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Messages - MasterOfLazdumat

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 26, 2022, 08:40:51 pm »
Well, and a caveat: not only is there no production of weapons and armor while a raid is going on (bolts excepted; they haven't seemed to cause problems), I stop production a few weeks in advance so there's time to settle any equipment cascades. There aren't many at this point, since after all this time we've got enough masterwork equipment that theoretically everyone should be happy, but we may run into issues when the leather backpacks and waterskins finally fail. The basic point is to prevent any equipment issues: everyone goes out happy with what they have and comes back the same way. (Honestly, I'm wondering if saving is the issue; I've made sure to schedule raids so that the participants will be back before seasonal autosaves, on top of not manually saving during a raid.)

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 26, 2022, 04:57:47 pm »
Observations from a long-term (56 year) fort:

The fort in question, Ringlabor, is in 44.12, so some of these may no longer apply, but I wouldn't be surprised if most of them do as they are things that only come up after long-term play.

*Encumbrance: With most dwarves in a militia and uniforms set to replace clothes, most individuals are carrying few things. The exceptions are miners, woodcutters, and a few others that I've kept out of service due to their skills. After nearly 60 years they are loaded down with page upon page of crowns, bracelets, amulets, earrings, rings, etc., and take forever to get anywhere.

*Historical figures: Historical figures of mortal races are dying out. All of the visitors are old; new performers, scholars and hunters are not being generated, so if I keep this up eventually I'll have no visitors except for the occasional troupe that includes elves and goblins. (This may also be reflected in the lack of offensive action elsewhere in the world: the leaders have died off. I'm puzzled by the occasional attacks I see on the map on sites I know are empty; why haven't they been taken over?)

*Geriatric human mercenaries: I wish there was some way to gracefully release mercenaries from service, or that human aging was a bit more realistic. Currently there are 13 humans at Ringlabor, all between the ages of 75 and 114 (every new year I expect half of them to die, but they're still kicking). It'd be kind of nice to let them go home to their families, or at least recognize that 114-year-old archers are probably going to be more of a problem than a solution no matter how awesome their stats are (and with decades of doing nothing but training, these are some killer centenarians). (Or maybe these guys think of Ringlabor as an awesome retirement community.)

*Professions liable to anger and frustration: I take an "activist god" role with things like remove-stress, and have been recording who needs it for 15 years. The individuals with the greatest propensity to get red arrows are scholars and marksdwarves. In the former case, it's because they refuse to do anything else but scholarly work (one of the favorite topics is the retort, which I know is a vessel for distillation, but it's funnier to imagine them working on snappy comebacks instead). In the latter, I think it might have to do with marksdwarves being confined to sealed bunkers during combat, so they don't get any benefits of physical combat.

*The curse of the traveling scholar: The propensity for anger also extends to visiting scholars. After decades of wandering from place to place, they've gotten cranky. Several have gotten into fights over the years, resulting in visits from the friendly guard squad. These visits are brief and emphatic.

*The curse of the traveling scholar, part II: Apparently visiting scholars and performers are recruited to serve when a site is under attack. With the dwindling number of historical figures, a site's defense may be nothing but scholars and performers. I have discovered that in several cases squads from Ringlabor, tasked to raze a forest retreat or dark pit, have killed a string of historical figures that turned out to be visiting troupes and scholars (sometimes scholars who have visited Ringlabor numerous times). Oops.

*Putting on different hats: Conquest of other sites has led the Duke to decide he's duke of these other places, not Ringlabor. (He still demands production of battle axes every so often, so his head's in the right place.) Meanwhile, a couple of times a human performer has been elevated to a lord of somewhere else, but functions more or less the same except for apparently being treated as a squad in their own right if a militia member. I've had to manually add them back when this happens. There probably should be a function such that individuals who become nobles while at a site are recalled to wherever they're supposed to be ruling (or maybe for RP purposes they were named nobles because the people who elevated them knew they weren't coming back).

