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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Leonidas on June 28, 2020, 02:50:56 pm

Title: Planning for Retirement
Post by: Leonidas on June 28, 2020, 02:50:56 pm
REVISED Sep 5, 2020

I'm preparing to retire a fort that I intend to later unretire and play, after my adventurers have had their fun. This is my second time to do this. The first unretired fort got a bit messy, so this time I'm trying to do it better to make the fort unretirement as smooth and stable as possible. These steps haven't all been tested carefully. Many are based on rumor and speculation. But if stability is your goal, then these steps seem like sensible ways to eliminate potential bugs.

This list is a work in progress. If I've missed anything, please point it out.

Preparing for Retirement
Ideas for After Fort RetirementSteps for Fort Unretirement
Title: Re: Planning for Retirement
Post by: Justin on June 29, 2020, 02:04:18 am
I believe there is a dfhack command that gives your fortress the 'laird's tag. This keeps everything in place, so your forts possessions are strewn across the map when you reclaim.
Title: Re: Planning for Retirement
Post by: HungThir on June 29, 2020, 10:56:52 pm
if there's anything you would like your future adventurers to be able to purchase, wait till caravans come so you can move it all to the trade depot (and then don't sell it to the traders).  i THINK this works, IF you get lucky and there's a local hanging out at the depot to trade with when you come visiting.  but i'm not certain, cause one of the times i tried it, the fortress got obliterated by a tavern fight loyalty cascade at the wrong moment, and fell into ruin rather than being retired, and the other time, 5000 goblins came calling in the two weeks of worldgen, and the place became unvisitable due to lag

i think trade depots work similarly to pedestals and display cases, in that items within them stay put over retirement (but i haven't successfully confirmed that yet).  and world gen fortresses with trade depots will let you purchase stuff if there's a local hanging out to trade with (unlike the downstairs stockpiles), and i don't see why that shouldn't work for ex-player fortresses too, if they have items in stock (but i haven't successfully confirmed that yet either)

[it might be worth also changing the trade depot to "allow anyone to trade", especially if you're unassigning your broker, but again, haven't had a chance to confirm either way]
Title: Re: Planning for Retirement
Post by: Fleeting Frames on July 13, 2020, 12:33:06 am
Good lists, though few small notes:

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Delete all squads and remove all nobles to the extent possible. In addition to stability, this will probably help make those dwarves available as companions in adventure mode, or as migrants to other forts.
Being in a squad doesn't disable one from being migrant, at least as of 43.05 (http://www.bay12forums.com/smf/index.php?topic=161271.0).

Also, on unretirement empty noble slots will be assigned, so might be instead wise to assign those you don't want to recruit/are least bad for position.

Quote
Remove all scholars and scribes from the library.

If you keep the scholars as scholars, they'll keep researching while fort is retired, so might not want to do this.

Quote
Create a new combat adventurer and immediately retire him into your future fort. He can get military training while you play that fort, then you can retire that fort and play him in adventure mode as highly trained killing machine. If you want to use an animal person for this, be aware of bug 9588.

Worth noting here, the squads are not actually useless in adventure mode; if you appoint your adventurer as milita commander they can recruit people to their squad.
Title: Re: Planning for Retirement
Post by: Leonidas on July 13, 2020, 11:25:55 am
Those are good points about the squads, nobles, and scholars. I've revised the list to reflect them.

I've never tried the trick with an adventurer as militia commander. Check the Hero Preparation entry and see if I described it correctly.
Title: Re: Planning for Retirement
Post by: Iä! RIAKTOR! on July 13, 2020, 12:27:26 pm
If you put all drinks into well, will dwarves drink water laced with alcohol and become happier?
Title: Re: Planning for Retirement
Post by: Fleeting Frames on July 14, 2020, 11:44:49 am
I've been told it as a way to recruit people into fort. No idea about recruiting people from fort, but I'd expect it'd give you some authority over them.

@Iä! RIAKTOR!: Yes, but they'll simultaneously get "drank dirty water" thought. I think overall result is net happiness, but since water mostly serves as hospital cleaning tool I don't bother.

Mainly an use for modded play if you give golden salve a healing syndrome or something like that.
Title: Re: Planning for Retirement
Post by: Bumber on July 14, 2020, 01:48:30 pm
@Iä! RIAKTOR!: Yes, but they'll simultaneously get "drank dirty water" thought. I think overall result is net happiness, but since water mostly serves as hospital cleaning tool I don't bother.

Does that increase the risk of infection? Could be a good way to supply your patients with booze, otherwise.
Title: Re: Planning for Retirement
Post by: Fleeting Frames on July 15, 2020, 07:01:50 pm
It doesn't count as booze for the purposes of alcohol-dependence unfortunately (and vice-versa item DRINK with water as material does).
Title: Re: Planning for Retirement
Post by: knutor on July 15, 2020, 07:20:49 pm
Should we wait for missions to return, or is it okay to retire, with raids going on?
Title: Re: Planning for Retirement
Post by: Leonidas on July 15, 2020, 08:55:39 pm
Should we wait for missions to return, or is it okay to retire, with raids going on?
I see retirement and unretirement as the alternative to missions. But that depends on what you want to do with missions. You can massacre any civilization with two well-trained adventurers, some excellent gear, and some patience. You can't actually extinguish the enemy civ, but you can certainly beat their sites down to population levels that make them easy to conquer with missions. You can use adventurers to steal books and other artifacts much more efficiently than you can with missions. And you could use adventure mode to collect specific individuals and place them into a particular fort, though that may be buggy.

