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Messages - Dragoon508

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16
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 29, 2015, 10:33:46 pm »
Don;t know what you guys are talking about. In the current version I have been in 2 sieges so far. In order to have a siege however make sure you are close enough to the goblins as well as being at war with them, although your civ may declare war even while in fort mode. So you could embark while at peace and then go to war a couple years later.

Final thing is that sieges only happen when you have 80 pop now apparently

17
DF Gameplay Questions / Re: Training medics
« on: May 29, 2015, 10:27:58 pm »
You can make your cistern non muddy I have learned by just smoothing the floor, so it is easy to do in that regard.

18
DF Suggestions / Re: "Tavern-like" Academies
« on: May 29, 2015, 09:39:14 am »
Alright I have some input on this idea if you will have me. Side tangent first however, I don't think personalities should go. It is a part of what makes the game unique.

Now then on to the mechanics of my idea for teaching and learning. The first portion is that you need to remember that most skills in this game are practical, and not engaged with a higher learning aspect. A master and apprentice mind set is probably what needs to be done.

A dwarf teacher that is skilled enough can take on students for your academy or guild hall. You assign him similar to how you operate your military, you set up a "class" with him at the head and assign him students. So for instance you have a master carpenter, and want him to train 2 students. So you assign him to the "class" as the teacher then pick 2 dwarves for him to teach. Similar to how the military works no with demonstrations the teacher will schedule one and his students attend for the lecture. You assign him a workshop for him to teach at and set up a schedule similar to how the schedule works for the military right now. So you could say this month you teach while this month you do not. You will also select what subjects you wish to teach, the menu will display what is required to teach, such as an assigned workshop, in this case a carpenters shop. Now this would mean while the class is in session the shop could not be used for other orders.

For resources you set up how much can be used per season for teaching. So say you only want the teacher to use ten logs a season, you set the menu to that and when he teaches he will only use 10 logs. Now you could let them use more logs for a faster rate of learning but that would mean more resources used. A student can make a wooden chair for instance while this is happening, so it could be sold. But it would not be of a major quality.

Books would be an additional resource to help speed up teaching but you can do without if need be. But you would want to try to have a copy of a book for each student as less books means less speed of teaching. Now the books should not become personal possessions but the student may buy a copy for his own use for the future, that he can read when on break or something if he so chooses, but it would not give him a skill gain if he already "graduated".

A larger class means the teaching is a bit slower and the students do not gain as much experience compared to a smaller class size, but it would take more time to train each student one on one than it would be to teach all of them together.

As for foreign students wanting to come to be taught by the teacher. A message would appear to be asked to be added to the class. The student would like to graduate within two years lets say, and in reward you get a reward of reputation, favor with the foreign country, along with goods or services, or to tell their friends and family to come to train at your fort. This would work like the current diplomat system does for elves for instance. A foreign student who ends up extremely happy in  your fortress during his stay also has the chance to ask to stay permanently, which could in turn mean his family also moves to your fort.

A teacher can only teach a student up to a certain level, so eventually the student would graduate and get a happy thought from it, same with a teacher. This would also open up a new relationship such as teacher and student, which can be positive or negative based on the personality of both. The dwarf could hate the teacher but still graduate for instance.

That is for practical skills that do need to be trained physically. Theoretical skills like architecture or higher learning skills like doctoring would follow a similar setup. You assign the teacher and his students. In this case they would consume different resources, like architecture would need paper or the doctors would need a pig and thread. A military tactics class could want figurines and paper.

Setting up these classes would be designated as a zone. Adding in chairs and tables would help along with a blackboard. But a hospital training area could want beds and traction tables for added learning speeds.

Adding more to a class will improve learning speeds but a student can only learn so much, so no sticking a dwarf in the class until he is legendary, maybe cap the learning at professional. This should also include making learning skills slower so you can't brute force your way to legendary within a year.

Now a headmaster noble could be used to help speed up teaching as he would do paperwork that the dwarf teaching would have to do instead. He could also help manage the time better or even be needed to access this system at all, just like you need a militia commander to even start a military.

So this system would mean that it takes time away from other projects that the teacher could be doing like producing doors to teach a class, so slower production ques. But the reward could be 4 new well trained carpenters as the bargain along with additional happy thoughts.

