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Messages - Panando

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121
DF Gameplay Questions / Re: Is pulping permanent?
« on: September 11, 2014, 09:36:59 pm »
Explodes into gore seems to be about equivalent in terms of damage to a fist fight where a guy gets punched in the face and a few teeth and gobs of blood go flying. Messy and unpleasant, but the description 'explodes into gore' exaggerates ever so slightly.

I use that analogy particularly because pulping regularly happens in fist fights between similar sized creatures, not say, getting clobbered by a bronze colossus or kicked by an elephant.

122
DF Gameplay Questions / Re: I want to keep my FPS up long term, how?
« on: September 11, 2014, 07:33:33 pm »
One thing you can try is lowering graphical FPS. This might have precious little affect once the game becomes computationally complex due to zillions of things on the map, but it doesn't hurt, and you can lower it from 50 to as low as 15 and probably not notice any difference in smoothness.

I would also recommend putting all non-miner civilians in military squads and issuing them armor. This will permanently solve the clothing issue for them.
A minimal armoring is Leather High Boot, Leather Leggings, Leather Armor. However you might want to splurge on metal high boots, gauntlets, mail shirt and helmet which will give them near full metal coverage. You will still need leather leggings (metal leggings are so heavy it's not worth it).
There are various schools of thought on the best armament for them, in truth it doesn't really matter because untrained dwarves suck so much that the basic thing is that the armor keeps them alive in an ambush until real military arrives - but here are your options:
1) Wood/Bone crossbow and wood/leather shield is a good old staple. It's also the most expensive as you need to produce quivers and ammunition, and the ammo in particular can slow them down due to weight.
2) Melee weapon and shield is also a fair choice. Melee weapons can be heavy but they aren't too bad.
3) Dual shield is the best purely defensive option. As wood/leather shields are extremely light this will really not slow your dwarves down at all. They won't be worth a damn in combat but as noted above they won't be anyway.

123
DF Gameplay Questions / Re: Tidy aquifer plugging?
« on: September 11, 2014, 07:10:37 pm »
If this is .40 try the following:

On the bottom level, construct a ramp next to a constructed wall. Construct another ramp on top of that wall. Dwarves can now use the ramps to get in/out.
Now first order the z-1 ramp to be deconstructed, then a few moments later order the z-2 ramp and wall to be deconstructed. Once each dwarf has finished deconstructing his construction, he should climb out of the pit.

Probably not possible in pre .40 (without sacrificing dwarf lives) as anything which lets a dwarf traverse up z-levels is a construction and will provide support to the plug.

124
DF Gameplay Questions / Re: Mystery Puppy Death
« on: September 07, 2014, 09:29:17 pm »

All those "impacts" are from the puppy slamming into the steps. He tumbled down the stairs. Dwarves can also trip down stairs, if they fall asleep or go unconscious on them. And they'll fall the whole way down... Put some hatches so poor clumsy pups (and brain damaged dwarves) don't go splat.  ;)

AFAIK dwarves can only fall down stairs if they have some momentum first, they have to fall through at least 1 z-level of open space, and once they have started falling, they go through stairs if the stairs weren't there and are only stopped by hitting an impassable tile. I believe a parabolic arc can do the trick also (i.e. a creature can jump down a staircase on the same z-level, as long as he gains some height in his jump, rather than just sliding sideways).

Though I can't recall actually witnessing a dwarf pass out on staircases, so I can't rule out that possibility, but in any case, puppies don't sleep so it's almost certainly a case of dodging into open space above the stairwell.

125
DF Dwarf Mode Discussion / Re: live rat has gnawed out of confinement!
« on: September 05, 2014, 10:39:28 pm »
This has certainly added much to the game. A pause-worthy announcement indeed!

