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Topics - Saiko Kila

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46
DF Dwarf Mode Discussion / Web acts as preservative?
« on: June 07, 2012, 03:54:44 am »
I have a Forgotten Beast, which fought with a chained duck. It shot dozens of webs before finally assaulting the duck, which was thrown on the ground and died, on the spot containing a web (there are not many spots in that hall that do not contain a web). Since the beast had ducked an attack by the duck previously, it (FB) jumped to a spot next to a hatch, leading do my Forgotten Beast Trapping Complex and the fortress. Due to a known bug, the beast was stuck there, trying to destroy the wooden, unlocked hatch and unable to do so. This happened over two years before present. I hope that a next FB comes and destroys the hatch, but so far they haven't been interested.

Anyway, what's interesting to me is that the duck's corpse is still fresh, while much younger ones are skeletons by now, or even reworked into Objects of Dubious Usefulness. Not to mention my favourite step of pinky vapours. There were no gaseous attacks, so I suppose it isn't any special substance preserving - may it be that this web preserves bodies? Or just a glitch?

47
DF Dwarf Mode Discussion / What was the point of material changes?
« on: May 16, 2012, 05:38:53 am »
What was point of material changes in .34.08? I'm rather disappointed with some of them. There are even some outright wrong changes, for example cedar is based on a tree which is not cedar at all, not even a conifer - and it still grows in coniferous forests in DF. It's like basing a wolf on Tasmanian wolf.

I suppose the only change which matters in game terms is solid density of materials. Unfortunately, DF simulation is rather weak in this area - real life Scots pines (Pinus sylvestris, one of the most important pines of the Old World) for instance, as timber, have density usually in range 400-550 kg/cubic metre, but can be less or more. Siberian larch (Larix sibirica) can weight 590 kg/m3, just as the larch in raws, sure, but it also can weight 450 kg/m3, and freshly after cutting it is 850 kg/m3. Back to cedars: Canadian Western Red Cedar weighs even 550 kg/m3 as fresh logs, but its timber is only 330-460 kg/m3. So some logs weight more like fresh ones, and some more like heavily dried or seasoned.

Similarly stones have different densities, but since they are more resistant to water penetrations the changes are proportionally smaller. Gabbro can weight 2700-3300 kg/m3 for example, the DF version weights 2920, close to average values.

Since there are such many natural variations, I don't see a point in changing values to some arbitrary ones, when DF cannot emulate such variations. I suppose it may be added in future, like there are variations in size of dwarves, but for now such changes are premature. At least when it comes to such variable materials as timber. I admit I don't like the changes for two reasons: one is hauling update, which makes it matter, but the other is... less than scientific reliability.

48
DF Dwarf Mode Discussion / Removing sand from artefact bag?
« on: May 08, 2012, 05:12:49 am »
I wonder if there's any method for removing sand from artefact bag? Glassmakers won't use it (I suppose it's a bug) and it cannot be ordered to trade depot. I cannot build such artefact as furniture either. It can't be dumped. If I'm correct sand also doesn't burn in magma. DFHack cannot move or destroy items which are placed inside another items. Which makes this bag utterly useless. It can be only moved to another stockpile.

49
DF Dwarf Mode Discussion / How often do vampires drink?
« on: May 03, 2012, 04:28:54 am »
How often do vampires need to drink? That must be less often than normal dwarves drink booze, which is once per 3 weeks or so. My vamp-king was one of the most productive members of society, simply because he wasn't taking breaks. After two months I've decided to confine him to his throne room. Now he is getting happier any moment, staring at his riches, and my fields are getting untended, not to mention my dwindling booze supply (he is a brewer who doesn't waste time on drink, a rare occurrence). I want to make him work again, but it would be helpful if I could plan how often I need to "feed" him. Also, I believe he stops being productive after booze deprivation kicks in, so is there a way to help it?

The real reason I want the guy to work is that I don't like that idle counter to be above zero though, it's getting on my nerves.

