Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Panando

Pages: 1 ... 33 34 [35] 36 37 ... 40
511

definately. 100 is enough for 4 dwarfs

100 is definitely enough for 2 dwarves. A dwarf can easily take 49 bolts. Like he shoots one bolt of his stack of 25, then grabs another stack of 25 so he has at least 25 bolts. In practise I find that you should budget 35-40 bolts per dwarf in the squad, but 50 will provide absolute assurance that all dwarves will have bolts if there are enough in the fortress.

512
DF Gameplay Questions / Re: Training zone not training
« on: June 29, 2012, 07:15:26 am »
The initial phase of training when they bring food to the cage still works, but the reinforcement training wont happen while the animal is in the cage. It needs to be removed in some way, most simply by assigning it to a pasture which doesn't include the cage.

513
DF Gameplay Questions / Re: Training zone not training
« on: June 28, 2012, 10:17:27 pm »
Make sure the cages aren't in the training zone/pasture. If the animal is already in the pasture/training zone then the dwarf will believe it doesn't have to get the animal, and because it believes it doesn't have to get the animal, it wont try to remove the animal from its cage, and it can't train it in the cage, so the training doesn't happen.

514
Solitary confinement works by preventing the dwarf being exposed to more bad thoughts while still allowing them some good thoughts. On average a dwarf in solitary confinement will tend to get happier over time provided his confinement isn't awful. Also many happy thoughts (such as the one from a waterfall) last for quite a long time and it wont matter if s/he goes for a few months without being re-exposed to the source of the happy thought.

I've used solitary confinement to rehabilitate dwarves from old forts who arrive in a very unhappy/miserable state. As well as preventing their unhappiness from spreading to happy dwarves (which can and will trigger a tantrum spiral), they also quickly recover their happiness since there's just nothing they can get upset about in solitary confinement. Dwarves simply don't suffer from boredom or social isolation so provided they have a bed, food, drink and a table and chair they'll only get happier. This is especially so if the table and chair are made out of solid gold (The cells were also exposed to waterfall mist through fortifications).

When I was doing this, it was amazing how quickly their mood deteriorated when released from their bubble. So I kept them in solitary until they were ecstatic and only then released them.

Locking them in the bubble usually isn't necessary. I assigned them the bed and burrowed them in their room. They generally stayed put in their room and other dwarves could still go in, for example to enable them to do their profession while confined (I built a kitchen in the bubble of a miserable master cook). But if they were tantruming I locked the door. And then when it was time to release them, I removed them from the burrow but let them keep the luxury room for a bit longer, like until another dwarf needed it.

But the point with being a lot of work to set up, is it's easy for half a dozen dwarves, but if you're trying to split up fifty or a hundred dwarves into individual bubbles then it's simply going to get tedious. Still easy, but tedious.

515
Dwarves seem to like to go to the low points on the map to hang out. They also go to previous job sites to hang out. They wont normally do this if there are good places to hang out though, such as a meeting zone and bedroom.

516
DF Gameplay Questions / Re: Disposing babies
« on: June 27, 2012, 11:32:59 pm »
I think atomsmashing children is distasteful. It's better to brick them into tiny individual rooms and let them starve to death. Their deaths remain undiscovered, but it leaves evidence of dwarven culture for future generations. The methods all centre around the idea of de-constructing stuff to lure children. Simple example, dig out a bunch of 1x3 rooms, have a door into each room, and a constructed wall in the end of the room. Have an "adults burrow" with all the adults assigned to it, and excluding the death chambers. Order the walls to be de-constructed, when a kiddy goes into a room, lock the door.

517
Maybe the causality rate (to blunt force trauma) would go down if you landed them in a pond.

518
It's kind of like asking "what's your opinion on modding?"

I play using Fortress Defense Mod. I've modded plants to take 4x longer to grow and outdoor plants are seasonal and underground aren't. I've modded steel production to get 4 steel bars per flux stone.

I use DFHack prospect all, reveal (occasionally), autodump (occasionally), cleanowned, vdig (though that's scarcely an exploit). Usually I use these things when I think the dwarves should be able to do these things (for example using autodump to recover an item which has fallen into a pond, which a dwarf should be able to fish out with a long pole. And I attribute the prospect/reveal stuff with dwarves being good prospectors and/or having a supernatural ability to sense metals).

I refuse to buy or use training axes for woodcutting. On embark I don't buy single units of food etc to get freebie barrels/bags. But I do buy metal ores rather than bars to get bars at about 1/16th the cost, and I buy raw materials rather than finished goods - basically the prices just aren't balanced at all although the intent probably is that metal bars are the cost you "should" be looking at and the raw materials should be maybe half as expensive at most, but not 1/16th. Gold nuggets basically "should" cost 4x as much as gold bars and native gold blocks.
Basically how I see it, is a wooden axe shouldn't be able to cut down a tree. You shouldn't be able to buy a wombat heart and a barrel, for less than buying a barrel without a wombat heart. You should be able to save money by buying raw materials and processing them. So if it's a matter of the balance being off, I exploit heartily. But if it's a matter of defiance of common sense, I usually refrain.