I have noted that live hamsters/rats will chew their way free of wooden cages as well as wooden animal traps. BUT, you can use wooden animal traps if you have built a metal cage. If you are quick enough you can re-assign live hamsters/rats from their wooden animal trap into the metal cage, and the dwarves will often succeed in relocating the vermin before it chews free. As dwarves will quickly and repeatedly re-capture escaped vermin the timing is not as hard as it sounds.

I filled a wooden cage with some creepy crawlers and added a hamster, the hamster chewed free from the cage and escaped, but the creepy crawlers wouldn't follow it out the hole it had made. This leads me to suspect that by "chewing" Toady actually means a form of quantum tunneling, and the message should read "The live hamster has quantum tunneled out of confinement". Otherwise, I would appreciate if cagemates would escape too, thus the message would read something like: "The live hamster has chewed out of  confinement, freeing a live creepy crawler, a wild elephant, and 57 goblin prisoners".

126
DF Gameplay Questions / Re: Aquifer embark
« on: September 05, 2014, 10:12:33 pm »
You know the best way to learn these things is just to do it. Make a few 'throwaway' games (ideally use a pocket world to make everything zippy), figure out how to use cave-ins and pumps and stuff, and once you've learned some things run out of live dwarves, start a new game. It's how I learned aquifers, and minecarts, one day I just gritted my teeth, sat down, tried to follow the wiki instructions, and figured it out.

Compared with Dwarf Fortress in general, aquifers are honestly not that hard to master. The descriptions may be hard to follow, but if you actually try it out and understand things for yourself, you'll find it's not nearly as hard as it sounds. Of course first time you try something you'll always stuff it up and probably really badly, so that's why you want to run a few quick throwaway learning games.

As noted in my sig, it doesn't need to take a long time to get through an aquifer. It's no megaproject, just like setting up a military squad, once you know how, it's just something you do in a few minutes. When I made that video, the hatch trick had not been invented. With the hatch trick, it would have only taken a little over three minutes to put a dwarf through the aquifer.

127
DF Gameplay Questions / Re: The Elusive Sliver Barb
« on: September 05, 2014, 10:03:52 pm »
For the record, I have a fortress with an extensive above-ground farming operation, definitely far away from water, and I have fisher berries there.  I can't grow bloated tubers or muckroot, though, because according to the Crops page they need a specific biome -- in spite of buying them frequently from traders for alcohol purposes.

The reason you can't grow them is because they don't have seeds. In .34 I modded in seeds (I think I called them seed tubers and muck root fragments), and could grow them just fine in fields. I haven't bothered in .40 because we can grow potatoes and turnips and stuff anyway.

128
DF Gameplay Questions / Re: Using Manager
« on: September 05, 2014, 10:01:21 pm »
The manager has two functions, first he has the passive function of enabling workshop profiles. Your manager can be full-time military or have lost the ability to grasp, and this function will still work fine. It does not require an assigned office. You simply need assign a manager, and then you can use workshop profiles. As such, I often assign a manager very early on, so I can restrict my carpenter's workshop to skilled workers only, while letting others help with putting up wooden walls (etc).

The second function is his active function, that is, assigning jobs. Your manager must not be in an active squad, he must have the ability to grasp, and he must have an office and access to it. He will then be able to assign jobs.

Unfortunately, these two abilities do not go together well. Lets say you have 5 masonry workshops, 1 for furniture (profiled to adept+), 4 for blocks (profiled to dabbling->adequate). If you queue up 50 stone doors, he will put 10 doors into each workshop, meaning most the doors will be produced by the block-makers rather than the furniture-maker. You will get the same problem if you want your legendary weaponsmith to make weapons, but want dabblers to make bolts (for example to exploit strange moods).

I am thoroughly addicted to the workshop profiles function, so I don't get much joy out of the job assignment function. I imagine that those who use the job assignment function a lot, don't use workshop profiles much, or develop clear strategies for making sure the two functions do not conflict. For example with smithing you can use material stockpiles linked to workshops, if you link your steel bar stockpile to your 'weaponsmith' forge, and copper bar stockpile to 'boltsmith' forges, then if you queue up steel battle axes and copper bolts, not too much can go wrong. But you can't do the same thing with wood items, as the manager only understands 'wood' and does not differentiate based on type, so if you want featherwood shields and anywood bins the manager's job assignment function cannot help you. It's all finicky and inconsistent enough that I stick with workshop profiles and avoid job assignment.

