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Topics - absynthe7

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DF Dwarf Mode Discussion / Surviving The Rot
« on: November 17, 2010, 01:56:05 pm »
So - I just survived an outbreak of Kitten Rot with only one dwarven casualty. It's been one full season since my last outbreak, so I'm pretty certain I'm in the clear. Anyway, I wanted to share my observations of and techniques for dealing with FB syndrome outbreaks, in the hope that it could help someone else.

NOTES:
1.) The smaller a creature is, the easier it is to infect. Your cats and dogs will be doomed, as well as most larger livestock like donkeys or cows. Large creatures like bears and elephants might be safe - or, more accurately, they won't start getting sick until your dwarves are already dying en masse, so you'll have bigger fish to fry by then.
2.) This may be common sense, but multiple contacts with contaminants increase the likelihood of infection. Dwarves with many infected pets are more likely to get sick than those with only one, dwarves hanging out in miasma-filled areas are more likely to get infected than those in areas with only occasional clouds, etc.
3.) Syndromes vary wildly from Beast to Beast. Your mileage can (and will) vary quite a bit.

HOW IT SPREADS (known):
1.) Fighting the FB - venom/poison can infect the injured, secretions can infect any who touch them, breath and dust can infect anyone nearby.
2.) FB Extract/Blood - Walking through FB extract or blood can infect dwarves or animals. While this is known to be worst for FB's with dust attacks (since they leave extract everywhere), please note that outbreaks can (and will) occur from other attack types as well.

HOW IT COULD SPREAD (theorized, from most likely to least likely):
1.) FB Miasma - My fort was doing just fine (except for the one injured dwarf who was bitten) until the corpse of a venomous FB began rotting right in the middle of all my workshops. Soon after, several animals caught The Rot.
2.) Miasma from the infected - Those spending a lot of time near the infected are most at risk, although this could be based on simple proximity rather than the miasma itself.
3.) Blood from the infected - Possible but unknown. Areas with blood from the infected often have miasma, so this could just be a repeat of the above.
4.) Invisible dustings of contaminants - Some have theorized that amounts of extract or blood smaller than a dusting or spattering could be tracked invisibly by DF, and still be enough to infect. My situation provided no evidence of this, but different syndromes are different.

PRE-EMPTIVE MEASURES:
1.) Create ponds with ramps in meeting areas and/or high-traffic hallways, filling them to a depth of 2-4 before un-designating them. Dwarves and animals will walk through them, washing off contaminants. The water will get pretty vile, so make sure this is not designated as a water source. Once they start to get full of contaminants, loo(k)ing at the water may cause a crash.
2.) Have multiple Butcher Shops at the ready.
3.) Have many built, empty coffins prepared for burial (include pets) at all times.
4.) Have a well-stocked hospital with many beds and accessible soap/water.
5.) Prepare a pet disposal area - a single-tile hallway that ends with a lever, a non-pet-passable door, and a spike trap connected to said lever can help eliminate non-butcherable infected pets.

FIGHTING THE ROT:
1.) Get rid of the Forgotten Beast corpse and all parts to prevent as many miasma infections as possible.
2.) Set all tiles with Forgotten Beast blood and extract as Restricted-Traffic designations, so dwarves will path around them. Consider building walls around it to prevent animals from walking through, or wait for idle dwarves to clean them.
3.) Have idle dwarves available for cleaning and burial. These are low-priority actions, so you may need to disable labors for some dwarves.
4.) Keep an eye on the Health screen within Z-Status. Any animals requiring Diagnosis are infected, and any dwarves likely are as well. Note that the Diagnosis requirement will not pop up when infected, but when they start showing symptoms, so many animals are likely already doomed even if they do not show a need for health care. Check constantly to be sure.
5.) Immediately butcher or otherwise eliminate all infected animals ASAP. Do the same with all dogs and cats. Either butcher or closely monitor all larger creatures, particularly cows, donkeys, camels, jaguars, and other mid-size animals. If an infected animal is in an unneeded room alone, lock the doors and wait it out. Its worth noting that my only surviving animal is a single war bear - all cows, bulls, and donkeys were infected.
6.) Save and load constantly. A normally-minor glitch prevents badly infected creatures from dying until the fortress is loaded anew, and dead infectees are much less dangerous than live, wandering ones who spread miasma throughout the fortress. You may see instances where you load your fort to see a dozen animals die within minutes and get immediately stuffed into miasma-preventing tombs. This is also notable because dead animals somehow produce less miasma than infected ones.
7.) Disable all non-medical labors on at least a couple of dwarves, to ensure that infected dwarves are treated ASAP.

I hope this helps. I would encourage you to be careful, as different syndromes are different, so your experience will likely be very different than my own. That said, I was able to survive with only one casualty (not including the 30 animals), so hopefully this advice will help you out as well.

