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Messages - khearn

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151
DF Dwarf Mode Discussion / Re: Dwarven Minecart Cavalry
« on: February 17, 2016, 08:34:51 pm »
And the windmills to power the rollers will do a fine job of attracting any building destroyers (like trolls) right to your field of fire. Of course, if they manage to take down a windmill or two and your rollers lose power, your cavalry will find themselves stuck out there in the middle of some angry pincushionstrolls.

Hmmm, maybe a more secure power source needs to get built for the production version. :)

152
DF Dwarf Mode Discussion / Re: The Carpenter, what's next?
« on: February 17, 2016, 08:31:34 pm »
I've read that a good way to train architects is to lock them in a room with a bunch of stone and designate a bunch of bridges. They'll design the bridges (and haul the rocks), but won't build them (assuming they don't have masonry turned on), then you undesignate and re-designate and let them start over. If you designate the same bridges over and over, they shouldn't even have to haul the rocks after the first time, so they'll spend full time designing. Might want to stick some food and booze in there as well.

153
But is it worth making a bunch of marksdwarves, when you could make a bunch of axe/sword/spear/hammer dwarves?

I can see the utility of putting all your civilians in militia crossbow squads so they're armed all the time and can contribute *something* in a fight while hopefully staying out of harm's way (yeah, right). But is it worth having fulltime marksdwarves when you could have fulltime melee dwarves instead?

The one reason I can see is in the case of a forgotten beast with deadly dust (or fire or webs, depending on circumstances), where you don't want to engage in melee at all. But that's why I build complex traps (that generally work at least as well as my marksdwarves). Well, that and the fact that building complex traps is fun.

And what about macedwarves? Anyone actually find that they are effective?

Hmmm, it would be nice to write up a gamelog.txt scanner that parses the combat output and can "score" the various hits and see if it's just a matter of perception, or if macedwarves don't really accomplish much of real value. They hit as often as anyone else, but their hits just don't seem to do much.

154
I think (but I'm not certain) that DT derives its memory layout from dfhack, rather than attempt to work the entire thing out separately. It used to be that when a new release came out, you could use a scanner built into therapist to get the memory layout. Or at least, use it to get a start at getting the memory layout, assuming it hadn't changed too much. But it didn't always work well. So I'm assuming that Splinterz just got tired of duplicating the effort that was also being done for dfhack and decided to piggyback on their work. So now therapist isn't usable until someone gets the new memory layout for dfhack done, and then Splinterz does some extra work to convert it to what therapist needs. Presumably this work is far less than generating a layout from scratch. (Someone who actually know what goes on is more than welcome to chime in here)

This still results in therapist being usable with a new release far earlier that dfhack, because there is usually more to do with dfhack besides just identifying the new memory layout. All the dozens and dozens of dfhack scripts and plugins need to be checked out and fixed if necessary. And the dfhack devs seem pretty conservative about actually releasing new dfhack versions.

If you are willing to compile dfhack, you can get a version that works on a new version before they release an alpha (but you take your chances on it, because it is pre-alpha, which means possibly broken). You just have to monitor their git repo and see when they get their memory layout in. Or you could wait until a therapist release comes out, which would mean that dfhack's memory layout is in. :)

So far I don't think they've felt confident enough to do a real, non-alpha dfhack release since 42.XX came out. So therapist is way ahead in that aspect.

155
Now it depends on getting the memory layout from dfhack, which is why all the discussion about dfhack the last couple of pages. There's a link early in that discussion with instructions for how to discover the memory layout. I took a look at it, and it's non-trivial. I used to use the scan tool that was built into therapist with no problems, but the dfhack instructions do seem to assume a lot of knowledge about how things work in dfhack, which I don't have (they're written for dfhack devs, so that's not really a surprise). I could probably figure it out, but by the time I do, someone with more experience would already have it done.

Besides, I'm not really sure I'm all that anxious to jump to .06. It's got a new bug that makes people upset if you trade away their masterwork items. I'm not sure if that's sufficiently bad to cancel out the gains. I don't really care that much about being able to specify that a statue should depict 7 dwarves slaughtering 50,000 elves or whatever. The exported wealth fix is nice, since it would mean human caravans again, but if I can't trade away masterworks... dunno. I'm actually surviving just fine in my .05 forts with no human trade caravans. I guess the other fix that I'd care about is getting people to quit grabbing stuff made of materials they like. I've got a dwarf carrying around one of my iron minecarts that's *supposed* to be used for moving magma up from the basement. But I already built an extra minecart, so I can live without that fix.

I guess if you really want to be able to specify images and statues, then moving to .06 is kinda important. But other than that, I don't really see the urgency.

156
DF Dwarf Mode Discussion / Re: Dwarven Minecart Cavalry
« on: February 17, 2016, 05:27:13 pm »
He said he has marksdwarves riding the carts. It sounds like it might be a decent way to get them to stop charging into melee, if nothing else.

157
Well, the thread subject says "Dwarf Therapist (Maintained Branch) v.36.0 | DF 42.05". That kind of indicates that it works with 42.05, and thus might not work with 42.06.

158
I'm more and more thinking marksdwarves are just a waste of time. Almost every bolt gets blocked, and those that don't seldom do much damage. Maybe it would help if my marksdwarves would shoot the copper bolts that I have marked as "combat use" and not the wood bolts that are marked "training use only". And then there is their tendency to charge into melee with a full quiver instead of staying back and shooting. Given all the effort it takes to get them to actually shoot useful bolts, I'm more and more thinking I'd be better off just taking away their crossbows and handing them real weapons so they can do something useful.

