Thank you, thank you :D Made possible entirely by your pioneering efforts of course! 

Yep, AFAIK cages will work underwater, just like bridges, doors, floodgates, hatches, etc. Although you could always just pit the invaders into the drowning chamber, to reduce set-up hassle. But anyway that reminds me quite a bit of the real (improved) Necrobacon facility in the Ravens are Murder thread. Maybe I should also build a drowning chamber for my captured gobbos.

And could you recap quickly for me what the Searingmines special armour training facility was? A coinstar room?

One last thing is that I intend to try doing some SCIENCE with zombie sapient creatures, to see if the fact that they're undead removes the trauma training that killing them would normally provide. My money is on trauma training working normally, because IIRC undeath is essentially just a syndrome applied to a perfect copy of the living creature; or in other words, the creature is revived exactly as they were in life, same stats and everything, and then they have the zombie syndrome applied to double strength and toughness, reduce speed, cause them to attack non-undead, and so on. So their [CAN_SPEAK] and [CAN_LEARN] tags should be unaffected. Anyway, I was wondering if anyone here knew of a DFhack command or Dwarf Therapist column or something that can show me exactly how desensitised a little dwarflet is. Thanks in advance :)
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on November 02, 2015, 02:13:47 pm
Excellent. Then everything is good to go for releasing them to their watery DOOM (muhahaha etc.). I'm reluctant to just pit them because about 80% of the time they will attack their attendant right away and the militia will have to deal messily with them.

Searingmines advanced facility was just another training room, but with maximum spear load per trap. The original had only one spear per trap and I wasn't happy with Armor user training speed.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on November 03, 2015, 02:06:34 am
Have you ever tried making an entire facility of 10 spears per trap? because now that this one is up and running, I'm considering building a second minecart repeater and slowly replacing the spear traps 10 tiles at a time or so with max spear load traps. I have no shortage of wood. So the traps would mostly remain active and I'd just be replacing them a few at a time.
so yeah my question is, did the advanced armour user training facility cause any serious harm to students if left in there too long? or is it safe to use a spear load of 10 per trap across the entire childcare? Because if it takes however long to get your obscenely good results with 5 spears it should take half that many with 10, at least in theory.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on November 03, 2015, 03:55:55 am
Yes, the Searingmines advanced facility was exactly that. I found it easier to build an entirely new facility rather than trying to refit the old one. That was my first serious Dwarven Child CareTM fort so I was doing a lot of trial and error.

Even the full spear load did no harm to anyone fully clothed, though any exposed part would be in danger. If a student managed for instance to lose a mitten, more spears meant more chances to hurt that hand. I'd still say go for it if you have the resources and dwarfpower; training speed is really only a function of attacks to dodge over specific time. Ten times the spears = ten times more xp for Dodge and Armor user.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Proudnerd on November 10, 2015, 11:55:20 pm
Oh, right. No double entendre intended. I don't know how that one slipped through when I edited the post several times already.

They are dangerous enough even when someone isn't giving them too much head.


sicne when is there such a thing as too much head? That's like too much bacon
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bumber on December 02, 2015, 08:25:22 pm
So how about them libraries? Can children read? What are our ideal dwarven values (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait)? Should we instead turn them into mindless killing machines who care nothing for peace, friendship, family, and leisure? -50 Nature goes without saying.

I'm kind of torn on anger propensity. On one hand, it's extremely dorfy to have them be extremely unstable, rage-prone berserkers. On the other hand, it's not beneficial to the perfect solider. Decisions, decisions. Maybe we should encourage those already inclined, and put them in their own special squad: The A(rmok) Team?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on December 04, 2015, 04:42:43 pm
Ahh yes, the eternal question of whether to let our soldiers run A(r)mok...
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on December 04, 2015, 05:09:21 pm
This thread is my... Amour(k)?

:V
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bumber on December 05, 2015, 03:42:04 am
This thread is my... Amour(k)?

:V
*Puts on pun-resistant Armor(k)*
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on December 05, 2015, 06:59:08 am
So how about them libraries? Can children read? What are our ideal dwarven values (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait)? Should we instead turn them into mindless killing machines who care nothing for peace, friendship, family, and leisure? -50 Nature goes without saying.

I'm kind of torn on anger propensity. On one hand, it's extremely dorfy to have them be extremely unstable, rage-prone berserkers. On the other hand, it's not beneficial to the perfect solider. Decisions, decisions. Maybe we should encourage those already inclined, and put them in their own special squad: The A(rmok) Team?

