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Messages - Feathermind

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31
DF Adventure Mode Discussion / Re: Elephants
« on: March 28, 2016, 01:43:40 pm »
Worldgen combat is screwy that way.  I'm still sore about my retired adamantine-clad adventurer who was killed by an elf administrator with no combat skills.
find that funny as no combat skill characters can still kill anyone with high enough skill if they sneak up behind them.
as stealth gives you a free crit bonus, so all it takes is one good stab in the neck to break the spine and another good hit to end the life.

It's not entirely unrealistic, don't get me wrong.  But it's rather disappointing to find out your adventurer died an ignoble death in the six months of game time you weren't controlling them.

I did manage to track the elf down with another adventurer though.  It took quite some time as the forest haven he lived in didn't show up as elven territory; it had long ago fallen under human control.  The inexperienced spearman, guided halfway across the world by an unknown force with a thirst for vengeance, casually greeted his target.  The elven administrator freely gave his name and was actually quite cordial, at least until the spearman impaled him and and flung him from the treetops.  The spearman then reclaimed the sole remains of my old adventurer- a dwarf bone ring - from the elf's corpse, as well as the bones of the elf, and returned them to the nearest retired fortress for proper burial/trophy making.

32
DF Adventure Mode Discussion / Re: Elephants
« on: March 28, 2016, 11:19:55 am »
Worldgen combat is screwy that way.  I'm still sore about my retired adamantine-clad adventurer who was killed by an elf administrator with no combat skills.

33
DF Dwarf Mode Discussion / Re: Ruins and a Roc
« on: March 28, 2016, 09:24:50 am »
Two words. Eat it.

That's not a bad idea.  You can even open up a tavern, make it a tourist attraction.

"Welcome to the Lofty Loft, home of the Rocburger.  Available for a limited time only!"

34
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 22, 2016, 07:46:03 am »
Sometimes you get migrants with 1 weaponsmith, who then start taking weaponsmithing jobs instead of the legendary weaponsmith you embarked with and had been training for the life of the fort. Usually this 1 level of weaponsmith is less than another professional skill the migrant has so they appear to be a planter or fisherdwarf instead.

I always adjust [SET_LABOR_LISTS:NO] in d_init so that new migrants start with all labors disabled in order to avoid those sorts of situations.  I find it's easier to enable their primary skill (or whatever I feel they should do instead) when they show up or later when I catch them lounging in the mess hall than it is to catch every dabbling hunter, armor smith, gem cutter, etc. as they enter the map.

It does mean you'll miss out on the extra equipment those with hunting/mining/woodcutting labors enabled would have brought along though.

35
The first time I successfully broke into hell.  I built a trap to bait the demons; an artifact door surrounded with retractable iron spikes, with a cave-in trap should the spikes fail to do the job.  The trap worked perfectly and I never needed to trigger the cave-in.  It was quite entertaining watching all those &s gather round the door, only to vanish in a puff of |s.

After that I built a staircase down into hell itself while my elite military held off the wandering lemures that remained, and engraved the corners of the map to inform any infernal wanderers they were now in dwarf territory.

36
DF Dwarf Mode Discussion / Re: Your latest failures of !!FUN!!
« on: February 20, 2016, 11:44:54 am »
I haven't had any notable ones too recently.. the biggest instance of !!FUN!! happened Back in 40.24.  I chose a volcanic embark with a river nearby, rerouted the river into the caldera and hollowed out the resulting obsidian layer to build my fort.

Everything went smoothly until a few years in when I got a message about a collapse on the surface.  One of the trees overhanging the caldera had caused a cave-in (a common bug at the time) and punched a hole through my paper-thin obsidian ceiling and the floor below, splashing lava onto a few unfortunate dwarves in my dining hall and casting them in obsidian as the fortress swiftly flooded.

37
DF Dwarf Mode Discussion / Re: Share Your Embark Profiles!
« on: January 04, 2016, 01:25:34 am »
Hmmm, I'll have to pay more attention then.

As for armor.... I just wish bone had its own designation or was lumped with leather.  Can be such a horrendous pain trying to set up bone uniforms unless I'm missing something.

I do hope it eventually gets added to the list proper.  But setting color to white works for now, since only certain artifact-only metal armors share the color.  There's also this bug for actual bone armor uniforms (and more notably leather shields):
http://www.bay12forums.com/smf/index.php?topic=155056.msg6695493#msg6695493

38
DF Dwarf Mode Discussion / Re: Share Your Embark Profiles!
« on: January 03, 2016, 07:52:26 pm »
Do they take longer walking TO the trap, or take longer AT the trap? Because mechanics trains both strength and agility.  Both of those attributes can influence movement speed, especially if the unskilled mechanic has the strength stat of a an elven great-great-great-great-great-great-great-great grandma missing a lung from cancer and has osteoporosis.  You don't have a full military uniform replacing clothing on the new guy either, right? Untrained that will definitely slow him down.   He could also be crippled or have received a permanent syndrome (like GCS bite).

It was longer at the trap, not walking back and forth.  And it wasn't one mechanic the legendary ones were faster than, it was half a fort full.  The fort I really started to noticed the difference in with had over 80 cage traps and a relatively small map that lead to a constant stream of creatures wandering into them (mostly crundles), so most of my unskilled laborers would to get assigned mechanic duty.

As for uniforms..I can't remember if I was doing a civilian uniform for that fort.  My standard civilian uniform is bone leggings with leather high boots and armor though, so it wouldn't have weighed them down much.  It's a shame crundles don't provide leather... but no matter, those masterwork crundle roasts can always be traded for Sasquatch Leather when the Dwarven Caravan arrives.

39
DF Dwarf Mode Discussion / Re: Share Your Embark Profiles!
« on: January 02, 2016, 07:27:50 pm »
I'm pretty sure mechanics skill only speeds up linking jobs and improves quality of mechanisms.  If you are just spamming cage traps to breed exotic creatures, an unskilled mechanic would work just as well (and level up from loading said traps).  However, mechanics is used by scholars now when pondering engineering stuff :p

In my experience unskilled mechanics take a significantly longer time to load a cage trap, while the one or two legendary mechanics pass them by again and again, loading traps nigh-instantaneously.  It's possible that's due to other stats built up in the time the better mechanics spent making mechanisms, but there's definitely a difference.

40
DF Dwarf Mode Discussion / Re: Share Your Embark Profiles!
« on: January 02, 2016, 05:43:07 pm »
My usual setup includes two Miner/Mechanics, a Mason that doubles as record keeper with a dash of appraiser, a carpenter/bone carver for early beds and trade goods, a weapon/armor smith for when I get forging online, a leatherworker/mechanic and an animal trainer/mechanic.  I'm very fond of cage traps, so all the skilled mechanics are for quick cage trap reloading and the trainer is for taming anything interesting I catch.  Before that habit formed I used to give my miners dodging instead and make them my starting military (equipped with picks) when they hit legendary.

Starting goods include some stone, wood and sand for areas lacking in them (and so that I can reclaim all the sand bags), thread, leather for cloaks and quivers, a couple picks and training axes, an anvil, seeds, drinks and a large variety of meats; I'll admit I use the barrel exploit too.  Animals are 7 dogs trained into war dogs immediately to protect my starting 7 from early threats, a pair of cats and, after one unfortunate incident with a fey mood, a single sheep.  The dogs are trained into war dogs immediately to protect my starting 7, while the cats handle vermin in the food and refuse stockpiles.

I tend to start on volcanoes when possible and have a bad habit of starting on aquifers, so much of this is geared with those two situations in mind.

Here's the embark init data for whoever wants it:

Spoiler (click to show/hide)

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