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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Martin on April 29, 2009, 01:04:50 pm

Title: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on April 29, 2009, 01:04:50 pm
So, I've taken up the challenge of making the most interesting dwarf in the world, legendary in all skills (or as best as can be accomplished). Here's the setup:

1) Orc mod in, but with the orcs nerfed slightly. My concern is training spear near the end. Will also provide a suitable supply of metal to train up all the metal skills.
2) Gobbos modded out. Ambushing will make hunting very difficult. I could have found a site without gobbos, but why waste half a day genning worlds? I think the orcs will make up for the lack of gobbos, though.
3) His starting skills will be the two dissecting skills - fish and animal. I don't even know if I can catch moghoppers on this map to skill up fish dissecting... I'd start out with strand extracting, but that doesn't appear to be an option.
4) I modded humans to trade stone. It got bauxite on the map so I don't have to futz with that too much.

I'm using the dwarf heaven map. I know it well, it has a chasm and the humans and dwarves both bring  milk for cheesemaking. It has tons of trees. It has a slow but steady flow of animals. It has HFS, though not enough, but I don't think that can be helped. Magma, sand, water for fishing - I think everything is here. I embarked a bit east of the usual in order to get the kobold cave. They helped with the start since I collected all of their junk (some of which was very valuable) and could do some serious trading with the first caravan. Immigration is set for 20, and children for 100% of the adult population. I chose a male dwarf, Morul Cattenmat, so that he wouldn't be burdened with children flitting about.

Basically it's also a test for how well can one dwarf run a fortress solo here at the start. I've basically left all non-military skill tasks to him to do until he hits legendary, at which point I'll open those tasks up to other dwarves. Mostly everyone hauls and talks. Other dwarves will handle military operations since I can't go back to labor tasks if Morul hits elite, so military will be done last. To start, I had my dwarves *very* carefully wall in the GCS who was kindly discovered by a mountain goat at the top of the chasm. From there it was easy to cage it. The military also cleared out the surface hostiles - troglodytes, etc so that Morul wouldn't wander into danger.

His first legendary stat was mining in early winter 202. During the first two years, he split time evenly between farming and mining, with some brewing and stone/bone crafts thrown in. Once he hit legendary miner, I turned mining on for other dwarves and they are now mining the place out. I've also caught the 2nd GCS inside the pit, since that's where the fortress is going. I turned off planting for Morul for now since it caused him to spend inordinate amounts of time running back and forth, and I didn't have the barrels/bags to handle all of the plants. I have another dwarf acting as planter and Morul will return to that in a while.

Currently Morul is working on the food/cloth/leather skills. He's cycling between brewer/cook/miller/thresher/dyer/weaver/clothesmaker/leatherworker/butcher/tanner and occassionally peels off to chop down trees, make barrels, make bolts, and smooth stone. He's the trader for now, just to get appraisal off the list. Stone smoothing isn't important, but if I can get that off the list, then I can put everyone else to work on something. My next goal here is to get enough bags made to sustain the food industry and get sand collection started. Because all of these skills started from zero, it's very slow going, but he's proficient in a few now, so I expect things to pick up.

I have relatively little industry, because once I sold off all the kobold junk it's all down to Morul to make everything. Food is my main export so that skill can come up as quickly as possible and metal/leather my main import. I need a few more years for enough leather to get out 600 leather bags and with all the metal skills to raise, I need all I can find. I expect him to hit legendary in stone smoothing and appraisal next, and then cooking/brewing/milling/threshing/dying/weaving/cloth/leather all around the same time. After that, hunting/butcher/tanning as I'm breeding up as many animals as I can and trapping/extracting. I think all of these are regulated by outside forces to some degree. I'm planning on setting up a trapping/milking isolation room for him at the edge of the chasm. (He detests fire snakes, so that's easy to work around, unlike purring maggots...)

It's 205 now and I'm guessing the next legendary skills will be in 207 or 208. I'm genuinely concerned that he'll die of old age before I finish at this rate. I wonder if I should have gotten a fortress setup and chosen the first child to hit adulthood, just to make the most of that.

Stay dwarfy, my friends.



On 27th Opal, 263, Morul has finally completed his quest and is now legendary in 71 different skills. His experience tops 2,000,000 after 63 years of working toward the goal. 1903 notable kills and 1590 other kills. Morul constructed the armor he is currently wearing, all masterwork adamantine as well as 4 other full sets and 5 masterwork adamantine weapons of each type.

Below are the saves for Morul both after completion and just prior to being committed to the military. In the former state, the fortress is well equipped with steel and adamantine wafers for players to make the most of. A combat arena has been prepared for Morul to work on the fun stuff. The fortress population has never exceeded 80 and so no megabeasts have yet arrived, and there are a number in this world. Two untamed caged giant cave spiders are present as well. The raws are included and most modifications are still in place but I set orcs back to normal strength. If you want to play with the sieges, I'd move them up to size 25/damblock 25 for a start. He had trouble as they got to 50/50 as he couldn't land hits and would get exhausted and then pass out. That was quite some time ago, however, and with weak weapons.

I took a run at the fun arena. Fireballs are brutal and apparently are undodgable. Maybe y'all will have better luck. First real injury I've seen Morul sustain. Was pretty hard to watch, actually.

Map Archive (http://mkv25.net/dfma/map-6854-lashedwines)
Saves (http://dffd.wimbli.com/file.php?id=1771)

I do have a few requests for the community, however.

1) If anyone runs the fortress until Morul dies of old age, I'd like to know what year that happens in.
2) I wanted to test, definitively, the effect of stats and armor on fall damage. There's a 23 z-level shaft in the fortress. Use it.
3) If Morul can clear the fun arena, I'd like to hear the result, whether now or after more skilling.
4) Any other interesting milestones. If someone wants to mod crossbows to give liar or throwing skills or whatever, that'd be cool to learn about.

I started this 10 months and 2.75GB of seasonal saves ago and at 8 FPS, it's turned into a bit of a chore. Time for something new. Enjoy.

--- Labor (52)
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper

--- Social (9)
15th Limestone, 241, Early Autumn - Consoler
15th Limestone, 241, Early Autumn - Negotiator
15th Limestone, 241, Early Autumn - Intimidator
15th Limestone, 241, Early Autumn - Persuader
15th Limestone, 241, Early Autumn - Judge of Intent
15th Limestone, 241, Early Autumn - Pacifier
15th Limestone, 241, Early Autumn - Comedian
15th Limestone, 241, Early Autumn - Conversationalist
15th Limestone, 241, Early Autumn - Flatterer

--- Military (10)
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
1st Limestone, 236, Early Autumn - Shield User
28th Sandstone, 238, Late Autumn - Armor User
7th Felsite, 241, Late Spring - Macedwarf
21st Opal, 246, Mid-Winter - Hammerdwarf
27th Limestone, 252, Early Autumn - Axedwarf
15th Granite, 255, Early Spring - Speardwarf
27th Opal, 263, Mid-Winter - Swordsdwarf
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: dornbeast on April 29, 2009, 01:10:33 pm
I wonder if I should have gotten a fortress setup and chosen the first child to hit adulthood, just to make the most of that.

Stay dwarfy, my friends.

If you're going that route, I'd recommend choosing the first child to get a skill-enhancing strange mood.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on April 29, 2009, 01:19:37 pm
I wonder if I should have gotten a fortress setup and chosen the first child to hit adulthood, just to make the most of that.

Stay dwarfy, my friends.

If you're going that route, I'd recommend choosing the first child to get a skill-enhancing strange mood.

Yeah, I thought a child legendary wood crafter would be handy. We'll see if I have the temperament to try this again...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on April 29, 2009, 01:25:05 pm
You might want to take NOFEAR off the orcs if they have it, I ifnd that tends to make any creature MUCH stronger, strong enough that if they are in a pack they can take out even a legendary +5 champion with legendary shield use and everything.
Also, you could remove the AMBUSHER tag from goblins, that way they would just siege you... as long as you removed [INTELLIGENT] from them and added [CAN_CIV] and [CAN_LEARN].
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on April 29, 2009, 01:50:22 pm
I can always thin the orc numbers with a marksdwarf. I'll probably have at least 3 champions before I even start on military - and most of the mil training will be done by sparring.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on April 29, 2009, 02:38:04 pm
Hm...if I were to do this challenge, the first skills I'd aim for would be all the social ones, since once you get those, your dwarves are demigods and will do everything else much faster.

Though that doesn't mesh well with the "one dwarf must provide for all others" thing you're doing.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on April 29, 2009, 02:42:43 pm
I didn't really intend it to be the solo support thing, it just seemed easier that way since those things needed to be done anyway.

He showed max stats pretty quickly, simply by always working on something - certainly before any other dwarf did, and most of the others are max social skills now.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Vilien on April 29, 2009, 02:48:02 pm
The hermit challenge with orcs is just a goddamn nightmare.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ButterNBacon on April 29, 2009, 03:32:12 pm
Hm - it sounds like leveling the dwarf in all those skills at once might be inefficient. Wouldn't it be better to have him parked in one place, doing one thing at a time? Less walking-around time.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on April 29, 2009, 03:47:19 pm
Hm - it sounds like leveling the dwarf in all those skills at once might be inefficient. Wouldn't it be better to have him parked in one place, doing one thing at a time? Less walking-around time.

It actually works out that way with some management. Basically, I let the plump helmets pile up for half a year or a year and then tell him to brew repeatedly until he runs out. By then the pigtails and quarry bush leaves have piled up, so then he processes them, etc.

I set up each space for maximum efficiency, so each room is 9x9 with the workshop dead center. A 3x9 stockpile is above with the pigtails/quarry bushes and a 3x9 stockpile is below with bags, each set to pull from a larger stockpile if needed. I have enough idle dwarves such that everything is cleared out/restocked immediately.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on April 30, 2009, 01:51:03 am
Winter 206, Morul is now a legendary woodcutter. The need for bins and barrels forced the issue. Another year should get appraisal, and another siege should get bone carver. First casualty - a child who wandered out during a siege.

Slowly clearcutting the map now with other dwarves to have enough wood on hand to get the various wood skills. Carpenter, wood burner (gets lye), wood crafter, siege engineer, potash. That's 3,000 wood, minimum. Lots of trees...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grax on April 30, 2009, 05:56:25 am
The hermit challenge with orcs is just a goddamn nightmare.
No.
Just stones, mechanisms and long tunnels.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wahad on April 30, 2009, 06:11:43 am
The hermit challenge with orcs is just a goddamn nightmare.
No.
Just stones, mechanisms and long tunnels.

Wouldn't it be easier to just make a one-tile entrance and wall it off? If you're going hermit, it's easy to get a self-sustaining fortress. Who cares about what's going on outside?  :P
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on April 30, 2009, 08:49:52 am
Personally, I'd start with a child with legendary social skills (happens if there are a bunch of children and small meeting rooms to 'talk' in) that way you start with the idle activities finished, garentied youth, and perfect stats, and possibly grower levels, and a crafting skill from moods.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on April 30, 2009, 11:27:16 am
Slowly clearcutting the map now with other dwarves to have enough wood on hand to get the various wood skills. Carpenter, wood burner (gets lye), wood crafter, siege engineer, potash. That's 3,000 wood, minimum. Lots of trees...

Elfie Elf is going to be peeved...

good, more food for the children!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Raz on April 30, 2009, 09:38:26 pm
I like this! :D

Strand extraction is going to be a bitch though..
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on April 30, 2009, 11:52:42 pm
27th Granite, 207, Early Spring

This trade with the elves brought Morul to legendary appraiser. Back to the grind. It's really remarkable how slow skilling is in the beginning, for some things like milling, you really need to have 20ish haulers supporting a high-skilled dwarf just to keep the workshops clear.

9th Sandstone, 207, Mid-Autumn

Another large orc siege has blessed us with a small mountain of bones. Morul is now a legendary bone carver. The next mountains of bones will go toward bowyer. In the meantime, we are drowning in a sea of oversized armor. Time to work on furnace operating a bit. Lots of skills now in the great range, just waiting on crops to grow, etc.

11th Granite, 208, Early Spring

Just enough armor in the last siege to make legendary furnace operator. Back to cloth/food prep.

Orcs wiping out human caravans sure does keep everyone busy. No liaisons lost, thankfully. I figure I need 2400 metal bars to get the metal skills up. With melting, 1800 or so. 495 bars now, and about 150 bars worth of armor yet to melt. I haven't started mining out veins, but another siege should allow for the first metal skill to get done, giving time to melt, a few more sieges, and hopefully ready for the next...

Progress so far:

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator

(And yes, strand extraction is going to be a royal bitch. Not only is it slow as hell, I doubt I have 600 adamantine on the map. I should have modded in raw adamantine as a trade item or something.)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 02, 2009, 01:15:43 am
27th Opal, 208, Mid Winter

Got the first set of bedrooms smoothed (only 8 years in!) and Morul now is a legendary engraver. Realized that animal taming will be fairly challenging to do as it can't be done quickly, so that'll be getting started soon. A breeding wing has been dug out and it's time to get it equipped. The plan will be to train up dogs, butcher all but one of the males and 5 of the females, bring the population back up, and repeat. 15 generations of dead dogs later, animal training, butchery, and tanning should all be done, and enough tallow to take care of soap making.

5th Granite, 209, Early Spring

With a flurry of masterwork beds, Morul attained legendary carpenter status. Also discovered that making a wooden animal trap puts skill toward trapping. Enough trapping is needed for the extraction skills that it's not a necessary way to skill up, but it's an option.

24th Timber, 209, Late Autumn

Fortress expansion demanded stone blocks, so Morul is now a legendary mason. Bins are becoming a major problem. Human caravans get wiped out by orcs every year, so I have to rely on elves and dwarves for all exports. Morul continues to be the sole food and craft provider and has produced about 1.4M in wealth. He has no problem keeping a fortress of 50 fed, even while advancing other skills, but he's created almost 10,000 bolts, which are now stockpiled by the entrance, 300 or so totems, about 300 bone crossbows so far, and as a carpenter he basically only made barrels and bins. There are 724 bars of metal taking up 73 bins,  and a hundred or so bins devoted to thread and cloth as he works up through weaver/dyer/clothesmaker. I had budgeted about 3,000 trees, about 600 of which are already used (carpenter) and another 1,000 cut down and ready, but unless I start dumping finished goods, I may need another 500 or so trees just for bins. Barrels are a bit less of a problem because they recycle reasonably well. Milled plants take less space than raw plants and I don't have prepared meals in barrels, though Morul is only making easy meals to speed things up. Still, 2500 booze sitting around and he's still only at Master Brewer. Only about 200 more barrels of booze to go. Only making sunshine at this point, because, well, why not?

13th Opal, 209, Mid-Winter

Broke yet another orc siege and took the opportunity to build another level up on the fortress since it's partially exposed to the outside and compromises the defenses. Needed more bags for more milling and Morul is now a legendary weaver. Dyer should finish in the next push, and clothier after that. Getting very near the end of the first set of food production skills. That also puts an end to pigtail and dimple cup/blade weed farming for quite some time. Morul still has 600 leather bags ahead of him. Those will mainly go to sand collection.

14th Obsidian, 209, Late Winter

Sure enough Morul has become a legendary dyer. Now to make enough bags to finish off clothier and to get through miller and thresher. This was a good year - 4 skills came in. Averaging one per year now, hopefully that will come up closer to two per year on average. Looks like there are approximately 70 skills, and while some to come will be fast, like most of the military ones, the social ones, siege operating, etc. Others will be hoplessly slow - strand extracting, plant gathering, milking, and the two dissection skills, and hunting.

12th Granite, 210, Early Spring

With approximately 300 empty bags ready for the next action, Morul is now a legendary clothesmaker. Still 600 leather bags to produce, however.

Started on the animal training/butcher/tanning and it's gonna be a pain in the ass. The biggest problem is that you have to move quick to effectively do the butcher/tanner cycle. If you mass butcher a bunch of animals, invariably Morul will go take a nap and eat dinner in the middle leaving the skins to rot. The training is a bit frustrating because every now and then an animal won't come to be trained and the task will just stall. I set up a bunch of 2x2 rooms with dually doors and a cage inside. There's a channel above the room so I can dump in my male and 5 females with the door locked and just wait until the population tops out.

Morul will start hunting soon and I've placed a butcher shop in the center of every embark tile so he doesn't have to run back to the fortress. Auto butcher will be turned off so they'll just rot out there, but that's better than having him run 100+ tiles from the edge of the map to the central fortress and back out every kill. For the animal butchering, I've had to forbid all of the other butcher shops which is a pain. I'm going to test putting walls around each one with a door on a lever, that way I can easy mass lock all the buildings for butchery and mass open them for hunting. I'm just afraid that the butchery task may still get assigned to the inaccessible workshop.

Current status:

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ousire on May 02, 2009, 01:22:58 am
wow, sounds like its going good!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: inaluct on May 02, 2009, 01:24:42 am
This is going to be epic.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 02, 2009, 01:30:48 am
Morul - renaissance dwarf and dwarf of all trades.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wahad on May 02, 2009, 03:59:24 am
Pumilius universale.

(Pumilius apparently being dwarf in latin.)

Morul DaVinci!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nerserus on May 02, 2009, 09:28:13 am
I can always thin the orc numbers with a marksdwarf. I'll probably have at least 3 champions before I even start on military - and most of the mil training will be done by sparring.
Orcs > Marksdwarf. "Lethal hits" are shrugged off with no fear, and they will quite literally. Fight. Until they die. No "Giving in to pain", they will fight until they are dead, or the marksdwarves are dead ( And if it's one it's a waste of a dwarf, trust me i tried just now. Epic fail. ) you got to remember, Once he is out of bolts. He will try to melee them, regardless of how suicidal it is. "Yeah, their swords are no match for my copper crossbow!". Marksdwarves should always be paired with melee, that's the results of my current fort. Twice i sent a marksdwarf ( Alone ) to fight an ambush. Twice the markswarf died horribly.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 02, 2009, 09:59:22 am
And thus lockable doors behind your archery station, so they can't charge emat all unless you decide legendarry hammer and masterwork steel crossbow are enough.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 02, 2009, 01:06:12 pm
Quote
And thus lockable doors behind your archery station, so they can't charge emat all unless you decide legendarry hammer and masterwork steel crossbow are enough.

Actually, lockable doors in front of the archery station. I'm not trying to make the military part of this a challenge, I just want the bones, armor, and enough regular enemies to polish off some skills on.

I use a setup like this:
Code: [Select]
WWWWWWWWWWW
 W         W
 W         W
AF  TTTTT  WWWWWWWWWWWWWWW 
 D  TTTTT
AF  TTTTT
 D  TTTTT
AF  TTTTT  WWWWWWWWWWWWWWW
 W         W
 W         W
 WWWWWWWWWWW

A = Ammo quantum stockpile, Marksdwarf station
D = Door
T = Trade Depot
W = Wall

That passageway to the east is at least 50 tiles long - it extends over the top of the magma pipe and has a retractable bridge in the middle.

Once I lure orcs past the bridge, they start pathing to the doors. I can lock the doors and they'll walk right up and bump into them. They'll just mull around the depot getting shot at with no new place to path to. Once that group is wiped out, unlock the doors and the next set will path in.

I lose a lot of trade caravans that way, and sometimes need to lock in the liaison for a while, but with this setup I've had a single dwarf defend the fortress for two decades, and rack up around 1000 kills. With 3000 bolts at their feet, they drop Orcs like a machine gun nest. Truth be told, with all 3 stations manned with Champions, only a champion orc will make it to the door. The other benefit of the narrow hallway is the orcs get jammed up and by firing on the same z-level, almost every bolt will hit someone. There's a nice overlapping field of fire that crosses over right around the point where the dwarves start firing. It's brutally effective.

Once the siege breaks I usually have about 15 or so orcs still standing just out of range. I pull the drawbridge so they can't leave the area and send Morul in. Once they've stopped the siege commitment, the orcs generally avoid combat, so a well equipped and strong soldier should be able to take them.

Remember, before Morul can go into the military, he needs to have at least 50 legendary skills including armor, weapon, and strand extracting. He'll have unbeforeseen stats and he'll be walking in with masterwork adamantine weapons and armor. Since the orcs are slightly nerfed (closer to gobbos than the 0.3 orcs) I don't think it'll be a problem, and I'll have him avoid any ranged units.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on May 02, 2009, 01:31:53 pm
Still, make a backup. It just takes one lucky shot for you to lose the most skilled dwarf known to man.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nerserus on May 02, 2009, 03:51:02 pm
Quote
And thus lockable doors behind your archery station, so they can't charge emat all unless you decide legendarry hammer and masterwork steel crossbow are enough.

Actually, lockable doors in front of the archery station. I'm not trying to make the military part of this a challenge, I just want the bones, armor, and enough regular enemies to polish off some skills on.

I use a setup like this:
Code: [Select]
WWWWWWWWWWW
 W         W
 W         W
AF  TTTTT  WWWWWWWWWWWWWWW 
 D  TTTTT
AF  TTTTT
 D  TTTTT
AF  TTTTT  WWWWWWWWWWWWWWW
 W         W
 W         W
 WWWWWWWWWWW

A = Ammo quantum stockpile, Marksdwarf station
D = Door
T = Trade Depot
W = Wall

That passageway to the east is at least 50 tiles long - it extends over the top of the magma pipe and has a retractable bridge in the middle.

Once I lure orcs past the bridge, they start pathing to the doors. I can lock the doors and they'll walk right up and bump into them. They'll just mull around the depot getting shot at with no new place to path to. Once that group is wiped out, unlock the doors and the next set will path in.

I lose a lot of trade caravans that way, and sometimes need to lock in the liaison for a while, but with this setup I've had a single dwarf defend the fortress for two decades, and rack up around 1000 kills. With 3000 bolts at their feet, they drop Orcs like a machine gun nest. Truth be told, with all 3 stations manned with Champions, only a champion orc will make it to the door. The other benefit of the narrow hallway is the orcs get jammed up and by firing on the same z-level, almost every bolt will hit someone. There's a nice overlapping field of fire that crosses over right around the point where the dwarves start firing. It's brutally effective.

Once the siege breaks I usually have about 15 or so orcs still standing just out of range. I pull the drawbridge so they can't leave the area and send Morul in. Once they've stopped the siege commitment, the orcs generally avoid combat, so a well equipped and strong soldier should be able to take them.

Remember, before Morul can go into the military, he needs to have at least 50 legendary skills including armor, weapon, and strand extracting. He'll have unbeforeseen stats and he'll be walking in with masterwork adamantine weapons and armor. Since the orcs are slightly nerfed (closer to gobbos than the 0.3 orcs) I don't think it'll be a problem, and I'll have him avoid any ranged units.
That's a good plan. Except eventually, so many caravans will be lost, the elves and humans will get pretty pissed. I reckon you should have a 3 tile wide corridor, with a drawbridge ( With a massive moat underneath. ) that opens in the direction of the Trade Depot ( Therefore stopping arrows and etc. Not perfect but it's safer ).

 WWWWWWWWWWWW
 W                          W
 WWWWWWW          W
AF  TTTTT  WFWFWFWWWWWWWWWW
 D  TTTTT     DDDDDDD
AF  TTTTT    DDDDDDD
 D  TTTTT     DDDDDDD
AF  TTTTT  WFWFWFWWWWWWWWWW
WWWWWWW         W
W                         W
 WWWWWWWWWWW

A = Ammo quantum stockpile, Marksdwarf station
D = Door
T = Trade Depot
W = Wall

The advantage of two bridges, is that you can seal off the area as the traders go down ( And eventually, the ambushers, if they're following them, may get trapped. Remember to have spaces of land in between the bridges with grates that open on pulling a lever, therefore dropping the potential invaders several z-levels. )

Your design is cool though. Also remember cage traps help tons in spotting ambushers. Allowing an effective "alarm" system you could say.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 02, 2009, 04:41:43 pm
Still, make a backup. It just takes one lucky shot for you to lose the most skilled dwarf known to man.

I have it set to save every season. No worries.

He just started hunting. It's brutal. He just knocked a groundhog an entire embark tile away. The scattered butcher shops will make this much more productive. It turns out that if the building is locked away, it won't get slaughter jobs, so I'm having the masons build walls around them all. I need to keep a close eye on his weapon skills and swap him out before he hits elite.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 02, 2009, 04:45:33 pm
There are no ambushers on the map. I modded gobbos out. Way too much randomness when Morul is out hunting and plant gathering. Orcs are polite and send an invitation before they come to the fort.

As for the traders - I've never had a problem with them getting wiped out. Orcs only show up in Summer and Winter anyway, so the humans are the only ones suffering - and a few years back they and my marksdwarves managed to hold off an entire siege with no trader losses.

I could replace the retracting bridge with a drawbridge - and your design is one I've used on other maps. The other nice thing about orcs is they almost never send ranged units. I've only seen one so far.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 02, 2009, 06:09:43 pm
Oh, and the solution the trade caravan getting killed problem is to have two instances of that design. Provide access to one of the two for the traders, then lock them in and provide access to the other and engage the invaders at the other one.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 03, 2009, 03:27:30 am
2nd Hematite, 211, Early Summer

Morul most of the last year setting up the next chain of skills. Hunting and animal training took some time to setup, but at this pace, each will take about 8 years to complete. Could be worse, I suppose. Ran into a severe barrel shortage with all the additional meat from the last butchery pass. 1100 meat now on hand - none of it imported. Working on shifting that out and Morul became a legendary miller in the process. Might need to start on the extracting skills soon - they too may take quite a while.

10th Sandstone, 211, Mid-Autumn

Waiting for some critters to show up to hunt, Morul became a legendary bowyer. Anyone need 600 bone crossbows? Anyone?

26th Sandstone, 211, Mid-Autumn

Turned out a few more meals to clear out some barrels and Morul is now a legendary cook. Off to brew some booze. These dwarves sure do drink a lot. Hunting progress is going surprisingly well. Morul is already a skilled ambusher, with the butcher shop bunkers still being built. Another year before they are all hooked up properly. No wildlife at the moment, which is troubling. The place is a mess, though. Wolves, horses, groundhogs, mountain goats, hoary marmots, and rhesus macaques all cruise through and there are heads and legs *everywhere*. With no long hauls to dump off a kill, he just mows through the place.

The fortress was extended to give safe access to the top part of the chasm. There are both cave spiders and fire snakes there. Traps, meat, and a few workshops will go in. Hopefully trapping, milking, and animal dissection can get a move on. Will need a shitton of barrels, though, which I don't yet have. Cut down another 500 trees this year, but another 1500 are needed just for skilling. Can't really afford too many for barrels. Maybe Morul should start on soap making. There's a good 50 barrels of tallow to recycle...

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on May 03, 2009, 03:42:46 am
I fear you may run out of animals before he becomes a legendary ambusher, but your quest is a righteous one and I wish you luck.

If I may, I offer a suggestion regarding your potential hunting and animal training problem. Use cage traps on wild animals, but don't train them. Let them run loose in contained areas so that they breed and produce wild offspring. Then release a bunch of them at a time to train hunting, and then let them breed back again.

Provided you haven't run out of wildlife yet.

And I don't think you have to worry about Morul suddenly becoming an elite weapon user if he's training weapons through hunting. I think he will only be locked out of the civilian professions if you ever activate him while he's Great in at least one weapon.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 03, 2009, 03:50:03 am
I fear you may run out of animals before he becomes a legendary ambusher, but your quest is a righteous one and I wish you luck.

If I may, I offer a suggestion regarding your potential hunting and animal training problem. Use cage traps on wild animals, but don't train them. Let them run loose in contained areas so that they breed and produce wild offspring. Then release a bunch of them at a time to train hunting, and then let them breed back again.

Provided you haven't run out of wildlife yet.

And I don't think you have to worry about Morul suddenly becoming an elite weapon user if he's training weapons through hunting. I think he will only be locked out of the civilian professions if you ever activate him while he's Great in at least one weapon.

I thought untamed animals generally didn't breed? I know that some do like cave crocs and giant cave swallows, but I don't recall wild surface animals ever reproducing.

His weapon skills are coming up very slowly. Only marksdwarf comes up when hunting, but he routinely gets attacked by horses when hunting them and that seems to trigger a proper defense with the axe which does skill. It's way to slow to be a problem so far.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on May 03, 2009, 03:53:48 am
In my current fort I had a muskox give birth to wild muskoxen calves. In a previous fort, some mountain goats escaped their cage (because a fire snake burnt it up) and made some kids. So surface animals definitely can breed.

Wildlife eventually runs out, so it is definitely something to consider given what you're trying to do.

ADDENDUM: You could make it an arena event. Arena releases twenty horses, see how long it takes for Morul to hunt and butcher all of them.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Flashzom on May 03, 2009, 04:00:15 am
Quote
I thought untamed animals generally didn't breed? I know that some do like cave crocs and giant cave swallows, but I don't recall wild surface animals ever reproducing.
Tell that to the hippos of my last fortress.
Urist McArchitect cancels Construct Building: Mauled to death by marauding hippos. Again.
Honestly, that fortress had hippos that would give birth to three or four more calfs every season. It became a serious problem for my FPS. Hipposplosion.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 03, 2009, 09:07:19 am
Quote
I thought untamed animals generally didn't breed? I know that some do like cave crocs and giant cave swallows, but I don't recall wild surface animals ever reproducing.
Tell that to the hippos of my last fortress.
Urist McArchitect cancels Construct Building: Mauled to death by marauding hippos. Again.
Honestly, that fortress had hippos that would give birth to three or four more calfs every season. It became a serious problem for my FPS. Hipposplosion.
My dwarves just all simultaneously crapped themselves.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 05, 2009, 02:13:54 pm
20th Felsite, 212, Late Spring

Busy setting up a host of other things, but Morul is now a legendary brewer. Steady progress. Decided to end the active hunting out of fear that the population would be overhunted and have built out about 40 cage traps at strategic locations to catch wildlife and set up a breeding program. The masons have been busy transforming the top level of the fortress into a breeding/hunting arena. So far only horses have been captured (the cages were very fortunately placed) but hopefully we'll get some of the other wildlife in time. Morul has also started trapping/milking/animal dissecting. Very slow going, but steady progress. 40 traps have been deployed twice and resulted in about 30 purring maggots. Milking is going pretty well. We're going to have to import a huge amount of meat for this process - each cage takes about 10 meat on average, so each deployment requires 400 meat on hand. Not sure we can produce that much with the few animals we have on hand.

Made some progress on a half dozen other skills just as part of normal fortress operations, but it's going to be at least another year or two before another skill comes in. Trapping/milking/cheese making should all show up around the same time and then I think Morul will turn to fishing/fish cleaning/fish dissection while continuing on with animal dissection.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 05, 2009, 04:45:08 pm
What color is he?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on May 05, 2009, 05:37:27 pm
Mix gray,yellow,purple,blue,dark grey,white and brown and you get it.

more serious answer: i think hes blue because he has many craftdwarf thingys
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 05, 2009, 06:23:05 pm
He's a miner.

After hitting legendary miner he got a fey mood, went to a masons workshop and doubled down on miner experience - bastard. I unselect skills as soon as he hits legendary, so that will always be his highest skill until he goes military.

Trapping is driving me crazy. The game pauses every time something is caught and every time the bait is stolen. Morul is a Master Trapper now, so not much longer for him, and we have 80 maggots to milk, so they'll carry through to legendary milker, but the two dissecting skills will still require trapping another 1000 or so vermin. That's a LOT of pausing.

We deploy between 40 and 80 traps at a time (depends on how much meat we have, but fishing will provide a steady stream of fish, thankfully) but it's really dragging things out.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on May 05, 2009, 06:28:16 pm
You don't need to set the animal traps. You can have a bunch of animal trappers catch vermin live by using the 'catch live animal' command from the kennels. It might save you a heap of time on animal dissection if you have teams of trappers catching vermin instead of using baited animal traps, and it will avoid all that annoying pausing.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 05, 2009, 06:31:15 pm
Not to mention wasting entire stacks of meat.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 05, 2009, 06:42:06 pm
I'll try that but in my experience they tend to catch unusable vermin. Things like roaches can't be extracted - only cave spiders or fire snakes.

And I don't think you can catch moghoppers without setting a trap at all. The only way to get fish dissecting.

[Update]

Aha! I misunderstood how to catch moghoppers. That will be much easier!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 07, 2009, 01:32:57 am
12th Limestone, 214, Early Autumn

The fortress is now swimming in dwarven cheese as Morul finally became both a legendary milker, but also a legendary cheese maker, each a rather rare achievement among dwarves.

13th Timber, 214, Late Autumn

Enough quarry bushes sprouted this year for Morul to reach legendary thresher. Been working on that since the beginning.

13th Obsidian, 214, Late Winter

Nobody wants to discuss how much meat was committed to the cause, but Morul became a legendary trapper today. Onward!

23rd Felsite, 215, Late Spring

The mayor was complaining about how many metal bars had piled up, so 600 buckets later and Morul is a legendary blacksmith. And we still have too many metal bars lying around...

In the meantime, the fortress is starting to take shape. The masons have put down around 5000 stone blocks and about 2/3 of the fortress no longer looks like an irregular pit. Lots more to do yet.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Walliard on May 07, 2009, 01:58:14 am
Wow. Just... wow.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 07, 2009, 02:08:08 am
...Morul finally became both a legendary milker, but also a legendary cheese maker, each a rather rare achievement among dwarves.

Yeah, not something I'd expect anyone to brag about.

How many dwarves are supporting this effort? An entire 200?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 07, 2009, 03:02:56 am
24 laborers, 25 children, 1 noble, and Morul. I didn't want too many nobles to piss me off, and the fortress runs pretty quickly now.

Morul is keeping the place pretty busy and I rotate out tasks depending on workload. Cleaning up after a siege, I give Morul something that doesn't require much support. But even so, the fortress has 2,000 wood stacked, and there are 5 masons/miners dedicated primarily to expanding the fortress, so they don't lend much help to Morul. Mostly they're making square footage to store crap in (and there's stuff everywhere)

Right now the hunters are continuing to expand the hunting arena. I tried out the current setup and the space was too small. I let the horse population get too big and they harass him too much when he hunts them, so I'm tripling the arena size. Hopefully he can thin the numbers down enough to make it work. I have about 100 wild animals in 3 different arenas, so that's a good start, but it's time to thin the herd.

I need to bait about 200 more traps (another dwarf is doing that) to finish off animal dissecting and then get started on catching moghoppers. I've run through the 2nd generation of dogs for training and gotten up to proficient animal trainer. If I get ambushing done first, I'll trap and tame the wild animals to speed that up.

Slowly the annoying skills are falling away. Hunting, animal and fish dissecting, animal training, herbalist, and animal care are the most annoying left to do. Strand extraction is just slow, and the rest should be pretty straightforward. The metal skills are very fast - I put the forge and the smelter next to each other, and eliminate stockpiles. The dungeon master melts down everything that Morul makes, and Morul can pick up the bars from the smelter. I just need to mass designate melt the forge now and then. Blacksmith happened in one season.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on May 07, 2009, 07:15:17 am
Morul. Another name to add to the annals. His name will sit next to Urist, Captain Ironblood etc... This thread is full of legendary.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jurph on May 07, 2009, 07:57:23 am
Can we get a screenshot of his character screen showing his stats?  Or even a screenshot from Dwarf Manager?  He's got to be a titan among dwarves.  I would give him good odds of surviving toe-to-toe with a dragon at this point.


Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on May 07, 2009, 08:59:56 am
He is going to be a killer, sparring in the barracks. Maybe wrestling before giving him a pointy / heavy object to teamkill other dwarves?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on May 07, 2009, 10:01:37 am
well he doesnt get any better as ultra-mighty is the best strenght and so on and i think he have them maxed out. and if you have a meeting hall all dwarves get these because of the speech skills.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: dornbeast on May 07, 2009, 10:50:20 am
Has Morul had any time to sit down and chat with his fellow dwarves?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 07, 2009, 12:21:29 pm
Has Morul had any time to sit down and chat with his fellow dwarves?

No, not really. I tend to yank him off of breaks as well. He's competent in the social skills but that's it. I've found that they fill in naturally during sparring since they cycle on and off sparring. He's been maxed out on stats since 204 or so.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 08, 2009, 02:34:02 am
6th Opal, 215, Mid-Winter

Production of glass vials for animal extraction and raw glass for gem cutting has made Morul a legendary glassmaker. There are bags freakin' everywhere!

5th Sandstone, 216, Mid-Autumn

The elves can't be happy with us. Morul just became a legendary wood burner as soap making has begun in earnest. The central dining spaces will be soap platforms over the bottomless pit. Hunting is slow going. Looks like around 15 passes will be needed an each pass requires 2 years for the population to recover. That's a lot longer to start on military actions than we had hoped.

12th Timber, 216, Late Autumn

I think we've exterminated the fire snake population, but Morul became a legendary animal dissector in the process. A bin of liquid fire is worth about 10K, and there's dozens of full bins. Makes trading a breeze. This was one of the harder skills to acquire and animal trapping is thankfully now at a close. Lots of fish trapping yet to do.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Flashzom on May 08, 2009, 07:22:45 am
I absolutely love this idea. Honestly. This is by far the best project I have seen anyone undertake.
Title: The Ballad of Morul (w/ apologies to Irving Berlin)
Post by: Jurph on May 08, 2009, 09:55:16 am
Anything you can do, Morul does better
Morul does everything better than you

No he can't!
Yes he can.
No he can't!
Yes he can.
No he can't
Yes he can, yes he can!

He's an engraver, a cook, an appraiser.
He's also a greater ☼grate☼-maker than you.

No he ain't!
Yes he is.
No he ain't!
Yes he is.
No he ain't!
Yes he is, yes he is!

He can make a ☼crossbow☼
from a dragon's big toe,
then make you matching ☼armor☼
from the dragon's femur!
He can make you ☼bread☼ and ☼cheese☼.
...And a steel ☼dirk☼?
And all of it masterwork!

Any skill you skilled up, he's skilled up higher
Morul's a much better Dyer than you.

He'll decorate your well-dyed cloth ☼<<☼apparel☼>>☼,
make a wood ☼barrel☼ and fill it with ☼brew☼.

No he can't!
Yes he can.
No he can't!
Yes he can.
No he can't
Yes he can, yes he caaaaaaan!

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 08, 2009, 04:23:41 pm
well he doesnt get any better as ultra-mighty is the best strenght and so on and i think he have them maxed out...

It's important to remember that altho' they are listed as maxed out, Toady has stated that they can keep improving invisibly beyond the max listed.  Experience keeps accumulating.

No, not really. I tend to yank him off of breaks as well. He's competent in the social skills but that's it.

You might want to designate meeting areas around him - an audience/gallery of sorts, to keep him company, and see if he can't improve social skills that way.  Would also cut down on his break time, or at least the travel time to/from.

Can't be Leonardo Dwarvinci if he isn't a Legendary Conversationalist.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Kinnis on May 08, 2009, 07:18:21 pm
It's important to remember that altho' they are listed as maxed out, Toady has stated that they can keep improving invisibly beyond the max listed.  Experience keeps accumulating.

If that's right, then he's well on his way to being 'Superdwarf'.

'Faster than a speeding bolt!' (Better than Perfectly Agile)
'More powerful than a buffed-up megabeast! (Better than Ultra Mighty)
'Able to leap tall...' er... maybe not.

But still, he's going to be zipping around the map at the speed of light, carrying a block of stone with each finger, and if anyone attacks him, the weapons will just bounce off...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 08, 2009, 07:35:05 pm
(I could be wrong, but that's how I understand it from the wiki.  I'm not skilled enough to do first-person analysis of the code.)

(And, actually, he would get injured - but he'd heal up before the next frame.)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 08, 2009, 08:26:34 pm
Honestly, we need TWO copies of the save preserved

ONE with him before military
one of him after.
If you can get him just before he masters a weapon too much to STOP being military, and make a 'premilitary' save of that, it would make him more amazing.
But when he's a killing machine, he'll never do anything but kill.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 08, 2009, 09:40:35 pm
I've got every seasonal save.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 09, 2009, 01:27:13 am
I wonder... got a windy path where he can see your huntable animals right away and sneak a really long way towards them?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on May 09, 2009, 01:40:02 am
This is epic.

Also, animal training should be extremely quick. Just set tame animal on repeat, and they'll constantly tame the same animal over and over, gaining skill about as quickly as wrestlers become legendary. Do you still need bins? Have him start forging aluminum bins; fucking tears through the Metalsmith ranks, and useful too!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 09, 2009, 01:56:48 am
13th Granite, 217, Early Spring

Soap is going to take a while. Estimating now 2400 trees to complete the task, about 4x expected. Lye, on the other hand, is easy. Legendary lye maker. The hunting just isn't working well. The arena is too small, so Morul spends too little time in ambush and kills too many animals in self defense. The miners are now excavating a deep underground area that will encompass 8 embark tiles. That should be large enough for the 200-odd animals we now have. The challenge will be to get them to follow the path from the roof down. It works reliably, but things really slow down when they are on the move. Probably another year before it's all dug out.

And fish dissecting may elude us. It doesn't appear that any moghoppers spawn in our biomes. Still trying, but I suspect that is a bust. Poor planning on that one.

25th Malachite, 217, Mid-Summer

Working on the ash chain, Morul got Potash Maker taken care of today. Now out of bins with a slaughtered trade caravan on the doorstep thanks to the orcs. Might need to use that new underground hunting arena for storage. I think it's time to start clearing some stone...

8th Sandstone, 217, Mid-Autumn

Morul eliminated a few hundred stone becoming a legendary siege operator. The haulers needed a break to haul in wood. Again.

27th Timber, 217, Late Autumn

Got a little carried away on the sand bags and needed to replenish the stock of bag. Morul cranked out a few hundred leather bags and hit legendary leatherworker.

Many of the kids have now grown up, so there's around 40 supporting dwarves now. 5 of the 8 48x48 segments of the hunting arena are dug out, and are steadily getting cleared of stone (we ran out of stone from earlier excavation, so it's needed). We need some doors and hatch covers built to seal off the animal run down from the roof, but hopefully we can move them down before end of winter. There's now some 200+ wild animals and that move is going to lag horribly.

Back to some low-labor tasks, maybe record keeper, so the hunting area can get finished up quickly.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 09, 2009, 02:08:09 am
This is epic.

Also, animal training should be extremely quick. Just set tame animal on repeat, and they'll constantly tame the same animal over and over, gaining skill about as quickly as wrestlers become legendary. Do you still need bins? Have him start forging aluminum bins; fucking tears through the Metalsmith ranks, and useful too!

Holy crap, I had no idea that would work. I've been taming war dogs, butchering most of them, and waiting for the next generation and repeating. It's getting there, just slow. But I now have a meat stockpile next to a cage and he's just taming away...

Metalsmith is already done - and I have just enough bars to get through the 3 remaining metal skills considering remelting everything. I do blacksmith using buckets - only one bar of metal each, and you get half back when you melt it.

I think the subterranean hunting arena will work - it's massive - a full excavation of 8 embark tiles. The problem is the sheer number of wild animals I have captive - over 200, so it's hard for Morul to ambush one without being interrupted, so he runs and gets interrupted by another, etc. With this much room it should work okay. He's close to butcher and tanner already, so those will fill in soon. I need to get on fishing.

I'm considering if I can mod anything to get fish dissection now that I've concluded I have no moghoppers.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 09, 2009, 02:14:38 am
I'm considering if I can mod anything to get fish dissection now that I've concluded I have no moghoppers.
Gonna extract turtle wax?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 09, 2009, 07:01:42 am
The wiki claims (? - under "knife") that if you equip a dwarf with a knife, they can learn Knife User skill.  Not sure about that - but if so, that's going to be a tough one. 

Unless the goblins leave you a silver practice dagger, or the elves trade you a wooden one. 

Meh, find the SuperDwarvenly Toughest SOB you can, armor them up in layered MW chain and plate, and spar away!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Village_Idiot on May 09, 2009, 07:04:06 am
It would seem to me that a knife would function like a sword, only upping sword user skill, just like a dagger does. I could be wrong though, as I've never even seen or heard about a knife in dwarf fortress before.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on May 09, 2009, 07:13:19 am
That seems like something you would do in adventurer mode. Equipping dwarves with knives in fortress mode would require some way to activate weapon and labor preferences not available in the game. I think that's something you'd have to do with Dwarf Foreman, I think.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Keldor on May 09, 2009, 07:46:10 am
Don't forget, you'll have to make him throw a bunch of tantrums to get legendary thrower...  ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martian on May 09, 2009, 08:47:59 am
How to solve strand extraction:
Spoiler (click to show/hide)

I also think you might be able to smelt moghoppers, but I'm not sure. Or just add the relevant extract bits in the raws to another vermin.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 09, 2009, 12:43:57 pm
I don't think you can add smelter reactions after worldgen, but I was going to try doing that. I should have thought of it before I started. I might have turtles giving up mogjuice. We'll see how that goes.

You realize that once this is complete, there will need to be competitions to see who can match the feat in the fewest number of game years.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martian on May 09, 2009, 12:50:06 pm
I don't think you can add smelter reactions after worldgen, but I was going to try doing that. I should have thought of it before I started.
You can't add them, but you can completely modify an existing one. Simply change the reaction that makes rose gold bars.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 09, 2009, 03:29:48 pm
If there is a competition for fastest, it will have to be in an unmodded world, unending adamantite and extracted from turtles would make the competition too easy.

As a stupid dwarf trick it's fine...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 09, 2009, 04:00:56 pm
Well, finding a site with 600 raw to extract is no small feat, and I checked the raws and even if you had a sinister location with a zillion pools, it doesn't look as though enough moghoppers would spawn only in summers to get you to legendary. It'd be wicked hard, at least.

So I think reactions for both of those would be necessary. And maybe to increase the purring maggot population as well - I'm positive that there are no more fire snakes on my map - those baited traps sat for seasons untouched, when they before wouldn't go more than a week before being triggered in one way or another. With a smaller chasm, I might have extinguished the maggot population as well.

So some modification would probably be necessary, but yes, it should be limited. I could have increased his speed and been far further along by now, etc. I'd be okay taking strands and smelting them back to raw or something like that. It doesn't increase your total amount, but gives you enough to skill up on.

I'll try Martians mod once I crack the HFS. I've yet to find it on this map.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 10, 2009, 01:18:23 pm
How about an "official" modded copy for the competition?

I propose that "strand + flux = raw adamantium" be the reaction modded in.

We could, otherwise, make the few 'hardest' ones to be bonus, or optional. 

Using the same kind of point scheme used in the sims for competitions, every season is -100 points.  The point values for the optional ones are a matter for debate.  Start it at +x for dabbling, and award +x again for each levelup on the ability.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: chaoticag on May 10, 2009, 01:22:01 pm
27 skills in 16 years... That is pretty damn impressive.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: mjo625 on May 10, 2009, 03:07:16 pm
How about an "official" modded copy for the competition?

