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Topics - Forumsdwarf

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16
This new "calm" location has turned out to be a living hell for my poor dwarfs.  One's dead, two are mortally wounded, and we've had to deal with an aquifer.

Besides the dangerous beasts I was forced to hunt down and kill there were still more hanging out on a ledge in a chasm.  They're completely harmless as they've no access to my level, but they're spooking my workers.  1,000 manhours of mining labor for the privilege of fighting beasts that aren't even a threat until I tunnel down to go fight them?  Ok, map wins.  Time to start over.

Anyway even though I'm a newbie I've got some starting advice: except for your leader and grower put all your skill points into military.  You never know what you're going to run into, and you can learn to mine without losing an arm.

I'll never start another game without 10 points spent on every team member and most of that spent on military training.  And if I have to fight it's going to be with everyone I have except the grower and leader (they need the skill points and I can't risk them being killed.)


17
DF Dwarf Mode Discussion / First Flingification
« on: February 14, 2008, 12:47:00 am »
Well another milestone crossed in passing from n00b to old hand: I've flingified my first enemy.

It wasn't very impressive ... he fell 1 z-level and was stunned without injury when he landed.

The stun helped a nearby soldier hack him to bits, but I would've preferred a solid, satisfying splat.

The siege, 3rd in 4 seasons, was different from the first two.  This game never ceases to amaze.  The enemy came from 4 directions in 2 waves, all melee.

Lessons learned: don't try to keep the outdoor economy running with a siege on, even if you go aggressive and take the enemy in the field.  My military crushed every squad they encountered, but they can't be in several places at once, and though I only lost 1 civilian, if the gobs hadn't been in heavy armor it would've been 4-5.  (Military casualties were 1 minor head injury.)


18
DF Dwarf Mode Discussion / The Fastest Way to Mark Weapons for Melting
« on: March 05, 2008, 03:11:00 am »
Start the process of building a weapon trap.  Peruse the list of available weapons.

If they're already marked for melting they won't appear on that particular list.


19
DF Dwarf Mode Discussion / With the Army You Have: Second Siege
« on: February 05, 2008, 12:57:00 am »
I just got my second-ever siege ... one season after the first.
The best war gaming advice I've ever received was from Donald Rumsfeld:
"You go to war with the army you have, not the one you might wish to have at some future date."
My first siege was, from an engineering perspective, a disaster.  Every enemy casualty was at the hands of my soldiers.  To rectify this I decided I'd go with a complete redesign, build a moat with heavily-trapped twisting catwalk well before the main gate, then the enemy would be sure to hit the traps.  The "big plan" wasn't even begun when the second siege came.
This second siege took me completely by surprise, but remembering Rumsfeld's words I had reworked my "old" preparations in parallel, those ill-conceived defenses that failed to kill a single goblin, just in case I got sieged before the "new" defenses were ready.
I built walls around the outer edges of the fortifications so the enemy would have to enter the kill-zone to fire.
I built statues along the outer wall of the inner edge fortifications so the enemy couldn't walk up to them and use them to fire into the fort.
I built more traps, even though they would be useless for the "big plan" with the moat and catwalk.
I stationed my soldiers so the enemy couldn't get a clear line of fire until they entered the kill zone, requiring them to pass over several traps.

My engineer was putting the finishing touches on one final trap then decided to just start walking south, toward the first wave of goblins, for no reason.  His job showed "Loading Stone-Fall Trap", but there were stones all over the place.  I drafted him (and my leader, taking over his job, correctly loaded the trap with nearby stones, go figure) and stationed him near the entrance to coax him inside, but he just kept walking south until he and the goblins eventually met and the goblins killed him.  I guess he figured it was his time.

The enemy troops surged into the kill zone in 3 separate waves, traps popping off left and right.  Any enemy not immediately killed by a trap was immobilized and easy for the Marksdwarves to pick off.  The carnage was incredible; the kill zone was filled with a semicircular pile of bodies like debris left by a high tide.

This siege I was introduced to the animal-loving "troll" species.  They really, really don't like cats.  My troops mostly stayed put, although there was one incident during the first wave when 2 out-of-ammo Marksdwarves rushed outside (against orders) into the kill zone, but the dogs and cats were slaughtered by trolls and goblins, trolls being hardest on the cats.

