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Messages - Panando

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376
DF Gameplay Questions / Re: What should I smelt?
« on: June 11, 2014, 03:09:55 am »
Bronze is excellent for all purposes.

Billon (Copper + silver) is decent and a good way to exploit "low quality" silver sources, the wiki explains, it's more valuable than bronze.

Brass (Copper + Zinc) is more valuable than billon and you can't do anything else with the sphalerite. It tends to look pretty.

377
My preferences are Spiked Balls and Enormous Spikes. My logic is that spiked balls will do damage without creating too many body parts, and spikes will penetrate basically anything (even wooden ones are extremely nasty, the things are sharp as needles).

I'm also quite fond of just loading up a trap with goblinite.

However it must be said that the best place to put a dangerous sharp (or blunt) object is in the hands of a military dwarf. It's pretty hard to get enemies to run like dummies into weapon traps (after the leader evaporates into a fine bloody mist the rest run away), which is why the weapons need to be mounted on legs.

378
DF Gameplay Questions / Re: Retrieving a corpse from a well?
« on: June 11, 2014, 03:03:16 am »
You can use the dfhack autodump command for that - you might want to imagine a justification, like the dwarves invent a stick with a hook on the end...

There is a way without using a pump, which also works well if the cistern is deeper than 1z. Dig an up/down stairs column from below to under the corpse, the staircase should drain into the caverns or off the map edge or into a large room. Include a lever-operated hatch or retracting bridge in the stairs column, open it up, dig the downstairs in the bottom of the cistern, collect the corpse (dwarves can use the staircase even though it's flooded with water) then close the hatch so the cistern refills. If you ever want to re-drain in the future, just use the lever operated hatch again.

379
DF Dwarf Mode Discussion / Re: Filling Ponds
« on: June 10, 2014, 12:10:16 am »
Designate multiple pond zones, as many as you like, over the same pond (you can stack them), only one dwarf will carry a bucket per pond zone, so if you want to have multiple dwarves fill a pond at once the only way is multiple pond zones.

380
The best animal is really no contest. Dogs.

A male cat is a fair idea if you want to keep down vermin. I normally don't bother.

As for other animals, the thing is, the food situation in dwarf fortress is just not hard enough to justify animals for food. Between slaughtering the pack animals, immigrant's animals, slaughtering wildlife (with hunters or even better military) and caravans (which always bring A LOT of food if you are low) you need never want for meat. That's not even accounting for farming, which especially with processing (quarry bush, sweetpod, booze cooking) and seed cooking can easily provide all the food the fortress needs.

If you bring animals it's for flavour and fps reduction so you may as well embark with whatever you like - the difference in value for points is not that great for most animals.

But dogs are good from a pure strategy perspective, I normally embark with 10 of them (5 boys, 5 girls), for a strict breeding program you only need one male, but I bring dogs more for running into battle and dying especially in the early game, and I don't want to max out my dog cap in one breeding season (not that there's anything wrong with that). If I hit a food crunch early on, and it happens, because I'm often lazy with food (relying on immigrant's animals and caravans) then I just slaughter a skinny, weak male dog to improve the genetics.
Dogs are great at generally making life difficult for thieves and snatchers, they can also distract ambushes and sieges. I basically make a lot of trainers (especially my important dwarves), and just let the dogs chase their trainer around. There are more organized ways you can use them but essentially I just use them for randomly getting in the way of attackers.

They are also great for savage embarks since a pack of dogs are a very good distraction for nasty megafauna beasts which can easily rip limbs off. Dogs have low lethality, so you really want a dwarf with a weapon for execution, but it's much better that the giant badger be wailing on your dogs, than your barely-armoured military dwarf. Avoid dogs and all other animals on zombification embarks.

On embarks with really rude wildlife (or undeadlife) the pack animals can also be used for defence, pasture or restrain them in the entrance and they might give an invader a lucky kick to the head. Horses and such are very powerful (I learned this when I stationed 5 dwarves with training weapons in a room with a wild horse), but they're cowards and run away unless cornered, so I couldn't recommend embarking with them for defence, but the freebie pack animals can be used that way.

381
It's not worth embarking with a hunter. Hunting is okay (although I prefer to use squads and order them to kill - it's just as effective, and under your control - hunters love to do so many stupid things) but the thing is that marksdwarf is very very quick to train by shooting at live targets, once you've got up to competentish, it's plenty effective for killing wildlife. There is also no great hurry, since you can slaughter your pack animals for yummies which will last a season or two.