50
I have a setup, where invaders must have to go through a trapped corridor, under ballista and catapult fire. The intention was that some of the invaders jump to the pit, some other get shredded, and if led by a leader, they stand around his body and allow themselves to be executed. Instead of an elven caravan a zombie invasion happened, and I could test the setup.

Spoiler (click to show/hide)

The first victim was pacifist son of my siege operator. She injured him critically when he stood in front of the ballista, and even tried to load another arrow instead of helping him (after I disabled the shooting, she went to eat something, the son died a couple of minutes later, and was replaced at his post by his brother. This reminds me why dwarves should be sterilised). The shooting from catapults and ballistae continued, and no zombies ever wandered through the second trap. Similarly, no thieves and wild animals. There came one wild grizzly bear with the zombies, but fortunately it was being scared away by my operators, who were trying to retrieve arrows - I used this fact to catch the bear later, he was male and I had only females from elves.

Now, there's something I find strange: most of the zombies were killed by the first trap. After battle I have counted 102 zombie bodies on it, plus one goblin thief who went with the crowd. Some zombies jumped forth, after being hit by some components of the first trap, and were dismembered and killed by the second trap. And about 20 zombies were killed by siege engines. Siege engines also revealed a hidden kobold thief, one of two who were attempting to rob me hiding behind the zombies (another one has revealed himself later to a Legendary+5 marksman, who came to kill the last zombie). The first revealed kobold had his hand and leg broken by cobaltite stone, but was able to flee the way he came finally, occasionally losing consciousness for a while. No-one jumped into the pit, though it was full of body parts anyway.

The first trap had exceptional mechanism and 5 weapons: iron morgenstern, green glass corkscrew, iron maul, spiked green glass ball and pine spear. The spiked ball was responsible for most kills I believe. This weapon was planned to only rough up the invaders, and force some of them to jump to the slave pit. I suppose I have overestimated toughness of some of my opponents.

Questions here:
1. The traps never jammed, which I find unusual. Has the frequency of jamming been lowered in v.34 or zombies are such soft targets that they don't jam the weapons?
2. Why zombies did not attack the kobold, letting him go? Are they friends? Because the zombie civ is in fact a dwarven civ, and the kobold civ is another entity.
3. Also why zombies didn't attack the grizzly? I thought undead loathe all life. I saw them sparing some birds and snakes in the forest during previous sieges, but thought it to be accidental, everyone has his priorities. But here it's clear they didn't care.

51
Liaison was coming every year, together with caravan, to make a trade agreement.

One year, a merchant horse was killed and merchants refused to trade and left the outpost. The liaison was hanging out in my fort for another six months, then left without conducting the meeting (my mayor was available, this was a lazy liaison case). The diplomat "left unhappy" and diplomacy got "stymied".

Next year the liaison came with caravan as usual, conducted meeting, but proposed only to make a barony. I declined, the guy left. Since then the meeting is repeated every year, with the same outcome.

Is there a way to make trade agreement now or I'm doomed to these unproductive meetings forever?  I want to be independent, because my king is a vampire, and I don't want that scum. Besides, I'm happy with minimal level of nobles.

Also, in v.31 I needed roads for establishing capitals (my listed requirements were 15k architecture, 5k roads, 5k offerings). Here, in v.34.07, I have only 10k in architecture and 7.5k in offerings listed as requirements. The wiki gives the previous requirements, but this is untrue in my case. Probably it was copied from the previous version. Are these requirements randomised somehow, or they've been simply changed?

52
DF Dwarf Mode Discussion / Zombie confinement problem. Dead or Alive.
« on: April 16, 2012, 08:05:06 am »
Some background - a few months ago a dwarven caravan came, together with a liaison, followed by a band of zombies (almost 200) and some goblins. I was too busy to fight or manage them, so I just allowed the caravan to enter, made sure the remaining merchants and bodyguards had no apparent chance to survive (which was wrong, because merchants survived somehow and were running in circles around my walls, only their  5 bodyguards died) and closed the gates. Unfortunately two of outside merchants had their horses killed, so merchants inside refused to trade. I allowed them out (five wagons of goods, welp) with the remaining bodyguards. The mechants fled, but all 5 still alive bodyguards died in the end, fighting very bravely. All goblins also died to zombies. Together with the bodyguards they killed all the zombies except one, which was killed by my military, because it was too afraid to enter my cage traps. During all that mess I captured almost 30 zombies. I ordered all zombie corpses to be thrown into  smashing chamber, but cannot smash them right away because I need to sort out useful stuff first, and it will take a few months. Now, there are two problems I don't know how to solve:

