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Messages - muldrake

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376
I've noticed that simply having a number showing the exact numeric stress value of each dwarf like in dfhack makes dwarven stress management far less of a headache. It's impossible to tell if your current stress strategy is working for some particular dwarf when the only information you get on their condition is these huge bins of "Stressed", "Haggard", or "Harrowed". By the time you learn that a stressed dwarf's condition is getting worse, they've already hit haggard and it's too late to prevent tantrums. Being able to see a dwarf's stress level slowly increase or decrease lets me know if my strategy is working or if I need to get that dwarf doing something else.

I immediately start attacking stress when it's positive, at all, for any reason.  And if my efforts do not actually start lowering stress, bye bye dwarf.  It makes me feel like a real jerk, though.

Seriously, though, give most dwarves a smoothed, engraved bedroom with a weapon rack of a substance they love, their own personal shrine to their god, etc. etc. and they're really really super happy with negative stress in the tens of thousands.

377
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 04, 2020, 02:11:23 am »
Minecarts record kills in their descriptions!
I guess it's not that surprising given that the same is true of hand-held weapons, but it still makes me extremely happy.

I refuse to use minecarts because they so gratuitously kill kitties.  The kitty kill count is not something I can excuse, no matter how useful these devices might otherwise be.

378
DF Gameplay Questions / Re: CreepyCrawler Corpses
« on: July 01, 2020, 01:00:54 am »
The option's under standing [o]rders.

You should turn this on if you need things killed outdoors dragged to refuse stockpiles attached to a butcher's so they're butchered.  At least if they don't already do this.  It seems oddly site specific whether or not this happens automatically without intervention, maybe it just depends on how far away from a butcher's your kills tend to happen.

379
DF Gameplay Questions / Re: hospital design
« on: July 01, 2020, 12:58:09 am »
I've noticed though that if you create a lot of guild halls, you will get a lot of dwarves with purple Socialize! need standing in a guild hall all alone. It spreads dwarves thin over the available socializable zones.

Probably not a problem if you have a high population, but very annoying for low population forts.

Since that weirds me out I usually make temples open to all, unless I'm giving some noble or high stress guy a personal shrine, and guildhalls open to all citizens and long-term residents.  Members-only guildhalls are kind of pointless.

380
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 28, 2020, 09:40:13 pm »
I’m surprised a weasel would attack a yak, no wonder the merchants were wary of a very confident, brave weasel

Don't underestimate weasels.


381
I don't mind losing dwarves. I'm not above savescumming if I feel I've made a particularly poor decision, but I always end up building a fairly substantial burial/memorial complex sooner or later. The difference with stress is that the deaths are usually stupid and immersion-breaking.

A major problem is if you rely on the game itself to warn you, the warning is nearly invariably too late.  If they're already slipping into a depression or canceling jobs it's usually already too late and they are going to lose their minds.  If you consistently attack it whenever they're substantially above 0 it seems to work better.  But this requires micromanaging.

Also there are certain dwarves that have ridiculous preferences that can't be met because that substance just doesn't exist in your fort and can't be obtained, or for whatever reason, they get little to no benefit from stress relieving activities, or at least, it isn't obvious or determinable which activities would actually work, if any.

382
I haven't read all of that tome, which I'll get to, but the one idea I liked was the idea of a sanctuary, but I think it might be more milieu-appropriate if instead of a sanitarium, since it is in the temple family, an actual monastery.  Some dwarves can't cope with the outside world, but suppose they could retreat into a monastery.  This would have stress relieving capabilities enough to cure almost any dwarf, but the stress relief would only exist if the dwarf remained within the monastery.  So you could have a population of partly hermit monks, the previously unsalvageable.  I'd suggest something like a burrow if they weren't so horribly bugged as to be nearly useless.

However, the monastery would be a separate fort with its own workshops, stills, kitchens, etc.  Perhaps there could be a special secret, holy beverage brewed in stills in the monastery much as the real world has such beverages, maybe randomly generated for each religious group like instruments are. 

Also, in terms of helping the fort at large, people could seek out the non-hermit monks and complain to them and get advice and get some smaller amount of stress relief.  The beverage from the monastery could also be of particularly high quality and give a good thought, as well as books and other appropriate products.  Worship services in the temple of such a monastery could be particularly potent.

That said, I really don't think there are that many dwarves in 0.47.04 who are completely unsalvageable, unlike the mess that was 0.44.12.  I think it is actually approaching being a non-broken mechanic.

383
DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 26, 2020, 12:44:10 am »
Given how rarely they path through magma in the first place, it's doubtful too many people would have encountered it if they can.
Also note that this requires there to be a magma pool in the cavern the FB appears in. I've had an FB get up from the first cavern to the surface through a cave on the embark, if that's any indication.

I have the latter happen fairly often, because I often dig down to the caverns through a separate entrance, so that the front gate blocks anything from the caverns, and so I can capture it on the way up, and release it on any particularly annoying siege.

384
DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 25, 2020, 06:00:45 am »
All FBs are immune to the magma temperature, including those made of snow. FBs do not have magma vision, though, although that hasn't stopped some of them from navigating via the magma sea in the past.

Do they come up the tube to the top and come out the top, though?

385
DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 25, 2020, 03:20:05 am »
The reason I like to block off magma pipes is that I'm worried that something much more dangerous than a crab might eventually crawl out. I'm paranoid like that.

I believe the real concern (if fire imps are not a threat) is some FB of a magma-safe substance with swimming/climbing skill.

386
So do preferences stack?  I.e. if I have a dwarf with preferences for nickel silver and rubicelle and tables, and give them a nickel silver table studded with rubicelles, are they super happy?

387
DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 24, 2020, 04:50:52 am »
So the magma crabs can just crawl out the top like ordinary wildlife?

They can but do not always do so.  I'm not sure if this is purely random or if some ways volcanos are formed are more likely to have them climb out of it.  I think open calderas may be more likely to have this happen than mountains with z-layers of stone above the top layer of magma.  Magma crabs don't seem to have climbing skill from the raws.  I'm not sure if they can get it somehow.

They're little more than a nuisance later but they can be really dangerous to untrained un-armored dwarves.

388
Has it been demonstrated that the water accumulation in an empty tile is proportional to the number of orthogonally adjacent aquifer tiles? Meaning, does a checkerboard pattern definitely produce the most water?

I'm not sure how you'd measure flow but it would seem the test would be simply to start by digging a checkerboard, draining off into whatever reservoir/water wheel/whatever you're using to measure, then measure the flow, then dig out more and more of it until/if the flow changes.  If it decreases, the answer is probably yes.

It seems intuitive, but I've never tested it.  Also, so long as it isn't actually worse than other patterns, it seems a lot easier/faster to do.

389
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 24, 2020, 02:28:13 am »
Suddenly, in winter of the second year, a complete nobody in my fort I hadn't even assigned a room is suddenly king of the civilization after the "polite discussion with local rivals" message.  I wonder what happened.

390
DF Dwarf Mode Discussion / Re: Magma and its long way
« on: June 22, 2020, 06:29:54 pm »
I personally don't think volcanoes are worth the risk of fire imps and magma crabs, but it's a matter of weighing your pros against your cons, of course.

I've had this be a problem with only one volcano embark, other than the occasional issue where I'd carelessly left open a channel while building magma workshops.  It seems in most of them the crabs never climb out the top even though they should be able to, or at least don't climb out until they're easily dealt with.  In the one where it was an issue, they killed me nearly immediately upon embark.

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