*Rules for raids:
1) Copy save before beginning a raid, just in case
2) No production of weapons or armor occurs while squads are offsite, to avoid equipment issues
3) Squads are stationed and then unstationed before they are sent so they aren't carrying anything
4) Squads that go offsite always have armor set to replace clothing
5) Never save a game and quit while a squad is offsite
I don't know if any of these help, but I've never had a crash. The tedious bit after a raid is reassigning cemetery space (I just let them pick their own bedrooms again).

*How to make monster hunters apply for citizenship: I have tried this twice successfully:
1) Accept petition from monster hunter
2) Send monster hunter to another holding
3) Eventually monster hunter returns, under a different profession
4) Monster hunter will now apply for citizenship two years after return

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 03, 2022, 08:45:20 pm »
Thanks to witnessing the annihilation of nearly 240 elves and 130 war animals from the safety of Mama Marksdwarf's arms in a pillbox, the fortress of Ringlabor now has a 1-month-old who doesn't care about anything anymore. Is this a record for desensitization?

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 26, 2021, 07:38:40 pm »
Recent intelligence (Legends Viewer) indicated that the forest retreat of Webbedsatin had only three elves, making it seem like little more than a speed bump, something to keep up practice. All concerned were surprised when the Diamond Papers returned having killed 18 elves, four dwarves, three humans, and a goblin. It turned out that no fewer than seven performance troupes had decided to stop at Webbedsatin for the winter. So, long story short: we wiped out five bands. (Bizarrely enough, practically the same thing happened to the same performance troupes 36 years before at the exact same forest retreat.)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 05, 2021, 09:34:57 pm »
The latest raiding party from Ringlabor has acquired what appears to be a tome of elven smut:

"An Exploration Of The Elf was a legendary pinfire opal-bound codex...The written portion consists of a 20 page essay entitled An Exploration of the Elf, authored by Eliye Releasemoths. It concerns the marriage of the elf Lefari Renownpoem and the elf Eliye Releasemoths in 116. The writing indulges the author's every whim. Overall, the prose is passable."

Passable prose or not, it's quite a hit with the scholars; the scribes have already made two copies.

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DF Suggestions / Re: Terrible Suggestions Thread
« on: June 14, 2019, 11:08:39 pm »
Upon setting up a library, a noble from the Scribes' Guild arrives to make sure that no unauthorized copies are made. Doing so is a hammerable offense. If the justice system is not set up, the noble sends a siege against the fortress. Due to a bug, it is impossible to petition to make authorized copies.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 09, 2019, 07:25:33 pm »
Departing visitor: Say, why is everyone running back into the fortress?
Citizen: A dragon was just spotted northwest of here!
Departing visitor: Really? That's interesting. Oh, well, see you all later.
Citizen: Yeah, sure.
[Bridge to fortress entrance closes.]
Departing visitor: Hmm.

5 minutes later:

Departing visitor: ARGH I AM CAUGHT IN A CLOUD OF MY OWN BOILING BLOOD!!!

IT WAS INEVITABLE

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DF Gameplay Questions / Re: No labor options avaliable?
« on: May 10, 2019, 08:12:27 pm »
There may be a work-around if you've really, really got to have a specific mercenary/monster slayer as a citizen, you don't want to overtly cheat with DFhack, and you don't mind waiting a while in-game:

I once had a monster hunter who wasn't hunting monsters, so I sent her off to an allied site. Unexpectedly, she returned a year or two later, but as a peasant, and later petitioned to join as a citizen. I've never tried to reproduce it because I haven't had the need to gain citizens this way, but if it's a general thing and not a fluke I suppose it might be helpful for mercenaries and monster slayers in long-term forts who are edgy because they can't craft.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 30, 2019, 09:58:48 am »
The yearly elf mass ambush turned up, uncovered by a dog chained near the southwest corner of the map. Once the civilians had been recalled, I checked the path of the elven forces and saw they were near the caged hydra (I have a fair number of cage traps, so there's usually something interesting to unleash on invaders). I'd gotten underwhelming results from caged giants and ettins in the past*, so I was figuring Sulud Couragecontest the Gnarled Mange would mostly sow confusion before being taken down.

