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Messages - Zaik

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91
DF Gameplay Questions / Re: unhappy axedwarf
« on: October 19, 2010, 10:15:16 am »
well i monitored him very close while standing there on watch .. he never went thirsty or hungry ..just a sudden bigtime unhappiness when relieved .. but i think i'll go by your theory about the +- thing :) thanks alot you guys

PS: never found an evil biome with skelettals.. just harpies ..no matter what biome i select and how much evil i got .. thats kinda odd^^

There's two or three different versions of evil biomes, on top of the three different savagery settings. Took me a while to figure out, but i finally did maybe. I'd need to do a bunch more evil embarks to make sure this stuff is actually 100% accurate, but i'm at least mostly confident that a good portion of it isn't wrong.

If you embark and you see purple trees called Glumprongs, you will not see any undead on that embark ever outside of a certain extreme circumstance. There will also be sliver barbs available as surface plants in that location, which make crap beer and expensive dye. There will be crazy crap like werewolves, nightwings, you know, the crazy stuff.

If you embark and most or all of the trees are dead, you WILL see both skeletal and zombie undead, regardless of what the savagery is. There will be rare living versions of those undead about as well, however they're in the minority. No sliver barbs here, as far as I know, and nothing particularly crazy, just undead versions of normal wildlife.

The third is a totally normal looking embark, which can either have all skeletal in haunted, all zombie in terrifying, don't know what in sinister, or crap like ogres, beak dogs, harpies, etc. It's either/or here, undead wilflife or evil living stuff, but not both.

92
DF Gameplay Questions / Re: unhappy axedwarf
« on: October 19, 2010, 10:02:52 am »
Always make sure your military dwarves have a non-military job skill, or else they will get unhappy thoughts when being taken off-duty.
Well, I think that's how it works at least.
Yes two things. First you should make sure your military dwarves have at least level 1 (novice?) in some non military skill. Second you need to make sure you have about a month of down time in their schedule or else they may get a "complained about long patrol duty lately" unhappy thought.

Also related, did you have this one dwarf on duty 24/7/12? because he was probably getting all sorts of unhappy thoughts from being thirsty and hungry all the time. IF you are going to have a military running right off the bat, it is best if you have two such dwarves so that they can relieve each other. You set their orders to only require 1 dwarf on duty at a time and that way they can alternate their time at their post. Using two dwarves right off you can also have two months where only one is on duty (alternate them) so each can have his month off.

It really isn't that hard at embark to give a military dwarf a skill. Especially if he is say an axe dwarf you can simply give him a point in woodcutting and that still gives you 9 points for his axe skill and w/e other skills you wish to give him.

I hate to be rude, but both of these guys are a bit off.


Keep your military dwarves on active duty at ALL TIMES. They can get an initial unhappy thought about long patrol duty and whatnot, however it will fade and they will be just fine training/fighting indefinitely, unless you give them a long station order, which will give them the thought again.

Once you've done that, taking them off duty will give them the "upset about being relieved from duty" unhappy thought.

Another thing is that while all dwarves love to fight, and get a happy thought from killing something, if an undead creature attacks them they also get a minor unhappy thought "attacked by the dead recently". Having an unhappy military dwarf fight is a great way to cheer them up except in that case, however using that +- effect to slowly inch your military dwarves towards the "doesn't really care about anything" status is kind of effective too.

The only other thing i can think of is that occasionally dwarves will get so into sparring that they won't stop for food or drink, typically an idle dwarf will bring them water well before an unhappy thought occurs, however if they're all busy and your dwarves don't have backpacks or waterskins/flasks, this could be happening quite a bit, getting them those will fix that.

Also station orders have to be monitored very closely, dwarves won't eat even if they have food with them while at a station, clearing the order will make them instanly eat/drink, then you can restation them while they're standing around.

93
DF Gameplay Questions / Re: Getting archers to actually shoot stuff
« on: October 19, 2010, 09:49:15 am »
I hate to ask a dumb question like this, but i didn't see anyone else mention it, do you actually have enough quivers for everyone?


Just recently i was trying to help a guy figure out what was wrong with his newly appointed marksdwarf squad not grabbing any arrows, and it turned out that all but one of his quivers were in finished goods bins sitting at his trade depot, and the one dwarf who did manage to get a quiver tried to equip bolts that were in a quiver that was in a finished goods bin at the trade depot, so he basically ended up with three dabbling hammerdwarves using dog bone crossbows.

