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Messages - NW_Kohaku

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8236
DF Suggestions / Re: stone detailing needs to be much faster.
« on: February 19, 2010, 10:02:58 pm »
Constructions don't build experience (unless it is something that requires architecture, like bridges, but walls don't do it), so you're actually killing your XP gain with megaprojects most of the time.

(Also, engraving serves a very good purpose early on - an egraved dining hall massively cuts down on unhappiness.  Even if your statues are made of nothing but microcline, a statue garden in a fully engraved hall can easily have enough value to give strong happy thoughts.)

I only have one legendary engraver because he's the only one who I've let engrave.  The new guy is taking absurdly long to get up his first five levels, but once you get it that far, it's very fast, and once you hit legendary, it's probably the fastest XP gain you can do.

This is because the experience you gain is fixed - it's probably 30 xp per tile, although I haven't explicitly checked that.  However, it takes a couple game days for a low-level engraver to get that job done (and they often cancel to get a drink), so they get a very tiny amount of experience... this, incidentally, makes it a poor job for off-duty military if you only want a quick layover, better to use bookkeeping for that.  If, however, you actually manage to clock the several year it takes of constant engraving to get past the first few years, the rest of the levels are significantly quicker - the time it takes to complete the job swiftly approaches zero.  This means that, although there is a sub-geometric growth rate in the requried experience to gain levels, your growth in terms of how much XP you can acquire per given period of time effectively increases what appears to be geometrically.  This makes engraving possibly the fastest attribute-building skill, and as the only bottleneck on engraving time is movement speed, the more attribute gains you have, the more agility you get, the faster you even move! 

As a cherry on top of all this, you can do what I did - make one of your initial miners your initial engraver.  When he reaches legendary status in both, he will be a virtual superdwarf in stats, and be capable of transmuting mountainsides into long tunnels and huge collections of stones with a wave of the hand, then go on to smooth the whole cavern on the trip back, and, if you don't expect to ever need to knock down any of the walls or dig channels through the floors, you can send him back once more for engraving the whole thing.  That's likely 90 xp per tile for a job that gets done almost instantaniously.

This is why you need to bring the legendaries back down a bit, and dabblers should probably be made a bit faster.  The disparity is too extreme, to the point where the higher levels are, contrary to the sub-geometric experience requirement growth, actually much easier to obtain than the lower levels.

8237
DF Dwarf Mode Discussion / Re: Can someone explain the noble hate to me?
« on: February 19, 2010, 09:02:15 pm »
Hammerers, in the game's own language, "Exist to despense dwarven justice."  That is, they have no other function but to kill your own dwarves. 

I built an "execution chamber" for my hammerer off of the jail cell for her to enjoy immediately.  Full of spike traps, with windows for nobles to watch some good ol' dwarven justice.  Unfortunately, the lever the Hammerer pulled, to see the spikes in action, only locked her in!  Clearly, some miscommunication about which lever does what... Unfortunately, she couldn't tell the operator of the switch on the other side of the hall, who, due to this same miscommunication, and wound up spiking the hammerer in her right arm!  With a red wound, she has since spent her entire stay in my fortress recouperating, completely unable to execute any dwarves who can't produce windows or bucklers because my magma forges were still filling up with lava, and so the job was left to my pathetically weak sheriff, whose beating dealt practically no damage to my dwarf who had been drafted into military service, and was wearing full plate mail at the time.

-------------

Basically, you can choose who your mayor will be.  If she's very nice, friendly, takes pity, doesn't care much about rules, etc.  she probably won't do much to your dwarves, especially if she likes, say, cabinets and cats.  Some noble dwarves demand crystal glass or other extremely difficult-to-find objects, as determined by their preferences.  They then demand that you make some of that type of object for you, and they don't care if you can't make it or not.  Conversely, they may like something like, say, rope reed cloth, and if you don't buy EVERY SINGLE ROPE REED CLOTH from the merchants, they will start beating, jailing, or executing your dwarves for this "crime".  Better still, they can effectively declare it "retroactively" by making it a crime to export random things after the merchants are already leaving. 

In short, sometimes, nobles make impossible to fulfill demands.  The only way to get a noble that has possible to fill demands is to "dispose" of the ones with impossible demands.  If you get a noble who really likes windows, microcline, and silver on a map when you have a large glass factory going, and can import or mine plenty of silver reliably, then they get to live a long, healthy life.  If that's what you already have, then congrats... but you should still probably show the baron's consort your new base diving attraction with his almost functioning backpack filled with what really should be a parachute... I mean, really, what purpose does that dwarf have?  It's one less mandate to worry about.