I have been working more on "happy productive citizens with superpowers" angle with my forts. Military applications are only a bonus.

Now that the new version is out it looks like implementing Dwarven Child Care would again be fresh and interesting. With children acting more like children will it be like Caillou or more like Lord of the Flies? I'm suspecting the latter based on what I saw during my first adventuring session.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bumber on December 05, 2015, 08:22:46 am
I have been working more on "happy productive citizens with superpowers" angle with my forts. Military applications are only a bonus.

Now that the new version is out it looks like implementing Dwarven Child Care would again be fresh and interesting. With children acting more like children will it be like Caillou or more like Lord of the Flies? I'm suspecting the latter based on what I saw during my first adventuring session.
A -«+wooden menacing spike+»- sharpened at both ends. It menaces with pig's head. On the object is an image of a dwarf and conch. The dwarf is holding the conch.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Isngrim on December 05, 2015, 01:19:47 pm
A -«+wooden menacing spike+»- sharpened at both ends. It menaces with pig's head. On the object is an image of a dwarf and conch. The dwarf is holding the conch.
i rarely ever sig people...but.....

Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dirst on December 07, 2015, 11:17:50 am
With children acting more like children will it be like Caillou or more like Lord of the Flies?
I find Caillou far more irritating than Samneric.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on December 07, 2015, 03:31:13 pm
Oh hey, .40.xx saves work in .42.xx! I loaded Copperfell in .42.02 and it works without hiccups, and more importantly without constant crashing. I could continue the project without starting over if I can tolerate the missing music and poetry.

The kids are playing make believe in the danger room. That's all good, I might even dump a load of toys in there later on and see what happens. I secretly hope the students will find a way to use them as weapons.

I'm somewhat worried about the effects of unfulfilled needs and focus though, not to speak of all the added emotional stuff. Will the students go all "S-senpai noticed me!" next time I drop a zombie ogre among them?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on December 15, 2015, 02:21:37 pm
I try to play the Copperfell save every now and then, despite how frustrating it is with all the missing .42.xx goodies. Even recent graduates seem to sense it and would rather play make believe with their younger siblings than spar with militia veterans. I thought all this... child stuff would stop when they reach adulthood.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on December 15, 2015, 03:07:40 pm
It does, as soon as they take their first job. Let them haul something and it'll stop.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: miauw62 on December 15, 2015, 03:21:45 pm
dwarven coming of age:
"pick up that rock"
"ok"
"YOURE A MAN NOW"
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bwint on December 15, 2015, 11:17:37 pm
dwarven coming of age:
"pick up that rock"
"ok"
"YOURE A MAN NOW"

Well, the children in question have spent a decade dodging stakes and punching zombies to death. At this point the "rite of passage" is just a formality.

Mind if I sig this?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on December 16, 2015, 02:26:03 am
Hmmm. New version. To abandon Lancedweakened or... nah screw it, I'm abandoning Lancedweakened.

The last age and a half with the fort has been meticulous planning for a new, deeper fort to completely replace the current one, childcare and all, so I may as well just use the same design and start a new fort in the new version.

The central premise of this new fort will be to force all dwarves to take a short swim each time they move from their bedrooms to their workshops. The main purpose of this is to train babies in swimming, thus increasing their stats and possibly achieving growth more extreme than what Staalo has already achieved, due to stats maxing out earlier. And there will of course be 10 spears per floor tile in the childcare, which will also sport a longer bridge of spikes, again in the interest of maxing out stats earlier.

The system I have worked out involves simply having multiple length 20 bridges leading from each block of apartments to the workshop area. a pressure plate on the apartment side ensures that any dwarf crossing a bridge from that side will drop into the depth 4 water and learn a little bit of swimming.

That's what's relevant to the Childcare project, but in addition the new fort will have a far more efficient workshop layout and possibly look pretty enough to be called a megaproject. But finding the right spot and copying the designations over will take quite a long time, not to mention setting up a temporary fort and mining operations, so expect silence from me for a while.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on December 16, 2015, 03:51:15 am
The central premise of this new fort will be to force all dwarves to take a short swim each time they move from their bedrooms to their workshops. The main purpose of this is to train babies in swimming, thus increasing their stats and possibly achieving growth more extreme than what Staalo has already achieved, due to stats maxing out earlier.

