Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Hyndis

Pages: 1 [2] 3 4 ... 328
16
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 21, 2020, 03:12:58 pm »
The dwarven injustice system in general should be revisited. Beatings are far too lethal. Even tavern brawls often end in death. Dwarves have skulls as sturdy as lightbulbs.

A fist fight should not result in death. It should result in a visit to a hospital, not a tomb. A single punch should not cause a dwarf's entire head to explode into a red mist.

If punishments were a "break your legs" sort of deal rather than exploding heads then it would be a far less unforgiving system to the player. Having your legendary+5 armorsmith's head randomly explode isn't fun or enjoyable in any way.

Executions should be lethal, not beatings or brawling.

17
DF Gameplay Questions / Re: Health monitor and defending
« on: February 21, 2020, 11:50:03 am »
Wrestling is still a fantastic place to start training up. Have your new recruits start wrestling as soon as possible. You may not have any armor, axes, or shields, but they can wrestle immediately.

While your smiths are producing quality equipment, your new recruits have been wrestling. This improves all of their physical stats (strength, agility, endurance) while also increasing their ability to dodge and their fighting skills. Not only will these new recruits move much faster and be able to carry heavy armor without slowing down, they'll have a head start on training with real weapons.

Think of wrestling like gym class. Its prep for real combat class. Its also a good idea to have everyone practice wrestling even if only for a little bit. Even the non-military dwarves should practice wrestling if only for the physical stat boosts. Haulers will haul faster (not only movement speed but also the ability to carry heavier things without slowing down). Armorsmiths will craft armor faster. Engravers will engrave faster. Everything improves.

That said, absolutely do make good quality armor, shields, and weapons! Axes are probably the best weapon in game. Masterwork steel axes chop through sieges with frightening speed. Heavy steel shields can be effective blunt weapons, too. Armor is critically important, especially helmets. If a dwarf is downed the quality of their helmet is often the only thing that keeps them alive. A masterwork steel or adamantine helmet can protect a downed dwarf for a surprisingly long time, long enough for the rest of the squad to save her.

18
DF Gameplay Questions / Re: Can Statues be encrusted?
« on: February 20, 2020, 09:22:00 pm »
Statues are furniture, and you can encrust furniture with a jeweler's workshop.

It is helpful to have your gem stockpile and your furniture stockpile to give to the jeweler's workshop. This forces the jeweler to only decorate things in the linked stockpiles. Set the furniture stockpile to accept items you want decorated, and then have this stockpile take from your main furniture stockpile. Dwarves will haul to this special stockpile and jewelers will work until you either run out of gems or items to decorate.

Also note that you can select what kind of decoration you want to do. You can leave it up to the artist, have it be a specific type of decoration, or even depict a precise image you want decorated.

19
DF Dwarf Mode Discussion / Re: Water in bucket
« on: February 20, 2020, 09:19:04 pm »
Have one pond zone always active. Just one. This will use one bucket carried by one dwarf to deliver 1/7 water on a tile.

This serves to always empty your buckets out while at the same time keeping a very slow flow of water. This one pond job can even be used to create a totally safe mist generator. Zero possibility of flooding because its just one bucket at a time. It doesn't generate a lot of mist either, but at least its very light on the framerate.

20
DF Gameplay Questions / Re: Labor preferences not saving?
« on: February 18, 2020, 01:07:54 pm »
I've found great luck setting up different "castes" in my fortress using Therapist. You can make a new custom profession name with assigned labors, then save that setting and easily apply it to many dwarves all at the same time. This helps avoid the woodcutting/mining/hunting uniform issues.

The castes I use are:

Thanes: mining, stoneworking, metalworking, engineering, jewelers.
Woodsmen: woodcutting, carpentry, bow making.
Commoners: farming and craftsdwarves.
(Everyone does all hauling and all medical jobs.)

Note that commoners do not have either mining or woodcutting assigned. Commoners also have only the blue craftsdwarves professions assigned, and these are the generally low skill ones that have effectively unlimited resources to train on, such as making clothes from pig tail fiber. Commoners are recruited in to the military. Commoners are expendable.

Woodsmen are expendable because woodcutting is dangerous and carpentry is easy to train up, but because they have woodcutting assigned they do not join the military. Woodsmen also double as hunters when I want to do some hunting. I'll use Therapist and change out woodcutting to hunting for a while. Then back to woodcutting if I need more trees chopped.

Thanes are the valuable dwarves with the least replaceable skills. Thanes get all the best treatment and are also capable of defending themselves very well. A masterwork steel pick in the hands of a legendary+5 miner is devastating.

