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Messages - Albedo

Pages: [1] 2 3 ... 248
1
DF Gameplay Questions / Re: Visitor/patient/prisoner bedrooms?
« on: June 25, 2020, 07:08:14 am »
Follow up question...

If someone is staying in the hospital for a long time, then something has gone wrong with the medical system. There is no convalescence in DF. The patient stays in bed and receives treatment
after treatment until the treatments are done...

What about Traction Benches? I've always built them, but never noticed them being used.  (Doesn't mean they haven't been, just that I've never noticed it if they have.)  Do they merely allow a doctor to set/cast a bad break and then send a dwarf on their merry way, or (as in real life) do they keep the dwarf "in traction" for the duration it takes for the rare compound break to mend?

If the latter, then a dwarf would, indeed, be there for a while. But maybe I've just never had a "compound fracture" (or the equiv) that a dwarf (or that fort, ahem) has survived.

...They do include a bed, but I've never turned that into a bedroom... I engrave all floor tiles but don't know if that matters.

If you don't make a bedroom, then it certainly can't help improve the "value" of the bedroom that doesn't exist. However, it could provide additional "admires art" thoughts, same any high-quality statue or animal trap.

2
DF Gameplay Questions / Re: hospital design
« on: June 24, 2020, 12:18:06 pm »
With multiple hospitals, dwarves will haul injured to the closest hospital with bed...

So, in my model, the "top" floor would pro'ly fill up first, then the lower one (being that much further). Or, perhaps, the side of both closest to the door, which just means that stair/ramp placement becomes subject to that consideration.

Got it, thx!
o7

3
DF Gameplay Questions / Re: Visitor/patient/prisoner bedrooms?
« on: June 24, 2020, 12:15:21 pm »
Cool, thx.

And no, just want to avoid as many simple stressers as I can.

I'm not certain about long-term visitors, but I doubt that they have stress or care about room quality.

Dwarf Therapist reports that they have values for Stress, and they change w/ time and activities - drinking, praying, good art - about 2 dozen of them. Doesn't mean those values work on visitors exactly the same way they work on Fortress Dwarves, but they have them.

Visitors do sometimes get stressed.... I think room's total value matters?

DT lists "admire art" - guessing that's a catch-all for seeing an exceptional Quern, etc etc., and rooms would fall under that - maybe? But if so, def $ value.

4
DF Gameplay Questions / Re: Quickly finding likes/dislikes
« on: June 23, 2020, 08:41:55 pm »
Yeah, in 'Therapist, if you know exactly what you're looking for, Search is the way.

If you're just looking for, say, any interesting item or metal, etc., if you right-click in the header you can select "Dwarf Details", then the Preferences tab there. Then left-click on a name and you'll see all of them, organized by category - materials, items, foods, etc. etc.

Handy if, for example, you're scanning for dwarves with no "Item" preferences for the leader position.


5
DF Gameplay Questions / Visitor/patient/prisoner bedrooms?
« on: June 23, 2020, 08:28:17 pm »
I understand that, with prisoners, chaining them and giving them a "bedroom" environment will keep them cheery while they serve their durance vile.

Does the same apply to long-term hospital bedcases? 

Does "stress" effect long-term visitors to the fortress? (at least, such that I should care?)

With each of these, do they want the standard "cabinet + chest" pair to go w/ their bed? Easier to dig/furnish the minimum 1-tile niche for guests if I can get away with it, but perfectly fine w/ expanding if that's the safer route.

I try to make standard bedrooms 4 (or 5) tiles big, to include the default "bed, cabinet & chest" trio, with the extra room for an item (or two) for preferences. Is that a plan for visitors and long-term patients as well? 

Any other "design" suggestions for hospital rooms/visitor rooms?

6
DF Gameplay Questions / Re: Books and population
« on: June 23, 2020, 08:04:14 pm »
Do you have tables, chairs and blank books ("scrolls/quires") ? Using burrows?