Sorry to disappoint you, but it looks like babies can't learn Swimming yet. See an earlier experiment on the same thing:

http://www.bay12forums.com/smf/index.php?topic=140588.msg6149082;topicseen#msg6149082
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TBeholder on December 16, 2015, 04:31:39 am
The central premise of this new fort will be to force all dwarves to take a short swim each time they move from their bedrooms to their workshops. The main purpose of this is to train babies in swimming, thus increasing their stats and possibly achieving growth more extreme than what Staalo has already achieved, due to stats maxing out earlier.
Minus "babies" part, it's pretty much Decontamination Chamber, which if implemented well, is a Good Idea. Just with a little more splash.
Not too hard, even - if the shower is plate activated, a floodgate on very short delay under the floor grate could do the job.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on December 16, 2015, 05:27:22 am
Awwww that's disappointing. Ah well. The compulsory baths will be good for the rest of the fort anyway, will prevent graduates' swimming skills from rusting, and will encourage general hygiene. It's a damn shame about the babies not learning skills though. Thanks for letting me know Staalo!

Did anyone ever find out if receiving injuries trained a dwarf in toughness and endurance? I did discover that injuries cause a dwarf to get "doesn't care about anything anymore" is there are enough of them or if the ones there are are major enough. I think I put that in either this thread or the trivial findings thread, can't remember which. I still haven't given up on subjecting babies to the training. The setup I described could easily be changed to include a 2z rather than 1z drop to give the babies light injuries. >:3
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Insanegame27 on December 16, 2015, 06:19:28 am
Here's an idea that may or may not work. It probably won't. If you dig a 7x7 square and put the trade depot in it, then seal the opening with a raising bridge, and then surround the depot with fortifications. If you forced babies in the tile between the wall and the fortifications then massacred the elves who came to trade (Raise bridge, initiate murder) would they gradually become hardened to that?
Spoiler: 'old' (click to show/hide)
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on December 20, 2015, 04:22:45 pm
Many students seem to have completely lost their interest in schoolwork after .42.03. It looks like they'd rather die of thirst playing make believe than go back into the classroom. I have no choice but release them on an extended special vacation and concentrate on military schooling for graduates.

I suspect something has broken the burrow restriction code, or maybe the civilian pathing into burrows.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on December 24, 2015, 09:00:54 am
Still playing the Copperfell save on fast forward, only taking care of graduate training and yearly goblin sieges. Latest invader force of 99 goblins and trolls was again totally devastated by the graduate squads, with 82 invaders dead and 7 captured.

On dwarven side casualties were limited to one wounded; this was again Big Ral who got her skull fractured three times by a goblin lasher. I suspect her stature makes her slower and easier to hit than other graduates since she's always the only one who gets bruised in these scuffles. Still, I'm impressed that she managed to keep her brains inside her skull despite three whacks from an armor-piercing iron whip.

Remaining fifty-one students still refuse to obey burrow restrictions. In fact, they all seem to have decided to spend the rest of their childhood in the finished goods stockpile playing with the toys stored in the bins. They only leave for food, drink or sleep and mostly return to the exact same position.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: martinuzz on December 24, 2015, 10:22:26 am
Have you tried making a toy stockpile without bins? Maybe they're bugged, just like tool stockpile bins, seed, leaves(in bags) and mill stockpile barrels.
Just out of precaution, I made my toy stockpile bin-less. I see my kids taking and bringing toys there all the time. Do your kids actually take toys from bins?

Also, see if your kids snap out of their behaviour when you install doors to that stockpile area, and lock them when a kid leaves.
I need to do that to get polytheist military snapped out of ever repeating worship! jobs after I undesignate a temple from under their feet. Military don't obey burrows either. If such a military leaves his spot for drink or sleep, he will return to that same no longer existing temple afterwards with a worship! job. But if I lock the doors to that temple after he goes for a drink or sleep, he will snap out of it and be ready to go back to duty (or be sent to another temple to pray to the next deity). Looks like the job gets stuck in the dwarf's to-do memory, and is deleted from there when pathfinding fails.

You never know if it works for your kids as well.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on December 26, 2015, 02:18:26 pm
No, I tried couple of different schemes but the children are stuck playing, either with toys or without them. They're all Legendary in every relevant skill anyway so I just ignore them and concentrate on military and professional training for graduates.

