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Messages - vanatteveldt

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211
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 21, 2013, 03:38:43 pm »
OK, I decided to do a bit more science. I decided to start a fresh embark and create 3 squads of 2 dwarfs each:

1) "teach+skill"  5 points teach plus 5 points in dodge or armour
2) "teach"  5 points teach only
3) "skill" 5 points in dodge or armour only

I used all dwarves to get a barebones fortress going. Training started 11 slate (mid-spring) with wooden shields and woorden training axes, no armour.

Spoiler (click to show/hide)

stats for 18 timber (caravan arrived and paused the game)



For me these results are enough to prove some points, so I'm stopping the experiment here.

Results:
- axe, fighter, and shield user are all learned more quickly "from scratch" with teachers. There is probably a reinforcing cycle of sparring and teaching going on; or sparring is somehow more effective with a teacher (but I doubt that)
- Armour user is not learned without armour (duh)
- dodge is not aided by teacher, the squad without starting dodge is at 2/2, the unskilled dodgers in the other squads did learn some dodging but teaching had slight negative effect (5/0 -> 5/3 instead of 6/4)
- (and suprisingly: migrants that are not allowed into the fortress can get quite upset about it.)

Recommendations:
- It is quite beneficial to embark with full teacher points for military dwarfs. This will probably also help get new recruits up to speed faster.
- There is no real need to embark with fighter, weapon skills, or shield user. there are all learned on the job pretty quickly.
- If you have the points and slots to burn, embarking with dodge is a good idea as that is neither learned nor taught very quickly (training without shields+armor might help here but should be done with caution)

If I get to do another !!science!! session, I will have a look at armour training/teaching; at the effect of having good teachers to lead new squads; and at marksman / crossbowman.

Questions:
- Is there a way to start with more dwarfs and/or to make time go faster?

212
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 20, 2013, 08:29:51 am »
Hmm, I was under the impression that somehow my teacher squads do train more effectively, even in the skills that they were not initially profficient in. I figured there must be some spar -> learn a skill -> teach skill to partner -> spar loop going on.

I will do some !!science!! as soon as I can to determine the effect of initial skills (weapon, armor/shield/dodge/fighter, teacher) on final skill after one year of training; and also see whether it is useful to use experienced teachers to induct new recruits (either total rookies or the 'proficient' soldiers usually present in a migrant wave).

213
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 20, 2013, 07:54:11 am »
what I do now is start 4 dwarfs with +5 teacher and +5 in one each of {armor, shield, fighter, dodge}. I give them four different melee weapons (axe, sword, mace, hammer) and have them train asap* for the first year in 2x2 squads (no idea if 2x2 is better than 1x4). By the end of the first year, they are generally pretty awesome due to sparring + teaching. As soon as the first "real" migrant wave appears, they split up in four different squads with the new recruits from the wave so they can get the recruits up to speed quickly.

This seems to work pretty well, but I've not done any real science after my first post a while ago. I think starting weapons skills and fighter are not very useful since they learn them really quickly while sparring, but I don't know what the optimal setup is.

[I start with four picks and have the 'soldiers' be the initial miners to dig out quarters, in addition to a smith, a farmer, and a cmd/manager. I start with coal+ores and have the smith make gear from the soldiers as soon as possible. By the time initial quarters are dug (e.g. smithy, farm, food processing, dining hall, rooms, mason/carpenter/craftsdwarf, stockpiles, barracks) it is probably early summer, and the soldiers start training. The first (hardcoded) migrant waves yield new miners to replace the soldiers.]

214
DF Gameplay Questions / Re: Any tips on seed management?
« on: November 15, 2013, 05:19:39 am »
I also always have my seed stockpile in the middle of my farms and generally have no problems. Are the seeds brought to the pile at all? If not, it the pile set to "accept from anywhere"?

To manage the pure amount of seeds, look at DFHack 'seedwatch', which will allow seeds and plants to be cooked if the number of seeds is above a threshold.

215
Will the game spawn fishable stock in said liquid, or did the preexisting state of being frozen cause the game to set all populations for aquatic life to 0?

