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Topics - khearn

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I'm more and more thinking marksdwarves are just a waste of time. Almost every bolt gets blocked, and those that don't seldom do much damage. Maybe it would help if my marksdwarves would shoot the copper bolts that I have marked as "combat use" and not the wood bolts that are marked "training use only". And then there is their tendency to charge into melee with a full quiver instead of staying back and shooting. Given all the effort it takes to get them to actually shoot useful bolts, I'm more and more thinking I'd be better off just taking away their crossbows and handing them real weapons so they can do something useful.

Then there are macedwarves, who also seem pretty low on the utility scale (but better than marksdwarves). They seldom seem to break bones like hammers do, and they don't lop off limbs. All the bruising they do might be useful against goblins, but against undead and weres (which are what I'm been facing mostly lately) they don't seem to accomplish much at all. Had a fort where the first 2 migrants with military skills were both macedwarves, so I started my first squad with them. Then an axedwarf showed up, followed immediately by a bunch of undead. The axedwarf had a copper axe and no armor, the macedwarves had silver maces and full armor. In the end, the axedwarf killed all of the undead, except for one that got killed by a lucky blow to the head from a mace. But I saw dozens of headshots from maces fracture the skull, but not enough to drive it through the brain like hammers would have done. What can a mace do that a hammer can't do better?

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DF Dwarf Mode Discussion / My military won't wear gauntlets or boots.
« on: January 08, 2016, 05:53:59 pm »
I was looking at my dwarves' equipment in Dwarf Therapist, and noticed that most of my military dwarves aren't actually wearing the steel gauntlets and high boots that are assigned to them. The odd thing is that the squad leaders of both squads are wearing everything they should, but the other dwarves will wear their helmets, mail shirts, and greaves, but continue wearing their wool mittens and pig-tail shoes.

Has anyone else noticed this? Have you all checked to see if your troops are actually wearing what has been assigned to them?

It's has always been somewhat challenging to get troops to actually put on the uniforms that are assigned to them, but I've usually managed to get them to do it. But the usual methods don't seem to be working now.

The (m)ilitary->(e)quipment->(P)rioity screen shows that they all have the gear assigned to them.

I have the uniforms set to replace clothing, rather than wearing it over it.

I've tried stationing them in the armor stockroom to get everyone on duty and into uniform.

I've even created a uniform with nothing in it and assigned it to both squads, let them take all the armor off, then reassigned the uniforms with the gauntlets and boots. They put the helmets, mail shirts, and greaves back on, but not the gauntlets and boots.

I've tried everything I know of, but still no one but squad leaders will wear gauntlets or boots. What I find really curious is that the squad leader will wear these things, but not the rest of the squad. So I must be doing something right.

Anyone else seeing this?

3
DF Dwarf Mode Discussion / Masses of Military Migrants
« on: October 09, 2014, 11:52:34 am »
In my typical fort, I'd say about 10-20% if my migrants have skill in some sort of weapon, either melee or crossbow. I usually stick just about every one of them into my military and still end up having to draft peasants and cheesemakers. In my current fort, however, every migrant that has arrived has had some weapon skill.

Of the 31 migrants so far:
2 x Level 1 Crossbow
7 x level 3 Crossbow
1 x level 8 Crossbow
3 x level 3 Axe
1 x level 7 Axe
6 x level 3 Hammer
4 x level 3 Mace
3 x level 3 Spear
4 x level 3 Sword

The first couple of waves I just stuck them all in the military and for once had 2/3 of my fort in the military, but the remaining 6 civilians were having a very hard time keeping the rest of the fort going. The latest wave is 19 more military, and some of them are going to have to take civilian jobs, just to keep the food and booze flowing, not to mention making weapons and armor for the rest of the crowd.

Has anyone else ever had this happen to them? This is on vanilla 40.13, with nothing different from other forts I've run. So I'm guessing it's something particular about the civilization in this particular embark. Maybe there has been a lot of fighting nearby lately? Any other ideas come to mind?