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DF Gameplay Questions / Mystery Miasma?
« on: June 22, 2010, 01:31:24 pm »
So. I have a problem.

My dining room has a mist generator - a little 2x6 pond with a couple of pumps sitting on top of it, which I can manually power with Dwarves any time I have a few idlers. There's been some spillage from the pumping, so the pond only has about 2/7 water in it right now. Also, the walls of the pond are spattered with blood from someone cleaning themselves in it.

Unfortunately, miasma is now coming from the pond! In one of the underwater squares, but when i loo'k', all I see if 2/7 water and a stone. Could the blood on the walls be causing this somehow? Does anyone have any ideas? I really don't want my meeting hall filled with miasma for any longer than necessary, so let me know if you know what's going on :P

Thanks!

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DF Suggestions / Fixing Combat Without Hit Points (LONG)
« on: April 21, 2010, 07:49:01 pm »
I think I've figured out how to fix combat with just a handful of changes. If you feel like reading the entire thing, please let me know what you think. I apologize for the length.

---

CUMULATIVE DAMAGE:

Something that is fractured should have an increasing chance of becoming broken instead of fractured on successive fractures. Say, 5% per fracture. Once something is broken, it can no longer be fractured, only further broken (setting this variable to 100%).

With something that is broken, it should have an increasing chance of becoming shattered instead of broken on successive breaks. Say, 5% per break.

Once something is shattered, it is considered for the purposes of combat to be "gone". It will no longer provide protection for organs, if it is a limb it will be completely non-functional, and on enemies where it is the only component of the body part (the skull of a skeleton or the head of a bronze colossus) it will be literally gone, with all that entails. For bones, it can still be healed with traction or a cast.

If a body part is hacked or slashed with an edged weapon, there will be an increasing chance of striking an already open wound, with the chance equal to the initial hit's weapon contact area as a percentage of the body part's surface area. This chance will increase each time the body part is struck by an edged weapon. The wound will be as deep as the weapon's penetration depth. Each time the open wound is struck, the wound will increase in depth by the weapon's penetration area again, while the increasing chance will be reset (to that of a single strike - initial hit's weapon contact area as a percentage of the body part's surface area). When the wound reaches a depth greater than the width of the body part, that body part is "sliced in two!" and completely gone.

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DF Dwarf Mode Discussion / Fire less dangerous?
« on: April 08, 2010, 10:23:26 pm »
So, a forest fire began raging just before a massive migrant wave showed up. All of them came to my fortress straight through the fire, but suffered no wounds, other than a lone bull calf that bled to death in the flames.

So, it would seem that fire is a lot less dangerous if your dwarves run straight through it (rather than hanging out chopping trees or whatever). Is anyone else seeing something similar?

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DF Dwarf Mode Discussion / Functional Changes in DF 2010
« on: April 02, 2010, 10:20:03 am »
Hi guys. Let's try to put together a list of changes that directly affect gameplay. There are a lot of things I no longer know how to do, so this will help someone more enterprising than myself to update the wiki  ;D

Here's what I've seen so far:

MAJOR:
- Underground caverns exist with some rather dangerous creatures within them, making sealing off the outside world a less absolute defense than before
- Military has been completely overhauled: See http://df.magmawiki.com/index.php/DF2010:Military/Guide
- Healthcare has been completely overhauled: Guide needed

OTHER:
- World Generation takes much longer - worlds are often 1,000 years old instead of 100.
- There are many, many, many more z-levels than before.
- Many features are no longer in the Site Finder, as they are now present on almost all maps or removed from the game entirely
- Underground farms always require irrigation, even if on soil
- Immigrants can begin arriving as early as the first summer, before the dwarven caravan
- Immigrants have much higher skill levels than before
- Channeling creates ramps instead of pits, so nasty things can crawl up through channeled tiles
- Setting labors has a strange setting that is throwing people off; you can turn off "labor" for a specific dwarf, greatly reducing the amount of labors you can activate on him. You can re-activate within one of the menus when (V)iewing a dwarf.
- A wide variety of bugs have been showing up

What else have you guys found? I'm hoping to keep this thread on the topic of things that directly affect gameplay, and less "hey, there are new creatures". If you noticed something that will help people play the game rather than just being a really neat discover, please post it here  :)

Thanks!

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DF Bug Reports / [40d] [RESOLVED - NOT A BUG] Dwarves won't haul furniture?
« on: December 18, 2009, 10:14:56 am »
My dwarves stopped hauling furniture for some reason. My workshops are getting very cluttered, and I've assigned Furniture Hauling to ALL dwarves, but none of them will move them to the stockpiles. If I tell them to place the furniture somewhere using the Build command, they'll take it from the workshops, but they won't touch them otherwise.

I keep checking my Units list, and I've constantly got about a quarter of my fort with "No Job". Any idea what could be wrong?

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