Quick, somebody do !!SCIENCE!!

216
Instead of the moebius stockpile, why not create a paradise garden for them with a drop chute or airlock for supplies as the only connection to the main world? They can chat up all they want to since they will only be friends with each other and shouldn't die anyway, and if they do, any tantrum will be contained.

Any whenever you need a volunteer to explore a cavern or mine away a wall next to the magma sea, you know where to find them!

[from the wiki page on assassins: The tales of the fida'is' training collected from anti-Ismaili historians and orientalists writers were confounded and compiled in Marco Polo's account, in which he described a "secret garden of paradise". After being drugged, the Ismaili devotees were said be taken to a paradise-like garden filled with attractive young maidens and beautiful plants in which these fida'is would awaken. Here, they were told by an "old" man that they were witnessing their place in Paradise and that should they wish to return to this garden permanently, they must serve the Nizari cause]

217
DF Gameplay Questions / Re: Rotting Meat
« on: November 09, 2013, 03:21:39 pm »
Use Dwarf Therapist to disable his Hunting labor if you do not feel prepared to return the kills so early.

Or, just disable the labor in his View->Preferences->Labors->Hunting&Related screen, which I find to be much quicker and easier than using a 3rd-party tool to do. ...despite the fact that it requires going through four seperate screens to do. Huh.

I always have DT open in the background when I'm playing DF, so then it's just alt-tab + click + alt-tab. Much quicker imho then the native interface. Also, I like being able to handle military + labour in one interface and seeing squad membership while applying labour settings, as I generally sort every migration wave into military (those with miltary skills) and labourers (those without)...

218
DF Dwarf Mode Discussion / embarking with military teachers
« on: November 07, 2013, 08:00:46 am »
Inspired by threads like http://www.bay12forums.com/smf/index.php?topic=132758.msg4734899#msg4734899 I decided to try out embarking with more military+teacher dwarves.

My thinking was: since most skills can just be learned on the job, why not focus the initial 7 more on military? What I did was:

1 teacher+hammerdwarf (I normally choose axes, but he liked hammers*)
1 teacher+shield
1 teacher+armor
1 teacher+dodger

The remaining three dwarves were a smith (weapon+armor), a doctor+broker, and a farmer. I took four picks, one silver nugget, and 10 each of coal, cassetirite, and malachite.

Spring was spent digging quarters, setting up the metal industry, and getting the basic needs of the  fortress done. From late spring, the 4 military dwarves were set to train. I split them off in two pairs (shield+armor and hammer+dodge), with the idea to cycle them around after they had taught their skill to their fellow dwarves.

At the end of the year (so after 3 seasons of training), the results were not really as expected but quite impressive nonetheless:



The top group was the hammerer+dodger combination, the bottom group the shield/armor user. Observations:

- In the beginning, there were quite a lot of demonstrations, but not always of the type expected (e.g. after a single sparring session a new recruit was confident to hold a striker demonstration). They started sparring quite quickly and interleaved sparring and demonstrations
- Hammer and figher are imo impressively high after 3 seasons of training, much higher (I think) than I normally get.  I guess teaching helps here: they learn something by sparring, and then teach it to the other? Or is 13-20 level gain 3 seasons not exceptional?
- Interestingly, sparring and fighter are highest in the shield/armor group, but that might be coincidence. The only reason could be the lower aptitude for teacher role in Kogan.
- Dodging was higher a bit quicker in the pair with a dodger+teacher, but not impressively so consideriong that the '6' started from 5, so the other gained 0->4 instead of 0->3
- Shield and armor user were learned much more quickly in that pair, ending at skills 6/7/9/12 instead of 3/3/5/5.
- Teaching and student skills go up as well, but quite slowly. Concentration and observer also increased, not sure if that is relevant. All other social skills stayed low.

Conclusions:
- Starting with multiple military+teacher dwarfs is a good way of getting military up to speed quickly.
- The important military skills to start with are shield and armor. Weapon, fighter, and even dodging are learned on the job just as quickly.
- It is probably a good idea to start with two teams on different weapons. That makes it easier to then use the teachers as squad commanders after the first large wave.

