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Messages - YashaAstora

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16
But in DF you can for certain change guild zones to allow non-members from the location screen (in 0.47, don't know about Steam version), if you want to do so, and non-members will go there and get their skills trained (as long as someone is demonstrating a skill there).
Really? I didn't know that. I should go change my guilds then...

Just a fair warning, these sometimes train citizens ridiculously fast. (I stopped doing it since it felt like such an exploit. Though, I did get some weird satisfaction in one fort with all citizens being high master/legendary fisherdwarves due to guilds.)

As for the other thing, hm, that is true, though stereotypical fantasy guilds tend to be a little less strict in my experience. In a lot of fantasy guilds are practically a weird proto-trade school.

Generic fantasy is often, well, let's not get into that... :)

I mean, DF isn't generic by any means, but it does crib from fantasy tropes respectably!

17
One problem with classrooms is that you could potentially cross-pollinate your entire fortress with the same skill, which would result in a lot of strange moods for redundant or unwanted skills. Guild demonstrations avoid this problem because they only affect members who already have enough of a skill to be considered to have a profession.

I do agree that the "need to craft" should be less micromanagey. Maybe in cases where jobs are queued for unrestricted workshops like a loom or tannery, dwarves with the need to craft should pick up a task before other dwarves and that demand would naturally take care of itself as your fort works and produces stuff.

I think Toady wants to remove the strange mood system for something more nuanced anyway. Also, in my experience, the chance of actually getting an artifact useful for anything but trading is so low (even if you derangedly corral the dwarf) that I don't really mind.


They hold them for their members. I have several guilds in my fort and not a single one has taught a lesson to anyone but their own members. Thank you for revealing that you did not actually read my opening post, though.

That's what guilds did historically. Their services were (generally) not open for non-members and one of the functions was to limit who can practice a craft/sell crafts, etc.

But in DF you can for certain change guild zones to allow non-members from the location screen (in 0.47, don't know about Steam version), if you want to do so, and non-members will go there and get their skills trained (as long as someone is demonstrating a skill there).
Really? I didn't know that. I should go change my guilds then...

As for the other thing, hm, that is true, though stereotypical fantasy guilds tend to be a little less strict in my experience. In a lot of fantasy guilds are practically a weird proto-trade school.

18
I am constantly beset by my dwarves' unfulfilled needs to make stuff, because I obviously do not want low-skilled dwarves taking up workshops and work orders making low-quality junk. 0.50's labor system DOES slightly ameliorate this, but I don't think it's quite there--you're still having low-skill dwarves suck up valuable workshops and making crap.
So build more workshops and queue up some crap?

There's no reason a dwarf's room has to be spartan. My peons usually get a 3x4 room, so there's lots of room to install crap, especially nice if you can fill some preferences. Glass jewel encrust everything.

What else can you do with all those rocks? Oh, I know. Nest boxes, then breed a few dozen turkeys so your aspiring chef has eggs to play with. Keep those separate from your master chef stuff if you want the good meal thoughts.

Gatherers should never have to walk more than a few steps to find a ladder. Reduces the number that get stuck in trees. Bonus!

Fill every alcove in your fort with quality statues or furniture or whatever.

If you grow to the point that not even the traders can haul it all away, there's always QSPs or, worst case, magma or atom smashers.

There's no downside I know of to dwarves being Legendary everything, if they want to take the jobs.

I know you can do this. I just think it's not as engaging as the idea of guilds being able to give classes. Having a bunch of random workshops you micromanage so random dwarves can make stuff to satisfy their needs (a thing that requires tediously micromanaging their labors and assignments) is far less of an appealing idea than what I'm suggesting. There are plenty of mechanics in the game you can deal with tortured nitpicking--that doesn't mean more flavorful and engaging replacements shouldn't be added. Education is a thing that existed in real life and DF is trying to be remarkably realistic, hence its immense amount of different stones, or workshops (soap making takes four workshops, one of which is literally ONLY for making soap!), or jobs.

19
They do this already.
This is pretty much all guilds do right now (besides challenging you to build them on time).

They hold them for their members. I have several guilds in my fort and not a single one has taught a lesson to anyone but their own members. Thank you for revealing that you did not actually read my opening post, though.

