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Messages - Pyrite

Pages: [1] 2 3 ... 14
1
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: March 10, 2021, 03:22:52 am »
I just wanted to pop in and say that I saw a dwarf go over to the carpenter while they were working and had an apparently satisfying intellectual conversation. I was super stoked to see this happen, as it removes the need for a lot of social micromanagement, and is just extremely.realistic.

I really hope we'll see our dwarves trying to proactively solve nearly all of their needs in the future.

2
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r4
« on: December 26, 2020, 02:07:44 pm »
Thank you so much! That seems to have worked, and I chose to just remove the need entirely as that seems like the most balanced option. I really wish I could actually modify it to be satisfied with meals of a certain value, with favorite ingredients being present like doubling that value for the dwarf, and maybe having the value set by some personality trait. But having every single ingredient conceivable is just not a reasonable requirement for running a low-stress fortress.

That leaves the needs for friendship and family as the most difficult ones to satisfy, but at least I can consistently solve those by shoving dwarves together into a tiny locked room for a couple of seasons.

3
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r4
« on: December 26, 2020, 03:13:15 am »
Is there a script for removing or fulfilling the need for decent meals? I find this need so frustrating and difficult to fulfill on many dwarves that I basically consider it a bug. Having a dwarf constantly get bad thoughts because I can't provide a source of magpie meat or millet beer gets old fast.

I can deal with all the other needs, as finicky as they are, but I'd really just like to kick this one to the curb.

4
DF Gameplay Questions / Re: How To Farm (versions 0.31.x through 0.42.x)
« on: December 17, 2020, 04:44:26 pm »
Tree farming is a kind of farming, right? I've been trying to build an underground tree farm, and I wanted opinions on the optimal height above the muddy floor to leave for the trees to grow. How tall will fungiwood and other multi-log trees get? How tall should I let them get before I cut them?

I made a pit 8 z levels down for this, but I'm thinking I may want to build a floor 4 levels up from the bottom to make a second tree farming layer. Will trees grow on a muddied block floor?

5
DF Dwarf Mode Discussion / Dwarves self defense class.
« on: December 13, 2020, 04:48:26 am »
Something I've taken to doing recently is using my captain of the guard squadron as a way to give most of my dwsrves at least a tiny bit of military training, to increase their odds when attacked, give them some discipline skill to make them more resilient, and to meet their need for military training. As a side effect, I'm hoping it will also help more dwarves develop friendships in the fortress.

Basically what I've done is created a small, 2x2 training room, assigned it to the guard squad, and filled that squad with random dwarves who have gotten to 'distracted' by the lack of martial training, focusing on the unhappiest of those. Then I assign them wooden shields, basic armor, and training weapons, set the training schedule for minimum 4, and periodically check in on whose in the barracks and whether their martial training need has been satisfied, in which case I boot them out of the squad to slot in the next dwarf.

So far it's been pretty effective at boosting overall morale and keeping stress under control. And if I ever got desperate for more military dwarves, I've gotten a head start on training a lot of potential recruits.

6
Yeah, I agree that should be the standard. But when my militia commander is haggard and drawn because half of his squad of best friends just died in a siege, it would be useful to have a button to press to tell them "Hey just focus on needs and nothing else until I tell you otherwise." I want to do with a button what would currently take disabling and then enabling (and trying to remember) all of their labors, or putting them in a burrow where their labors aren't available.

So to clarify, I want this in addition to better prioritization of need fulfillment.

7
Why not just make dwarves attend to their needs as standard?

What is standard? Right now there are seven levels of need, from unfettered to badly distracted. At what point along the line should a dwarf prioritize meeting a need over other work?

What I'm suggesting is basically being able to determine that as a player, to say 'this dwarf needs to go meet a need anytime they become not distracted' and 'this dwarf needs to hold out as long as possible and let their needs to yellow or red if necessary to get the job done'. Discipline skill and patience might be relevant to that last one.