129
DF Gameplay Questions / Re: Best warriors are female?
« on: September 05, 2014, 07:51:30 pm »
Dead babies without tragedy training leads to swordmaster tantrums.

Trust me, you need to stick to males until dwarves become less awful parents.

Not hardly. Dwarfettes get so much more happiness out of having a baby than they suffer from losing it, that it still turns into a net happiness gain and can make your female dwarf warriors even hardier than the males. Also, tragedy training? That's exactly what having their tykes murdered in battle is. The difference is that female dwarves are better able to handle the tragedy because of all the happiness of giving birth, and they produce their own tragedy-training victims, and even carry them into battle to be slaughtered.
Dwarves are extremely practical.

130
DF Dwarf Mode Discussion / Re: Shield dwarves
« on: September 05, 2014, 05:11:50 am »
I forget the specific numbers, but there was a thread discussing the merits of dual wielding shields. Basically, blockage was upped a great deal by giving people more than one shield. I don't think there was much merit to going beyond 2 or 3 shields.

Now that is a good argument for issuing a 'hauler uniform' two shields. Usually when I give my civilians uniforms it is to keep them alive (in case of ambush) until the real military arrives to save the day. Dual shields would definitely improve survival, and leather/wood shields are about the lightest thing a dwarf can carry around.
But this must be compared with crossbow / shield. Crossbow shield lets a dwarf be offensively useful as well, hurting snatchers (a gobbo which has passed out from pain will deal no damage at all), or participating in sieges to useful affect (possibly). Dual shield is absolutely dirt cheap compared with crossbow shield, but crossbow shield is also pretty cheap compared with a real uniform. But the sheer absolutely dirt cheapness does make it worth considering.

131
DF Dwarf Mode Discussion / Re: Shield dwarves
« on: September 04, 2014, 10:48:57 pm »
Possible implication: I think that civilians will be able to still do all jobs except ofcourse mining, woodcutting and hunting when dual wielding shields. It might very well be the very best possible defensive gear option for civvies, if you can manage to spare them a few months training session time to get some shield proficiency.

The way skill proficiency works it doesn't really matter. A dwarf with dabbling skill in shield user, against an enemy with dabbling attack skill, might block 60% of the time. If you crank it up to adequate, he might block 68% of the time.
Where skill is helpful is really helpful is in "opposed skill checks", lets say a grand master lasher goblin attacks a dabbling shield dwarf, now the dwarf will only block say, 10% of the time. Now the same grand master lasher goblin, attacks a grand master shield dwarf. Now the dwarf might block 70% of the time. I can't remember what thread the graph appeared in (one on bolt/crossbow science), but that's basically how it works. For equal skill level around 60% block, with improving block depending on the degree of out-skilling, and IIRC, more shield skill is better than more weapon skill (i.e. shield skill isn't totally cancelled out by skilled attacker).

Because of this just putting a few levels into shield user does practically nothing as the base blocking rate is already pretty high against the enemies dwarves are likely to encounter. Giving them a shield is an awesome upgrade in their survivability, teaching them how to use it is a much lesser upgrade.

132
DF Gameplay Questions / Re: Problem with early sieges
« on: September 04, 2014, 05:09:56 am »
What I normally do is make the two buffest of my starting seven military (proficient weapon user, and proficient armor user), and embark with enough bronze or steel making supplies to forge a full suit of armor for both (minimum: helm, mail shirt, gauntlets, high boots). Get the two training as top priority, and forge their armor with some priority. These two should have no trouble routing an early siege, or a later siege for that matter. It should be noted that two dwarves are VERY cheap to equip compared with a larger military, or traps! It is really a trifling number of bars, requiring around 5 ore stones (the cost is only 36 points for bronze!).