When goblins come in waves their morale is tied to their wave.  When the morale broke on the first wave, the southern, they fled eastward, and in my zeal to pursue one of my Marksdwarves almost didn't make it back inside for the second wave.

The second wave had the trolls out front as shock troops.  This wave slaughtered several dogs and some cats, just because they came from the west and my animals happened to be roaming that way.  When the enemy hit the traps they got utterly pasted.  I now know when an enemy hits a trap faraway enemies don't instantly know the trap is there: the first wave took some trap hits, too, but the second wave hit some of those same traps.  I suspect that even an enemy standing right next to a trap that goes off also doesn't become aware of it, because I think I saw two adjacent trolls hit the same trap.

The third wave I didn't even see.  I had my pursuit forces out running down the fleeing second wave, again to the east, put all my workers back on task, and let them outside, and I noticed a job cancellation message that seemed a little suspicious.

By some stroke of luck all my remaining war dogs converged on this "northern force" and delayed them long enough for my pursuit squads to divert and attack.  Thanks to the traps thinning out the first two waves most of my Marksdwarves had ammo so were able to gun down the northern force while they were pinned down by the dogs.  The dogs took a terrible beating, but they did their jobs and saved me from my own inattentiveness.

2 sieges in 2 seasons with 2 casualties and 2 sets of lessons learned, but it was Rumsfeld's lesson that was most important: "You go to war with the army you have, not the one you might wish to have at some future date."


20
DF Dwarf Mode Discussion / Not Perpetual Motion
« on: February 01, 2008, 03:57:00 am »
Technically if your formerly thermodynamically impossible perpetual motion generator's wheel's tail run opens to an evaporation chamber it doesn't necessarily break the laws of physics anymore.
True the odds of finding an underground room IRL that stays warm enough to continuously evaporate the tail run of a waterwheel are slim, and pumping water from the tail run to the penstock should make the system less efficient, not more, but such a system is theoretically possible.  Physics purists rejoice!
I guess such a power plant IRL would have to be called "geothermal".  The evaporation room would almost certainly have to have some kind of seismic / volcanic reason to stay warm enough to continuously evaporate so much water.

21
DF Dwarf Mode Discussion / A Vile Force of Darkness Has Arrived!
« on: January 29, 2008, 01:56:00 am »
My first-ever goblin siege!

I've supplemented my serrated steel disks with numerous spiked wooden balls.  "Spiked wooden ball" just doesn't have the same ring to it as "giant steel axe blade" or "serrated steel disk", but we'll see how they perform.

I have a catapult, too, but I'm doubtful it's going to do much.  I have, however, been training my army from day 1, drafting anyone who hits "Legendary".  We'll see how they hold up.

A player's first siege happens only once in a lifetime ... here goes.  Wish me luck.


22
DF Dwarf Mode Discussion / Japanese Puffer Fish
« on: January 27, 2008, 08:42:00 pm »
A well-prepared lavish meal with a couple of helpings of flour is literally worth its weight in gold.

What, did I corner the market on Japanese puffer fish?  It's a little weird to be trading stacks of prepared food for things like steel plate armor.  Does anyone else think maybe flour is just a bit overvalued?  Or is it a just reward for going to the trouble of building power systems for milling?


23
DF Dwarf Mode Discussion / Catapult Cluster Bombs
« on: January 27, 2008, 08:34:00 pm »
My catapult test firing program has pocked my beautiful diorite block caravan roads with unsightly impassable boulders.
Heh.  Oops.

24
DF Dwarf Mode Discussion / Shatagelot Pwns, the Computing Project
« on: January 27, 2008, 07:07:00 am »
ABSTRACT:
The idea is to pimp your sculpture garden with proof of your superior nerdiness.  Spinning millstones prove you brought power and a waterfall proves you brought water and drainage.  Multicolor floodgates blinking like Christmas lights would prove you brought computing ... but serious bling would prove even to non-nerdy normal people just how nerdy you are.  You need a scrolling message!

Our goal is to use water logic to control a series of floor grates acting as pixels to continuously scroll the message "SHATAGELOT PWNS" from right to left.