Questions:
- Assuming I take 4 military dwarves, does it make sense to break them into two pairs for training? I started out with one squad, but set to training minimum 2, but got a lot of 'waiting for demonstration' initially, but that might have a different cause..? My thinking was that demonstrations might be very effective with >1 watcher.
- I always have single weapon squads, assuming that that helped them train/spar. Is that actually the case? Is there a downside to mixing melee weapons in a squad?
- (edit) Did anyone experiment with teacher+archer or teacher+crossbowdwarf?

*) In retrospect, I might have given him fighting instead of hammer... sorry for the confusion. but it doesn't seem to matter so much?

219
DF Gameplay Questions / Re: Cooking... necessary?
« on: October 30, 2013, 03:01:00 am »
Just be aware that cooked plants do not produce seeds so keep an eye on your stock levels if you allow them for cooking.

dfhack seedwatch is your friend here. Something like seedwatch all 30 makes plants automatically available for cooking if you have >=30 seeds of that type, and forbids them as soon as seed count drops below that number.

220
DF Dwarf Mode Discussion / Re: Compound Magma Splash Effect
« on: October 30, 2013, 02:51:31 am »
So, I built a fortress next to a volcano, a peculiar one where the tube extended above the magma itself. I dug into the side two z levels above the magma and established a garbage dump. Seemed safe enough, until after one siege, I was left with a huge number of corpses. In the process of the dumping, it seemed like the more was dumped at once, the more it splashed, injuring several dwarves in the process. 

I'm guessing I have to dig out the next garbage dump a bit higher...

Apart from all the info on weaponizing this, the safe thing to do is make them dump through a diagonal:

Code: [Select]
.#.#.     . = hole above magma
#=#=#     = = dump zone
#   #     # = wall
 

(you can construct the walls above the magma or just find a good spot)

They can throw stuff through the diagonal, but mist, miasma etc doesn't go through

221
Quote
Other operating systems currently won't work (If this becomes popular enough I will put in the hours to make it so**

I would be very interested in a linux version!

(but if it is .NET based that might not be easy...)

222
DF Dwarf Mode Discussion / Re: mass immigration
« on: October 29, 2013, 03:20:15 am »
to make things easier, you can go in the 'manager' position and 'order' job. Order 40 beds built and the manager will give the order in automatic. No need to keep on piling them up in the carpenter workshop.

I became a big fan of the dfhack workflow plugin and the planning mode utility.

1) If you run dfhack with standard settings, alt+w is the workflow shortcut (look in your dfhack.init file). Do the following:

In your carpenter, (a)dd a (b)ed to bed made; set to (r)epeat. Now press alt+w, which brings up the workflow plugin in the right hand pane. Add 'A' to set a range for beds, standard is 5-10. Press esc to get out of the plugin. Now, the job will be suspended and re-activated automatically to make sure that the number of unused beds is between 5 and 10.

Repeat this process for tables, thrones, cabinets, coffers, and doors at the mason. It's probably best to have 2 carpenter and 2-4 masonry workshops.

This means that you will always have furniture waiting to be placed, and if you place them, more will be made.

2) Download and setup the building planner from http://www.bay12forums.com/smf/index.php?topic=119575.0

Now, if you layout your bedrooms, you can activate (P)lanning mode. This means that you can order beds placed before they are made. By using various filters (e.g. material:stone) you can control what will end up there eventually. So, after your 44 new bedrooms are dug, you can instantly place beds, doors, coffers, and cabinets there. Make sure to set material filter to stone for coffers and probably for the others to prevent bags and special furniture to be placed accidentally.

The good thing is, the workflow plugin will make sure that the furniture will get build. So, planning mode + workflow is essentially a sort of manager where you order X things as well, but you can immediately place them and no longer have to think about it.

Of course, once this works well you can do the same for designing the dining hall and for ordering drinks (I set 200 drinks), food (200 roasts), socks (30 socks) and the same for other clothing.