His stocks screen said he had 8 quivers, but he didn't have 8 available. Military equipment is kinda goofy at the moment, weird stuff like that can happen any time :/

94
DF Gameplay Questions / Re: Loom/Collect Webs range
« on: October 19, 2010, 09:46:45 am »
Beyond burrows, you could just forbid all the webs and then reclaim ones that are okay, though i think in that case a burrow would probably be easier.

The biggest problem with looms harvesting silk is a problem with most workshops, actually. They treat straight down as one step, even if the staircase is 8 miles away. Totally normal to see a dwarf leaving their loom in the first cavern and going down to the second to collect webs.


That's always a problem for me because the first cavern isn;'t too hard to depopulate with cage traps, and the stuff up there just in general isn't so bad, but the second one is a bit different.

95
DF Gameplay Questions / Re: Hospital
« on: October 19, 2010, 09:31:04 am »
I can't get a functioning hospital, not even minimally.

I designated a 6x6 area as a hospital. I set up 8 beds, 2 coffers (filled with cloth), and 2 cabinets. I made a stockpile which has buckets, splints, and crutches now.

I have a dwarven child with a compound fracture and "smashed apart" in his shoulder. Diagnosed as needing surgery, suture, dressing, immobilization, traction, and setting; for the last 3 years. I have all medical professions enabled, a total of 4 doctors. I disabled all non-health labors. Nobody does anything, and it's frustrating.

How do I set up a proper hospital? How can I alleviate some of the hospital bugs?

Your hospital needs a Traction Bench for your bone setter, preferably adjacent to the bed the child is in, though it may work anywhere.

Medical procedures are assigned a defined "order" they have to be done in, and the only way to get around it I've ever seen is the "patient not resting" bug/error type thing. It's odd(but not unreasonable) for surgery to come after traction, but that's really the only thing i can think of that would cause all your doctors to totally ignore the dwarf.

Edit: Also make sure you have a splint available for the immobilization part. It doesn't need to be in your hospital to function, the only reason you store stuff in coffers in your hospital is for quicker access. The longer a dwarf is in the hospital, the more likely they are to get infected.

96
DF Gameplay Questions / Re: The hell just happened to my FPS?
« on: October 19, 2010, 08:58:17 am »
Yeah, huge designations are FPS eaters.

I'm beginning to think that smoothing and engraving are causing it too though, to a somewhat lesser extent.

Either that or huge designations cause a small amount of permenant damage to FPS. Not entirely sure which, but lately all i do is make a 40 bed dormitory, noble rooms, and a dining room, and the rest is just whatever. It helped for a good bit, though i was fiddling with so many different potentially FPS increasing ideas that i'm not really sure what worked and what didn't.

97
DF Gameplay Questions / Re: Magma in DF:2010
« on: October 18, 2010, 08:51:50 pm »
After fooling with all the fortifications and floodgates and whatnot that magma men can totally ignore or destroy without any trouble, i got smart and built a magma-safe drawbridge and just raised it when my pool was full. Raised drawbridges act as walls and are immune to building destroyers.

98
DF Dwarf Mode Discussion / Re: Hospital Design?
« on: October 18, 2010, 08:43:36 pm »
I'll generally either dig out a well and build a hospital around it, or the other way around.

build little 2x2 room with a bed next to a table next to the door. Traction bench also next to the bed on the side. door can easily be locked for getting rid of undesirables.

99
DF Dwarf Mode Discussion / Re: How to get a lot of "z levels" available
« on: October 18, 2010, 08:40:08 pm »
5 is actually Semi-Molten Rock. Layers at Bottom = HFS

you can make 5 a pretty big number like 40-100 and you'll have a nonsensical amount of the metal in there.

100
DF Dwarf Mode Discussion / Re: Things you know that you do not know...
« on: October 18, 2010, 08:16:33 pm »
I know that I don't know if there has ever been a clown sickness that has NOT been fatal.