Then there are macedwarves, who also seem pretty low on the utility scale (but better than marksdwarves). They seldom seem to break bones like hammers do, and they don't lop off limbs. All the bruising they do might be useful against goblins, but against undead and weres (which are what I'm been facing mostly lately) they don't seem to accomplish much at all. Had a fort where the first 2 migrants with military skills were both macedwarves, so I started my first squad with them. Then an axedwarf showed up, followed immediately by a bunch of undead. The axedwarf had a copper axe and no armor, the macedwarves had silver maces and full armor. In the end, the axedwarf killed all of the undead, except for one that got killed by a lucky blow to the head from a mace. But I saw dozens of headshots from maces fracture the skull, but not enough to drive it through the brain like hammers would have done. What can a mace do that a hammer can't do better?

159
Non-elites will shoot through fortifications if they are right next to them. Only elites can shoot through non-adjacent fortifications. Just don't give your crossbowdwarves room to get farther away.  And watch out for elite goblin bowmen.



160
DF Dwarf Mode Discussion / Re: The Carpenter, what's next?
« on: February 17, 2016, 03:28:17 pm »
I don't really pay that much attention to mine, now that you mention it. He usually has a few other skills left over from the days when the fort was so short-handed (not a height joke - really!) that everyone had to wear a few hats.

Hmmm, just checked my current fort, but it appears that my original carpenter hasn't survived. Oh yeah, he got killed by a forgotten beast back in 253. I remember now, it was when I first opened up the passage from the caverns into my automated forgotten beast trap. He was one of the crowd that just had to run out into the caverns to pick up all the corpses of critters that had been killed by the forgotten beast. And while they were rushing out, the forgotten beast was rushing in, and met them just outside of the traps. Here's a hint guys: if the caverns are full of corpses, maybe there's a reason for it.

Anyways, by the time I don't have much use for a carpenter anymore, my original carpenter (assuming he's still alive) is usually a fairly decent cook or brewer or farmer or something along those lines, so I just let him/her continue in those side professions, while still being available to make the occasional ☼willow bin☼ or ☼oak shield☼ as needed.

161
DF Dwarf Mode Discussion / Re: Dealing with Tavern Brawls?
« on: February 17, 2016, 03:09:53 pm »
I've gotten to the point where I accept the first few entertainers, and maybe any that look particularly interesting, like a goblin dancer, then reject any more entertainers. Don't need any more freeloaders who won't even haul trade goods.

I'll accept most soldiers, assuming I can provide weapons/ammo for them. Just accepted a human bowman, after first making sure he brought his own bow and that I have a few hundred metal arrows lying about, left over from earlier sieges. But the human pikeman that applied? Nope, sorry, can't make a pike for you. My military is full time, so not being able to assign other labors to the mercenaries doesn't bother me.

I accept all the scholars that apply, but don't get very many of them. Lots come to visit and steal my books, but very few seem to want to stick around.

162
I don't think it's too much to ask that people read the previous page before asking questions, and especially before demanding status reports from a developer who gives his time voluntarily.

Here's your status report:
Splinterz is currently working on whatever he damn well feels like working on, and the ETA for a dwarf therapist that works with .06 is whenever it gets done.

And no, there's nothing like therapist that's currently working with .06. There is something similar built into dfhack, but dfhack generally takes even longer to be available for new releases, so don't get your hopes up. And the one in dfhack isn't nearly as nice as therapist.



163
DF Dwarf Mode Discussion / Re: The Miner Shuffle
« on: February 17, 2016, 01:52:54 pm »
Mine will usually stay in one area quite nicely now, as long as they have more spots to dig. If they're in a narrow space like a vein that has been marked for digging with digv, they'll often end up with nothing they can dig at the moment where they are and run to another part of the vein. But in wide open spaces they always seem to go for the nearest designated tile.

You also can have problems when you have more miners than the working face is wide. If you have 3 miners and you designate a 2-wide tunnel, 2 miners will start, and as soon as one tile is removed, now there is space for 3, so the third will dig a tile, and now one of the others has no space, so it heads off to dig somewhere else, then you end up with 3 spaces available in the tunnel for a moment, so that one comes back, and someone else ends up squeezed out. Having too many miners can actually end up being counterproductive at times.

Where I see them running back and forth the most is when I have two tunnels designated on top of each other at the same priority. They'll dig a spot or two on one level, then decide that the spot on the level below is closer since they rate closeness by x,y,z straight line distance.  So they'll run down stairs and dig a couple of spots, and note the spot directly above them is closer and run back upstairs. The way to avoid this is to designate the digging at different priorities. Make one floor  priority 4 and the other priority 5, and they'll do all the 4s before moving on to the 5s.


164
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 17, 2016, 01:44:32 pm »
Had a minor brawl in my tavern. My mason went up against my two miners. Mason ended up with a compound fracture in his arm. Or actually, not so much *in* his arm, it being a compound fracture.  :o

New rule in my fortress: If the miners get drunk and start claiming that theirs is the most important profession in the fortress, just nod and agree with them.

165
DF Dwarf Mode Discussion / Re: Dealing with Tavern Brawls?
« on: February 16, 2016, 07:06:43 pm »
That's not what they meant by "Dead Poet's Society".


BTW, Platinum and native platinum are tied for densest normal materials, at 21400 kg/m3.

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