I propose that "strand + flux = raw adamantium" be the reaction modded in.


I think Strand + Steel Bar(s?) + Platinum Bar(s?) would be better, just to maximize the effort it would take to un-strand it, what with making steel taking 3 jobs and platinum is so rare with a high weight making it difficult to import in large quantities. Maybe even add soap as well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 10, 2009, 09:46:51 pm
Well, in this challenge adding soap isn't a challenge. I think each stack of tallow counts as one job, so I'm anticipating somewhere around 2500-3000 bars of soap to get legendary soaper. Adding steel would be a huge challenge due to the insane amount of wood you already need to acquire. I originally estimated 3,000 trees to get all skills, but I think it's going to be closer to 6,000 now. I've got 10-12 woodland tiles to work with, which is quite a bit, and I'm getting 1000 wood every 3-4 years. Either you'd need a large heavily forested map to make sure that completing the challenge fastest wasn't dependent on timber management, or you need to go quickly for a massive subterranean tree farm (which you might need to do anyway to create a hunting area).

And it's going to be hard enough to get a workable map with chasm, etc. to have to worry about platinum - or possibly even that volume of steel. Short of requiring orc mod, getting that much iron can be hard on quite a few maps. I'm fine with that - I added it specifically to have a reliable source of metal and still retain a military challenge without worrying about Morul out gathering plants getting jumped by a dozen gobbos.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 11, 2009, 12:38:58 am
I'm going to stick with flux + adamantium, not so much to make it easier then you sugested, just it strikes me as organic, and takes up an item that would be valauble to you otherwise.

If you used finished steel you could get it from any number of places.  Flux is itself rare, and important.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 11, 2009, 02:47:46 am
No progress to report as the wild animals were moved from the roof to the hunting area on the lowest z-level today.

I counted 390 total animals, all pathing around 200 tiles from their pens to the nearest edge of the map, via a tightly closed door. It took 27 game days to get all but 10 of them (injured and passing out constantly) into the new pen. My less than a month old machine took 13 hours to process those 27 days. We're talking ocean draining lag, here. Once the bridges were raised and the doors locked, we're back at a gajillion FPS. Progress will now resume, and hopefully ambushing will be more efficient. I'm going to lock Morul into the animal run with a butcher shop on the roof. Need to get this animal population down to under 50.

It's tempting to turn the champions loose down there for an entry in the bloodiest battle. Though I guess if I wanted to do that right, I could turn off trap_avoid from the orcs and cage them. I could probably get 100 per year between the two sieges. Maybe once Morul hits legendary shield user...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 11, 2009, 03:28:05 am
Sounds pretty incredible.  Is Morul running around at a ridiculous speed (I hear agility can go over the top displayed level)?  Has he received an injury yet, and recovered in a few frames?  Also, it may be a good chance to test how much strength affects damage.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 11, 2009, 10:27:23 am
Morul is fast, but I don't think any faster than any of the others (everyone but a few kids are legendary, mostly due to not having much for the others to do early on so they all became legendary comedians)

I don't think he's received an injury yet. I've kept him far away from the orcs, so his only real chance for injury is hunting and either he's never been injured doing that or he healed so quickly I didn't notice.

We'll be able to have some fun once he's done pitting him against ridiculous numbers of orcs, and there are supposedly some extra special friends down in the HFS on this map.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 11, 2009, 11:39:39 am
If it ever turns out that he heals faster than fire damages, do you have any plans for a blind !!Morul!! running around the fort for 50 years?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on May 11, 2009, 11:52:22 am
gotta be a problem when hes drinking booze then?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 11, 2009, 12:11:04 pm
certainly less fun for his wife.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Raz on May 11, 2009, 06:41:27 pm
It's important to remember that altho' they are listed as maxed out, Toady has stated that they can keep improving invisibly beyond the max listed.  Experience keeps accumulating.

If that's right, then he's well on his way to being 'Superdwarf'.

'Faster than a speeding bolt!' (Better than Perfectly Agile)
'More powerful than a buffed-up megabeast! (Better than Ultra Mighty)
'Able to leap tall...' er... maybe not.

But still, he's going to be zipping around the map at the speed of light, carrying a block of stone with each finger, and if anyone attacks him, the weapons will just bounce off...

Faster than a Dwarven bullet,
Louder than an atom smasher!
Adamantium plated boiling metal,
Better than a thousand tresheeeeeeeeeers!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on May 12, 2009, 12:46:54 pm
This is epic...

He should be able to take on Megabeasts by himself by the end of it...

Kudos
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on May 13, 2009, 04:31:48 am
This is epic...

He should be able to take on Megabeasts by himself by the end of it...

Kudos

Champions can easily take megabeasts solo. Even if they are damblock 100 or something. Reference: Nist Akath.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on May 13, 2009, 08:27:04 am
This is epic...

He should be able to take on Megabeasts by himself by the end of it...

Kudos

Champions can easily take megabeasts solo. Even if they are damblock 100 or something. Reference: Nist Akath.

Sorry, should've made it more apparant megabeastS, as in plural. And not dragons, real Bronze guys. 5 of them.

Martin, do it now!!! :P
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 13, 2009, 12:47:40 pm
I've been out of commission for a few days, but Morul musters on!

25th Hematite, 218, Early Summer

We have many tame animals now that Morul has reached legendary animal trainer. Another challenging skill taken care of. Waiting to finish breaking the current siege then we'll herd the animals down from the roof and get back to hunting.

21st Sandstone, 218, Mid-Autumn

Clearing through the tame animals brought Morul to legendary tanner slightly ahead of butcher (somehow), though that is soon to follow. Ran into a problem with the herd - the herd path is down the center of the fortress and line-of-sight with the dwarves interrupts their path and they won't proceed. Had to run them back up to the roof and am now walling in the bits that I hadn't gotten to before. That should take care of the problem.

27th Sandstone, 218, Mid-Autumn

And sure enough, a few dogs later Morul is a legendary butcher.

18th Granite, 219, Early Spring

Morul decided to cut some gems while the animals moved down to the new hunting arena. Now a legendary gem cutter.

23rd Felsite, 219, Late Spring

Need to clear out the hunting area of stone (20K or thereabouts) so Morul took care of Mechanics. Going to make some stone crafts now to encrust with those cut gems...

4th Limestone, 219, Early Autumn

Morul is now a legendary stonecrafter. Hardly made a dent in the stone in the basement. Good thing we have a nearby chasm.

Morul is now hunting in the new arena which is working great. He's locked in so that the animals don't attempt to path out, and he's not terribly happy losing his bed and getting constantly attacked, but I'll yank him out before he tantrums. He's up to expert ambusher, and competent axedwarf (self defense). I don't think there are enough animals to get him all the way, so we'll swap him out for spear so he doesn't go over on the axe skill. I'm hoping to get him to accomplished or great ambusher before he comes out and get the animal population to run up again.

The rest of the dwarves are busy making improvements to the fortress. Not important to Morul, but fortresses matter too. The fortress is built inside the bottomless pit and has a central open core which is cross-shaped, with green glass catwalks leading out to soap platforms which are the dining areas. The walls exposed to the central core are being replaced with clear glass windows (I've got 600 bars of pearlash to use up)

The next skill I'm concerned about is animal care. Once hunting is done, hopefully in about 2 years, I'm going to train up some war dogs, toss them into a 4 story pit and then assign them to Morul to care for. 4 stories seems like the right height for yellow/red wounds but not fatalities.

There are relatively few labor skills remaining - Animal Care, Fish Cleaning, Fish Dissection (which I'm still worried about), Farming (half done), Fishing, Soap Making (need more wood for more lye, now importing both wood and lye), Weaponsmithing, Armorsmithing, Metalcrafting, Gem Setting, Woodcrafting, Siege Engineering, Ambushing (ongoing), Plant Gathering (slow, but easy), Architecture, Pump Operating, Strand Extracting (very slow), Record Keeper, Organizer.

There's enough wood to get woodcrafting and siege engineering done, but none would be left to get all the lye needed for soap making. That might take 5-10 years yet to accumulate, so once the hunting is done, I plan on flooding the hunting area from the nearby underground river for a tree farm. Architecture is a real pain because it can't be easily automated (I'll make a script to mass build supports), but most of the metal/crafty skills won't take more than a season each, and the administrative skills and pump operating will be very fast as well.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: dornbeast on May 13, 2009, 01:29:34 pm
(Morul)'s not terribly happy losing his bed and getting constantly attacked...

Hmm.  Is there any way you could set up a bedroom inside the hunting area, possibly with one or two no-critter doors to let him get some undisturbed sleep?

I know that's just a little fiddly, but Morul's worked so hard, he deserves a few creature comforts.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 13, 2009, 01:35:51 pm
Yeah, I thought of setting up one of the rooms down here to be a bedroom, but I figured he'd only be down for 2-3 seasons before the animal population needed to recover, and he'd get back to normal during that time. It came on a bit faster than expected, so I might toss one of the masterwork beds down here for the next pass.

In order to let him leave, I need to herd the animals back into their pen, which is goddamn slow, and requires opening up an entrance to the fortress, so the timing needs to be right, and the fewer animals to herd, the better, so I'll let him be for a while longer. Another 100 kills if I can manage it. He's got plenty of food and booze and a table to eat at, so that at least is good.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on May 13, 2009, 04:27:34 pm
Animal care is also easy; if there is a dwarf with it enabled, and there is an injured pet, and the dwarf is idle, the dwarf will go and stand next to the animal, gaining skill but not healing the animal. Theres basically no way to heal animals in DF right now.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 13, 2009, 09:46:31 pm
Shouldn't you be letting him tantrum in the middle of the hunting, you want him to get legondary thrower, right?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on May 13, 2009, 09:54:06 pm
3 tantrums and a dwarf snaps. Legendary thrower is impossible to have on a sane dwarf without DC.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 14, 2009, 12:02:34 am
three ever?
or three in a span of X years?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sphalerite on May 14, 2009, 08:46:51 am
3 tantrums and a dwarf snaps. Legendary thrower is impossible to have on a sane dwarf without DC.
Depends on personality.  I once locked a Countess Consort with the "Quick to anger" personality tag in a small unfinished room with a large supply of food.  She threw repeated tantrums constantly for years without going mad.  Not one long tantrum, not berserk, just repeated small tantrums and lots of throwing things and smashing furniture.  I didn't think check to see what her throwing skill was after that.  I've also had dwarves go melancholy without tantruming once.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on May 14, 2009, 04:33:06 pm
Yeah, its mostly luck and personality. I find that after 3 tantrums the average dwarf is gonna go insane soon. Recruit them. Hilarity ensues.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 14, 2009, 04:40:00 pm
Yeah, some dwarves beserk, others melancholy and others tantrum.  I've had a melancholy without tantrumming.  Poor guy kept trying to through himself down a 1 z level cliff.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 15, 2009, 01:30:39 am
26th Hematite, 221, Early Summer

After futzing around a bit, Morul became a legendary Siege Engineer. Time to set up the ballista...

24th Slate, 222, Mid-Spring

Through unmatched carnage, Morul has become a legendary ambusher. We had planned on flooding the hunting arena to make a tree farm, but with another population recovery it would be very suitable for training Morul up in some of the riskier weapon skills such as spear.

Next two non-trivial ones to work on are herbalist and animal care. Time to chuck a few war dogs off a cliff...

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher

Remaining labor skills:

Animal Care
Fish Cleaning
Fish Dissection
Farming
Fishing
Soap Making
Weaponsmithing
Armorsmithing
Metalcrafting
Gem Setting
Woodcrafting
Plant Gathering
Architecture
Pump Operating
Strand Extracting
Record Keeper
Organizer
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grax on May 15, 2009, 02:20:51 am
3 tantrums and a dwarf snaps. Legendary thrower is impossible to have on a sane dwarf without DC.
Depends on personality.  I once locked a Countess Consort with the "Quick to anger" personality tag in a small unfinished room with a large supply of food.  She threw repeated tantrums constantly for years without going mad.  Not one long tantrum, not berserk, just repeated small tantrums and lots of throwing things and smashing furniture.  I didn't think check to see what her throwing skill was after that.  I've also had dwarves go melancholy without tantruming once.
Hah, dwarven hysterical bitch. ;-)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on May 15, 2009, 07:10:44 am
Fishing may present a problem. When I got a legendary fisherdwarf, he depopulated the sea(!!!). Make sure that not all the fishies rot before Morul begins to clean fish. The upside is that in about 5 minutes, he'll have contributed enough raw fish to get himself up to about proficient at least.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sphalerite on May 15, 2009, 08:06:34 am
Hah, dwarven hysterical bitch. ;-)
The weird thing is, hysterical bitch she may have been, she was the longest-surviving noble in the fortress.  I threw all the nobles in that fort in locked caves.  All the others went melancholy after a bit, but she was still alive and tantruming years later.  I suspect the frequent small joy she got from throwing and smashing things kept her mood from getting bad enough to go melancholy.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 15, 2009, 11:41:16 am
Are you forgetting plain old health care?  make a legendary doctor as well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 15, 2009, 12:22:58 pm
Are you forgetting plain old health care?  make a legendary doctor as well.

Apparently health care doesn't translate into a skill - it's like hauling.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 15, 2009, 03:02:24 pm
checking the progress notes, it looks like it will NEXT version, give or take with luck
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 17, 2009, 01:46:08 am
19th Limestone, 222, Early Autumn

Well, easier done than said, Morul is now a legendary herbalist. Turn off the plant stockpiles and wait for the plants to completely dominate the landscape (choking out the trees I so desperately need) and it takes no time at all. Now to get the rest of these slackers to clear the landscape of plants so the trees can come in strong.

26th Sandstone, 222, Mid-Autumn

Another easy one knocked off, Morul is a legendary gem setter now.

As of late 224, Morul still hasn't knocked off another skill. He's simultaneously working on fishing, fish dissection, and fish extraction, along with a free ride on animal care (tossed a few war dogs off a 4 story cliff - one got 3 red wounds and didn't die, so I assigned him to Morul and he now crawls around the fortress passing out every half dozen tiles.) They're getting close - fishing/fish dissection is up to high master without yet depleting the local stock. Fish extraction involved some modding to get mog juice out of other critters. There's nothing quick about this process at all - trapping 600 more animals is seriously tapping my patience. Probably another year at least.

Oh, and Morul just got married. He's had a lover since the first year, but you know, the job always got in the way.

Further oh, I swear he stops for a drink every 3 days. I'm seriously considering forbidding all the booze.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter

Animal Care
Fish Cleaning
Fish Dissection
Farming
Fishing
Soap Making
Weaponsmithing
Armorsmithing
Metalcrafting
Woodcrafting
Architecture
Pump Operating
Strand Extracting
Record Keeper
Organizer
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 17, 2009, 03:44:48 am
I want to know your plan for Throwing - how many tantrums does it take to make Legendary?  8)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Duke 2.0 on May 17, 2009, 03:46:46 am
 Hey, a guy gets thirsty becoming a dwarven god.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 17, 2009, 06:14:43 am
People always refer to Speardwarfship as "Risky" - but I don't understand why.  I mean, I know it'll be risky for the recruit he's training on  ::)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on May 17, 2009, 11:08:59 am
Depends if you're only sparring. If I was ever stupid enough to actually send a speardwarf out to fight, he'd lose his spear first jab on a zombie critter and then get kicked to death.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Muz on May 17, 2009, 11:11:11 am
That's why you need to get to legendary wrestler before you try it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 17, 2009, 12:30:21 pm
I want to know your plan for Throwing - how many tantrums does it take to make Legendary?  8)

I think throwing is impossible, to be honest. Basically he'd need to throw either 600 or 1800 objects before going crazy. I'll put the save out there and make it a community project.

I think spear will be easy. I've got more than enough wild animals in the hunting area. I'll just turn on harrass dangerous animals and station him in the middle of them.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 17, 2009, 12:43:43 pm
Spear will be hard, becausew he'll be dropping it all the time.  You have to set them not to forbid on drop when stuck in, and have him carrying two, and have plenty of room to switch to the pick up equipment task between kills.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 17, 2009, 01:50:04 pm
Well, the hunting arena is 8 embark tiles in size (8 48x48 rooms, with open dividers, one of which has drawbridges to form a pen). Off the hunting arena is food and booze stockpiles and a bed for Morul.

I currently have 30 steel spears that I've pulled off of orcs, and I've yet to work on weaponsmithing, which will result in a few more. I'll move all of them down to the arena area near the pen and lock Morul in down there so I can turn off the forbid instructions and not have to worry about the whole fortress running down to haul stuff away. I'm only going to have him carry one because training shield can be very difficult (sometimes it's easy, sometimes damn near impossible) and I don't want him to ever not have a shield.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 17, 2009, 03:52:30 pm
I believe spears are supposed to be effective against large foes, due to their organ piercing capability.  Anyway, I've never had any problems training spear in the barracks (again, I'd be more worried for the recruit he's fighting against  :D).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on May 17, 2009, 03:54:28 pm
I'm only going to have him carry one because training shield can be very difficult (sometimes it's easy, sometimes damn near impossible) and I don't want him to ever not have a shield.
Weird, my dwarves usually hit legendary shield user and armor user at the same time, I think it only took like a couple years, Course, they were off duty that whole time, wrestling. hoho.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 17, 2009, 04:26:28 pm
Weird, my dwarves usually hit legendary shield user and armor user at the same time, I think it only took like a couple years, Course, they were off duty that whole time, wrestling. hoho.

Sometimes mine do as well, rarely shield finishes way before armor but usually armor way before shield. I've even had soldiers drafted at the same time, with the same gear, and same skills, sparring only against each other skill up shield/armor in totally different ways. I've never figured out why that is.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 17, 2009, 04:33:08 pm
My titan slayin'  (x1, minimal help) goblin bashin' (x5) dragon pwnin' (x1, solo) macedwarf has legendary shield user, but is quite a way off armour user.  He does have quite quite a nice masterpiece steel shield, though.

EDIT: And he trained to become a legendary wrestler before.  May have something to do with it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 17, 2009, 04:43:53 pm
Wha... my dwarves usually get shield pretty fast, and I have to wait a long time for armour because they never get hit.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 17, 2009, 05:25:57 pm
Wha... my dwarves usually get shield pretty fast, and I have to wait a long time for armour because they never get hit.

Just take away their shield. It's easy to stop training shield, but hard to stop training armor.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ProfessorA on May 17, 2009, 05:50:47 pm
What's a dwarven life expectancy if you factor out goblins, accidents, starvation, murder, etc?  20 years in and you seem a little past halfway.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 17, 2009, 06:57:09 pm
From the raws, maxage is 150:170. I think I'm good for quite a while.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Kinnis on May 17, 2009, 07:16:24 pm
But this is a starting dwarf, isn't it? Do we know how old they are at embark? Hopefully not a random number in the dwarf life expectancy range...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 17, 2009, 07:28:49 pm
Yeah, I'm guessing they start out relatively young. We'll find out, I guess.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Raz on May 17, 2009, 10:27:59 pm
Armour skill increases with every combat turn, regardless of whether you're on the offence, defence or being hit.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 18, 2009, 01:29:02 am
14th Galena, 225, Late Summer

Fishing took a very long time, but Morul made it to legendary. Emptied the brook and one set of pools. Need a few more to finish fish cleaning, and a bunch more after that for fish dissector. Hopefully we won't need to resort to squeezing mog juice out of hedgehogs.

14th Sandstone, 225, Mid-Autumn

The fish held out long enough for Morul to make legendary fish cleaner. Let's see if they hold out long enough for dissector. The list is really getting short now.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning

Animal Care
Fish Dissection
Farming
Soap Making
Weaponsmithing
Armorsmithing
Metalcrafting
Woodcrafting
Architecture
Pump Operating
Strand Extracting
Record Keeper
Organizer
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: IceShade on May 18, 2009, 06:40:43 am
Smithing is going to be a bit of a pain, the rest I see no trouble with ...

Well, strand extraction is going to be interesting. Good luck with that :P
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Village_Idiot on May 18, 2009, 06:42:33 am
Architecture could take quite some time, to design 600 trade depots will also put a strain on your recources
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martian on May 18, 2009, 07:58:35 am
Architecture could take quite some time, to design 600 trade depots will also put a strain on your recources

Not really. 1800 stones = 42*42 area of stones. He'd probably want to use a macro for the designation.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 18, 2009, 08:03:18 am
You build supports, and deconstruct them as you go (or before the masons get hold of them! Just remember to turn Mason off or he'll do it himself.)

Soap maker could be a pain - that's a lot of fat.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 18, 2009, 10:37:11 am
Smithing is a snap, which is why I keep putting it off. I have 2000 bars thanks to a lot of trading and a lot of orcs, and Morul makes things while the Dungeon Master melts them just as quickly. There's almost no walking for materials and the workshops naturally stay empty so it skills up in about a season - very fast. Strand extraction is just going to be horribly slow, but I'm hoping the reaction I've added will at least give me enough raw to make it to legendary.

As for the architecture, Martian has it exactly right. The hunting arena still has 10K or 15K stone. I've cleared out some of the 48x48 rooms via hauling or catapulting, but 5 rooms are still full of gabbro. Again I lock Morul in so the masons can't get to the area and run a script to construct a 48 tile long row of supports (I'll probably set up 3 rows at a time, actually). Morul designs them and I go back and cancel the construction and set up a new row right on top of the old one. Morul won't even need to haul stone after the first pass. Should go very quickly.

Soap making is at Grand Master now. I have the tallow (remember that we've already crossed butcher,  tanner, and hunter) but I don't have the lye. If I understand this right, Morul picks up a stack of 4 tallow, that takes 4 lye, and produces 4 soap, but it only counts as one job. I could have modded the livestock to only produce one fat when butchered, but I wasn't aware of the problem (I've not done a soap fortress before) and to be honest I didn't want to mod things just to make them faster, so I've only modded to make things *possible*. So its taken a LOT more wood than I had planned. I switched to requesting only wood and lye from traders (full price, bottled liquid fire makes trading a snap at >10,000 per bin) and slowly that's getting things along. One to two more caravans and soap will be done and I have almost enough wood to finish off the remaining wood skills. One more tree harvest should cover it.

Animal care is coming along well. His red wound war dog is now yellow wounds, so I might need to pitch another off the cliff if this one heals, but it's been a steady gain on that skill.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: IceShade on May 18, 2009, 11:16:00 am
Yes, sorry, I suppose smithing wouldn't actually be that hard if you have magma at your disposal.

In my fortress, I'm in a desert with no magma.. The only fuel is from trees/charcoal. There's little ore in the ground, and no coal. It's a pain.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on May 18, 2009, 11:53:17 am
Legendary wrestler is overrated. I've lost several when their spears got stuck in zombie camels, before being kicked to death. In fact, I've found that only a squad of champions is in any shape to deal with the threat over a long term..
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Rockphed on May 19, 2009, 08:46:50 am
On my most recent delve into the HFS, I discovered that I had 588 raw adamantine on the floor, but 23 wafers, plus some amount of adamantine strands, plus enough wafers to make an adamantine shield, an adamantine buckler, an adamantine battle axe, a raw adamantine weapon rack, an adamantine idol, and a raw adamantine mug.  All told, I think I had about 700 raw adamantine, so if you are correct that it takes 600 jobs to reach legendary, then you should have enough.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Muz on May 19, 2009, 08:58:29 am
Architecture could take quite some time, to design 600 trade depots will also put a strain on your recources

Not really. 1800 stones = 42*42 area of stones. He'd probably want to use a macro for the designation.

Or you could just build a depot, deconstruct it, build it again, repeat 600 times.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 20, 2009, 02:11:41 am
12th Malachite, 226, Mid-Summer

More plants than we need right now, but Morul is now a legendary grower. An orc siege made a royal mess of the place chasing a human caravan around. Morul will work on architecture while everyone else cleans up.

21st Hematite, 227, Early Summer

Morul spent the last year in the hunting arena building support after support and is now a legendary architect. The fortress gained absolutely nothing from the effort.

Both planting and architecture are very slow because unlike workshops, after a task is done, the dwarf doesn't immediately do the same task again. Instead, they start walking back to the meeting area and wait until a new task is assigned to them. That really adds up.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect

Animal Care
Fish Dissection
Soap Making
Weaponsmithing
Armorsmithing
Metalcrafting
Woodcrafting
Pump Operating
Strand Extracting
Record Keeper
Organizer
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 20, 2009, 02:35:53 am
And we'd be correct to assume his attributes are all listed at max?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 20, 2009, 02:37:10 am
They were at max before he got woodcutter.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 20, 2009, 02:40:06 am
Listed at max - I don't believe there actually is a max, according to the info that's available.

(And that would be after only 1 skill - hard to believe, since 1 Legendary is not supposed to even get there with one attribute.)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 20, 2009, 02:44:17 am
Well, it was after one got maxed. There were two that were close (Trader and woodcutter) and probably half a dozen or more that were halfway. Remember, Morul was fully supporting the fortress solo (aside from mining) at that time - all brewing, cooking, milling, threshing, crafting, masonry, etc. Everyone else was just mining and hauling and talking.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 20, 2009, 03:36:42 am
Isn't dwarf companion able to get a better, true, reading of the stats?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 20, 2009, 10:16:34 am
Isn't dwarf companion able to get a better, true, reading of the stats?

That's my understanding. Alas, companion is Windows only and I haven't gotten Windows installed on my Mac yet.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: florian on May 20, 2009, 11:07:56 am
Has he got legendary social skills yet?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 20, 2009, 11:13:26 am
Has he got legendary social skills yet?

No, they're all competent/skilled. Those can increase while he in the military, and since sparring is intermittent anyway with no way for me to control it, I figured they'd get to legendary on their own without me having to devote any time to them.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on May 20, 2009, 12:21:56 pm
Legendary in forty-one jobs translates into... what, around 360 attribute increases just from those jobs alone? Wait, there was an artifact in there so it should be somewhere around 370.

So Morul should have all three attributes at 100+ or more.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jurph on May 20, 2009, 02:04:39 pm
Legendary in forty-one jobs translates into... what, around 360 attribute increases just from those jobs alone? Wait, there was an artifact in there so it should be somewhere around 370.

The experience scale climbs pretty aggressively, so it's not going to be that high.  I extrapolated it out in Excel and discovered that with 41 jobs at legendary, he'd have (18,000 x 41 = ) 738,000 XP.  If he managed to make over legendary in some jobs, he could be as high as 820,000 XP.  If the curve I plotted is correct (and I'm not saying it is!) he's gotten somewhere between 41 and 43 attribute increases, or about one for each job he's become legendary in.  Attribute increases come quickly early on, but at this point on the curve it will take about 40,000 XP (two skills leveled up to Legendary+1, or five skills leveled to Professional) to get his next attribute.

Still, if we assume even distribution of attribute bumps, he is now eight levels above perfect/superdwarven in each of the three attributes.  If the game continues to improve the dwarf's performance after they hit the displayed maximum, I have very little doubt that he could single-handedly kill a dragon at this point.  When he's done he should be able to stab a dragon to death with a volcano, or stab a volcano to death with a dragon.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Duke 2.0 on May 20, 2009, 02:08:18 pm
 Then fart himself up to the sky and beat it into submission, where he gets the sun to be used in a masterwork thong to wear.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ProfessorA on May 20, 2009, 02:17:13 pm
Then fart himself up to the sky and beat it into submission, where he gets the sun to be used in a masterwork thong to wear.
This is a !!sun thong!!.  All craftsdwarfship is of the highest quality.  On the item is an image of blazing suns in sun.  On the item is a depiction of Morul and the moon.  The moon is making a plaintive gesture.  Morul is laughing.  It menaces with spikes of nuclear fission.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 20, 2009, 03:03:17 pm
Yeah, he did get a fey mood and double down on mining. As for the other skills, I take him off almost immediately upon becoming legendary. One exception has been carpenter when I kept him on it a bit longer so that we could get some nice beds (everyone but him and the Dungeon Master shared 8 barrack beds for around 15 years, so I felt I owed them) so he might be Legendary +1 on that. Same will probably happen with armor/weapon since I'll bang out a bunch of adamantine armor and weapons at the very end of the labor stuff. My goal is to outfit him with masterwork adamantine everything, with a bunch of extra weapons and such just in case.

I've never managed to get a military dwarf up to legendary across the board without long, long, long passing legendary on the social stuff, so they'll be way over max when I'm done. Crossbow will probably be way over max as well since I'll have him skill up on that with sieges. One orc siege is usually good for just about legendary from nothing if he takes it singlehandedly and I'll probably have him break two of them. It's pretty fast, and they need to be done anyway.

Looking back through the announcements, it looks like he's picked up one attribute experience in about the last two skills (architect and organizer is now done, with a bit of record keeping and social mixed in), so that sounds about like what Jurph is expecting.

(Oh, and fish extracting is pissing me off. He's up to great, but it's taking ages and requires a lot of management from me. I like the repeat skills that I can just ignore for 3 hours and come back and find it done.)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jurph on May 20, 2009, 03:38:53 pm
One orc siege is usually good for just about legendary from nothing if he takes it singlehandedly and I'll probably have him break two of them. It's pretty fast, and they need to be done anyway.

I'll assume Morul moves at near lightning speed, and will be dealing deadly blows on practically every strike... but I imagine that the first time he swings his axe/hammer/fist/beard and the scrum of orcs go flying in all directions, the rest will try to retreat.  Will Morul be able to catch them?  I know he's going to be able to chase most of them down, I'm just concerned that the retreating orcs will cost you valuable melee swings if they get away.

Also: when you decide to turn him loose in combat, can you pretty please capture a video for the DFMA?  I want to see an orcsplosion.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 20, 2009, 03:54:07 pm
He'll take care of the first 1-2 sieges from an elevated position using the crossbow. I routinely get 3-4 of the 5 squads wandering into my trade depot area, who are systematically cut down. If I get the timing right, I can get 4-5 past the drawbridge and ensure a more thorough execution.

For the other skills, I was actually going to have him train up on the wildlife in the basement. There's somewhere in the neighborhood of 500 wild animals down there and I can lock him in and have him skill up on them quite safely. Once fully skilled up, that's when I was going to put him in harms way.

Yes, I'll post video, and what's more, I'll post the save so y'all can play with him too.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wild Goose on May 21, 2009, 10:45:14 pm
I've got to wonder what he looks like, or what his personality is like.  He's this supremely skilled dwarf, perfect in every stat, singlehandly supporting an entire fortress (so he's unbelievably charitable)...
Does he even walk anymore, or does he float along?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 21, 2009, 11:42:05 pm
Morul Cattenmat is confident under pressure. He does not have a great aesthetic sensitivity. He dislikes intellectual discussions. He is modest. He is confident. He has a sense of duty. He acts impulsively. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather. He doesn't really care about anything anymore.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on May 22, 2009, 01:57:49 am
Morul Cattenmat is confident under pressure.
Bad (for tantrums, he'd probably shatter all at once)
He does not have a great aesthetic sensitivity.
Never really see an impact from this one... less happy thoughts from sand bags he walks by?
He dislikes intellectual discussions.
Slower social skills?  less happy thoughts from meeting trade liasons in fine offices?
He is modest.
...
He is confident.
Less fear...
He has a sense of duty.
Less canciled tasks?
He acts impulsively.
Less time thinking between tasks/nearests task,... very excelent!
He needs alcohol to get through the working day.
Dwarf... check!
He likes working outdoors and grumbles only mildly at inclement weather.
Lack of vomit emisions... check.
He doesn't really care about anything anymore.
Don't we all?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 02:51:44 am
3rd Malachite, 227, Mid-Summer

After a pint and a bite Morul knocked out a few blocks of soap and became a legendary soaper. We now have more than enough wood to get through this.

15th Limestone, 227, Early Autumn

Morul was looking pretty run down so he took over the Manger job for a while and is not a legendary organizer.

14th Felsite, 228, Late Spring

After what seems an eternity, an effort supported by most of the fortress, Morul today became a legendary Fish Dissector. Now to go make some things that require counting - record keeping has been stalled for a while now.

5th Hematite, 228, Early Summer

Well, the days of tossing war dogs off a cliff are done. Morul is now a legendary animal caretaker. It's all downhill from here.

26th Hematite, 228, Early Summer

Morul can stop pumping air now that he's a legendary pump operator. Maybe 2 more years for everything but strand extraction.

6th Galena, 228, Late Summer

It's sad to melt down so much usable armor, but honestly, who needs 600 steel leggings? Legendary armorer is done.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith

Weaponsmithing
Metalcrafting
Woodcrafting
Strand Extracting
Record Keeper

Quote
Never really see an impact from this one... less happy thoughts from sand bags he walks by?

Yeah, he seems impressed by his own creations, but rarely do I see him commenting on something someone else... oh, wait, he made virtually everything. Ah, well. Once he hits the military, I'll work on spiffing up the fortress some so maybe he'll get to see someone else's work. I forgot I have a king or queen to prepare for, and I'm still three layers above where I planned to put the royal suite.

Fish dissecting was horrible to finish up, and I think there's a real chance that Morul is the first ever legendary fish dissector. In the end turtles, lizards, olms, and cave fish were all modded to give up mog juice. Between the two skills, I expect that somewhere north of 1200 traps were placed. Each one centers the screen and pauses the game at least once. It took forever.

We're now down to 5 labor skills, two of which are pretty close to done. My big concern is that there's something from the list that I've missed - particularly a noble skill. Could people look it over and see if there's something lacking? Also, I'm working on a list of things to do before he dumps into the military. I'm going to make several full sets of masterwork armor (leather, chain, plate) after the adamantine comes in, along with several masterwork of each weapon type. I'll reserve all of these for Morul, in the event he loses something.

I've also been considering having Morul make something of exceptional value to put in his room, which I've yet to create. I'm thinking an adamantine statue or mechanism, encrusted with everything within reach. I've been buying gems all along, and may have one of everything. I have every type of metal.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 22, 2009, 03:04:12 am
5th Hematite, 228, Early Summer

Well, the days of tossing war dogs off a cliff are done. Morul is now a legendary animal caretaker...

LOL - so that's how it's done. Ah, the things they'll do for the love of animals.

Here's a list of every profession, inc many not available, or at least not in Fortress Mode:

Spoiler (click to show/hide)


Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 03:14:32 am
LOL - so that's how it's done. Ah, the things they'll do for the love of animals.

Ah, right. I was going to give a tip on that one.

It turns out that 4 stories is just about perfect for dog maiming. 4 stories has about a 60% chance of causing at least one non-fatal red wound, a 20% chance of killing the dog, and a 20% chance of causing at least one yellow wound, but no red ones. Morul currently has 7 war dogs assigned to him, and they've all healed, so animal care does work, but it took 7 to get him to legendary.

Thanks for the list. I'll mark it up tomorrow, but on first glance it looks like I got everything.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on May 22, 2009, 03:21:54 am
Morul currently has 7 war dogs assigned to him, and they've all healed, so animal care does work, but it took 7 to get him to legendary.

Hmm, so I guess we were too impatient in declaring that animal care didn't work. Or the dogs healed of their own accord. Either way, good to know.

It looks like very soon you will have the most interesting dwarf in the world. We'll have to mark it in Legends mode or something.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 03:26:13 am
Hmm, so I guess we were too impatient in declaring that animal care didn't work. Or the dogs healed of their own accord. Either way, good to know.

They healed pretty quick - the last one went from three red wounds and 2 yellow ones to no wound inside of two seasons, so I'm thinking it wasn't just them healing naturally.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on May 22, 2009, 03:28:58 am
They healed pretty quick - the last one went from three red wounds and 2 yellow ones to no wound inside of two seasons, so I'm thinking it wasn't just them healing naturally.

Wow, that's about as fast as possible as healing can get, so I guess animal care does work.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on May 22, 2009, 03:56:49 am
As soon as he becomes legendary at everything, I'm expecting him to be all the colours of the rainbow...

Menacing with spikes of clouds of course
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 22, 2009, 07:35:13 am
He doesn't really care about anything anymore.


Why do all dwarves get this eventually?  What does it mean?

...

If the dwarf is manager, then he has to also go make the item to fill it, I think the fastest way to get two with one stone is to put into the jobs que

10X make 30 Giant (metal) Serated Disks.

For each metal you have a lot of.

Then set him loose as the only weaponsmith.

This will get your metalsmithing, and those 300 disks will melt back down to 150 bars.  It will also give him 3,000 points per metal type towards master manager.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 10:35:59 am
If the dwarf is manager, then he has to also go make the item to fill it, I think the fastest way to get two with one stone is to put into the jobs que

10X make 30 Giant (metal) Serated Disks.

For each metal you have a lot of.

Then set him loose as the only weaponsmith.

This will get your metalsmithing, and those 300 disks will melt back down to 150 bars.  It will also give him 3,000 points per metal type towards master manager.

Actually, for manager I had him queue up jobs that couldn't be completed. He queued up 1800 (60x30) extract strand jobs. That way he wouldn't leave the task, but the task is complete - manager does the organizer skill. He's still working on record keeper as so many of his recent activities weren't producing much so there wasn't much for him to count for the records. The fortress has been at highest accuracy for 10 years, even with Morul rarely sitting down to work on it. Walking back and forth is the most important thing to eliminate.

He's currently cranking out corkscrews. The workshop is on repeat, and all the non-masterwork ones get melted back down. Metalcrafting is about half done and he'll finish that next. Lots of chains that also get melted.

The metal I have the most of is steel. When I modded the orcs to make them slightly weaker, I upgraded their metal pref to steel to balance it out. My main goal was to have enough metal bars to get through this, and the orcs are the greatest metal resource in the game. I've been buying metal bars almost continuously as well. I currently have about 1800 steel bars and about 30 of every other metal type other than 100 or so bars of nickel thanks to a vein I hit. More than enough to finish the metal skills.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on May 22, 2009, 11:52:06 am
He doesn't really care about anything anymore.

Why do all dwarves get this eventually?  What does it mean?

Dwarves get this trait when they witness death enough times. It reduces the severity of the negative thought from friends', lovers', children's deaths.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 22, 2009, 12:24:05 pm
I don't understanding how queing an impossible task makes it finished, when it being finished is what the wiki states gives the credit...

But i trust that it does nonetheless
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 01:04:40 pm
No, the manager just needs to validate the task for it to count towards organizing. The task itself doesn't need to get done.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Simmura McCrea on May 22, 2009, 01:22:17 pm
But the manager gets extra experience in organising when the task gets done.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 01:42:09 pm
But the manager gets extra experience in organising when the task gets done.

That may be, but the experience comes in so quickly with just validating that it's hardly worth trying to coordinate something more. Organizer took about a month from start to finish.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 22, 2009, 03:32:58 pm
Spikes, corkscrews, and giant axes give the best return when melting.  So you got it right.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 03:37:53 pm
Spikes, corkscrews, and giant axes give the best return when melting.  So you got it right.

I went with corkscrews since I resist melting down the masterwork ones, and they would have other uses in pumps.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 22, 2009, 03:38:39 pm
Personally prefer the trap hall of doom, but whatever.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 03:43:20 pm
Personally prefer the trap hall of doom, but whatever.

When I do trap fortresses, I like corkscrews for their ability to paint the walls with blood and body parts. Alas, my only foes here are orcs and kobolds and they have trap_avoid, so the hall of doom would be wasted on unconscious human merchants. I'd need to do the upright spike trap of doom, which doubles nicely at reducing the pet cat population, immigrants, nobles, elves, and, well, everything else.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 22, 2009, 05:31:46 pm
I would like to add, as a woodworker, that if you require an entire tree to make a wooden earring, you are doing it wrong - whether you are dabbling or legendary.

That is all.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on May 22, 2009, 06:54:52 pm
I definitely agree with having Morul make a ridiculously gaudy object before he gets chucked into the military. Some suggestions for object types:

 * A statue. Of himself, naturally.
 * A left pig tail sock. I'm not certain how much decoration you're allowed to pile onto these things, but if it's at all significant, it's worthwhile just for the WTF factor.
 * His armor and weapons, of course. Why settle for merely masterwork adamantine when it could be decorated with strips of cow leather too?
 * Make a gem window, then decorate it with every gem type.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on May 22, 2009, 07:00:26 pm
* His armor and weapons, of course. Why settle for merely masterwork adamantine when it could be decorated with strips of cow leather too?
 * Make a gem window, then decorate it with every gem type.
1: Sadly, armor can only be decorated with bone, I assume shell, and studded with metal.
2: Gem windows are made on the spot, thus no decorations.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jhoosier on May 22, 2009, 11:39:17 pm
Swimming?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 22, 2009, 11:42:15 pm
4 deep swimming pool, designate as a meeting area, and another in the barracks, during military training.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on May 22, 2009, 11:44:56 pm
Alternately, make a 4 deep pool in an area that everyone travels through frequently, and reroute all traffic through it with the use of ramps. Like this:

WFFFFFFFFW
WRRRRRRRRW
W---------W
W---------W
W---------W
W---------W
WRRRRRRRRW
WFFFFFFFFW

F- floor
W- wall
R- ramp
- - water (one z down)

Then everyone has to swim through the pool on their way anywhere, constantly training swimming.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 22, 2009, 11:45:49 pm
All 3. At the same time. With magma.
No benefit with magma.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 23, 2009, 12:15:43 am
perhaps the wrong place, but will caravans path through 4 deep water?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on May 23, 2009, 12:21:26 am
Dont think so, so you put the depot right across the pool, and the stairs to the rest of the fortress or the stockpiles on the other side of the pool. Then, when traders arrive, you have everyone except morul locked away, and have him haul a bunch of junk to the depot.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on May 23, 2009, 12:41:05 am
Or you could just use a 1-2 fluctuating pool, that will work for swimming as well according to some users.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 23, 2009, 12:52:26 am
Ah, yes. Forgot about swimming...

Ok, so easier to do as a soldier or a laborer?

As a laborer, I haven't started strand extraction which is going to take goddamn forever, but I could either put the pool between the workshop and the adamantium or I could put the workshop *in* the pool, if it doesn't cancel the task.

As a soldier, I could just station him in the pool, or does he need to move to swim? If he needs to move, I could rig the arena to flood from the underground river which is only a dozen tiles away or so. I can drain it into the chasm and bottomless pit when done. Morul would do his military training against wild animals in 3-4 deep water, so he'd be moving the whole time.

Maybe I'll pump some water out of the brook into the fishing room and do an experiment there.

Good thinking, Jhoosier.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 23, 2009, 05:20:29 am
Have you considered modding to make him able to get the "Legendary thrower"?  You've used mods to make other impossible skills possible, so why not thrower too?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jurph on May 23, 2009, 06:43:10 am
I think he needs two things to commemorate his journey:

1) A statue studded with his favorite metals, bones from his favorite animals, both kinds of shell, and  several types of gem.  "Dedicated to MORUL, most interesting dwarf in the world.  In varietate gloria"

2) A dyed cave spider silk t-shirt, with dyed images of rope reed cloth, plant fiber cloth, cave spider silk cloth, and cave spider silk.  It should say, approximately:  "I worked for 30 years to become legendary at every skill and all I got was this ☼<<☼cave spider silk t-shirt☼>>☼."
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martian on May 23, 2009, 07:21:46 am
I say let him build a massive tomb for himself. A tomb made of soap, metal blocks, raw adamantine blocks (assuming you have a reverse extract strands reaction) and other things. Include a waterfall for mechanic and architect. Put in ropes for weaving, dyeing and clothesmaking. And so on, try to let him use every possible skill and add a masterpiece object made with every skill that couldn't be used in the construction.

Then let him destroy an entire orc siege while inside of it to mark the tomb with his military skills. (Perhaps do this in a particular level of the tomb and then seal it, letting the bones and blood remain there).

EDIT: Also, perhaps you should place a coffin for a good friend/lover of him in the tomb as well, to mark social skills.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 23, 2009, 11:02:13 am
The best way to do it is to just flood your meeting room with depth 4 water.  1,2 won't do it, and any more will have them drown.  Do you have a river, perchance?

Also flood your barracks.  Best to do as a military dwarf.  Like the social skills.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 23, 2009, 11:05:27 am
I've decided to purge my old fortress and play a new one with the orc mod.  So I flooded it (no magma, I'm afraid).  One dwarf had a melancholy, and threw himself into a pool... of 4 deep water.  He's now a swimmer.

Ooh!  Elite marksman went mad in jail!  Killed 4 people.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 23, 2009, 11:10:42 am
I dug ramps on the edge of my river.  My miners pathed through the (dry for a frame) ramp, and proceeded to step in.  One of them became a (no tag) swimmer.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 23, 2009, 01:11:22 pm
Have you considered modding to make him able to get the "Legendary thrower"?  You've used mods to make other impossible skills possible, so why not thrower too?

I'm open to suggestions, but I haven't found any way to do this yet.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 23, 2009, 01:12:35 pm
The best way to do it is to just flood your meeting room with depth 4 water.  1,2 won't do it, and any more will have them drown.  Do you have a river, perchance?

Also flood your barracks.  Best to do as a military dwarf.  Like the social skills.

It's the dwarf heaven site - so I have a brook and underground river. Oh, and I have a good process to get a room to exactly a given depth, so uniform 4/7 isn't a problem.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 23, 2009, 01:18:12 pm
I say let him build a massive tomb for himself. A tomb made of soap, metal blocks, raw adamantine blocks (assuming you have a reverse extract strands reaction) and other things. Include a waterfall for mechanic and architect. Put in ropes for weaving, dyeing and clothesmaking. And so on, try to let him use every possible skill and add a masterpiece object made with every skill that couldn't be used in the construction.

Then let him destroy an entire orc siege while inside of it to mark the tomb with his military skills. (Perhaps do this in a particular level of the tomb and then seal it, letting the bones and blood remain there).

EDIT: Also, perhaps you should place a coffin for a good friend/lover of him in the tomb as well, to mark social skills.

The constructions you and Jurph suggest should be doable enough. I have a pair of GCS caged that I haven't yet used so I can get GCS silk. (I modded their lifespan to be the same as the dwarves so they wouldn't die on me too soon).

I need to think about what kind of grand suite to give him. It's most tempting to put it in the magma pipe.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 23, 2009, 01:39:47 pm
With a mini-volcano inside of it?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 23, 2009, 01:41:38 pm
With a mini-volcano inside of it?

I'll see what I can come up with.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 23, 2009, 02:30:45 pm
Have you considered modding to make him able to get the "Legendary thrower"?  You've used mods to make other impossible skills possible, so why not thrower too?