I understand if I am rambling a bit in these points, but my main thoughts were to set up a system using existing mechanics somewhat.

19
DF Gameplay Questions / Re: resurrecting an extinct civ
« on: May 29, 2015, 05:25:19 am »
If you get two fortresses set up at a decent size, does the non played one send out settlers if they have a pop problem?

I know with the current version that sometimes new settlements happen, so my thoughts are that if they keep breeding they will be able to send out settlers especially if you have hit the population cap on the fortress you are running at the time

20
DF Gameplay Questions / Re: Removing arrows
« on: May 29, 2015, 04:09:05 am »
dumping it seems to have worked. Actually found a new way to do it I did not know how to.

I think it would look awkward as hell the way the dwarf just walked up to my axedwarf, grabs the arrow, yanks it out, and walks calmly away to the garbage dump.

21
DF Gameplay Questions / Re: Training medics
« on: May 29, 2015, 04:05:05 am »
IMHO medic skills are overrated. Most minor wounds cuts, broken bones, bad bruising, loss of one limb or so) can be treated well enough by a very low skill medic. A dorf that is wounded more than a broken limb or two is often going to be killed by what wounded them, or die before getting to hospital. Even if they are treated, chances are they will not really return to full operational status. Sure, it is nice to have high skill medics, but by no means essential.

That is true, although if you got a legendary axeman who has to retire from active service, it would still be nice to have him alive so he could be appointed champion and pass his skills down to a younger generation.

I wonder if the new scholar profession will have medical books that medic dwarves can read to gain skills.

22
DF Gameplay Questions / Training medics
« on: May 29, 2015, 02:14:36 am »
Is there a way to train up doctors without having them train on injured dwarves? So far I have not gotten any doctors in my migrant waves so I have pressed in a doctor from what I do have, but I would like to have him trained a bit more than dabbling

23
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 29, 2015, 12:29:43 am »
So then, the axedwarf who was under the commander who killed the wererhino at the cost of her own life is apparently a bad ass himself. during his off time he works as a fisher, therefore taking him outside the safety of the fortress often. This would have been a bad thing if it was any other dwarf when a siege happens. However not so for the new Commander.

On his way back from fishing with his catch, a goblin siege shows up, right by him. With nowhere to run and 10 goblins howling for his blood, he does the only thing he can do, grab his weapon and shield to prepare to fight this group of baddies. Little do the goblins know they are in for a rough fight.

Cue a battle which lasts a day, with blows being thrown at the commander from every direction. His axe and shield blocking the blows as he goes into a trance. Fighting the goblins with ease. As the next day dawns he finally finishes the battle. His form covered in blood and guts, with the dismembered remains of his foes all around him. His only injury is a bruise on his weapon hand and arm.

From there he calmly picks up the fish he dropped and heads back to the fortress to drop it off in the stockpile. I like to think he is whistling a jaunty tune while he does this.

Interestingly enough, before he was in the military he got into a fight with a Gray Langur which he lost a tooth and had his nose mangled, leaving him not a pretty image to look at. Since the battle against the goblins, he has trained heavily and is now a legendary axelord.

24
DF Gameplay Questions / Removing arrows
« on: May 28, 2015, 11:46:13 pm »
One of my dwarves got injured in the last goblin siege, with an iron arrow through the hand. While my doctor did fix it up, the arrow is apparently still through the hand, along with the cast, sutures, and bandages. Will the arrow be removed when that comes off or does he just have new hand bling.

25
DF Dwarf Mode Discussion / Re: King
« on: May 28, 2015, 11:43:38 pm »
With my king if I ever get one, he will get an extravagant set of rooms in the noble quarters, which is also on the same level as the jail and hospital, so my nobles can listen in on the moans of the damned and the screams of the injured

26
DF Gameplay Questions / Wererhino corpse
« on: May 27, 2015, 06:24:14 am »
My fort just had a battle against a were rhino. The corpse however has been sent to my refuse stockpile were I put all of my bones and shells. My question is there any use for this corpse or should I just atom smash it?