LOGIC & MEMORY, PLAN A:
All logic and memory run on behind-the-scenes water logic.  The grates are just for display.  Each grate circuit would be programmed to copy the bit to its right except the rightmost, the "generators", which would be fed one pixel each from a serial stream of pixels making up a pixel row each of the hard-coded message.
The smallest practical ASCII font I could find was 4x6 (just a guideline -- we're not using fonts, just drawing an image that happens to be text.)  That's 6 pixel rows, then, at a length of 17 ("SHATAGELOT PWNS" + 2 spaces) * 5 (4 font + 1 space) = 85 bits per pixel row = 510 bits of static data.  We may well reduce that number by recording the pixel rows as "pen down" / "pen up" command bits, dropping "PWNS", squeezing some of the letter widths to 3 pixels, or scrunching the height down to 5 bits.
Each generator will need a way to address the next bit in its series.  Using the columns as banks for a single selector seems the right way to go, as the addresses on the generator column are all synchronized.  Ok, all generator rows will share a single input column selector.
The selector needs to increment as well as reset to 0 after it serves the 85th column of static bits.

LOGIC & MEMORY, PLAN B:
The message grates are both display and memory; the entire message is encoded on grates, with "hidden" grates holding whatever portion of the message isn't on the visible ones.  Every grate would have identical circuitry.  There would be no counters, adders, or banks.  There would be only one function: copy from source grate.
The problem with this idea is the copy handshake.  Grate L needs to copy Grate C and be copied by Grate R.  How does it copy Grate C yet still hand off its former state to Grate R?
There are solutions to the problem, but they raise the complexity of "Plan B" to something approaching "Plan A".

MEMORY:
If grates are a good way to store data we might use "Plan B" style memory in a "Plan A" style system design.  510 bits of static data seem a lot less daunting if we can express them as a compact block of floor grates.

TIMING:
It all has to be synchronized, even the copiers, as if they didn't know when to copy they'd make an unintelligible smear.
We might still get away with syncing up just the generator column if we add a "data ready" flag to the copier circuit; however, without perfect synchronization of the "data ready flags" coming off the generator column the message still smears.  Since the generator needs a clock anyway and since every clock pulse moves a bit through every pixel we might as well just make the clock universal and dispense with the "data ready" concept entirely.  Well, we weighed our options, always a good thing to do, but now we've decided: we need a clock and everyone must use it.
Each pixel circuit would either have to latch within the time allowed by an independently-timed clock in the manner of a real computer or the pixel circuits might latch based on a master "AND" circuit of ready signals from all pixels, which would in essence make the slowest pixel in any given cycle the "clock".  We might also do both, of course, latch the ready bit and clock pulse request bit and send a clock pulse when both go true, but given the enormous cost of water logic I'm thinking the traditional clock is best.  If your message smears, you're overclocked.  Deal with it.

"SHATAGELOT PWNS" would so pwn ... I'm sure there are other problems I haven't dealt with yet.  I'll come back to this later and see what you guys have to say.


25
DF Dwarf Mode Discussion / Palisade or Rabbit Warren?
« on: May 20, 2008, 07:53:00 pm »
I've been thinking about the ambush problem.  If your fortress were virtually all underground with lots of entrances your dwarves might be able to escape ambush by bolting underground.

Each entrance would have to be protected.

Most players I think use the "Palisade" design, where any entrances underground accessible to the main underground areas are surrounded by a single wall or moat.  If dwarves want to go underground to dine or sleep they must return to the palisade then go underground.
To defend against ambushes I've dug concentric perimeters with traps between all but the outermost zones.  Dwarves outside the protected perimeters are still vulnerable.

A "rabbit warren" would let dwarves choose a nearby fort entrance and dash underground.  They could also go directly to their destination, so a dwarf standing over his bedroom would just take a ladder down instead of going all the way back to the main entrance then all the way out again to the room.
A rabbit warren would also, it seems to me, be harder to defend from sieges and megabeasts.

Has anyone tried the "Rabbit Warren" design?  How did it work out?


26
General Discussion / Archbishop of Canterbury Sharia Controversy
« on: February 09, 2008, 04:59:00 am »
http://www.dailymail.co.uk/pages/live/articles/news/news.html?in_article_id=512876&in_page_id=1770&ct=5

What I find most interesting about this situation is speculating on the nature of the Archbishop's personality.