As earlier, each graduate gets a professional skill to train after the military school. For Mörul Gloriesspear the chosen profession was Hunter. I was hoping he'd gradually build up to Legendary Ambusher but his preferred method of hunting seems to be to Leeroy Jenkins into a herd of bugbats or badgers and beat any stragglers to death barehanded. Ah well, at least he's bringing meat to the table.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dunamisdeos on January 02, 2016, 12:53:35 pm
Vault-Tec could learn a thing or two from the Dwarven Child Care thread.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: chaotic skies on January 09, 2016, 08:06:39 pm
This sounds like a very handy thing to have in a Terrifying biome. Should this come to fruition, and we can train all children into uncaring, sword-wielding, everything-climbing, swimming Supah Soldierstm then I think this should be on the wiki. Totally not an exploit at that point :P
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: ImACatNamedGloves on January 17, 2016, 07:59:24 am
Hey guys, keep this thread active! I don't want it to disappear. I think this has potential, as I read the entire old thread a long time ago!
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on January 17, 2016, 08:43:37 am
I think the main reason this topic has become inactive is that we've pretty much figured it out. Separate necessities out into areas only reachable with a bridge of repeating training spears over water. Put in children. Maybe add a hospital just in case.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on January 17, 2016, 09:47:53 am
I think the main reason this topic has become inactive is that we've pretty much figured it out. Separate necessities out into areas only reachable with a bridge of repeating training spears over water. Put in children. Maybe add a hospital just in case.

...and have them fight monsters and zombies barehanded for a decade once they toughen up a bit. A well-rounded education really helps later in life.

In the current version there seems to be a bug regarding playing children and burrows, but once that's settled out all the recent child care methods in this thread should work in .42.xx.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Twinwolf on January 17, 2016, 09:50:30 am
Just going to PTW this.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on January 18, 2016, 04:20:21 am
Bah. Those nerfed zombies of .42.05 will make training with undead very tedious. They barely lasted few seconds before this but now they'll be almost worthless. I predict a manyfold increase to Required Kills Before Legendary (RKBL) ratio; lets just hope .42.05 sieges will be plentiful.

It could still be workable to build the advanced training room on reanimating ground. Then simply dump all potentially zombifiable material into it and let the students mash it until it no longer reanimates. That way it also works as a safe disposal method in evil biomes.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: TheFlame52 on January 18, 2016, 10:34:59 am
The sieges seem to only be limited by how high you set your invader cap, how much your computer can handle, and how many you can catch. I recommend some kind of system to lure the whole invading force in, after which you shut the door behind them so nobody can retreat.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on January 18, 2016, 01:46:44 pm
Bah. Those nerfed zombies of .42.05 will make training with undead very tedious. They barely lasted few seconds before this but now they'll be almost worthless. I predict a manyfold increase to Required Kills Before Legendary (RKBL) ratio; lets just hope .42.05 sieges will be plentiful.

It could still be workable to build the advanced training room on reanimating ground. Then simply dump all potentially zombifiable material into it and let the students mash it until it no longer reanimates. That way it also works as a safe disposal method in evil biomes.
Dwarf Fortress: where rabid schoolchildren are a safe and practical biological hazard disposal system.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Whisperling on January 18, 2016, 04:03:42 pm
Bah. Those nerfed zombies of .42.05 will make training with undead very tedious. They barely lasted few seconds before this but now they'll be almost worthless. I predict a manyfold increase to Required Kills Before Legendary (RKBL) ratio; lets just hope .42.05 sieges will be plentiful.

It could still be workable to build the advanced training room on reanimating ground. Then simply dump all potentially zombifiable material into it and let the students mash it until it no longer reanimates. That way it also works as a safe disposal method in evil biomes.
Dwarf Fortress: where rabid schoolchildren are a safe and practical biological hazard disposal system.

Rabid? Of course not! Zombie-mashing is a healthy, progressive pastime fit for any dwarven toddler.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on January 18, 2016, 05:01:00 pm
Potato, potatoh.
Rabid, dwarven.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on January 26, 2016, 03:00:50 pm
I think the main reason this topic has become inactive is that we've pretty much figured it out. Separate necessities out into areas only reachable with a bridge of repeating training spears over water. Put in children. Maybe add a hospital just in case.

...and have them fight monsters and zombies barehanded for a decade once they toughen up a bit. A well-rounded education really helps later in life.

In the current version there seems to be a bug regarding playing children and burrows, but once that's settled out all the recent child care methods in this thread should work in .42.xx.