I'm not convinced that missions are as bugged as people say they are. I recently retired a fort that ran hundreds of missions over ten years before it got mired in low FPS and frequent CTDs. The bugs may lie elsewhere, maybe with soldier equipment, maybe with visitors and returning soldiers bringing bugged items into the fort. And some mission bugs are probably avoidable, such as not sending a squad on a mission until they've all dropped whatever they're carrying, not carrying food or drink on missions, and not sending a squad back out on a new mission until all its members have returned from the old mission. And I never do artifact recovery missions.

The next time I run a miltary-focused fort, I'll lock out all visitors and make sure that none of my missions involve bringing back any items. Maybe that'll help beat the CTD blues.
Title: Re: Planning for Retirement
Post by: knutor on July 15, 2020, 11:50:38 pm
CTD blues. I hear ya. Last two forts I quit for that reason.

I am worrying about the one I am in now. QSP for finished goods has 8000+ items in one square. I know DF was not designed for that. I also see bags in my barrels. That seems strange.

Ever retire with an atom smasher running? Ive never really done much of this. Seems like a good method for handling unwanted visitors, make them dodge about 9 drawbridges.

Title: Re: Planning for Retirement
Post by: Leonidas on July 16, 2020, 12:39:44 am
CTD blues. I hear ya. Last two forts I quit for that reason.

I am worrying about the one I am in now. QSP for finished goods has 8000+ items in one square. I know DF was not designed for that. I also see bags in my barrels. That seems strange.

Ever retire with an atom smasher running? Ive never really done much of this. Seems like a good method for handling unwanted visitors, make them dodge about 9 drawbridges.
I always run atom smashers in mature forts, because my neighbors keep dumping their thongs, socks, and corpses on my lawn. Cleanup is a total nuisance.

I started studying fort retirement as a way to get around the seemingly inevitable FPS loss and CTDs. I'm using adventurers and a pack animal to haul huge quantities of stuff from one fort to another. I even built another tiny fort just to put a bridge across a major river to make the main hauling route easier. So far it seems promising, though I won't know for sure until I unretire the new fort for real and start playing it.
Title: Re: Planning for Retirement
Post by: Iä! RIAKTOR! on July 16, 2020, 07:01:51 am
It doesn't count as booze for the purposes of alcohol-dependence unfortunately (and vice-versa item DRINK with water as material does).
But this give inebriation with euphoria.
Title: Re: Planning for Retirement
Post by: Iä! RIAKTOR! on August 02, 2020, 11:53:29 pm
In very cold climate, you can freeze booze. Unfrozen booze will be drink or liquid_misc?
Title: Re: Planning for Retirement
Post by: Urist9876 on October 03, 2020, 02:49:49 am
I had animals still in cages after reclaim: they were on surface. All other cages were emptied.

If you are using quantum dumps or minecart routes: routes will have to be redone as well. De routes still exist after reclaim, but point to null locations.

The amount of change also depends on the time between retire and re-embark. When waiting more as the default few weeks many items will degrade that will hardly degrade in fortress mode: wooden buckets and beds, leather skins. Much of the clothing will be replaced over time by the (default) non crafted clothes. Unused clothing stays unused in the stockpiles.

Maybe it is best to put all artifacts, including books, in display furniture before retire. When they scatter, lots of item retrieval quests will be generated. Your adventurer might want to focus on the ones that were actually stolen...

Sometimes a volcano or underground magma source starts to leak into caverns after re-embark. Combined with item-scattering this can be very nasty. I used the recommended backup to wall it off first as a work around.

Upon entering a retired fortress quite often fight break out between dwarves and goblin residents. Train your goblin poets in a military squad, conquer some pits and send them off before retire.

The travel inclined residents (poets, scholars) sometimes will continue wandering after retire. Upon re-embark they will return. Most will return fairly fast. Some can take a year. Just as with regular used military squads, squad commands are unavailable as long as not all members did return. You can still issue individual commands.

While I didn't have fights breaking out between the other races after re-embark, I guess their wanderlust warrants removal from squads before retire.

A retired fortress will use its military squads. They will be send against nearby threats, some of them normally visible in fortress mode like night creatures. Squads will also try and reclaim artifacts. They might start following you around if you posses fortress artifacts. Meeting such a squad will either result in a crash or a confusing conversation where the dwarves will tell you they are on an important mission, but not anything else.

Now I rather use candy items. I tend to name them all so they cannot break in adventurer mode. Drawback is that all names are in dwarvish. You get used to the weird name of your axe. The crashes happened in previous versions were item duplication happened a lot - I don't know if it is still happening as I'm not taking artifacts anymore*.

* I did take items that were named by the adventurer while in fortress mode. This seems not to trigger artifact reclaim.