1. With dead zombies. I built coffins for the bodyguards, and my dwarves moved them there. However, I also built some coffins for future needs, but they all had "Dwarf corpse" assigned to them. The zombies in question are called "Dwarf corpse". I tried removing and rebuilding the coffins, but they always end up reserved for the zombies. How to make it stop? I cannot built hundreds or coffins for some stupid dwarven zombies, I'm not a disaster relief agency. Why are they treated as my citizens or friends? Thankfully there is no "burial job",  so no cancel spam, but this still makes my cemetery useless. If I select to disallow burying citizens, the zombies aren't assigned to the coffins, but what are they good for then?

2. With alive zombies. Caged zombies cannot be pitted, nor can be assigned to another cage, which means I have to build a cage for every one of them, then link it to a lever and release if I want to train my military. Linking ten cages takes like one month, then killing the zombies is done in five minutes. Absurdity. Again, it seems they count as my civ or friends. Is this really intended or just an annoying bug?

53
DF Dwarf Mode Discussion / Elder child
« on: April 15, 2012, 02:06:08 pm »
The wiki says that children migrating to the fortress can be 2 to 12 years old. But I just got a child which is 15 years old, I had younger dwarves marrying in my previous fortress (last year release of DF). He's no vampire, he has parents who came with him. Does this mean that there is a bug with generating children in worldgen or the transition to adulthood occurs later than in previous versions? DF unmodded in version .34.07.

Slightly related: It's been 2 years since the newborn (one month old actually) daughter of my militia commander and his miner wife has been kidnapped, but her parents never realised the fact. The child is still listed as a member of my civ, and is still ecstatic to be free. Is there any chance my commander (who got another child later, and I don't know what happened to his previous adult son, maybe he hasn't come yet) realises the loss and falls into despair, possibly interrupting any military operation, or I'm safe?

54
DF Dwarf Mode Discussion / Spoilerific artefact
« on: April 13, 2012, 04:18:46 pm »
My mason got moody and made and artefact, a coffin with two scenes. One of the scenes depicts ascension of my current king to the throne, some 40 years earlier. The scene names the king as "vampire dwarf". I have never seen a vampire in fortress mode, let alone a king, so this invokes a couple of questions:

1. Is being a vampire legal? If not, how come dwarves of my tribe tolerate such a being on their throne? If some backwater mason knows the fact, then everyone should know that.

2. If this king comes to my fortress, is there any use for him? Other than making the coffin useful...

3. How loyal are the military from his entourage? I suppose they don't care who is their boss privately. But will they attack me if I attack the king? If they are vampires too, then my dwarves might find themselves in a grave danger. I have about 140 dwarves now, and no vampires amongst them.

55
DF Dwarf Mode Discussion / Military migrants in 0.34
« on: April 11, 2012, 02:09:50 pm »
Actually, I have two questions related to my first experience with v0.34.07, but don't want to spam topics.

1st. All my migrants (50 or so), except one, have military training. This is a serious difference to v0.31, where most of my migrants were military untrained and I had to teach them from scratch. Is this a coincidence, or a planned change, perhaps to make up for supposedly increased difficulty? If so, why one dwarf is untrained? He's a thrill seeker, has sense of duty and is organised, a perfect future soldier. Or maybe this is a quirk of this particular civilisation, they have a nation wide conscription or something. That would be quite a nice touch if true. But I don't know how to check actual differences between dwarven civs.

2nd. This is the first fortress I have both magma pipe and natural connections/passages between all caverns. And magma pipe is connected to the top cavern, which means everything is connected to everything, and makes exploration more dangerous. Were magma pipes always open to the cavern, or again it's a coincidence, and there may be fully enclosed ones in some different location?