21
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 14, 2020, 11:10:22 am »
When it works at it should, yes, but it's currently bugged (at least in 0.44.12), so some of what should have turned back to stone turns into soil instead.

Ahh, yes. That happens when a plant grows and is removed. A removed plant changes a muddy stone tile into soil. Forgot about that one.

I suppose you could always use DFHack's tiletypes utility, though tools such as DFHack and Therapist are both crutches that fix/add things that desperately need to be in the main game.

I refuse to play the game without Therapist. It is impossible to manage any more than about 25 dwarves using the default jobs interface.

Rimworld's pawn labor interface is basically perfect, in my opinion. Therapist is basically the same thing as this, but done as an external memory hack rather than inbuilt utility.

22
DF Dwarf Mode Discussion / Re: Subterranean tree farm
« on: February 14, 2020, 11:06:48 am »
An underground tree farm can also double as a strip mine and animal pasture. Its easy to dig out multiple Z-levels on a mark. The entire Z-level. Just channel it out.

Make sure to construct up/down stairs for your main stairway! Constructed tiles cannot be mined. This helps prevent accidentally channeling out your access stairs and stranding your dwarves.

Then go from one edge of the map to the other. I designate it all as up/down stairs for the entire size of the cavern, and once the up/down stairs are all designated and mined out you can either channel it out one Z-level as a time, starting from the top, or you can construct a support pillar linked to a lever, mine out all connecting/supporting tiles, and pull the lever. Either way works.

All you have to do from there is flood it and drain it. Aquifers make this super easy. Make sure you have a drain built in advance.

This strip mining excavation will get you an enormous amount of stone, gems, ore, and open space. You can make a pasture zone and animals will graze on moss while still having a huge area growing trees. You don't need to farm at all. Just cover the entire thing in activity zones with plant gathering and your dwarves will continually harvest all of the naturally growing cave plants, easily enough to feed even a huge fortress.

These strip mines also make for interesting fortresses. Instead of flooding it, try building your fortress in this huge open underground area. Build it like the great hall of Moria. You'll have to construct all of your rooms/buildings within this artificial cavern, but you can get a lovely city with freestanding buildings while still being underground.

23
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 14, 2020, 10:58:27 am »
* Need a cleaning order / designation to remove mud and such.
yes. need a way to revert mud covered stone floors back into stone floors to prevent plants from growing.

You can do this, albeit indirectly.

Construct a floor over the muddy stone floor. Then remove the constructed floor. This resets the stone back to a clean, rough stone state. This also removes engravings, so if you want to reset a floor engraving you can construct and deconstruct a floor over that tile.

24
DF General Discussion / Re: *We need your help with game ending stress*
« on: February 13, 2020, 08:36:46 pm »
It's confusing because many "haggard" dwarves will have no bad thoughts in the top block except unmet needs.


I see the same behavior all the time. A wall of positive, happy thoughts and yet the dwarf is still haggard. There does not appear to be any way to reduce stress no matter how charmed of a life the dwarf lives. All the luxuries in the world, every need met, and still stress climbs.

The lack of control is whats frustrating. I understand if I screw up and doom everyone its my own fault. Flooding the dining room with pressurized water from an ocean is entirely my own fault. This doesn't cause me any frustration because cause and effect are linked.

Stress frustrates me because cause and effect are not linked. I have no idea what causes stress and I have no ability to reduce stress. I have zero control about this, yet I'm punished for it anyways. This isn't fun gameplay.

I'm not asking for a magic de-stress button (thought DFHack has one), I just want a clear path to calm dwarves and remove stress. I wish the game told me what to do so that I can do it. Does the stressed dwarf demand a zoo with a hippo and a parrot as exhibits? I can work with that! Just give me a path to fix the problem.

25
There seems to be a daily tick when it comes to soldiers vs civilians. It may take another day for pass for the game to realize that these dwarves should be in soldier mode. Problem is, they spend an entire day in civilian mode, and so they all run away or all rush back to your main meeting zone and away from defenses.

As a workaround, make sure to order your dwarves to positions before they need to get there. Don't wait until the last moment. Or as an even better workaround, have your squad assigned to a barracks where you need them. You can set the number of active squad members lower than 10. Maybe only have 5 active. This means at any given time 5 will be on guard duty and 5 will be doing other things around the fortress, such as hauling or crafting. In case of ambush you already have military dwaves on location ready to go. A third possible workaround is to manually give specific orders to squads. This seems to have no delay. Dwarves will instantly change back to soldiers and start moving to the location.