I'm open to suggestions, but I haven't found any way to do this yet.
Would there be some way to change the xp gained from something, or copy the throwing part of the tantrum text?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 23, 2009, 02:36:27 pm
not without fundamentally changing the game.  Stuff like that isn't in the raws.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on May 23, 2009, 10:26:34 pm
Ooh, looks like it's coming along nicely. Adv-mode equivalent could do this with a skill-weapon set, but it just wouldn't be the same...though it would get Throwing easily, and have access to all the weapon skills, and e'en that...druid skill was it? Yeah.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on May 23, 2009, 11:17:36 pm
You can get any skill in adventure mode with modding, even tracker, druid, or knife weilder; you just got to change what skill a weapon uses.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: kotekzot on May 24, 2009, 06:12:12 am
You can get any skill in adventure mode with modding, even tracker, druid, or knife weilder; you just got to change what skill a weapon uses.
you can also get knife wielding by swinging a dagger.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 24, 2009, 01:21:51 pm
1st Moonstone, 228, Early Winter

Metal tasks are SOOO much easier than fish extracting. Morul became a legendary weaponsmith today, and provided the fortress with a modest number of masterwork steel corkscrews. We'll see if we can find a use for them.

1st Hematite, 229, Early Summer

Everyone's attention was down in the to-be royal suite, but sometime in the last few days, Morul became a legendary woodcrafter.

27th Galena, 229, Late Summer

Morul finished up metalcrafting. Lots of chains to melt down now. That just leaves strand extracting and the last push on record keeping as the last labor skills. Following that, Morul will create a collection of armor and weapons for his use, along with some special items for his suite, once it gets built.

A special training area is being created that will allow Morul to train up swimming, and that should be ready to go once he enters permanent military service.

The fortress has been organized solely for Morul's needs. Workshops are often in inconvenient locations, materials are scattered or put in huge piles. The dwarves are now reorganizing things to function more like a typical fortress. It'll take ages...

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter

Strand Extracting
Record Keeper
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 24, 2009, 02:03:34 pm
I suggest making several full suits of Adamantine armor, plate and chain, with Adamantine cloaks, tunics, trousers, and socks, with several sets of Adamantine weapons, and shields.  Then go equip Morul in some of them, put them in a lead bin, and go get them, and Morul, as an adventurer.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on May 24, 2009, 02:32:33 pm
I beleive somewhere in the language files you can add engravings. See if you can find a way to make engravings of Morul available, even if they're actually just random. In fact, you could do this for all the great legendary dwarves as well. "This is an engraving of the legandary Captain Ironblood"

+1: Make a dwarf hitting legendary in a stat an engraveable history event.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 24, 2009, 02:38:19 pm
I suggest making several full suits of Adamantine armor, plate and chain, with Adamantine cloaks, tunics, trousers, and socks, with several sets of Adamantine weapons, and shields.  Then go equip Morul in some of them, put them in a lead bin, and go get them, and Morul, as an adventurer.

Yeah, I was going to crank out at least a half dozen of each item. I'm still trying to figure out a reliable means to keep the whole naked fortress from descending on the finished goods. I think I'm going to have to just seal him off and then forbid everything when it's time for him to leave.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 24, 2009, 02:46:55 pm
Sounds like a plan.  Make him haul, too.  Make sure they are all masterpeices.  No exceptional or worse allowed.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 24, 2009, 02:59:56 pm
Sounds like a plan.  Make him haul, too.  Make sure they are all masterpeices.  No exceptional or worse allowed.

Yeah, that's the plan, but it'll take some time. He's Legendary +0, so he's only turning out 1 in 10 as masterwork or thereabouts. I'm going to have to rely on the adamantine reaction mod somewhat, I think.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 24, 2009, 03:05:00 pm
Mining is a crappy job to get Legendary +5 in, due to mood.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on May 24, 2009, 05:03:37 pm
I need to think about what kind of grand suite to give him. It's most tempting to put it in the magma pipe.

What are his preferences like?

Far as those masterwork corkscrews go, I suggest setting up his tomb near the main entrance, using a system of fountains to perpetually shroud his coffin in mist, and then marking it as a meeting hall. Station a few military dwarves around as an honor guard to make sure the peasants keep their hands off the exhibits. Use a glass coffin for that whole Lenin effect and so forth. This way dwarves can look up the final resting place of their greatest hero and get a happy thought out of it.

Another idea would be to build a floor out over the chasm and build a solid steel room housing his all-steel item tomb on the floor. After his death, seal the rooms on the side, pump it full of magma through open vents at the top, seal the top vents, and then drop it into the chasm below. It's excessive, but Morul is an excessive dwarf. Or, conversely, do the same thing, but with the magma pipe instead of the chasm.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 24, 2009, 08:34:19 pm
Quote
Morul Cattenmat likes Brimstone, Billon, Claro opal, pearl, black bear bone, the color blue, mountains, chain mail, quivers and dogs for their loyalty. When possible, he prefers to consume strawberry wine. He absolutely detests fire snakes.

I don't need to worry about the fire snakes any more - Morul extincted them during trapping/animal extraction (along with cave spiders and purring maggots).

I have a pair of black bears, but they aren't a mating pair. I'm holding out hope that the elves bring me another. I have a set of artifact chain mail that I considered letting him have in lieu of an adamantine set, but since we don't know artifact modifiers and it's brass, so I think the adamantine would be superior. I also have a turtle shell helm, which I'll also pass on.

I've got several artifact doors, weapon racks, cabinets, armor stand, etc. so I can probably work some of them into his suite and still keep the king/queen happy, or I can just go hog wild on the adamantine mod  and let him build a whole showroom of adamantine stuff.

But I was thinking of sacrificing a miner (the pipe geometry sucks for a safe tap), draining the magma pipe into the chasm and building a steel/adamantine/clear glass/soap suite suspended in the magma pipe, then letting it refill.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: IceShade on May 25, 2009, 08:45:17 am
"Urist McRedshirt, take this pick and strike that wall."

"Yessir!"

"AAAAAAUGGGHH IT BURNS!"

"He's dead, Vabok."
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 25, 2009, 08:54:00 am
assign all your good miners a spot of digging on the far side of a room with a solid door.

When they are all in there, lock them in, then get a worthless unskilled one, and give em the labor of DEATH....

The magma is cleansing to the soul.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nonsapient on May 25, 2009, 09:06:20 am
Alternatively,  assign  stone detailing duty to the lamb.  Smooth the wall,  then carve Fortification in it.  You have a built in filter for the imps now!

I will say, though,    that I have never lost an Engraver to this method. 
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 25, 2009, 09:21:43 am
Oh, I LIKE that.

But can't vermine with fire element spawn within 6 squares of the magma pipe?  Or the same within 6 of an underground river of a water type?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nonsapient on May 25, 2009, 10:01:23 am
Yeah,  they can.  Thus,  it's usually a good idea to have a decent length run for the magma to go down before it reaches your usable areas.  i don't think fortifications can stop vermin, anyway.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 25, 2009, 01:45:47 pm
I should note that there is no vermin. Morul eliminated them all. And the pipe is tapped. I wussed out, turned off temp, and sent the miners in. My reason for that is that I don't think you can drain a pipe with a single tile tap, so my tap is 3 tiles wide. With temp on, I couldn't think of any way to achieve that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wahad on May 25, 2009, 02:00:09 pm
I should note that there is no vermin. Morul eliminated them all. And the pipe is tapped. I wussed out, turned off temp, and sent the miners in. My reason for that is that I don't think you can drain a pipe with a single tile tap, so my tap is 3 tiles wide. With temp on, I couldn't think of any way to achieve that.

Dig up to the last obsidian edge, then channel from above. Could be one tile wide, four tiles, even six tiles if you have the space for it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 25, 2009, 02:00:56 pm
His pipe geometry sucks, Wahad.  I'm sure he would have done that.

You have to have 3 separate taps to do it normal.  Make sure to wash that miner off before you turn temp back on.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 25, 2009, 02:02:52 pm
dig against the hot rock all the way down making a channeled collum to the lowest level, the entire bottom floor is your magma pool with a tower of pumps to get some back where you want it.

Now start at the top and channel  1 2 3, then dig a down/up staircase on 4
after the magma has poured out of that level, channel 1, 2, 3, and down/up again on 4 until you've hit bottom or your bottom level is a lake of fire

maybe?

if this works, I'll make such a level, flood with water, and have a massive full level obcidian farm, dumping an entire pipe each season
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wahad on May 25, 2009, 02:04:58 pm
His pipe geometry sucks, Wahad.  I'm sure he would have done that.

You have to have 3 separate taps to do it normal.  Make sure to wash that miner off before you turn temp back on.

Fair enough. I'll admit I didn't look into what map I had before I made that post.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 25, 2009, 03:31:45 pm
Dig up to the last obsidian edge, then channel from above. Could be one tile wide, four tiles, even six tiles if you have the space for it.

Yeah, that's normally what I do, but the only place on this map to do that was 4 levels up and I wanted to try draining it all the way down as far as possible. Oh well, this is all one big experiment for me anyway.

I'm thinking I'll do a massive excavation of the magma pipe to make a magma moat around the fortress as well as leaving space to incorporate Moruls suite.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 25, 2009, 07:02:05 pm
Ok, getting adamantine masterwork items is really goddamn hard. Morul has turned out 40 crossbows and not one is masterwork. That's 12% of the strands down so far.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 25, 2009, 07:03:40 pm
Do you have legendary strand extracting?

If so, just screw it and do the infinite adamantine reaction.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 25, 2009, 07:15:03 pm
Do you have legendary strand extracting?

If so, just screw it and do the infinite adamantine reaction.

Yeah, he just finished up strand extracting. And yes, I modded olivine to give up strands since I have about 4,000 olivine stone. No shortage of green material on a map with sand and magma. But still, this is going to take ages at this rate.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 25, 2009, 07:22:50 pm
That's funny, I still think of adamantine as green from when I played Runescape.
They called the cyan rocks runite.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 25, 2009, 11:26:34 pm
Well, he's making some progress now. 8 masterwork adamantine crossbows. I wanted to make 10 of every weapon and probably 5 of each armor.

The fortress cleanup is pretty amusing. In order to maximize speed to skill, the fortress has dozens of quantum stockpiles which I'm now unworking into proper stockpiles with the exception of a few stone ones. There were 4 piles of metal before which is now up to 90 full bins and I'm maybe 1/3 done? I don't think I've ever racked up that much metal before - and remember, this is after skilling Morul up in 4 metal skills without benefit of moods. 30 years of orc sieges really adds up.

I might need to clearcut the map again just for bins.

And 10 gems per bin is just wrong. I'm thinking 50 would be more appropriate.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on May 26, 2009, 01:15:26 am
Hah, you might want a lot of extra military, incase the HFS entails SoF.
Wait wait wait, there WAS HFS, right?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 26, 2009, 01:21:25 am
Hah, you might want a lot of extra military, incase the HFS entails SoF.
Wait wait wait, there WAS HFS, right?

Yes, and I haven't unleashed anyone, but when I last played this site it tossed out a dozen+ SoF.

I was saving that for when Morul was fully trained up.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on May 26, 2009, 01:25:12 am
Hah, you might want a lot of extra military, incase the HFS entails SoF.
Wait wait wait, there WAS HFS, right?

Yes, and I haven't unleashed anyone, but when I last played this site it tossed out a dozen+ SoF.

I was saving that for when Morul was fully trained up.
If he dies, can we hold a forum-wide funeral? :(
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 26, 2009, 01:46:10 am
Well, I want to make sure other people get to play with him, so I'd do that after I uploaded the save. There won't be many opportunities to experiment with something like this, so everyone should get their chance.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on May 26, 2009, 11:51:23 am
Forty types of awesome...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wahad on May 26, 2009, 12:27:13 pm
Forty types of awesome...

Fifty, actually. Fifty-two when Morul will have all jobs completed.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: florian on May 26, 2009, 02:05:30 pm
Will you upload a save before he gets military skills?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 26, 2009, 02:43:32 pm
Will you upload a save before he gets military skills?

I'll upload two files in one package - pre-military, and post-.

And swimming is turning into a bit of a nightmare to do. As far as I can tell, you need to lock the person in the room and then flood it without drowning them. They simply won't path into a room with even 3/7 water. 
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on May 26, 2009, 04:57:07 pm
i get the idea that...

First you make the room with the ramps down and up from it

Then you make it the only valid path

then you flood it.

As long as it does not flood deep enough to trigger dangerous condition the path is never removed from the listing of possible paths and they walk it blindly.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on May 26, 2009, 08:48:49 pm
I think if you make it a meeting hall, they'll step in, go 'OMG' and step out. They'll repeat this until they can swim well enough that the water doesn't bother them.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Flashzom on May 26, 2009, 11:22:19 pm
Will you upload a save before he gets military skills?

I'll upload two files in one package - pre-military, and post-.

And swimming is turning into a bit of a nightmare to do. As far as I can tell, you need to lock the person in the room and then flood it without drowning them. They simply won't path into a room with even 3/7 water. 

Swimming is actually quite easy once you get the set up. I actually did a fair bit of editing on the dwarfwiki about swimming pools. Basically, just set up an area connected to a source of water, draft your dwarf, station him inside. Lock the enterance so they simply sit there, and you can set up two pumps, one for intake and outtake. Fill it to 4/7 and just let him sit in there for a bit. He'll be happy as a clam.

I once had a fortress of swimming dwarfs actually. Not as useful as you would think. Especially when the migrants came and drowned every season or so because it's a son of a bitch to draft an entire wave of twenty migrants into a swimming pool. But thats neither here nor there. I hope I could help.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 27, 2009, 01:47:20 am
Bah!

I just had to savescum when Morul teleported through a steel wall grate in the swimming room and fell in a chasm. Stupid bugs...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: florian on May 27, 2009, 07:16:43 am
Level z+1
Code: [Select]
######
#### #
#### +←
######
Level z
Code: [Select]
######
+..#.#
#..+.#
######
Another design for a swimming room. The + are doors, the dots floor, the #s wall and the spaces empty space. The left arrow is the intake. Fill the right room, lock the intake. Station someone inside the lower left room, lock the door. Open the lower right door. 4/7 water everywhere.

Edit: Yep, works.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 27, 2009, 09:47:41 am
Bah!

I just had to savescum when Morul teleported through a steel wall grate in the swimming room and fell in a chasm. Stupid bugs...

That, or he's transcending...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on May 27, 2009, 05:16:14 pm
You should ahve an emergency escape room for that sort of thing: Station tehm inside, and lock the door. Then station them outside, and have a chamber with an unlocked door outside the grate. Or actually, just leave both doors unlocked and station them in the pool. Anyway, when they go through one grate, they will run abck to safety instead of getting pushed into your drainage system.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 29, 2009, 12:31:10 pm
2nd Galena, 230, Late Summer

As expected, it took a while, but Morul is now a legendary Strand Extractor. Last labor is record keeping, but for some reason, the records stay at maximum accuracy and he never gets tasked. I've made the position vacant to see if that changes anything. I'll have Morul start making armor, weapons, etc. for his move into the military.

The reorganization is making steady progress. The magma pipe has been tapped and there are now magma forges running on near the bottom of the fortress. Sand and metal bars are being hauled down now, and the masons are hard at work getting walls and whatnot put in. This is a better arrangement than the surface workshops, though they are less convenient overall, but there are far more dwarves to support the extra hauling, so it shouldn't be a big problem. The stone workshops are moving down as well, which is also a more logical place for them.

9th Malachite, 231, Mid-Summer

Oddly enough, in spite of the 11.2M in fortress worth, the longest skill to acquire has been record keeping, but that is finally off the list, which now completes the labor skilling. Morul has been busy crafting masterwork adamantine weapons and once done will move on to armor and clothing, make a few items for his suite, and then start on the military business. Probably about another year to finish up all the labor tasks on the list.

20th Obsidian, 231, Late Winter

Morul has made enough progress on swimming to confirm that the swimming room works. He's only up to competent so far, but each session seems to get him a level or two. It'll take a while, but it'll get done. He's now made 10 masterwork adamantine weapons of each type, and is now working on 5 of each armor. They're pretty close, after which he'll do some clothing and decorations for his room. Keeping the fortress (who are entirely naked, by the way) from swarming on the adamantine clothing is a challenge I haven't fully worked out. I think they'll need to be produced in the same room that I intend to store them. Perhaps I'll have someone crank out regular clothing for the fortress to take the urge away.

The fortress organizing is coming along decently, and they're stocking up on some materials for when others may have orders to give. There are three more fortress levels to dig out, one of which being the barracks. I think the fortress will be ready to start draining the magma pipe and digging the moat when Morul hits the military.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Flashzom on May 29, 2009, 12:35:39 pm
I love you.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 29, 2009, 12:44:01 pm
Holy shit, I've been doing this for a month? Damn, doesn't feel like it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shakma on May 29, 2009, 01:39:21 pm
If you really want throwing, mod the skill on crossbow from hammer to throwing and beat orcs to death with it.  Not sure how you can justify it but, you can gain any skill like that if there is no other way.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 29, 2009, 02:51:28 pm
If you really want throwing, mod the skill on crossbow from hammer to throwing and beat orcs to death with it.  Not sure how you can justify it but, you can gain any skill like that if there is no other way.

I can't really justify it, but just for the sake of completeness I'll give it a try after all of the valid stuff is done. Maybe I'll make a 3rd save available with these in it, but I'll give it a try shortly and see what can be done with this mod.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 29, 2009, 03:31:08 pm
(Don't forget to make a masterwork adamantine backpack for him.  He needs one, clearly.)

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 29, 2009, 03:36:25 pm
(Don't forget to make a masterwork adamantine backpack for him.  He needs one, clearly.)

It's on the list.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wahad on May 29, 2009, 04:29:10 pm
If I had some way to make a tribute to Morul, I would. Suggestions are welcome.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: eerr on May 30, 2009, 12:48:19 am
Once converted to military, you can patrol him into moving water.

Pumps make one end 7/7 with drains into some unknown area(escapeable!), and he walks towards his patrol destination untill 5/7.

Unfortunately, I found it impossible to make dwarves spar in 4/7 water, but 3/7 with rare 4/7 might work.

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Blakmane on May 30, 2009, 12:55:39 am
you can give him skill in throwing by making him tantrum. Not sure if you'd be able to get enough tantrums to make legendary, however.

I'm assuming you aren't bothering with impossible to get without modding skills anyway (like nature_magic)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Blaarg on May 30, 2009, 10:32:18 am
Do the pacifier and consoler skills go up just talking to people?  I thought you had to get yelled at to get them.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on May 30, 2009, 10:41:06 am
Time to make Morul the mayor, and make this place a shithole.  FUNTIMES!!!!!!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 30, 2009, 12:34:19 pm
Do the pacifier and consoler skills go up just talking to people?  I thought you had to get yelled at to get them.

He's a skilled pacifier and consoler now, and never been mayor. I don't think there are any unique mayoral skills, but if there are, we need to find them soon. His social skills are:

Consoler
Negotiator
Intimidator
Persuader
Judge of Intent
Pacifier
Comedian
Conversationalist
Flatterer

He lacks liar which I only ever see on children. The current mayor doesn't have any additional skills than the ones above (plus appraiser, which Morul is already Legendary)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: quintin522 on May 30, 2009, 12:38:00 pm
We all know how he's going to die though...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: small lawe on May 30, 2009, 04:29:50 pm
We all know how he's going to die though...
Quiet non-believer!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on May 30, 2009, 05:13:58 pm
We all know how he's going to die though...

He's never going to die. Armok is going to show up and induct him directly into the Dwarvish Pantheon as Morul, The Many-Armed Architect of Masterfully-Crafted Wonders. He's the god of laboring, walking around, fish extraction, and floodgates (because somebody has to be). Morul usually takes the form of a fluffy wambler.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 30, 2009, 06:08:37 pm
Dying will be left as an exercise for the community.

(And god of fish-extraction is probably right since I don't think any dwarf has previously achieved that milestone)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on May 30, 2009, 10:59:44 pm
He lacks liar which I only ever see on children.

I think the dwarf has to have the "Believes that some deception is necessary in relationships with others" personality tag (or the next ones down).  Only time I've seen it appear is on dwarfs with some variation on those.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 31, 2009, 12:45:36 am
Hmm. Looking through, it doesn't look like any of my other starting 7 has the right tag for liar. In fact it doesn't seem to be common at all - I've only found one dwarf in the fortress with it (out of 73)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on May 31, 2009, 01:24:33 am
Make a weapon use the Liar skill?

Interpret that in character as you may...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on May 31, 2009, 01:26:19 am
Make a weapon use the Liar skill?

Interpret that in character as you may...

I'm putting that under the 3rd category of 'Make Morul Legendary, no matter the means or rationale'. So yes, a crossbow that shoots liar will be attempted.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on May 31, 2009, 02:40:33 am
Make a weapon use the Liar skill?

Interpret that in character as you may...

I'm putting that under the 3rd category of 'Make Morul Legendary, no matter the means or rationale'. So yes, a crossbow that shoots liar will be attempted.
A rocket launcher that shoots rocket lawnchairs that shoot flaming mouths that scream words filled with lies and deceit.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on May 31, 2009, 05:42:18 am
Make a weapon use the Liar skill?

Interpret that in character as you may...

I'm putting that under the 3rd category of 'Make Morul Legendary, no matter the means or rationale'. So yes, a crossbow that shoots liar will be attempted.
Still tryinng to imagine that.  Sounds awesome.

Remember your druid knife.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on June 01, 2009, 04:24:10 am
This is the result of epic throwing skill.

http://freefall.purrsia.com/ff1300/fc01269.htm
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Techhead on June 01, 2009, 08:22:05 am
He doesn't die. Even if the fortress falls to a tantrum spiral, Morul won't die. He'll either be a survivor, or he'll go berserk and kill EVERYONE ELSE.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shadowgandor on June 01, 2009, 08:42:29 am
You should really upload this map after you're done with him. So much fun can be had with a dwarf that über lol
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 01, 2009, 06:00:04 pm
You should really upload this map after you're done with him. So much fun can be had with a dwarf that über lol
Pay attention. He is already doing that. Twice.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nightwind on June 01, 2009, 07:10:33 pm
Three times, with the impossible jobs modded in....
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 01, 2009, 09:10:52 pm
Ok, a quick update (life has gotten a little busy, but progress is still being made, just slowly).

Armor, weapons, and clothing are done. Morul has only taken socks, dress, and trousers (masterwork, adamantine) and a 3rd exceptional sock before I had time to forbid it. I'm assuming the 3rd sock is for his schlong, on account of his general awesomeness. I had temp turned off, and have turned it back on in the hopes I can coax him to pick up some more clothing, but this map doesn't freeze even with temp on, so perhaps that's all he'll wear.

He's also made a masterwork adamantine statue encrusted with every gem plus shell and bone, and studded with every kind of metal (value, 205,300) that will go in his suite.

He's now at grand master swimmer and is back in the tank, so he should be legendary when he emerges. At that point I think it's time to start on military.

As for the fortress, the last level (barracks) is dug out and walls going in. I finally figured out how to handle burying my dwarves (I've been extremely negligent on this one). The fortress has a central + shaped open-air courtyard that leads down to the bottomless pit. In the center of the courtyard is a soap staircase and landing with the dining areas and with alternating floating glass catwalks to the fortress itself. The fortress has 4 rooms on each level that overlook the courtyard that are getting glass windows so dwarves can look out into the pit and I've suspended a 1x1 platform from the courtyard side of the window which holds the coffin. It's all a bit unconventional and inefficient.

The dwarves are also collecting cave spider webs since Morul has exterminated all of the spiders. There's almost 8,000 webs around the chasm, and we're going to put those to use. It'll take forever. They're still moving things about so that anyone who picks up the map won't go completely insane trying to figure out what is where.

The king hasn't arrived yet, but probably will soon since we've tapped the adamantine. I was *very* cautious and haven't mined much out because I didn't want to release the goodies until Morul was ready. I've built a repeater that I intend to hook to spike traps on the long hallway leading to the HFS as part of an experiment. I'll leave it to the community to turn it on to see if it's an effective defense tool for the playthings.

I've decided that I won't even attempt the moat until I upload all the maps. I don't want to saddle everyone with my idiotic and quite likely to fail plans for a massive magma moat that I'm not sure will fill due to evaporation.

One problem I haven't yet figured out how to fix is that I have a number of miners with ichor on them from when they tapped the magma pipe with temp off. I'd like to turn temp back on (I mean, magma is only 5% as fun without the temp) but I don't know how to clean my guys off. Morul is swimming around in 6/7 and 7/7 water and is still covered head to toe in everything you can imagine, so that isn't working. Thoughts?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: varkarrus on June 01, 2009, 09:14:42 pm
New Quest: FILL AN ENTIRE F*CKING FORTRESS WITH ALL LEGENDARIES!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 01, 2009, 09:16:29 pm
New Quest: FILL AN ENTIRE F*CKING FORTRESS WITH ALL LEGENDARIES!

I await your progress reports. One is enough for me. I might take on my solitary confinement challenge next, though.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: varkarrus on June 01, 2009, 09:20:16 pm
Who said I was going to do it? I was going to hire a bunch of brain-dead retards from the nearest mental facility to do it in a weird cross between a sweatshop and a slaughterhouse!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 01, 2009, 10:42:43 pm
Er, Varkarrus.

Re-read what you just wrote, and consider what it makes you appear to think of Martin.

Then realize that even if you had phrased it better, talking about "brain-dead retards from the nearest mental facility" makes you look childish.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 02, 2009, 04:41:48 am
I might take on my solitary confinement challenge next, though.

If he lives long enough, I can imagine several rare challenges that he'd be uniquely suited to.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shurikane on June 02, 2009, 09:15:06 am
<ikkenai> i don't have hard drives. i just keep 30 chinese teenagers in my basement and force them to memorize numbers
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 02, 2009, 10:20:32 am
That's borderline racist.

(but I gotta admit, 30 chinabytes of memory is impressive!)  ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shakma on June 02, 2009, 10:28:37 am
Would it be possible to have him train the combat skills while a hunter and thus not lock him into perma-military?  Might have to mod cross-bows for each weapon skill. 
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 02, 2009, 10:49:35 am
Skills define the profession of a dwarf. So it doesn't matter at all where the skills come from - once he hits rank 15 he becomes a Hero and he's permanent military.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Rockphed on June 02, 2009, 10:58:13 am
Skills define the profession of a dwarf. So it doesn't matter at all where the skills come from - once he hits rank 15 he becomes a Hero and he's permanent military.

I will need to test it, but I seem to remember having hunters who were legendary marksdwarfs without becoming champions.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 02, 2009, 11:18:44 am
Do please, because that's not the currently accepted model.  (If you do find such, PM me.)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on June 02, 2009, 01:13:01 pm
Skills define the profession of a dwarf. So it doesn't matter at all where the skills come from - once he hits rank 15 he becomes a Hero and he's permanent military.

I will need to test it, but I seem to remember having hunters who were legendary marksdwarfs without becoming champions.
This is true, you can get legendary weapon skills without becoming a hero/champion, provided you have a way to train those weapons outside of military.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 02, 2009, 02:02:25 pm
Yes, my understanding is that activation for the military is a separate thing. Skills don't automatically draft someone. Once you activate them, it's permanent, however.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 02, 2009, 02:15:10 pm
Ah - so a dwarf can be "eligible" to become a hero, but doesn't until he is Activated for the Military.  Interesting distinction.

So our hero (small "h") Morul could become a legendary Marksdwarf without being locked out of civilian jobs.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 02, 2009, 02:26:06 pm
Ah - so a dwarf can be "eligible" to become a hero, but doesn't until he is Activated for the Military.  Interesting distinction.

So our hero (small "h") Morul could become a legendary Marksdwarf without being locked out of civilian jobs.

Correct. But what's the fun in that?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 02, 2009, 02:55:40 pm
He can gain one more Legendary skill, and can still be used for the aforementioned "challenges".
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on June 02, 2009, 03:21:04 pm
Well, actually, he could hunt using any weapon, and he would get that weapon experiance. And he's fast enough to get into melee with any animal running away...

Supreme Military Dwarf With Civilian Powers!!! (SMDWCP!!!)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on June 02, 2009, 05:30:22 pm
Yes, my understanding is that activation for the military is a separate thing. Skills don't automatically draft someone. Once you activate them, it's permanent, however.
Well actually, the activation isn't permanent unless they gain a weapon skill while activated.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 02, 2009, 06:08:28 pm
So, if you get to level 25 in all weapon skills through painful tedious hunting, your reward will be the ability to activate AND deactivate the most effective dwarven fighter mathematically possible?  :o
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 02, 2009, 06:14:07 pm
So, if you get to level 25 in all weapon skills through painful tedious hunting, your reward will be the ability to activate AND deactivate the most effective dwarven fighter mathematically possible?  :o

No, as soon as you activate him, he becomes a champion.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Akhier the Dragon hearted on June 02, 2009, 06:20:02 pm
Yes, my understanding is that activation for the military is a separate thing. Skills don't automatically draft someone. Once you activate them, it's permanent, however.
Well actually, the activation isn't permanent unless they gain a weapon skill while activated.


So, if you get to level 25 in all weapon skills through painful tedious hunting, your reward will be the ability to activate AND deactivate the most effective dwarven fighter mathematically possible?  :o
No, as soon as you activate him, he becomes a champion.


two different view! who is right? time to test this little problem with implied cheating!


and the results are that if you have a legendary crossbow user and activate him he does not become a hero! this means the act of being a hero and of being a champion is connected to the actual leveling of the dwarf and not actually being at that level so as long as non-military when leveled you can have the most kick a-- dwarf ever.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on June 02, 2009, 06:30:34 pm
That's good to know, but it might be difficult to get Morul around as a hunter. I suppose the 'lever assigned only to Morul connected to nothing outside the gates' might work for sieges.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Akhier the Dragon hearted on June 02, 2009, 06:32:08 pm
That's good to know, but it might be difficult to get Morul around as a hunter. I suppose the 'lever assigned only to Morul connected to nothing outside the gates' might work for sieges.
as long as he is not military and does not fight you can have him drafted all you want as long as you don't mind the unhappy thoughts ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 02, 2009, 08:50:05 pm
That's good to know, but it might be difficult to get Morul around as a hunter. I suppose the 'lever assigned only to Morul connected to nothing outside the gates' might work for sieges.

Nah, that's easy. The hunting arena which is 8 fully excavated embark tiles has food, booze, a bed, table, etc. I just send him down there and lock him in and walk away for a year. The animals would need several repopulation cycles to get him through all of the skills, however, especially shield/armor, but the current setup is designed to do this kind of thing.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 03, 2009, 12:08:00 am
Ok, Morul is a legendary swimmer and is now equipped with masterwork adamantine armor and masterwork adamantine spear and training down in the hunting arena. It's going much slower than I expected. He's gotten 200 more kills doing this and is only novice speardwarf. Basically he walks up to a horse, touches it, and it dies. Walks up to a goat, touches it, and it dies. Walks up to a macaque, touches it, and it dies. He's not even gotten a stuck spear yet. Walks up to another horse, touches it, and it dies.

I haven't had an orc siege in 2 years and am getting a little worried that they've gotten shy. But if they return, I think I'm going to have to just turn Morul loose on them.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Lexender on June 03, 2009, 01:04:39 am
You should give him the crappiest weapon for leveling up, so that it takes more than one strike to kill whatever he is hunting.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Gergination on June 03, 2009, 02:09:40 am
You should give him the crappiest weapon for leveling up, so that it takes more than one strike to kill whatever he is hunting.

It probably wouldn't change anything.  His strength is so high he could probably punch enemys' entrails out in one hit.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Akhier the Dragon hearted on June 03, 2009, 02:12:27 am
ah but if it was a silver fist that would only be half the entrails!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 03, 2009, 02:14:14 am
Basically he walks up to a horse, touches it, and it dies. Walks up to a goat, touches it, and it dies. Walks up to a macaque, touches it, and it dies. He's not even gotten a stuck spear yet. Walks up to another horse, touches it, and it dies.

You need to give him standard, no-quality silver weapons.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shakma on June 03, 2009, 07:37:00 am
You could always add damage block to the animals or cut the damage of a spear to 1 or both.  Consider it padding your spear for training.  Not sure how much modding you want to do in this challange though.  I wouldn't consider that too cheaty as you are actually making his task harder.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Village_Idiot on June 07, 2009, 11:46:59 am
Any progress? I recommend buying some wooden spears from the elves to slightly reduce his chances of one-hitting the animals. Also, see if the elves bring any breeding couples of large animals, such as elephant, hopefully they should be harder to kill and help level up his armor/shield skills.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 12:19:29 pm
Not much progress. Life has seriously intervened but the fortress will have time to run today. Morul knocked the wild animal population down from ~500 to <100 and only got competent speardwarf to show for it. I drafted a new solider, took two of my champion marksdwarves and set them for wrestling as well as Morul and am trying to get the 4 of them to spar. So far nobody will spar with Morul, but it's only been a few weeks. The barracks level is finished and furniture is going in and I'm moving weapons and armor around. None of the other soldiers have any armor and I have a bunch of masterwork steel for them to get into once the hauling is done.

I haven't gotten around to making weak weapons, but that'll be easy enough - there's plenty of silver and wood.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 12:21:50 pm
No sooner had I hit submit do I return to the fortress to see that a vile force of darkness has arrived. I haven't seen orcs in some time. I think Morul will get a crossbow now...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Village_Idiot on June 07, 2009, 12:34:45 pm
Not much progress. Life has seriously intervened but the fortress will have time to run today. Morul knocked the wild animal population down from ~500 to <100 and only got competent speardwarf to show for it. I drafted a new solider, took two of my champion marksdwarves and set them for wrestling as well as Morul and am trying to get the 4 of them to spar. So far nobody will spar with Morul, but it's only been a few weeks. The barracks level is finished and furniture is going in and I'm moving weapons and armor around. None of the other soldiers have any armor and I have a bunch of masterwork steel for them to get into once the hauling is done.

I haven't gotten around to making weak weapons, but that'll be easy enough - there's plenty of silver and wood.

You can't make your own weak weapons, they can only be bought from elves.

You can make bone/wood crossbows though, and without bolts he will use it as a weak hammer, which would be great for training hammerdwarf.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 07, 2009, 12:51:47 pm
You can. Silver weapons do the same damage as wood.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 12:54:20 pm
You can't make your own weak weapons, they can only be bought from elves.

You can make bone/wood crossbows though, and without bolts he will use it as a weak hammer, which would be great for training hammerdwarf.

Silver is as weak as wood, no? And I can have an unskilled weaponsmith make them. I've got 37 bars of silver, and I can request more from both humans and dwarves. Shouldn't be a problem.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ThtblovesDF on June 07, 2009, 01:48:24 pm
And there for years I thought making full silber squads is a awesome idear...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 07, 2009, 01:52:23 pm
Dude, I could oufit most of my fort with 37 bars of silver.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 02:23:02 pm
Dude, I could oufit most of my fort with 37 bars of silver.

Yeah, well, I tend to overdo things.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: The Mad Engineer on June 07, 2009, 08:32:27 pm
That's an understatement!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 10:26:30 pm
Another 2 seasons down and Morul still hasn't sparred with anyone, nor will he use the archery range.

I wonder if his experience/other skills might be getting in the way of training.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Rockphed on June 07, 2009, 10:35:14 pm
This may sound like a really odd question, but is he off duty?  Are the other dwarves off duty?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 10:40:05 pm
This may sound like a really odd question, but is he off duty?  Are the other dwarves off duty?

Very good question.

He is off duty, as are the others. I've checked, oh, about 1000 times now... I've checked that the barracks are designated and sufficiently clear of items that they have room to spar (and other dwarves are sparring). I've checked that the archery range wasn't forbidden, or anything like that. I've made sure that he had someone identically equipped so that sparring would happen. All of that. Just not happening...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 10:47:37 pm
I have a theory based on evidence from previous fortresses. I suspect that dwarves decide to practice based on their experience - the less experienced they are, the more likely they are to go to the archery range or the barracks, the more experienced they are, the less likely they are to need to do these things.

I suspect this is determined independent of skill levels, but based solely on total experience. IOW, this is going to take a long-ass time. I'll keep watching.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 07, 2009, 11:53:02 pm
Good news, everyone!

Morul just showed up at the archery range, so all hope is not lost. We'll see how many seasons after this it takes him to actually spar with the other dwarves.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 08, 2009, 12:17:28 am
Archery at least should be fairly trivial to train so long as you have hostile targets. Each shot grants a significant amount of experience, and I don't believe strength has any impact on killing power for crossbows (and if it does, it really, really shouldn't). I seem to recall getting a champion marksdwarf just by cleaning out the contents of a cave river once.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 08, 2009, 12:21:48 am
Archery at least should be fairly trivial to train so long as you have hostile targets. Each shot grants a significant amount of experience, and I don't believe strength has any impact on killing power for crossbows (and if it does, it really, really shouldn't). I seem to recall getting a champion marksdwarf just by cleaning out the contents of a cave river once.

I'm worried that I'm running out of orcs. I only got one siege in the last 3 years, and that only had 3 squads, where they've always been 5 before.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 08, 2009, 12:45:16 am
Start breeding stuff again, then let him lose. Or have him sit behind some fortifications, built on the z level above, to keep him from trying to hammer animals.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 08, 2009, 03:38:41 pm
Ok, the lack of sparring was annoying me, so I decided to hand Morul a mace and turn him loose on the siege that just arrived. Again, only 3 squads, but he did quite well - wiping out one full squad and part of a 2nd while the rest fled. No wounds of any kind. (He had gotten a light gray brain injury ages ago while hunting which hasn't healed yet. Sometimes they do, so we'll see...)

He's up to Macedwarf, High Master Marksdwarf, Expert Wrestler, Competent Axedwarf, Competent Speardwarf, Proficient Hammerdwarf, and Talented Armor/Shield User. Most of the wrestler and all of the axe, hammer are from his hunting stint. The rest are since he got in the military and he hasn't picked up a sword yet.

I do have a treat, though. The mace is all blunt force so we can get some sense of his striking ability:
Spoiler (click to show/hide)

We'll just have to see how he does when he's not just a mere Macedwarf (though it was a masterwork adamantine mace). I haven't found the dwarf olympic record, but I think Morul is probably in contention considering that many people don't even play on maps that are 155 tiles across.

Oh, his social skills are all proficient now. He spends more time in his bedroom than the meeting hall, so they only improve when his wife is there, and she's been busy lately weaving all the cave spider silk that the fortress is finally getting around to collecting (almost 8,000 sitting around the chasm).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 08, 2009, 03:42:17 pm
And who knows how much further if he hadn't run outa hallway.  Might have still been flying.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 08, 2009, 03:45:50 pm
I think i'm going to cry.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 08, 2009, 04:06:16 pm
And who knows how much further if he hadn't run outa hallway.  Might have still been flying.

Yeah, he was really zooming along.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on June 08, 2009, 05:02:24 pm
(He had gotten a light gray brain injury ages ago while hunting which hasn't healed yet. Sometimes they do, so we'll see...)

That'd be his sparring problem, and nervous injuries never heal. Unless you go to body_default.txt and temporarily remove [NERVOUS] from the afflicted body part. For the brain, it's [THOUGHT], but doing that causes everybody to flop over and go unconscious and not be able to do anything. Flying creatures tend to fall into chasms with this, if it's a concern.

And holy cow on the flying orc. You need to get a tower and devise an orc delivery system to Morul so we can really see how far his home runs really are without that pesky terrain to get in the way.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 08, 2009, 08:59:25 pm
I do have a treat, though. The mace is all blunt force so we can get some sense of his striking ability:
Spoiler (click to show/hide)

And thus we see the first tentative steps of the Dwarfish Aeronautics and Space Administration. Sure, this was a horizontal shot, but one day an orc will walk on the moon.

You need to figure out a way to trap the siege so that they can't run away from Morul. Maybe set up a system of drawbridges that rise up behind then.

I'd also like to see what he does while armed with a crossbow when he hits Champion in that category. I'm guessing that it'd be the dwarfish equivalent of the Death Blossom from The Last Starfighter.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Goinstadi on June 08, 2009, 09:05:04 pm
Maybe you'll get lucky and the brain injury will heal on his next stat-up.

But probably not.  It's going to take way too many sieges to get him legendary in all the weapons at this rate.  Might want to design an entrance that will trap all future sieges and keep them from running away.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 08, 2009, 09:11:42 pm
You need to figure out a way to trap the siege so that they can't run away from Morul. Maybe set up a system of drawbridges that rise up behind then.

There is one - if you look right at the edge of the magma pipe you can see a 2x3 retracting bridge. The problem is that the 2nd squad wouldn't cross the bridge and the 3rd wouldn't get within 50 tiles of the bridge. I miss my 5 squad sieges. I might have to turn the ballista on the humans to liven the place up. They have a pretty massive civilization, so it should take a while to wipe them out.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Pie on June 09, 2009, 05:35:48 am
Perhaps you could make like a completely "open" area, with lots of unwanted dogs/civilians, which also has Morul, so the orcs are attracted into the area and while they are killing all of the dogs/civilians, Morul can just pick them all off.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ruttiger on June 09, 2009, 07:36:48 am
I've played a game like this for the longest time.  One dwarf trying to legendary every skill.

After some 16 years of playing I've got 7-8 levels in 20 or so skills and legendary in maybe 4.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 09, 2009, 10:29:57 am
I've played a game like this for the longest time.  One dwarf trying to legendary every skill.

After some 16 years of playing I've got 7-8 levels in 20 or so skills and legendary in maybe 4.

I think the key in my case was to:

1) limit the growth of the fortress so that I didn't have more dwarves than I needed
2) Design *everything* around Morul.

If Morul needed to walk more than 5 steps to get something, then I redesigned the work area. I'd quantum dump if needed to get it to work. Some things were harder - trapping/hunting/etc. but I'd take every measure I could to make things faster for Morul, and I generally wouldn't have more than one skill working at a time, so there was no time spent running back and forth between different jobs.

It's a LOT of micromanaging for some things, but not too bad for others. When I went to do glass/gems I had already done weave/clothes, and we had around 1000 bags between what Morul made and what was made after. I had at least 600 sandbags filled while Morul did other things, so when he started on glassmaking, he never ran out of sand, and almost the entire fortress could be pressed to make sure there was always a sandbag right next to his workshop. He made raw glass which was all quantum dumped in a pile right in the center of the workshop. With no gem stockpile to receive the glass, I could claim the whole stack and Morul could to the task with no walking needed. The cut glass was then dumped right back into the same stockpile (with some more produced because of large glass gems) so that there were 600 cut gems ready for gemsetting. He had to walk to get the finished goods, but they were kept as close as possible.

Walking absolutely kills this challenge, so workshops were routinely torn down and moved, food and booze stockpiles moved to be closer to him, things like that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 09, 2009, 11:32:17 am
That was one hell of a shot.  He deserves some kind of medal.

I have a feeling that the orc that had been thrown halfway may have gone just as far had he not hit the sidewall.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 09, 2009, 11:50:28 am
Another siege. 3 squads and they were good enough to all converge around the same time, so Morul was able to take out all 3 with no survivors with the mace again. He had a number of good hits, but walls and such prevented any remarkable distances. He got through the first two squads of wrestlers/sword/mace without a scratch, but the 3rd was almost all ranged units. He ran up the hill to get to them and they really unloaded on him (some ran out of arrows by the time he got to them). He wiped them out as well (including some nice hits that only stopped upon hitting the top of the fortress, raining body parts on the roof) but took about a half dozen light grey wounds which very quickly healed. He was also tired at the end, but that too didn't last.

It wasn't the hardest siege situation he might face (swords/axe + ranged simultaneously would be worst) but I've never had a soldier that could have survived 32 orcs at once.

No sooner did I swap him back to the crossbow then he went to the shooting range and finished up that skill:

"Morul Cattenmat Nentukmerseth Deg has become a legendary champion! Hail Morul Cattenmat Nentukmerseth Deg!"

He now has 130 notable kills and 1177 other kills. Armor is at adept and shield at professional, mace just at skilled. Lots of sieges yet to go, and hopefully improvement in the armor/shield will keep even the light grey wounds at bay.

And by some miracle he still has 2 war dogs assigned to him. 3 got killed in the first siege he took on, but these 2 have now survived 2 sieges. I thought for sure they'd all get wiped out right off.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 09, 2009, 12:57:58 pm
And I just fixed Morul's brain injury to see if that would get him sparring - and sure enough it did.

Kinda cool process. I took out [THOUGHT] as Jim suggested, and everyone passed out and became winded, but the brain injury healed up before I could select him after unpausing. Saved, put [THOUGHT] back in, and after everyone woke up he went off to spar.

I think this is also a solution to the problem of champions claiming artifact items. When everyone passes out, they drop everything they were holding - including weapons/shields/etc. If you have your forbid settings done right, the artifacts will be forbidden when they hit the ground, so plan accordingly.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Heartpower on June 09, 2009, 01:37:14 pm
I made an account just to say that Morul's quest has me fascinated.  I love that he has grown to bizarre proportions as some sort of Dwarf avatar of knowledge and destruction.

In my mind, he didn't just take a bite from the Apple of Knowledge, he ate the whole thing, core and all, and then shit it like a rocket at a goblin siege.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 09, 2009, 01:49:04 pm
"Morul Cattenmat Nentukmerseth Deg"

What does all that translate into exactly?

And I just fixed Morul's brain injury to see if that would get him sparring - and sure enough it did.

I'm sure that there is a long list of people wanting to spar with him after the Orc Lawn Dart incident. That's not sarcasm either; these are dwarves after all.

Quote
Kinda cool process. I took out [THOUGHT] as Jim suggested, and everyone passed out and became winded, but the brain injury healed up before I could select him after unpausing. Saved, put [THOUGHT] back in, and after everyone woke up he went off to spar.

So, as long as the injury can heal, he's now the dwarf version of Wolverine.

Quote
I think this is also a solution to the problem of champions claiming artifact items. When everyone passes out, they drop everything they were holding - including weapons/shields/etc. If you have your forbid settings done right, the artifacts will be forbidden when they hit the ground, so plan accordingly.

That's one of the great things about Morul; not only is he a challenge among challenges, but he's also a living workshop for all things Dwarf Fortress.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Goinstadi on June 09, 2009, 01:52:53 pm
Kinda cool process. I took out [THOUGHT] as Jim suggested, and everyone passed out and became winded, but the brain injury healed up before I could select him after unpausing. Saved, put [THOUGHT] back in, and after everyone woke up he went off to spar.

Awesome!   ;D  I like how the method to heal nervous injuries is to remove thought from our little minions like a wayward godling.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Simmura McCrea on June 09, 2009, 01:56:33 pm
You could make them think with their legs or something.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 09, 2009, 02:01:03 pm
"Morul Cattenmat Nentukmerseth Deg"

What does all that translate into exactly?

Morul Channeledbent the Withered Luck
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nonsapient on June 09, 2009, 02:08:51 pm
Morul needs to fight some Children of Armok megabeasts.

Then claim the Throne from Armok himself.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 09, 2009, 02:09:57 pm
Bear in mind that your dwarves may need a month or so without the [thought] tag in order to heal up.  Morul is just awesome, so it was almost instant.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 09, 2009, 02:19:10 pm
Morul needs to fight some Children of Armok megabeasts.