27
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 27, 2015, 06:17:00 am »
Just had a fight against a were rhino Lico Ecenpathril or Lico Oakpet in his human form, thanks to my glorious military of 4 they were able to kill the night creature with only one casualty. This were rhino had killed off my first military of two hammer dwarves on his first visit to the fortress, although they bought time for the rest of my fort to get to safety, his second visit only killed a far ranging fisherdwarf before he walked off. It was determined to make this the last visit

My militia commander Stakud Ibelshorast, who wears the artifact leather cloak Ethadstigil, the Decent Jaws, as a sign of her status fell in battle after having her throat bit out by the creature, Lico was latched on tightly and shaking his head all the while, ripping her throat to shreds. However Lico made a fatal error, this is exactly were Stakud wanted him, a place where he could not run from her axe. Already heavily injured by her and the others in the military, the first blow by the now heavily bleeding Stakud was in the left upper arm, tearing apart the muscle and severing the motor nerve.

Angry Lico shakes Stakud around by her throat, tearing open another artery in her neck, making this two of them.

Her underling Zan Eshtandural punchs Lico in the gut to make him let go of his commander, succeeding in his goal. Desperately Lico tries to attack Stakud once more but misses.

Bleeding out and with not much time left in her life, she looks at Lico with a bloody grin, lashing out with her steel battle axe into the left leg of Lico, cutting it off and finaly felling the beast that has plauged the town of Rimtarelis for over a year now.

The last things Stakud says before she dies from blood loss are as follows.

"Those Injuries... This does not Scare me."

"Death is all around us. I am not upset by this"

"I've been wounded. No, that's not annoying."

After seeing her death and shrugging off her injuries, a final smile at the hulking dead body of the wererhino Lico, Stakud passes away on the field of battle, confident in knowing her sacrifice saved the fortress and the fleeing civilians.

For her valor she will be buried with full honors and her deeds recorded on the a slab in the Hall of Memories.

Spoiler (click to show/hide)

28
DF Gameplay Questions / Re: Lye problem
« on: May 27, 2015, 05:35:15 am »
Fixing the stockpile to only have lye with no barrels allowed seems to have fixed it. Thank you for the help

29
DF Gameplay Questions / Lye problem
« on: May 27, 2015, 04:29:00 am »
In my stocks menu I have over a 100 lye in my stockpile. However my dwarves don't want to make any soap for some reason and the selection is reded out.

30
DF Dwarf Mode Discussion / My dwarf Civilization is lead by a Drunk
« on: May 27, 2015, 02:45:06 am »
So I was minding my own business in my fortress when I noticed a strange trend in the civilization menu. My civilization had a lot of goblins leading forts. My curiosity was peaked to say the least so I saved my game and went to my legends viewer.

The treaty of Clouts was a fairly robust civilization that was fairly peaceful, only four kings which is to be expected in a world with only 125 years of history. Only one war has happened against the elves. But that did not explain how my civilization got this fairly large goblin population. With 3203 dwarves it is a fairly decent sized civilization, but where the heck did these 459 goblins show up from? And how did they end up with leading a good portion of my civilization

So I looked back at the kings and noticed that two of my four kings were goblins. The first Goblin Queen was brought into power in the year 68 where she had a good reign until the year 99 where she was stuck down by a forgotten beast.

Our next Queen was a good old dwarf who died in the year 110 as part of the Conflict of Frenzy against the Elves.

This apparently lead to a period of mourning for the fallen Queen, where in typical dwarven fashion involved lots of drinking. This brings us to the rise of the Goblin Alath Princessstandard. At the tender age of 11 she was grieving very heavily, her older brother and both of her parents died in that war against the blasted elves you see. Whose only dream so far had been to grow up and start a family like her mother did before her. So as a Goblin brought up in Dwarven society she did what any sad dwarf does, drink heavily. I assume at this point she discovered her great love for booze that was greater than most dwarves, as she was given the affectionate title of Drunk. Now dwarves in the Treaty of Clouts apparently value people of great skill, Legendary miners, craftsdwarves that make artifacts, skilled warriors. So it was only natural for the grieving dwarves to greatly admire this child, who has out drank the most robust of the dwarves.

This young girl was too be admired, venerated even. So I assume after much stumbling they raised her up into the air and declared loudly in slurred voices "Let it be known to all, this girl of great fortitude with an auspicious name shall henceforth be known as the Queen of the Treaty of Clouts!"

This was probably met with great cheering and celebration which of course lead to more drinking. Leaving her former home in Stopboulders to live in the capital of Paintedwatchful. Since then she has lead our nation in an era of peace until the year 125 where I started the fortress.

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