Defense is very much a quality over quantity thing. 2 well trained well equipped dwarves beat 10 poorly trained poorly equipped dwarves. Technically in an arena battle the 10 might win, but will sustain horrendous losses, the advantage of quality is that quality dwarves will normally win battles without sustaining any injuries, allowing them to fight (and win) another day.

133
Turning pumps on is tricky with levers, because gear assemblies work quite differently to any other device. If you're okay with the pump stack running all the time, the best way is to block the flow of magma with a door/hatch/floodgate/bridge.

Here is what you can do:

Doors and floodgates operate in opposing phase to raising bridges, link both to the same lever and when a floodgate allows passage, a raising bridge will block it, and vice-verca. This is very helpful, as you can for example use raising bridges which seal an area, and a floodgate which opens allowing magma to pour in. Instead of a floodgate, you can also use a retracting bridge or hatch, which in retracting/opening, will allow magma to flow in.  You can also use retracting bridges to seal an area by extending and blocking vertical passage, and raising bridges to let magma in by lowering and permitting horizontal passage. Retracting bridges (and hatches) have the advantage that they will never squash anything and can never be blocked from closing which makes them the best solution when you want to include/exclude dwarves from an area without risking squashing them. Doors and floodgates also wont ever squash anything, but WILL be blocked from closing by any obstruction, which makes them a bad solution if you need them to say, stop magma spilling into your fortress (although putting a floodgate/raising bridge behind a fortification is a decent solution to stop anything obstructing it).

Doors and hatches have no delay while floodgates and bridges have the same delay, so if you want things to happen simultaneously use doors and hatches together, or floodgates and bridges together.

Finally there are two ways of triggering things - with a lever, and a pressure plate. A pressure plate sends an 'on' signal, then a little later (after not being depressed for long enough) automatically sends a 'off' signal. Say you have a big pile of magma sitting on a retracting bridge linked to a pressure plate, having a dwarf stand on that pressure plate will dump the magma, and then the bridge will close automatically allowing it to refill with magma.
To trigger pressure plates on demand, put a pressure plate in front of a lever at the end of a 1 wide corridor, and order the level be pulled, the lever does nothing, it just lures the dwarf into triggering the pressure plate. I have used this kind of setup for things like obsidian casting, allowing a 'one click' dumping of water and magma with automatic resetting.

134
In reality although dwarf fortress has a bit of a learning curve it is not an economically difficult game nor does economic production really do much good. This is partly due to serious balance problems. When a couple of decent quality silver spiked balls (or other trap components) will buy out a caravan there is no point in having a stone crafting, or almost anything crafting industry.

A lot of what people do also doesn't accomplish much. Take furniture for example, from the forums a lot of people seem to like to give dwarves personal bedrooms with a chest and cabinet and door, in truth, dwarves are just as happy with all their beds packed like sardines into one room, and you don't suffer the problems which arise from the dwarves accumulating and stashing junk. So all that furniture production doesn't really accomplish much.

I find I can have about 1/3rd my population as full-time military, be producing weapons and armor for everyone, and still there are a lot of idlers. And all that military might is kind of superfluous, because you can simply prevent intruders from ever entering the fortress through a simple raised bridge and there is no penalty for letting the immigrants die.

Dwarf Fortress is game where you can essentially do whatever you like, and you set your own challenges. That challenge might be attracting as many nobles as possible. Or it might be conquering HFS. Or it might be simply survival under harsh conditions / self-imposed challenges (i.e. no walling off, no traps, etc).

The lack of a defined victory condition, or even a way of measuring success, means it's not really about numbers at all. The game is what you make it.

135
DF Dwarf Mode Discussion / Re: Badly interpret your reports!
« on: August 30, 2014, 09:17:34 pm »
The demise of an evil puppy-assassin:
Spoiler (click to show/hide)

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