Did you do any test yet in terms of Lil`Urist playing with steel toy hammer to use as deadly weapon versus guest lecturer yet?
How about gold mugs before the fix?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on January 26, 2016, 04:21:31 pm
Did you do any test yet in terms of Lil`Urist playing with steel toy hammer to use as deadly weapon versus guest lecturer yet?
How about gold mugs before the fix?

No, it took me about six months to get them gradually back to the basic training room and I haven't dared to move them anywhere from there. So far no one has been trying to use a toy as a parrying weapon, even when food pots etc. have found such use.

I have been trying something new, though; inspired by this thread (http://www.bay12forums.com/smf/index.php?topic=155702.0) I now have two ballistae firing non-stop into the daycare. In addition to providing extra training with ballista arrows I'm hoping to use them to find out if recovering from severe injuries really trains Recuperation as mentioned in the wiki. (http://dwarffortresswiki.org/index.php/DF2014:Attribute#Attributes_trained_by_skills) I feel bad about it, but sometimes one has to make others to make sacrifices in the name of science.

So far there has been plenty of training and no injuries. It seems that my students have gotten a bit too good at this kind of thing; mostly they dodge the  arrows effortlessly without even interrupting their play and when the wooden missiles do hit they only bruise muscle or skin. The worst result so far has been one kid dropping his roast into the swimming pool and stinking up the whole room when it started rotting.

I'm not sure if the children should really to be able to just shrug them off like that. In real world history ballista missiles have for instance been known to nail a horse to another horse... and these kids just bounce them off their skins?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: chaotic skies on January 26, 2016, 05:19:20 pm
Me thinks ballistae are too weak :P

But yeah, why isn't anyone dead yet? These are BALISTA BOLTS. These things aren't small, nor are they slow-moving. They're big, fast projectiles that were used for defense because the only way to counter them is either a wall or a lot of troops.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: khearn on January 26, 2016, 07:22:54 pm
Yeah, but you're using wood ballista bolts. I think a little research will show that the Romans used metal pointy bits at the front of theirs. You're just tossing a bunch of broomsticks through the room. :) Try making some bronze ballista bolts and see how they bounce.

But yeah, all the siege weapons are basically placeholders until Toady gets around to the siege arc.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on January 26, 2016, 11:56:46 pm
I know, I know... I didn't dare to use metal bolts because I figured that way I'd only get messy corpses instead of injuries. But even wooden bolts should at least do something.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on January 27, 2016, 08:46:20 am
Temporarily evacuate most of your students from the main room, fire a couple of whatever metal is least effective (but better than wood) at the leftover students and slowly ramp up the metals until it causes injuries more severe than a bruise.

Although, to be honest, these dwarves seem like they'd just jump on the ballista bolt and ride it into the nearest wall, if that were possible.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: NightmareBros on January 27, 2016, 09:04:19 am
But even wooden bolts should at least do something.
I don't see the problem - Dwarven Children are learning to completely disregard wood as something that exists, which is much more dorfy.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on January 27, 2016, 10:31:59 am
Instead of coins, use wood ballista bolts instead.
For science, see if your wood ballista bolts do the same bruising via a "coinstar" room? 
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Skullsploder on January 27, 2016, 10:53:46 am
These injuries should eventually cause them to not feel anything anymore, based on the fact that dwarves with major injuries have managed to acquire various levels of that status in my forts without actually seeing enough death to cause it.

But if you want very reliable injuries, make the water pit 3z rather than 1z. My main issue using such a pit for military training was that in full armor the only injuries they got were split lips and mangled ears - not serious enough for hospital, but enoughnof them consecutively cause bleeding out. However, with unarmoured kids, broken arms should come long before they bleed out due to bloody noses.

Also try copper ballista bolts maybe? It should cause lots of fractures without killing them. Probably.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on January 27, 2016, 11:03:50 am
Can you make bone ballistas?
bone ballista bolts would be next to escalation?
Wait, is the damage from the material of the ballista tip only?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: khearn on January 27, 2016, 04:03:23 pm
Try making your bolts out of bloodthorn or glumprong, they're about twice as dense as most other woods. If you don't have any of those, mangrove is a distant third, followed by oak. There a list of densities on the wood wiki page (http://dwarffortresswiki.org/index.php/DF2014:Wood).
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on January 27, 2016, 05:44:06 pm
I forged some copper arrows and fired them into the training room. At first the results were mostly similar: almost everyone dodging everything, with only one student getting bruises from a lucky hit. Then the last bolt decapitated a planter who had sneaked in to avoid work, in very spectacular manner. I suppose with enough bad luck that could have happened to one of the students, as well.