All mine always end up "random" in the sense that, of the 6-10 ways that it COULD kill my dwarves, one is always faster than the others. Sometimes their lungs bruise so heavily they suffocate in their own bodily fluids, sometimes they completely bleed out internally, sometimes they pass out from dizzyness and vomiting and get thrown into walls at 100000000 mph, sometimes the bruises are so bad they ALL get infected and it's just a matter of which infection gets the killing blow, and sometimes you just have a plain old massive brain bruise that shuts the thing down entirely.

Seriously, has anyone ever had a dwarf get clown sickness and live? I've worked out a near guarenteed method of killing them with raw military power, the only problem is half the time they survive to die after the fight, and sometimes it's fast enough to kill them during it. :/

101
no-quality training spears are about as effective as a limp noodle at doing damage
You forget that a limp noodle has a wobbly attribute to it. In fact, its characteristics and shape may liken it to a small whip made out of food.
In this sense, the limp noodle is a dangerous thing and should be slurped with extreme caution, lest your lips go flying off in an arc.

Whips are blunt though.

The Ramen strikes Urist McCheapskate in the third top tooth, bruising the muscle, jamming the tooth through the brain and tearing apart the brain!

102
DF Dwarf Mode Discussion / Re: Sending foes flying
« on: October 18, 2010, 07:07:45 pm »
Legendary + 5 (20) was always where skills stopped and I think you could likewise go five increments beyond superdwarvenly tough and perfectly agile and such. It may have been possible to set these values higher with utilities.

Now we have these entirely different 1000's size measurements so obviously the math has changed. Hammers are now clearly rather small-faced in order to dent or puncture armor so we might just not have the right kind of force transfer to send things flying.

Nonetheless if sounds like none of us hear have really gone in and extensively changed values for things around to figure out if there's an obvious threshold for knocking guys off their feet. Setting something ten times as strong and ten times the size of a dwarf against something goblin sized should probably have different results and we could at least rule out a few other factors in setting something flying.

So at what size can one creature pick up another an throw it?

Not sure. I know clowns can throw dwarves like rockets at walls, however i've never seen them throw a conscious military dwarf before. The only thing bigger than them is large sea life like whales and sharks and the like, which I have no experience with because getting an undead ocean is a pain and when i do get there the waves eat my FPS alive. Anyway, it makes me think there's some sort of stat check on it, meaning that there's really not going to be a way to work out any specific size requirement.

103
Can I be called Maquox? :)

lol, sorry. it's fixed, i pretty much just copypasted it from the other thread

104
I think you should edit the turn list abit. Put those that haven't had a turn such as reaper and yourself ahead of those that already had 1 turn, such as myself and Xenos.


That is a good point, though i've had a turn as well. I'll change in in a sec.


From now on though, i'm probably just going to do it first come first serve, people requesting repeat turns will just fall into whatever order the requests happen in.

Or, we could just keep it a closed loop and just let those signed up now play over and over until we manage to screw up and lose meet our Fun quota.

 What do you guys think?

105
DF Dwarf Mode Discussion / Re: Military Training
« on: October 18, 2010, 01:39:19 pm »
'Danger room' is really sort of cheating IMO. If you don't think so, or you don't care, then it's probably the best/quickest way.

If you do it the 'right' way, your best bet is to check immigrants carefully and throw ones with good military skills into the military. They will teach your other dwarves much quicker then starting everyone from scratch.

Once you have a good military, the training sessions work really well. New recruits will be brought up to speed with the demonstrations and high quality sparring very quickly. It's just getting the first few guys to legendary that's the hard part.

The thing about danger rooms is that they can be, in fact, dangerous. There's always the (very remote) possiblity of "The spinning -alder training spear- hits the Axe Lord in the head, shattering the skull, and jamming the brain through the skull!". It is quite actually dangerous for mothers and people with pets, as well as anyone without any kind of armor(like babies and pets).

This is why you always need to make sure that you cover every gap in the armor with something.

Your best bet is to make a shitton of either dresses(best), robes(effectively the same), or hoods, socks, and mittens(only if you can't make dresses or robes).

Even masterwork wooden training spears linked with masterwork mechanisms can't penetrate cloth clothing, so using something like a robe or dress with [UBSTEP:MAX] and [LBSTEP:MAX] covers all the gaps that are left exposed by armor(face, ears, fingers, toes, neck, etc.)

As long as you use one of those, your dwarves will never get an injury from wooden training spears. Using anything else is just asking for trouble though.

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