519
Solitary confinement is pretty useful for upset dwarves. The problem really, is setting it up. But if you have individual furnished bedrooms, you could for example remove all meeting zones so they go back to their individual bedrooms and chill out, and lock in the tantrumers (try to dump some food/booze into their room from above). Tantrum spirals kind of operate like nuclear meltdown, the dwarves need to be packed in nice and close in order to trigger a good chain reaction (like one dwarf hits another dwarf, the struck dwarf gets an unhappy thought about being struck etc).

520
DF Dwarf Mode Discussion / Re: Rusty while training?
« on: June 27, 2012, 07:54:49 am »
How many you have in each squad, and the min you set could be a contributing factor. As a temporary fix, send them out on kill orders against easy targets
How you define easy is important, I was had a fledgling military curb-stomped by a enraged yak.

They need to be DEPENDABLY happy. So, Give them a break every four months. Good for morale.

Not really, or at least not as good for morale as it should be.  For some buggy reason, perceived duty length is cumulative.  A dwarf that goes one month on, one month off, one month on, one month off, for two years, will be exactly as pissed off by it as if he had spent one solid year on active duty.  All a break actually does is give you some time to catch up with the bad thoughts and overwhelm them with good ones, before you resume pouring on the bad thoughts.  Not much different doing deliberate public killings gradually instead of all at once, to harden your dwarves instead of driving them insane.
Hmm, well, i dont know about that, someone should do some !!SCIENCE!! on the subject. I know that the vast majority of my soldiers are content in a realm of the mostly ecstatic.

Military dwarves still get most or even all of the usual happy thoughts. Ones about having a good meal, a good drink, sleeping in a good bedroom, comforted by a waterfall, admired fine furniture, made a friend etc. Mainly they're just busier than normal dwarves and get less opportunity to gain those happy thoughts. But depending on how you design your fortress and manage your squads, it's certainly possible for military dwarves to get lots of happy thoughts, especially when you furthermore include happy thoughts for sparring and slaughtering.

521
DF Gameplay Questions / Re: Is there a way to block a water fall?
« on: June 27, 2012, 06:34:54 am »
iirc, atom smashers also smash water. You can make a large chamber with a bridge covering it, dig out the wall in-between and destroy water as it flows in. This might slow down the flow enough so you can close it off somewhere else.

It's possible but there's no point because the map edge is better. If you want do this though, then the first thing to know is that you need to use "bridge walls", only the tiles which actually turn into a raised bridge actually smash water. The bridge part going up and down just sloshes the water around. Important to know that. The other than is that doors open/shut instantly, while floodgates and bridges have a significant delay. A door linked up to a dwarf pulling a level will smash water at a blistering rate.
Atomsmashing water is really more applicable for things like selectively lowering the water level of a pool, or for use in fluid logic or water repeaters. For actually disposing of masses of water, the map edge or a cavern is a much better way to go, partly just because it's a pain trying to figure out how big the atomsmasher needs to be to destroy the water fast enough, while the map edge will accept water at an infinite rate.

522
DF Dwarf Mode Discussion / Re: Steel substitute
« on: June 27, 2012, 06:28:26 am »
Sometimes it's worthwhile producing steel hammers/maces. Dwarves pick up a weapon based on value. They will prefer a low quality steel mace, or a highly decorated copper mace from traders, to a high quality copper mace, but the high quality mace would be better in combat. So if you have a legendary weaponsmith, you should make hammers/maces out of valuable metal to ensure that the dwarves are using weapons made by the legendary weaponsmith. There are other ways to deal with this problem, but just being consistent in weapon material works well. Steel has a base value of 30, iron and silver have the same base value of 10, bismuth bronze is 6, bronze is 5, copper is 2.

523
DF Dwarf Mode Discussion / Re: Help me with crossbows!
« on: June 27, 2012, 06:25:13 am »
With bolts per squad, you should make sure they are assigned about 35 bolts per dwarf in the squad. A dwarf tries to carry 25 bolts, but what can happen, is he might have shot 10 bolts from his stack of 25 wood bolts. And he thinks "I want at least 25 bolts" and collects another 25 bolts. Now he has 40 bolts. He's happy. But now dwarf #10 in the squad can only take 10 bolts. If two dwarves do that, then dwarf #10 has no bolts at all. That is, if the default 250 bolts per squad is used. If you want to be completely safe, then 50 bolts per dwarf will guarantee all the dwarves have bolts (assuming you have enough bolts in the fortress). But in practise, about 35 bolts tends to be enough, because not all dwarves will be "greedy" simultaneously.

524
DF Gameplay Questions / Re: Nobles (crush them or not?)
« on: June 26, 2012, 09:13:40 pm »
Most nobles continue to work, so they aren't actually a burden on the fortress. And their requirements are usually pretty easy to meet. It's got a lot easier over time.

525
DF Gameplay Questions / Re: Is there a way to block a water fall?
« on: June 26, 2012, 07:21:46 pm »
The easiest way is probably to build a floor over the channel and install a screw pump which pumps water "upstream" from the channel back into/towards the lake (box in the output tile of the screw pump, to force the water down and stop it spreading out). This will allow the channel to dry. This "pumping against the stream" trick wouldn't work in real life, but it does work with the wonky DF fluid dynamics.
The screw pump can be dwarf powered, you don't need a wheel or anything.

Pages: 1 ... 33 34 [35] 36 37 ... 40