56
DF Dwarf Mode Discussion / Purpose of civilisation list on embark?
« on: April 11, 2012, 08:47:58 am »
What is purpose of civ list when embarking? I thought it was related somehow to trading, but not enforced strictly, at least in version 0.31.xx, where I had elves visit me after couple of years of not-visiting.  In current version I have only goblins listed as neighbouring civs, too, yet I'm getting visits from human and elf caravans (beginning with second year), not counting dwarven ones. So the list must serve other purpose. Maybe the list shows civs which can besiege my fort or something like that?

57
DF Dwarf Mode Discussion / Dumb Support in Trap Department
« on: June 29, 2011, 12:36:43 pm »
Inspired by topic about traps against trapavoids, who also happen to avoid pressure plates, I did some experiment on supports. Basic idea is to use magma to trigger the plate, which makes support tumble. Other idea is not to use plates, when not necessary. And in my layouts they are usually not necessary, because supports tend to be located next to the plates anyway. Supports are buildings, and as buildings they are as resistant to magma as much as they components are. So I checked time it takes to bring supports down and make a cavein. My setup was as this:
Spoiler (click to show/hide)
These are basically "landmines", which are built in my obsidian caster. Whitish tiles next to the ramps are recreated marble floors, remnants of walls used for building traps. Floors to be caved are made of dolomite. Supports are made from nether-cap, diorite, wood (acacia), zinc, dolomite, copper, nickel and tin.  Bolded ones are supposed to survive magma, all others - not so much.

I dropped magma and measured time needed to collapse the support, and to collapse the cave-in which usually happens shortly afterward - one to two frames usually. But tha game doesn't pause for a moment, so we usually see a state of matters a few ticks after the cavein was triggered. I was curious which materials can be used as reasonable timers.

After first couple of runs I changed setup to involve more supports of the same material, and to involve other materials, potentially better materials, namely pewters and lead. Due to some light randomness the exact time of survival differed amongst runs, but it was always very close, and the sequence of materials was generally . So for zinc it could be 182 frames or 187 frames, but not 195, for example, and lead was always before pewters.

Measured times, from magma contact to collapse, were as follows:
Code: [Select]
lead    45
tin     47
pewter  48
zinc    185
wood    335 (wood starts smoking around 100 ticks from contact, it really hinders observations…)
copper  approx. 1300-1400
diorite approx. 1700-1800

Due to expected errors it is possible that all first metals there would melt somewhere between 40 and 50 ticks, though most likely around 45, the same error is for zinc, and for wood it is around 10. Other values are approximate, due to way they were calculated (from video), though the ranges shouldn't be off for more than 10%. Yes, melting diorite or even copper takes more than one in-game day.

As seen the sequence of melting follows two properties: melting temperature and specific heat capacity (called "specific heat" in RAWs). The lower the melting point, the faster the object melts. The lower the specific heat capacity, the faster it gets hotter and eventually melts. The best short fuses are apparently lead, tin and fine pewter. I like zinc too. The sequence follows a sequence of destroying cages in magma - goblins in wooden cages tend to outlive even copper ones (though it isn't a comfortable life) while zinc cages almost explode shortly after submerging. These supports are "dumb" because there's no logic nor sensors, only basic material properties involved.

How good they are in practice? For my traps they are lethally good, not least because I use shaped cave-ins, which kills everything that happens to be in area. Building destroyers usually stand one tile from a door or floodgate, often directly under the support (supports are passable). When using tin or lead, they have around 45 ticks to run, which, with Agility=2000 would mean about 6-8 tiles, and for the average troll it would be around 4-5 tiles. The most agile denizen of Underworld on my map has agility=2000, though even maximum agility doesn't give much more headroom, plus they like to crowd much, which makes them slower. For comparison, time taken from triggering upright spike trap to make it move is 40, and time from triggering a bridge/floodgate to open it is 100. Supports aren't, but are fast enough for many uses. In fact it may be wiser to use zinc, or maybe some alloy or wood, and give enemies more time to fill the corridors-to-be-they-tomb.

