Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Friti

Pages: [1] 2
1
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: December 13, 2017, 03:22:05 am »
Nah - I figured it out.  It didn't like my monolithic (Custom - allow everything) stockpike.  When I created a dedicated food stock pile it was happy to start storing plump helmets (plants, not seeds) in barrels for some reason.

So bit interesting that a custom stockpile with everything in it is behaving that way, but I hardly use such stockpiles except in early game anyways.  Problem solved - false alarm.

2
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: December 13, 2017, 02:57:39 am »
Hit an interesting issue where it appears barrels aren't being used to store Plump Helmets since starting this version of the Lazy Newb Pack (44.02r4).  I'll see about investigating closer come tomorrow - I don't have time at the moment.  I know I was not encountering this in r3 with DFHack manually installed.

Anyone else hitting this?

*edit*  Belay my last.  False alarm.  It became happy and started storing plump helmets in barrels once I created a dedicated food stockpile rather than a monolithic mega custom everything-but-the-kitchen-sink stockpile.  That seems a bit odd, but I'm not going to argue with it.

3
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 07, 2015, 03:15:26 pm »
IMHO, Dwarf Fortress is neigh unmanageable without Dwarf Therapist, at least with anything approaching 20+ dwarves so good on PeridexisErrant for waiting for stability and support from this utility. 

DT with the ability to have predefined roles (Soldier, Farmer, Drudges, Nobility, Craftsdwarves, etc.) makes it /LOADS/ easier to manage your dwarves on a macro-scale, going micro for the few exceptions to general rules. 

Keep up the good work, and we await your pleasure on the new toys!

4
I tend to avoid most attachment issues by having a couple squads rotate on/off duty when training up and taking off their gear when not on active-duty.  Tends to shuffle the gear around every couple months between dwarves so attachment usually isn't an issue.

Reason I bring up bucklers is I think (unconfirmed) the order of prescedence for attacks on a dwarf is:

Shield Block  >  Weapon Parry  >  Dodge  >  Armor Check  >  Fleshy/Squishy Dwarf 
From what I've seen, missing from dodge skill comes before any of that.

That wouldn't surprise me - I wrote that up pretty quick, but there definitely is an order of precedence regarding how hits are resolved.  The point I was trying to get across is that bucklers are smaller and have a potential to block attacks during training less often, forcing checks further down the priority list.  IE: Weapon Parry/Skill

I tend to like this for a couple reasons.
  • A weapon parry raises the attack skill, meaning the dwarf becomes more skilled with his blade faster, and more effective quicker parrying with it.
  • Bucklers I believe are smaller and weigh less than their larger shield counterparts.  Weight plays into encumbrance, which will directly affect how quickly your dwarf moves and fights.  A dwarf that's encumbered will fight and train slower.


Personally, I like dwarves that are quick, well skilled, and get in one or more devastating hits before they get attacked themselves.  Training certain skills in a weighted fashion earlier increases their ability to get that important first-strike(s) in before an enemy can respond... and their ability to dodge and close quickly minimizes the time they spend getting picked off by ranged attacks (IE: Arrows).  Otherwise using the traditional method they block with the shield alot(not so bad), they're much slower (BAD) and tend to get wailed on alot (Very Bad) more and respond with their own attacks less.  I prefer not to give those pesky elves and goblins more opportunities to hit my dwarves.  Even if they're armored up like a tank and 8 out of 10 attacks don't get through, all it takes is a bad roll for a dwarf to become skewered.  I'd rather my dwarves be a bit more nimble and able to get their attacks in on the enemy quicker for more opportunities to disable them first.  That's why I favor this method.  This mirrors the mentality 'the best defense is a good offense.'.  There are exceptions to this (titans, firebreathing, webs, etc) in which full armor/shields are preferable, but hopefully by that point your dwarves will be veterans and deserving of the better armor, and able to mitigate the consequences of the increased weight the same.

To put it into common RPG terms... I'm favoring better Initative and increased number of attacks over increased AC early on to get more effective rookie dwarves.  This ties in well with NCommander's excellent guide, just refining it a bit to further weight certain skills being trained over others early on.