Then claim the Throne from Armok himself.

I don't think megabeasts show up until pop 80. The fortress is at 74 now. I was going to raise the popcap to 80 once Morul was fully skilled up - I didn't want Morul to miss his opportunity (and I didn't want to have to deal with the nobles).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: dornbeast on June 09, 2009, 02:25:37 pm
"Morul Cattenmat Nentukmerseth Deg"

What does all that translate into exactly?

Morul Channeledbent the Withered Luck

He's made of so much distilled dwarven awesome, his luck has withered away and died.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 09, 2009, 03:40:56 pm
Have you tried dropping Morul down your dog injuring shaft and seeing how fast he heals yet?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Kidiri on June 09, 2009, 03:46:24 pm
Have you tried dropping Morul down your dog injuring shaft and seeing how fast he heals yet?

My guess is that he would heal everything before he even hits  the ground.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Heliomance on June 09, 2009, 03:50:55 pm
Actually, hat's an idea - just how deep a drop can he survive? Test to destruction, then savescumm to resurrect.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nonsapient on June 09, 2009, 04:20:34 pm
I see Morul the Paratrooper in the near future.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 09, 2009, 05:01:56 pm
I see Morul the Paratrooper in the near future.
Orbital Insertion Trooper, more like.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Da King on June 09, 2009, 08:52:02 pm
Gory, gory, what a helluva way to die,
Gory, gory, what a helluva way to die,
Gory, gory, what a helluva way to die,
    He ain't gonna jump no more!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Mephisto on June 09, 2009, 09:13:44 pm
I thought about doing this ages ago, but I didn't think I would have quite enough free time. This is awesome. I doubt if my thread would have been anywhere near as entertaining.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 09, 2009, 09:19:13 pm
(Been negligent with the log lately)

11th Hematite, 234, Early Summer

Morul has now spent enough time locked in the tank to become a legendary swimmer. There's another skill that will never get used. His military training is very slow going - the wild animals simply die too quickly. I think we'll need to try out the orcs.

26th Moonstone, 235, Early Winter

After devastating his second orc siege, Morul turned to the archery range and became a legendary marksdwarf. Hail Morul Cattenmat Nentukmerseth Deg - a legendary champion!

15th Limestone, 235, Early Autumn

After a good stretch of sparring with his fellow champions, Morul has reached legendary wrestler and done so without major injury to anyone else. We'll see if the pointy weapons fare as well. Morul is spending a bit more time chatting with his fortressmates, but is only at proficient in social skills. Maybe we should have worked at that one a bit more along the way?

--- Labor
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper
--- Military
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 09, 2009, 09:26:46 pm
For the social skills, generally I find that making a 1x1 meeting area as the only "on break" area (no dining hall, no statue room, no zoo, and, if need be, no bedrooms) does well for getting dwarves to rank up their social skills. Just make certain there's always a handful of dwarves idling and it should be continuously populated.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 09, 2009, 09:42:39 pm
I might need to take his bedrooms away (he has two - he and his wife each had one before they got married) - that's usually where he goes when he's on break. Remember, he dislikes intellectual conversations.

I just made him the village broker again. That'll help.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Raz on June 09, 2009, 11:23:10 pm
I think Morul shall go into history as the prime example of a Dwarven Champion.

All hail!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 10, 2009, 06:47:12 am
I might need to take his bedrooms away (he has two - he and his wife each had one before they got married) - that's usually where he goes when he's on break. Remember, he dislikes intellectual conversations.

Couldn't you just put a statue in each bedroom and designate it as a sculpture garden?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Boomer on June 10, 2009, 09:00:43 am
Haven't read the whole thread, but has anyone done "Morul of the Story" jokes yet? Cause we definitely could use some jokes about him being the Morul of the story.

Also, this equals every kind of awesome.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: TheDJ17 on June 10, 2009, 09:35:35 am
And the Morul of the Story is "Overacheving is Hard."
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 10, 2009, 09:56:03 am
I'd say the moral of the story is that no matter how hard the journey, how difficult the quest, how impossible the mission, it's worth it if you get to throw an orc 155 tiles and splatter him against the wall at the end.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Alrenous on June 10, 2009, 11:10:23 am
But if there isn't a wall at the end of Morul's journey, the orc will fly even further.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 10, 2009, 11:53:32 am
I might need to take his bedrooms away (he has two - he and his wife each had one before they got married) - that's usually where he goes when he's on break. Remember, he dislikes intellectual conversations.

Couldn't you just put a statue in each bedroom and designate it as a sculpture garden?
The trick is getting Morul to idle where other dwarves are idling. If you made the only meeting zone in the fortress be in Morul's bedroom, that would probably do the trick. Creative, and I wish I'd thought of it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 10, 2009, 12:06:37 pm
The trick is getting Morul to idle where other dwarves are idling. If you made the only meeting zone in the fortress be in Morul's bedroom, that would probably do the trick. Creative, and I wish I'd thought of it.

And that's what I just did. I'm going to be really suspicious if his wife gets pregnant after having 40-odd dwarves and pets there to observe.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Boomer on June 10, 2009, 12:36:18 pm
And that's what I just did. I'm going to be really suspicious if his wife gets pregnant after having 40-odd dwarves and pets there to observe.

They can get pregnant while leaving on full plate armor. They would do it in a quick, rough, bear hug way and it would probably be polite not to speculate whether it was sex or just a hug. Seriously... the armor, never, comes off. And they don't mind being in public 24/7... so no one would see anything new.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 10, 2009, 02:38:40 pm
Meh, most dwarves wear little more than rags after a 30 year fortress anyway.  Actually, due to the prolific clothiering of Morul, that may not be the case there.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 10, 2009, 03:16:11 pm
Morul didn't make any clothing other than an adamantine set for himself which has already degraded. Most of the bags he made (1200 of them) are degraded to one degree or another. Nobody has had a stitch of clothing for at least 20 years.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ProfessorA on June 11, 2009, 05:23:43 pm
I'd say the moral of the story is that no matter how hard the journey, how difficult the quest, how impossible the mission, it's worth it if you get to throw an orc 155 tiles and splatter him against the wall at the end.
Pretty soon I bet you'll see him splatter orcs right next to him without flying anywhere.
But that's just an optical illusion: in fact he'll send orcs flying through the 6th dimension and they will come right back to the same spot at the sime time instantaneously.
If this game could simulate to the particle level, Morul would smash those into even smaller pieces.
What I'm trying to say is that Morul is now stronger than the game's physics.  Don't be surprised if he starts time traveling.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Boomer on June 11, 2009, 08:09:28 pm
I'd say the moral of the story is that no matter how hard the journey, how difficult the quest, how impossible the mission, it's worth it if you get to throw an orc 155 tiles and splatter him against the wall at the end.
Pretty soon I bet you'll see him splatter orcs right next to him without flying anywhere.
But that's just an optical illusion: in fact he'll send orcs flying through the 6th dimension and they will come right back to the same spot at the sime time instantaneously.
If this game could simulate to the particle level, Morul would smash those into even smaller pieces.
What I'm trying to say is that Morul is now stronger than the game's physics.  Don't be surprised if he starts time traveling.

Yeah, I remember when Morul became an epic dwarf years from now. I totally remember when that will have had happened. It was going to be awesome.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 11, 2009, 09:01:38 pm
Do you think adding difficulty to the all existing creatures on the map would give him more experience? That works in adventure mode, I think. And making dwarves have a difficulty of 5 could make them spar up even faster!

Also, why not pick and animal and replace its entry with a giant, brainless, damblock 999999999999 blob of meat for him to train up on?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nonsapient on June 11, 2009, 09:27:51 pm
That's the next phase,  He is trying to get to Dwarf Avatar while staying as close to Vannilla DF as possible.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 11, 2009, 09:33:40 pm
Well I was thinking making orcs DIFFICULTY:5 would just be fair and logical- seeing as they pose more threat than animals it should be rewarded, even though they die in one hit. Yes, the retarded blob monster would have to wait for the next phase.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 11, 2009, 10:03:01 pm
The problem is that the orcs just aren't showing up in numbers. They used to siege 5 squads 2x a year and now I'm lucky to see 3 squads once. Sparring is working again, so I'm going to give it some time and see how it plays out.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 12, 2009, 04:30:09 pm
Bump.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Akhier the Dragon hearted on June 12, 2009, 06:04:58 pm
The problem is that the orcs just aren't showing up in numbers. They used to siege 5 squads 2x a year and now I'm lucky to see 3 squads once. Sparring is working again, so I'm going to give it some time and see how it plays out.

on the sieges, are you still making lots of expensive things? maybe part of sieges is from overall value and some is from newly created value?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 12, 2009, 07:01:06 pm
on the sieges, are you still making lots of expensive things? maybe part of sieges is from overall value and some is from newly created value?

Good question - no, I'm not. Fortress value has largely topped out at 27M. Mostly the fortress is working on stone blocks and clear glass blocks just to finish up the basic construction around the central courtyard. There are a few hundred (thousand perhaps) clear glass windows to make and install, but by and large, the fortress isn't creating substantial new wealth - mainly because of storage issues (and my time this week to manage it - the fortress is pretty much on autopilot).

I'll see if turning up the wealth creation (need food and more stone crafts for the elves) will have any impact, and maybe some more masterwork steel armor.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 12, 2009, 07:05:18 pm
1st Limestone, 236, Early Autumn

Things have been proceeding without much attention, but today we noticed that Morul became a legendary shield user. That's especially good news as it is a very important skill. Now that the meeting area for the fortress is in his bedroom, his social skills are coming along more regularly, but it'll be some time yet.

--- Labor
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper
--- Military
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
1st Limestone, 236, Early Autumn - Shield User
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: The Scout on June 12, 2009, 07:57:12 pm
Lol how many game years did it take to get this? I have 6 legendary miners and 1 legendary mason in one game month.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 12, 2009, 08:26:12 pm
He just posted the history of Morul's progress, including dates.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on June 13, 2009, 05:35:06 am
236 - 202 = 34 years
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 13, 2009, 05:39:31 am
236 - 202 = 34 years
Actually, that was when he got his first legendary.

Anyway, now Morul has legendary shield user he should be a nightmare to even hit.  How's his armour user coming along?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 13, 2009, 02:13:58 pm
Ironblood vs Morul
Natural badassery vs intense lifetime training
Nothing will survive.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: xaque on June 13, 2009, 05:32:09 pm
This project is intriguing to me and I would like to subscribe to your newsletter.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 13, 2009, 07:26:26 pm
The fortress was founded in 201, so about 35 years now.

Morul is professional armor user, a bit behind shield, but shield is more important IMO, so all is good. I might have him drop shield after a while to speed up armor while sparring, but I really want shield +5.

His social is now Adept/Expert and moving along much more steadily. I've got 4 of each type of silver weapon - no modifier. So far no major injuries while sparring. I've not seen any on Morul and the others usually just get grey wounds. We'll see how things go when they pick up the pointy ones.

I'd like to see a Morul vs. Ironblood battle.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Elliott_Thinas on June 13, 2009, 08:36:07 pm
You still gotta level up the throwing! Make him ANGRY!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 13, 2009, 09:05:42 pm
You still gotta level up the throwing! Make him ANGRY!

Don't make Morul angry; you wouldn't like him when he's angry.

Really though, talk about your fortress destroying tantrums; I'm betting Morul would take out the entire military without breaking a sweat before he calms down.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ousire on June 13, 2009, 10:49:11 pm
Ironblood vs Morul
Natural badassery vs intense lifetime training
Nothing will survive.

overload! to much awsome in one space!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: dornbeast on June 14, 2009, 02:27:29 am
Really though, talk about your fortress destroying tantrums; I'm betting Morul would take out the entire military without breaking a sweat before he calms down.

Morul has stopped work: Throwing Tantrum.
Morul has broken the fortress.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 14, 2009, 02:32:00 am
Sheerly from a mathematical standpoint, Morul would wipe the floor with Ironblood. Ironblood would be a comparative pansy. Ironblood is legendary in about 8 skills. Morul still wouldn't look as cool doing it though.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Gergination on June 14, 2009, 02:42:31 am
That isn't necessarily true.  Dwarves can continue to get stat increases from raising the same skills more.  Even past Legendary + 5 they will get stat increases if they work on that particular skill enough.  It's hard to measure just how dangerous Ironblood really is.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 14, 2009, 04:25:31 am
Yeah, Morul would technically be tougher if instead of training every skill to legendary he had just spent 30 years doing record keeping.  He wouldn't be as awesome though.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Aldaris on June 14, 2009, 08:47:13 am
...
A morul - Ironblood showdown could end in 3 ways:
1: Ironblood is instantly struck down, and explodes, some parts fly all the way around the world of Nist Akath and land on it's north pole, some other will go into orbit, past the speed of light, and destroy life as they know it the next world over.
2: Morul is batted of the map with a gabbro cabinet, then crumepts.
3: Both are simply immortal, playing tennis with each other as the balls for the rest of eternity. All copies of dwarf fortress, EVERYWHERE, would be shocked so badly that whatever they are installed on would explode violently*


*This means I should get rid of the DF instal on the USB key I always have in my pocket, please warn me in time.

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on June 14, 2009, 09:25:37 am
sorry for this but.... Who the hell is ironblood?!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Village_Idiot on June 14, 2009, 09:31:04 am
sorry for this but.... Who the hell is ironblood?!

I've been thinking about the same thing, I see the name pop up sometimes, were can I find this awesome dwarf?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Aldaris on June 14, 2009, 09:37:27 am
Go read Nist Akath, seriously.
See you in 2 months.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: corvvs on June 14, 2009, 09:42:33 am
Captain Ironblood is from Nist Akath:

http://www.bay12games.com/forum/index.php?topic=19279.0

Awesome story - the fortress has been going on for two real world years.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Limul Thak on June 14, 2009, 11:17:13 am
You would see Ironblood running from just at the horizon at Morul, who would be shining off his adamantine equipment. He would look up and see that little dot on the horizon, and ask "What is that there?" really loudly. From the horizon, all he could hear in response is this: "I haven't finished my crumpet!"

Then the blood would spill. ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: The Mad Engineer on June 14, 2009, 07:49:27 pm
Don't be silly.  Morul IS Ironblood.  They are just different manifestations of the same entity.  They are so awesome, that their presence spans whole alternate worlds.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 14, 2009, 08:15:55 pm
Nah, they're pretty clearly two different dwarves. Morul's amazing strength comes from a long life of work and dedication whereas Ironblood's reknowned abilities stem from leading a rough life in one of the most hellish landscapes known to dwarf where even mere survival is a struggle against the greatest odds.

Of course, that rough life won't do him much good when Morul throws him into the sun, but them's the breaks.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 14, 2009, 08:31:25 pm
Of course, all of Morul's training wont help him any when Ironblood throws the sun back at him, but them's the breaks.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 14, 2009, 09:20:44 pm
Why Ironblood has the advantage:

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_CRUMPET]
[NAME:crumpet:crumpets]
[DAMAGE:600:BLUDGEON]
[CRIT_BOOST:10]
[WEIGHT:3]
[SKILL:HAMMER]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:1]

Remember, you have to consider ALL the factors.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Firnagzen on June 15, 2009, 09:09:47 am
...

What am I thinking?

This is an adamantine crumpet. All craftsdwarfship is of the highest quality. It is encrusted with rubicelle and menaces with spikes of adamantine. On the item is an image of two dwarfs in black bronze. The dwarf is striking a menacing pose. The dwarf is making a plaintive gesture.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: dornbeast on June 15, 2009, 12:26:05 pm
A morul - Ironblood showdown could end in 3 ways:

3: Both are simply immortal, playing tennis with each other as the balls for the rest of eternity. All copies of dwarf fortress, EVERYWHERE, would be shocked so badly that whatever they are installed on would explode violently*

You missed Option 4:

Morul and Ironblood hammer on each other for a while.  Mountains crumble.  Oceans drain.  Then, one of the fissures opened when they clashed releases Hidden Fun Stuff.

Morul and Ironblood look at each other, and smile.

"We split the adamantine by percentage of kills?"
"Only if the things from underground count double."
"You're on."

They turn, and charge towards the screaming dwarves, elves, kobolds and goblins who are being tormented by the creatures from deep underground, pausing only to slay anything that isn't a dwarf.

As they close on their foes, each roars out a dwarven battlecry.

Fade to black.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on June 15, 2009, 03:23:17 pm
Ironblood and Morul walk into a building.

The building collapses.

Someone had to put on "Hammer Time"...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 15, 2009, 03:25:00 pm
Morul just got done sparring with one of the other champions with a silver mace in one hand and a barrel of sunshine in the other.

"Sure, we can fight. Do I have to put down my beer first? No? Ok, cool."

I'm hoping for a siege this season. It's been a while.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: dornbeast on June 15, 2009, 05:17:22 pm
Morul just got done sparring with one of the other champions with a silver mace in one hand and a barrel of sunshine in the other.

"Sure, we can fight. Do I have to put down my beer first? No? Ok, cool."

I'm hoping for a siege this season. It's been a while.

"Please, Morul, don't let go of the barrel.  We want this to be a fair fight..."
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Tael on June 15, 2009, 06:38:54 pm
You fools!
THESE ARE DWARVES.
BOOZE ONLY MAKES THEM STRONGER.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 15, 2009, 07:01:02 pm
Morul just got done sparring with one of the other champions with a silver mace in one hand and a barrel of sunshine in the other.

"Sure, we can fight. Do I have to put down my beer first? No? Ok, cool."

I'm hoping for a siege this season. It's been a while.

Well, the guy is just a champion after all. It's not like Morul is going to inconvenience himself for a minor thing like that.

Have you tried enraging other civilizations into sending a siege of their own?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 15, 2009, 07:06:45 pm
Ok, siege showed up. 4 squads, 3 of which were kind enough to converge on Morul, who is locked out of the fortress mainly to ensure that nobody steals his kills. So this is a 48 on 1 situation, armed with a mace at talented skill. The orcs are slightly nerfed in that their size is one lower than normal, but I upgraded them to steel weapons/armor, so that probably balances out. With no flux, I wanted the steel supply rather than iron.

The first screen grab shows him after he's worked through about 2 of the squads. Note that there are 4 orcs simultaneously in midair within about 6 tiles of Morul. Every so often he does this superhero thing where 3-4 enemies will almost simultaneously be thrown, and then he'll go a while when none get thrown. It's a bit odd.

The 2nd shows Morul's wounds just a few kills later - I think he's burned through about 35 of the 48 from those squads (crushers, lancers, lashers with the usual mix of wrestlers). No light grey, not even tired.

After he finished these 3 squads off I sent him off to clobber the 4th that was still sitting on the edge of the map. I was surprised they hadn't taken off - usually that last one flees.

Spoiler (click to show/hide)

Update: 65 kills from this siege (a kobold thief showed up in the middle and was promptly swatted out of the way). He's up to high master armor user (started the siege as accomplished), but mace is still talented. My guess is there was a lot of wrestling in there.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 15, 2009, 09:24:57 pm
Have you tried enraging other civilizations into sending a siege of their own?

Not yet, but I can turn the ballista on the human caravan if the need arises. The 4 orc squads was encouraging. I've been building and installing clear glass windows which adds about 100K to the fortress wealth for each floor, so maybe that's helping bring the orcs back.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Fossaman on June 15, 2009, 11:01:20 pm
A: Morul is awesome.

B: If you keep comparing Morul to Ironblood, someone's going to write a slash fic. Nobody wants to see that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Techhead on June 16, 2009, 12:49:05 pm
B: If you keep comparing Morul to Ironblood, someone's going to write a slash fic. Nobody wants to see that.
Unless of course, by slash-fic, you mean a fan-fic involving hacking and slashing with swords and axes.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on June 16, 2009, 01:11:19 pm
B: If you keep comparing Morul to Ironblood, someone's going to write a slash fic. Nobody wants to see that.
Unless of course, by slash-fic, you mean a fan-fic involving hacking and slashing with swords and axes.
If only, but now I'm imagining lesbian dwarven sex.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: TheNewerMartianEmperor on June 16, 2009, 02:08:09 pm
But what happens if Oldbeard decides to stop watching and jeering and joins in on the fighting?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 16, 2009, 03:01:19 pm
If only, but now I'm imagining lesbian dwarven sex.
But what happens if Oldbeard decides to stop watching and jeering and joins in on the fighting?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 16, 2009, 04:50:58 pm
It's too bad the Orc-a-pult method of fighting doesn't give Morul experience in Throwing or else he'd be well on his way in that category as well.

Not yet, but I can turn the ballista on the human caravan if the need arises. The 4 orc squads was encouraging. I've been building and installing clear glass windows which adds about 100K to the fortress wealth for each floor, so maybe that's helping bring the orcs back.

Maybe you'll luck out and get an expensive artifact from a mood, especially if you have any adamantine lying around. That'll drive up the value of the fort quite nicely.

How artifacts many do you have at this point anyway?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 16, 2009, 05:32:38 pm
Any artifact that requires stone can be manipulated to use raw adamantine, which gives it a ridiculous boost in value. If it's furniture, you can then build it to double the effective value for your fort.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 16, 2009, 06:43:01 pm
58 artifacts out of 74 dwarves.

I've essentially stopped digging at this point, so there hasn't been a mood in ages. Once the windows are in, I'll start making some other things. Maybe just a shitton of masterwork obsidian statues to install in rooms, or mechanisms, or something.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 16, 2009, 07:18:33 pm
58 artifacts out of 74 dwarves.

I've essentially stopped digging at this point, so there hasn't been a mood in ages. Once the windows are in, I'll start making some other things. Maybe just a shitton of masterwork obsidian statues to install in rooms, or mechanisms, or something.

How many aluminum/platinum nuggets or raw adamantine do you have on hand? A masterwork aluminum statue alone is worth something like 12K if I recall correctly. Or was that for a aluminum mechanism?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 16, 2009, 11:58:06 pm
Oh, 40 or so adamantium. I've been cautious to not breach the pit - saving that for later. Something like 400 wafers, though. 1500 steel bars. I can crank out quite a bit of value. I'm adding about 4M per year now it appears, just from the windows and other bits.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 16, 2009, 11:59:20 pm
What's your framerate at?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 17, 2009, 12:07:02 am
Don't know - the Mac 40d doesn't give framerate (I understand this is fixed up in d10 or so). But it's a bit slow. Not sure why - item count isn't climbing. Population is stable. Critters are all locked up tight.

But I've been doing a lot of other work on the computer, so it might just be all of that - haven't been able to spend too much time on Morul or creating wealth.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grax on June 17, 2009, 12:49:03 am
Bah!

I just had to savescum when Morul teleported through a steel wall grate in the swimming room and fell in a chasm. Stupid bugs...
What about wall BARS?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: cliff987 on June 17, 2009, 06:30:48 am
Don't know - the Mac 40d doesn't give framerate (I understand this is fixed up in d10 or so). But it's a bit slow. Not sure why - item count isn't climbing. Population is stable. Critters are all locked up tight.

But I've been doing a lot of other work on the computer, so it might just be all of that - haven't been able to spend too much time on Morul or creating wealth.

My theory is that Morul is slowly reaching some manner of data critical mass, and will soon achieve sentience.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Aldaris on June 17, 2009, 11:22:46 am
Don't know - the Mac 40d doesn't give framerate (I understand this is fixed up in d10 or so). But it's a bit slow. Not sure why - item count isn't climbing. Population is stable. Critters are all locked up tight.

But I've been doing a lot of other work on the computer, so it might just be all of that - haven't been able to spend too much time on Morul or creating wealth.

My theory is that Morul is slowly reaching some manner of data critical mass, and will soon achieve sentience.
And a pop-up box reading 'Thanks' will appear on Martin's screen, just before Morul takes over the internet.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Limul Thak on June 17, 2009, 12:13:17 pm
And so Morul will be the first thing to ever actually win the internet. :D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Rockphed on June 17, 2009, 02:25:17 pm
And so Morul will be the first thing to ever actually win the internet. :D

Why are we so sure of his victory?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: DI7789 on June 17, 2009, 03:10:38 pm
I am tempted at the moment to create an account under the name "Morul" and post here saying "Thanks".

I think I may be addicted to insanity.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 17, 2009, 03:12:16 pm
Another siege. 3 squads, but they showed up a day after the human caravan and one squad were right on their heels. Morul was much more expedient with these orcs than the last set - even with just the silver mace, he knocked out two squads before descending on the 3rd on the other side of the map, and even with all of that he still got half the kills of the 3rd squad, the human guards getting the other half. No merchants killed, but three human guards were cut down.

His armor skill bumped up to grand master, but nothing else changed. He's still talented mace. Social skills are making good progress, though. He's now great across the board. Another year or 2 at most for those, but mace is really crawling along, even with him sparring regularly. I might have to send him down to the animal arena again.

232 notable kills, 1177 other kills. Quite a ways to go to catch Ironblood, I'm certain.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: taf_esra on June 17, 2009, 03:50:15 pm
How many injuries has he caused sparring? Even with a silver mace I'd imagine that his strength would kill/injure recruits left and right.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 17, 2009, 04:45:06 pm
How many injuries has he caused sparring? Even with a silver mace I'd imagine that his strength would kill/injure recruits left and right.

Actually, just one of note - a yellow hand injury. Lots of lesser injuries though.

Keep in mind that his sparring partners have been champions for about 3 decades and are clad head to toe in masterwork steel armor. All but one has got 300-400 kills. They're no slouch themselves. What is interesting is that in sparring, they're all legendary mace, but lesser armor/shield. It seems as though they're all getting hits on Morul and not as many in reverse. I wonder if Morul gets one swing in, wounds them (even minimally) and then sparring breaks off. He never spars for long.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 18, 2009, 01:31:14 am
28th Sandstone, 238, Late Autumn

After much sparring and two sieges, Morul crossed legendary armor user.

Social skills are now at 'great' and mace is up to adept and taking FOREVER.

--- Labor
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper
--- Military
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
1st Limestone, 236, Early Autumn - Shield User
28th Sandstone, 238, Late Autumn - Armor User

(That's what, 57 legendary skills?)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shadowgandor on June 18, 2009, 03:35:22 am
Yep, 57 legendary skills :o
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Miggy on June 18, 2009, 12:22:10 pm
Fools. If Morul was to fight Ironblood, none of them would be victorious.

Something along the lines of this (http://www.youtube.com/watch?v=fZZlyM1wK5Y&fmt=18) would happen. (Don't mind the bothering narrative and the non-dwarven combatants. :P )

Morul would strike on Ironblood's shield while Ironblood would try to shieldbash Morul's weapon away. In essence, the sheer force of the combined impact would force upon the apocalypse. Both would survive this, of course, but the rest of dwarf- man- and elfkind would be destroyed and wiped away from all history.

And somewhere, on a distant planet light years away from the world as dwarves know it, a utopian society will go lost due to a shockwave pushing its planet out of orbit, and into the nearby sun.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on June 18, 2009, 01:00:48 pm
I'd be careful when training Morul in Spears, he has the strength to punch through armor, and spears cause really bad crits.

One hit in the chest could cause someone to pierce their lungs and heart.

(In otherwords, DO IT!)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on June 19, 2009, 04:15:43 am
Morul would strike on Ironblood's shield while Ironblood would try to shieldbash Morul's weapon away. In essence, the sheer force of the combined impact would force upon the apocalypse. Both would survive this, of course, but the rest of dwarf- man- and elfkind would be destroyed and wiped away from all history.

And i hope you meant this as good.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: kotekzot on June 19, 2009, 11:05:02 am
Fools. If Morul was to fight Ironblood, none of them would be victorious.

Something along the lines of this (http://www.youtube.com/watch?v=fZZlyM1wK5Y&fmt=18) would happen. (Don't mind the bothering narrative and the non-dwarven combatants. :P )

Morul would strike on Ironblood's shield while Ironblood would try to shieldbash Morul's weapon away. In essence, the sheer force of the combined impact would force upon the apocalypse. Both would survive this, of course, but the rest of dwarf- man- and elfkind would be destroyed and wiped away from all history.

And somewhere, on a distant planet light years away from the world as dwarves know it, a utopian society will go lost due to a shockwave pushing its planet out of orbit, and into the nearby sun.
morul brining his hammer down on ironblood's shield may very well be a makeshift lhc.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 19, 2009, 11:52:49 am
Another siege, this time 5 full squads. Morul got through 4 of them but most of the 5th ran off. No wounds, no appreciable improvement in skills - still adept macedwarf. Even with the nerfed weapon, he doesn't get much weapon time in.

Up to 331 notable kills.

The fortress is doing some wealth generation now, so hopefully these sieges will be more frequent and equally as large.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Mzbundifund on June 19, 2009, 04:41:07 pm
Sounds like it's time to mod in some WEAKER weapon materials!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Efun on June 19, 2009, 05:10:00 pm
Sounds like it's time to mod in some WEAKER weapon materials!

Call it Play-doh and do like 0-1 damage, no crits etc...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 19, 2009, 05:25:21 pm
Don't know - the Mac 40d doesn't give framerate (I understand this is fixed up in d10 or so). But it's a bit slow. Not sure why - item count isn't climbing. Population is stable. Critters are all locked up tight.

With my experience with both versions, Mac DF is crazy slow when compared to its Windows Counterpart.  When I moved from Mac DF to Windows DF, the game moved so fast that I actually couldn't keep up with it at first.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 19, 2009, 05:53:10 pm
Don't know - the Mac 40d doesn't give framerate (I understand this is fixed up in d10 or so). But it's a bit slow. Not sure why - item count isn't climbing. Population is stable. Critters are all locked up tight.

With my experience with both versions, Mac DF is crazy slow when compared to its Windows Counterpart.  When I moved from Mac DF to Windows DF, the game moved so fast that I actually couldn't keep up with it at first.

I haven't gotten Windows installed on this machine yet, but on my previous machine, the Mac version wasn't notably slower. Maybe I'll get it installed and test on d11, since I can get framerate comparisons.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on June 20, 2009, 05:13:15 am
i hope Morul doesnt get a heartattack soon
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 20, 2009, 10:29:19 pm
Now in summer, 240.

Got another siege - 5 squads. Morul cleared out 3 1/2 but the rest ran off. Lots of ranged units in this one, and they still present a risk to Morul - he got dinged up this time. Nothing to stick him in bed, but it looks like he caught a bolt in the arm and got a brown wound and a bunch of light grey ones. They healed up quickly, but one of these times he might catch a crit in the throat, heart/lungs, or face. They really unloaded on him though - bolts flying everywhere.

He's up to master macedwarf and the social skills are high master. I think after mace I'll move him to sword.

We've got about 20 full sets of masterwork steel armor now as part of wealth creation. I thought about making some statues, but realized that the only legendary blacksmith is Morul. Might have to train up another one.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 21, 2009, 08:09:02 am
Now in summer, 240.

Got another siege - 5 squads. Morul cleared out 3 1/2 but the rest ran off. Lots of ranged units in this one, and they still present a risk to Morul - he got dinged up this time. Nothing to stick him in bed, but it looks like he caught a bolt in the arm and got a brown wound and a bunch of light grey ones. They healed up quickly, but one of these times he might catch a crit in the throat, heart/lungs, or face. They really unloaded on him though - bolts flying everywhere.

He's up to master macedwarf and the social skills are high master. I think after mace I'll move him to sword.

We've got about 20 full sets of masterwork steel armor now as part of wealth creation. I thought about making some statues, but realized that the only legendary blacksmith is Morul. Might have to train up another one.
Have you considered making a walled off area to trap attackers in so you get them all?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on June 21, 2009, 09:08:04 am
<_< >_> Structure it (near)identically to your hunting areas. ;)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on June 21, 2009, 10:43:59 am
We've got about 20 full sets of masterwork steel armor now...

No adamantine? He deserves it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 21, 2009, 12:25:29 pm
Morul's in adamantine, of course. But he's making this armor purely for wealth generation purposes, and it seems a bit wrong somehow to use adamantine for that, even though it'd work very well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Efun on June 21, 2009, 12:42:21 pm
Adamantine is limited, use it for specific instances when you need uber equipment.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: smjjames on June 21, 2009, 12:49:05 pm
Not to mention that there is no way to level up a dwarf to legendary strand extracting. There is a slim chance that a fey mood will hit one, but that chance is incredibly slim, less than one percent. Although I think using Dwarf Companion, you can tweak the mood to make it give legendary strand extractor.

nm, misread the wiki, it's a non-moodable skill.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 21, 2009, 12:54:19 pm
He did strand extracting with a bogus reaction.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: smjjames on June 21, 2009, 12:55:54 pm
He did strand extracting with a bogus reaction.

Or that, I'm going to fix the wiki page since it has strand extractor under the stuff that have a chance for a mood to hit, but it's a non-moodable skill.

Edit: nm, should pay a bit more attention to what I'm reading I guess.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 21, 2009, 01:52:36 pm
I do have a walled off area, but it's really damn hard to get them all in there. When 5 squads show up, 1-2 will always remain at the map edge while the others charge in. No sooner than Morul takes out 2-3 squads, the rest just turn and run. The hunting arena is open to the outside (which I use to return the animals to the pen) but I don't think it'd be much more successful than I have been so far.

Maybe I should send Morul after the squads at the map edge first? I'll try that next time.

I have around 700 adamantium wafers. I could turn out some more armor, but I need to get a blacksmith trained up - I have places for statues, but no legendary blacksmith (other than Morul).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 21, 2009, 02:15:38 pm
Say... in Nist Akath somewhere, I think somebody did some hacking to pull a legendary dwarf out of the military. Not sure how; Mayday just posted "Thanks to [name] who helped me do this" more or less. Might be an option for Morul.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 21, 2009, 02:28:37 pm
ADDED: THE COMBAT SYSTEM!

Linky! (http://www.bay12games.com/forum/index.php?topic=37546.0)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 22, 2009, 12:05:31 am
Ok, I think I have a real problem now.

My last siege resulted in an orc who got stuck in midair. It's a known bug. The fortress doesn't see him, the 'k' menu doesn't show him, if you build a wall on him, he remains there. The problem is that the siege won't end. I'm a full 3 seasons on and the siege is still ongoing.

I may have to savescum back a year to before the siege. Any thoughts?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 22, 2009, 12:09:48 am
Drop him out of the sky with Dwarf Companion. I think theres a setting for "flying". One sec, lemme check.

EDIT: Yep, just fire up DC, find the orcs name, double click on it, and uncheck the box marked "flying" (second column from the right). Should fix it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 22, 2009, 12:27:06 am
Dwarf Companion naturally does not work on Macs. Looks like your options are either to savescum back a bit, or get someone to fix it for you.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Firnagzen on June 22, 2009, 12:31:05 am
On a side note, if anyone DOES use DC on Morul, could you post his stats? As in, the numerical values? Just curious.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 22, 2009, 12:33:58 am
Dwarf Companion naturally does not work on Macs. Looks like your options are either to savescum back a bit, or get someone to fix it for you.

KDJFLSKDJFLSDK Forgot about the Mac bit....sorry...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 22, 2009, 12:38:04 am
Well, maybe I'll get Windows installed on here after all, then.

Any thoughts on how to find the orcs name? I have about 90 screens of dead orcs.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 22, 2009, 12:46:15 am
If hes flying he shouldnt be dead, thus showing up as "invader" in the u screen, and on the "alive creatures only" setting of DC.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jurph on June 22, 2009, 03:04:06 pm
Ok, I think I have a real problem now.
My last siege resulted in an orc who got stuck in midair. geostationary orbit.

Fix'd.

It's a known bug. The fortress doesn't see him, the 'k' menu doesn't show him, if you build a wall on him, he remains there. The problem is that the siege won't end. I'm a full 3 seasons on and the siege is still ongoing.

He's too high up, but technically he is still in your fort's airspace.  Morul is going to have to use his legendary glassmaking skills to create a set of lenses for long-range optics, legendary siege engineering to make a ballista, and legendary blacksmithing to make a hollow adamantium ballista bolt filled with legendary 200-proof booze.  Have some peasant fire it at the orc, and let Morul ride the bolt up to the orc.  At about 20km altitude, Morul needs to ignite the booster (booze-ter?) and steer it up to the orc.  Morul then has the choice of steering the bolt into the orc and vaporizing him, or stepping off the bolt and manually de-orbiting the orc, and riding his flaming corpse down to earth like a heat-shield.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on June 22, 2009, 08:03:07 pm
if you build a wall on him, he remains there. The problem is that the siege won't end. I'm a full 3 seasons on and the siege is still ongoing.

I may have to savescum back a year to before the siege. Any thoughts?

What happens when you drop a roof onto him?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 22, 2009, 08:19:22 pm
What happens when you drop a roof onto him?

Nothing. You can see the orc on the screen, but it's as though the game can't otherwise see him. It's as though the unit forgot to be subtracted from the population but is no longer being tracked.

I decided to savescum. It was faster. Morul wound up a wee bit behind on skills from where he was, but otherwise nothing is different. No harm done.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 22, 2009, 09:48:15 pm
What kind of pathetic dwarf are you?

You should have built a vertical magma cannon to shoot him with.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 22, 2009, 10:28:10 pm
It would have done nothing.

Airborne units do not exist until they stop being airborne. You can't interact with them in any way. For goodness' sakes, man, he built a wall in the orc; what more do you want?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 22, 2009, 11:36:14 pm
To use dwarf companion and drop him into the jet of magma.

BTW, didn't someone make a mac companion somewhere? Or is that not up to date with 40d?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 23, 2009, 02:00:51 am
7th Felsite, 241, Late Spring

His strength really works against efficient skilling but Morul has achieved legendary macedwarf. While sparring, he wounds his partner quickly and sparring ends - even with lowest damage weapons. In battle, he sends his opponents flying, or winds up wrestling, but Morul can take on a 5 squad orc siege singlehandedly and now has 407 notable kills. Off to finish hammering.

--- Labor
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper
--- Military
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
1st Limestone, 236, Early Autumn - Shield User
28th Sandstone, 238, Late Autumn - Armor User
7th Felsite, 241, Late Spring - Macedwarf
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 23, 2009, 12:22:24 pm
Quote
BTW, didn't someone make a mac companion somewhere?
Somebody made a mac version of Dwarf Foreman. 

In any case, Captain Mayday just posted Ironblood's stats, so somebody should get this save and DC to check Morul's
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 23, 2009, 05:07:22 pm
15th Limestone, 241, Early Autumn

Self-professed disliker of conversations, Morul finally got enough time with his peeps to improve his social skills, becoming legendary consoler, negotiator, indimidator, persuader, judge of intent, pacifier, comedian, conversationalist, flatterer.

That makes 67 legendary stats in 41 years. Not too shabby.

A little closer examination has revealed the pattern which is slowing down sparring. Morul will head down to spar with another champion and usually on the first blow stun the other guy, which usually breaks off the sparring. Fortunately, there are still no serious injuries.

--- Labor (52)
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper

--- Social (9)
15th Limestone, 241, Early Autumn - Consoler
15th Limestone, 241, Early Autumn - Negotiator
15th Limestone, 241, Early Autumn - Intimidator
15th Limestone, 241, Early Autumn - Persuader
15th Limestone, 241, Early Autumn - Judge of Intent
15th Limestone, 241, Early Autumn - Pacifier
15th Limestone, 241, Early Autumn - Comedian
15th Limestone, 241, Early Autumn - Conversationalist
15th Limestone, 241, Early Autumn - Flatterer

--- Military (6)
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
1st Limestone, 236, Early Autumn - Shield User
28th Sandstone, 238, Late Autumn - Armor User
7th Felsite, 241, Late Spring - Macedwarf
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 23, 2009, 05:21:51 pm
How are you going to get liar? Looks like thats the only one you might not be able to get.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 23, 2009, 05:29:51 pm
How are you going to get liar? Looks like thats the only one you might not be able to get.

Apparently the crossbow can be modded to train any skill. Once the normally achievable ones are done, I'll mod in the usually impossible ones such as throwing, etc.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on June 23, 2009, 05:32:36 pm
How are you going to get liar? Looks like thats the only one you might not be able to get.
he could always lie about it  ;)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Techhead on June 23, 2009, 05:35:00 pm
How are you going to get liar? Looks like thats the only one you might not be able to get.
he could always lie about it  ;)
I see what you did there.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 23, 2009, 05:55:49 pm
How are you going to get liar? Looks like thats the only one you might not be able to get.

Apparently the crossbow can be modded to train any skill. Once the normally achievable ones are done, I'll mod in the usually impossible ones such as throwing, etc.

I know that, i just thought that you didnt want to resort to such methods.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 23, 2009, 06:08:13 pm
I know that, i just thought that you didnt want to resort to such methods.

For the achievable ones, I didn't. But for the others, there's really no other way, so I was going to wait until all of the achievable ones were done (close!) and then look at doing those. I'll upload a save before those other methods are employed if anyone wants a (nearly) pristine legendary dwarf. I'll also writeup the bits that kept Morul from being totally pristine.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: AtomicPaperclip on June 23, 2009, 06:16:24 pm
What are you gonna do with him when he's done? Abandon? Or do something really fun like drop him from the highest z level and see how much damage he takes?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 23, 2009, 06:29:46 pm
What are you gonna do with him when he's done? Abandon? Or do something really fun like drop him from the highest z level and see how much damage he takes?

Well, turn him over to you guys, mostly. See what the community has in mind for him. There's a number of things I haven't yet touched. The HFS hasn't been breached, and if it contains the same goodies as the last fortress I played on this map, Morul should have great fun. I have 2 caged GCS that I haven't done anything with. People can test out his ability to survive falls. I've stocked up on metal, gems, wood, adamantine, etc. so you have pretty much whatever you need to cook up activities for him.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ousire on June 23, 2009, 06:40:52 pm
heh, the minute you upload that save for us to download, poor morul is going to be in a world of hurt like no dwarf has ever seen  ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Kroack on June 23, 2009, 06:48:20 pm
Morul is as awesome as this guy...

http://en.wikipedia.org/wiki/Jack_Churchill (http://en.wikipedia.org/wiki/Jack_Churchill)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Masennus on June 23, 2009, 08:01:12 pm
Morul is as awesome as this guy...

http://en.wikipedia.org/wiki/Jack_Churchill (http://en.wikipedia.org/wiki/Jack_Churchill)

Holy shit. That guy IS awesome.

"Leading from the front, Churchill infiltrated the town with only a corporal in support. He kidnapped a sentry and forced him to make his comrades surrender. Churchill and the riflemen walked out of town with 42 prisoners and a mortar squad."

and

"In later years, Churchill served as an instructor at the land-air warfare school in Australia, where he became a passionate devotee of the surfboard. Back in England, he was the first man to ride the River Severn’s five-foot tidal bore and designed his own board."

The second quote inspires me to see what kind of floods Morul can surf once he retires.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Elliott_Thinas on June 23, 2009, 09:06:24 pm
'Churchill gave the signal to attack by cutting down the enemy Feldwebel (sergeant) with his barbed arrows, becoming the only known British soldier to have felled an enemy with a longbow in the course of the war.[2]'

Arrows are just as effective in real life as in DF!!! :o
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 23, 2009, 09:09:14 pm
Actually, I always though of Morul more like this guy (http://www.cracked.com/article_17019_5-real-life-soldiers-who-make-rambo-look-like-pussy.html): Simo Hayha.

Quote
Since the majority of fighting took place in the forest, he figured the best way to stop the invasion was to grab his trusty rifle, a couple of cans of food and hide in a tree all day shooting Russians. In six feet of snow. And 20-40 degrees below zero.

Of course when the Russians heard that dozens of their men were going down and that it was all one dude with a rifle, they got fucking scared. He became known as "The White Death" because of his white camouflage outfit, and they actually mounted whole missions just to kill that one guy.

They started by sending out a task force to find Hayha and take him out. He killed them all.

Then they tried getting together a team of counter-snipers (which are basically snipers that kill snipers) and sent them in to eliminate Hayha. He killed all of them, too.

Over the course of 100 days, Hayha killed 542 people with his rifle. He took out another 150 or so with his SMG, sending his credited kill-count up to 705.

Has a nice writeup on Mad Jack in there as well as a few others.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 23, 2009, 09:20:58 pm
Whee, as well as reading Prachett books, seems like lots of DF players also frequent Cracked.  ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Kroack on June 23, 2009, 09:47:39 pm
Actually, I always though of Morul more like this guy (http://www.cracked.com/article_17019_5-real-life-soldiers-who-make-rambo-look-like-pussy.html): Simo Hayha.

Quote
Since the majority of fighting took place in the forest, he figured the best way to stop the invasion was to grab his trusty rifle, a couple of cans of food and hide in a tree all day shooting Russians. In six feet of snow. And 20-40 degrees below zero.

Of course when the Russians heard that dozens of their men were going down and that it was all one dude with a rifle, they got fucking scared. He became known as "The White Death" because of his white camouflage outfit, and they actually mounted whole missions just to kill that one guy.

They started by sending out a task force to find Hayha and take him out. He killed them all.

Then they tried getting together a team of counter-snipers (which are basically snipers that kill snipers) and sent them in to eliminate Hayha. He killed all of them, too.

Over the course of 100 days, Hayha killed 542 people with his rifle. He took out another 150 or so with his SMG, sending his credited kill-count up to 705.

Has a nice writeup on Mad Jack in there as well as a few others.

Total Annihilation. That's pretty awesome too.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 23, 2009, 10:56:00 pm
The contingency plan is the most bad ass plan in all of video games, right up there with the forerunners and the rings.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 23, 2009, 11:08:43 pm
The contingency plan is the most bad ass plan in all of video games, right up there with the forerunners and the rings.

Huh?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 24, 2009, 12:12:15 am
Ok, finally got Dwarf Companion running. How do I do the calculation here. Captain says that Ironblood is level 126, but I don't see how he got that. I stitched together a screengrab of Morul's stats:
Spoiler (click to show/hide)

Highlights:

1,459,874 XP
23 strength
25 agility
24 toughness

He's having trouble skilling up on weapons because it's all going to wrestling. Nice shield user skill though - those sieges are really cranking it up.

(crossposted to the cpt ironblood thread)

For comparison, Cpt Ironblood is Lvl 37 wrestler and Lvl 30 shield user, so Morul has a slight edge (this is shocking to me, Morul has only relatively recently entered the military). Cpt Ironblood's level 30 Axeman just destroys Morul, however. They're equal on strength, but Morul wrecks him on agility (25 vs 19) and toughness (24 vs 13) and has almost 2x the experience. (For those that don't live on the wiki, 5 is Ultra-Mighty, Perfectly Agile, Superdwarvenly Tough, so these guys are monsters.)

So long as axes weren't the weapon, I'd like to see Morul in that fight. :)

I guess we can look at the combat formula now.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 24, 2009, 02:06:44 am
Actually, speaking of the combat formula. I'll look into it in a few days, but I'm particularly curious about Morul vs. SoF.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Firnagzen on June 24, 2009, 02:20:38 am
But asking Ironblood not to use his axe because he's too good at it would like... Asking Simo Hayha not to use guns because he's too good at it. Utterly pointless.