Final scores:
Elves: 1 dog (chained)
Sulud: 51 elves, 7 war leopards, 5 war grizzlies, 5 war jaguars, 1 two-humped camel, apparently no lasting wounds; she obligingly was recaptured in a cage trap after the mayhem to await further adventures
Dwarves: 1 panicked war jaguar that strayed in range of a marksdwarf tower; they have also acquired 8 elven prisoners-of-war from the cage traps surrounding the chained dog and a fresh (possibly) supply of loincloths (they can't make 'em, but they sure are happy to wear 'em)
Collateral damage: 1 visiting human axeman who insisted on standing next to the closed entrance bridge, and possibly a psychotic treasure-hunting swordsdwarf who decloaked shortly after cleanup began, shouted something about no one keeping him from a named bronze short sword, turned hostile, and met a steel short sword for his troubles (I'da given him the stupid sword if he'd asked for it; it wasn't even ours, but showed up in the loot after a previous attack)

Lessons learned:
*Hydras like to bite off heads;
*Standard elven military equipment and tactics are useless against hydras;
*Elves are either very courageous or very stupid: even when the utter futility of the attack became obvious, they didn't cut and run

I can't wait to see what the caged bronze colossus does to the next goblin invasion.


*Turns out if the cages are next to each other and you release them at the same time, different kinds of semi-megabeasts attack each other first instead of the approaching goblins

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 25, 2016, 05:12:39 pm »
One of the most underwhelming sieges of all time arrived at Puzzlingcrafts, consisting of five goblin crossbowmen and three goblin bowmen. It was so feeble that if I didn't know better, I'd think it was a group of defecting or refugee goblins. Five of the group head immediately for the one open entry, while the others loiter around the edge of the map. As the five draw near the entrance, one gets clobbered by a weapons trap and the rest immediately pull up. At this time, Puzzlingcrafts's militia arrive on the scene. Usually, they are only too willing to attack any enemy visible at practically any distance, but this time they just stand there. There is no cover, no walls, no trees, just roughly thirty tiles of open field. The goblins, all armed with projectile weapons, offer token fire. The marksdwarves, all Legendary, themselves put up token return fire. The melee dwarves do not charge even after kill orders are issued, except for the swordmaster Kogsak Zimnish who goes into a martial trance, runs across the open field, and slaughters the waiting goblins with a series of artful decapitations (except for one poor sap who seems to have gotten on her mean side; I didn't know you could explode someone's eyeball by slapping with the flat of the sword, but after that kicking the guy in the same eye just seems like overkill). With no goblin backup on the horizon, the squads are then ordered to engage the lurkers at the edge of the map. They dutifully begin, except for Kogsak, who seems temporarily overwhelmed about the whole thing and just stands there, although she does eventually recover with enough time to spare to behead yet another suspiciously inert goblin bowman. Like I said, if I didn't know better, I'd think these goblins were trying to surrender, which would explain why they were so few and so inept, and why the militia hesitated.

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DF Dwarf Mode Discussion / Re: How do dwarfs see?
« on: January 17, 2016, 05:37:19 pm »
My headcanon is that dwarves carry a specialized microbiota in their beards, some of which produces a dim light (maybe as strong as a kid's glow-in-the-dark toy), and some of which respires oxygen. As dwarves create their dwellings, the microbiota spread from the beards and grow on the walls, taking care of both light and air.