Magma tumbled supports have one disadvantage, which is need for magma to stay at they location. With short time "fuses" that's not an issue, but longer time (like stones) would probably need additional measures. Like setting them in a 3x3 trough with ramps, to collect magma, and making them two levels high (or three levels in shaped caveins). To install one support atop another it is required to make a floor on the first one. Or simply putting a constant source of magma, maybe through a diagonal depressurizer, then it tends to stay for a long time. I use them mainly because my mechanics are really busy in other parts of the fortress, but also because they are means of disposal of unwanted metal...

58
DF Dwarf Mode Discussion / Moody clothier wants more adamantine
« on: June 27, 2011, 05:32:13 pm »
I had a secretive clothier who took a workshop, claimed two adamantine clothes and started drawing pictures - of leather, forest, quarry, shiny metal and cloth, some of them multiplied. I had no idea what he wanted, because I had everything, according to wiki article. I found the last strand of adamantine in my hospital, dumped it and reclaimed to be able to make cloth. Immediately after the cloth was made, the moody clothier took it as a third ingredient and finally started gathering other resources. Which shows that "stacked cloth" may also mean adamantine cloth, not only the three basic types. But I think that Urist McGreedy should be fine with only one cloth piece, the first one, to be specific. Does any cloth need three pieces to make? I don't think so.

59
DF Gameplay Questions / Militia captain overrected, now what?
« on: June 25, 2011, 02:03:15 pm »
I have a militia captain, who didn't react nicely to melting one of the bolts she constructed. Happiness dropped from happy (~130) to miserable (0), which I think is a bit of overreacting - it's bigger drop than deaths of two friends for example. And the captain is closed in a cycle of self-spiraling tantrums. When she was reaching very unhappy (25) then she was tantruming, then usually calming down quickly, but happiness always was dropping to zero again. But after couple of cycles she seems to not gain happiness anymore - probably a cooldown of sorts. I let her kill some gobblins, trolls, hungry heads, domestic animals (while tantruming) and even a jabberer.  But she is still miserable. Mist didn't changed anything, despite appearing for the first time (so there SHOULDN'T be any cooldown). Also when defending a burrow on schedule, her order is displayed as "Attend Meeting" instead of the proper one, which is probably a bug, unless I don't know what the meeting is. I wonder if there is any hope of recovery? I'm lazy and don't want to disband this squad and reform it again, and send her on a suicide mission, but keeping such unstable soldier, who among other is also a high master marksman and legendary hammerman, is quite dangerous.

She looks like this:
http://i.imgur.com/7uIvg.png

I remember problems with keeping her happy 10-15 year earlier, after migration, but that eventually subsided. And now this. A bolt.

60
DF Dwarf Mode Discussion / Training spear shatters a bone
« on: June 20, 2011, 02:35:08 pm »
I recently had this issue: a training spear struck my hammerdwarf in the foot and shattered the bone. I've been using this little Danger Room for 12 years or so, and never before had such accident. I thought that bad things happen, but then realized that the dwarf was one of my favorites. Which meant she had more protective stuff than usual, for example an artifact adamantine dress. Well, a dress doesn't protect feet apparently, but what about steel boots? Turns out the dwarf had only one steel boot, on another feet. The broken one had two socks instead. I felt quite cheated by the game - I checked, and she was wearing all stuff assigned, which means there was no intention to wear the other boot...

After a quick control I determined that even some of the older dwarves wear only one boot. More precisely, if a dwarf is assigned metal footwear but no socks, he/she wears two boots, on two feet. If a dwarf is assigned both socks and metal footwear (I employ this scheme in newer squads) he/she wears two socks and one boot - socks are usually on both feet, but not always, as was the case of my unlucky dwarf. And I have spare boots in my bins of course. Now, what to do to straighten this up? Anyone observed such bizarre behavior? Obvious resolution would be to remove socks from armor template. But if I want to use socks for some reason?

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