8
Quote
No, micro-management of Dwarves is definitely not the way to go. I don't want to go round my 200 dwarves telling them to take a break whenever they need it. They should just take a break.

I'm not saying to make dwarves attending their needs reliant on the player commanding them to, but an option to make attending to their needs a higher priority for them. Like, normally I'd want my important craftsdwarves to focus on their work through a fair bit of unmet needs, but when a dwarf is subject to particular stress it would be good to have the choice to let them power through normally or instead to set their needs at a much higher priority for them.

9
Stress management is definitely improved from where it used to be, but whenever I do end up with a stressed dwarf (usually in the aftermath of a siege) I have to do an inordinate amount of micromanaging to get them back on track. I've even made burrows for the temple and the tavern to assign troubled dwarves to, though getting my dwarves to make friends they can spend time with still eludes me.

What I'm proposing is basically a labor option to tell dwarves to focus on their needs. A dwarf with this option selected would at a high priority go to the temple to commune with their gods, go to the library to read, actively seek out their favorite food/booze, actively seek out one of the dwarves they have a relationship with to talk to, and maybe even do things like indivisual combat drill on their own, or find a random empty workshop and make a random craft like a mini strange mood.

Such dwarves could have a special label in the units screen for whatever they're doing, like 'On Break: reading book', so you could quickly keep track of who was on break to check if they were ready to resume normal duties.

This would have the effect of making dwarves with unmet needs take time off of productive work without having to do all the fiddly messing with burrows that we currently do to try to manage stress. Think of it like someone's boss noticing that they're on the edge of a breakdown and telling them to take a few days off to focus on themselves.

10
DF Gameplay Questions / Re: By The Waves Of Armok What Is An Up/Down Stair
« on: December 06, 2020, 02:29:27 pm »
I find it most helpful to think of them as ladders, actually. Especially because a dwarf falling at the top level can fall all the way down to the bottom.

This is why I typically use a spiral of ramps to go between levels.

11
DF Modding / Re: Wasteland Chronicles Survival Guide?
« on: March 13, 2020, 03:19:59 pm »
I guess Deon was mostly talking about his plans in the thread, rather than what he had implemented.

I don't suppose there are any more complete fallout-inspired modpacks?

12
DF Modding / Wasteland Chronicles Survival Guide?
« on: March 12, 2020, 09:29:25 pm »
I'm not sure if this is the right place to post this, so if it isn't please just tell me where it should go.

I've recently been on a bit of a fallout kick, and this has led me to trying out Deon's Wasteland Chronicles mod from 2015. I've built up a decent starting Brotherhood of Steel bunker, with 40 Brotherhood members or converted tribals, but I still have no idea how to go about obtaining guns or getting any use out of the tinker workshop. It's been suggested that there's a tech tree, but I have no idea how to develop technology.

Can anyone more familiar with the mod help me figure out what I'm supposed to do next? I've looked high and low for any kind of guide, and even the mod thread had very little clear information, and I didn't want to necro it with this.

13
DF Dwarf Mode Discussion / Re: How does Crossbow combat work?
« on: February 11, 2020, 03:34:11 pm »
In my experience, I've had good results locking my marksdwarves into whatever area they are expected to shoot out from, and putting a supply of bolts in there directly.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2018, 04:40:05 pm »
A 'Goblin siege' of about a dozen human warriors showed up. In year six.

I have two well-trained squads of marksdwarves, endless bone bolts, and a long trap hallway on either side of my main drawbridge, which has spikes under it.

They didn't even make it to my front entrance.

Then I discovered that the squad I'd sent on a raid months ago hadn't fully left. For some reason the squad leader, my champion, would just stand in place instead of commencing the raid. I finally managed to get him to leave the map by stationing him individually right next to the map edge.

15
DF General Discussion / Re: DF tabletop
« on: April 14, 2018, 06:41:14 am »
I have occasionally taken screenshots of my fortresses and used them as pathfinder dungeons.

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