20
I am constantly beset by my dwarves' unfulfilled needs to make stuff, because I obviously do not want low-skilled dwarves taking up workshops and work orders making low-quality junk. 0.50's labor system DOES slightly ameliorate this, but I don't think it's quite there--you're still having low-skill dwarves suck up valuable workshops and making crap.

So, I think guilds should hold classes for non-members, or classroom zones should exist that are linked to a guild. During a class, a guild member teaches any random dwarves that show up a bit about their skill, giving those dwarves experience in those skills. Dwarves, when on break/not doing a job, can choose to go to a class fitting their personality--for instance, a dwarf that likes rocks may visit a stoneworking class--or just because they wanna learn something new, such as a master engraver checking out a cooking class for fun,. The desire to go to a class may even be inspired by something that happened to the dwarf--for instance, our engracer may have wanted to learn cooking because they ate an incredible meal, while their own engraving inspired another dwarf to attend an engraving class. Classrooms can also have workshops attached where dwarves can make stuff in-class which also satisfies their "practicing a craft" need and gives them something personal they can keep with sentimental value.

Classrooms could also be used to very quickly train a set of dwarves in a skill much faster than just letting them do the job in question--dwarves could be assigned to a classroom and teacher, where they learn the skill without taking up your normal set of workshops (yes I know you could make a buncha new workshops somewhere else and assign them to the workshop, but I think this whole suggested setup is a lot more sensible and charming than just doing that. Plus, if you NEED a completely utilitarian justification, you wouldn't have to micromanage workshop assignments, burrows, and other related crap if you can simply assign a classroom and have dwarves come and go as they please or when you command them to). And, of course, children could be assigned to classes--perhaps even implementing an entire education system, where once your fort is large enough an entire public schooling system can be implemented. Nearby hillocks and other sites could also send their kids to your schools as visitors, which could help your civilization maintain a large pool of highly skilled workers (presumably this would also work hand-in-hand with other features that encourage caring about your civ besides trading caravans).

21
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 11, 2023, 04:16:12 pm »
My laptop issues have seemingly been fixed.

I used dfhack's prospect to check my embark, confirming there's no iron ores whatsoever. No problem: I am drowning in gold and silver, so I'll just make tons of crafts and buy up as much steel as I can from the caravans, melting it all down to outfit my army. I haven't got enough to melt, but that will be fixed eventually.

I have exported so much wealth, indeed, that I've overhauled my trade depot. No long is it mere gabbro in a soil room--now its room has been paved entirely in smooth gabbro and the depot itself is solid gold! Now to make as much crap as possible to buy stuff from the dwarven caravan...

EDIT: Several months later, a vile force of darkness arrived! The goblins must know I'm hot stuff, because they upgraded from ~10~ or so soldiers to FIFTY. That didn't matter, though, my two squads of extremely skilled soldiers absolutely shredded them with almost zero injuries. Still, it's clear the goblins are gonna send bigger and bigger forces against me, so I'm definitely going to be making a third squad. My first two were axe and spear squads, so I think the third one will be a blunt weapon. I personally think maces are cooler than hammers, but as far as I can tell, hammers are pretty much objectively better.

Still, I finally have a use for all this silver besides drowning caravans in finished goods.

22
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 11, 2023, 03:11:33 am »
Savescumming worked! My stockpiles are full of food.

Unfortunately I just got sieged by a necromancer that brought ONE HUNDRED AND FORTY ZOMBIES with himself.

Welp.

EDIT: My military got massacred. Of course. "Losing is fun" and all but honestly a zombie horde this fucking huge is absolute insanity. I'm savescumming AGAIN and just dropping magma on these bastards with dfhack (I have no honor) because I absolutely do not want to have to deal with this in the future. Definitely turning necromancers off in my next world too X__X

23
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 11, 2023, 01:24:28 am »
Oh god.

I turned that off when a goblin siege came because I accidentally thought that I was turning off gathering PLANTS.