Besides. Ironblood has gone back into military training now that he's not a mayor.

...Look out behind you, Morul.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 24, 2009, 02:32:08 am
I wasn't suggesting that Ironblood not use his axe, just that I'd not expect Morul to win that battle. Any other combination, I think Morul earns better than even odds, even without his armor. And in the axe battle, Ironblood better make that first hit count, because if Morul gets on top of him, it's all wrestling.

Ironblood is at a serious training disadvantage not having orcs. In 6 years Morul picked up 38 levels of wrestling and 35 levels of shield, and he stopped training wrestling at level 15. That's the benefit of having 30 orcs jump on you at once while another dozen shoot at you constantly.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 24, 2009, 09:24:00 am
Holy crap, this means morul is somewhere around level 1100
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 24, 2009, 09:49:27 am
Well, I don't think so. Captain Ironblood is level 126 (according to Captain Mayday), and Morul only has 2x the experience. Where can I find the formula to calculate it?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 24, 2009, 10:30:34 am
I thought Mayday just added up the levels, but now that I think about it, that doesn't really make sense.  Ask him how he did it.

In other news, I just put morul into my fortress.  He doesn't have all the skills he does in your game because that would require somebody to have all the skills in general, but he has all the military skills and ridiculous stats which are all that's needed in this fight.

Edit:  The captain is there too.  I just need to build a basic arena, get them geared up, and get this show on the road.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 24, 2009, 01:05:46 pm
I thought Mayday just added up the levels, but now that I think about it, that doesn't really make sense.  Ask him how he did it.

In other news, I just put morul into my fortress.  He doesn't have all the skills he does in your game because that would require somebody to have all the skills in general, but he has all the military skills and ridiculous stats which are all that's needed in this fight.

Edit:  The captain is there too.  I just need to build a basic arena, get them geared up, and get this show on the road.

Getting a real fight would be a challenge. I think you need to make one berzerk and the other in a martial trance or something (to balance out the berzerk modifier) in order to get them to go full-force.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 24, 2009, 01:18:58 pm
I thought Mayday just added up the levels, but now that I think about it, that doesn't really make sense.  Ask him how he did it.

In other news, I just put morul into my fortress.  He doesn't have all the skills he does in your game because that would require somebody to have all the skills in general, but he has all the military skills and ridiculous stats which are all that's needed in this fight.

Edit:  The captain is there too.  I just need to build a basic arena, get them geared up, and get this show on the road.

Getting a real fight would be a challenge. I think you need to make one berzerk and the other in a martial trance or something (to balance out the berzerk modifier) in order to get them to go full-force.

Just lock both in the arena, then use DC to set one as hostile.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: IndonesiaWarMinister on June 24, 2009, 01:20:22 pm
I thought Mayday just added up the levels, but now that I think about it, that doesn't really make sense.  Ask him how he did it.

In other news, I just put morul into my fortress.  He doesn't have all the skills he does in your game because that would require somebody to have all the skills in general, but he has all the military skills and ridiculous stats which are all that's needed in this fight.

Edit:  The captain is there too.  I just need to build a basic arena, get them geared up, and get this show on the road.

Getting a real fight would be a challenge. I think you need to make one berzerk and the other in a martial trance or something (to balance out the berzerk modifier) in order to get them to go full-force.

Nah, just make another a 'enemy' faction.
Boom! The world is haxxed already...

edit: shinobi'd... DAMN YOU EAGLE-KUN!

>_<
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 24, 2009, 01:24:25 pm
MWAHAHAHAA!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Aldaris on June 24, 2009, 03:02:55 pm
Okay everyone, bets are now being accepted on how far and how high the various body parts will fly, minimum height of accepted bets is 3 z-levels. minimum horizontal distance in 20 tiles, just in case they're in particular bad luck.

Bets on who is going to win are now also being accepted.
Go.

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Village_Idiot on June 24, 2009, 03:10:20 pm
are we talking about orc or morul/ironblood body parts? Orc body parts can easily fly 17 z-levels after being smashed in a solid rock face by a legandary hammerdwarf witha masterfull iron warhammer and such. So morul will probably take out mars with an orc left upper leg...

But seriously, has anyone ever tested if objects such as body parts can fly so high they disappear from the map? Or do they just hit a magic ceiling and fall down again?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Kroack on June 24, 2009, 04:02:45 pm
The contingency plan is the most bad ass plan in all of video games, right up there with the forerunners and the rings.

Sure. Well I wasn't talking about the 90s game but that is pretty cool too.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 24, 2009, 04:23:37 pm
Another siege. 5 squads.

I extended the main entrance to now include the long tunnel that Morul once sent an orc on a rocketsled ride down. Two 3-wide drawbridges give caravan access and a drawbridge at the very end allows a number of squads to get locked in. Two got trapped in the tunnel this season and Morul took out the other 3 squads first, breaking the siege, and then took out the two in the tunnel. Much more efficient.

487 kills now and another attribute (I haven't looked up which one). He's much more efficient with the hammer than the mace - more flying orcs and less time stuck in a pile. I'm going to increase the orc size in the raws to stretch the battles out a bit further. He's up to adept hammerdwarf, so that's making somewhat better progress than mace did. Next will come the pointy things - I think I'll start with spear since waiting until Morul is stronger is probably not a great idea. Since I'm trying to keep the pop under 80 so the community will have any megabeasts to play with and the pop is currently at 74, losing a champion or two won't cause me to shed a tear.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 24, 2009, 11:04:20 pm
Another siege - 4 squads. Used the tunnel again to good effect. Morul was able to get them all. 551 kills. The siege snuck up on me before I could change the raws, so I'll do that now. We're making adamantine plate mail to try and get the sieges to be larger and more frequent. At 360K per masterwork set, it should get the job done. More valuable than statues for the material cost, even when you install them for the double value.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 24, 2009, 11:54:12 pm
You could decorate bolts with adamantine if you're willing to use an exploit to really rack up the wealth. Er, assuming bolts can be studded with metal, which I can't offhand remember.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 25, 2009, 12:04:46 am
Mayday sent me the formula and Morul is level 166.

I can't believe I forgot about studding ammo. I've got a mountain of masterwork ammo.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 25, 2009, 03:32:11 am
I posted this in Nist Akath as well.

Okay, so I've finally run some battles.  As Martin requested, I'm doing a few sets of fights wherein neither Ironblood nor Morul had any equipment, aside from their damaged clothes.  I should also mention that I'll be doing some fights with weapons later on.

I tried to keep the conditions as balanced as possible:  Rounds follow with the fighters in the following DC conditions: Round 1 Morul as inv1, Round 2 Captain as inv1, Round 3 Morul as Inv2, Round 4 Captain as inv2, and repeating from there. 

The videos for the fights are posted here (http://mkv25.net/dfma/browsemovies.php?sort=byMovieNameAsc&fortressName=Morul%20vs%20Ironblood), though I did post the results of each round.

Spoiler (click to show/hide)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: LostNumber on June 25, 2009, 03:38:33 am
That Morul is beating the Captain is, at the same time, very very wrong and oh so right.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 25, 2009, 10:18:28 am
It's really hard to get single shot kills with no weapons. The weapon damage values + modifiers are what really do all the work.

In a hand-to-hand match, Morul's higher toughness puts the odds well in his favor if the combat formula that was posted before is accurate. With about 2x the toughness as Captain (and equal strength), it makes sense then that he's winning 2x the battles in this setting.

I think once the weapons come into play, it'll even up. Morul's slightly higher agility should let him dodge a bit better, but if Captain gets a hit in (and with higher skills, he might do this very consistently), Morul will be done for.

If armor works the way I think it does, Morul's usual armor + toughness might stop Captain cold, even with an axe. The armor should add a LOT in Morul's favor.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 25, 2009, 01:23:25 pm
I posted this in Nist Akath as well

Morul vs Ironblood, now with weapons!

Alright, so for this set of fights, I have given Morul an =Adamantine Mace= and The Captain a =<<-Steel Battle Axe->>=.  I figured since they're fighting each other in their clothes, the quality and material of the weapon really don't matter that much since these guys can kill each other in one punch.

I also noticed that the invaders tend to pause for a few seconds before fighting, so I placed the fighters farther apart.

Fighters will fight in the following conditions:  Odd Rounds Morul will be inv1, and Even rounds the Captain will be inv1.  Let the battle begin!

Rounds 1 - 10 (http://www.mkv25.net/dfma/movie-1449-round1)

Spoiler (click to show/hide)

Okay, so the difference in equipment was apparently enough to count, since the captain only won if he wasn't hit.  I'm doing another ten rounds with The Captain having a *Adamantine Battle Axe*.  I'm not giving Morul a better weapon because at this point the difference in damage bonuses is 1000% (The captain) vs 900% (Morul) as opposed to the original 293% vs 900% bonus difference.

Rounds 11-20 (http://www.mkv25.net/dfma/movie-1459-round11)

Spoiler (click to show/hide)
Finally, I decided to give them both Low Grade Copper weapons and see what happens then.

Rounds 21-30 (http://www.mkv25.net/dfma/movie-1470-round21)

Spoiler (click to show/hide)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shima on June 25, 2009, 01:27:02 pm
Looks to me like the weapon skills make quite a large difference.  Since Morul's a higher Wrestler, he kills in hand-to-hand much easier than if Ironblood has his highest weapon versus Morul's.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 25, 2009, 02:59:22 pm
QUEST:

Make a mature fortress (ideally 200+ dwarves),
Copy Morul and Ironblood into the game, outside, and set them hostile.
Try to survive!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 25, 2009, 03:06:50 pm
Looks to me like the weapon skills make quite a large difference.  Since Morul's a higher Wrestler, he kills in hand-to-hand much easier than if Ironblood has his highest weapon versus Morul's.

The wrestler skills are pretty close, but Morul's toughness is almost double that of Captain's - I'm almost positive that's the deciding factor.

Otherwise, Morul has pretty terrible weapon skills compared to Captain with his axe. Morul's only advantage there is agility and avoiding the hits, and that doesn't go all that far - certainly not far enough. The other difference is the type of weapon. I imagine Captain's skill was with hammer rather than axe, Morul would stand a better chance by eliminating the critical advantage of the bladed weapon. Actually, that'd be an interesting experiment - move Captain's high axe skill to hammer and equip him with a hammer and give Morul an axe at his current axe level and see how they fare then.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 25, 2009, 05:29:20 pm
I started digging out the magma moat (running out of construction projects) which triggered a fey mood - something I haven't had in 10 years. Got an artifact adamantine short sword out of it, which should be fun for Morul to play with.

I know there was some debate over whether artifact weapons/armor have modifiers on them, and might in fact be weaker than masterwork. Did we get any definitive answer on that?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 25, 2009, 05:31:14 pm
The wiki says they're identical to Masterwork in damage, but have a better value. I'm not sure whether that's accurate or not.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on June 25, 2009, 05:38:52 pm
I don't think we know what the modifier is. There's all those numbers in the wiki bandied about, but I can't vouch for their accuracy. It wouldn't be the first time the wiki was grossly mistaken on something. It may be two times, it could be five times, it could be ten times, who knows.

Better forbid that baby fast; don't want Morul picking it up and never letting it go. Even his cold dead hands might prove too difficult to pry open.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 25, 2009, 05:49:59 pm
I don't think we know what the modifier is. There's all those numbers in the wiki bandied about, but I can't vouch for their accuracy. It wouldn't be the first time the wiki was grossly mistaken on something. It may be two times, it could be five times, it could be ten times, who knows.

Better forbid that baby fast; don't want Morul picking it up and never letting it go. Even his cold dead hands might prove too difficult to pry open.

Well, I have a trick for that which I posted earlier. Makes everyone in the fortress unconscious and they drop anything they are holding. Nobody has sword as weapon skill so I can at least get it carried to the stockpile, but yeah, forbidden as soon as it gets there.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 25, 2009, 06:52:56 pm
The highlights (http://mkv25.net/dfma/movie-1482-round9)

A few final showdowns.

Martin wanted Ironblood to fight with a hammer, so I did that.  Here's the results:
Spoiler (click to show/hide)
The results really aren't any different, statistically.  The Captain won 8 fights with the axe and only 7 fights with the hammer, but the important thing to note is that, just like the fights with the axe, these ended in 3 or 4 hits most of the time, and the victor never took damage.


Finally, I put both dwarves in full adamantine gear:  Exceptional or masterwork platemail, greaves, gauntlets, shields, low boots, helms, and weapons.  Let the ultimate battles begin!
Spoiler (click to show/hide)

Stay tuned next time when Ironblood and Morul singlehandedly take on HFS!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 25, 2009, 07:13:00 pm
Well, I see Morul needs to step up his game. Working on it...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on June 25, 2009, 07:22:20 pm
Finally, I put both dwarves in full adamantine gear:  Exceptional or masterwork platemail, greaves, gauntlets, shields, low boots, helms, and weapons.  Let the ultimate battles begin!
What, not all masterwork, and not clothes(like Morul has)? They have armor value to be multiplied too. And I mean, why AREN'T you cheating up their gear to bests attainable by slow work? It's not like this is about you being able to make the gear.

edit: What was the weapon matchup? MW axe v MW mace?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 25, 2009, 07:26:18 pm
Morul has lost his clothes - they all rotted off. Even adamantine clothing doesn't last long. I need to reset his armor since he picked up a piece or two of steel when that happened.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 25, 2009, 09:12:54 pm
What, not all masterwork, and not clothes(like Morul has)? They have armor value to be multiplied too. And I mean, why AREN'T you cheating up their gear to bests attainable by slow work? It's not like this is about you being able to make the gear.

edit: What was the weapon matchup? MW axe v MW mace?

I cheated the metalsmith up to level 60 weaponsmithing and armorsmithing.  Just for comparison, Morul's weapon and armorsmithing are 21 and 20, respectively.  Even with that, only half of the goods he created were masterwork, and I really didn't have the patience for him to make all masterwork stuff.  Also, I have no idea how you weave adamantine cloth.  I could've found it on the Wiki, but that's time that could be spent having epic battles. 

Presently, I'm rebuilding Morul and Ironblood in a new location that has HFS, so they will get the full gamut of masterwork adamantine gear, I assure you.

Edit- Wow, it's more like 1 in 6 times he makes masterwork gear, and this after making him a level 100 armorsmith.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Elliott_Thinas on June 25, 2009, 11:13:01 pm
This reminds me SO MUCH of Deadliest Warrior. Do any of you guys watch it? Such a sick show. I can just imagine the host reading out the names and bios of Ironblood and Morul. I have a question though; Crash, maybe I missed a few posts and if so I'm sorry, but how are you making them fight? Did you drive one of them insane or something; I noted that one of them was a @ as opposed to a smiley? Or was this like a dwarf companion thing? Either way, pretty awesome. I think the fact is that Morul will murk in anything other than Ironblood's favourites.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on June 25, 2009, 11:14:44 pm
This reminds me SO MUCH of Deadliest Warrior. Do any of you guys watch it? Such a sick show. I can just imagine the host reading out the names and bios of Ironblood and Morul. I have a question though; Crash, maybe I missed a few posts and if so I'm sorry, but how are you making them fight? Did you drive one of them insane or something; I noted that one of them was a @ as opposed to a smiley? Or was this like a dwarf companion thing? Either way, pretty awesome. I think the fact is that Morul will murk in anything other than Ironblood's favourites.
He use DC to set one as an invader.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 25, 2009, 11:19:29 pm
This reminds me SO MUCH of Deadliest Warrior. Do any of you guys watch it? Such a sick show. I can just imagine the host reading out the names and bios of Ironblood and Morul. I have a question though; Crash, maybe I missed a few posts and if so I'm sorry, but how are you making them fight? Did you drive one of them insane or something; I noted that one of them was a @ as opposed to a smiley? Or was this like a dwarf companion thing? Either way, pretty awesome. I think the fact is that Morul will murk in anything other than Ironblood's favourites.
Yeah, I love Deadliest Warrior too.  I'm sure it's turning my brain into some kind of gooey paste, but there's a strange satisfaction in watching men hit ballistics-gel dummies with medieval weapons for an hour.  I have to say this isn't like Deadliest Warrior because there isn't nearly enough trash-talking between Martin and Capt Mayday. 

He use DC to set one as an invader.
Exactly.  I posted it in my earlier fights, but I switch which dwarf is the invader every round, and I used to alternate between inv1 and inv2, but later I switched exclusively to inv1 because inv2 runs away when it takes yellow damage.

In other news, the HFS battles aren't going so well.  SoF are tough motherfuckers.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shima on June 25, 2009, 11:21:18 pm
I wonder what would happen if you got the Hammerer to try to give justice to Morul....
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 25, 2009, 11:25:14 pm
It would be like Wolverine, where you see missing chunks of flesh start to regrow themselves the moment they're torn off.

No, I don't think he'll try to take revenge on the hammerer, if that's what you're thinking. That's hardcoded.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 25, 2009, 11:48:08 pm
Morul and Ironblood vs HFS

For this encounter, I really tried to outfit both combatants in masterwork gear, but the odds of it happening even with a level 100 weapon/armorsmith are surprisingly low.  They went into combat with masterwork weapons and some masterwork armor.

Round 1:  Defeat:  Captain was killed, Morul broke his toe and decided to rest (dumbass).
Score: Ironblood 2, Morul 6

Round 2: Defeat: Captain and Morul bit the flaming dust after trying to fight 6 SoF at once
Score: Ironblood 0, Morul 3

Round 3: Defeat. Morul died after the Captain retreated, following a mangled arm.  The Captain jumped back into combat after some "quick healing," where he was killed by some SoF firebreath.
Score: Ironblood 1, Morul 6

Round 4: Defeat. Things went well until the Captain stepped straight into a fireball, which broke or mangled important limbs.  Morul kept going until he was set on fire and forced to retreat.
Score: Ironblood 3, Morul 8

Round 5: Defeat. Morul and Ironblood each killed a number of demons, but accumulated brown wounds so they ran back to their beds to rest.  A little "quick healing" put them right back in the game.  A few more SoF showed up and eventually managed to hit Ironblood with a fireball, which disabled him totally and completely.  Morul kept fighting, but a minor injury caused him to retreat.
Score: Ironblood 4, Morul 2

From what I've been seeing, the problem with this fight lies in the fact that Dwarves will retreat from SoF if they take moderately light injuries, so even a dwarf as tough as Morul just starts running if his toe gets bruised.

Highlights (http://mkv25.net/dfma/movie-1486-hfsattempt4)

It would be like Wolverine, where you see missing chunks of flesh start to regrow themselves the moment they're torn off.

And yeah, I saw that happen when Morul was fighting the SoF.  His light grey and brown wounds healed in like 3 frames.  I think it might have been a fluke.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 26, 2009, 12:47:37 am
I think it might have been a fluke.

Nope, he does that all the time. I've only seen 2 brown wounds on him, but they were gone as soon as he killed whoever was next to him.

Morul stood up much better here - I'm sure that's Morul's almost double toughness showing through, and the agility should help Morul dodge the fireballs better. 25 SoF to Captain's 10 sounds generous to Morul, but at least in the ballpark.

I wonder if they stay in battle more consistently if you lock them in with the SoF so they can't get to their beds to rest.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 26, 2009, 01:09:14 am
Hmm. . . I should try that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on June 26, 2009, 01:25:11 am
Hmm...I'm inclined to think that the increased kill count for Morul is due at least in part to the fact that he was on the right side of the corridor, which the SoFs were consistently choosing. What happens if you swap Morul and Ironblood's sides?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Bloogonis on June 26, 2009, 02:55:32 am
They still go after Morul because he isn't covered in 5 inch thick packed and polished mud, blood and vomit! (story wise, have those layers been added to Ironblood in these tests?)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 26, 2009, 02:59:17 am
Since I've never commented on it, Morul has exactly 243 mud, blood, and vomit items in his inventory. How's that stack up to Captain?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 26, 2009, 03:57:08 am
Ok, now that we've gotten a bit of a baseline on Morul thanks to DC, two sieges later we can see how he's fared. Between the first and second sieges, I upgraded the orcs to size 10, damblock 6 (+2 in each category) to see if that allowed Morul to spend more time fighting. It did, to the point of exhaustion when he faced two squads at once. Still didn't take any damage, but I'm nervous when he goes unconscious in the middle of battle, so I'll mix things up a bit.

Morul picked up two attributes - one right after the first siege and one right after the 2nd. He increased from 1,459,874 to 1,515,160 xp - 55K xp. That takes him from level 166 to 169. Wrestler has increased from level 38 to 41, shield user from 35 to 38, and armor user from 20 to 23. Hammerer from level 7 to 11. So, in experience points terms, even though he's training on hammer, he's gaining xp faster in wrestler, shield, and armor. The two attribute points were in toughness, increasing from 24 to 26.

Morul has at least one, and maybe 2 more rounds like this to finish hammerer, 4-5 rounds for sword, and 3-4 rounds with axe and spear each. He may pick up another 10-12 attributes by the time he's done with regular military training if this pace continues (Although I'm hoping bladed weapons increase faster than the blunt ones)

And of course, now I think he's going to have to get a weapon skill up to match Captains, which will take freaking forever.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shadowics on June 27, 2009, 12:04:37 am
How are you going to get liar? Looks like thats the only one you might not be able to get.

Apparently the crossbow can be modded to train any skill. Once the normally achievable ones are done, I'll mod in the usually impossible ones such as throwing, etc.
I recalled reading this when looking at my dwarves just now.

It is possible for adult dwarves to gain skills in Liar. I just noticed that one of my starting 7 is a 'Great Liar'. The relevant personality tag appears to be "She is not straightforward when dealing with others."

I have no idea if it's possible to mod personalities so that Morul might lie 'naturally' though.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Alrenous on June 27, 2009, 06:16:00 am
The most interesting dwarf has no need to lie.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on June 27, 2009, 07:21:00 am
that doesnt mean he shouldnt be able to do it?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: cerapa on June 27, 2009, 07:46:21 am
The game just doesnt dare to call him a liar.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Aldaris on June 27, 2009, 09:25:22 am
The game just doesnt dare to call him a liar.
Hmm...
I wonder if it would still be considered heresy at this point to say that Morul>Chuck Norris?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Rockphed on June 27, 2009, 10:18:32 am
The game just doesnt dare to call him a liar.
Hmm...
I wonder if it would still be considered heresy at this point to say that Morul>Chuck Norris?

No, but it would be heresy to say that Chuck Norris>Morul
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jurph on June 27, 2009, 12:30:56 pm
The most interesting dwarf has no need to lie.

If Morul says it, it becomes the Truth.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 27, 2009, 02:31:15 pm
"Uhh... I didn't eat the cookie!"
*A cookie appears in the cookie jar out of thin air*
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: cerapa on June 27, 2009, 02:33:17 pm
"Uhh... I didn't eat the cookie!"
*A cookie appears in the cookie jar out of thin air*
Except it was there all along. It altered the timestream.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 27, 2009, 06:23:08 pm
I'm pretty sure Morul or Ironblood could both trounce frogs or tentacles, but the random flamingness of the SoFs seems to be causing problems for both of them.  Locking them in is one thing to try, or possibly making a waterfall between them and their beds to extinguish random fires.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 27, 2009, 06:30:14 pm
I'm still hoping that if Morul isn't wearing anything flammable, that he'll fare reasonably well. Not yet, since his weapons skills still all suck other than wrestling, but in about 10 years or so, that should be a much different situation.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 27, 2009, 06:31:17 pm
Oh, and for the record, Enraged gives the same bonuses as Beserk without the team killing.  Martial trance does other stuff.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: SimRobert2001 on June 27, 2009, 06:37:03 pm
The most interesting dwarf has no need to lie.

If Morul says it, it becomes the Truth.

hrmm... then i should have him talk about how good i am in the sack, and how big of a harem i have... >.>
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Nerserus on June 27, 2009, 06:54:15 pm
well he doesnt get any better as ultra-mighty is the best strenght and so on and i think he have them maxed out. and if you have a meeting hall all dwarves get these because of the speech skills.
Actually i checked Dwarf Companion and i noticed that indeed Dwarf strength agility and toughness increase BEYOND what they say they do. I had a miner with 13 Toughness ( 100 Being the actual max and 6 being Super(Racename)lytough. ), so by the time Morul is finished...He will be able to wrestle...I would say he could beat a Giant with his bare hands, quite easily. And yes. Attributes beyond 6 DO count. A maxed out Frog Demon can beat anything.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 27, 2009, 06:56:17 pm
well he doesnt get any better as ultra-mighty is the best strenght and so on and i think he have them maxed out. and if you have a meeting hall all dwarves get these because of the speech skills.
Actually i checked Dwarf Companion and i noticed that indeed Dwarf strength agility and toughness increase BEYOND what they say they do. I had a miner with 13 Toughness ( 100 Being the actual max and 6 being Super(Racename)lytough. ), so by the time Morul is finished...He will be able to wrestle...I would say he could beat a Giant with his bare hands, quite easily. And yes. Attributes beyond 6 DO count. A maxed out Frog Demon can beat anything.
Yep.  I think Morul's super high strength pretty much breaks the combat formula.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 27, 2009, 07:34:53 pm
Actually i checked Dwarf Companion and i noticed that indeed Dwarf strength agility and toughness increase BEYOND what they say they do. I had a miner with 13 Toughness ( 100 Being the actual max and 6 being Super(Racename)lytough. ), so by the time Morul is finished...He will be able to wrestle...I would say he could beat a Giant with his bare hands, quite easily. And yes. Attributes beyond 6 DO count. A maxed out Frog Demon can beat anything.

It's for this reason that the Guards in Nist Akath can tackle a Bronze Colossus modded to be 100 feet tall.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Wild Goose on June 27, 2009, 08:55:13 pm
I'm still hoping that if Morul isn't wearing anything flammable, that he'll fare reasonably well. Not yet, since his weapons skills still all suck other than wrestling, but in about 10 years or so, that should be a much different situation.
So...he's fighting in the buff?  I'm just picturing naked Morul charging a SoF, and failing, because my brain keeps rebooting.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 27, 2009, 09:06:54 pm
So...he's fighting in the buff?  I'm just picturing naked Morul charging a SoF, and failing, because my brain keeps rebooting.

Adamantine is generally non-flammable. At least to fireballs it is.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Blargityblarg on June 27, 2009, 10:59:39 pm
SOFs will melt/burn/boil anything except adamantine, I think: they're 25000 dorfdegrees, and adamantine's melting point is the same.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on June 27, 2009, 11:08:00 pm
Shouldn't that mean Adamantine will give after prolonged exposure, and they'll take damage just from being with a few paces of SoFs?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 28, 2009, 12:46:38 am
I've sent dwarves in wearing Iron or Steel, and the only thing that caught was their clothes.

Also, there is no such thing as prolonged exposure to a SoF.  You kill it or it kills you.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Village_Idiot on June 28, 2009, 04:25:01 am
Fighting wave after wave of SOF should count as prolonged exposure, as morul would stay within 5 tiles of one at all times....
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 28, 2009, 07:50:13 am
I thought they melted adamantine if they were holding it.  Maybe getting a stuck in would instantly melt an adamantine weapon?  Hmm, does this happen, and does the SoF then have molten adamantine embedded in it?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 28, 2009, 10:42:40 am
Quote
I thought they melted adamantine if they were holding it.  Maybe getting a stuck in would instantly melt an adamantine weapon?  Hmm, does this happen, and does the SoF then have molten adamantine embedded in it?

I think that's the extent needed. Maybe a stuck weapon would melt, but I don't recall a single instance of a champions armor catching fire or melting when battling SOF. The champs either kill it or die. My thinking was to send Morul in with either hammer or axe, adamantine from head to toe including weapon, and lock the door behind him. He needs some skills though, and I'm thinking now (based on the tests so far) he's got to be in the L100 shield/armor range. That'll take some time.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on June 28, 2009, 12:46:49 pm
Quote
I thought they melted adamantine if they were holding it.  Maybe getting a stuck in would instantly melt an adamantine weapon?  Hmm, does this happen, and does the SoF then have molten adamantine embedded in it?

I think that's the extent needed. Maybe a stuck weapon would melt, but I don't recall a single instance of a champions armor catching fire or melting when battling SOF. The champs either kill it or die. My thinking was to send Morul in with either hammer or axe, adamantine from head to toe including weapon, and lock the door behind him. He needs some skills though, and I'm thinking now (based on the tests so far) he's got to be in the L100 shield/armor range. That'll take some time.
You're going to want multiple champions in there, even if he has L100 shield/weapon/etc, SoF are just 'that' lucky sometimes.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 28, 2009, 02:36:26 pm
I sent 5 ridiculously overpowered (>100 Shield, Armor, and Weapon users) Nist Akath Guards against SoF, and only 1 came back alive.  The deciding factor seems to be whether or not you get hit by their fire attack.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shima on June 28, 2009, 02:58:57 pm
Aye.  In straight melee, SoF aren't that tough unless they start grappling (They can indeed melt/flame stuff they get a hold of), especially since SoF have [SEVERONBREAKS] (They also have [NOSTUCKINS]).  The chance of killing an SoF if you factor out their fire is fairly high, actually, since any good hit will snap off a piece of it.  It won't give in to pain nor fear, obviously, but it'll drop, and you can sever/break the body or head, effectively causing instant death.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Pie on June 28, 2009, 04:44:21 pm
I was so inspired by this awesome dwarf that I just created a tribute animation to him.
Click for More-ul of Morul. (http://ablindorphan.deviantart.com/art/And-the-Morul-of-the-story-is-127571600)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: AtomicPaperclip on June 28, 2009, 08:55:54 pm
I was so inspired by this awesome dwarf that I just created a tribute animation to him.
Click for More-ul of Morul. (http://ablindorphan.deviantart.com/art/And-the-Morul-of-the-story-is-127571600)

That is AWESOME
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 28, 2009, 11:06:36 pm
That is awesome. Thanks.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on June 29, 2009, 11:10:02 am
I'm pretty sure Morul or Ironblood could both trounce frogs or tentacles, but the random flamingness of the SoFs seems to be causing problems for both of them.  Locking them in is one thing to try, or possibly making a waterfall between them and their beds to extinguish random fires.
Yeah, fireballs are basically instant "Run away!!" Without, fire imps would be cake.

Quote from: What I Saw
Morul Ironblood
....Run away!!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 29, 2009, 02:07:45 pm
There are some common mistakes made with SoF. For one, their ranged attack puts any defenders at a disadvantage, yet I don't see many efforts made to negate that attack. Don't allow any straight-line paths to where you breach HFS - create a constantly winding path which would prevent ranged attacks. That doesn't totally eliminate the possibility of a ranged attack at close range, but it does reduce it substantially. And as has been noted, if you can get your champions into a melee situation, their odds of success increase rather a lot.

I can't even recall a SoF video that didn't include some horrendously long 1-wide hallway to serve as a fireball vortex of death for anyone running down it. Seriously, don't do that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Pie on June 29, 2009, 02:33:06 pm
Yeah, I mean even a simple design like this can work:
Code: [Select]
W = Wall
. = Floor

WWWWWWWWW
.W.W.W.W.
W.W.W.W.W
WWWWWWWWW

Also, I am glad you liked my animation :P
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 29, 2009, 04:01:39 pm
Would stairs help even more?  With creative uses of stairs, you could give SoFs no chance of escape round champions and no chance to fire more than one square.  Just hope they don't grab morul's mace.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Techhead on June 29, 2009, 04:22:40 pm
I would have thought Morul's agility would be enough to outrun the fireball (http://tvtropes.org/pmwiki/pmwiki.php/Main/OutrunTheFireball).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 30, 2009, 01:45:05 am
Well, I haven't updated in a while. Mostly Morul is waiting on sieges. He's up to high master hammerdwarf, and after this I'll probably move him to spear. The fortress has been producing wealth and the fortress is now worth 53M. Lots of adamantine bolts. 4 exceptional steel statues now adorn each soap dining platform. There's a lot of adamantine plate mail, and still there's resources out the wazoo.

The minimal moat is nearly finished being dug - it's a 3-wide channel around almost the entire fortress, 17 z-levels deep - with a few bits hanging out. I still need to pump out the pipe and dig out the bulk of the moat, but the fortress is lagging badly due to the additional stone, and I haven't even dug out the bulk of it. I'm trying to salvage the valuable bits and the rest will just get melted up, with some siege operator training along the way. (Which reminds me, I still need to turn temp back on and find a way to not incinerate my miners.)

I don't know how you guys let me get away with it for this long, but I've finally added most of the map to my sig. I cut off the bottom few floors to keep the file size down.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on June 30, 2009, 11:36:09 am
Thank you Martin, you just gave me a great idea for the floor tiles.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Leafsnail on June 30, 2009, 03:19:47 pm
Wait, 17 z levels deep is a minimal moat?  Woah.  Mine are a grand total of 1 z level usually (2 if water freezes in winter).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 30, 2009, 05:43:12 pm
Wait, 17 z levels deep is a minimal moat?  Woah.  Mine are a grand total of 1 z level usually (2 if water freezes in winter).

Well, the depth isn't minimal - the breadth is. If you look, the moat will be expanded to eliminate the natural contour of the magma pipe, being the width of the fortress where it touches the fortress and sweeping out in a semicircle to around the point of the matching drawbridges. That too will go down 17 z-levels. Compared to that, what's in place is pretty minimal.

The reason for such a large moat is to build Moruls suite extending out from the fortress into the magma pipe/moat and then let it refill around it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 30, 2009, 10:57:55 pm
Well, I turned temp back on while the miners were in the swimming tank under 6/7 water. One died immediately and 4 others slowly burned to death the moment they left the tank. I was afraid of that since the ichor doesn't wash off, at best the water kept its impact to red wounds and once they left they'd just combust - which is precisely what happened. They're tough mofos and had no problems walking around for a week leaving a rather nice trail of smoke behind them. Since they've all been in the fortress for 40+ years, the fortress is now on the brink of a tantrum spiral. 8 dwarves are currently tantruming. And the world is on fire.

Morul, ecstatic, is standing by...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 30, 2009, 11:17:19 pm
Hopefully he isn't the Captain of the Guard.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 30, 2009, 11:22:23 pm
One dead so far (one of the woodcutters got ahold of one of Moruls masterwork adamantine axes and cleaved through a fellow woodcutter) and a bunch of furniture to replace. It's not getting worse. Not better either. Not sure if season changes help reboot moods, but spring is 3 days away.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on June 30, 2009, 11:37:32 pm
It takes a while for spirals to clear up.  I once lost 100 dwarves to tantruming and madness.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on June 30, 2009, 11:55:37 pm
2nd dead - Dungeon Master. A planter just went insane.

Lost all but one of the legendary masons to the heat. The population was up to 79 and I wanted to keep it under 80 so some of the interesting bits could wait for the community to play with, so we're down (effectively) to 71 now, once that planter drops off.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ProfessorA on July 01, 2009, 07:43:30 am
As long as Morul avoids !!anything!! what's to worry about?  Even if he loses everyone he ever loved and is there all alone, you could trade for enough food to feed him with just one piece of adamantium whatever every year.  Even if he got so depressed he jumps off a cliff, he'd probably just knock a hole in the ground where he lands, get up and get on with his life.  And if toughness staves off starvation the way it staves off exhaustion then he could give up eating for a couple years and be fine.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shima on July 01, 2009, 08:59:29 am
What are you talking about, knock a hole in the ground?

Morul will push the planet out of it's alignment, sending us into a spiral of ice ages the likes of which noone but the Dwarves will survive.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: cerapa on July 01, 2009, 10:11:38 am
What are you talking about, knock a hole in the ground?

Morul will push the planet out of it's alignment, sending us into a spiral of ice ages the likes of which noone but the Dwarves will survive.
All the elves would die then....IT MUST BE DONE!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 01, 2009, 10:18:49 am
Another dead, and 3 more either berserk (locked up) or melancholy. All but about 5 dwarves are now randomly tantruming - half locked in their rooms, the other half trying to keep on with running the fort.

I don't mind losing a bunch of dwarves, but it's really putting a crimp in my moat digging effort.

Morul is still ecstatic...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Gculk on July 01, 2009, 11:37:31 am
Well, I turned temp back on while the miners were in the swimming tank under 6/7 water. One died immediately and 4 others slowly burned to death the moment they left the tank. I was afraid of that since the ichor doesn't wash off, at best the water kept its impact to red wounds and once they left they'd just combust - which is precisely what happened. They're tough mofos and had no problems walking around for a week leaving a rather nice trail of smoke behind them. Since they've all been in the fortress for 40+ years, the fortress is now on the brink of a tantrum spiral. 8 dwarves are currently tantruming. And the world is on fire.

Morul, ecstatic, is standing by...
Why are your miners on fire again?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on July 01, 2009, 11:56:34 am
You only need 200 happiness to be ecstatic.  I'm betting Morul probably has something like 1200 happiness, due to his shiny clothes, legendary dining room, and adamantine encrusted bedroom.  All the legendary soldiers in my fort only have fully engraved bedrooms, and their happiness is between 400-600.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 01, 2009, 11:57:56 am
Quote
Why are your miners on fire again?

I turned off temp in order to get a large breach in the magma pipe in order to drain it. The miners got ichor (magma) on them and I had hoped to wash it off, etc. but that's proven impossible. When I turned temp back on they caught on fire.

Total of 12 dead so far, including the miners. Things aren't improving. Morul still ecstatic, but his wife is miserable.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on July 01, 2009, 12:03:49 pm
if we go on old age about how long will morul be able to live?
i mean hes not going to live forever unless you modded dwarves maxage.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on July 01, 2009, 12:08:31 pm
if we go on old age about how long will morul be able to live?
i mean hes not going to live forever unless you modded dwarves maxage.

I think maxage is something like 120-150. Depends on how old dwarves are upon embark.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on July 01, 2009, 04:28:13 pm
if we go on old age about how long will morul be able to live?
i mean hes not going to live forever unless you modded dwarves maxage.

From what I've seen on Legend screens, dwarves that were present when a world is generated usually die of old age somewhere around Year 90 with a few dying as early as Year 70 or as late as Year 110. So they probably start somewhere between 30 and 60 years old.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on July 01, 2009, 05:43:44 pm
i meant if it is any tool to check out any dwarfs age, would be very tragic if morul died  :P
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 01, 2009, 06:12:18 pm
The spiral continues. 23 dead, 12 wounded and resting so far. (That's almost half the fortress)

The king went insane and jumped off the dining platform into the bottomless pit. One baby was also thrown into the pit. (I love this pit!) One of the magma pumps was destroyed and so the pipe is slowly refilling, but I need to wait for the magma to evaporate before I can replace it.

I've lost all of my legendary masons so it'll be a while before all the furniture can be replaced. Only one champion is tantruming, but the others are cool and Morul is still ecstatic (his wife is still alive and uninjured, but miserable). Nobody has died in the last week or so, so maybe things are starting to wind down.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ousire on July 01, 2009, 06:19:47 pm
dude, why not just go back to an older save for this tantrum spiral?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on July 01, 2009, 06:29:26 pm
I think Martin may be having Fun.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 01, 2009, 06:34:57 pm
Well, I could, and I could stuff everyone in their rooms, lock the doors and then just lose people to insanity, but the only thing really left to do is for Morul to keep skilling up, get the moat dug (which immigrants can easily do) and keep producing wealth so I get more sieges (which immigrants can also do - slowly). If Morul tantrums I'll savescum, but not until then.

In the meantime, the legendary armorer/weaponsmith/blacksmith got cut down in his bed (he's the only dwarf other than Morul I didn't want to lose) and a siege just showed up. Morul will handle them easily, but hauling the crap will take *forever*. I've got enough metal to train those skills back up to legendary, but it's a hassle. Oh well.

(And yes, it is fun)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ousire on July 01, 2009, 06:42:46 pm
oh yes, the fort is having lotsa Fun

whats the forts name btw? and does morul have a title?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on July 01, 2009, 06:45:05 pm
martins sig....

lashedwines

and his title would be too long for anyone to have time to read.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Elliott_Thinas on July 02, 2009, 08:39:30 am
I never knew Morul had a wife; what's she like? Is she still ok? Does Morul have any kids?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 02, 2009, 09:54:56 am
No kids, I would certainly have reported on that.

Morul got married about 15 or 20 years in - it was quite some time. His wife was a legendary weaver at the time, and is now also a legendary dyer, and nearly legendary in both bone carving and leatherworking.

If she survives this (she's still miserable and periodically tantruming) they'll be one of the few remaining married couples, so she'll almost certainly become pregnant given the population settings on the fortress. They got married late enough that the fortress was already near the cap and there were very few pregnancies.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on July 02, 2009, 09:34:01 pm
A random question that just occurred to me, Martin: what, if anything, do you buy from the caravans? Given that you chose the site expressly because it had (almost) every possible resource, it seems like there wouldn't be much left to buy these days. Especially since Morul's finished cheesemaker and dyer, which are otherwise a bit annoying to skill up.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 02, 2009, 10:17:38 pm
A random question that just occurred to me, Martin: what, if anything, do you buy from the caravans? Given that you chose the site expressly because it had (almost) every possible resource, it seems like there wouldn't be much left to buy these days. Especially since Morul's finished cheesemaker and dyer, which are otherwise a bit annoying to skill up.

Good question.

For the first few decades I bought up all the metal and gems they would bring, as well as milk, barrels, leather, and all the meat/fish (to fill traps), as well as requesting some specific stone types (I really like to have a full inventory of colored stone and mechanisms to color code levers, floodgates, etc.) I bought barrels to preserve trees since I had to burn through many thousand to train Morul up.

Now, I still buy up all the metal and gems, but I also buy dye and bolts. I buy the dye because I've got a few thousand cave spider silk and am (er, was, and will again) use it to generate wealth and I don't feel like rejiggering the farms since they're working pretty well. I buy the bolts because I've got a mountain of goods, mechanisms, and so on to offload and they're a pretty efficient way to do that (and you can never have too many bolts).

I don't really need any of these things, but I haven't yet made Moruls suite, and I'm not really sure what I'll need to build it. I'll probably turn the ballista on the traders after that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Blargityblarg on July 03, 2009, 04:27:46 am
Martin!

Can I use either Morul himself or a very close representation as a megabeast in my Assorted Silliness Mod? The link is in my sig.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 07, 2009, 10:01:20 pm
Certainly you may use him, or an approximation of him.

Sorry about the lack of updates. I'm giving Morul and the tantruming a little break. Morul has been my only fortress for the last 3 months or so and here at the end it's been a bit slow for the overseer (other than the tantruming).

I'm over doing a fortress challenge that will last another week or so, just for a little something new to do. Morul will be back soon.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Pie on July 09, 2009, 10:37:24 am
Hey, do you guys want to see another tribute animation? I'm thinking of doing a series of them where Morul just stays there, standing in the same pose, with only a beard to cover his modesty. And then shit happens around him. Any ideas from you guys? Or even Martin, since you created this mofo.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ieb on July 09, 2009, 11:22:47 am
Obviously it has to be goblins/orcs/something-appropriate's who's broken corpses fall to the ground behind him in various hideous/amusing ways.

That or quick flashes of him equipped in different gear, one for each of the job's he has done in his life, and something in the background appropriate for it. Miner gear, pick on shoulder and some adamantite on the background. A butcher's apron(or whatever it's called), cleaver in one hand and in the other, a kitten who doesn't know what's going on.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: SimRobert2001 on July 16, 2009, 12:48:01 am
ALLRIGHT, i have to ask, hwo is morul doing?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on July 16, 2009, 03:21:29 am
I think Martin's still busy with the rivercross challenge, so Morul's game is on hold for the time being.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: SimRobert2001 on July 16, 2009, 01:22:50 pm
I think Martin's still busy with the rivercross challenge, so Morul's game is on hold for the time being.

river cross challenge?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on July 16, 2009, 01:24:04 pm
The DF Masters Contest (http://www.bay12games.com/forum/index.php?topic=37984.0). Martin's a competitor.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on July 16, 2009, 01:49:50 pm
I'll compete. Morul just running around killing stuff right now. Nothing much to build, and I like to build.

Confirmed. 

Competition deadline is the 18th.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 18, 2009, 07:43:31 pm
Ok, just uploaded my Rivercross map. It's... not great, but I'm pretty sure I dug out more of the map than anyone else, so that's something. I needed some design time and Morul hasn't really given me much of that in quite a while, especially once the fortress started to tantrum.

Anyway, I'll fire things back up now.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 19, 2009, 11:55:23 pm
Wow, the tantrum spiral is worse than I remember. Every dwarf but Morul is tantruming (he's ecstatic - just wiped out another 5 squad siege). Just fell below the migrant cutoff, who are now too afraid to come to the fortress.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ieb on July 20, 2009, 12:20:16 am
So, what's the plan in case everyone but Morul ends up dead/injured?

Cheat and heal a few guys to tend to the wounded?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 20, 2009, 01:10:18 am
So, what's the plan in case everyone but Morul ends up dead/injured?

Cheat and heal a few guys to tend to the wounded?

There's more than enough food for Morul to survive forever, basically. Nobody to pull levers, though, so maybe I should make sure he doesn't need that.

Then just wait for immigrants to arrive to start burying folks.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 20, 2009, 03:31:33 pm
Ok, Winter 244 and after 6 months, it would appear the tantrum spiral has gracefully died out.

The killings slowly petered out. Final tally is 29 dead, 14 resting (most with red wounds, including Morul's wife). Fortress population is down to 49 from a high of 78. That leaves 27 dwarves to run the fortress - 4 children, 14 bedridden, 4 champions as non-laborers. That should be just fine - there's a ton of rebuilding to do - wrecked doors, beds, cabinets, coffers. They destroyed a magma pump and the magma has just evaporated enough to repair it. Workshops have been destroyed as well.

I have 4 legendary miner, mason, engravers left - some in bed, some not. 1 woodcutter, carpenter left - also in bed. I have one legendary weaponsmith left (also in bed) but the armorsmith got killed. Most of the rest are wood/stone/bone crafters, and some assorted food folks. No legendary brewers or cooks - they're dead. One legendary glassmaker. It's workable, particularly once everyone is healed up. There's 6,000 booze and 5,000 prepared meals, and Morul can defend against anything that might show up, so we should be good from here.

I've upped the orcs to size 9, damblock 7, and Morul handled 5 squads without a problem. He gets tired after 1-2 squads and needs to pause for a few days and then is ready for the next set. I'll probably go up to 9/9 and see how that works out. He still sends them flying with his silver hammer (he's grand master hammerdwarf now), but not as far as in the past - 40 tiles or so at most, and not as often.

The biggest casualty is the magma pipe moat. Not enough guys to keep the pumps manned 24/7 to allow miners in there. Maybe once everyone is healed up.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on July 20, 2009, 06:02:05 pm
The biggest casualty is the magma pipe moat. Not enough guys to keep the pumps manned 24/7 to allow miners in there. Maybe once everyone is healed up.