   Keith

4
DF Dwarf Mode Discussion / Who should I be at war with?
« on: October 04, 2014, 12:11:58 pm »
So I'm starting a new fort, and I've found a nice location. While checking the different options for the dwarf civilization to start in, I find one that has the usual red ----- for goblins and War with the elves. But there is another that is at peace with the elves and War with the goblins.

So What's the difference between ---- and War with the goblins? Is it going to provide enough Fun to make up for not being at war with the elves?

    Keith

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DF Dwarf Mode Discussion / Incredible shrinking pastures
« on: October 03, 2014, 02:59:37 pm »

With the new grazing formula, I calculated that an alpaca should be fine on a 3x3 pasture, and sheep on 2x3. I set up a bunch of these sized pastures and populated them, and things seemed fine - for a while. But then I started noticing flashing brown down arrows after a couple of years.

It appears that saplings and shrubs that die remain in the tiles on forever, reducing the space available for moss for the livestock to eat. Some of my 2x3 pastures were down to only 2 usable tiles, and some 3x3s were down to just 3 or 4.

This was in a single z-level area dug out in soil in a fort that was about 4 years old. I'm guessing the saplings get to the 3 year old point where they would grow upward, but have nowhere to grow so they just die. As more and more saplings grow and die, there is less and less space available for grazing.

Anyone else noticing this sort of problem?

   Keith

6
DF Dwarf Mode Discussion / Dwarf bites were
« on: September 25, 2014, 05:16:22 pm »
So, we all know that a dwarf can become a were if the dwarf gets bitten by the were. Can a dwarf also get infected by biting a were? In Real LifeTM a blood-born pathogen could be transmitted either way, but I don't know if it's possible in DF.

I just had a were transform in the middle of my fort (What?! It's been a month already?!!), and in the ensuing melee I had a few civilians who resorted to biting and I'm wondering if I need to quarantine them in addition to the ones that got bitten. 

   Keith

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DF Dwarf Mode Discussion / She might be a vampire if...
« on: September 19, 2014, 03:09:17 pm »
One of your dwarves might be a vampire if your fort has yet to have any combat, and after a drained body has been found her thoughts read "Nil Usenlikot has been quite content lately. She took joy in slaughter lately."

I suspected her when she arrived with mace and most other combat skills of 5 and 60 kills, and was a former member of about 10 groups. But her relations list looked fairly normal and didn't include a deity. Vampires I have seen in the past always listed the deity that cursed them. Everything else about her also seemed normal and I was in need of military types, so I gave her the benefit of the doubt.

Oh well, she only got a low skilled armorsmith, and I got a higher skilled one in the next wave of migrants.

I do hate to give up her military skill, though. Maybe it's time to try converting my entire fort. I was needing to build a well, anyways...

    Keith

8
DF Dwarf Mode Discussion / Fast goblin. Really fast
« on: August 27, 2014, 07:35:26 pm »
I had a situation where an early siege group of goblins had gotten stuck because their leaders were caught in cages on the bridges (floors, actually) I built over the stream on my map. I needed to end the siege so I could get more migrants and caravans, and I didn't have enough trained military  to really take them head on. So I let my civilians go out, hoping to lure the goblins in closer where they would hit more cages.

So one civilian heads out that general direction to store something in a stockpile. he gets close enough to see the goblins and turns and runs. I turn my civilian burrow back on to get everyone to head back inside, then go to watch the hauler haul his backside back to the fort, expecting him to have a goblin chasing him the whole way. Well, Urist starts moving at a fairly normal speed back to the fort 9or at least away from the goblins), and all the sudden, something rockets in from the edge of the screen. I thought it was a bolt from the crossbowgoblin that's been swimming in the stream, it was that fast. But all the sudden there's a gray g next to the hauler and the hauler is dead. A goblin lasher had arrived like he was wearing rocket skates and taken him out. Seriously, he was moving at about the same speed a bolt typically travels.

Has anyone else seen this sort of warp speed movement?

   Keith

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DF Dwarf Mode Discussion / Nice dragon name
« on: July 02, 2012, 09:05:48 pm »
Check out the name & title of the latest resident of my fort:
Spoiler (click to show/hide)

Does her title fit with her name, or what?

