Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Halnoth

Pages: 1 ... 13 14 [15] 16 17 ... 44
211
Well, I've got a poet, so I suppose I'll just keep her untrained in medicine and engineering and put her in my public library (my doctors and engineers will be in my private library) and see what happens. I will train her in Recordkeeper, though, because I need something to do with her in the meanwhile. I'll also need to find someone who has no engineering or doctor skills but is skilled in writing and wordsmithing to teach her, because she has skill in neither!

Record keeper is a scholarly skill (I don't know what it is related to though) so that might cause her to research other topics.

My hunch is that poetry is not a scholar skill. Alot of dwarves seem to have some skill in poet but don't write poetry frequently. I do occasionally get poetry books but I never see dwarves discussing it.

212
I attempted to see if I could get my dwarves to write books about other books like the necromancers like doing, so I embarked with a bunch of critical thinkers, but it seems they started discussing maths instead.

Thats because crit think is at the base of the knowledge tree that leads to math.

                 medical
crit think <
                 logic  - math

213
Dwarves do not pray while in jail. My chains are in the temple and all prisoners have unmet worship needs. They will attack dwarves near them though.

214
Part of the problem is that there's a bug where dwarves compulsively move the same item around different coffers in the same location.  If you have hand held instruments, many of them will show they have a task assigned to them, so dwarves can't use them for music.

I didn't know about this one, it explains why I see all my books and scrolls being moved around constantly without being read.

Is it possible to use a stockpile instead of a chest for zones?

215
Also, I put most of my legendary military dwarves on scholar duty.
Either observer is an academic skill too, or their name comes from having a high Teacher skill, but none to dabbling in all other academic skills.
I think the latter.

Their academic profession is called 'naturalist'.
It's not the tracking skill, even though they are all dabblers there, because my non-military hunter, who is better at tracking, but lacks the observer and teaching skills, is just a 'scholar'.

In fort I've noticed that dwarves will not gain a scholar profession until they gain a level in it. I will go through my forts and see if I can prove observer as a scholar skill. I haven't been checking for it because I didn't think of it. I have found no correlation between the teacher skill and any academic profession title but I think I had a migrant peasant with a high teacher skill and nothing else a few forts back so I will check. Since I am looking at observer I will also look at other common military skills to see if I can find something.

Back on task, according to the wiki most jobs give either 30 or 10 experience.  95% of jobs give the standard 30, while mass jobs (like stone detailing or firing at an archery target) give just 10.  However, attacking a living target gives a huge experience boost for weapon skills.  Due to the extreme length of time it takes scholars to finish their various tasks, they rarely get very far trying to train in-fortress.  I've seen cheesemakers with great intellects that valued knowledge spend years without breaking "dabbling" in their skills new scholarly skills.  They even gained masters, but the master didn't know much crap in the first place >.>  Skill gains from master/student relationships should have a higher modifier than just the base 30.  You are getting direct 1v1 instruction from someone you respect enough to call "master," you should be learning far more than at a normal rate researching on your own or just arguing with random Urists.  Even then, it'd still be slower growth.  I don't expect them to pop straight to legendary like a miner tearing through a sand bank for several months, but spending a week on the same job to only gain 10 exp is too much in the other direction. 

Skill growth for scholarly activities appears to be split between skills. 1 discussion for example will give 10-30 in speaking and 10-30 in chemist (or w/e topic). Same for book writing which will give a (I think) standard 6 in wordsmith, 12 in writing, and 10 in a topic skill.

I do agree that skill growth is slow but I'm working on a way to train them faster. I think its all about the library set up. Previously in .02-.03 forts I saw skill growth all over. However, since starting .04 I have not seen dwarves discussing topics that they do not know about. My current fort has 12 scholars, all with medical skills except 1 that has tracking and mechanics. For the past 5 years the dwarves have only talked about these topics. In those 5 years nearly all of them have gained at least 1 skill level in each. My idea here is based on the idiom "you don't know what you don't know" so my next test will be as follows;

Embark with 3 scholar dwarves (the other 4 will build the fort so I don't contaminate my scholars with job skills), all will have a 3 in writing and 2 in teaching with the following skills
Dwarf 1: 5 Diagnose
Dwarf 2: 5 Geography
Dwarf 3: 5 Chemist

I will then set up 3 different libraries who have no scholar visiters and test what skills are gained when. I will have to be careful as to what skills any new scholars have that I add to the libraries so as not to contaminate my experiment. If I get different topic skills from migrants then I will open up new libraries.

Ideally I want at least 5 scholars per library to maximize the amount of activities undertaken. I hope unskilled dwarves don't mess it up, I may have to savescum a few times to preserve my data.

My hypothesis is that if we decrease the amount of potential topics then we will see an increase in skill growth in the remaining topics.