Surely for him to have suggested something so outrageous then be completely shocked by the resultant storm of outrage he would have to have been conditioned to a certain mentality, a certain way of seeing things which has worked up to this point.

Consider: he has risen to the top post of his profession; there is no higher office for him than leader of the C of E.  You don't rise to that level by accident, but by acting a certain way better than all others who act that way.

Then comes this trainwreck -- how?  Most people rise to power by leveraging their core competence with Machiavellian calculation, good people skills, and a certain forcefulness of will.  So how did this guy make such a terrible miscalculation?

My theory is that getting promoted at the Anglican Church isn't like rising through the ranks of General Motors or Microsoft.  I think this guy became top dog not by being shrewd and calculating but by being pliable and accommodating.

People who accommodate generally try to avoid any kind of conflict whatsoever regardless of any potential consequences.  They're also completely blindsided when people become angry at them.
I've known people like this personally and found them paradoxically untrustworthy: to even their closest friends they'll tell any lie and break any promise in order to avoid conflict.  If you're friends with an accommodationist he or she simply hasn't been asked to betray you yet.  They can't keep a date, a secret, a promise, sobriety, chastity, or your car keys if anyone else wills it otherwise.
Such a person can seem to be tolerant, patient, and forgiving due to great wisdom, perfect attributes for a church leader.  Accommodationists are very easy to get along with and will promise you almost anything -- promises that vanish at the first sign of trouble.  Accomodationists are loyal to no one but whomever is standing in front of them with a demand; they follow no moral code nor have any principles or point of honor that a choice to acquiesce will not override.

When finally faced with a situation where conflict is unavoidable, where every choice leads to the unthinkable, an accommodationist's circuits fry like the cliche' science fiction computer that handles Godel exceptions by exploding.  The accommodationist will now and only now show anger, frightened confused anger, and you'll get questions like, "Why is everybody so mad at me?  What did I do?"
Hence the surprise of the waylaid Archbishop, who heretofore had accommodated flawlessly.  Lacking any serious moral code the accommodationist has no frame of reference to judge the magnitude and justness of the outrage of others.  It simply appears, a sudden storm, a curse inexplicably visited on the hapless innocent by mean, unreasonable, angry people, and all he can think to do is wonder how it all went wrong.

I almost pity the poor Archbishop.  He found a job that from all appearances was perfect for a pathological accommodationist.  But like most who share his coping strategy he eventually stumbled upon a problem for which accommodation was a catastrophically poor solution.  And he never saw it coming.


27
DF Gameplay Questions / Galena --> Electrum or Lead+Silver/2?
« on: January 30, 2008, 05:35:00 pm »
The "Uses" listing for galena shows it can be smelted directly into electrum.  By my calculations this makes me more money.  To wit:

Smelt Galena = 3 + (10 / 2) = 8
Smelt Electrum = 10

If my understanding of "smelt electrum bars from galena" is correct, doing so always results in a silver bar (pre-mixed with gold for electrum), whereas smelting the galena directly results in a lead bar + 50% chance of a silver bar.
Am I missing something or is smelting galena to electrum always the more profitable move?


28
DF Gameplay Questions / Cat-apult
« on: January 22, 2008, 02:02:00 pm »
Cats are lagging my system and I need a way to dispose of them without killing their owners.

They stick to their owners like glue, so smashing them with a drawbridge or dropping them into a pit carry some risk.

Doors with various pet-passable and dwarf-passable settings are one idea.  Any others?


29
DF Gameplay Questions / Some Plants Don't Play Well with Each Other?
« on: January 12, 2008, 07:59:00 pm »
If I mill my surplus longland grass it destroys my small stock of sweet pods.

I need to brew the pods for the seeds, as I'm dangerously low.

How do I get the grass ground into flour without grinding up my last sliver of hope for growing sweet pods?  Do I have to lock the miller in a room with only grass like Rumplestiltskin's mistress?


30
DF Gameplay Questions / Multiple Worlds = New Directory?
« on: January 11, 2008, 07:56:00 pm »
While I'm certainly enjoying my current game played atop a mountain of gold, there are several other starts I'd like to try without abandoning my current fort.

I understand that the passage of time prevents me from starting a new fort on my current world without abandoning my old one.

If I create a new world will it coexist with my old one?  Can I practice various starts in my new world while keeping my old one there for my "serious" game?


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