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DF Dwarf Mode Discussion / Falling damage nerfed?
« on: June 01, 2012, 01:34:03 pm »
I built a puppy dropper 10 levels above my dining hall in my current (0.34.10) fortress, expecting a 10 z-level fall would be an automatic death like it has in the past, and was disappointed to see that the puppies were usually surviving the fall. SO I've made another shaft for drop-testing goblins. A 10 z-level fall was survived by all 3 that I dropped, although the third one landed on teh second and was only stunned. The second guy did take damage from being landed upon. I then tried 12 and 14 z-level falls with new goblin volunteers, and all have survived. So it looks like creatures need to fall significantly farther now before we can be sure they'll die. Has anyone done any science on this recently? If not, I'll try higher drops over the weekend to see how things are working now.

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DF Dwarf Mode Discussion / Traps now block wagon access
« on: May 14, 2012, 06:21:43 pm »
I just made an interesting discovery in 34.08. Not sure if it's a bug or intentional. Cage traps seem to block wagon access now. I had a trade depot built like this:
Code: [Select]
top view
==XXXXXXX     = Stockpile (inside fort)
==XXXXXXX     X Soil wall
==XO   OX     . Floor
==.     X     O Depot
==.  O  X     ^ Cage trap
==X     X     ╔═╗ Bridge
==XO   OX     ╚═╝
==XX^^^XX
==XX^^^XX
XXXX╔═╗XX
XXXX╚═╝XX
XXX......
.........
XXX......
When I hit 'D' to check depot access, it would show the depot as inaccessible, with no green squares at all. Usually you get green tiles leading to whatever is blocking access, but I was getting nothing at all but the center of the Depot showing up as yellow on green 'D' meaning "Inaccessible Depot".
Code: [Select]
XXXXXXX
XXXXXXX
XXDDDXX
XXDDDXX
XXDDDXX
XXXXXXX
XXXXXXX

So I removed the top 3 cage traps, and now I had one more yellow on green 'D', where the cage traps were.
Code: [Select]
XXXXXXX
XXXXXXX
XXDDDXX
XXDDDXX
XXDDDXX
XXXDXXX
XXXXXXX

So it appears that cage traps block wagon access to depots now.
I'm going to try out some weapon traps and see if they also block access.

Not being able to put traps on the path to our depots will cause a lot of changes to the way many of us build forts. I don't know if this is a bug, or if Toady did this intentionally to add more challenge. It will certainly do that, whether it's a bug or not.

I'm running 0.34.08 on linux, if it matters.

Edit: I removed the second row of cage traps and now have an accessible depot.

Second edit: I added a weapon trap with a single silver battle axe, and it blocks access. So weapon traps also block it. Shit just got real.

Third edit: Pressure plates and stone fall traps also block access. I can't try upright spear/spike traps right now, since I don't have any spears or spikes. But I'd be willing to bet they block access, too.

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DF Gameplay Questions / Different kinds of artifact slabs?
« on: February 29, 2012, 08:09:40 pm »
I just created a 34.04 world and was looking in legends mode, and looked at a few slabs. One had an entry for when a necromancer "learned the secrets of life and death" from the slab. But another had the necromancer learn "the deep truths of the world's bones". And another slab had its necromancer learn "the ability to sow chaos in the minds of foes". And another slab teaches "mastery of elemental fire".

Oh, wait. I just discovered that these seem to be added by the wanderer's friend mod. This should be interesting.

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DF Dwarf Mode Discussion / Too many children!
« on: February 21, 2012, 04:52:20 pm »
So I embark in a beautiful place. Two rivers meeting with a nice 7 level waterfall, with several layers of chalk (a flux stone), with clusters of magnetite with hematite veins running through them. So naturally within the first month, three of my dwarves jump in the river above the falls and get washed off and die (plus my cat). So I'm down to 4 dwarves, one of which is unhappy and following the expedition leader round to have a meeting for months instead of doing useful work. It was a relief when the first migration wave showed up, even though none of them had any decent skills. At this point I had about 10 or so dwarves and they were still overworked.