Couldn't you just build a perpetual motion machine to keep the pumps flowing?

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 20, 2009, 06:11:22 pm
Yeah, I could, but that seems undwarfy for a fortress that is so focused on manual labor. I'd have to move the water by hand (which is pretty labor intensive) considering I've already dug to the bottom of the map, but I'll give it a thought and see if I can carve out a little space. The pump location doesn't give a lot of options for power. I had considered building a drive shaft from the roof with a few windmills, but that'd be ugly. Once the moat is dug, I'll likely never have to run the pumps again, after all.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on July 21, 2009, 08:04:37 am
So Morul didn't even come down from ecstatic during the spiral, I'm guessing?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 21, 2009, 11:24:18 am
So Morul didn't even come down from ecstatic during the spiral, I'm guessing?

Nope. He got a siege in the middle of it and was pretty happy to knock heads. Because I had the meeting hall in his bedroom, all of his furniture and his door got destroyed, but he just grabbed a new bedroom. I was worried that his wife got wounded - her dying might have knocked his mood down, but all the wounded are doing okay - mostly broken/mangled limbs.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Rockphed on July 21, 2009, 11:33:36 am
How many kids does morul have?  Also, how many are dead?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 21, 2009, 11:46:36 am
How many kids does morul have?  Also, how many are dead?

No kids. I attribute it to Morul not getting to go on break for 40 years. I had hoped once he was in the military that might change, but I only allow 10 children so there really haven't been slots for them to have kids. There's a pretty solid chance that they'll get kids now. There are 6 open slots and not many married couples left.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ToonyMan on July 21, 2009, 11:48:54 am
Morul is awesome.  YEEEAAAAHHHHH.  He takes those orcs down!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Christes on July 21, 2009, 11:54:58 am
I love your fortress design, by the way.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 25, 2009, 03:40:23 pm
Thanks. The fortress is a bit repetitive, but it's very efficient, which is what I needed for Morul.

Here's an update on skilling.

I looked at snapshots of Morul approximately 1 year apart. The tantrum spiral occurred during this year, so Morul had virtually no social interaction and virtually no sparring. During the year there were 3 sieges: 2 orc, 5 squads each and Morul was able to kill every orc, and one human of 1 squad, and Morul killed every human. The orcs at this time were upgraded from the standard: steel armor/weapons, size 9, damblock 7. I'm considering going to 9/9 next, but Morul really struggles to not become exhausted when facing two squads at once. He recovers instantly, but if he doesn't get that break, he risks falling unconscious, and then he's done for. There were no ranged units in any of these sieges.

Anyway, at the start of the year, he had the following stats:

1,549,133 xp
42 wrestler
40 shield
26 armor
24 str, 25 agi, 26 tough

At the end of the year (Autumn 245), he was at:

1,586,001 xp
44 wrestler
43 shield
29 armor
24 str, 25 agi, 27 tough

He's equipped hammer, and that went up from high master to grand master - not much at all.

Basically, a squad of 20 orcs piles on and he spends pretty much all of his time defending attacks - probably 20 shield/armor blocks for each attack he gets in. Once they get on top of him, the hammer comes out of play and he's stuck wrestling. When he manages to break out of the pack, he does get some mobility and the hammer gets used a bit. Also, the last squad is almost always engaged in a controlled space after the siege is broken, and he takes them on 1-2 at a time. That's probably where almost all of the hammer skill is developing.

But even at level 40, he's picking up 3 levels per year without sparring on both shield and armor.

Once I get some of these guys out of bed (11 still resting) and get an immigration wave, I'm going to draft a slew of stone/bone/wood crafters to be sparring partners. They're all pretty strong so I think they'll do alright with masterwork steel armor. After hammer, Morul has axe and spear, which are both at competent, and sword which isn't yet listed. I'm a little worried about him sparring with those. We'll see.

I'd like to see how Morul does in a year of sparring, with no sieges at all (I've had a few years like that so far) and how that compares.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on July 25, 2009, 05:22:54 pm
You might try setting up some kind of "combat cell" system to prevent Morul from getting mobbed so badly during sieges. Split the outside up into a whole bunch of 3x3 rooms separated by raising bridges. Once you've trapped the siege, lockdown all of the rooms, then let Morul into them one at a time. This should split up the attackers enough for him to get more non-wrestling experience in.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Judas Maccabeus on July 25, 2009, 06:37:30 pm
Oh.  My.  Armok.

Or should I use Morul instead?  By this point he has to have achieved apotheosis somehow.  How many kills has he reached by now?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: jokermatt999 on July 25, 2009, 08:13:43 pm
Just curious, has Legendary+ armor user appeared to do anything different? Doesn't it basically just affect how heavy it is? Also, does agility's effect cap at Perfectly Agile, or does he just basically teleport around now?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on July 25, 2009, 08:24:32 pm
I'm sure armor user greatly increases survivability, based on sparring. And there's no such thing as an attribute cap.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 26, 2009, 02:15:52 pm
Someone asked about my Westlash fortress in another thread, and rather than threadjack someone else, I'll threadjack myself...

Westlash started with just the 7, but there's always a handful if immigrants even if your cap is 7. The fortress was around 15 when the last immigrant showed up (other than nobles). The fortress that you see in 245 has had an entire generation grow into adulthood, and is about 20 years in, if memory serves, with a very high child cap - some of the masons had 7 or 8 kids following them around.

Invasion was on the entire time. It was my first dig-and-reveal fortress and they started on the west mountain flank around the spire. Only part of the spire is on the map archive - it's 25 stories tall and tapers to a near point and is perfectly round the entire way without any construction. It rises maybe 8 stories above the top of the mountain plateau.

While the miners were digging the cliff face shear the first set of gobbos arrived and one of the miners cleared them out with her pick. It took almost another 2 years to get the west and south cliff cut down to be impassable and get the moat dug out. The east approach had a temporary bridge and the north was totally impassable. The east gatehouse was the first actual construction and the area beneath was loaded with weapon traps which provided the main defense. There was one champion marksdwarf to supplement the traps, who was rather effective with the stragglers, but the traps did the bulk of the work. There are ambushes reliably every season as the local goblin civ is pretty massive. No orcs, as it's pre-orc mod.

After defenses, the first goal was to get the church carved out. There's no construction there other than the occasional patch to fill in an extracted gem. All workshops, beds, and stockpiles were in the various levels of the church and the fortress grew out from there. The buildings were designed to look organic to a town, and I think it's worked out pretty well. I like the little plaza outside the church where the trade depot is. The vaults to the south hold all of the trade goods and precious metals and gems. Each building was designed to be like a little business, with a workshop on the ground floor and storage in the upper stories for the raw materials. Furniture will  eventually be added to make the place look more organic. I'm really happy with the farm in the middle of the town. That was pretty dicey to work around the soil layers to get a 3 story above/below ground farm, but I'm really happy with the result.

The pool near the keep was a natural pond that got expanded and incorporated into the water system. There's another small fountain near the furnaces. The housing is expected to look like apartments - some are multifamily with 3-4 full bedrooms and others are 3 or 4 story walk-up apartments for nobles (the square 4x4 ones).

Once some of the kids grew up they were drafted into the military and by then the keep was able to contain any approaches from the east inside that area. The north entrance was then built and opened up, and then the traps were removed so the military could manage everything. Guard kittens reveal ambushes and the military takes a post in the keep. Enemies are allowed to travel as far as the keep where the marksdwarves are stationed and the melee troops are waiting just around that corner where the last-defense traps are. None have ever made it that far, or even taken out the inner kitten alarms. There are two sets of steel grates at the keep that can be lowered by lever and the top of the trap is accessible by marksdwarves up top. As you can tell from the ballista bolt inventory, I'm training up a siege engineer to make some masterwork ballistas to go in the niche there in the keep to fire up the two approach lanes.

There have been a number of casualties and you can see the start of the crypt under the church. Mostly dwarves cleaning up from ambushes getting tagged by ranged units back when the enemy was getting engaged at the edge of the map. Gobbos would sometimes spawn right at the drawbridge and open fire. Dwarves had no hope. By drawing them in and engaging them at the keep, it's generally safer, but the poor sucker who needs to go out and tie up a new kitten at the gatehouse is a sitting duck. I'm considering a better approach there.

The most fun is when gobbos arrive along the south flank near the depot, particularly when there are humans or dwarves trading. The gobbos fire down onto the depot and wreak all kinds of havok. Because the buildings are dug out, the dwarves will use any building as a sanctuary when the 'stay indoors' order is given, which is pretty cool.

The irrigation system is a future problem. There's still an underground river and pool on the map. I think it's about 15 or so z-levels *above* the main fortress level back behind the spire. I didn't road over the irrigation system, so once that underground water gets tapped, my irrigation will get clogged with towercaps. I could do the stockpile trick, but if I get back to the fortress I'll probably drain the subterranean areas and road them over. Not sure how to incorporate the river/pool anyway.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Elliott_Thinas on July 27, 2009, 12:24:24 am
Beautiful fort there Martin!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 29, 2009, 02:50:19 am
21st Opal, 246, Mid-Winter

Tantrum spiral now well behind us, progress on the fortress continues. All dwarves injured in the spiral are recovered, but two were wounded in a mining accident (noobs!) and two of four new recruits were wounded sparring with the hammers. Nothing too major.

The extra recruits have given Morul some more sparring time and he's finally made legendary hammerdwarf. That's brings us to the end of the blunt weapons and on to the pointy ones. Morul is currently a competent axe/spear from the time in the hunting arena, but no rating on sword. I think we'll move Morul on to axe now and get that finished off. Not sure if the axe will allow him to engage with the orcs better than the hammer did, but I hope so.

With the return of the laborers, the magma pipe is again being drained and the miners are expanding the moat. Initial plans for Moruls suite have been drawn up and construction will begin once the miners have dropped to the entrance level - 11 z-levels below the surface. The suite will be a 13-tile diameter steel, glass, and adamantine sphere suspended in the magma pipe. The only access will be from the back of the military level, which is already highly secure. Morul will also serve as guardian for the fortress artifacts.

Once the pipe is drained, the dwarves will need to keep it drained - by hand - for at least a year until the dig is finished and the shell of the suite is complete.

--- Labor (52)
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper

--- Social (9)
15th Limestone, 241, Early Autumn - Consoler
15th Limestone, 241, Early Autumn - Negotiator
15th Limestone, 241, Early Autumn - Intimidator
15th Limestone, 241, Early Autumn - Persuader
15th Limestone, 241, Early Autumn - Judge of Intent
15th Limestone, 241, Early Autumn - Pacifier
15th Limestone, 241, Early Autumn - Comedian
15th Limestone, 241, Early Autumn - Conversationalist
15th Limestone, 241, Early Autumn - Flatterer

--- Military (7)
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
1st Limestone, 236, Early Autumn - Shield User
28th Sandstone, 238, Late Autumn - Armor User
7th Felsite, 241, Late Spring - Macedwarf
21st Opal, 246, Mid-Winter - Hammerdwarf
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Heartpower on July 29, 2009, 10:17:15 pm
I still check this thread everyday.  Thanks for sticking in there, Martin.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on July 29, 2009, 10:35:09 pm
What's that leave, excluding the crazy ones like Liar and Nature Magic?

I can only think of spears, swords and axes off the top of my head...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 29, 2009, 10:47:21 pm
What's that leave, excluding the crazy ones like Liar and Nature Magic?

I can only think of spears, swords and axes off the top of my head...

That's all that's left. I just need to get them to skill up faster than the 5 years that hammer took. Avoiding tantrum spirals will probably help...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on July 30, 2009, 01:28:44 pm
Sounds like your problem with training is both that Morul is lethally dangerous even when sparring and orcs like to grapple instead of fight with weapons. Not sure, maybe there's a way to mod orcs so they can't wrestle?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on July 30, 2009, 01:32:24 pm
Like giving them weapons?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Slogo on July 30, 2009, 02:13:36 pm
It's fitting that Morul isn't a legendary liar yet. Anything he'd lie about he's probably actually done. "One time I took out 5 squads of orcs! Oh wait I actually did do that hmmm..."
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 30, 2009, 03:46:19 pm
Like giving them weapons?

Doesn't matter - when it's 20 on 1, there's always an orc occupying the same tile as Morul, and in that situation they don't use the weapon they have equipped.

I need to mod *Morul* to not wrestle.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Slogo on July 30, 2009, 03:48:01 pm
Why not try to make some sort of setup where you can divide off the orcs and let him fight vs smaller numbers at a time to increase his use of weapons?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shakma on July 30, 2009, 04:04:34 pm
I wouldn't think you'd have any problems.  Skilled guys seem to level really fast in new weapons just sparring against other skilled champions.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on July 30, 2009, 04:15:22 pm
Slogo: that's what I suggested earlier. Split up the entry into a bunch of small cells that you can individually open and close, and you should be able to cut down the number of enemies in any particular melee.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: HungryHobo on July 30, 2009, 05:32:10 pm
Is it possible to mod the orc to have no arms or legs but be huge, slow and hard to hurt?
That way morul can stand beating on them for ages before they die and they won't be able to grab him.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on July 30, 2009, 06:41:19 pm
That's coming once all the *possible* skills have been taken.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 30, 2009, 08:24:52 pm
Is it possible to mod the orc to have no arms or legs but be huge, slow and hard to hurt?
That way morul can stand beating on them for ages before they die and they won't be able to grab him.

Can't remove body parts without a regen. Morul already beats on them until he's on the brink of unconsciousness (I keep upgrading the orc size/damblock). I'll start on the cells once the moat is done (timing is a bit important lest the magma start melting dwarves... again).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on July 30, 2009, 09:20:08 pm
Morul still needs to train a little more to beat the Captain (http://www.bay12games.com/forum/index.php?topic=38137.msg680337#msg680337http://www.bay12games.com/forum/index.php?topic=38137.msg680337#msg680337)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 30, 2009, 09:39:32 pm
Morul still needs to train a little more to beat the Captain

He's on it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Slogo on July 31, 2009, 12:44:24 am
You can change speed without a regen I'm pretty sure. You could mod the orcs to be super super incredibly slow and they'd be unable to occupy the same spot as Morul as easily as they do now.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 31, 2009, 01:05:49 am
You can change speed without a regen I'm pretty sure. You could mod the orcs to be super super incredibly slow and they'd be unable to occupy the same spot as Morul as easily as they do now.

Hmm, let me experiment with that. Incredibly slow, size 50 orcs might actually work.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on July 31, 2009, 01:44:52 am
While waiting for giant, lumbering orcs to arrive, Morul picked up another attribute, so I thought I'd take a peek.

The last two snapshots were pre/post sieges and the tantrum spiral:

Autumn 244, he had the following stats:

1,549,133 xp
42 wrestler
40 shield
26 armor
24 str, 25 agi, 26 tough

At the end of the year (Autumn 245), he was at:

1,586,001 xp
44 wrestler
43 shield
29 armor
24 str, 25 agi, 27 tough

That was 3 sieges (1 little human one) of experience.

In Spring 247, he's now at

1,617,297 xp
45 wrestler
44 shield
30 armor
25 str, 25 agi, 27 tough

No sieges in that time, just sparring and hanging around. Definitely a slower xp rate, and he did pick up one level of wrestler/shield/armor (he was sparring wrestling for a bit during the weapon changeover from hammer to axe). But for overall skilling the fortress definitely need to get the orcs back on a regular schedule.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 01, 2009, 05:02:00 pm
Based on Slogo's suggestion, I modified the Orcs in an attempt to be better skilling opponents. I reduced their speed to 1% of default (should only affect movement rate, not agility) in an attempt to keep them from just piling on Morul and forcing him to wrestle. To balance this, I increased Orc size to 50 (I had it upgraded to 9) and kept damblock at 7 (which is up from 3 or 4 by default). They have steel armor/weapons.

Morul has his usual armor and a no-quality silver battle axe.

Here's a movie of the result (http://mkv25.net/dfma/movie-1572-morulvorcs1).

Sorry I haven't done movies before now - I've never had good luck in the past with them, but this went well so I'll do more of them. Anyway, Morul just cut through them like nothing (although he is puking the whole time from the sun ::)). He did that with 2 squads before this one. His skill only went up from competent to skilled, so it's still not enough of an improvement. I'm going to increase damblock to 50 as well and see what that does with the next siege.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Christes on August 01, 2009, 07:09:08 pm
Puking on the orcs while slaughtering them?  Wow.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on August 02, 2009, 05:07:23 am
Hey Martin, I made a fortress the other day on the Dwarf Heaven site

It was called "MorulTost" one letter off "MorulToast"

Even the very ground that Morul walks Toasts to his name!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 02, 2009, 11:30:00 am
Hey Martin, I made a fortress the other day on the Dwarf Heaven site

It was called "MorulTost" one letter off "MorulToast"

Even the very ground that Morul walks Toasts to his name!

LOL - that's pretty cool. This really is a great site to build on, too.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on August 02, 2009, 11:30:42 am
The last surviving dwarf in Boardwhip was named Morul.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 02, 2009, 03:45:52 pm
Interesting note: Recent research (I went into the language raw and used crtl+f) shows that 'Morul' means 'Page' in the common tongue. Interessant.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: pbheadtemp on August 02, 2009, 09:39:53 pm
NOoooo the end of the thread.... I just read through all 44 pages of this EPICNESS.

oh, did morul get legendary alchemy? I didnt see it on your list? but it was in the list of jobs... a while back in the thead. kinda too late now though... cept with your "will do later" crossbow hax.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 02, 2009, 10:50:45 pm
Yeah, alchemist records as 'Soaper' and he made legendary soaper.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Christes on August 03, 2009, 01:20:57 am
Interesting note: Recent research (I went into the language raw and used crtl+f) shows that 'Morul' means 'Page' in the common tongue. Interessant.

Sehr.  But does that mean a page out of a book or a page like a boy training to be a knight?

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 04, 2009, 12:45:08 am
I would presume paper, since it is more commonly used in that sense, but I am afraid that Toady's mind is not my own- at least not until I get that scrying stone I ordered on Ebay.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Bloogonis on August 06, 2009, 12:32:41 pm
seeing as its a fantasy setting, and it is a common name for a faily war happy bunch I would think it was the knight in training, I guess we will know when paper is added and we see on Morul 125 is an image of a dwarf the dwarf is burning
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on August 06, 2009, 07:37:22 pm
Page as a boy training to be a knight, I believe. Or it could be like in english, can mean either depending on how it's used. The boy training to be a knight is more accurate, considering that Morul's entire life has been nothing but constant training in one profession or another.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on August 06, 2009, 10:07:54 pm
Quote from: entity_default.txt
[ENTITY:MOUNTAIN]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]
        . . .
   [SELECT_SYMBOL:REMAINING:ARTIFICE]
   [SELECT_SYMBOL:REMAINING:EARTH]
       . . .

Dwarves like naming themselves after things that can be made, which comes from [SELECT_SYMBOL:REMAINING:ARTIFICE], much more so than anything else available. Which is why you get dwarves named Rigoth (craft) and Sarvesh (furnace) and Dastot (sword) and Urist (dagger) and Cog (boot) and Kogan (boat). So I'm fairly certain Morul means page, as in the pages of a book, as opposed to one training to be a knight.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sizik on August 06, 2009, 11:11:41 pm
Page is also under THOUGHT, so it's probably a book page.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 07, 2009, 03:30:33 pm
Okay, another siege.

5 squads of size 25/damblock 25 orcs, but with reduced speed to try and get Morul's weapon skills up. He didn't have any real trouble with them - they did take a little while to take down, however. His axe skill went up, but not as significantly as I hoped. What did surprise me is that he picked up another attribute by mid-winter - only 3 seasons after the last one - which is much faster than the previous attribute. He had as many as 4 orcs on top of him, with a total of 11 in striking range, so he was still stuck doing a lot of wrestling, but less than before. He never seemed to tire, however, which is another big change.

Here are the last 4 attribute snapshots:

Autumn 244, he had the following stats:

1,549,133 xp
42 wrestler
40 shield
26 armor
24 str, 25 agi, 26 tough

After 3 sieges (1 little human one), at the end of the year (Autumn 245), he was at:

1,586,001 xp
44 wrestler
43 shield
29 armor
24 str, 25 agi, 27 tough

After a year of just sparring, in Spring 247, he was at

1,617,297 xp
45 wrestler
44 shield
30 armor
25 str, 25 agi, 27 tough

In Winter 247 after a single siege of 25/25 orcs, he was at:

1,680,838 xp
49 wrestler
46 shield
35 armor
25 str, 25 agi, 28 tough

That's a fairly significant increase in skills by upgrading the orcs to be slow-moving, but highly resistant to damage. 5 armor levels in 3 seasons is huge, IMO. I think I might upgrade the orcs to 25/50 and see how that goes next.

As for the fortress, the bottom level of the moat is now being dug out. The pumpers are barely keeping it from overflowing which is making the whole thing a bit exciting since the only way for the miners to get in and out is through a passage on the bottom level. The lower 3 levels of Morul's suite are constructed, but not furnished, and work on the 4th from bottom level is proceeding as fast as materials come available. Construction should speed up once the mining is done since they're doing double-duty. Lots of orc armor to haul, after all.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Slogo on August 07, 2009, 03:32:47 pm
Woo nice to see the slow orcs is working well for him. I can't wait to see what his finished suite looks like.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 07, 2009, 03:39:15 pm
Definitely the most interesting dwarf in the world by now, I think...

Can we get an exact number for his progress in axes?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 08, 2009, 02:20:11 pm
Yeah, I didn't record his axes skill before the last siege. I'll record it before and after the next one.

And some people have asked about my tileset. I've now uploaded it to the wiki (http://www.dwarffortresswiki.net/index.php/Tileset_repository#Martin).

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 08, 2009, 05:12:28 pm
Some were asking (somewhere) about Moruls's suite.

Well, construction is coming along very quickly now. The bottom half is now constructed, but not yet fully furnished. So far no stone has been used in the construction (nor do I expect any will, but we'll see what the color palette demands). Steel is the primary material, with adamantine and glass. Nothing but masterwork or artifact furniture will be used.

I'm working out an experimental feature now (I hope it works, there'll be no going back if it doesn't) based on work developed on the forum here. It'll affect the aesthetics somewhat, but I think it's a good trade-off. Morul has his own training area and the usual collection of rooms. One completely steel level is dedicated to storage of artifacts. There's only one approach to the barracks level and the approach to Morul's suite is at the back of the barracks. The artifact storage is near the bottom of the suite. Anyone who can sneak down there and out deserves what they can secure.

I wish there was a way to grow trees on muddied above-ground tiles, as I'd like to devote the top level to an arboretum, but I don't think that's possible. Anyone? There's no way to collapse a soil layer down the middle of an exposed magma pipe, so that option is out.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: florian on August 08, 2009, 05:15:02 pm
Trees only grow on tiles that have a soil level underneath. So no.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on August 08, 2009, 05:19:04 pm
What is moruls current age`?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 08, 2009, 06:23:24 pm
I have no idea what his age is. We're now 47 years after embark. He has anywhere from a day to 100 years more to live.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 08, 2009, 09:46:49 pm
An interesting thing happened today - a pack of rhesus macaques showed up. Now, I had trapped a mess of them before and bred them as part of Morul's hunter training, but during his weapon training he accidentally wiped them out. I had thought that once you purged enough wildlife from the map that they were gone forever, but perhaps not. This is the first native wildlife I've seen in a good 20 years.

I wonder if I should turn Morul loose on the horses and mountain goats, wipe them out, and see if they return as well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shima on August 08, 2009, 10:31:10 pm
It seems that the idea that wildlife completely depletes is based on less than 47-50 years of playtime.  It would make sense to me if wildlife didn't die out, but rather might show up again after a length of time; we just wouldn't know about that too well, since I don't think many people play that long.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Pie on August 09, 2009, 06:39:26 am
I like your current avatar... makes me want to do some more of those animations... :D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on August 09, 2009, 07:04:46 am
Why is morul naked?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on August 09, 2009, 07:44:23 am
Why is morul naked?

What does Morul have to be ashamed of?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 09, 2009, 11:40:20 am
I like your current avatar... makes me want to do some more of those animations... :D

I really liked the animation, so when I thought of adding an avatar it was pretty obvious where to go. Thanks for making it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Judas Maccabeus on August 09, 2009, 11:42:31 am
It's Morul, he's so good that he can wear whatever he feels like.  Including nothing.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on August 09, 2009, 12:17:38 pm
ye but when i hear how awesome he is i always thinks of him armored to the teeth with all in adamant.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 09, 2009, 12:48:42 pm
Armored in Adamantine plates? That's what you'd THINK from looking at him, but he's ACTUALLY naked. :)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ProfessorA on August 10, 2009, 11:51:22 am
Armored in Adamantine plates? That's what you'd THINK from looking at him, but he's ACTUALLY naked. :)

The difference is impossible to verify visually or with any conventional weapon.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 10, 2009, 10:26:01 pm
Late Winter 248

Another siege. 3 squads of orcs, these upgraded to size 25/damblock 50. This squad was both a success and a massive failure. The goal of the upgraded orcs was to provide hard to kill targets for Morul to get his axe skill up on, but as you'll see, that was a catastrophic failure.

Pre siege:

1,693,527 xp
Wrestler 49 4793/5400
Shield User 47 1414/5200
Armor User 36 96/4100
Axeman 7 496/1200
Str 25, Agi 25, Tough 28

Post siege:

1,740,737 xp
Wrestler 53 543/5800
Shield User 49 3426/5400
Armor User 39 4215/4400
Axeman 7 525/1200
Str 26, Agi 26, Tough 28

The good: Morul picked up 2 attributes in a month. I think the cuts were at 1.70M and 1.74M, so he was most of the way there when he started and just slipped over when he ended, but still, one full attribute level is pretty significant in one season. 3+ skill levels on wrestling, 2.5 shield, and Just shy of 4 levels on armor. That's really very good.

The bad: Morul picked up only 30 points of axe. Basically he scored a single hit the entire time.

Looking at the combat formula, where I think I went wrong is that Morul's axe skill and the quality of the weapon aren't enough to score a hit against the much tougher orcs. His wrestling skill *is* high enough, so he ends up just swinging away and hitting air with the axe and he clears the floor with them when wrestling.  He wasn't fast clearing them, but he never got tired and never took an injury.

So, I need to dial the orcs *way* back, and upgrade them slowly as his skills go up.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on August 11, 2009, 04:31:32 am
Maybe he gets his axe stuck in some of the orcs?

Try giving him two axes when he goes out to fight, you might get more experiance that way?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on August 11, 2009, 11:22:05 pm
From what I've heard, two axes don't actually cause a dwarf to dual-wield, but rather will allow them to pull out a second axe in case the first one is lost.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Darktongue Breakbone on August 12, 2009, 04:42:17 am
Why is morul naked?

Same reason Dr. Manhattan is.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Thexor on August 12, 2009, 10:42:22 am
If there's a problem with weapon quality... why not give him a better weapon? Last I heard, you had given him a weak silver axe, in an attempt to keep the Orcs alive longer for more hits. Since that's not working, why not try the other end - a steel or ada axe might be able to punch through their defenses.

And even if it doesn't, remember to record the video so we can see the DF equivalent of a blender.  ;)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on August 12, 2009, 02:38:51 pm
I think that several dwarves with swords work better for that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 12, 2009, 03:17:58 pm
If there's a problem with weapon quality... why not give him a better weapon? Last I heard, you had given him a weak silver axe, in an attempt to keep the Orcs alive longer for more hits. Since that's not working, why not try the other end - a steel or ada axe might be able to punch through their defenses.

And even if it doesn't, remember to record the video so we can see the DF equivalent of a blender.  ;)

I did the math and upgrading the weapon probably doesn't help enough (again, assuming the formula is correct and that I understand it properly). It's close, though. Adamantine masterwork axe (he's got 5, natch) vs silver is like taking his skill from level 7 to level 27, but that was up against 65 additional levels of size/damblock. His strength closes the gap, but not enough. I think with the wrestling skill up in the 40's he still wasn't getting hits in 100% of the time.

Now, I'm going to run him up through these last 3 skills and then upload the saves and get him back to work on the axe skill. Then I'll give him the upgraded axe and upgrade the orcs as his skill goes up, so he should always be skilling in the right range. Just a matter of getting the balance right, but every skill level should correspond to one point in damblock (or size).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Albedo on August 12, 2009, 03:28:33 pm
From what I've heard, two axes don't actually cause a dwarf to dual-wield, but rather will allow them to pull out a second axe in case the first one is lost.

That's how it's supposed to work, but T has stated that it's broken atm.  Hard to say how it is working, as all we can count on is "not as intended".
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on August 12, 2009, 05:33:39 pm
From what I've heard, two axes don't actually cause a dwarf to dual-wield, but rather will allow them to pull out a second axe in case the first one is lost.

Oh no, I didn't mean duel wield, but rather if a Dwarf gets an axe stuck inside an enemy and loses their grip, they will end up wrestling, because they don't have another weapon.

If they have two, they take out that second weapon, allowing them more time with a weapon and less time wrestling.

Just a thought
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Saurus33 on August 16, 2009, 06:39:23 pm
Do you have any plans to armour the others soldiers with adamantine? (they'd need the protection, being Morul's sparring partners).

Or have I missed something, and they are already armoured thus?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 16, 2009, 10:58:56 pm
Do you have any plans to armour the others soldiers with adamantine? (they'd need the protection, being Morul's sparring partners).

Or have I missed something, and they are already armoured thus?

They're in masterwork steel. I'm okay if a few of them die. So far there hasn't been any problem. Some of the new conscripts hammered the hell out of each other, but Morul hasn't done any damage to anyone.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phantom on August 16, 2009, 11:00:17 pm
I wonder, after you finish Morul, make the most interesting creatures pf each race, then pit them against each other.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 16, 2009, 11:15:38 pm
I wish! But it'a taken him, what five months now just for Morul, and he's not even done yet?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Shima on August 17, 2009, 02:01:48 am
Morul's an Artifact.  However, that doesn't mean we can't steal his final stats and remake him as every other species in a giant Thunderdome, recording the chaos and knowing, once and for all, what is THE BEST OF THE BEST.

Martin, you try to set the stick_chance to 0 on the axe?  If Morul is sticking his weapon, that'll fix it.  It'll be global, but it might speed Morul up.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 17, 2009, 02:10:10 am
Morul's an Artifact.  However, that doesn't mean we can't steal his final stats and remake him as every other species in a giant Thunderdome, recording the chaos and knowing, once and for all, what is THE BEST OF THE BEST.

Martin, you try to set the stick_chance to 0 on the axe?  If Morul is sticking his weapon, that'll fix it.  It'll be global, but it might speed Morul up.

I never knew about that. I'll give it a whirl.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 22, 2009, 01:01:01 am
Just a brief update.

Morul is at Grand Master Axedwarf, so a proper update will come soon. Morul's suite is structurally complete and the moat is now filling (has been for about a year, needs about another year, no leaks yet). Once it's full I'll upload a new map  and provide a tour. I'm pretty pleased with it. No furniture in it yet to speak of, everyone busy hauling orc armor and getting some moat related construction finished. The dwarves are installing clear glass windows in the bedrooms that adjoin the moat, and some other selected areas, and the long entrance approach (where Morul knocked that orc across a few embark tiles) is being replaced entirely in clear glass and exceptional clear glass windows. At no point should visitors forget that they're walking over a massive magma moat. Once some time opens up, I'll start dwarves on making furniture for Morul - he needs a lot given that his suite is 13 stories tall, with some rather nice features, if I do say so.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: MrWiggles on August 22, 2009, 05:10:46 pm
Do you plan to take Morul out in adventure mode?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on August 22, 2009, 05:56:34 pm
Morul on adventure

First objective: Genocide on Elves

Second objective: Genocide on every race
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 22, 2009, 06:22:49 pm
Do you plan to take Morul out in adventure mode?

I almost never do adventure mode. Can you take a dwarf out?

The answer would be 'yes', if I can take him out.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: MrWiggles on August 22, 2009, 06:45:05 pm
I remember reading on the forum, that some have been able to.

I'm fairly new to adventure mode as well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Elliott_Thinas on August 22, 2009, 07:50:15 pm
I remember reading on the forum, that some have been able to.

I'm fairly new to adventure mode as well.

No way to do it yet; the only named dwarves you can take on adventure mode are dwarves you've already played and retired on adventure mode. However, you could abandon the fort and if Morul survived and migrated your adventurer could potentially meet and recruit him; however, in order to recruit I am fairly sure you must be better than your recruit and to get your adventurer good enough to recruit Morul would probably take 100 years!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 22, 2009, 08:35:49 pm
You can use dwarf companion to 'clone' him, by giving a character in adventure mode his name, titles, and skills/attributes. Sadly I don't think there's a way to copy over the kill list.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on August 23, 2009, 06:34:03 am
If you abandon a fortress and immediately go to a Play Now! adventurer, it will start you at the fortress, and all the dwarves at your fortress won't have left yet and will be milling about. It might take some convincing to get Morul to join your party, though, considering that he's several orders of magnitude more skilled than a regular adventurer.

If you don't do a Play Now! adventurer, you might be able to track him down by diligently hunting through legends and probably a bit of luck.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 23, 2009, 04:03:30 pm
Note that as a Play Now! You have no skills or gear whatsoever, so life will be HARD.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on August 23, 2009, 04:29:54 pm
Note that as a Play Now! You have no skills or gear whatsoever, so life will be HARD.

Then use Lungpiercing flies and armor penetrating vomit
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 23, 2009, 08:44:34 pm
Maybe I could do Play Now, mod the character to have Morul's skills and recruit Morul anyway. What havok could two Morul's wreak? At least one of them could get legendary thrower!  :D

But even without modding, life won't be that hard. There's several full sets of masterwork adamantine armor and weapons in the fortress, not to mention almost 6,000 adamantine bolts.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: crash2455 on August 23, 2009, 11:12:11 pm
I didn't think Dwarf Companion worked in adventure mode.  Nobody showed up in DC when I tried it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Eagle on August 24, 2009, 04:45:15 pm
I didn't think Dwarf Companion worked in adventure mode.  Nobody showed up in DC when I tried it.

Dwarves will show up; to make others appear, you have to hit the "all creatures" button, so that it doesnt say "only dwarves".
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 25, 2009, 06:44:12 pm
27th Limestone, 252, Early Autumn

The magma pipe drained and Morul's suite was successfully constructed. Furnishings are still underway with the pipe 2/3 full. Once filled, a new map update will be provided with a tour of the suite (hopefully furnished, but if not then suggestions will be welcome).

After a few years of fruitless effort trying to make the orcs better axe sparring partners, only to result in nothing but wrestling skill, Morul did make it to legendary axedwarf. He will now move on to spear, already at 'competent'. Hopefully the skilling time will come back down. I'd hate for this to require 12 more years to finish off.

--- Labor (52)
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper

--- Social (9)
15th Limestone, 241, Early Autumn - Consoler
15th Limestone, 241, Early Autumn - Negotiator
15th Limestone, 241, Early Autumn - Intimidator
15th Limestone, 241, Early Autumn - Persuader
15th Limestone, 241, Early Autumn - Judge of Intent
15th Limestone, 241, Early Autumn - Pacifier
15th Limestone, 241, Early Autumn - Comedian
15th Limestone, 241, Early Autumn - Conversationalist
15th Limestone, 241, Early Autumn - Flatterer

--- Military (7)
11th Hematite, 234, Early Summer - Swimmer
26th Moonstone, 235, Early Winter - Marksdwarf
15th Limestone, 235, Early Autumn - Wrestler
1st Limestone, 236, Early Autumn - Shield User
28th Sandstone, 238, Late Autumn - Armor User
7th Felsite, 241, Late Spring - Macedwarf
21st Opal, 246, Mid-Winter - Hammerdwarf
27th Limestone, 252, Early Autumn - Axedwarf

Current stats:

1,839,071 xp
Wrestler 56 3048/6100
Shield User 54 3456/5900
Armor User 43 136/4800
Axeman 15 383/2000

Str: 27, Agi 27, Tough 28

Previous update:

1,740,737 xp
Wrestler 53 543/5800
Shield User 49 3426/5400
Armor User 39 4215/4400
Axeman 7 525/1200
Str 26, Agi 26, Tough 28

So, 3 sieges and a lot of sparring yielded a point of str and agi, 3 levels of wrestler, 5 of shield user, 4 of armor user, and 8 of axe (though much easier levels to work through). That's pretty decent, but slow going all the same. We'll see if spear fares better.

I'm guessing Morul will have all attributes around 30 and Shield/Armor in the 70/60 range by the time he finishes both spear and sword. That'll be the starting state for the community to play with (along with the save from when he finished the social/labor skills).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on August 25, 2009, 06:57:24 pm
REMOVE STUCK CHANCE FROM THE SPEAR, otherwise it'll get stuck and abandoned practically every time he uses it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 25, 2009, 08:59:51 pm
REMOVE STUCK CHANCE FROM THE SPEAR, otherwise it'll get stuck and abandoned practically every time he uses it.

Already done.

Well, actually, there was no stick change listed, so I put in a tag to set it to 0.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Magua on August 27, 2009, 08:31:12 am
Late to this party, but:

Previous experience with temperature off and magma and Dwarf Companion indicates to me that the "cooling off" of dwarves on fire occurs when you enter the water, not being in it.  That is, putting dwarves into the water, and then turning temperature on, gives you dwarves who will spontaneously combust once they leave.  You need to turn the temperature on, and then get the dwarves into the water to put them out.

Not that it helps you now, of course.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 30, 2009, 02:39:16 am
Morul is nearly done with speardwarf - much faster progress than expected, but also much slower than the other dwarves who hit legendary a fair bit ago. Not sure why.

Morul's suite is complete and the magma moat is finally full and ready to be revealed. Descriptions of every level are provided on the map.
Morul's completed suite (http://mkv25.net/dfma/poi-17997)

Among the features are a hot tub, working fireplace, and grassy meditation area (a little hacking there...) The entire suite is masterwork or artifact quality - even the mechanisms inside the floodgates. The predominant materials are steel sourced by melting the armor of the orcs Morul has killed, adamantine, and oak for a softer touch. It's not a mix of wood, it's nothing but oak (that was a pain to work out). Overall, I'm very pleased.

It could stand some more details and decoration, and I'm open to suggestions. Oh, and some orcs have come to visit, so Morul may finish up speardwarf on them and allow another update. Now that the magma pipe is refilled, the FPS have magically returned. Huzzah!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Christes on August 30, 2009, 03:17:50 am
We need to see this in the visualizer.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 30, 2009, 12:21:33 pm
I agree. Unfortunately the OpenGL shaders don't work in VMWare yet. I'll find time to boot into Windows later and run it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: DeathOfRats on August 30, 2009, 12:53:58 pm
There's a new version of the visualizer now that doesn't require shader support , which is simply awesome ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on August 30, 2009, 03:57:10 pm
There's a new version of the visualizer now that doesn't require shader support , which is simply awesome ;D

Ooooh... Let me see if that'll work.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Criptfeind on August 31, 2009, 02:48:00 am
I was thinking about the problem of training him and I came up with this idea:

One of the biggest problems is that too many come at him at a time right? So if you were to spilt them up it should work better right? I have an idea for a trap to break them up in to smaller groups.


Z0
Code: [Select]
WWWWOOOWWWW
W...BBB...W
W...BBB...W
W...BBB...W
W...BBB...W
W...BBB...W
WWWWDWDWWWW
Z-1
Code: [Select]
WWWWGGGWWWW
W.F.F.F.F.W
WFFFFFFFFFW
W.F.F.F.F.W
WFFFFFFFFFW
W.F.F.F.F.W
WWWWWWWWWWW
Z-2
Code: [Select]
WWWWWWWWWWW
WFDFWFWFDFW
WDWDWDWDWDW
WFWFWFWFWFW
WDWDWDWDWDW
WFWFDFDFWFW
WMWWWWWWWMW

W=wall
O=where the Orcs come in
B=NON-retracting bridge
D=door
.=open space where the Orcs fall down
G=where the Orcs that don’t fall the Z-2 leave going back to O or possibly to Morul so he can kill them well they are scattered before he goes to Z-2
M=the door that Morul comes though to get to the Orcs.


The way it works is first the Orcs come to Z-level zero trying to get though the doors. When they get close to the doors you lock them and pull the lever to pull the NON-retracting bridge up throwing the Orcs around the room. The Orcs fall the Z-level negative one some of them going in to the holes and the others scatted and disorientated. You can either let the Orcs go back to the bridge and throw more in the holes or you can send Morul in to kill the scattered Orcs. Then you send Morul down to Z-level negative two and open up the doors one at a time letting him take down small amounts at a time.

The length of the bridge and the corresponding pits are up you.

This is of course a rough draft and could probably use some improvement.


Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Heartpower on September 05, 2009, 12:53:31 pm
Any updates?  Morul has to be getting close to living the dream.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on September 05, 2009, 01:00:39 pm
I think Martin's busy with DFM.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on September 05, 2009, 11:46:40 pm
Yeah, give me a few days with the DFM. I'm trying to get the visualizer working in VMware.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: uran77 on September 11, 2009, 01:29:18 am
how high i his thrower skill
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on September 11, 2009, 01:38:43 am
how high i his thrower skill
Most likely it is still 0, since there is no feasible way to raise it legally.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: sdu on September 11, 2009, 10:44:27 am
Why not cage traps and use an arena to let them loose one by one?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: lucusLoC on September 15, 2009, 12:42:08 pm
:'-( no updates. . .
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on September 15, 2009, 03:27:59 pm
Cage traps would be a huge pain to engineer, since you have to do each one individually. Cryptfiend's idea would work fine, and actually you don't even need a drawbridge; retracting bridges "fling" just as well as drawbridges do (read: poorly), if I recall correctly. Retracting bridges also have the advantage of not crushing anything when they're put back into position.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Time Kitten on September 16, 2009, 02:19:59 am
This looks like a job for... Rediculously long, Spastasticly windy halways.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on September 16, 2009, 03:08:54 pm
relax. Martin's busy with DFM2.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: SimRobert2001 on September 16, 2009, 09:17:35 pm
Thg dwarves have of The Hall of Merchants has long heard of the greatness of morul.  Our greatest laborers have journeyed to ConfinedStockades, partly to build a monument to morul, partly to escape the inhuman unholy badgering of our queen, Goden Zokunimush. This is our land, and we need a suitible monument to build. Phil wants to make a lake, and frankly, we're not sure what to do about that.  I mean, we could build a massive wall, but really, that seems like a big, deal, you know? i mean, we have an underground lake and all, but i dunno....  Oh, and there's ingish's idea of a massive stone head carved into the granite of the mountain. From what we could tell, there's adamantine here, so i GUESS thats a good thing, i mean, we have to deal with that unholy b*tch again soon, but we're rather wealthy... and there's an underground stream, as well as a magmapipe, oh, and a chasm.

Spoiler (click to show/hide)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on September 17, 2009, 10:47:45 pm
Sounds cool SimRobert.

Anyway, I finished DFM2 and Morul is running around again. I'm trying to get visualizer working, but, alas, it's not working. I've PMed Baboonanza, so we'll see if we can get it worked out.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Dakk on September 20, 2009, 11:54:06 pm
It indeed would be awesome to watch Morul single handely rip the HFS to shreds.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on September 21, 2009, 08:23:27 am
It indeed would be awesome to watch Morul single handely rip the HFS to shreds.

I believe someone tried with Morul and Captain Ironblood, and they lost. Morul usually had a higher kill count, though that's mostly because his higher endurance let him continue fighting after taking injuries that sent Ironblood back to his bed.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on September 21, 2009, 04:45:39 pm
I think it was the being set on fire that got them?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on September 21, 2009, 10:10:18 pm
I wonder how Morul would fare with his current stats seeing as how he should be able to kill the various HFS denizens a lot faster with actual weapon experience. The tests in question just used him as a relatively low level hammerdwarf, did it not?

His stats have also increased by quite a bit since then as well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Slogo on September 22, 2009, 09:56:02 am
Regardless of the skill Morul would be burned by getting close to the SoF so that'd be troublesome. If he killed them all super fast he might live but there's no way he won't come out of the fight pretty injured (unless there are no SoF).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Christes on September 22, 2009, 10:08:09 am
Easy solution:

Build a fire suppression system to put Morul out.  It won't completely save him from fire, but you only need to extend his longevity enough to kill all the SoF.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on September 22, 2009, 10:15:55 am
Plus, he'll survive pretty well, even on fire. The full adamantine he's walking around in now will help, and wasn't it morul who walked through magma to get to an enemy? Or am I thinking of someone else...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Slogo on September 22, 2009, 12:20:20 pm
You won't be able to put him out while the SoF is alive since it will evaporate any water that gets near it if I'm not mistaken.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ironhand on September 22, 2009, 12:36:00 pm
Does water even extinguish fire currently?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on September 22, 2009, 04:31:01 pm
Does water even extinguish fire currently?
There was a post about this on the last page, me thinks, water does extinguish fire, but the dwarves have to enter the water themselves or the water has to come to them, so using tweak and placing 7/7 water on top of the dwarves won't help any.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Porpoisepower on September 22, 2009, 06:24:48 pm
Doesn't Morul's (presumptiously) ridiculously high agility help dodge fireballs?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Satarus on September 23, 2009, 09:30:11 am
It would, but you only need 1 fireball.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: DeathOfRats on September 23, 2009, 09:47:25 am
And it's not only fireballs. Don't SoFs cause heat damage just by standing next to dorfs, due to heir extremely high temp? If Morul's going melee with them, he's likely to at least sustain some injuries. If he has some time to recover and heal between one SoF and the next, and if he kills them quick, he might be able to do it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Christes on September 23, 2009, 10:07:20 am
Does water even extinguish fire currently?

Yes, it does.  I had a bunch of dwarves catch on fire in a succession game.  I put them out by drafting them and having them walk into 1/7 water.

The SOF do have a very high body temp, so putting morul out with water wouldn't be a full solution.  However, I was trying to think of ways to extend Morul's longevity even a little.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Phazer on September 23, 2009, 10:17:37 am
And it's not only fireballs. Don't SoFs cause heat damage just by standing next to dorfs, due to heir extremely high temp? If Morul's going melee with them, he's likely to at least sustain some injuries. If he has some time to recover and heal between one SoF and the next, and if he kills them quick, he might be able to do it.
Morul kills them in 1 hit so its no problem, they have tested Morul against SoF's before. if you go back som pages you may find it. he died later by a fireball.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Atarlost on September 23, 2009, 06:25:40 pm
If a crossbow outranges fireballs that might be an option. 
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on September 23, 2009, 09:43:11 pm
Fireballs can be blocked or dodged, though I don't believe that armor helps against them, either they miss or do full damage. I think the lethality of a SoF's internal temperature is overstated though, it is possible for a very tough dwarf to survive long enough to land a killing stroke against a SoF without taking lethal damage. So long as the SoF didn't do permanent damage instantly, Morul would heal back up the the tick after the fire hurt him, and with his legendary weapon skill he could almost certainly kill or maim the SoF with a single swing.

