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Messages - Leonidas

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16
DF Gameplay Questions / Re: Dwarves will push but not guide minecarts
« on: September 16, 2020, 02:47:20 am »
A dwarf won't guide a minecart unless he sees a continuous track to the next stop. Maybe there's a break in the track somewhere.

17
DF Gameplay Questions / Re: What is this cat doing?
« on: September 13, 2020, 05:59:27 pm »
Some health info doesn't show on the in-game screen. Normally you could go to Therapist for extra health info, but it doesn't cover animals. You could try DFHack's show-unit-syndromes. Or you could try full-heal to demonstrate that it's health related.

18
DF Gameplay Questions / Re: What is this cat doing?
« on: September 13, 2020, 03:23:18 pm »
I would guess something health related. Are there any notes on his wound screen?

19
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 12, 2020, 08:37:52 pm »
I'm preparing a fort for retirement, making a convenient pile of the items that my adventurers will carry to the next fort. The pile includes 248 wafers and over 3000 bars of divine metal.

20
I set up a silk farm for a web-casting FB, with a dwarf as bait. Normally you have to change out the dwarf periodically, to keep him from going insane. But this bait dwarf was a werepanda, so he couldn't die from insanity or depression. I sealed him in with fortification and let him spend a year getting squirted with web, over and over and over and over.

21
DF Gameplay Questions / Re: Menu black screen bug?
« on: September 08, 2020, 11:36:20 am »
I get this too on the LNP. I just tap ESC once or twice, and the screen comes back.

22
Based on watching some of Kruggsmash's videos, it seems like you can indeed take over the world with an army of less than 100 dwarves.  In 'Scorchfountain Ep.11: Pyroclastic Flow' he sends out a lot of missions and clears several sites using just a few squads, even splitting his forces up on multiple simultaneous missions.  Later in the series, he appears to have just about totally conquered the world.  At 24:46, he shows a view of the civilization screen already mostly conquered.  And in 'Scorchfountain Ep.9: Tumbling Towers' starting around 25:20 you can see a video montage of many successful raids. 

There's a big difference between "successful raids" and "conquering the world", which Kruggsmash touches on in that portion of the video. He notes that he has been wiping out many tiny villages of a goblin civ with site populations up to forty. But conquering the goblin capitol with population 10,000 he descibes and "insane", and he leaves it for later. If he does find a way to defeat that site in fortress mode with 100 dwarves, I would love to hear about it.

That's a great video series, though. Thanks for pointing it out.

23
+1

There has been lots of talk about the mechanics of how different circumstances affect a dwarf's happiness. But a brilliant system of stress factors is irrelevant if it's opaque. The game already has a blizzard of traits and preferences that are presumably interconnected in fascinating ways---except that the players don't understand the connections. So lots of work has gone into a system that the players can't use or appreciate.

There are many other games out there that revolve around keeping virtual citizens happy, and each has to face the same sort of challenge. I hope that the Brothers Adams have looked at some of those games in designing the new stress system. Even though the mechanics of happiness vary widely from game to game, the task of summarizing and presenting the information is pretty much the same every time. Players always ask the same three questions:

1. Why did my person do that? Why did they choose Option A over Option B. In DF, this would mean displaying the numbers on each dwarf's needs for hunger, sleep, socialization, worship, etc. The Sims series, for example, has an elegant system of need bars that show whether your virtual person is likely to seek out food, entertainment, or the bathroom.

2. Why is this person happy or unhappy? DF has some of this now, but it's very indirect and confusing. And, as has already been discussed at great length, the underlying formulas are broken.

3. What's driving the happiness or unhappiness of my people overall? This is OP's point: If several citizens have the same source of unhappiness, then the game needs to combine that data and present it. Do the dwarves need better food, nicer bedrooms, fancier clothes, or more temples? Right now, the game tells you nothing.

To the many players out there: What management-type games do you think do a good job of presenting psychological information?

24
I'm surprised that so many people don't use glass. It has a big strength in that it produces objects out of nothing. Stone and metal are finite resources, and mining them increase the number of exposed tiles, which drains FPS. A magma glass furnace allows you to make as many objects as you want without expanding your fortress. Green glass gems, in particular, are handy for training up gem cutters and setters. And glass is an easy way to make magma-safe pumps.

25
Ok, so if the game is not designed for world conquest and missions are bugged, then how about an alternative? What if I made new fortress, conquer a site, retire it if the save file becomes corrupted, go to adventurer mode, sabotage goblin site, start new embark and repeat?

You can definitely do that. The game encourages it. Most of the migrants to your second fort will be skilled dwarves from your first fort. So the second and subsequent forts get up and running very quickly.

If you play adventure mode between forts, you can haul resources from your old fort to your new fort. Pack animals help with this, though it's unwise to move more than about 500 items at a time. If the adventurer dumps items on a site and then you start a fort there, then the items will stay where you left them.