I don't believe that books require a mood - they're not supposed to, if WAI. They are, indeed, stocked as "artifacts", but WAI they should be written by any scholarly type.

7
DF Gameplay Questions / Re: hospital design
« on: June 23, 2020, 07:39:26 pm »
(A note about wading pools - make sure that water circulates, either via a flow in/off the map or screwpumps. Some contaminants can be spread after they are (partially) washed off.)


I'm currently installing a hospital w/ an automated mister at the entrance, so 100% of patients get the cleaning treatment (and a happy thought to balance out the loss of that spleen).

Requires (at least) a 2-tile long entry way - 1st tile is a pressure plate, 2nd tile is the delivery point of a stack mister:

o http://dwarffortresswiki.org/index.php/DF2014:Mist#Stack_generator

Pumps are permanently powered. Pressure plate is linked to a hatch that sits over the output of the lower pump (the pump that "sucks in" the water" that just hit the floor below the mist). That water sits there in a 1-tile big, 3/7 pool indefinitely, until someone walks in - then the hatch opens immediately, and the water starts cycling, instantly creating the welcoming mist before the dwarf can take that next step into it. 100 ticks later, the hatch closes, the upper pump has nothing to suck up, and the water is deposited in that lower tile again, minimizing any FPS issues.

This has the added benefit of a mist display for anyone who is in a nearby bed, and the medical staff.

If you want (I did) you can go with a 3-tile long entry and install a 2nd pressure plate to clean all who leave.

(Misters are pretty easy to set up w/ a water reactor powering it from a couple levels below. I use a similar mister  (but double-wide) at the grand entry to my dining room/tavern. I figure 99% of the dwarves will go there sooner or later.)


I also put a dedicated well near the middle of the hospital for the old-fashioned cleaning option. Takes some work, all told, but it's the right move.  Designated as a water source but not a meeting place (don't want a crowd there interfering with your medical staff, and I'd rather they all socialize at the dining hall.)


@ all: afterthought - related Question:
I like to use 3-d designs whenever possible, using "up/down" as shorter access to stores/rooms/whatever, rather than walking miles across a single z-level. Is that possible w/ a hospital, to designate 3 zones on top of each other, connected w/ ramps/stairs? If I treat a patient in one zone will they find the hospital beds in the rooms in the next zone down?

I'm guessing that "stores" from a "storage hospital zone" will not be stolen by the "surgery hospital zone" above it, correct? But if I put traction benches and bedrooms in a vertically adjacent zone, will those work?

8
DF Adventure Mode Discussion / Re: Pickaxes and mining skill
« on: June 07, 2020, 03:53:52 pm »
(A bit late to the party, but...)

... but it seems it doesn't really do anything... is it just there for no reason?

Not sure what "it" is...  :-\

If you're talking about the pick, a pick is required to do any mining. No pick, no dig.

There has been no research (afaik!) that indicates that a better quality/material pick means "better" mining, either in speed or stones/ores recovered. But, as mentioned about, picks are legit weapons, and use the Mining skill in combat when equipped (via the military/equip/Weapons menu), which makes a trained Miner w/ a high-quality bronze/iron/steel pick a solid back-up military asset.


If you're talking about the skill, then, as with many "no-quality" labors, Mining speeds up the task considerably. The diff between a no skill starting miner and a +5 skill starting miner is ~about~ doubled, so that miner is now doing ~about~ the work of 2 miners, doubling his dwarfpower.  And since it's not uncommon for a starting fortress to have a dedicated full-time miner, that's like having an extra 8th (unskilled) dwarf in your starting crew to help w/ mining - handy.

Mining can be trained up very quickly in sand/soil, and an untrained Miner can hit +5 after a season or so of that, BUT if you need/want to get a fortress up asap then starting w/ a skilled miner solves the problem of underground space, stones and ores that much faster.