The main problem would be the same problem Morul has with orcs. If his weapon gets stuck or the SoF tries to wrestle him, he'll be toast (literally). 30 SoF will make even the most legendary dwarf quake in his boots. It may be doable if Morul was joined with other legendary soldiers (I'm pretty sure Morul's sparring partners must be legendary by now, unless he keeps accidentally killing them, which I doubt since they're in at least masterwork steel) to keep the battle a little less lopsided, but en masse the demons will overwhelm him.

I would definitely bet Morul to win against 30 frog or tentacle demons, but SoF are ridiculously dangerous.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on September 23, 2009, 10:09:09 pm
Any one of his sparring partners could kill Cacame. I don't think it would be a problem.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Daywalkah on September 24, 2009, 06:26:18 pm
Your dwarf may be the most interesting, but my 2 dwarves are the best warriors of all time!

Dumed Olum Berim: 278 kills, 159 notable kills, orcs, frost giants, megabeasts, and many others. He became the enemy of all who threatened my fortress. Zas was almost as good.
They were both legendary in any weapon skill that they could find a weapon for. Alas, I can't prove this or remember their names anymore since my computer crashed. They both have defended my fort countless times by themselves, and let them earn the respect of all dwarves out there for protecting their civilization. That is all.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Holy Mittens on September 24, 2009, 07:00:07 pm
I'm fairly certain Morul must have on the order of 1000 or more kills by this point.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Daywalkah on September 24, 2009, 07:08:46 pm
Really? Good god. I never read a lot of this thread since it was intimidating by it's size. And Holy Mittens, you must be pretty awesome to be able to generate a world with an elf like Cacame. I salute you sir.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on September 24, 2009, 08:06:39 pm
The last concrete number I get from a quick search is 551 back at the end of June, but I'm pretty sure that Morul has killed off at least eight or ten sieges since then. So somewhere around 800 kills at minimum though I don't know if that's including the various native species of animals that he extirpated while maxing out hunting.

Of course, he's also eliminated the fire snake from existence and probably rendered the Wild Purring Maggot extinct to boot with only its zoo dwelling cousins remaining.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Argonnek on September 24, 2009, 10:17:13 pm
I must know, who is Cacame? I've seen the name before on some of my elven traders, (before the drowning) but have not heard of a legendary elf of that name.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smew on September 24, 2009, 10:38:11 pm
I must know, who is Cacame? I've seen the name before on some of my elven traders, (before the drowning) but have not heard of a legendary elf of that name.
Check Holy Mittens sig, Cacame has joined the rank(s?) of the legendary dwar-Elves apparently.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Alrenous on October 02, 2009, 07:39:22 pm
Yeah, if your soldiers kill the SOFs quickly enough their constant temperature isn't a serious danger, just the fireballs. I have multiple champions with multiple SOF kills, mostly in perfect health. Moreover, they were wearing high-quality iron, not steel let alone adamantium. I suggest a zig-zagging pathway so that the SOFs can't have line of sight without being in melee range.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on October 02, 2009, 08:52:16 pm
Hey morul.  Your adventurers highest skill must be higher than the person who you are trying to recuit's highest skill.  In this case, most likely wrestling or mining.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on October 03, 2009, 02:22:58 am
Morul's highest skills are wrestling, shield use, and armor use, and they're all quite absurdly high. Recruiting him will require a bunch of grinding, at which point you won't really need him any more.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on October 03, 2009, 11:04:32 am
Morul's highest skills are wrestling, shield use, and armor use, and they're all quite absurdly high. Recruiting him will require a bunch of grinding, at which point you won't really need him any more.

True, but an adventurer that powerful with Morul at his side could slaughter all of the orcs, elves, humans, and dwarves, then open every glowing chamber and slaughter all the demons, followed by a headlong dive into the glowing pits to wrestle Armok himself into submission. It would make a thermonuclear catsplosion look tame in comparison. The computer would fry from the shear awesome of it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: stormbringer951 on October 10, 2009, 02:39:55 pm
ToadyOne will eventually implement rules for fighting Armok.

You lose.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on October 10, 2009, 04:01:27 pm
So where's Morul? It's been a while, don't tell me you're going to stop a few skills away.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: TheDJ17 on October 10, 2009, 04:32:59 pm
ToadyOne will eventually implement rules for fighting Armok.

You lose.

I hereby dub thee SIGED!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on October 10, 2009, 10:10:53 pm
I just lost the game.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sizik on October 11, 2009, 03:43:11 am
A description of the rules for fighting Armok (http://www.youtube.com/watch?v=M5QGkOGZubQ&feature=related)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Haspen on October 31, 2009, 04:31:15 pm
[cleverly disguised... bump?]

*Cough*

I would really like some news about Morul. Is he most Powerful Dwarf of the world already?

[/cdb]
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on October 31, 2009, 06:05:52 pm
I don't think so. Martin, according to his profile, was last active today though...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on November 01, 2009, 10:17:58 pm
He is not the most powerful dwarf.


He is The Most Interesting Dwarf in the World!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Smitehappy on November 01, 2009, 10:35:04 pm
I just lost the game.
Son of a bitch!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: zchris13 on November 01, 2009, 10:37:53 pm
Yeah. I never knew my parents.  Thanks for bringing it up...  :'(
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Heliman on November 01, 2009, 10:59:44 pm
Angst.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on November 02, 2009, 06:44:51 pm
I just lost the game.
Son of a bitch!
Losing is Fun!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on November 02, 2009, 07:21:32 pm
Finally, somebody bumped this. Can we get an update or should we just take Morul off the DF wiki? [TALKS_IN_SARCASM] aside, has Morul gotten any more skills or haven you just been busy doing something else?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Aldaris on November 10, 2009, 04:29:12 pm
I just lost the game.
Son of a bitch!
Losing is Fun!
It's resurfacing everywhere you look, it's evil. Especially if it kicks of in your real life.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on November 11, 2009, 10:54:58 pm
But it's okay, because
Spoiler (click to show/hide)
you just won the game!
Yeah, I'm just trying to bump this so we can get an update.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on November 12, 2009, 01:00:19 am
yeah... come on, don't abandon this so close to fruition!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on December 05, 2009, 02:36:15 pm
Plus, he'll survive pretty well, even on fire. The full adamantine he's walking around in now will help, and wasn't it morul who walked through magma to get to an enemy? Or am I thinking of someone else...

You are thinking of The legend of HolisticDetective and the Kobold Thief, from the land of Headshoots.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Euld on December 05, 2009, 05:42:34 pm
Just read all 52 pages in one sitting.  :'(
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Hectonkhyres on December 06, 2009, 03:28:30 am
Just read all 52 pages in one sitting.  :'(
Ditto. I too am now horribly gay for Morul.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: JoystickHero on December 06, 2009, 06:45:25 am
Just read all 52 pages in one sitting.  :'(
Ditto. I too am now horribly gay for Morul.
Pat Robertson would be gay for Morul.

That said, I've just finished everything as well. I thought it'd be done on page 30 or so, with the rest being uses for Morul. Wow. This... wow.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Pandarsenic on December 10, 2009, 03:18:22 am
I must read this some time.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on December 18, 2009, 02:28:02 pm
I am going to do something similar to this.

One legendary in all civilian skills, one in all military.

Using Relentless Assault and orcs for the Fun.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: czolus on December 19, 2009, 06:10:15 pm
Well done, sir.  Well done.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Vicid on December 19, 2009, 07:18:23 pm
http://www.bay12games.com/forum/index.php?action=profile;u=12598;sa=showPosts

 :-[
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ToonyMan on December 19, 2009, 07:30:29 pm
This thread is the best.  One of my favorites since the start.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on December 20, 2009, 01:46:48 am
http://www.bay12games.com/forum/index.php?action=profile;u=12598;sa=showPosts

 :-[

Indeed. I've been checking up on that every week or so, in hopes... alas.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on December 20, 2009, 02:46:49 pm
He's online occasionally. Just wish he'd have the decency to either say "Hey guys, I got sick of Morul, here's the map if someone else wants to finish" or "Doin something else right now, bbl". I was hoping Morul would make it...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on December 20, 2009, 06:08:52 pm
I was under the impression that Morul was "finished", at least to the point of non-mod-training.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on December 23, 2009, 07:42:52 pm
I can only assume that this is what sieges are like for Morul.

Spoiler (click to show/hide)

Or at least when he's done swordsdwarf and switches over to the bitchin' artifact adamantine short sword.

EDIT: I just realized, the guy who writes 8-Bit Theater is probably a DF player
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on December 23, 2009, 07:45:46 pm
I was under the impression that Morul was "finished", at least to the point of non-mod-training.

I don't believe the last few weapon skills were legendary'd. Martin had also originally been planning on posting the saves for Morul pre-military, in full legendary prime, and with legendary lying and throwing through modding for a total of three saves. He also hasn't opened up his HFS yet.

Still, even if takes a few months more, I'd love to hear the rest of Morul's tale.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 29, 2009, 03:29:44 am
Deepest apologies all. Life intervened and took me away from DF for a spell. I'll be committing the time I have to finishing Morul off in this last remaining weapon skill - sword, and then getting files uploaded.

Reviewing the state of things, Morul's sword skill is so low that he can't even land a sword strike against the upgraded Orcs, so he winds up just tossing them around as usual. I downgraded them to normal (they might be normal, I'm not sure, I've screwed with them so much I forgot what an orc is supposed to look like). Anyway, next siege should at least get Sworddwarf on the map.

Oh, I forgot how absurdly slow this map runs now. I need to followup on Toady's log. I had immense hope for the next version - I hope things are going smoothly. I'll have to figure out what challenge to undertake with the new features.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 29, 2009, 03:40:14 am
My other problem is I can't remember the state of anything else in the fortress except for Morul. There's a limited population thanks to the most awesome tantrum spiral. Lots of stuff all in neat piles including plenty of food. What is everyone supposed to be doing? I have no freaking idea. They're doing the usual - hauling orc body parts and crappy armor. This will take a while to get my bearings.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Haspen on December 29, 2009, 05:05:17 am
Welcome back, Martin.

Woo! It's alive! And is near completion :D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Euld on December 29, 2009, 05:31:04 am
Yay we missed you!  ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 29, 2009, 05:40:35 am
Huzzah! Dabbling swordwarf thanks to sparring and I remembered how to plant my farms and make booze! Onward!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on December 29, 2009, 12:36:58 pm
I nominate Morul to be a swordsdwarf when he's finally done.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on December 29, 2009, 02:14:03 pm
Huzzah! Welcome back, Martin.

I nominate Morul to be a swordsdwarf when he's finally done.

I take your swordsmaster and raise you a hammer or macelord. The sheer distance Morul gets on those things is astounding.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 29, 2009, 02:56:08 pm
The dwarves really don't have much to do. The fortress is largely complete and furnished. The damage from the tantrum spiral has been repaired. Morul's suite is done. We've got another 1000+ bars of steel as the furnace operator has been working diligently.

I've decided I'm going to flood the 8 embark tile hunting area to turn it into a subterranean forest. It can still be used as a hunting area that way. The underground river is close to the holding area and there's a small drain on one side to the chasm. It'll take ages to flood properly and then drain, but why not? It looks like I can safely channel from the river to a vertical shaft that drops straight into the 48x48 holding area and control the water flow with a hatch on a switch. Because the area is so large, evaporation will be a major issue. There's only a single tile drain on the level now, which I'll expand to 3 tiles, but it'll still take ages to drain. The dwarves have started clearing the many thousands of gabbro stones and the bones left over from the hunt. I still have gabbro modded to extract adamantine from, so I'll just make a shitton of adamantine out of it all. Well, we already have 750 wafers, but there will be more, okay?

Not sure the project will complete before Morul does, so y'all will get it in whatever state it's in.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on December 29, 2009, 03:00:04 pm
:-D
Excuse me while I dance around excitably for several hours.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 29, 2009, 08:12:07 pm
While I clean up, I found an unexpected side-effect of my upgraded Orcs. They drop 25 bones and make stacks of 125 bolts. I'd been dumping all my bones and corpses, but I thought I'd knock out some new trade goods and only now noticed the effect.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on December 30, 2009, 03:28:06 am
This demands illustration.

Fault, get in here! Draw us an orc that has... lessee... five times as much hugeness and bonelitude as a normal orc. I suspect that it has spikes.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on December 30, 2009, 07:16:44 pm
Glad to see you back Martin. Was getting worried.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: monk12 on December 30, 2009, 10:27:44 pm
Huzzah!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 30, 2009, 11:36:53 pm
Well, no sieges so far. We're in Summer 256, for those that have lost track (I know I did...). Morul is up to competent swordwarf just due to some sparring and wiping out a few thieves and horses (it looks like all of the wildlife is returning, but not yet the vermin).

The pumping and draining system for flooding the hunting arena is done and it's now filling the holding area. The dwarves have 2 more embark tiles to clear of stone. It takes about a season or a bit more to clear a tile, assuming they don't have orc armor and guts to haul, so I fully expect the tree farm to be sprouting before Morul maxes out.

I've been running around labeling levers. I'm usually pretty good about that, and had been here, but there were some I had skipped. We've had two births since the tantrum spiral (all children were killed during that) so other things are getting back to normal.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on December 31, 2009, 11:21:47 am
You had mentioned that Morul was married but never had kids because the birth cap had been reached. Any of the kids Morul's?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 31, 2009, 01:33:53 pm
You had mentioned that Morul was married but never had kids because the birth cap had been reached. Any of the kids Morul's?

No, not yet. Also interesting is that Morul has no friends. Well, he did, but they all caught on fire and died. He spends most of his time off-duty but doesn't usually hang out around the meeting area. He likes his suite.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on December 31, 2009, 01:38:04 pm
I guess that's not so surprising... when you've got the nicest room in all the land and you're the most interesting dwarf of all time, ever, talking to other dwarves can't ever really be the most engaging thing you can do with your spare time.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on December 31, 2009, 02:05:00 pm
"I managed to get three giant cave spiders!"
"Mmhm. What did you do with the rest of the day?"

I forget, is his wife okay?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on December 31, 2009, 02:10:17 pm
Also interesting is that Morul has no friends. Well, he did, but they all caught on fire and died.
*Snrrrk*
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Vicid on December 31, 2009, 03:13:05 pm
"I managed to get three giant cave spiders!"
"Mmhm. What did you do with the rest of the day?"

I forget, is his wife okay?

Last martin said She was in bed with red wounds.  Perfect for baby making!  :P
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on December 31, 2009, 03:44:17 pm
"I managed to get three giant cave spiders!"
"Mmhm. What did you do with the rest of the day?"

I forget, is his wife okay?

Yeah, she's fine. Healed up okay once I locked her in her room. Well, I did that to almost everyone during the tantrum spiral as once they'd get wounded, someone tantruming would wander along a beat them to death. Nobody died of dehydration, in spite of being locked in. She's running around making bolts and hauling stones. Not a very glamorous life for her, though she has a kickass bedroom for a craftdwarf.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Inkster on January 01, 2010, 06:42:30 am
He defeats orc sieges without breaking a sweat.
He has created more wealth than the rest of his civilization combined.
He once got a yellow wound just to see how it would feel.
He is Morul, the most interesting dwarf in the world.
"I don't always drink beer, but when I do, I drink Nob Ucat"


Kudos to you, Martin. Glad to see Morul will be finishing his most epic quest.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 01, 2010, 12:35:49 pm
He defeats orc sieges without breaking a sweat.
He has created more wealth than the rest of his civilization combined.
He once got a yellow wound just to see how it would feel.
He is Morul, the most interesting dwarf in the world.
"I don't always drink beer, but when I do, I drink Nob Ucat"

Gods worship Morul. It is true.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 01, 2010, 01:31:30 pm
Winter 256:

First siege since my return. Only 4 squads but that should go up now that the fortress is turning out adamantine wafers like mad.

The orcs were dialed back pretty much to stock, and Morul cut through them with ease using the sword. He's up to skilled swordwarf. I think I'll increase Orc damblock by one for each skill level that Morul goes up, just to stretch out slightly how many strikes he can get in without making it so high he doesn't hit.

Probably 2-3 seasons before the hunting area is clear in order to flood. It'll take a month or so to pick up the armor and corpses, especially with so few laborers.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on January 01, 2010, 07:00:49 pm
You had mentioned that Morul was married but never had kids because the birth cap had been reached. Any of the kids Morul's?

No, not yet. Also interesting is that Morul has no friends. Well, he did, but they all caught on fire and died. He spends most of his time off-duty but doesn't usually hang out around the meeting area. He likes his suite.

Not surprising, I guess. I imagine it would be like in Matrix: Reloaded when Neo gets back and everyone follows him around like Jesus, except Morul's awesome is self-made.

His wife probably is too busy to have kids with you mass producing giant stacks of orc bone bolts. Only a dwarf could get so busy carving carcasses into trade goods that they'd forget about sex.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Vicid on January 02, 2010, 05:55:04 pm
I don't mean to rush genius, but damn I want that save!

Any chance at an ETA?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 02, 2010, 06:04:18 pm
Not really. It's running about 18 hours a day now. There's another siege on. I'm waiting for 2 squads to get into the main approach tunnel so I can lock them in. Then Morul will go out, work over the other 2 squads probably breaking the siege and then sneak into the tunnel where the remaining 2 squads are.

He needs at least 6 more sieges to finish out. Fortunately the orcs only took one season off, so they're coming a bit more regularly now. But a siege takes about 24 hours RL time to play out. It's slow going to begin with, and with the extra 64+ orcs on screen, it really drags.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 02, 2010, 07:33:53 pm
Ok, siege broken. 1 orc got away (shakes fist!).

Morul is up to talented sworddwarf, so he's 1/4 of the way there. We're going to forgo cleaning the battlefield since the dwarves are nearing a milestone in clearing the hunting area, and since we could get another siege in just two weeks. The orcs all arrived on the west side of the map, farthest from the approach tunnel. Usually they arrive on the east and this goes faster.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on January 02, 2010, 08:46:43 pm
24... hours. What's your fps down to now?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 02, 2010, 09:31:16 pm
Well, with the orcs gone its back up into the mid-high single digits. We're just flying along here.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Majorlag on January 03, 2010, 01:25:01 am
He defeats orc sieges without breaking a sweat.
He has created more wealth than the rest of his civilization combined.
He once got a yellow wound just to see how it would feel.
He is Morul, the most interesting dwarf in the world.
"I don't always drink beer, but when I do, I drink Nob Ucat"

There is fanart here just waiting to be drawn!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 03, 2010, 01:35:26 am
He defeats orc sieges without breaking a sweat.
He has created more wealth than the rest of his civilization combined.
He once got a yellow wound just to see how it would feel.
He is Morul, the most interesting dwarf in the world.
"I don't always drink beer, but when I do, I drink Nob Ucat"\
I was expecting Burma Shave.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Argonnek on January 03, 2010, 01:55:02 am
Have you tried lowering your GFPS cap in the init.txt? That usually helps when my FPS starts to die.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 03, 2010, 02:08:51 am
Oh, yeah.

Keep in mind the fortress is 60 years old, there are almost 800 animals (in cages and pens), 35,000 ammo, and a similar amount of stone. 6,000 thread, 7,000 bars, 15,000 blocks. A massive magma moat and now a flooding hunting area. There's a brook, an underground river, a chasm.

It all adds up.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Argonnek on January 03, 2010, 02:34:21 am
I would personally suggest atom-smashing unwanted stone and animals, as they tend to get in the way of anything constructive.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 03, 2010, 02:41:43 am
I had a tantrum spiral and wiped out half the population. Doesn't that count for anything?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 03, 2010, 01:57:04 pm
The underground hunting area is now flooded. I may have used too much water. 8 embark tiles under 3/4 water with only a 3 tile wide drain into the chasm. This might take a while...

Morul is still Talented Swordwarf. Waiting for the next siege.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: armadilloHD on January 03, 2010, 02:19:11 pm
http://tvtropes.org/pmwiki/pub/images/OrcStrikeAnnot.png
This picture is what made me play dwarf fortress, just saying.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on January 03, 2010, 02:49:06 pm
That's no longer hosted there, methinks.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 03, 2010, 02:50:43 pm
Excellent. (copy/paste the link)

Yeah, Morul has never quite repeated that feat. He's gotten 40 tiles a number of times, but then he hasn't had a blunt weapon in ages.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: expwnent on January 03, 2010, 04:26:23 pm
What are Morul's attributes at these days?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 03, 2010, 06:18:37 pm
http://tvtropes.org/pmwiki/pub/images/OrcStrikeAnnot.png
This picture is what made me play dwarf fortress, just saying.
Is that on a trope?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 03, 2010, 07:31:13 pm
http://tvtropes.org/pmwiki/pub/images/OrcStrikeAnnot.png
This picture is what made me play dwarf fortress, just saying.
Is that on a trope?

I think it was/is linked to from the DF article. That or Memetic Badass. Or both.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: ungulateman on January 03, 2010, 07:34:48 pm
It's a link on the main Dwarf Fortress page.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: monk12 on January 03, 2010, 11:03:35 pm
He defeats orc sieges without breaking a sweat.
He has created more wealth than the rest of his civilization combined.
He once got a yellow wound just to see how it would feel.
He is Morul, the most interesting dwarf in the world.
"I don't always drink beer, but when I do, I drink Nob Ucat"


Kudos to you, Martin. Glad to see Morul will be finishing his most epic quest.

Say, what IS Morul's beverage of choice? Does he have a preference?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 03, 2010, 11:40:23 pm
He does. He prefers strawberry wine.

Goddamn girly man. I would have pegged him for Sewer Brew or Swamp Whisky. The drink we have the most of in stock is sunshine (5000) since I can grow sunberries. Trying to round out the drink menu since the dwarves were getting tired of it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 03, 2010, 11:57:58 pm
And I totally used too much water. It's draining and we're now under 2/3 vs 3/4 water, but damn, this is taking ages. I need another siege to distract me from this.

Oh, and 1500 steel bars and 2200 adamantine wafer so far. You guys will be able to make a whole new fortress out of steel and adamantine. I wish I knew how many pieces of armor and weapons got melted down, but it's gotta be north of 10,000.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 04, 2010, 12:21:53 am
He does. He prefers strawberry wine.

Goddamn girly man. I would have pegged him for Sewer Brew or Swamp Whisky.
Why would Morul need a crude drink?

Don't s'pose you could spare a screen of Morul's prefs/thoughts? I'm curious now.

edit: In something non-megasized please.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on January 04, 2010, 01:33:03 am
He does. He prefers strawberry wine.

Goddamn girly man. I would have pegged him for Sewer Brew or Swamp Whisky. The drink we have the most of in stock is sunshine (5000) since I can grow sunberries. Trying to round out the drink menu since the dwarves were getting tired of it.

Haven't you ever seen one of those old Westerns where somebody walks into a bar and orders milk (strawberry wine is, of course, the nearest dwarven equivalent) only to be laughed at by locals who insist he drink a manly drink instead?

Of course, when Morul tosses somebody out of the bar, they usually wind up in orbit, but it's the same basic principle.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 04, 2010, 01:40:23 am
I don't see any reason whatever for Morul to hold with a stereotype.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 04, 2010, 01:56:28 am
Don't s'pose you could spare a screen of Morul's prefs/thoughts? I'm curious now.

Quote
Morul Cattenmat Nentukmerseth Deg has been ecstatic lately. He was glad to have punishment delayed recently. He had a wonderful drink lately. He slept without a proper room recently. He had a satisfying sparring session recently. He admired own completely sublime Container lately. He admired a very find Door lately. He had a truly decadent drink lately. He admired own completely sublime tastefully arranged Statue lately. He has complained of thirst lately. He has complained of hunger lately.

He is married to Zefon Giltdwellers. He is a casual worshipper of Id Flickercrystal the Heat of Gold.

He is an enemy of The Cruelty of Jungles. He is an enemy of The Deceiver of Hermits. He is an enemy of The Scourge of Eyes. He is an enemy of The Doctrine of Funerals. He is a citizen of The Young Lance. He is a member of The Immortal Boats-Armor.

He likes Brimstone, Billon, Claro opal, pearl, black bear bone, the color blue, mountains, chain mail, quivers and dogs for their loyalty. When possible, he prefers to consume Strawberry wine. He absolutely detests fire snakes.

He is confident under pressure. He does not have a great aesthetic sensitivity. He dislikes intellectual discussions. He is modest. He is confident. He has a sense of duty. He acts impulsively. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather. He doesn't really care about anything anymore.

Morul has a 26 day prison sentence for refusing to fill a production order. Pretty mild relative to the others. The worst is beating and 576 days in prison - 2 counts of murder and 6 counts of disorderly conduct. Tantrum spirals are a bitch.

I think the 'proper room' is because his room doesn't have a door, and does have an up/down staircase. But it's a 100% oaken block room and floor, heated by surrounding magma, with a masterwork oaken bed, 6 masterwork steel statues, 6 masterwork steel chests, 2 masterwork steel cabinets, 1 artifact tower-cap cabinet (with an image of the named fire imp from the year the fortress was formed), and 8 masterwork clear glass windows, two of which are on his twin fireplace. I think it's adequately proper, personally.

Not sure what container he saw, but the statue is definitely a reference to his masterwork adamantine statue which he encrusted with every possible gem and whatnot available.

The 'Cruelty of Jungles' are the orcs. I don't know what the other two enemies refer to, they aren't the elves or humans.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 04, 2010, 02:05:58 am
I see four enemies listed, actually..

As for the "slept without a proper room" it means that he slept in a barracks somewhere, I believe. This can happen even when the dwarf owns a bed and is civilian, though I'm uncertain why they choose to sleep elsewhere.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on January 04, 2010, 02:18:32 am
Are you sure his bed isn't listed a a barracks? My dwarves get that thought when they sleep in a public bed.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 04, 2010, 02:28:51 am
No, his bed isn't set as barracks, but it's possible he did sleep in the barracks recently. He regularly breaks for a nap or a nosh between orc squads.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Innominate on January 04, 2010, 06:08:11 am
No, his bed isn't set as barracks, but it's possible he did sleep in the barracks recently. He regularly breaks for a nap or a nosh between orc squads.
Have you changed his squad settings to say "Sleep in room"? Not sure why he would get a sleep without a proper room except from being locked out, in the military or hunting, and the last two don't (I think) give negative thoughts.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Goinstadi on January 04, 2010, 11:56:37 am
He is a member of The Immortal Boats-Armor.
He is modest. He is confident. He has a sense of duty. He acts impulsively.

Best traits by far for Morul.  Also he isn't just a member, he's the mascot.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Satarus on January 04, 2010, 12:31:01 pm
Did you pick Morul for his personality because I think that fits him perfectly.

Also I think he may have decided to sleep in the barracks recently.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 04, 2010, 12:33:21 pm
No, his bed isn't set as barracks, but it's possible he did sleep in the barracks recently. He regularly breaks for a nap or a nosh between orc squads.
Have you changed his squad settings to say "Sleep in room"? Not sure why he would get a sleep without a proper room except from being locked out, in the military or hunting, and the last two don't (I think) give negative thoughts.

Whoops, nope, I forgot to do that. Thanks!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 04, 2010, 12:36:01 pm
Did you pick Morul for his personality because I think that fits him perfectly.

Also I think he may have decided to sleep in the barracks recently.

No, I think I picked him because he had a non-Urist name. At embark I loaded him up on difficult skills, but I couldn't yet see his personality. I don't even think I knew his gender for certain.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on January 04, 2010, 12:51:36 pm
At embark I loaded him up on difficult skills, but I couldn't yet see his personality. I don't even think I knew his gender for certain.

You can hit 'v' in the embark screen to see a dwarf's personality when highlighting the dwarf's name (rather than skill set) - and the 'he' or 'she' tells you gender. The More You Know!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 04, 2010, 12:58:59 pm
Yeah, cool. You know, I've probably only embarked about a dozen to two dozen times.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on January 04, 2010, 01:01:23 pm
Uh, sorry, didn't mean to come off as condescending. You said you couldn't see, and I thought you might not have noticed. I didn't see it myself until like five months after I started playing. No harm meant.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on January 04, 2010, 01:13:42 pm
Better than me. I embarked hundreds of times (mostly to abandon or murder the starting 7 over a bad site) and only recently discovered you could check their personality. Now I always make the one who likes the cheapest or most common metal mayor and farmer, works great.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 04, 2010, 01:23:18 pm
Uh, sorry, didn't mean to come off as condescending. You said you couldn't see, and I thought you might not have noticed. I didn't see it myself until like five months after I started playing. No harm meant.

None taken. I've done a lot of things in DF, but embarking just isn't one of them. I mean, I did a lot of embarking back in the 2D days, but since 3D, not so much. My fortresses tend to last months (this one is in the 10th month, my longest) and I only ever play one fortress at a time, and I almost never embark and abandon - I'm really quite picky when choosing sites. There's probably loads of things at embark that I should learn about.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: monk12 on January 04, 2010, 05:35:21 pm
I don't see any reason whatever for Morul to hold with a stereotype.

Kinda like how Arnold Schwarzenegger did Junior; he's the only guy manly enough to not be emasculated by playing a pregnant man.

Morul may not always drink beer, but when he does, he drinks Sewer Brew.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 04, 2010, 05:44:33 pm
No, that's not what I meant.
He is a member of The Immortal Boats-Armor.
He is modest. He is confident. He has a sense of duty. He acts impulsively.

Best traits by far for Morul.  Also he isn't just a member, he's the mascot.
Pity he isn't female. Then we might claim she was the child from Boatmurdered.

That faction clearly wouldn't stand for Boatmurdered.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 04, 2010, 08:52:13 pm
Another siege. Only 3 squads - disappointing. Morul did mange to hunt these all down, though. Up to adept sworddwarf. It's pretty entertaining watching him approach a squad of orc snipers and dodging every arrow sent his way. One more step of the way...

The hunting flood is down to 1/2 and towercaps are popping up all over.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 04, 2010, 10:37:39 pm
What's his wrestling skill up to now?

I would kill to see a four-way fight between Morul, Ironblood, and HolisticDetective and Nemo2342 from Headshoots. I think Holistic had a wrestling skill of 77. And Nemo had an ungodly high sword skill, too.

EDIT: Yeah. Jesus...
Spoiler (click to show/hide)

 :o

Martin, you have a mission. The goals are before you now. DO IT.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on January 05, 2010, 12:37:28 am
I think the last specific stats we got was when Morul's wrestling was at level 56, but his stats were Strength 27, Agility 27, and Toughness 28 even back then. He also has 43 levels in Armor User and 54 levels of Shield User. All of those are bound to have went up since the last update as he's reached legendary in Speardwarf afterwards and didn't have any leevls in Swordsdwarf either.

Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 05, 2010, 01:15:16 am
Ok, I finally sucked it up and ran the 8,000 or so Windows updates since I last booted up VMWare.

Current stats:

1,921,620 xp
Wrestler 60 204/6500
Shield User 60 1586/6500
Armor User 46 88/5100

Str: 29, Agi 27, Tough 28

Previous update:

1,839,071 xp
Wrestler 56 3048/6100
Shield User 54 3456/5900
Armor User 43 136/4800
Axeman 15 383/2000

Str: 27, Agi 27, Tough 28

I do need to insist on one thing in any future gladiatorial matches with Morul - there can be no outside assistance. That is, anything that a champion brings into the arena must be made (or make-able) by his own hand from start to end. I mean, Morul has acquired 50+ other legendary skills, at the expense of military training. I think it's appropriate that he be able to leverage that. Morul is well rounded, and that benefit should be noted.

The other Nith guards were over 100 in their top skills. Morul is a long way from that - particularly in any weapon, but I see no reason why he couldn't get there. He's got them all owned on experience, so I think his stats are quite competitive. Morul has more experience than both HolisticDetective and Nemo combined, and that toughness 12 won't hold up, even against weaker skills.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on January 05, 2010, 01:52:38 am
Morul getting stuck with inferior weapons and armor is something that really bugged me about the matchups we saw a while back. Everything he has ought to be Masterwork Adamantine from his socks up to his helmet rather than paltry iron or steel.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: czolus on January 05, 2010, 03:32:20 am
You, sir, are a god among insects.

Morul is just a god among gods.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Satarus on January 05, 2010, 11:16:54 am
Exactly.  Why should Morul carry around stuff that is inferior to what he could easily crank out? 
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 05, 2010, 11:50:34 am
Morul is about to achieve a different sort of milestone. One more siege should do it:

1511 notable kills
1588 other kills

Hunter is finally getting a back seat to the military.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Tonjevic on January 05, 2010, 01:02:15 pm
Well it's no wonder, really.

You *did* mine out an entire subterranean savannah and breeding complex specifically to cator for animal killing.

For the military, you have to rely on the charity of the orcs.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Derakon on January 05, 2010, 01:36:05 pm
Eventually we'll be able to set up forts that have enclosed orc towers where they can breed and make their equipment, so that we don't have to worry about depopulating them...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 05, 2010, 02:16:14 pm
Well, the next version already has two fixes for this:

The ability to train solo, and the possibility for unending attacks. The former might be slow, but the latter could just be a matter of modding orcs to stream out of the underground forever and buckling down until the champion is skilled enough to handle them. I'm very excited for the new version.

On the hunting area, the water is now evaporated and tower caps are popping up all over. It's brown and lovely. Not that we really needed more trees since there are zillions outside, but it seems less sterile now, and I like making tower cap farms.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Satarus on January 05, 2010, 02:17:46 pm
Question:  Are you going to try and recreate Morul in the new release?  Plenty of new skills like the medic ones for him to learn. 
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 05, 2010, 02:44:37 pm
I'm not sure. It depends on how it goes, but my first instinct is no. I have another challenge in mind that is somewhat related, though, that will take advantage of the new features. It'll be a running experiment in the way that Morul has been (I can't tell you how much I learned about the game doing this, which was my real motivation) but I'm hoping won't be quite as tedious and will be more challenging from a fortress design/manageability standpoint, while still allowing me to learn everything about the new version.

Think of it as a hermit challenge meets Lashedwines (Morul) meets Flarechannel, possibly done as more of a story with a plot and shit (the plot and shit is already worked out, I just don't know if I have the energy to do it, especially after the life intervention I just came out of). I'd probably do it Moby Dick style, alternating between first-person narrative and narrator. The fortress takes place after Lashedwines, but Morul has a bit of a cameo at the start of the story and is remotely involved in the formation of the fortress. It's designed to incorporate the changes to the game into the story, so I'd really like to do it.

I'll need a dwarf heaven type site such as this (whatever that looks like in the new version) and probably similar amounts of modding to open up every game feature in one location, and that too will have to be worked out at least far enough to know what needs to be done before worldgen. I can work out the rest on the fly.

I got the idea about the time that Toady moved the development notes from the countdown to the log, so conceptually it's pretty well set.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 06, 2010, 05:13:50 pm
'nother siege.

1575 notable kills. Didn't quite make it over animals. Expert Swordsdwarf. A little over 1/3 of the way there. I upped the Orc damblock to 15 and that seemed to help. I'll probably up it again when he hits the next level.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Vicid on January 06, 2010, 06:36:38 pm
I bet if you let food, water and Morul locked outside the fort and let it run overnight he'd be done.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: MrWiggles on January 06, 2010, 06:39:22 pm
I bet if you let food, water and Morul locked outside the fort and let it run overnight he'd be done.

I think Morul needs to be micro mange in combat to survive though.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 06, 2010, 06:39:45 pm
I bet if you let food, water and Morul locked outside the fort and let it run overnight he'd be done.

It'll still pause and recenter for every caravan, siege, and birth. But running overnight only buys me a season or maybe 2.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 06, 2010, 06:50:07 pm
I think Morul needs to be micro mange in combat to survive though.

Uh, no.

I only micromanage to make sure no orcs escape - I need Morul swinging at every thing he can find for skills. I did manage to get 4 squads of orcs in the tunnel back when I was either running size 25/damblock 50 ones or somewhere shy of those stats. I just chucked him in there and locked the door. He never got more than a light grey wound. That was near the end of the hammer or mace skilling I think, and he's gained a LOT of armor/shield since then.

The size 50/damblock 50 orcs were where he had trouble. That's when Morul would get exhausted and I'd have to yank him out, though he might be able to do them now with higher stats with legendary skills and adamantine weapons. Basically the orc defenses were so high Morul couldn't hit them. I don't know if there's really any limit on the application of skills or not, but he's probably 30 levels higher on wrestling now than he was then, so maybe.

The only thing I think could be a real problem for Morul is catching on fire - so maybe a dragon or other fun things with a good fire/fireball ranged attack. He might now be agile enough to dodge the fireballs 100% if he has room, though. But short of that, I don't think there's any other vanilla enemy in any quantity (including titans/hydras/collosi) that you could put on the map that he couldn't safely handle.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 06, 2010, 07:20:35 pm
Then prove it. Breach the HFS.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 06, 2010, 07:26:44 pm
That's for after Morul is done, since players would want to as well.

also, is he still flammable when he lacks flammable clothes?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 06, 2010, 07:29:16 pm
That's for after Morul is done, since players would want to as well.

also, is he still flammable when he lacks flammable clothes?

I would assume so. I've seen all manner of other non-clothed things catch on fire. :)

And yes, the HFS waits for the end. It'd be wrong to take that away from everyone. I do know what's in there though, and it will be challenging.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: MrWiggles on January 06, 2010, 07:39:14 pm
That's for after Morul is done, since players would want to as well.

also, is he still flammable when he lacks flammable clothes?

I would assume so. I've seen all manner of other non-clothed things catch on fire. :)

And yes, the HFS waits for the end. It'd be wrong to take that away from everyone. I do know what's in there though, and it will be challenging.

Are you going to record it?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 06, 2010, 07:44:03 pm
No, I'm going to give everyone the fortress and let you do it. That way people can try him out with different weapons, skill him up more and then send him in, whatever.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 06, 2010, 08:00:17 pm
You could record it, then savescum to before you did.

And yes. Dorf Heaven has SoFuns.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 06, 2010, 08:03:08 pm
We've finished 70 out of 71 legendary skills, and the last is 1/3 done. I started this challenge in March and NOW you are impatient?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 06, 2010, 08:12:00 pm
We've finished 70 out of 71 legendary skills, and the last is 1/3 done. I started this challenge in March and NOW you are impatient?

Yes. Now that he's close to being done, we are eager for our new toy/god.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Vicid on January 06, 2010, 10:13:35 pm
Hmm you're right Martin.  I'm sorry for being so impatient I'm just having Gaming ADD atm.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sysice on January 07, 2010, 02:03:03 am
Wait... Swordsdwarf is his last skill? I didn't know that!

Man, it's crazy how close we are. Expert in his last skill! :o
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 07, 2010, 02:16:51 am
Yeah, looking back it appears I never did an update when he hit legendary spear. That must have happened right when I had to bug out for a bit. I'll need to track down what season that happened in and fill in the details. 252 is when he finished axe. He was already pretty far along on spear since he hunted with that quite a bit. Maybe 256 or 257. It's 260 now.

The sieges really slowed down when the tantrum spiral hit, and they're usually only 4 squads now instead of 5. I kinda regret not waiting until Morul was done to fix that. Oh well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 07, 2010, 10:36:51 pm
'nother siege. 5 squads this time, thankfully. Three were kind enough to wander into the entrance tunnel to be trapped. None of the 5 squads escaped.

Morul is near the tail end of Professional Swordsdwarf, so I think he's fully halfway through. There isn't much more for the dwarves to do, so they're finishing up gathering the surface spider webs and I've decided to sorta pave over the bottom of the chasm. They're building a 3-wide platform at the bottom of the chasm out of green glass, with one open tile on each side and will work up to get access to the various small caves along the chasm. I think there's at least one more GCS out there. There are still two of them caged (untamed) and I'm hoping to score a 3rd. Maybe I'll build a GCS silk farm before I'm done.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: jokermatt999 on January 07, 2010, 11:00:34 pm
GCS silk farm seems like a good plan. If nothing else, it will help solve the problem of what to do with some of the dwarves...as it's usually risky business.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Skorpion on January 08, 2010, 12:27:25 am
If you're playing on dwarf heaven, I KNOW the sides of the chasm are full of GCS. I've killed about five, with two more dead of something unknown.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 08, 2010, 12:59:47 am
Sweet! I've got plenty of cages.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 08, 2010, 09:49:35 pm
Another siege. They're coming more regularly now. Probably has something to do with the 3,852 adamantine wafers now in inventory and the fading memory of the tantrum spiral.

This one came on the tail end of a human caravan arriving, and two squads spawned right next to where the on-foot traders were hitting the map. None of the traders died so I was still able to trade (gems and meat in, bone bolts and totems out) but one trader did get a yellow head wound as they snuck through the melee.

The caravan guards were wholly unprepared for the upgraded orcs and all that were in range got slaughtered (most were already at the trade depot). They weren't totally impotent, however. One human archer loosed his entire quiver into the orc ranks and managed to kill one of them before the others finished off his melee friends and turned and clobbered him. Morul avenged them all and is now well into Accomplished Swordsdwarf.

The chasm floor is steadily being glassed over and cage traps prepared to receive more GCS.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Majorlag on January 08, 2010, 10:41:40 pm
Morul Facts:

The HFS is hiding from Morul.
Morul doesn't drink strawberry wine, he uses it to wash the blood out of his eyes.
Under Morul's beard there is no chin, there is only another beard.
Morul doesn't mine with a pick, he just stares down the rock.
Morul once ambushed his own shadow.
Morul atom smashes draw bridges.


Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 08, 2010, 10:51:37 pm
not again...
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 09, 2010, 02:17:34 am
Ok, I've got a newbish question here.

Morul's kills are, of course, mostly in Lashedwines, but he has a very few (4 out of 1589 lesser kills) in 'The Grim Rust of Arenas'. Along the west edge of the map, there's a 4 tile wide strip that I cannot station Morul or any other soldier in. I get a red X instead of the usual yellow. Is it possible that's actually considered a different region?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 09, 2010, 02:26:42 am
Can you station him within 4 tiles of any other edges? I suspect the 4-square thing is just 'nother instance of the "no building at the edge".

if so, I dunno. Check legends to see what the name means, and 'historical map' to see extents of territories if that's it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 09, 2010, 02:49:50 am
No, just that edge. I only recently noticed it because the other edges are relatively flat, so when a siege squad is camped out there, it was just as easy to station him 10 tiles out. On the west edge it's kind of steep, so putting Morul 4 tiles out means going 4 z-levels up from where I spot the squad. I just stationed him in the northeast corner and then in the southeast.

I guess I need to get him to kill a horse or something along the west edge and see how that gets recorded.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Vicid on January 09, 2010, 04:36:34 am
Would it be possible to mod animals for him to skill up on?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Taco Dan on January 09, 2010, 07:53:18 am
Would it be possible to mod animals for him to skill up on?
It'd be too late for modding I believe, He's already genned the world a long time ago.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grax on January 09, 2010, 08:10:55 am
Would it be possible to mod animals for him to skill up on?
It'd be too late for modding I believe, He's already genned the world a long time ago.
No, there's always a possibility to edit existing animals. ;-)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ieb on January 09, 2010, 08:32:37 am
Editing the animals would be the same as editing the orcs. Just make some wildlife up-sized and so on, and BAM.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 09, 2010, 02:11:39 pm
Well, I've got a bunch of wild horses caged up, so I can just do a cage release out there. And the non-vermin wildlife is all back, so it's just a matter of catching one of the mountain goats that spawn there. Maybe I'll have him patrol there for a while.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Jim Groovester on January 09, 2010, 02:59:21 pm
Ok, I've got a newbish question here.

Morul's kills are, of course, mostly in Lashedwines, but he has a very few (4 out of 1589 lesser kills) in 'The Grim Rust of Arenas'. Along the west edge of the map, there's a 4 tile wide strip that I cannot station Morul or any other soldier in. I get a red X instead of the usual yellow. Is it possible that's actually considered a different region?

For some reason the left edge of the map does that. It doesn't prevent squad stationing there as far as I can tell.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 09, 2010, 07:06:23 pm
Another siege. It's always a good sign when the sieges show up before your dwarves have removed all the armor and bones from the last battle, though they had quite a few jobs to do already cleaning up around the chasm project. A few got away this time since they spawned so close to where the dwarves were cleaning up - I had to send Morul straight out to defend the haulers. Didn't get him past accomplished swordsdwarf, but he's right on the cusp to great swordsdwarf. 1775 notable kills. I think y'all will get him before he hits 2000.

I'm going to have him patrol the west edge of the map to see if he gets a 'Grim Rust of Arenas' kill.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Satarus on January 11, 2010, 12:32:58 pm
I'd look up the Grim Rust of Arenas in legends.  It is probably outside of the Fortress and is instead the Region.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: sproingie on January 11, 2010, 02:10:28 pm
Morul's kills are, of course, mostly in Lashedwines, but he has a very few (4 out of 1589 lesser kills) in 'The Grim Rust of Arenas'.

Maybe it counts where his kill landed.  He knocked them into the next region. ;D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: monk12 on January 11, 2010, 03:05:28 pm
Morul's kills are, of course, mostly in Lashedwines, but he has a very few (4 out of 1589 lesser kills) in 'The Grim Rust of Arenas'.

Maybe it counts where his kill landed.


The dwarves of Lashedwines call the Moon 'The Grim Rust of Arenas'? Thats an odd name.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 11, 2010, 04:28:58 pm
Ok, points to Satarus for pointing out the obvious solution.

For Morul, I shifted the Dwarf Heaven map east and south one tile so that I have more chasm (thought I'd need it for the spiders) and trees (thought I'd need it for everything else) and caught the kobold cave. Caves are named. This one is named 'Grim Rust of Arenas' which describes well how they fared when the first batch of orcs ran down the funnel. Anyway, it looks like any kills on that embark square (and only that square) count toward that. Morul just killed a horse there and sure enough it showed up. Killed another to the south one square and it showed up under Lashedwines.

The More You Know!

Oh, and a general update. The orcs have been very shy the last few years. Not a terribly large amount of production lately, mostly just gathering webs. Though I did find a 3rd GCS web in the chasm, no GCS yet. I'll start turning out adamantine bolts. That's always good for some income.

Anyway, Morul is up to High Master Swordsdwarf just through sparring. If the 'higher skills = fewer injuries' during sparring theory is correct, it's possible he's going longer before hurting his opponent now. I noticed before they'd start sparring and almost instantly break it off even though nobody was seriously hurt. Morul appears to spar longer now, so maybe that's it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 11, 2010, 05:03:25 pm
>_>
if so, I dunno. Check legends to see what the name means, and 'historical map' to see extents of territories if that's it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 11, 2010, 05:40:08 pm
>_>
if so, I dunno. Check legends to see what the name means, and 'historical map' to see extents of territories if that's it.

