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Topics - Saber Cherry

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Hello!

I just started a game of DF:2012 after a 3-year leave.  I thought it would be fun to start near a volcano instead of burning millions of trees for fuel!  But...  my primary layers are now igneous or metamorphic.

So, I have a couple questions.

1)  How do I get dwarves to spar?
I've gone almost 2 years, and with (for the last year) 20 dwarves correctly designated to permanent military training and (half of one squad to) patrol, and I have NEVER seen anyone spar (though I did witness 3 accounts of people sparring when examining old logs; mostly it was animals fighting each other).  I set up some archery targets (and set squads to train on them) a few months ago, and my marksdwarves don't use them.  Everyone in my military will only do "individual training", "wait for training", "lead a demonstration", or "watch a demonstration".  Nobody has gained more than 500-ish experience in any military skill during that time (but most have gained 100-300 exp in dodging, shield, armor, and mostly instructor or student).  Most of my military has their primary skills listed as "Rusty".  Granted, I can only give them wooden swords, axes, spears, crossbows, and shields, but sometimes even those skills are getting rusty.

Therefore - when I got attacked by a pack of monkeys, several of my soldiers lost hands, feet, or nerves (which might regrow?).  A goblin thief with a silver dagger demolished one of my long-trained dwarves.  Note that they're somewhat buff, as I have them operate pumps exclusively when they choose not to be on military duty.

The wiki says to organize them in groups of 3 and then maybe they might spar.   Another wiki entry says to organize them in groups of 2 with the same weapon.  I mean, if there is a recipe that works, that's fine, but...  has anyone here actually gotten their dwarves to spar more than 1% of the time?  Is there some trick, like making a 1x2 barracks for each squad of 2 dwarves who have identical equipment?

2)  I started in a volcanic zone, thinking free fuel would be neat!  So I have a volcano.  And igneous rock.  And I made sure there was flux stone so I got.... marble (which is of course metamorphic).  And a little bit of sedimentary...  rock salt?  When I look in the wiki, it says rock salt is sedimentary, and also that sedimentary layers contain metal, but I have yet to encounter any.  Rock salt is the ONLY sedimentary stone I have.  Can it contain (military) metal, or should I restart?  The site finder said there was metal, but I have no idea what kind that is.  I found a small deposit of tetrahedrite in silt, which is not particularly useful.  Can non-sedimentary layers contain iron?  Without a functional military, I have no chance of collecting enough goblinite to do anything useful, which I can only collect using wooden weapons and cage/stone traps (no sand on site).

3)  Furthermore...  is it even useful to play this version - if military training is utterly ineffective - or should I just revert to an earlier one?  And if so, which one?  Ultimately, I want to have a military that can do things other than lose their limbs and work pumps.  I know it was possible in 40d.



2
DF Gameplay Questions / How do I encourage idle dwarves to carry buckets?
« on: September 04, 2010, 06:39:05 pm »
I'm trying to muddy some ground to farm, but I never get more than about 1 dwarf at a time carrying a bucket (there are 6 buckets).  Because there is some distance between the hole and the brook, evaporation is preventing the water from spreading more than about a 3x3 square, at the rate it is coming in.  But even when I have 5 dwarves idle, they just...  idle, rather than help.

Is there some labor I need to enable to get them to carry buckets of water?

3
Hello!
I have just started playing 0.31.12 after perhaps a year break, and I don't know if my memory is rusty, or I'm encountering a bug.  I just embarked, and created 2 steel bars (using charcoal).  I now have 3 charcoal bars and 2 steel bars.  But when I add a job to produce a steel pick or steel axe, it gets canceled with a "need refined coal" message.  Am I doing something wrong, or does smithing now require coke rather than charcoal, or is this a bug?

Thanks,
Cherry

P.S.  This is my third attempt at a world gen, in in all 3, elves were not listed as a civilization in the site finder (anywhere in the map).  Does that mean they won't trade with me, or just that they are not civilized?  Kobolds were not listed either.  I kind of thought that in 40d elves and kobolds were listed as civs, but I don't really remember...