8238
DF Dwarf Mode Discussion / Re: John Galt Challenge
« on: February 19, 2010, 06:34:03 pm »
Keep in mind that all artifacts will qualify you as a legendary... and you cannot get fey moods for farming, woodcutting, fishing, mining, cooking, brewing, or many of the other basic necessities. 

I'm sure those masterwork puzzleboxes will do you a whole lot of good in your completely sealed-off city, where you're not even trading.  Yeah, you're a real pillar of your society now.

8239
DF Dwarf Mode Discussion / Re: Whats your favourite tame fighting creature?
« on: February 19, 2010, 06:13:10 pm »
You can modify most tags without needing to regen for them to take effect, just not adding or removing whole entries.  Size is an exception, but most of the others are fine.

I haven't been adding [trainable] to anything (I don't like the confusion it causes with wardogs), but I see no reason it shouldn't.

8240
DF Dwarf Mode Discussion / Re: Whats your favourite tame fighting creature?
« on: February 19, 2010, 03:46:05 pm »
I've actually tried to just modify the raws to just give elves some friggin' wagons, and be done with it.  Still, that supermule idea sounds good, too.

8241
DF Dwarf Mode Discussion / Re: John Galt Challenge
« on: February 19, 2010, 03:43:29 pm »
Actually, I thought of a good modification of the challenge which might actually make this whole thing a bit more of a biting criticism of Ayn Rand...

Only the legendaries get seperated.  The initial seperation happens when you start getting the "real" nobles, like the Baron(ess).  The legendaries start a protest movement, and leave to form their own city based solely upon their own talent...

The caveat is that once they have been made legendary, they can only use their legendary skills.  After all, that is what made them qualify.  This will essentially wind up looking like those one job only challenges that already exist.  That means that if there are no woodcutters in the new utopian society, then tough - you don't get wood, enjoy your hard stone floor "bed".  If you don't get farmers, (and I'm fairly sure you're not getting butchers) you might just wind up starving.

Also, no staving off the arrival of the nobles to get more legendaries.  If you can't get baron(ess) by year 4 (or at least 5), you are disqualified.  REAL capitalists can generate the kind of fortress value that attracts nobles in their sleep!

Can YOU survive purposefully collapsing society just to prove how oh-so-special you really are?

8242
DF Suggestions / Re: Full graphics support details
« on: February 19, 2010, 02:34:39 pm »
Ohh and Id like to add

Differing appearances based on material.

Id think a Wood, Stone, and Metal chair would look differently in more ways then color.

... That's an interesting idea...  It would lead to more memory usage (because you have to load up more bitmaps), but you could probably do this once you can include an extensible tileset.  (That is, the ability to make more than 255 tiles in a tileset, and assign all symbols to new unique tiles.) 

If you used a "texture" of marble (another bitmap tile for marble), instead of just a pair of colors, and then applied that as the "color" of a marble object, which would then be modified by the transparency of the wall/furniture/craft/whatever tile, you could make all marble objects have a wavy pattern of white and brown, instead of just making marble light grey. 

8243
DF Suggestions / Re: Improved Farming
« on: February 19, 2010, 02:28:31 pm »
There is a difference, however, between a soil moisture level, and an actual RIVER running beside a farm.  Maybe the major channels supplying the water for irrigation will be large, but you don't dig a canal deep enough you could drown in it up to every single stalk of corn.

Sure, a sophisticated "sprinkler" system where water falls from above might be possible if you really want it, but we shouldn't make watering only be feasable by 10-foot trenches filled with water.

Again, I'd really rather just go with a bucket brigade system. After all, one of the complaints was that farmers basically just plant their crops and wait.  Watering is one of the few things they can do that actually occupies their time.  If the water source is pulled in closer to the crops, that winds up shortening their haul time, and it's all the better.  A proximity-to-artificial-river system, however, is just something I can't see as reasonable.

8244
DF Dwarf Mode Discussion / Re: Whats your Silliest effective defenses
« on: February 19, 2010, 12:27:18 pm »
If you build a gator moat, make it in a floodroom. when enemies come, dump them in the room with a bridge, then flood the room.  then open other floodgates that let in gators and possibly carp.  can you catch carp in a cage trap....hmmmmm

I don't have carp, I only have an underground river, so I have cave 'gators.  I suppose it wouldn't be too hard to just build a "lid" to put over my pit, like another drawbridge, just at waterlevel.  But it's not a floodroom, it's just a resevoir filled with 'gators.

8245
DF Dwarf Mode Discussion / Re: You Know What I am sick of,...
« on: February 19, 2010, 12:23:32 pm »
OK, I'll just do one more of these, Archy, and leave Blues and Grey out of this.  Archy has only 1 imagination, "Interested only in facts and the real world", which is essentially as low as it gets.  If there's no change here, then creativity having an effect is either debunked, or it has such a subtle effect that it's not worth mentioning.