223
The problem is caused by revision 578, i.e. the Qt5 upgrade:

Code: [Select]
wva@yup:~/splintermind-attributes$ hg up -C 577
128 files updated, 0 files merged, 21 files removed, 0 files unresolved
wva@yup:~/splintermind-attributes$ qmake
Project MESSAGE: Release Mode
Project MESSAGE: Setting up for Linux
Project MESSAGE: Setting up for Linux Install
wva@yup:~/splintermind-attributes$ hg up -C 578
129 files updated, 0 files merged, 0 files removed, 0 files unresolved
wva@yup:~/splintermind-attributes$ qmake
Project MESSAGE: Release Mode
Project MESSAGE: Setting up for Linux
Project MESSAGE: Setting up for Linux Install
Project MESSAGE: Warning: unknown QT: widgets
wva@yup:~/splintermind-attributes$ hg log -r 578
changeset:   578:4294379f597b
user:        joshb
date:        Thu Oct 03 17:39:35 2013 +0200
summary:     v.20.6 ** updated the project to qt 5.1.1 **

I did get a bit further by removing qt4 and installing qt5 and some additional scripts:

Code: [Select]
$ sudo apt-get remove --purge qt4-default qt4-designer qt4-dev-tools qt4-qmake qt4-doc qt4-linguist-tools qtchooser
[..]
$ sudo apt-get install qt5-qmake qt5-default qttools5-dev-tools libqt5script5 libqt5scripttools5 qtscript5-dev
[..]
$ qmake
Project MESSAGE: Release Mode
Project MESSAGE: Setting up for Linux
Project MESSAGE: Setting up for Linux Install
$

Edit: Never mind, I'm being stupid, I never undid the 'hg up -C 578' earlier, so I was building an old version. Will retry with the newest version and post results.

Edit: Victory! The problem was caused by building an old version, stupid me. So, if you uninstall and install the packages mentioned above, remove 'bin' if it exists, and qmake+make, it works (at least on my ubuntu 13.10). 

(probably you can make do with less packages, I simply added stuff until it stopped complaining...)

224
Just to clarify: "Restricted" only increases the planning cost of moving over a tile, it does not forbid the tile. IIRC default restricted is 25 vs normal 2 per tile, so a dwarf would rather walk 12 normal tiles than 1 restricted tile. But if there is no other route, or the other route is really long then they will still take the restricted route.

From the picture it seems that the southern river is dwarf-made, with straight edges except where it crossed existing lakes. What you should have done is made sure there are no ramps whatsoever, e.g. by first draining the lakes into the lower river, removing all up-ramps, and then connecting it to the river proper.

Even better would be to dam the whole river first and give the norhtern canal the same treatment; and I would also make it 1 z-level deeper so it can't be crossed by swimmers or in winter; but that requires a bit of engineering. It's not too bad actually since if you place pumps over the river set to pump the water back (e.g. from west to east), it will drain the river enough to build a 1x4 raising bridge across (with some cancellation spam). Once the bridge is in place, raise it, and wait till all the water is gone, and shape the river/canal/moat anyway it pleases you.

225
DF Dwarf Mode Discussion / Re: Lever Operators?
« on: October 25, 2013, 11:21:45 am »
You could also look into using pressure plates, forbidden doors, and pets for critical levers. A cat stuck on a pressure plate in a 1x1 room with a locked door will leave immediately when the door is unlocked thereby turning off the pressure plate. Can't get a much faster response time than that. A rather large PITA for a lot of levers, but for a few critical levers? Just may be the ticket for you.

Which is why I think that (un)locking doors should be a job just like 'pull lever', and potentially a job any tantrumming dwarf can decide to do on himself. Maybe you should be able to "forbid" a door, which is an immediate overseer action and is obeyed by all sane dwarfs, but not by pets, invaders (+tantrummers and kids?), ie it functions more like a burrow restriction; and "lock" a door, which is an action that dwarfs have to do like pulling a lever, but which will also prevent pets and invaders from using the door.

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