(In my Embark layout, I start w/ a +5 Miner (/Armor User 5), who really gets the first area cleaned out fast. After he gains about +2-3 more levels (Miner 7-8) from the soil layer, I send him to start digging toward the caverns/magma, and I forge a 2nd pick and start a 2nd (unskilled) miner! I put a door/hatch to keep the two separated (so the new miner gets skilled faster concentrating on soil digging), and only open it when the real miner signals that he's thirsty/hungry. Takes a little bit of shuffling of skills on/off to keep them separated, but it's very doable.

Once the main miner can be replaced, he joins the military, usually after a year or so, depending.

Point is, yes - Mining skill can be that important.)

9
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 14, 2017, 12:27:22 pm »
https://www.ddo.com/forums/showthread.php/483566-Most-efficient-TR-questing?p=5934019&viewfull=1#post5934019

Havne't specifically tried it myself, but I would ~think~ you could separate your non-edible crops (dyes, I assume?) into a separate area, and then use Burrows to restrict which dwarves harvest, and where. A "harvest plants" job is a job, after all. :/

10
DF Gameplay Questions / Re: Rescuing a drowned dwarf ('s body)
« on: May 10, 2017, 12:51:52 pm »
Just in case you actually wanted the answer to the question you asked...

o http://dwarffortresswiki.org/index.php/DF2014:Dam

I recommend one of the pump methods as the least invasive to your current layout, but whatever works.


11
DF Gameplay Questions / siege weapons in v40?
« on: May 08, 2017, 02:48:52 pm »
Long time player, back after a break of a few versions, with one of several questions before striking the earth yet again...

I used to have ballistae batties as a long-rang goal - create a looong entry corridor for siegers, and then gun them down.  But I've read that ballistae are now both weak and buggy? So... just write that off?

(btw - embarking on a Savage Wild biome, did a test-embark to check it out in advance - giant Rhinos. Not sure anything short of a ballista (or an expendable squad of lucky, suicidal military)  is going to hurt those muthuz.)




12
DF Gameplay Questions / Best Armor combos
« on: May 07, 2017, 12:23:13 pm »
Long time player, back after a break of a few versions, with one of several questions before striking the earth yet again...

Last version I played, you put your dwarves in leather armor and then added a metal breastplate over that. Similarly a metal cap w/ helmet on top of that, etc.  Now* it seems that leather is not longer the go-to, but you can add a mail shirt (or 3?) under the plate?

I don't want to micromanage for absoloute optimization (as one might in Adventurer mode), so what is the "standard" of good fortress armor now?

13
DF Gameplay Questions / Taverns, Temples and Visitors
« on: May 07, 2017, 12:14:55 pm »
Long time player, back after a break of a few versions, with one of several questions before striking the earth yet again...

Taverns and visitors (and Temples) are all new to me. I've read the wiki, but in a nutshell, what are the important considerations?  How big, how soon, what precautions, what common mistakes/pitfalls/bugs?

Are visitors immune to simple traps, or do I have to have open paths for them?
I've read recent(ish) threads on how to get rid of visitors - is it better to not have (m)any at all?
How important is mug quality? Do masterpiece mugs work better in a tavern?

thx in advance!

14
DF Dwarf Mode Discussion / Re: Dwarves falling through solid walls
« on: August 05, 2015, 11:58:59 am »
Yeah, this "new problem" has been showing up about once/week.

While sparring, dwarves dodge (or are pushed) into adjacent squares. When that square is a wall, they are re-located randomly back out of it - sometimes back to the side they started on, sometimes the other side.

The only known workaround is to have double-thickness walls.

Or anything else that keeps them away from the wall in the first place. A row of statues, or a barracks designation that is not adjacent to dangerous walls, both work just as well, anything that gives them a buffer to dodge/move that is not into the wall in question.

15
DF Dwarf Mode Discussion / Re: To sieze or not to sieze
« on: August 05, 2015, 11:48:44 am »
Make and trade prepared meals - that usually is worth enough to get what you need AND buy more than enough food to replace the meals.

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