To further expand, I've been training my rookie dwarves with leather/bone armor... sometimes with a Mail shirt over the leather armor for a bit more resiliency.  I don't give them a metal breastplate till they hit at least level 6 and they don't earn plate armor elsewhere till level 8 or 10 or so, usually starting with gauntlets and going from there.  This is usually as an average for a squad (Dwarf Therapist glance at all squad members) so I don't have to micromanage each dwarf individually.  They succeed and fail as a cohesive unit afterall.  ... and as a side-benefit, your medics get a bit of training on your rookies as they train and handle small stuff (hunting, minor beasts from caverns, small goblin attacks, elven caravans, etc.) so that when real trouble shows up they're world-class surgeons... assuming they're not completely drunk off their asses again.

5
I tend to avoid most attachment issues by having a couple squads rotate on/off duty when training up and taking off their gear when not on active-duty.  Tends to shuffle the gear around every couple months between dwarves so attachment usually isn't an issue.

Reason I bring up bucklers is I think (unconfirmed) the order of prescedence for attacks on a dwarf is:

Shield Block  >  Weapon Parry  >  Dodge  >  Armor Check  >  Fleshy/Squishy Dwarf 


6
Point of note:  Bucklers instead of shields when training.  Seems to level up shields slower in favor of Armor/Weapon(block/parry)/Dodge.  Unsubstantiated by Science!(TM) but I've favored it often enough for my training squads that I'm pretty sure I see a difference.

7
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r9
« on: April 08, 2015, 11:12:21 am »
Removing the autoreset grid plugin from the .init file seems to have worked.  Thank you for the swift resolution.

8
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r9
« on: April 07, 2015, 10:30:48 am »
Time to ping the collective consciousness of expertise here I think...  This is probably something simple I'm overlooking...

My DF window is constantly flickering (once every second or two), something I don't recall having issues with in prior versions.  Any thoughts as to what may be causing this?  I have a sneaking suspicion there was a change with the graphics system with this new release.

Flickering doesn't appear till one is selecting a fortress location, and persists through embark and into Fortress mode.  DF/DFHack console window shows a spam of 'reshape_graphics' messages that may or may not be related.  These continuously spawn during world generation/location selection, but messages stop when in actual fortress/game mode.  Flickering persists regardless. 'Reshape_Graphics' spam returns when one hits 'esc' to abandon a fortress.

DF Version: 40_24 Starter pack r9     (Pulled down from Two's Mirror - Office blocks dffd due to 'possible malware threat')
No other mods.
Default Phoebus graphics pack/options.
No messages in ./Dwarf Fortress 40_24 Starter Pack r9/stderr.txt
./Dwarf Fortress 40_24 Starter Pack r9/Dwarf Fortress 0.40.24/stderr.log  reports  'Plugin twbt has failed to shutdown'

I'm not at a glance seeing any other logs or files of note, but if there's more to snag from I'd welcome knowing where they're located.


9
DF Dwarf Mode Discussion / Dwarven Daycare Automation Question
« on: February 13, 2015, 04:51:11 pm »
A simple question this time.  I want to isolate my useless mouths Dwarven Children into a daycare/training facility in my fortress so that they can stop wandering off    stop getting kidnapped   stop getting viciously rended limb from limb can receive a proper education in a padded cell safe environment.

I've been using burrows and once a year or so rounding up all the little ones to be locked away indoctrinated for their (hopefully) useful development, but this turns out to be something of a chore to do manually.  Is there an automated method to assign children to a burrow and to unassign them when they're adults?  Something along the lines of looking at titles and if it says 'dwarven child' sending them to the gulag daycare (burrow) and maybe unassigning any beds they may have tried to claim in the meantime?  I'd even settle for such an option such as using Dwarf Therapist to mass-select all the kids and right-click assign them to a group like one does a military, but instead to a particular burrow.  Thoughts?