Yeah, okay, so everyone is smarter than me!  :P
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on January 11, 2010, 06:31:19 pm
Anyway, Morul is up to High Master Swordsdwarf just through sparring. If the 'higher skills = fewer injuries' during sparring theory is correct, it's possible he's going longer before hurting his opponent now. I noticed before they'd start sparring and almost instantly break it off even though nobody was seriously hurt. Morul appears to spar longer now, so maybe that's it.

Final stretch! Final stretch!

You should play the Chariots of Fire theme as Morul gets within 100-200 exp of his goal. This is exciting.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: monk12 on January 11, 2010, 07:03:53 pm
Its the FINAL COUNTDOWN!

...and now that song will be in my head for a week.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: hexedmagica on January 11, 2010, 07:09:59 pm
Well, at least we'll finally see Morul's full glory soon. :D
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 11, 2010, 07:12:44 pm
Well, I'll tell you it's a little less exciting at 4FPS.  :D

And Adamantine bolts made by a legendary +bazillion weaponsmith will increase your fortress wealth in a big damn hurry. +4M in a month.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on January 11, 2010, 08:00:29 pm
Be sure to decorate them.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 11, 2010, 09:21:22 pm
Yeah, that's next. Problem is that I have 40,000 bolts. Probably 12,000 adamantine, half that many metal, and the rest bone. Need to do some pretty serious pile shuffling to make sure the right ones are getting decorated.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Ubiq on January 11, 2010, 09:30:52 pm
I wonder how long it'd take Morul to fire a few thousand bolts if he had a constant stream of targets or even just a Wild Horse with size 10,000 or so to shoot them at. With the infinite quiver trick, I'm guessing he'd be the dwarven equivalent of a gatling gun.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on January 11, 2010, 09:33:57 pm
I wonder how long it'd take Morul to fire a few thousand bolts if he had a constant stream of targets or even just a Wild Horse with size 10,000 or so to shoot them at. With the infinite quiver trick, I'm guessing he'd be the dwarven equivalent of a gatling gun.

With this and [SPEED:0], he'd be the dwarven equivalent of a laser.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 11, 2010, 09:58:18 pm
I wonder how long it'd take Morul to fire a few thousand bolts if he had a constant stream of targets or even just a Wild Horse with size 10,000 or so to shoot them at. With the infinite quiver trick, I'm guessing he'd be the dwarven equivalent of a gatling gun.

Find out for yourself soon! Hell, you can have him fire nothing but adamantine bolts, if you really want.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 01:08:37 am
Well, we're really getting down to it. Another siege - just 3 squads. Morul just tipped into Grand Master Swordsdwarf, so he's probably got 2 more sieges + sparring to get him done. In other news, I finally got around to swapping in d16 and it's definitely helped framerate. With siegers on screen I get about 8-9 FPS, and sometimes it runs as high as 13!
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Skorpion on January 12, 2010, 01:19:50 am
What did you upgrade to D16 from?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 01:23:13 am
Plain 40d. I had problems with some of the other d#s. Last tried around d11 or so.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Skorpion on January 12, 2010, 01:27:08 am
Damn. I'm running D11, and getting a solid 7-10 FPS on dorf heaven. I'm wondering whether going to D16 would improve matters, but don't want to change because I'm stubborn.

Also, how did you get so much adamantine?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 01:31:04 am
First modded olivine to give adamantine, then modded gabbro. Wealth brings sieges, and besides, if people are going to have a playground, it might as well be a properly resourced one.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 02:46:28 am
I was curious to see if I was over 2M exp yet, so here are the new stats:

Current stats:

2,046,423 xp

Shield User 67 6384/7200
Wrestler 65 6968/7000
Armor User 49 2203/5400
Swordsman 14 248/1900

Str: 30, Agi 27, Tough 30

Previous stats:

1,921,620 xp
Wrestler 60 204/6500
Shield User 60 1586/6500
Armor User 46 88/5100

Str: 29, Agi 27, Tough 28

I think this makes Morul the first 2M+ exp dwarf, and the first 30+ stat dwarf. Another 5 levels of wrestler, 7 shield user, 3 armor user.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: kembial on January 12, 2010, 03:21:25 am
Wow. I always read all these "Just Read This Whole Thread. Awesome + Etc." posts and think, yeah, so did I, because I just read yours. And beyond...

It's not until you've read so much, and then hit the unfinished wall that you really get the FAN itch. So close to done (at least in reading time) and yet you'd hope the updates will come in far into the future.

So, GO fan support.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sizik on January 12, 2010, 04:21:24 am
This makes me wonder if Toady put in an easter egg for if a dwarf gets all skills to legendary.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 12, 2010, 04:30:01 am
Flshing in all the colors of the rainbowCGA palette?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Doomshifter on January 12, 2010, 05:33:54 am
Flshing in all the colors of the rainbowCGA palette?
Rainbowdorf.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Innominate on January 12, 2010, 06:13:29 am
I suspect that if you turned off alerts and just let Morul spar in wrestling (fastest experience gain combat skill) for long enough you would reach the upper bound for experience eventually.

Although, depending on how it is stored (maybe somebody working on DFHack or Dwarf Companion knows) that could take a very, very long time.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 11:34:26 am
Fighting is definitely the fastest way to earn experience *if* you can get enemies often enough. Dwarves earn 3x experience (shield, armor, weapon/wrestling) and they simultaneously appear to earn experience during defensive moves (shield, armor, weapon/wrestling).

If you can dial in the constant attack that Toady has promised in the new version, with a decent way to give your military a rest, you could just level up someone like Morul, park him in the underground or wherever, and come back in 3 months. You could probably blast through these stats in no time.

I doubt you could hit the max, though. We've already blasted through 16 bit integer and would be looking at something in the 32 bit range. You'd be hard pressed to keep your guy alive long enough to reach it. As it is, Morul has been in the fort 63 years. I'm not sure how much more time the guy has.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Fredson on January 12, 2010, 11:48:58 am
I think this makes Morul the first 2M+ exp dwarf, and the first 30+ stat dwarf. Another 5 levels of wrestler, 7 shield user, 3 armor user.

I thought Cpt. Ironbloods fellows were WAY above that? Even I have 2 dorfs in my current fortress with 4M+ XP and 40+ or 35+ stats.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: NecroRebel on January 12, 2010, 11:51:53 am
If he dies of old age, I don't think it would be remiss to ressurect him with Companion. It doesn't actually reset his time-to-die entirely, but does give him some more time, I think a year, and you can repeat it as many times as you like to extend his life. He'll drop any equipment he's carrying, including artifacts, but that's a small price to pay for not losing Morul.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Grendus on January 12, 2010, 11:57:29 am
I think this makes Morul the first 2M+ exp dwarf, and the first 30+ stat dwarf. Another 5 levels of wrestler, 7 shield user, 3 armor user.

I thought Cpt. Ironbloods fellows were WAY above that? Even I have 2 dorfs in my current fortress with 4M+ XP and 40+ or 35+ stats.

Not to be a fanboy, but screenshot or it didn't happen. Considering that Morul is now the most talented dwarf ever, and an absurdly skilled soldier, I find it hard to believe any dwarf could have more experience short of perhaps someone from Flarechannel (which has the advantage mostly because of age).
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 12:08:23 pm
Ironblood was just under 1M exp when Morul was 1.6M:

http://www.bay12games.com/forum/index.php?topic=19279.msg734753#msg734753

The other guards there were higher, but still under Morul. Morul has a significant time advantage over Ironblood. 63 years in fortress vs. about 40. That alone has a large bearing on the xp. And I agree, anyone from Flarechannel could have Morul beat, particularly a child born in fortress who dies of old age in fortress, earning xp their entire life.

A better move for this challenge would have been to start with the first born child of the fortress, but that would have added its own problems as well.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Fredson on January 12, 2010, 12:09:47 pm
... screenshot or it didn't happen...
Trained them for about 20 years in my no-immigration-fort. Its really not that hard.. ^^
Spoiler (click to show/hide)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 12:17:28 pm
I stand corrected. I'm still curious how that can be done in 20 years. It's taken Morul 30 years and almost 2000 orcs to get to a fraction of that.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 12, 2010, 12:19:10 pm
...

Ow. My eyes hurt. And my brain does too.

Did you use Dwarf Companion to make them that good, or did you just use it to show it?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Fredson on January 12, 2010, 12:21:40 pm
To be honest invasion was turned off. They were sparring constantly since reaching adulthood. I was surprised myself when I looked up their skills a few days ago.
I didn't cheat with DC :D You can raise their skills up to just 100 with it I think. Never used it before.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 12:25:49 pm
I was wondering if they had speed=0 or some other thing. I don't know how fast sparring is above legendary. I should check out some of the other dwarves. They seemed to spar up pretty quickly, now that I think about it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Fredson on January 12, 2010, 12:27:18 pm
No speed is still vanilla. But they reach legendary in a couple of RL minutes, at least in wrestling.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 01:09:14 pm
I just checked some of my other dwarves, and weapon sparring is insanely productive for some dwarves, but not for others. One is a level 63 swordsman, and nobody was given a sword until Morul was, so Morul had as much sparring opportunity as the others, yet is still only level 14, even with all the orc slaughter. There are two others in the high 50s, so there's something about sparring when other skills/xp/stats are factored in. Nobody else is over 1.2M experience though. Some other notables:

level 79 appraiser (other than Morul's stint, I think I've had the same trader for the whole life of the fortress)
level 96 furnace operator plus a level 78 furnace operator (yes, a lot of armor to melt and a lot of adamantine wafers to make)
level 84 grower and level 30 potash maker (2131 clear glass windows, plus clear glass blocks)
Morul's wife is a level 46 weaver and level 38 flatterer and still hasn't gotten knocked up
level 41 strand extractor
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Fredson on January 12, 2010, 01:12:10 pm
Thats just... wow! I think most of them could take on an orc siege... unmodded  ::)
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 12, 2010, 01:20:19 pm
Morul's wife is a level 46 weaver and level 38 flatterer and still hasn't gotten knocked up

So sigged.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 12, 2010, 03:47:09 pm
how 'bout woodburner? Need those for clear glass too.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Innominate on January 12, 2010, 04:21:45 pm
I just checked some of my other dwarves, and weapon sparring is insanely productive for some dwarves, but not for others. One is a level 63 swordsman, and nobody was given a sword until Morul was, so Morul had as much sparring opportunity as the others, yet is still only level 14, even with all the orc slaughter. There are two others in the high 50s, so there's something about sparring when other skills/xp/stats are factored in. Nobody else is over 1.2M experience though. Some other notables:

level 79 appraiser (other than Morul's stint, I think I've had the same trader for the whole life of the fortress)
level 96 furnace operator plus a level 78 furnace operator (yes, a lot of armor to melt and a lot of adamantine wafers to make)
level 84 grower and level 30 potash maker (2131 clear glass windows, plus clear glass blocks)
Morul's wife is a level 46 weaver and level 38 flatterer and still hasn't gotten knocked up
level 41 strand extractor
I don't think a mere level 38 flatterer could do Morul justice to be honest.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: sproingie on January 12, 2010, 04:33:48 pm
When Morul finally does finally become the Dwarf di Tutti Dwarves, you need to lock him in his bedroom for one last duty.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: RandomNumberGenerator on January 12, 2010, 10:20:36 pm
63? Wow. What level is legendary?
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Retro on January 12, 2010, 10:28:57 pm
63? Wow. What level is legendary?

15 - and Legendary +5 is 20. Wow indeed.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 10:29:22 pm
15 is legendary. So they went from nothing to Legendary +48 in 8 years.  I'll have to recheck who is who, but two of the military with the high stats were born in the fortress. One is the child of the mayor, the other lost both parents in the tantrum spiral - dad burst in flames to set off the spiral, and mom died during it.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Doomshifter on January 12, 2010, 10:31:16 pm
God damn, with level 38 flatterer, you could probably convince a white supremacist that he looks great in black.
Title: Re: Quest: The Most Interesting Dwarf in the World
Post by: Sensei on January 12, 2010, 10:43:34 pm
Morul's wife is a level 46 weaver and level 38 flatterer and still hasn't gotten knocked up

Maybe Morul, who almost never uses a skill he isn't legendary in, has performance anxiety?  :P
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 12, 2010, 11:53:56 pm
A pre-new-version treat for everyone. The first post has been updated. I turn Morul over to the community.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Retro on January 13, 2010, 12:08:39 am
'Martin' Fortressmaster has become a legendary champion! Hail 'Martin' Fortressmaster!

Seriously, though - outstandingly impressive. I would doubt you have anything less but the highest respect from this entire board. Congrats on carrying out the best megaproject ever.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: NecroRebel on January 13, 2010, 12:12:35 am
Indeed, Martin truly belongs in the pantheon of Dwarf Fortress, as god of... um... Well, I'm not entirely sure what he's god of, but he's certainly god of something! Morul himself probably counts, too, as god of knowledge or somesuch, or maybe just Interestingness.

Regardless, all hail Morul, the Most Interesting Dwarf in the World!
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: aurixdarastrix on January 13, 2010, 12:48:15 am
Violentdwarfs, I propose a 21 magma cannon salute in Martin's honor.  So that Morul may have his wading pool. 
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Doomshifter on January 13, 2010, 12:49:33 am
All hail!

Say, what colour is Morul anyway? He'd be the white colour of a champion, yeah?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 13, 2010, 12:59:00 am
Yeah, he'd be white. He's Mayday Giant Gold Helmet to me though, since that's what he's looked like the last several months.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Retro on January 13, 2010, 01:41:05 am
Hey, Martin, dunno if you've checked this yet, but Morul was born in 150 according to Legends mode - making him 61 when Lashedwines was founded. I don't know if toughness plays a factor in age, but either way, he probably doesn't have that long left before old age takes him - the guy's 114!
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Skorpion on January 13, 2010, 01:43:14 am
So, did he ever make an artifact?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 13, 2010, 01:49:40 am
Oh, crap. 114, maybe that's why he took so long to learn those later skills. Dude was 106 when he started learning how to swing a sword. The new version will let us see their ages at embark, presumably, so hopefully such potential tragedies can be averted in the future.

And yes, he did make an artifact. The artifact stone door at the entrance to his suite was made by him, so he walks past it all the time. All of the artifacts are stored in the level of his suite right above the hot tub, in the room with the lever that opens the magma floodgates over the back entrance.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Vicid on January 13, 2010, 04:48:27 am
How long does he have to live?

I mean assuming he doesn't die from the balista bolts and 20 z-level drops...
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Innominate on January 13, 2010, 05:49:58 am
How long does he have to live?

I mean assuming he doesn't die from the balista bolts and 20 z-level drops...
Dwarves are pre-determined at birth to die at some age between 150 and 170 inclusive. This gives Morul 46 ± 10 years left. We could potentially find out if we killed off the rest of the fort (to increase FPS) and let him coast along for a few decades.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: JoystickHero on January 13, 2010, 06:30:15 am
Idea for a new project: The Most Interesting Adventurer In The World, a singular adventurer, be it man or dwarf, who has done with Adventurer skills what Martin has done with fortress skills, bent them over and made them his bitch.

... vs Morul.

One one hand, our dear dorf has hundreds of extra legendary levels. On the other hand, an adventurer has one thing Morul does not, cannot, and will not ever have. Legendary Throwing.

My proposition: Someone gen a Large world, and take it to the Age of Emptiness. No setting fires, no starting wars. You must earn, and physically get, each and every kill, or as close to it as dwarvenly possible. Then, (retire and?) copy this omnicidal adventurer into a 15-z deep pit made of obsidian (That's SOLID obsidian, folks! Better brush up on your magma management!) and engraved by a team of Legendary Engravers (Perhaps Morul could help?), then put Morul and Urist McMurdereverything in the pit, and wage them against each other for our amusement, in every permutation we can imagine. With shields, without shields, in adamantine, in wood, on obsidian, on sand. With bare fists, with artifact weapons, with swords, hammers, crossbows and spears. In the pit, surrounded by skeletal elephants. In the water, surrounded by sturgeons. With clowns, with horribly overpowered megabeast, in a three-way free-for-all with Ironblood, inside Headshoots, on top of Bridgebanners, inside a fresh-genned pocket dimension, whatever you can think of.

Then, when we tire of pitting them against each other, we team them up. Morul and Urist McMurdereverything versus a dozen Bronze Colossi! Versus burny clowns, versus magma men, Versus 50 Giant Eagles standing on a 20-z tall 3x3 pillar, whatever sick fantasies we can come up with. And once, when we're finally done, and no one can think of another challenge ever again... we ship them.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Innominate on January 13, 2010, 06:52:16 am
Idea for a new project: The Most Interesting Adventurer In The World

... vs Morul.

One one hand, our dear dorf has hundreds of extra legendary levels. On the other hand, an adventurer has one thing Morul does not, cannot, and will not ever have. Legendary Throwing.

My proposition: Someone gen a Large world, and take it to the Age of Emptiness. Then, (retire and?) copy this omnicidal adventurer into a 15-z deep pit made of obsidian (That's SOLID obsidian, folks! Better brush up on your magma management!) and engraved by a team of Legendary Engravers (Perhaps Morul could help?), then put Morul and Urist McMurdereverything in the pit, and wage them against each other for our amusement, in every permutation we can imagine. With shields, without shields, in adamantine, in wood, on obsidian, on sand. With bare fists, with artifact weapons, with swords, hammers, crossbows and spears. In the pit, surrounded by skeletal elephants. In the water, surrounded by sturgeons. With clowns, with horribly overpowered megabeast, in a three-way free-for-all with Ironblood, whatever you can think of.

Then, when we tire of pitting them against each other, we team them up. Morul and Urist McMurdereverything versus a dozen Bronze Colossi! Versus burny clowns, versus magma men, Versus 50 Giant Eagles standing on a 20-z tall 3x3 pillar, whatever sick fantasies we can come up with. And once, when we're finally done, and no one can think of another challenge ever again... we ship them.
It should be possible to level an adventurer to far exceed the capabilities of any fortress dwarf, simply because the relative timescales favour adventurers in actions per year. It is complicated by requiring food, water and rest, but these can be turned off if cheating is your thing. There's only so much fighting you can do with a massive pack of food (and a nearby pool for water) before you run out and have to buy more. And in adventure mode, buying more is difficult. If you first collect all HFSite from the gameworld in fortress mode and convert it into mugs then your adventurer would have a near-infinite amount of purchasing power (requiring trips to collect the mugs, of course). By the time your strength is over legendary you would probably be able to carry an incomprehensibly large amount of rations anyway.

In summary, I want to pit an adventurer dwarf who has spent his entire life strangling skeletal groundhogs against Morul.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: JoystickHero on January 13, 2010, 06:56:23 am
In summary, I want to pit an adventurer dwarf who has spent his entire life strangling skeletal groundhogs against Morul.
I have another proposition. Morul vs Obok (http://www.bay12games.com/forum/index.php?topic=27591.msg941291#msg941291) Meatgod (http://www.bay12games.com/forum/index.php?topic=27591.msg958271#msg958271).
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: groo on January 13, 2010, 08:32:59 am
Registered just to say thanks, this was a very awesome read. Learnt a bunch of new tricks about DF and had a lot of fun following Morul's progress.

I'm sorry you had to learn about fireballs the hard way, I fiddled around with a Fun Hole a while back and concluded that you just can't get around this; no stat or skill in the game will let you dodge or mitigate these things, and no amount of toughness or armour will stop them from mutilating your guys horribly, which is frustrating. Combine that with like 20 ambusher enemies all sneaking up on you and shoving them down your throat as their first attack on a whim, and I don't think there's any way to trump the fireclowns with regular old bashing, aside from through numbers. A character like Morul could easily blow one to bits with a single hit, but unfortunately it conversely takes only one fireball to wreck any dwarf, no matter how tough they are.

But I'll give it a go with him again and see if I can't figure out a way. ;)
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Doomshifter on January 13, 2010, 09:13:08 am
And once, when we're finally done, and no one can think of another challenge ever again... we ship them.
Yes.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Satarus on January 13, 2010, 10:18:39 am
Congrats on finishing your quest.  Morul is truly a testament to the dwarven spirit.  A shame he is so old.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: milaga on January 13, 2010, 10:45:57 am
Nice job Martin. Morul is (or should be) a fixture in the dwarfcabulary.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: sproingie on January 13, 2010, 10:55:53 am
In summary, I want to pit an adventurer dwarf who has spent his entire life strangling skeletal groundhogs against Morul.

Morul would be decapitated by a thrown feather.  There's so much that's broken about adventure mode.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: aurixdarastrix on January 13, 2010, 11:06:19 am
Congrats on finishing your quest.  Morul is truly a testament to the dwarven spirit.  A shame he is so old.

That just makes him more epic.  A 90 year old human beating up a professional fighter just makes it more impressive.  By now, Morul could be the ultimate old mentor.  After all, there really isn't anything he doesn't know. 
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 13, 2010, 11:38:12 am
So...

He's like the Obi-wan of dwarves?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 13, 2010, 11:58:37 am
If anyone wants to take on adventurer, this might be a good site to do it. The fortress is quite accessible and the really good stuff is nicely contained in Moruls suite. There's 5 full sets of masterwork adamantine weapons and armor and clothing, I think, plus all the stuff in the artifact room right below, plus a shitload of adamantine ammo that would be light to carry and sell for quite a lot.

Oh, if anyone could run visualizer on it, I still can't seem to get it working. In particular I'd like to see the front approach with the moat, the center atrium with all the windows and suspended platforms, and Morul's suite. Not sure what it does with clear glass windows + magma.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Vicid on January 13, 2010, 12:12:02 pm
Am I doing it wrong? I can't get the save to work. Every time I boot 40d16 it makes new object files (that are named files, while the ones I downloaded are called text files) and running the save only gets me errors about compressed files
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: CobaltKobold on January 13, 2010, 12:31:25 pm
One one hand, our dear dorf has hundreds of extra legendary levels. On the other hand, an adventurer has one thing Morul does not, cannot, and will not ever have. Legendary Throwing.
It's not impossible, just not easy.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 13, 2010, 12:37:07 pm
I ran it in d16 and copied the files over to a new d16 install on xp and it worked fine. Anyone else having trouble?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Retro on January 13, 2010, 12:54:32 pm
Oh, if anyone could run visualizer on it, I still can't seem to get it working. In particular I'd like to see the front approach with the moat, the center atrium with all the windows and suspended platforms, and Morul's suite. Not sure what it does with clear glass windows + magma.

I was actually looking at it last night; didn't realize you weren't able to take a look yourself. I'm off to class, but I can post some when I'm back, if nobody else has by then.

ed- screenies in progress, will repost when done
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 13, 2010, 12:55:51 pm
Am I doing it wrong? I can't get the save to work. Every time I boot 40d16 it makes new object files (that are named files, while the ones I downloaded are called text files) and running the save only gets me errors about compressed files

Ah, figured it out. The object folder replaces raws->object, not data->object.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Vicid on January 13, 2010, 01:27:34 pm
Thank you!
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Retro on January 13, 2010, 03:47:30 pm
To Martin et. all, we've got visualizer screenies! Went ahead and took a whole bunch, all contained in the below spoilers. Everything's in VF and Stonesense as both give great but different perspectives. Extremely image-heavy, be warned!

Spoiler (click to show/hide)

I didn't upload the folder of screenshots to the DFFD or anything, but all the image direct links are in the spoiler below.

Spoiler (click to show/hide)
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 13, 2010, 04:15:37 pm
Now I want Morul's suite IRL.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Jim Groovester on January 13, 2010, 04:56:11 pm
Impressive.

Well done, Martin. I think you've earned yourself a place in the annals of Dwarf Fortressdom just as much as the dwarf you've created.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 13, 2010, 06:41:49 pm
Thank you so much Retro! Those are perfect! I really like the effect of the magma against the windows in his suite.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: jarathor on January 13, 2010, 07:22:57 pm
Wow, it's finally finished. I've followed this from the beginning Martin, and all I can do is say awesome job - a great way to finish off this version of DF.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: sonerohi on January 13, 2010, 07:37:16 pm
Wowzers. You, good sir, have turned my humble site into something deserving of a dwarf like Morul, a feat of fortress design in and of itself. To then create the dwarf to take his spot, is something far grander than imaginable.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Vicid on January 13, 2010, 07:48:33 pm
Morul is either absorbing or dodging Ballista bolts.  (I don't think they're tipped though)

He's standing right in front of the thing and each one either passes through him (to no effect so far) or he goes around them as they fly. 

Spoiler (click to show/hide)

This guy who was standing BEHIND Morul and apparently is Superdwarvingly Tough was hit by one and barely survived. (missing a hip and all connected to it.)

I stationed another military guy at the same place Morul was and he dodged a few but soon lost his own hip.

So far it seems that Morul is immune to ballista.

Ugh.  Edit: If anyone else cares to continue this line of investigation you are welcome to it. I am the type to savescum whenever a dwarf dies so I can't go on.  I took note of a planter who's husband and sibling have died as a result of my testing (and who had a red heart and lungs at the time herself) and couldn't stand it.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Sysice on January 13, 2010, 08:57:06 pm
You...

You did it.

There are no words.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: ungulateman on January 13, 2010, 10:05:44 pm
Morul is either absorbing or dodging Ballista bolts.  (I don't think they're tipped though)

He's standing right in front of the thing and each one either passes through him (to no effect so far) or he goes around them as they fly. 

pic

This guy who was standing BEHIND Morul and apparently is Superdwarvingly Tough was hit by one and barely survived. (missing a hip and all connected to it.)

I stationed another military guy at the same place Morul was and he dodged a few but soon lost his own hip.

So far it seems that Morul is immune to ballista.

Ugh.  Edit: If anyone else cares to continue this line of investigation you are welcome to it. I am the type to savescum whenever a dwarf dies so I can't go on.  I took note of a planter who's husband and sibling have died as a result of my testing (and who had a red heart and lungs at the time herself) and couldn't stand it.

Holy carp. Morul is seriously invincible.

Who wants to make Morul Legendary +5 in everything?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: hexedmagica on January 13, 2010, 10:42:05 pm
Morul's finally done it. Well, congratulations Martin, you deserve it.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Derakon on January 13, 2010, 11:01:15 pm
Who wants to make Morul Legendary +5 in everything?
Unfortunately not possible without cheating, as it would require standing him down from the military.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Grendus on January 13, 2010, 11:51:54 pm
*Pulls out a microphone and a big cheesy smile*

So, Martin, you've managed to train a dwarf to legendary in everything. What are you going to do next?

*Shoves the microphone in Martin's face*
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martian on January 13, 2010, 11:54:31 pm
*applause*
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 14, 2010, 01:14:34 am
Thank you all. I don't think this is the last you'll hear of Morul. I had an idea this morning I'm considering after I work on some other stuff.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Euld on January 14, 2010, 01:51:56 am
I wonder if we're at the part where Morul forges a masterwork adamantium crossbow that shoots lies.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 14, 2010, 02:10:22 am
We are, but that's for someone else. I had already planned a new fortress challenge that features Morul in the story (but not him as part of the fortress) and just realized I can incorporate another idea without breaking the story arc. Let me work it all out.

And he already has made 5 masterwork adamantium crossbows. They're down in the weapon/armor locker.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Retro on January 14, 2010, 02:29:50 am
Was poking around the chasm with the miners and found a third GCS! Then double-checked Dwarf Companion and confirmed that there's exactly three on the map. So it's there for anyone who wants to 'play' with it, though I won't spoil where it is. Martin came damned close to stumbling upon it, though.

Incidentally, I wonder how Morul does vs. Giant Cave Spiders... are webs dodgeable? Or better yet, why not find out for myself!
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 14, 2010, 02:34:34 am
That's the spirit! I noticed in the casualty list that there were at least 3 more dead GCS, even though I modded their lifespans upward at worldgen. Hopefully you caged that 3rd one.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Retro on January 14, 2010, 04:02:14 am
Didn't notice the three dead ones. That's a lot of spiders. Ah, Dwarf Heaven, you crazy map.

Fun findings! Morul vs. three GCSes: He kills the first through sheer speed, the other two manage to get some webbing in, and the rest of the 'battle' becomes a loop: Morul is fast enough to shake off his webbing just as fast as it's sprayed on, and the spiders react with "oh noez spray him moar!!1" and basically it becomes nonstop spraying. Eventually the spiders become tired and then overexerted and pass out, then Morul shakes off the webs and obliterates them. Though one of them managed to rip off two {dwarf chunks} and turn his left lower leg brown! Bravo, spider. Bravo.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Igfig on January 14, 2010, 04:12:21 am
Y'know, there's a trick you can do to train up Morul in the last few skills without derecruiting him.  Change the melee skill for crossbows from Hammer to the desired skill, and set him to spar.  He'll gain experience in that skill as if it were a combat skill.

More info here (http://www.bay12games.com/forum/index.php?topic=25746.0).

(But congrats on getting this far!)
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 14, 2010, 11:41:12 am
I was reading through this thread again, and I noticed something. Moghoppers only appear in savage areas. Not sinister. Just wanted to correct that.

And bravo, yet again. I'm planning on capturing every megabeast in the world and pitting them against Morul all at once.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on January 14, 2010, 01:02:22 pm
So it was written, so was it done

Very well done on one of the most enjoyable threads in the entire forum  ;D
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 15, 2010, 01:10:04 am
Something y'all might be interested in.

Dwarven Phage: The Continuing Tale of Morul (http://www.bay12games.com/forum/index.php?topic=47952.0)
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Puzzlemaker on January 15, 2010, 08:57:50 am
Wow.

You, uh... you did it.

I am impressed dude.  Really impressed.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Hannibal Barcalounger on January 18, 2010, 06:54:51 am
Just read this thread in one sitting. I cannot imagine the amount of labor and care you've put into Morul. Bravo, sir. Bravo.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Ze Spy on January 19, 2010, 07:18:42 am
ahhh , sheesh! someone just beaten me to it!

seriously now , i was also aiming to get all-legendary on one of my dwarfs , only currenly at eight legendaries , shit....
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Retro on January 19, 2010, 07:27:32 am
ahhh , sheesh! someone just beaten me to it!

seriously now , i was also aiming to get all-legendary on one of my dwarfs , only currenly at eight legendaries , shit....

I guess 'just' is something of a relative term, but I don't think I know anyone that considers nine months 'just.' Could lead to some weird conversations, eg. "We have a son? I just met you!"

Eight legendary skills is easy. Seventy one is not. I think you might be grossly underestimating the amount of time and effort Martin put in to Morul.

(editing rather than reposting since this is getting derailed enough as it is): In response to the below, you didn't really misuse 'just' so much as not really take in any of this thread. I didn't mean that you started this challenge nine months ago, I meant that Martin did. Note that this thread was created in April 2009. Note that it's got very nearly a thousand responses. What I was trying to say was that you were 'beaten' to undertaking this challenge by about 3/4 of a year and it took very nearly all of that time to accomplish, which is quite a big time investment. Sorry to be so over-defensive, but I don't want the huge amount of work Martin's done to be devalued.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Ze Spy on January 19, 2010, 07:32:28 am
wat? i just started the goal three days ago , not some nine months

also , i know i misused "just" , i am not a grammar nazi
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: jokermatt999 on January 19, 2010, 08:11:09 am
There's a sizable region between "grammar nazi" and "communicating effectively" that you also appear to be not in.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: XmasApe on January 19, 2010, 11:43:58 am
ahhh , sheesh! someone just beaten me to it!

seriously now , i was also aiming to get all-legendary on one of my dwarfs , only currenly at eight legendaries , shit....
I don't want the huge amount of work Martin's done to be devalued.
I get that it takes a long time, but really now. It's not like he built a house with his bare hands. The dwarf does most of the work.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Lumbajak on January 19, 2010, 11:54:18 am
He's the most interesting dwarf in the world, but can he see why kids love cinnamon toast crunch?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Satarus on January 19, 2010, 12:14:37 pm
He's the most interesting dwarf in the world, but can he see why kids love cinnamon toast crunch?
Morul: It has masterfully designed swirls on it?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Sphalerite on January 19, 2010, 12:42:39 pm
He's the most interesting dwarf in the world, but can he see why kids love cinnamon toast crunch?
With Legendary Judge of Intent, yes, yes he can.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: denito on January 19, 2010, 01:02:06 pm
Morul is either absorbing or dodging Ballista bolts.  (I don't think they're tipped though)

He's standing right in front of the thing and each one either passes through him (to no effect so far) or he goes around them as they fly. 

Spoiler (click to show/hide)

This guy who was standing BEHIND Morul and apparently is Superdwarvingly Tough was hit by one and barely survived. (missing a hip and all connected to it.)


I'm picturing Morul doing that funky bullet-dodging thing Neo did in the first Matrix movie.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: ungulateman on January 19, 2010, 03:26:01 pm
^ Must..resist..urge..to make GIF..
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Holy Mittens on January 19, 2010, 03:37:04 pm
Yay for Morul! Coolest thing I've seen done in DF yet.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Satarus on January 19, 2010, 04:10:56 pm
Comming from the guy who discovered Cacame, that is quite a compliment.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Lumbajak on January 19, 2010, 04:46:42 pm
Personally I think the title of coolest thing to happen in Dwarf Fortress goes to Tarn himself for making a game where even he doesn't know what's going on half the time.

Something tells me that's how moody dwarves feel.

They get possessed by some powerful entity and then strap a bunch of anonymous stones together with duct tape cat leather and then embed it with half a dozen miscellaneous stones that were going to be donated to charity.

Then they finish their construction and they don't know what the hell it is but they fall so in love with it that even a hairline crack on it will throw them into a berzerker rage where the only way to stop it would be to drown the entire fortress in magma.

But I suppose that's a typical sunday afternoon for most regulars here anyways.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Rockphed on January 19, 2010, 09:37:20 pm
Then they finish their construction and they don't know what the hell it is but they fall so in love with it that even a hairline crack on it will throw them into a berzerker rage where the only way to stop it would be to drown the entire fortress in magma.

And lock the door.  Forever.

Hey, new theory on the origin of demons.  They were once dwarves who had their artifact destroyed, so they went berzerk and got sealed away by the other dwarves and slowly mutated in their rage into monsters.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Lord Shonus on January 19, 2010, 11:44:17 pm
^ Must..resist..urge..to make GIF..

Why resist?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Cheddarius on January 19, 2010, 11:45:52 pm
This is cool. I'm definitely watching.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Urist Imiknorris on January 20, 2010, 08:44:38 am
^ Must..resist..urge..to make GIF..

Why resist?

Resistance is futile.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Heliomance on January 20, 2010, 10:06:59 am
^ Must..resist..urge..to make GIF..

Why resist?

Resistance is futile.

Only when <1Ω
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Lord Shonus on January 20, 2010, 10:15:51 am
Nah, if you get E high enough, R doesn't matter.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Simmura McCrea on January 20, 2010, 11:25:24 am
Nah, if you get E high enough, R doesn't matter.
I'm pretty sure Morul could punt an elf high enough.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Cheddarius on January 20, 2010, 07:41:50 pm
I'm pretty sure Morul could punt an elf high enough.
And it all circles back to the beginning.
o/
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Martin on January 20, 2010, 10:11:53 pm
I don't want the huge amount of work Martin's done to be devalued.
I get that it takes a long time, but really now. It's not like he built a house with his bare hands. The dwarf does most of the work.
[/quote]

It's a fair point, but there's more work involved here than people might realize. The trapping and trapping related skills were brutal. Every trap triggers at least one pause/recenter and usually 2-3 due to stolen bait, and each needs to be set up by hand each time. Trapping was probably 8 hours of continuous effort, and then to get enough vermin for fish dissector and animal dissector required about that much additional trapping by other dwarves to collect enough vermin. It was 1500 or so pause/recenters total, just for those 3 skills. Milking was hard too because it needs to be micromanaged else the dwarves come in and eat the maggots (which I had extincted, so I needed to preserve every one).

The military skills were also very time intensive because Morul had to maximize his time fighting without putting the fortress at risk. Sparring just doesn't cut it that far into the skills.

So, of the 71 skills, I'd say 60 were easy and not terribly time intensive, other than just keeping the fortress running. The other 11 were a pain in the ass.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: happydog23 on January 30, 2010, 01:14:04 am
Hey Martin,

I just recently read the whole thread, and I'm not sure if you ever got visualizer shots of Moruls home.  I think some of the shots i took ended up being stupidly huge, but here they are... unfortunately I only got one shot of Morul's sphere... and it was frustrating just to get a mediocre shot.

Fortress from the entrance:
Spoiler (click to show/hide)


Fortress from above:
Spoiler (click to show/hide)

Bottomless pit:
Spoiler (click to show/hide)

Morul's Chamber:
Spoiler (click to show/hide)

Also, I know this isn't the write place to ask, but if its not an easy answer I can hit up the modding forum... 
First, how did you  change the orcs to wear steel instead of iron, and 2nd can you change that without a regen like you did with damblock and size?

Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Blargityblarg on January 30, 2010, 04:41:04 am
It's the [METAL_PREF] or something tag in their entity file; for the exact spelling, search pref until you find the one in the Dwarven entry. I think it probably will require a regen, but I don't know.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: dogstile on January 30, 2010, 07:47:43 am
There's a sizable region between "grammar nazi" and "communicating effectively" that you also appear to be not in.

Since when did we all become pricks?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Cheddarius on January 30, 2010, 04:30:59 pm
Back when Al Gore invented the internet. WITH HIS BEAR HANDS.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: TheDJ17 on January 30, 2010, 07:52:23 pm
Back when Al Gore invented the internet. WITH HIS BEAR HANDS.
I think you mea-


...Nevermind.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: monk12 on January 30, 2010, 08:25:29 pm
Back when Al Gore invented the internet. WITH HIS BEAR HANDS.

Spoiler (click to show/hide)
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: jokermatt999 on January 30, 2010, 10:42:59 pm
There's a sizable region between "grammar nazi" and "communicating effectively" that you also appear to be not in.

Since when did we all become pricks?

Yeah, sorry about that. Crappy mood combined with what I saw as that guy belittling a fairly large DF achievement leads to me being a bit harsh.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Taco Dan on January 31, 2010, 09:16:01 pm
Back when Al Gore invented the internet. WITH HIS BEAR HANDS.
I'm picturing Al Gore getting surgery to replace his hands with bear paws...
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: uran77 on February 01, 2010, 08:20:02 am
Back when Al Gore invented the internet. WITH HIS BEAR HANDS.
I'm picturing Al Gore getting surgery to replace his hands with bear paws...
and the his legs replaced with pigs legs
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: expwnent on February 02, 2010, 01:08:59 pm
Back when Al Gore invented the internet. WITH HIS BEAR HANDS.
I'm picturing Al Gore getting surgery to replace his hands with bear paws...
and the his legs replaced with pigs legs

Well done, sir.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Ranzear on February 17, 2010, 09:16:01 am
So I've made some attempts at an adventure mode run at the fortress. I was bummed when I got to the seventh floor of the main staircase and realized there was no floor around it, so I had to check the map archive to work out how to get to the suite.

I hadn't seen dwarf nor creature all the way in, and then the very moment I stepped into the suite I'm mobbed by a dozen or more ratmen and troglodytes. Close quarters (and stepping into a doorway right next to all of them) did not bode well for my legendary thrower.

Has anyone sought out Morul in adventure mode after abandoning? He's nowhere near Lashedwines at least. I'm going to need some followers or some undead to strangle if I'm going to make it in there. I've thrown a half dozen hammerdwarves at the place trying to clean it out, but every time I go back I run afoul of a different group of ratmen and troglodytes and don't even know if they're respawning or just prolific.

Edit: I made it into the suite, but all of the armor and weapon bins had rotten away except for the adamantine plate. Perhaps I took too long getting there, everything was XXBinXX and XXWoodThingsXX, but its a little interesting that the contents of a bin disappear if it rots in adventure mode.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: archivis on February 17, 2010, 01:33:41 pm
Good work on your interesting dwarf!  Much fun. :)
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: MrWiggles on February 17, 2010, 05:51:27 pm
Good work on your most interesting dwarf!  Much fun. :)

Fix'ed
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Taco Dan on March 08, 2010, 12:29:39 pm
Good work on your most awesome dwarf!  Much fun. :)

Fix'd
Double fix'd
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: ChazzyBurger on March 08, 2010, 05:31:02 pm
Good work on your armok!  Much fun. :)

Fix'd
Double fix'd
Triple :D
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Taco Dan on March 08, 2010, 10:02:02 pm
Good work on your armok!  Much fun. :)

Fix'd
Double fix'd
Triple :D
That doesn't even make sense!
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Heliomance on March 09, 2010, 04:25:40 am
No, I think it does. He's saying that, by this point, Morul is like unto an avatar of Armok.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: druid91 on March 09, 2010, 07:25:09 pm
So I've made some attempts at an adventure mode run at the fortress. I was bummed when I got to the seventh floor of the main staircase and realized there was no floor around it, so I had to check the map archive to work out how to get to the suite.

I hadn't seen dwarf nor creature all the way in, and then the very moment I stepped into the suite I'm mobbed by a dozen or more ratmen and troglodytes. Close quarters (and stepping into a doorway right next to all of them) did not bode well for my legendary thrower.

Has anyone sought out Morul in adventure mode after abandoning? He's nowhere near Lashedwines at least. I'm going to need some followers or some undead to strangle if I'm going to make it in there. I've thrown a half dozen hammerdwarves at the place trying to clean it out, but every time I go back I run afoul of a different group of ratmen and troglodytes and don't even know if they're respawning or just prolific.

Edit: I made it into the suite, but all of the armor and weapon bins had rotten away except for the adamantine plate. Perhaps I took too long getting there, everything was XXBinXX and XXWoodThingsXX, but its a little interesting that the contents of a bin disappear if it rots in adventure mode.
I leapt off the floor above and while for some reason it doesn't list the contents they should still be in the bin, they were for me. Weirdly enough because I had grabbed all the steel armour and sheilds I could find they couldn't hurt me but then I over exerted passed out and it said I suffocated. Is it possible to suffocate if enough creatures are in your square?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: UristMcGunsmith on March 09, 2010, 07:35:35 pm
EVERY time I see the title of this thread I think of a Dwarf in a robe surrounded by Dwarf ladies and he says "I don't always drink beer, but when I do, I prefer Longland."
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Haspen on March 10, 2010, 04:38:24 am
EVERY time I see the title of this thread I think of a Dwarf in a robe surrounded by Dwarf ladies and he says "I don't always drink beer, but when I do, I prefer Longland."

First dwarven commercial?

Longland - Beer for you!
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Danjen on March 10, 2010, 01:39:59 pm
Oh god, I'm glad I'm not the only one
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: CobaltKobold on March 10, 2010, 03:50:22 pm
Try to make some sense?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Don Blake on March 10, 2010, 04:27:59 pm
Try to make some sense?

The Most Interesting Dwarf in the World title is a take-off (presumably) of The Most Interesting Man in the World commercials, where the titular man, described in ways such as 'He lives vicariously- through himself," and "He once had an awkward moment- just to see what it felt like," ends the commercial surrounded by women saying, "I don't always drink beer, but when I do, I prefer Dos Eques," Dos Eques being the brand name of the beer being advertised.

"Stay Dwarfy, my friends."
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: CobaltKobold on March 10, 2010, 04:39:20 pm
ah. Thank you.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Hellfish on April 11, 2010, 04:34:34 pm
So when's the most interesting dwarf in DF2010 coming around?  :P
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Haspen on April 12, 2010, 06:28:46 am
Morul IS The Most Interesting Dwarf in the World.

It means, there won't be the... mostest dwarf than him :P
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Walliard on April 12, 2010, 10:25:27 am
I'm thinking the new version's dwarves saw the commercial and took the "stay thirsty" bit a little too seriously.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: vhappylurker on May 14, 2010, 10:40:31 pm
I'm thinking the new version's dwarves saw the commercial and took the "stay thirsty" bit a little too seriously.

Not gonna lie, I laughed my ass over that.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Azure on October 31, 2011, 09:46:06 am
I don't want the huge amount of work Martin's done to be devalued.
I get that it takes a long time, but really now. It's not like he built a house with his bare hands. The dwarf does most of the work.

It's a fair point, but there's more work involved here than people might realize. The trapping and trapping related skills were brutal. Every trap triggers at least one pause/recenter and usually 2-3 due to stolen bait, and each needs to be set up by hand each time. Trapping was probably 8 hours of continuous effort, and then to get enough vermin for fish dissector and animal dissector required about that much additional trapping by other dwarves to collect enough vermin. It was 1500 or so pause/recenters total, just for those 3 skills. Milking was hard too because it needs to be micromanaged else the dwarves come in and eat the maggots (which I had extincted, so I needed to preserve every one).

The military skills were also very time intensive because Morul had to maximize his time fighting without putting the fortress at risk. Sparring just doesn't cut it that far into the skills.

So, of the 71 skills, I'd say 60 were easy and not terribly time intensive, other than just keeping the fortress running. The other 11 were a pain in the ass.
[/quote]

A VERY useful thing to do when your involved with any near-constant pause/recenter is to go into the data/init/announcements.txt and change the settings on the event so that it doesn't pause and recenter.[Did it for warm/damp rock so i could have a room cleared of non-__ then come back and peel it off a layer at a time instead of 1-2 tiles at a time]
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Wannazzaki on October 31, 2011, 09:47:25 am
Do i smell very powerful thread necromancy?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: ASCIt on October 31, 2011, 09:55:07 am
Not that powerful, I'd call it a proficient reanimation.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Kentti on October 31, 2011, 11:45:49 am
Seems like someone's excited about the next update and started practicing his/her necromancy.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: NecroRebel on October 31, 2011, 12:58:39 pm
A VERY useful thing to do when your involved with any near-constant pause/recenter is to go into the data/init/announcements.txt and change the settings on the event so that it doesn't pause and recenter.[Did it for warm/damp rock so i could have a room cleared of non-__ then come back and peel it off a layer at a time instead of 1-2 tiles at a time]
Morul was made in 40d, and there were no such settings to alter, so Martin truly did have to do it by hand. He had no choice.

Anyway, threads like this are linked in various famous-occurrence archives and lists, but that doesn't mean you should post in them. This one had well over a year between the last post prior to yours and yours. Let such things lie; if you must discuss something about them, a new thread for the purpose, or a post in whatever thread you found a link to this one for, is probably more appropriate.
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Ifeno on October 31, 2011, 01:22:02 pm
how many skills if any is mogul still missing?
Title: Re: Presenting: The Most Interesting Dwarf in the World
Post by: Zaerosz on October 31, 2011, 04:17:35 pm
Morul. And he's only missing skills introduced post-40d. You know, since he was on 40d. And this topic is ancient and probably shouldn't be on the front page, even with its epicness.