So... lessons learned, one: always lock the doors when doing live fire exercises in the classroom, two: wooden ballista bolts are ineffective and metal ones are way too dangerous. Time for another experiment.

What's next? Do I start dropping them on their heads from few z-levels or make them to navigate a gauntlet of moving minecarts to eat their dinner? It's hard to hurt these students anymore when they've spent their whole lives training how to not get hurt.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: chaotic skies on January 27, 2016, 06:45:43 pm
Hmm...I suggest a monthly gladitorial-ish fight against a single, disarmed prisoner of some kind. Goblins should work perfectly. Those who die are not strong enough for our purposes >:)
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on January 28, 2016, 11:26:38 am
Hmm...I suggest a monthly gladitorial-ish fight against a single, disarmed prisoner of some kind. Goblins should work perfectly. Those who die are not strong enough for our purposes >:)

That gobbo will die in 1 punch.  These kids pulp un-nerfed zombie and FB "guest lecturers" without weapons.  I think they are all legendary in non-weapon skills.

It's got to be a clown vs all kids setup at this point, no?

Maybe so some kind of checkerboard style splitting, with the intent to split the clowns in smaller packs and releasing to the kids.

Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Insert_Gnome_Here on January 28, 2016, 01:10:48 pm
How about low quality ballistæ firing low quality copper bolts?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on January 28, 2016, 01:37:13 pm
How about low quality ballistæ firing low quality copper bolts?

item quality may affect To_Hit rate, but once a hit is done, material quality determines the damage.

copper is metal which means more damage than wood damage. 

bone would be the next tier damage next to wood, and less than metal.

and I think the ballista tip material determines damage, and not he ballista shaft material.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: chaotic skies on January 28, 2016, 11:23:07 pm
I support training a child army and their final exam is to kill a clown. They die, they will be replaced :P
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on January 29, 2016, 03:01:09 am
The child army is mostly grown up now, and I'm in the process of gradually winding the project down. They'll still get to meet the clowns during their final class trip to the circus.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on January 29, 2016, 05:15:14 am
Bone ballista bolts. If it hurts them too much, go back to wood until they don't care.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Insert_Gnome_Here on January 29, 2016, 01:45:01 pm
Bone ballista bolts are a thing?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dwarf4Explosives on January 29, 2016, 01:59:42 pm
Apparently.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: chaotic skies on January 30, 2016, 05:57:04 pm
We can make the bolts out of past soldiers. Then we get a return on investment.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on February 23, 2016, 01:00:48 pm
The child army is mostly grown up now, and I'm in the process of gradually winding the project down. They'll still get to meet the clowns during their final class trip to the circus.

Were you going to do a Eugenics program from these above average stats adults?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Bradders on February 24, 2016, 01:52:44 am
We can make the bolts out of past soldiers. Then we get a return on investment.

If you've got werebeasts losing limbs and regenerating them later, hell, you could make the bolts out of CURRENT soldiers.

Stop hitting yourself!  Stop hitting yourself!  Stop hitting yourself! 
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on February 24, 2016, 03:39:26 pm
Were you going to do a Eugenics program from these above average stats adults?

I was, but after upgrading to .42.06 I can barely run the save for a month without crashing. My current plan is to somehow keep it limping towards the !!F!!-day and then check the students' abilities against the might of the Circus. It's still few very long years to go; hopefully my patience will last that far.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Twinwolf on February 24, 2016, 04:14:37 pm
If it doesn't, then perhaps you could post the save here?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: chaotic skies on February 28, 2016, 01:47:41 pm
Vampire/Were children are great. The only problem is convincing people to not kill them.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: CV-6 on June 12, 2016, 10:00:26 am
Perhaps use catapults as another intermediary if a "light" stone still bruises use a heavier stone. Who doesn't love throwing rocks in their childhood?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Fleeting Frames on June 12, 2016, 10:34:56 am
Were you going to do a Eugenics program from these above average stats adults?
Iirc attribute stat caps are inherited, not current attributes - albeit a test would be nice.

Additionally, I have no idea about the body size.
Perhaps use catapults as another intermediary if a "light" stone still bruises use a heavier stone. Who doesn't love throwing rocks in their childhood?
Given the coinstar experiments, I'd fear for the paper-thin skulls.