Spoiler (click to show/hide)


====================================


The documentation of the engravings created by the creatively sterile dwarf known as "Archy"

Archy has a wife ("Colorsands") who recently gave birth to a son.  He also has a pet cow.  Aside from that, he has 45 passing acquaintances.  He does not know Sunny, but is a passing acquaintance of Backpit.

He likes Bauxite, Nickle Silver, Dendritic Agate, amber, the color pink, idols, enormous corkscrews, cows, and two-humped camels (those one-humped camels can die in a fire!), and likes drinking dwarven beer.  He hates rats.

Of 121 engravings:

61 dwarves. 21 Foundings. 26 Sunny becoming Mayors, plus 1 Sunny holding a cat, 1 of her holding up a bolt. (Really has a thing for Sunny, doesn't he? He doesn't even know her... is he a stalker?!)  5 symbols of govt. 4 of Backpit making masterpiece engravings. 1 other masterpiece, a masterwork fish bone bolt.  2 of other dwarves immigrating.  1 of a dwarf killing a goblin.

32 elves.  Let's just assume they all relate to some random guy I never met getting killed (which I hear can lead to dying).

5 goblins.  3 dying in traps.  2 dying to guards.

2 kobolds.  They are both stealing a single pine arrow. (NOOOOOOO! Why was I so foolish as to leave spent ammo that I can't even melt down for steel out in the open where kobolds could make off with it?!)

7 giants.

3 dogs. two fetal, one falling.  All butchered.

3 images of the artifact Burstallied, and NONE of Fadescalded.

4 of things he likes. 2 images of corkscrews, 2 images of camels. (0 of cows, even though the cow was right there as inspiration...)

1 of the thing he hates (rats).

3 (only) of general shapes: A hateful sun, a cloud, and a mountain.

====================================

Now then, when I said that I noticed an increase in the number of shapes, keep in mind that things like simply a dwarf (with no story) are essentially a shape, as well.

I think it would probably be best to catagorize this into what sort of motivations there would be to each one...

One group is "History", one group could be considered "Heraldry" (although this may just be a part of history, or only used when there isn't enough history to shove history aside), one group is "Preferences", and one group is "Shapes".

History is all that crap about someone getting killed by someone else, completely without context.  Heraldry is the symbol of whatever town or civ, and may possibly include the founding of a city.  Preferences are simply when a dwarf draws lots of pictures of cats because she likes cats, or lots of pictures of spiders, because she hates spiders.  Shapes are when they simply draw crosses or clouds or mountains.

Now, I think it's fairly safe to conclude that when a dwarf wants to draw history or heraldry, there's no effective difference whether it comes from a creative or artistic dwarf.  History includes any local history (like elves being killed by the thousands), as well as fortress history.

==============

Further experimentation:  I think this would be best...  Preferably, one could create a world that stops worldgen at year 1, so that there's basically no history whatsoever.  Just keep aborting embark until you get some people with high art or creativity as well as low art or creativity.  Set them up to have legendary mining and engraving, and just go dig a few rooms, make some doors to lock them in, and see what they do with NO history to work with.  Either it will all be "Founding", or it will all be shapes and preferences.  If art or creativity brings out shapes, maybe you'll see a bigger showing of art in this test.  Otherwise, you'll see NOTHING but founding, like what the OP complained about.

I might be convinced to do this myself a little later, but I really don't want to do more experiments right now.

8246
DF Dwarf Mode Discussion / Re: Good ways to end a fortress?
« on: February 19, 2010, 01:04:45 am »
Oh, that gives me an idea... You can use Dwarf Companion to set your dwarves to butcherable.  Just make one butcher go start a "meat pie and barber shop" workshop.  See how many he can get through before the tantrum spiral kills him off, as well.

If he lives, have him release cages full of wild animals on himself, or set up a trap to spike himself, or some other way that he's going to get shredded to meat, and preferably eaten by something else.

8247
DF Dwarf Mode Discussion / Re: You Know What I am sick of,...
« on: February 19, 2010, 12:59:25 am »
Ugh, OK, that's enough for now...

Basically, this looks to be fairly consistant so far...

The differences between the low and high creativity and art dwarves have been fairly minor.  All I can really see different, besides what their "likes" and "dislikes" are, is that creative types tend to like putting in more shapes or random plants or animals, but they still overwhelmingly engrave either founding, the mayor, or one of the 8 million random seiges where elves got slaughtered.

8248
DF Dwarf Mode Discussion / Re: You Know What I am sick of,...
« on: February 19, 2010, 12:17:07 am »
I want you to know I admire the effort you're putting into this.