10
DF Dwarf Mode Discussion / Skill Rust and Military
« on: February 02, 2015, 03:38:51 pm »
I've got a fun question...  As usual, I've been focused on the first few years of Dwarven settlement.  I've noticed that when I bring a soldier on Embark SwordDwarf(I), ArmorSmith(I), Shield(I), Armor(II), Teacher(V) that I seem to be able to train up full squads of dwarves pretty quickly - faster it seems than not having Teacher(V) and trying the same. 

However I also note that in some cases, this same dwarf has Rusty or Very Rusty associated with his Teacher(V) skill, which seems at odds since he's supposedly using such to run regular demonstrations.  Any idea why this might be?  Any thoughts how to encourage him to run demonstrations more often since it seems to be an effective method to train larger groups simultaneously rather than trying to pair up soldiers?

A note as to their progression.  I usually get 2 dwarves sparring early on (within a season or two) and as migrants arrive keep assigning dwarves till I get a full squad - this raises the instructor's combat skills up in the meantime while the squad is forming.  Within a year or so they get relatively respectable as a group.  (Lvl 4+ in critical military skills).  At that point I usually take him and the most experienced dwarf out to form the training core of additional rookie squads.

11
DF Dwarf Mode Discussion / Re: Are bucklers much different from shields?
« on: October 07, 2014, 10:48:06 am »
There is a Use Case in which bucklers are useful, aside from the weight issue.

Training.
...Yes, I see some raised eyebrows at this, but hear me out. 

I tend to equip my soldiers lightly when they're conscripts as they're not worth the expense of full plate for a young fortress.  Plus, they suffer movement penalties for alot of heavy gear.  Ergo, Chainmail and leather armor, adding metal/bone greaves, gauntlets and helm as supplies permit.  This keeps them light and agile while affording them a measure of protection.  When they hit level 4 or 5 of armor skill, then I'll start kitting them out with plate armor breastplates.

Part of the issue I noticed is that when they have shields, raising the Armor stat is slow, whereas the Shield stat tends to raise a fair bit.  Out of curiosity, I swapped my second training squad to using bucklers and at least to me it seemed their shield skills raised slower while their other skills, Armor, Dodge, Weapon/Parry, were noticeably higher... and I actually liked this skill distribution better.

Running theory?  The game has a priority system as to how an attack is countered.  Shield blocks are checked first, followed by weapon, dodge and then armor.  Could be slightly wrong with the order, but shield blocks are definitely first.  If you change from a Shield to a Buckler during training, this means the block rate drops from 25% to 15%, meaning more checks are required to see what else might intercept a blow, and thus what respective stats are raised.

Train with Bucklers, fight with Shields - skill is the same either way.  You run the risk of them getting attached, but this can be mitigated some if you schedule your squads training right - particularly if when they're not training they return their armor to the stockpile where someone else will nab it if it's better than what they have.  Only my veterans and dwarves whom have distinguished themselves get assigned their own personal armor/weapons/shields. 6 or 7 out of 10 training at a time, with a month or two a year off entirely for a squad.  Also helps keep conscripts happy since they can attend to a profession here and there.

Early on in a soldier's career?  Armor, Dodge and Weapon/Parry are certainly nicer.  The faster a soldier can move, the better his weapon skill, the faster he can engage and attack.  The faster he can attack, the more attacks he can possibly get in.  More attacks he tries, the better chances of killing an enemy before he can cause a dwarf harm in kind. 

Screw tanking the damage, at least for conscripts.  I try to make mine useful in combat rather than distractions.  Aye, I get a few more injuries, but that's hospital training right there.  And if/when they reach level 4/5 armor and get plate, then they're valuable resources to either train up the next generation or to be the solid NCO centre-line of a conscript army... or to form Elite Veteran squads. 

I tend to play games that last less than 10 years, usually less than 5, so trying to find optimal training with minimal investment in time/resources (and without using training rooms or much 2-man nonsense... exception being Dwarven Child Care as what else are the little monsters useful for?) tends to be what I aim for.  Hope that helps.

12
DF General Discussion / Re: Dwarf Fortress 40_10 Starter Pack r4
« on: September 04, 2014, 09:38:35 am »
Quote
Whoops, I should have taken them out of the contents list.  I removed the cheatsheets a while ago, since there are significant changes to agriculture, combat, and material effectiveness since they were made.  For example:  many new crops, huge changes to crossbows and armour effectiveness, and so on. 