Though any kids who die can be resurrected by the resident necromancer.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: CV-6 on June 13, 2016, 10:50:40 am
Given that ballistas can take out trees I think a platinum nugget going near light speed would be a little bit safer.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: chaotic skies on June 15, 2016, 08:48:09 am
If only we could stick stuff besides bolts in a ballista...then we could launch gold bars at the children!
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Gwolfski on June 15, 2016, 02:29:22 pm
Catapults don't hit friendlies.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on June 20, 2016, 04:19:32 am
Oh, hello. Looks like this thread was necroed recently (before it was promptly beaten to a pulp again by mitten clad little fists, I presume).

Catapults as a training tool is an interesting idea; another one could be automated minecart shotguns launching trash across the training room. Although I'd believe anyone resorting to this would have to accept a few casualties.

After Copperfell became unplayable I have been building small boarding schools into my later forts with moderate success. One trouble with this old method seems to be playing dwarves' tendency to remain in one place, oblivious to the world around them. Earlier when the children just milled around aimlessly they were constantly hit by training spears throughout their childhood but now they'll just dodge randomly until they end up on a tile where there are no spears and stay there. That tends to slow training speed significantly compared to earlier versions.

I have tried to tempt the children by placing the only source of toys  right in the middle of the room; that helped somewhat, especially when they sometimes dropped their toys while dodging into the swimming pool. Placing some goblets into same place also managed to get children off their corpulent backends. But still, basic training isn't as... entertaining as it used to be.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: dbay on June 24, 2016, 02:53:03 pm
Oh, hello. Looks like this thread was necroed recently (before it was promptly beaten to a pulp again by mitten clad little fists, I presume).

Catapults as a training tool is an interesting idea; another one could be automated minecart shotguns launching trash across the training room. Although I'd believe anyone resorting to this would have to accept a few casualties.

After Copperfell became unplayable I have been building small boarding schools into my later forts with moderate success. One trouble with this old method seems to be playing dwarves' tendency to remain in one place, oblivious to the world around them. Earlier when the children just milled around aimlessly they were constantly hit by training spears throughout their childhood but now they'll just dodge randomly until they end up on a tile where there are no spears and stay there. That tends to slow training speed significantly compared to earlier versions.

I have tried to tempt the children by placing the only source of toys  right in the middle of the room; that helped somewhat, especially when they sometimes dropped their toys while dodging into the swimming pool. Placing some goblets into same place also managed to get children off their corpulent backends. But still, basic training isn't as... entertaining as it used to be.

I've encountered this problem as well. It can be minimized by reducing the number of tiles without training spears--the students don't need beds, tables, or chairs. Training their skills keeps them happy enough that they maintain the 'focused' buff the whole time they're in school, in my experience. You only need 1 quantum food/clothes stockpile that has no spears.

Has anyone else had problems with dwarves forcing open locked and even lever-operated doors to get into the school? I've had to start using floodgates in place of doors.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on June 24, 2016, 04:16:46 pm
Has anyone else had problems with dwarves forcing open locked and even lever-operated doors to get into the school? I've had to start using floodgates in place of doors.

In my last fort I had that one classroom door to the  that always managed to unlock itself when I wasn't looking. After a while I figured my students must be picking the lock whenever they wanted to skip class; I never caught anyone in the act, though.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Gwolfski on June 24, 2016, 05:16:01 pm
ANOUNCEMENT

I keep repeating this (at least i think so): catapults dont hit friendlies.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: NCommander on June 24, 2016, 11:22:39 pm
It's possible to get them to indirectly hit by having the capault shoot a wall over a channel. The rock will fall and smash whatever is below
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on June 27, 2016, 06:39:45 am
Looks like Toady has added some new features to combat in .43.04; I've witnessed limbs being twisted by impact force and clothes being literally shredded apart by repeated attacks. This might make danger room training quite a bit more interesting in the future...

In other news, I got a new computer and noticed that I can play the old Copperfell save again. The game is plodding along with sedate 10 FPS but that's still better than crashing every game week or so. Maybe the kids will get their circus visit after all.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Dainz on June 27, 2016, 10:44:10 am
Looks like Toady has added some new features to combat in .43.04; I've witnessed limbs being twisted by impact force and clothes being literally shredded apart by repeated attacks. This might make danger room training quite a bit more interesting in the future...