Now I did a similar test in .02 but like I said dwarves appear to not discuss unknown topics in .04.


 

216
Well, if it's a collection of info that's still useful, it makes sense to keep it around, rather than lose it. I suppose he could have started a new thread and just copied in all of the links from the original thread, but that seems silly to me.

But no one can update the main list since the op has been offline and I should think having to read each post in the thread sorta defeats the purpose.

217
Damn, I am on 42.03.

I guess I'll just have to get rid of the temple.

or upgrade

218
Are you in 42.03 or before? because there was a bug where dwarves would constantly pray because the need was not being filled. Toady fixed this in .04.


Edit: Looking over your unit list, that doesn't seem abnormal really. Dwarves will get to your tasks but if they have needs they will do those things first. There is a priority list and counter now for each thing the dwarf could be doing. Green recreation jobs will be interupted for work stuff... eventually.

219
No visible skill gain. Critical thinker is still adequate, other skills still dabbling.
It does make me happy though. My dwarves had failed to write a book in over two years. They like discussing way too much.

Do you use dwarf therapist?

Dwarves gain about 10-30 xp in a topic skill each time they ponder/discuss/teach/learn + 10-30xp in speaking/student/teacher (except ponder since that is a solo activity).

I was just curious if you could pinpoint which exact skill the discovery was linked to. I have started tracking topics versus skill gain so that I can start finding links between subjects and also whether some scholar activities actually net multiple skill gains or not.

The practical gain here would be to ascertain which scholar skills you should combo at embark if you were so inclined.

220
Just got a new message:



He's an adequate critical thinker, no other academic skills beyond dabbling.

It caused him to immediatly take a "write about truth" job. I hope he doesn't need to pee before he finished writing.

EDIT: meh, ah well better than nothing.


what skill did he gain from this? can you tell? My guess would be logic. I wonder how much if any skill gain occurs with a discovery. Discussing the topic probably netted 10-30 xp somewhere.

221
http://www.bay12forums.com/smf/index.php?topic=154895.0

My on going library research probably qualifies.

Edit: I just noticed this was a necro from two years ago. Why would you necro a dead thread? The author is not likely to update it at this point. Create your own listing if you like the idea so much.

222
I'm having trouble using dwarven justice to manipulate my dwarves in my current fort. For some reason my dwarves keep electing a no demand mayor, and I'm suffering from the bug where my fort isn't being raised to a barony, so I can't appoint a baron that will issue mandates.

But I don't tend to use justice for killing my dwarves. Nah. It's better used on dwarves that need a happiness boost. Being released after a sentence used to be a good boost in previous version, not sure if it still is. That, and luxury prison cells.

You don't need mandates for the justice system to work. Any crime will be reported to your sheriff and you can convict whatever dwarf you want of the crime. Though there will be witness accounts that point you toward the culprit. Assault, destruction of fortress property, and general vandalism like toppling (but not destroying) statues can land a dwarf in jail.

The release from jail thought is not enough to counteract all the unmet needs thoughts that happen to a dwarf in jail. If the sentence is longer than 50 days or so then the dwarf will have negative thoughts related to worshiping and socializing amongst other things. Especially if that dwarf is already stressed.

223
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 04, 2016, 07:39:24 pm »
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.

224
DF Dwarf Mode Discussion / Re: Graphics Help!
« on: January 04, 2016, 07:10:59 pm »
You might have better luck posting this in the graphics forum.

225
Ah thx. That was it. I assigned the custom profession Scholar to all my Scholars to easier find them.

I have got the a.m. sage and 2 Engineers. The Engineers have following stats, just in case you are interested:

First:

Fluid Engineer - 11
Mechanic - 12
Optics Engineer - 7
Writer - 8
Student - 12
Teacher - 11


Second:

Mechanic - 16
Tracker - 12
Student - 1
(Bookbinding - 2)


Three Scholars have high stats in one or more skills, but no custom title.

First:

Surgeon - 12
Wound Dresser - 12
Student and Teacher - 1


Second

Tracker - 10
Student - 1
(Gem Cutter and Gem Setter - 11 each)


Third

Pump Operator - 11
Student - 1

The engineering skill layouts are expected though it is interesting to note that mechanic and naturalist apparently don't have ties (though that isn't unexpected). Would need more proof there.

The first scholar should be titled doctor or surgeon. Maybe if the dwarf gains skill you will see a change.

The tracker should be naturalist. Again gaining skill might cause a change.

I am not entirely sure pump operator gets a scholarly title. Gaining that skill is rare since the range of topics that can be discussed is super low (the screw is it I think and even that might be mechanic) I have only seen skill gain in that category twice. Both times it was on an engineering scholar, only 10 xp worth (so discussed one time), and I didn't see what the topic was.

Pages: 1 ... 13 14 [15] 16 17 ... 44