No offense, but... YA DARN WELL BETTER! Geez, what did I get myself into? I've been doing this for four hours straight...

Oh well, the top floor of this monstrosity:

Spoiler (click to show/hide)

====================================

The crude, rudimentary masterpieces of Burdock

Burdock is my low art, low creativity dwarf.

Is only a passing acquaintance of a couple dozen dwarves.  He has no friends. (Loser.) 

Likes siltstone, steel, black pyrope, pig tail cloth, the color orange, picks, armor stands, mules, drinking dwarven beer, and mog juice.  Also hates spiders.

69 dorfs.  25 of founding.  24 of the mayor's election.  3 of her liking things. (1 of goblets, 1 of cabinets, 1 of bolts.) 7 of Backpit's engravings. (I should mention here that Backpit's last name translates to "Riderorbs"... which gets kind of funny the more tired you get, and if you have a bit of a dirty mind.) 4 of other masterpieces, including one other engraving, one dog skull totem, one pig tail vest, and one door. 5 were symbols of local government. 1 was of a caravan guard killing a goblin.

25 elves.  4 of elves killing golbins.  1 of elf-on-elf action.  21 of gobbos proving that they aren't the weakest of the civs.

2 humans. One killing another human.  One killing an elf.

2 goblins.  One dying in a trap, the other to a caravan guard.

1 kobold.  He's stealing that pig tail sock again.  <raises fists to the air> SOOOOOOOCK!

5 giants, all symbols of Godly Tombs.

6 artifacts: 3 Fadescaldeds. 3 Busttallieds.

1 dog, butchered, shown falling.

6 shapes or animals.  1 olman. 1 blazing sun. 2 quarry bushes (burdock was a farmer). 1 cave fish. 1 armor stand.

3 mules, which he likes. No cave spiders, which he hates.

====================================

The terrifying tale of the tempestuous Tsundere's trials

Close acquaintance of backpit, but not Sunny.

Likes native aluminum, trifle pewter, melanite, ivory, cave lobster shell, grates, likes eating dwarven ale, dwarven sugar, and pig tail seeds.  Hates fire snakes.

60 dwarves. 21 foundations. 21 mayors. 4 symbols of government. 2 Backpit engravings. 7 other masterpieces (two were of masterpiece meals by my cook.  one was a masterwork barrel made by Sunny.)  1 was of a dead dwarf, who dehydrated when I locked him in his workshop when he demanded cave spider silk in the second year, when I didn't have any.

30 elves.  5 elves killing goblins.  5 were elf on elf action.  only 20 were goblins killing elves.

4 humans.  2 getting killed by other humans.  2 getting killed by goblins.

5 goblins.  4 getting killed by traps.  1 getting killed by a caravan guard.

1 dead camel, from that elf caravan that was attacked.

3 giants, all symbols of my civ.

4 artifacts: 1 Fadescalded, 3 Burstallieds.  (I have other artifacts, you know...)

2 images of cave wheat.  (Maybe because she likes dwarven beer?)

1 dog screaming because it is being butchered.  (Seriously, I think my dwarves have issues with these dogs...)

6 shapes: 1 image of rope reeds. 1 wave. 1 kobold bulb. 1 crescent moon. 1 cloud. 1 willow.

4 fire snakes, which she hates.

8249
DF Dwarf Mode Discussion / Re: Whats your Silliest effective defenses
« on: February 18, 2010, 11:33:05 pm »
A long, two space wide hallway, with a retractable draw bridge over the top, and a bridge at either end that seals it off. Pull a level, and any and all goblins are shredded as large quantities of BEARS fall from above. I'm trying to get enough bears for this, but they don't seem to like cage traps....

... I now must find bears...  (Or are cave gator moats cooler than bears from heaven?)

8250
DF Dwarf Mode Discussion / Re: Weapon traps
« on: February 18, 2010, 11:31:55 pm »
I pack them all full.  I don't use ALL steel razor discs, though.  I tend to just use two or three discs, two or three giant axes for the real stopping power, and then jam the rest of the slots with whatever random crap I can buy off of human caravans or get left by seiges.  An iron dagger may not be much extra damage, but it's hardly worth melting or selling, either.

I put them on my enterance hallway.  Five tiles wide.  It's more impressive for merchants that way.  The weapons traps are (going to be, once I finish) a 5x5 zone, just behind the initial cage traps.  Behind them are another set of cage traps and stonefall traps, 12 deep.  Then the dwarven atom smasher.

The worst thing about it all?  I'm basically playing vanilla, so almost every attack is an ambush that never even reaches my traps.  (But then, it's only year 5, so the real seiges have yet to start... and I'll be ready for them.)

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