You can also start your second fort, retire it, and then have the adventurer drop the items into the retired fort. If you do it this way, drop the items into a container such as a pedestal. Items dropped loose on the ground by adventurers are scattered all over on unretirement. And it's better to bring raw resources rather than manufactured items. Armor and weapons dropped by adventurers into retired forts have some flags set that make them unusable unless you work them over with a script.

If you don't want to play out the whole peasant-to-demigod story in adventure mode, you can retire a young fort, create a new adventurer, retire the adventurer at the fort, and then unretire the fort. Now the adventurer is a dwarf in your fort, and you can leave him on permanent military training. Once your fort is old and bugged, you can launch that adventurer as a legendary super-soldier with the best possible gear.

If you want to try this approach, read my retirement guide, especially the part about changing graphics modes. And always, always back up your saves before retiring.

Do retired fortresses campaign on their own?

After I retired it, my first fort became the civ capital, and I believe that the civ took over some elf sites. Maybe it was the civ attacking rather than the fort, as Patrik says. I dunno. It also might have been relevant that the retired fort was deep in enemy territory, so there were plenty of enemy sites near the capital to attack.

Partially related: what would happen if I retired a fortress immediately after embark? Would it maintain its population? Could I just carpet the region with fortresses spawns, hoping one or two is successful? What happens if you visit such fortress in adventurer mode? Do a dwarves just awkwardly stand around wagon? (I did not have a chance to experiment with adventurer mode yet)

You can definitely start a fortress and then retire it without developing it. If you visit those retired forts as an adventurer they're just like any other site. The dwarves don't seem to do much. They wander around a bit. I have seen those sites lose population by falling through the ice at thaw. I assume that an enemy civ could attack and conquer them. But mostly they just stay as you left them.

Some ways to use these tiny forts:

1. If your world includes a river that's too large to cross on the world travel screen, you can plant a fort on the river and play it long enough to build a bridge over the river or dig a tunnel under it.

2. You can use a tiny fort as a beverage station. Embark with lots of booze, then retire. Your adventurer can fill his waterskins with the booze, and it won't freeze.

3. Embark with horses or whatever other mount you might want. If your adventurer needs a mount, you know where he can find one.

4. Build a pool with a safe water level and march your adventurers and companions around in it to train their swimming. You can't operate pumps as an adventurer, but you can operate levers to add or drain water.

26
Thanks.  That kinda cools my world domination desires... and sadly my desire to play. In 4 years of my current fortress I got 0 goblin sieges despite 4 gob civs close by, so I need to reach out to have fun. I'll risk it, guess I will conquer The World by making new fortresses
If you want more bloodshed, you can always use missions to start wars. That'll get you plenty of sieges.

27
DF Dwarf Mode Discussion / Re: Trapped Miner
« on: September 04, 2020, 10:10:39 am »
If you know how to use burrows (which is the problem... you have to learn what they can and can't do, which is not immediately obvious at the moment) they are incredibly useful. As a counterpoint, I never use Civilian Alert burrow stuff because they do nothing for me (possibly because I don't fully understand them, yet?) and happily stick to the 'pure' burrow behaviour to do more or less everything I want.

The only burrows that I use are for civilian alerts. They're great for forcing dwarves underground, or for keeping them off a battlefield. The key is realizing that you can designate burrows in three dimensions. So you can easily create a burrow that covers the entire map, from the surface all the way down to the magma. Then carve out the areas where you don't want the civilians to go. When the invaders show up, set that burrow on alert to keep your civilians from trying to reset traps or clean up blood during the battle.

28
Let's say I want to conquer hillocks with 200 population that was taken over by goblins. Lets assume the military has full default sets (metal or leather), and has been doing basic training for last year, but no "one man army master swordsman vampires" are on board. Do I actually need about 200 military dwarves ? Or more like 100? Or maybe with full equip 2 x 10 melee and 2 x 10 range squads would do? What if I want to conquer 200 population dark pits of cheekclaps? And how does one conquer sites that have populations counted in hundreds or thousands?
The current version of DF isn't designed for you to be able to conquer the world. You can still do it if you're very patient, but be aware that you're going against what Toady designed the game to do.

I've run a lot of missions, and these are my best guesses on how the mission combat works:

1. Leadership is key, meaning the Military Tactics skill, possibly combined with the Organizer skill. At the beginning of the pillage or raze mission, your leader's skill is compared to the defending leader's skill. The result establishes a multiplier that usually covers the rest of the battle. This is reflected in the report's paragraph about "unrolled a plan" and "positional advantage".