Hence, even if you want to hunt from near the beginning of the game, you may as well just make the required stuff after embarking (I recommend wooden bolts since they are super quick to make, bone bolts are a good use for immigrants), you might want to embark with leather or a quiver although you can tan the hide of a pack animal for that purpose. In fact it's one of the tricks to the 0 pt embark on a treeless map:
Slaughter pack animal = hide + bones. Hide = leather = quiver. Bones = crossbow + bolts. Crossbow + bolts + quiver = Marksdwarf. Then put the marksdwarf in a squad and have it cripple animals, which the rest of the dwarves kick, punch and bite to death.

382
DF Dwarf Mode Discussion / Re: A lot of child immigrants
« on: June 08, 2014, 05:35:39 pm »
If you have a lot of immigrant kiddies then they'll grow up at quite a respectable pace. It's not as annoying as the sucklings which take 12 or 14 years or whatever it is until they can swing a pick.

If you build constructions out in the open then you can occupy all your adults with a big dump order or something, then order the constructions deconstructed. All the children will run out into the open to deconstruct the walls. If this is timed with the arrival of a siege, then the attackers will be occupied chasing around and murdering children, leaving the attackers in a perfect state of disarray and distraction for being stomped by your military. It's like the female military dwarf who carries her baby into battle to act as a shield, but at a fortress level instead.

383
This is sounding Quest for the Holy Grail-ish. Enemy army tries to siege fortress, defenders throw down a barrage of chickens, ducks, pigs and cows, leader roars "RUN AWAY!".

384
DF Dwarf Mode Discussion / Re: A few questions for a Fort idea.
« on: June 08, 2014, 04:11:37 pm »
Cool thanks for the tips guys. I didn't know that about dormitories and bedrooms. As to the training I figured I would set up a danger room, as I think thematically it is somewhat consistent.

Another question not related to theme but fortress design in general, anyone have any tips on farming? I still run up against the odd food shortage and I only ever manage to have just enough food and booze, never really a surplus.

I typically use plants for booze and animals for food. However, if you do want to be vegetarian, then the way to get lots of food from plants is to exploit quarry bushes and sweet pods which, once gone through the processing and cooking process, provide 5 food per plant. Booze cooking is equally effective but some consider it bit of an exploit. The other thing which quite dramatically increases plant food output is seed cooking (dfhack seedwatch is very helpful here), cooking seeds will more than double food output for many plant types such as plump helments (assuming you are not using booze cooking, but you can combine seed and booze cooking) and even lets you extract food from unedible and unbrewable plants like dye plants. Aboveground plants are also good in many ways because most are edible uncooked, they grow all year round, and although there are no special quantity multipliers like quarry bushes/sweet pods, you can still use seed and booze cooking.
Herbalism is also a very effective way to get emergency food, combine herbalism with seed and booze cooking to create a lot of food in little time without needing to worry about seeds for planting.

385
DF Dwarf Mode Discussion / Re: Steel vs Candy Weapons
« on: June 08, 2014, 07:09:58 am »
I do remember playing Fortress Defense against a particular kind of large enemy (titans or something?) with iron helms, a candy spear could NOT pierce the large iron helm, though the spearlord tried for pages (eventually his mate the hammerlord came and gave the titan a bonk on the head which did the trick). So apparently candy is not some kind of silver bullet at least for spears, perhaps the benefit applies exclusively to slicing attacks, or perhaps spears are simply awful against armour.