Then the second wave shows up with 12 dwarves. Yay! Or so I thought. Of the 12 dwarves, no less than 8 of them were children. Eight useless mouths to feed. And of the 4 adults, still no useful skills.

Has anyone else seen this many kids in a wave? What are they thinking back in the MountainHome? "Hey, let's send a group that's 2/3rds kids to a brand new fort. They'll be safe there."

Oh yeah, those dwarves that got washed off the falls? They are all listed as missing. One has become a ghost, but doesn't show up in the list of names for creating a memorial slab. I'm guessing that's because he's missing, not dead. Kinda sucks.



14
DF Dwarf Mode Discussion / Food & Drink Science
« on: November 22, 2011, 02:10:38 pm »
The question of how much booze dwarves need to drink has come up a couple of times recently, and has been answered by someone saying they think that someone else said that dwarves need 16 drinks per year. Since nobody seemed certain, i decided some science was needed.

I started out 7 dwarves with:
4 Picks
2 Battle Axes
28 Dwarven Beer
28 Dwarven Wine
28 Dwrven Ale
28 Dwarven Rum
112 Plump Helmets

The total number of booze was chosen as 112, the predicted consumption for 7 dwarves in 1 year.

They immediately chopped down a couple dozen trees, dug a modest fort, moved everything but the animals inside, and walled up the entrance. The animals were left pastured outside. They then proceeded to carve out a nice home with a 3x3 room for each dwarf and a 11x11 dining hall, then smoothed and engraved the rooms and hall. The digging, stone dumping, smoothing, and engraving kept everyone pretty much 100% busy for exactly 6 months (purely by coincidence, I didn't plan the timing). After that I gave them nothing to do and they just sat around for 6 month. They had no access to water and did not do any farming.

At the beginning of every month (approximately), I recorded how many booze and plump helmets were remaining. Sometimes I was a few days late, but I always recorded the exact date.  Starting in Felsite (the 3rd month) I also recorded how many plump helmet spawn were in stock, just to see how many I was getting from each plump helmet.

When migrants showed up, I set up a 1 tile meeting "hall" outside and let them sit out there. I expected them to either starve or get killed, but most of them survived by hunting and eating vermin. There were eventually 11 or them, and I organized them in 2 squads so they would defend themselves. One migrant arrived with a pick, which added immensely t their survivability. They managed to kill a couple of ogresses and a few harpies, but a werewolf did manage to get a few of them isolated and killed them. But they weren't important to the science, since they were completely isolated from the original 7.

Inside the fort, the booze slowly dwindled, and the food did even more slowly. The final drink was take on the 8th of Obsidian (the 11th month), nearly a month earlier than expected. As of that date, the dwarves had drunk at a rate of 16.72 drinks per year per dwarf, or one drink per 20.09 days for each dwarf. I strongly suspect the actual value is one drink per 20 days on average. But the rate did fluctuate over time, so there is probably a random factor tossed in.

On the 8th of Obsidian, the food was down to 53 plump helmets. That's a rate of 8.99 per year per dwarf, or 37.37 days per plump helmet for each dwarf. But see below for a possible problem with these numbers.

The number of seeds per plump helmet varied a lot, and sometimes the number of seeds fell from one month to the next. There were a few vermin (rats and demon rats) around, and I'm sure they were eating the seeds. I was able to see a few times when a rat appeared in the same tile as a seed, and when the rat disappeared the seed was gone. It's also possible that they ate some plump helmets (but I didn't see any), so the actual rates per dwarf may be somewhat lower than my results would indicate. That might just raise the plump helmet rate to a nice round 1 every 40 days, but that's pure speculation. I doubt the vermin consumed any booze. If I were to do this again (and I'm tempted), I would bring a couple of male cats to keep the vermin under control.

My data is recorded in a spreadsheet here.

As i said, I'm very tempted to repeat this with some cats to control the vermin. Any suggestions on other changes I should make to my test procedure?



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DF Dwarf Mode Discussion / Human musical tastes
« on: November 11, 2011, 08:00:46 pm »

So I edited the raws to add back the human trade representative, and the first time one shows up, what does he want?
Spoiler (click to show/hide)


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