The defending leader seems to be the historical figure at the site with the highest skill. A big city will have lots of historical figures, and thus a high chance of a defending leader with high skill. Small settlements often have no historical figures and thus no leaders, so your attackers automatically get the highest tactical multiplier. So you might want to send large pillage missions against a site that you haven't pillaged before, to test the leadership. Once the leadership is gone, it's relatively safe to send smaller missions for better XP. But there's always a chance that a historical figure will wander into the site as you're pillaging it, so you can never be certain that a site is leaderless.

If your militia commander's squad is in the mission, then he's always the mission leader. Otherwise, I'm not sure how the leader is selected. A large battle will sometimes have multiple skill checks. While the first check is always with the mission leader, the subsequent checks involve random squad leaders. So you should grind up XP on all your squad leaders. That's why the best approach for missions involves dozens or hundreds of single-squad pillage missions against weak targets. Raze missions waste potential XP by killing defenseless civilians too quickly. Pillage missions kill 10% of the population, so you can get 15 to 20 missions---at 500XP per mission for the squad leader---before the site is empty.

2. Non-humanoids are Super-Effective. In an earlier version, every animal at the site would fight in its defense. So the only way to attack elven sites with their giant animals was to first send raid missions to steal the animals. Now that has changed. Most domestic animals won't fight to defend the site. Some types of animals will still fight, and I haven't figured out which ones. If you're worried about the animals fighting, you can always steal them first.

Trolls and ogres are ultra-dangerous, presumably because the one-on-one mission combat uses body size. And you can't steal them because they don't count as livestock.

3. In-Game Site Info is Garbage. The only reliable way to know what you're facing in a site is to export legends. Even then, the situation could change while your soldiers are en route. A competent leader might arrive to defend the site. Or, with a weak site, another civ could conquer the site just before your soldiers arrive. Since the game doesn't check changes in site ownership after mission creation (Bug 11557), you can accidentally start a war with a peaceful neighbor.

4. Skill and Equipment. The formula used in mission combat is very, very different from what you see in a fortress. Soldiers who fight on missions only gain XP in two or three combat skills, though I can't find my notes on which ones. IIRC, it's mostly weapon skill. You could export pre and post data from Therapist into a spreadsheet to get a clearer picture.

I doubt that equipment affects mission outcome in any way. The only equipment mentioned in the reports is the weapon being wielded. And that might be drawn from the highest weapon skill rather than the actual object in the soldier's hand. I've never tested it.

5. On Large Armies. Even if you have high-skill dwarves with brilliant leaders, there's a practical limit on the sites that you can safely attack with missions.

First, there are no real hit-and-run missions. The difference between pillage and raze is simply how much of the civilian population you'll kill after you win the battle. I think the battles themselves are identical. So there's no way to whittle a site down. If a city has 300 people in it, then you're gonna need at least 400 soldiers to attack it, just as in real life.

Second, the important mission combat is presented as duels between individuals. If Dastot is fighting an ogre, it's not clear how much help he's getting from his comrades. There's no way for your dwarves to rush the ogre en masse, as you can in fortress mode.

Third, it's important to think about how the soldiers leave your fortress and return. When you send a mission, each squad marches to the map edge tile closest to the squad leader. It's a fairly efficient process. But when the soldiers return from the mission, they hold what I call a Victory Parade: They return one dwarf at a time, just like migrants. That's not a big deal if you sent 20 or 30 dwarves. But if you sent 120, you'll be watching that parade for weeks. And if the parade is still going on at season change, then there's a chance that your returning soldiers will march into a besieging army.

This is why missions work best with small embarks. If you try running dozens and dozens of missions on a large embark, then your soldiers will spend a lot of time walking back and forth. The next fort that I use for missions will definitely be 1x1.

6. Adventurers. Missions are best at stealing items, settling sites, and exterminating helpless civilian populations. But they suffer from a definite upper limit. You can't run a thousand-man fort, which means that you can't field a thousand-man army.

Adventurers don't have those limitations. In fortress mode, you can give adventurers military training and excellent gear. Then release a party of two or three of them on the world, and they can kill anything. It doesn't feel particularly heroic to massacre helpless human monks or elven herbalists by the dozens, but it's very effective in reducing site populations. The only limit is your patience. Once you've cut a site down to size, you can switch back to fortress mode to finish it off and settle it. And that leads to unretirement, which is a massive headache unto itself.

29
DF Suggestions / Power to Arrest
« on: September 01, 2020, 11:50:08 pm »
The justice system currently allows interrogation and conviction. It doesn't allow arrests pending investigation. Nor does it notice physical evidence, which leads to the latest episode of Dwarven CSI: Artifact Recovery Unit:

Spoiler (click to show/hide)

30
DF Gameplay Questions / Re: Silly question about Red Sand
« on: September 01, 2020, 05:14:48 pm »
The wiki is correct about grass not growing in the mountains. I once tried flooding the surface in a mountain embark. I got lots of mud, but no grass.

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