386
DF Gameplay Questions / Re: Dwarf Fortress only using 30% cpu
« on: June 08, 2014, 06:44:41 am »
However some thread's tasks like SDL's event handling thread use a truly trifling amount of CPU. It might be like 0.01% of the total processing the program needs to do. One of the major challenges of programming to exploit multiple cpus is to break up the workload into approximately equal chunks. There are various programming frameworks or approaches, one example is microthreads - it might be very difficult to break the processing into two approximately equal large chunks, it might be relatively easy to break it into 1000 approximately equal tiny chunks (and in fact, if you break it into 1000 sub-tasks, approximately equal becomes unimportant). However in any case, it requires writing code from the ground up to fit a particular multiprocessing framework and it might involve sacrifices (like reproducibility). There are other reasons too why getting performance out of multiple threads is difficult, one is switching overhead, another major one is communication between CPU's, if one thread runs on one cpu core, and another on another cpu core, then it's slower to talk between the threads, than in a single thread or both threads running on the same cpu. The worst performance killer is blocking - while SDL is handling events in the event thread, it probably blocks the execution of the main thread, blocking is commonly used because it's much easier to avoid obscure bugs if two threads aren't running simultaneously, code is simpler and hence more reliable and there are fewer obscure crashes which are nightmares to debug. (In this kind of model, threading is not used for performance at all, instead it's used for compartmentalization and to provide the illusion of simultaneous execution), suffice to say applications which use blocking enjoy *no benefit at all* from multiple cores since only one can run at a time.
Because of the overheads involved in multi-threading certain very high-performance programs (like web servers) avoid multithreading entirely, they instead run a single-threaded process on each cpu.


387
DF Dwarf Mode Discussion / Re: How to get past the "mediocre" level?
« on: June 08, 2014, 05:23:31 am »
I personally do make a dining room, but I use a meeting zone rather than designating from a table. The meeting zone gives a place for dwarves and animals to congregate (it's important for getting immigrants to haul ass inside), but it eliminates parties which are where most of the socialization happens. Most my dwarves still just hang out in their bed cubicles (which are doorless slots 3-4 tiles long). They still socialize a bit, and make friends a bit. It works well with my style where I have everyone except miners in the army (at least as inactive marksdwarves), every siege a few dwarves die and it helps keep them hardened up. Quality doesn't truly matter for anything so if a legendary whatever dies, sure, it sucks a bit, but a few immigrants or grown-up peasants can replace the loss. Like in my latest game I lost my legendary miner, and his secondary miner, in an accident involving a cave-in and a magma pipe (they became magmanauts, or whatever you call dwarves who dive to see the bottom of the magma sea), bad? No, it's good. I replaced them with 5 just-matured peasants, who I trained up mining some dirt, they're a bit slower, but getting rid of a legendary actually hardens the fortress against tantrum spirals (and besides, what else are the new generation going to do if you don't off the old?)

One of the things which gets players into trouble is trying to make a uptopia where everyone is happy and no-one ever dies, the goal should be fortress where life is reasonably good but not too good, in fact one way of looking at it is, if attrition to war and accidents isn't outpacing immigration, and your fortress isn't collapsing into a tantrum spiral, then it's a good fortress even if it's something of a dystopia. Tantrum spirals are essentially what you get when you've had too much happiness for too long (dwarves who are treated like dirt, but have food, drink and a bedroom, will rarely tantrum, it's spoiled dwarves who like to go off their rocker), death is good, and immigration is good, because it keeps breaking up the social web, preventing a "critical mass" of relationships from accumulating. And dwarves who have to see and deal death, are much hardier than pampered dwarves hence a good policy is: everyone fights, and everyone has a chance of dying.

388
DF Gameplay Questions / Re: Ability to sand lost...or not
« on: June 08, 2014, 04:57:24 am »
Even dwarves who have lost the use of their hands and feet and move around. If they can still grasp, they can still carry out their duties, civilian or military.

I'm not sure, but I think if a dwarf has lost both feet he can't use a crutch, and just has to crawl around. A high level military dwarf has a big speed bonus, so even crippled they might get some decent speed.

389
DF Gameplay Questions / Re: Cages
« on: June 08, 2014, 04:54:53 am »
One of the helpful tips I picked up with pitting, is to put a hatch over the pitting hole. When a prisoner gets pitted, the hatch opens and shuts, the pitting dwarf (or dwarves, if putting multiple) thus never sees the prisoner in a 'hostile' state, and wont get spooked.

390
DF Gameplay Questions / Re: New CPU or new RAM? Which will help more?
« on: June 07, 2014, 09:00:42 pm »
Remember the OP was asking about faster ram vs better cpu, not more ram (that's tangential to the faster ram part, but these days you may as well have 8gb ram if you're going to use applications like Chrome and other modern complete ram pigs). At least in principle, if everything else could keep up (CPU and mobo), then ram which is 20% faster, could provide a 20% performance boost by allowing the program to get through it's work (for each frame) 20% faster. Hence the potential boost is quite big, but the real question is how well everything works together to enable that potential boost to actually manifest.

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