I personally use the barracks method. I'll make a new alert called "Standby", which is training but only 5/10 dwarves active to train. Constructions then funnel all visitors past this barracks which always has military dwarves on duty, even if only half of each squad. This approach is very hands off. As an added bonus by making a smallish barracks (maybe 5x5) all of your active duty dwarves will all engage the same attacker at the same time. A blob of melee dwarves with masterwork axes will chop through goblin with horrifying speed.

26
DF General Discussion / Re: *We need your help with game ending stress*
« on: February 12, 2020, 11:13:43 pm »
I'm not even a newbie player, and its still confusing to me!

Check my forum account. Registered in 2008. Been around DF for a while now, and the only way I've been able to cope with the stress system is to edit the raws to set dwarven stress vulnerability to 0, discipline as a natural skill to 15, and then add in a reaction to booze to make booze alter personality to keep stress vulnerability at minimum. And still, despite all of this, one siege or one rainstorm can ruin a dwarf forever.

I do not know how to reduce stress. Masterwork everything. Bedrooms like personal palaces. Temples and taverns and safety, and yet still stress inexorably climbs.

The only way I've ever been able to keep stress from inevitably climbing is to simply seal off the fortress like its a Vault-Tec vault.

27
DF General Discussion / Re: *We need your help with game ending stress*
« on: February 12, 2020, 10:16:01 pm »
As far as I know, needs are still not causing "game ending stress".


Really? Huh, never knew that. Always thought it did. Having unmet needs can result in negative thoughts, and it seems that stress is a mixture of positive and negative thoughts. If some thoughts create stress while other thoughts do not create stress how's the player to know that unmet needs don't cause stress? How is the player supposed to fix the problem if they're not presented with accurate information?

The stress system is completely opaque and needs to be explained to the player far better.

I like the way Rimworld handles it. Thoughts have a magnitude and a duration. You know exactly why your pawns are happy/unhappy, and how long the current mood buff/debuff will last. Moods are complex because pawns may be under the influence of 20 different thoughts at the same time. This not only provides the player information on what precisely is causing unhappiness, but it also tells the player how to fix it and how long the player needs to hold on while the pawn recovers from her terrible mode. Some thoughts may last for multiple seasons, such as getting married or having a family member die. Some are brief, such as having eaten a fine meal or eating without a table. Rimworld communicates this information to the player very well.

28
I've found that TWBT kills my performance late game, and framerate death is a bad enough issue to begin with.

Disabling TWBT gives me significant framerate boosts. I think the multi-Z level rendering is whats hogging performance, and DF's optimization problems means every last CPU cycle is precious.

29
Do you have any bolts within quivers in stockpiles?

Dwarfs can pick up a quiver, fill it with bolts, and then put down the quiver for some reason (typically due to changing jobs or changing military uniforms). However when they put down the quiver it still may have bolts.

If those specific bolts are selected by the hunter or marksdwarf and the hunter or marksdwarf already has a quiver equipped they will not be able to pick up those bolts in a quiver in a stockpile. The dwarf will not pick up any other bolts, either. They'll just be stuck without ammo.

The fix for this is to go through your stocks menu or your finished goods stockpile for quivers. Check to see if any quivers have bolts within them. If so, mark the bolts for dumping. Have a dumping stockpile right next to your quivers so the dwarves don't need to walk far.

Your dwarves will empty out the full quivers from storage. Unforbid the bolts and your hunters/markdwarves will load up ammo.

If I recall, this bug has been around since 2014. Way back when it used to be that hunters and marksdwarves didn't actually need quivers. They would equip quivers if some were available, but without quivers they would just hold the bolts in their hand. Ever since quivers became required equipment this bug has existed.

I think a possible workaround might be to have no stockpiles with bins to accept quivers. Only non-binned stockpiles can accept quivers. I believe this forces a dwarf to drop the quiver and then drop the bolts separately, thereby ensuring that the bolts won't be locked away and inaccessible, blocking another dwarf from obtaining ammunition.

30
DF Dwarf Mode Discussion / Re: Are there caverns underneath the ocean?
« on: February 12, 2020, 02:46:54 pm »
Try embarking on a 3x3 embark, where only 1 of those world tiles is land. This gives you 9 tiles to work with, but 8 of those tiles are ocean. Only 1 land tile also forces all visitors to your fortress to show up on a walkable section of ground, meaning you can very easily funnel all visitors past your military.

Typically, this one walkable world tile will be a corner. Then you dig down from this under the sea and you built your fortress in either the silt or stone layers. Dig down deeper and you will encounter caverns and the underworld.

I'm very fond of these embarks for my own personal fortresses.

Pages: 1 [2] 3 4 ... 328