In other news, I got a new computer and noticed that I can play the old Copperfell save again. The game is plodding along with sedate 10 FPS but that's still better than crashing every game week or so. Maybe the kids will get their circus visit after all.
Thats nice to hear, i really want to read about the Übersoldiers fighting against hell!
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Repseki on July 01, 2016, 07:53:04 am
Does anyone have a setup to train children in swimming in 43.xx?

All they seem to do is "play" and "make believe" now, with no real tendency to congregate at meeting zones, so they haven't been making use of the training pools like the adults in my fort. Although I haven't gone to any extremes when it comes to the size of the burrow they are in.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on April 07, 2017, 09:00:20 am
"Hi, I'm Urist McClure. You may remember me from such Dwarven Child Care classics as Searingmines: The Boarding School, Questmountain: The Return of the Boarding School, Moonpalace: The Boarding School Strikes Back and of course Copperfell: Boarding School the Electric Boogaloo."

Sorry about the rather heavy necro, but inspired by the "Dwarven !!SCIENCE!! Think Tank" thread I thought to post some later advances in Child CareTM, in case someone is still interested in betterment of dwarfkind.

Since maxing dwarves' skills and attributes early in life has been found to be generally a good thing, I've been doing a light version of the Boarding School in all of my forts. After the "limb twisting and armor shredding" update in .43.04 turned danger rooms into meat grinders, I've concentrated on training just unarmed fighting skills and swimming; even those give a nice boost for a child's adult life.

Because of this the Boarding School in my current fort, Swordheart, is a rather simple affair: just a room with various openings in the ceiling. These openings can, without warning, fill the room with either captured monsters or 4/7 water, depending on the whim of the unseen mysterious school master. Every day is an adventure in the life of a Boarding School student!

Water for swimming lessons is drawn from a nearby cavern lake and collected into a reservoir above the training room. When a retracting bridge splashes the mass of 7/7 water downstairs, it equalizes into safe-for swimming 4/7 water. When the students have had enough swimming lessons, water is drained off map via another tunnel. Students can reach Legendary Swimmer quite quickly, but they do need supervising since apparently a dwarf can dehydrate and die of thirst while neck deep in water.

Monster mashing happens in the same room; through a guest lecturer drop chute the students are introduced to various captured cavern critters starting from crundles and gradually advancing to Blind Cave Ogres and worse. Another variation of the unarmed training room was to have all the mashing happen in a special room downstairs, where the students would be unexpectedly dropped from their usual luxurious lodgings through a retracting bridge. If the lessons get too hot to handle, the old proven emergency flushing mechanism can be used to dump everyone into a room full of cage traps below.

This method of training has been quite successful, providing students with Legendary unarmed skills, kill lists as long as their arms and some very, very impressive scarring.

All in all, there isn't any heavy science happening, I'm just encouraging a healthy lifestyle of exercise in dwarven youth. It really pays off later in life.
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Sanctume on April 07, 2017, 09:28:26 am
Oooh, I love dwarven child care.

How much 7/7 water tile we talking about? 

Have you used portable drains yet, those are so convenient.

Do platinum toys result in remarkable impact?  platinum toy hammer anyone?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Reelya on April 07, 2017, 10:48:17 am
A necro seems fine for a thread like this which is ongoing science.

So danger rooms are no good any more, how about the coinstartm? Is that still effective or is it deadly too?
Title: Re: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))
Post by: Staalo on April 07, 2017, 01:27:43 pm
How much 7/7 water tile we talking about? 

Have you used portable drains yet, those are so convenient.

Do platinum toys result in remarkable impact?  platinum toy hammer anyone?

The reservoir is 44 tiles of 7/7 water; this happily resolves into 77 tiles of 4/7 water which is the exact size of the training room.

No, I haven't tried portable drains; looks interesting but right now the map edge is about fifteen tiles away.

Like I said in another thread, children never bring their toys to school but they do carry little trinkets like rock scepters and figurines. They have seen quite a lot of use and some have started accumulating kills on them. Children have also started to grow attached to them; I'm waiting for the first named +rhyolite figurine of dwarves+ with a mile long kill list on it.

So danger rooms are no good any more, how about the coinstartm? Is that still effective or is it deadly too?

They already were a bit too lethal; see this earlier experiment:
http://www.bay12forums.com/smf/index.php?topic=140588.msg6454302#msg6454302