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I've seen this in 31.25: my legacy fort has a room with a glass forgotten beast that I use for crossbow training. I'll station a squad within shooting range, have them shoot for a while, then turn off the station order. They leave after exhausting their bolts, but later on, if they have nothing to do and have not been stationed anywhere else, they return to the chamber of their own volition and shoot at the FB some more. I picture it like soldiers or cops going to the shooting range for practice. The basic principle, as far as I can tell, is that military dwarves with nothing else to do may return to the last place where they were stationed and saw combat.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 31, 2014, 02:06:17 pm »
A flying fire-spewing frog FB showed up in the first cavern level. The fire wasn't particularly concerning (temperature is turned off; as it is, my FPS is probably closer to 5 than 10 in this fort), so I roused the couple of squads stationed near the cavern levels for monsters. When I came back a few minutes later, I found that the FB had flown up to a little spot near the top of the cavern where some two decades before I had mined out a patch of gems. What attracted the FB was the fact I had used a door to close off the opening instead of a wall, so nobody would wall themselves on the wrong side. Given that the forgotten chamber was not far from a main artery, it was necessary to send somebody to the new location, but the soldiers I rely on for this stuff had been scrambled to another location. They were redeployed, and two other squads were sent in to cover as well.

By the point, the frog monster was happily parked on this ledge, about 3x3 tiles, apparently unable to attack the door (probably some glitch). Although the door was unlocked, the first squad did not go through it, because their position wasn't right (or perhaps they had been tipped off to the monster), and the space didn't allow a proper repositioning. Thus, there were three pickdwarves of the Deer of Paper squad chilling in this little neighboring chamber. Because the second squad was not yet present, I repositioned their designation onto the 3x3 ledge. They started trickling in one by one.

Enter Cerol the legendary speardwarf. The door opens. "Aha, beastie!" They fight for a short time, then Cerol falls off the ledge, down 15-20 z-levels, and explodes.

Enter Ral the legendary speardwarf. The door opens. "Aha, beastie!" They fight for a short time, then Ral falls of the ledge, down 15-20 z-levels, and explodes.

By this point (I catch on quickly), I decide that I might as well send in the blind dwarves if this is going to happen each time. At least they'd get to go down fighting. What are the pickdwarves of the Deer of Paper doing all this time? [howl of dwarf falling 15-20 z-levels to explode] "Ach, that was Cerol." [Ral appears] "Right through there, laddie." [howl of dwarf falling 15-20 z-levels to explode] "Ach, that was Ral." The appearance of the blind squad must have moved them to pity, because now one of them finally follows along and picks the frog to death, but not before one of the blind dwarves is kicked in the upper body, causing upper spine damage. He later expires while being carried by a four-year-old [all of the kids have all medical labors enabled, because they're not doing anything else and for the pun value (all surgery is "minor" surgery)], the cap to what has become a very dark Monty Python sketch.

I'd still kind of like to find an honorable (and FPS-saving) end for the blind dwarves. There are two trolls caged up and ready to go in the arena, so I send the dwarves in. Unfortunately, the arena has glass windows, the trolls have no interest in anything else, and the blind dwarves can stand next to a troll without noticing it. Somebody else has to come down to kill the trolls, and the windows are all removed and replaced with walls. Another forgotten beast shows up, a pterosaur with noxious secretions. The blind dwarves somehow kill it after marksdwarves have peppered it. Some kind of fortune is apparently smiling on these guys.

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General Discussion / Re: Complete Deinocheirus skeleton found
« on: May 07, 2014, 06:06:06 pm »
Heh... Truly I am skilled in forbidden arts!

Really, I figured they might as well go together. A new thread would certainly be warranted once they publish the whole thing in all of its weird awkward glory.

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General Discussion / Re: Complete Deinocheirus skeleton found
« on: May 06, 2014, 05:51:20 pm »
Update: we've got the head:

The article above (ignore the dodgy translation) concerns the repatriation of some Deinocheirus fossils to Mongolia, including a skull and metatarsals. There are photos of these elements, which show the skull to have looked something like a really big Gallimimus with a broad beak. The third photo down (second in the group of photos ending the article) also shows a skeletal reconstruction on the far left partially blocked by a man's head. The repatriated skull and foot material are not included, but you can see the ridge-back and hunched profile. The reconstruction also includes a little black silhouette of a human for scale, which is just peeking out beside the man's head.

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