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Messages - sketchesofpayne

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91
DF General Discussion / Re: What turns you off about DF?
« on: October 18, 2018, 01:53:23 am »
As far as military issues I've had some success in that area recently.  Once big thing is making comprehensive uniforms and telling them to replace clothes and to wear their uniform when inactive.  This way they don't spend time changing clothes wandering around and getting confused and forgetting where they put their weapon.

Detailed Uniform:
  • metal mail
  • metal breastplate
  • metal greaves
  • metal gauntlets
  • metal helm
  • metal high boot
  • cloth tunic
  • cloth trousers
  • cloth cloak
  • cloth hood
  • cloth socks
  • leather gloves
  • metal shield
  • metal (weapon)

Now, a known bug is the military dwarves not replacing worn out parts of the uniform.  So when I notice they're missing something or wearing worn out clothes I go in and switch their uniform to this one:

  • cloth robe
  • cloth shoe
  • leather leggings

So three things not part of their regular uniform.  So once they change clothes, I set them back to their regular uniform and they'll find fresh replacements for everything, and pick better quality armor if it's available.  I also run a "drill" every so often where I activate the squad and station them somewhere.  They'll spend some time gathering weapons and ammo if they don't already have them.  That way when you actually need them they should be ready to go right away.

92
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 18, 2018, 01:18:41 am »
I've had one guy picking fist fights and he ended killing someone and sending his wife and son the the hospital.  There are 2 problems I see.  First is that the other people don't fight back, no matter what -- and nobody else intervenes.  So that means the stressed out guy just keeps wailing on their target until they snap out of it, or *hopefully* the target goes unconscious and gets carried off to the hospital. The second problem is that they just keep going even after the target has passed out -- which can result in the death of the target.

The target should respond.  They are panicked -- you can see it in their thoughts, but they don't run away.  They don't fight back.  Possibly they will go off to do a job if one comes up, but they are divorced from the fight in every way, except for getting beaten to death.  Also, the fight should end on some kind of trigger -- not just when some random time is up.  You've broken the guy's arm -- it's time to stop!  You've exploded their leg into gore -- well beyond time to stop! They've passed out... No, you shouldn't take that as a queue to grab their neck.  There's a difference between a fist fight and murder.

But, my fighting dwarfs *do* end up with disorderly conduct.  However, if you don't have a sheriff/captain of the guard, people won't report it, so there will be no witnesses.  I locked up my murderous dwarf for 28 days (after a beating), but realising he'll definitely kill again (his combat skills are getting quite good), I'll have to exile him, which is a shame.

I've noticed these stress related fights often don't get reported.

I don't know if I can replicate it, but I had a dwarf who started picking fights.  When he did, the captain of the guard/mayor saw him and smacked him around until he was unconscious.  He was taken to the hospital, healed, and a week or two later started another fight.  The captain of the guard was on him like a rat on a Cheeto and knocked him out again.  After another hospital visit the dwarf entered a state of depression and just wandered around very slowly.  He didn't have any family in the fort so I expelled him to another site, but he starved to death on his way off the map.

93
Dear dwarves of Sosasvutram:

1 Stop stealing our most valuable trade goods for your personal use and refusing to give them up.
...

So they're stealing prepared food pots/barrels?

94
DF General Discussion / Re: End of Goblin might
« on: October 18, 2018, 12:56:34 am »
I've noticed this.  In the couple dozen worlds I've genned in 44.12 a lot of them are dominated by elves.  Also, goblins seem to integrate into human civilizations quite often.  Once gameplay begins the elves launch repeated assaults on the humans and dwarves.

95
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 09, 2018, 06:14:58 pm »
(I couldn't find if this has been observed/mentioned before)

I had a dragon attack my fortress (regular dragon, not a cave dragon).  The were ten monster slayers who had petitioned to be part of the fort.  If they died due to melting they reverted profession.  So a spearman would get vaporized and it would say (name), human jeweler has been found melted.

If the dragon struck them down or they died to bleeding their profession would be unchanged.