I am savescumming this lmao time to kill df and immediately turn it back on again

24
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 11, 2023, 01:03:40 am »
I have been faced with a extremely aggravating problem. For the first three years, my dwarves would dutifully bring everything I bought from caravans to stockpiles. Now they leave hordes of the stuff I bought on the floor. I just had the human caravan come, and literally ALL of the food I bought--literally HUNDREDS of units--was just left on the floor. I have two food stockpiles and my fortress is drowning in goddamn barrels and I just made SEVENTY more and they still refuse to move it so it's clearly gonna just rot there. What the hell are they doing!?

Edit: aaaaaaaaaaaand it all rotted. Great.

EDIT2: To make matters even more bizarre this is on year four and on the first three years they kept my food stockpile full without issue. Now year four rolls around and they aren't putting the goddamn food in the five hundred barrels I've made for them!

EDIT3: Something has SERIOUSLY gone wrong in the game because I removed all my food stockpiles but one and the dwarves aren't hauling the barrels to the new stockpile. Also my dining room is inexplicably covered in seeds. I really REALLY do not want to watch my entire fortress starve to death because of a completely random bug that can happen out of nowhere. I put a lot of work into this and suddenly this crap just completely blasts my fortress apart...

25
Experiencing this. My manager is nigh-endlessly praying and somehow is distracted because she doesn't get to pray enough. It's enough to make me wish I could assign more than one manager because not being able to make work orders for real-life minutes is incredibly annoying.

Granted, maybe it's less bad in 0.50.

26
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2023, 09:53:40 pm »
The FPS didn't drop very far, but it was getting quite toasty, at around 80C with the fans cranking.

I know laptops are designed to run hot, but not 'play outside in the winter' hot like that.  It probably should be throttling your FPS to lower internal temps at that point.

I actually am not sure it was DF's fault. I loaded up my save half an hour ago to do some minor construction and my dwarf count bumped back down to 140 or so. Not sure why but with those numbers it was at around 50-60C, and I can't imagine that a mere 20 extra dwarves stresses the cpu that much to crank it to 80. Maybe something else caused that?

In any case my fort is proceeding smoothly. I have more bedrooms than my current set population cap, so I'm done designating those. Unfortunately, my embark is kinda crappy. I've found nothing but copper ore (and silver but silver is damn near useless for military purposes). The embark was listed as having multiple shallow and deep metals, so I dunno where the others are. I also only have charcoal for fuel and I am burning practically half the forest here to fuel my forges. I've resorted to buying bronze stuff from caravans and melting it down, which gave me enough bronze to give my two squads weapons at least. I have tried doing that for steel, but steel is crazy expensive (granted, trading the artifacts I get about once or twice a year is damn near enough to buy the whole caravan!).

But I think I'm finally self-sufficient. Every dwarf has a bedroom, I have hundreds of food and drink, two squads are training day in and day out. It may be a slightly metal-poor fortress, but I'm doing good for myself, I think.

27
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2023, 07:12:17 pm »
Hooo boooooy. I have reached 160+ dwarves and my Ryzen laptop is finally telling me "woah there dude that's too much". The FPS didn't drop very far, but it was getting quite toasty, at around 80C with the fans cranking. I think I will limit my population to 150 for future forts.

28
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2023, 04:23:33 am »
Not yet. My embark is way the hell up on a mountain and like 170+ z-levels and I'm on like level 2. I'd have to dig absurdly far down to get to the caverns, but if I have to I will, I guess.

29
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2023, 02:34:42 am »
Ah shit.

I forgot that wounded dwarves only drink water for some reason. I have no well. My biome freezes in the winter and it's AUGUST. My wounded dwarves are boned. I have literally no way of getting water for like SIX MONTHS.

30
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2023, 01:28:36 am »
I am on year four or so. I have exported an absolute shitload of wealth. And yet, no goblins. I am seriously convinced that goblins don't exist in this world which if true is an absolute heartbreaker. I have two squads up and training and nothing to sic them on besides random animals. Of course the first fort I make after like seven years away from the game has no goblins lmao

Elves also don't exist in this world, or if they do, not a single civ has decided to visit my fortress. Probably got horrified by my nigh-endless clearcutting.

EDIT: HOLY SHIT. I literally just got a siege!!!

EDIT2: Damn my military just obliterated those goblins, though some took serious damage >.> Gonna need to set up a hospital and fast

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