Understood.  Is this something that's expected to make a comeback?  Do we know if there is someone maintaining such regularly, or a project that's doing such?  Or is this perhaps one of those things that's hanging out in the wind waiting for someone to take up the banner and compile new reference sheets for, pending some new data for 2014?  Probably not exactly your field since your view is broader, but it doesn't hurt to ask I figure.  I personally found them immensely helpful to post on the bulletin board beside my monitors to glance at when I didn't want to go spend several minutes sorting through the (arguably) helpful wiki.

13
DF Dwarf Mode Discussion / Shield/Buckler Inquiry
« on: September 04, 2014, 01:11:30 am »
A thought occurred to me that I thought I'd follow up upon...

Shields/Buckler skills train up in accordance with when a block is performed correct? 

If so and you want to adjust your military dwarves training to more favor parry, dodge and armor skills, would not using a buckler be a better choice?  Granted, it drops the block rate, but this then would give them more training elsewhere?  This while still leveling up their shield skill, albeit more slowly?  Could always give them a real shield once their other skills are up far enough.  This at a glance is one of the few ways I can think of to better focus our Military Dwarves on what they train up, when aside from adding/removing gear.

Thoughts?  Has there been any !Science! done to see if this adjustment actually works?

<Edit - Clarification> 
General throught process for this exercise:  A good Offense is better than a good Defense.
  • More Armor skill points = faster movement.  (Maybe consider plate after hitting level 4 or 5 to avoid movement point penalties for Recruits.)
  • More Weapon skill points = more Attacks and as a side benefit, Parry.  Ergo, if I can kill the enemy faster, he can't hit me as much.
  • More Dodge = ... c'mon, it's fun watching them dance, right?
  • Shield skills are skill leveled, but in less of a lopsided fashion, allowing for better rounded training earlier on - ergo more effective rookies?
  • Can prevent getting attached to gear by setting up a training schedule of less than max squad member size so they get time off... and they go into civilian clothes when off duty(and go mine/operate pumps), thus the best gear gets cycled through the military members as they go on active duty?

This thought was generated after watching my Nobles (Sword/LeatherArmor/Mail/Buckler, training 1 month in 3 on average) train a bit in comparison to my regular Military(Axe/LeatherArmor/Mail/Shield, training full time) and Mk. 1 eyeballing their stats.  Not Science, but there seemed to be a relative difference in training curves. I figure my Nobles (Former/Current mayors, etc) can make themselves useful and be less than entirely squishy problems to babysit.

14
DF General Discussion / Re: Dwarf Fortress 40_10 Starter Pack r4
« on: September 04, 2014, 12:03:45 am »
Possibly a silly question, but I figure it's worth inquiring after.

I havn't seen the cheatsheets included in the DF Starter Pack in a few versions.  They're explicitly mentioned in the pack contents notes, but I'll be darned if I can find them as part of the package anymore.  They made some excellent reference sheets.

Have they moved?  Am I just overlooking them?

The sheets in question:  http://redd.it/1fvcmn


15
DF Dwarf Mode Discussion / Re: Military-based Fortress Defence
« on: August 26, 2014, 10:17:09 am »
Aye - Military tends to be my primary focus.  Pillboxes for my Marksdwarves atop the walls (With no short route for them to path back along and charge suicidally when they run out of ammo) and melee dwarves/nobles training in the courtyard or dining hall 8/2 at a time respectfully.  Traps I tend to not use much of, and dwarbridges only into the most critical of spaces... such as the entrance to the dining hall where all my civies will cower during an invasion.   And the entrance to the internal Refuse pile. 

Why the refuse pile?  Made the mistake of not securing my internal bone/leather/refuse stockpile for my craftsdwarves when I was embarked near 3 necromancer towers once.  They got inside and it was nothing but pain when they got to there.  Now when I see a necromancer, I seal off that portion of the stockpile, regardless of whether or not I think he can get inside.

Pages: [1] 2