96
Parchedvault the Chamber of Trials
Performance Review: Monster Slayers

You ten monster slayers have petitioned to join our fort and you have done a fine job keeping the caverns clear of crundles and troglodytes.  While you've had trouble with blind cave ogres that is not what concerns me.  While most of you are sensibly armed, there are two of your number I must call into question.

Kodan Morulottan, Swordsdwarf
While tireless in your efforts, I must question your methods.  You have foregone a sword and instead arm yourself with a forgotten beast parchment scroll and an artifact wooden figurine of a stoat.  Impressive as it is that you beat creatures to death with these articles, it takes quite a long time.

Thavi Donberu, Human Bowman
While you carry a quiver of arrows you seem to have left your bow behind.  Instead you have been fighting alongside Kodan wielding an artifact bronze high boot.  Just the one, not a pair.  Using it as an improvised punching glove, as you are wearing a pair of lowboots on your feet.  We have procured a few bows from the human caravan in case you change your mind.

As for the rest of you monster slayers, you have been doing a fine job with your swords, spears, crossbows, and maces.  Keep up the good work, and remember there are complementary biscuits and drinks in the mess hall, just beside the trap-filled entrance to the caverns.  And don't forget to sign the chart on the wall for your complimentary stone coffin.


Best Regards,
Baron Kole and the Overseer

97
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 02, 2018, 12:17:44 pm »
It might better to stick with nicknames, or to split off this topic into another thread for further discussion [...]  the outcome of a "discussion" about this topic, might befoul this Stress thread.

Yeah, I don't want to sidetrack.  My real concern is dwarves who have not gone !!INSANE!! murdering each other due to stress.  I've noticed on some that they don't "strike them down" but hurt them enough that they bleed out or die from their injuries later.  This may be why they don't show up in the Justice tab.

(ADDENDUM)
I'm into year four of a new fort, currently at population 160. 

Previously I had a temple to each god, two taverns, a library, a statue garden, and two dining halls.  All of them were furnished lavishly.  This time I made one 10x10 temple.  Smoothed it.  Built one basic rock statue of each god.  And one chest of instruments.  Made one 10x10 dining hall.

So far no one is stressed, even after wildlife encounters, a werelizard, an elf ambush, and encounters with forgotten beasts and blind cave ogres.

(UPDATE)
Eight years in.  Still just the same 10x10 temple and a 10x10 dining hall.  Frequent forgotten beasts, elf ambushes, and a dragon.  I have a population of 170.  About 20 of the dwarves are very happy/euphoric.  I lose around two dwarves a year to stress.

So far, once they have the "constant state of internal rage due to rain/miasma" tag in their profile they're done for.  I haven't been able to bring one back from the brink.  I've even tried "shock therapy" by exposing them to more stressful stimulus to try and trigger a "reversal" personality trait.

98
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 02, 2018, 09:15:48 am »
Or, if you want to take a generally Nordic take on it, Foo Barson, who is son of Bar Bazson, son of Baz Quxson, etc.  (Still used in Iceland, but used to be much more common.) 

Honestly this would be the most helpful naming scheme.

99
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 01, 2018, 05:19:42 pm »
This thread has been quite helpful.  A few thoughts I've had:

Now that I'm looking at my dwarves' profiles under a microscope it is starting to bother me that family members don't have the same surname.  I would really like to see family relations at a glance.  I'm almost thinking of using 'nickname' to assign ad hoc surnames and pretend their current surname is their first name.

When dwarves get into a heated argument and brawl it would be nice if it was restricted to slapping, hair-pulling, and broken noses.  Right now I have dwarves straight-up murdering each other when stressed.  In one fort I kept having a fight break out in a high-traffic hallway.  I did a "groundhog day" reloading and trying to prevent the fight.  I kept delaying it by de-stressing dwarves but it still ended up happening, leaving six or seven dead dwarves.  Experimentally I burrowed the whole fortress into a 10x10 room.  It ended with 25 dead dwarves (out of 150) after they pulled an impromptu Thunder Dome.  The funny thing is these do not show up under the Justice tab.

I messed with the RAWs and generated a new world.  On the personality token STRESS_VULNERABILITY I changed the median value for dwarves from 45 to 30.  This has made a big difference in my forts built in that world.

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