4
Now that Dwarf Therapist conveniently displays the fact that (for example) my top miner has 16 strength, 11 levels above "Ultra-Mighty", I have to wonder...  does that mean anything?

Strength, in fact, I don't care about much.  I really wonder about agility and toughness.  The wiki does not list any effects for attributes past level 5, and especially for agility, it seems unlikely that the effectiveness would keep increasing along the pattern for levels 0-5.  So once you get a dwarf that is superdwarvenly tough and perfectly agile, is there any benefit in training him further before drafting him?

5
I started my first Adventure game.  I walked over to a bush, and pushed "G".  My option was, "ignite prickle berries".  So, I did, and the bush started burning.

...I have managed to pick up a beetle and a rock.  But whenever I try to get food from a bush or tree, my only option is to ignite it.  Is my dwarf defective?

6
DF Suggestions / Traps and Tension Coils
« on: September 29, 2009, 07:32:25 pm »
I have a suggestion on the implementation of traps.  It addresses similar concerns, and in similar manners, to this thread:

http://www.bay12games.com/forum/index.php?topic=40924.0

...but it's a bit different, so I'm starting a new one.


First off, there's energy.  There's nothing wrong with an artifact-trap pulsing with dark power, still eagerly dismembering goblins millennia after the last dwarf has starved to death, trapped behind a freshly-constructed floodgate.  But a normal weapon trap should probably rely on normal energy sources, such as winding, rather than "hot, sticky lifeblood" or "pathetic, futile thrashing".  Since traps are extremely cheap anyway (compared to the cost of the trained, equipped dwarven soldiers they replace), why not throw in another component?

Component:
Tension Coil
Made at:
Mechanic's Workshop
Materials:
1 Mechanism
1 Rope (or leather rope, or steel spring)

Properties:
"Tension" and "Max Tension", both positive integers, indicating stored energy.
Max Tension could be determined by, for example, 5 + (rope quality) + (mechanism quality) + (tension coil quality).  Tension coils would thus store 5 to 20 units of energy.

Weapon traps would require at least one tension coil, but perhaps could be made with more (say, one or two, but not unlimited).  Every use of a weapon reduces the stored energy by 1 point.  Thus, a trap with 15 units of tension and 4 weapons would work fully 3 times, then on the 4th activation only fire 3 weapons, and subsequently stop working entirely until a dwarf cranked it back up to full tension.

Tension coils could, theoretically, also be used in other situations.  For example, it would be fun to have a mounted, powered, repeating arbalest - sort of a mini-ballista that takes crossbow bolt stacks and fires more rapidly or powerfully than a crossbow, and can be manned by any civilian with "Siege Operator".  Size-wise, it could be 1x2 like a screw pump, with perhaps a 90-degree firing arc.

With tension coils, weapon traps would be more expensive and require upkeep (winding), but they'd still be overpowered.  I like Devin's suggestion of trap probability.  My thoughts on the formula were something like:

Trap Trigger Probability = 10% + (4% * Mechanism Quality) + (1% * size), or 12% to 50%; for a goblin and a finely-crafted mechanism, it would be 24%.  For a cage or stone fall trap this would be a single chance; for weapon traps, it could be one independent chance per weapon.  If weapon traps required one mechanism per weapon instead of just one per trap, then each weapon could also have a different percent chance, but that would make it more tedious to set up the traps.

This formula does not take into account dodging the trap effect, which could be based on agility, or however dodging is currently handled in combat, and further reduce the chance of taking damage from a trap.

Lastly, stone fall traps should perhaps do damage based on the mass of the stone that falls.  Perhaps they already do, I don't know...  but if not, I will personally testify that it hurts a lot less to be hit by a chunk of pumice than by granite (nobody has ever thrown gold nuggets at me, unfortunately).  Pumice traps would be loads of fun.  And so would floating, freestanding pumice floor tiles in the middle of ponds, for hopping across, though that's perhaps beyond the scope of this topic.

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