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Messages - ImagoDeo

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241
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2014, 11:20:53 pm »
Has ANYBODY successfully trained (NOT tamed) an animal? I always get "No Creature" cancellation spam

Haven't tried training yet. Taming worked okay while they were in cages. Someone who's more experienced with mantis should go report this.

242
DF Dwarf Mode Discussion / Re: More Military Woes
« on: July 14, 2014, 09:33:56 pm »
Burrows, squads, and patrol routes are notoriously buggy. Dwarves get bad thoughts from being on patrol too long, which is fine, but that also happens when they've been training for a long time. Screwing with uniforms, on-duty food, schedules, barracks, ammo, and all of that has always been a nightmare for me, so lately I've been abandoning military tactics and spamming cage traps everywhere. Seems to work ok, but it's just as exploity as danger room training or the Spear of Enlightenment, so I don't really know what to tell you.

243
Minor update: the exploit still works in .40.01.
Unfortunately, that means that falling traps with spikes on the bottom less than 10z high are useless/a huge danger to the fort depending on altitude. :(

Just put cage traps in the bottom. Any stunned creature will be caught, and most creatures will be caught anyway. Live goblins are really useful for tragedy training: visible sentient death gives ranks in Discipline and hardens your dwarves to tragedy, no matter how you do it. My personal favorite style is public butchery in the dining hall, although it's less controlled than a 15-z fall into the same room.

244
Whats a pocket world?
Smallest world size. 17x17.

245
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2014, 08:41:49 pm »
Embark Anywhere still works. Embarked in elf territory for shits and giggles, and decided what better way to start the night than with chopping down a sacred tree! SPecifically a mighty hazel tree known as Glaciersummits, The Clutch of Dyes.
You, sir, are a genius.

I have embarked to a desert with naught but a copper pick. The desert contains a limited aquifer. We have tapped it and are flooding the caverns. My first miner died like a total dumbass while channeling the last square to unleash the aquifer into the caves, and I don't feel at all sorry for the fact that his hidden corpse is buried in mud right now, inaccessible under a stream of water that flows down into the lower levels of the first cavern layer.

Booze is currently an issue. The first cavern layer was completely barren, so we have breached the second layer and I have sent dwarves to seek out the sweet pods that grow there. Hopefully that troll hanging to the wall won't chase after them and wipe the fort. A depot has been constructed and the carpenter will begin to crank out spiked balls as we enter into the first trade season. It is a good beginning for our humble fort!

Should I test whether or not deconstructing the depot still steals everything from the caravan?

246
vjek, can you find me a terrifying desert embark with an aquifer on part (but not all) of the map? I don't care what clouds or rain or whether or not it reanimates. Just surprise me with that.

I'm looking for a challenge. :P

247
DF Dwarf Mode Discussion / Re: First Impressions .40.01 AND BEYOND!
« on: July 14, 2014, 06:27:10 pm »
I'm just giving up on making a lasting fort until Toady invents some stable save that'll last me. I had to give up on a nice place in .01, two good starts in .02, and now I'm just gonna say fuck it: single pick challenge, middle of a desert with an aquifer. Go!

248
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 14, 2014, 05:59:00 pm »
it would be great if the newly expanded plant lists allowed for actual uses for plant extracts, and the alchemy workshop.

Couple that with actually useful products for treating infections, and you have a winner.

Sadly, I dont think Toady has herb lore in his bag of tricks, and probably feels uncomfortable adding such things.
(but I would happily give him a mod to look at, if he put the mechanism underneath for me to hang it on!)

I've never lost a dwarf to infection that I can remember. So maybe I'm biased. But I just don't see it as a real issue here.

If Toady has fixed the fingernail issue, then diverting children into a separate hospital area for a short period of time may make sense in the long run. All things considered, I doubt a small fatality rate will be entirely avoidable, and I'm definitely not going to make this more complicated than necessary, even though that would be dorfier.

249
DF Dwarf Mode Discussion / Re: PTSDwarves
« on: July 14, 2014, 02:16:10 pm »
Or make a drop trap that dumps the piles of skeletons of slain goblins onto the invading goblins' heads.

This sounds really good. Modding can also give you the ability to chuck anything with a catapult, which means you may be able to bombard sieges with the heads of the previous siege and it'll actually have an emotional impact.

250
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2014, 02:13:38 pm »
Found a bug.

Hauled some animal-men to a distant point and positioned the militia to attack them en route. As it turns out in this version attacking a hauled creature means attacking the hauler as well. My thresher was disemboweled. Explains why my efforts to slaughter the elves resulted in my impromptu mob trying to punch yaks.

No accidental loyalty cascade?

Oh, wait, loyalty isn't that simple any more, is it? Hm.

251
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 14, 2014, 02:07:04 pm »
I want to add more to this thread seeing as I did my own experiments in the old version, and found a different method to be more effective, with a little more management.

Define 'more effective.' Did it accomplish the goals listed above, or do you think a different set of goals is more achievable/useful?

I'm planning to build a Dwarven Boarding School again once I get a stable fort running in 40.xx. DBS was something I tried in my last 34.11 fort: it was a large enclosed space for all fort's children, complete with beds, drinks/food, tables and school uniforms (cloaks and hoods) in opposite corners. Separating all these was "the Classroom", basically a mild danger room with training spears poking at students every time they went from food stockpile to dinner table or from bed to booze barrel. Of course, some spent most of their days in the Classroom anyway, just dancing to the merry music of wooden sticks hitting bone.

The purpose of all this was to have all students reach Legendary levels in basic Dwarven skills (Fighter/Dodge/Armor User) before adulthood. That was the plan, at least; ultimately it failed because I didn't want to micromanage burrows everytime some student passed out in the Classroom with a broken wrist or two and needed hospital care. That, and some of the students were starting to dehydrate because the drinks stockpile didn't have enough barrels for 50+ students. The best students had reached Expert skill levels when the school was closed down.

In future version of the school I'm planning to include a mini-hospital inside school premises. And a much, much larger drinks stockpile, of course.

With the change to dwarven skulls in .40 (they're no longer paper-thin), this may actually be the most workable and useful idea. If even children no longer suffer fatal injuries to wooden training spears, a realistic danger room environment may be the least exploity and most effective way to accomplish all of the listed objectives. Tragedy training through injury, combat skill training, and maintenance of sanity through quality booze and friendship and stuff.

I'm open to all possibilities. We're here to make this happen or die trying kill dwarves trying.

252
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 14, 2014, 12:27:24 pm »
My gut feeling tells me the results will likely not be particularly useful in that for the amount of effort put in, you won't get much back but I could be wrong. That's what science is for.

The big problems I foresee are the risk to the fort caused by the chronically low moral of many of the mentally damaged children and the sever damage to the parents' moral caused by occasionally losing said children to madness or injury. You will also have children that will graduate with poor social skills and who will not do any work while they are busy being locked up in their "childcare" area until adulthood.

The big flags I have noticed for a dwarf going crazy have been attributes such as being prone to negative thoughts, prone to rage, prone to anxiety etc. You can have some dwarves that lose half their family and walk away from it with their mind intact and others that try to tear down your fortress because some goblins you shot, snuck off the map with a few of their masterwork bolts in their leg. I've learned to always keep dwarves that are prone to negative thoughts and fits of rage etc. out of the military. They generally aren't worth the risk and do better in less stressful rolls. They are also far more likely to tantrum and go mad rather than ever reaching the point where they "don't care about much of anything."

I guess it really depends on the type of training system you speak of whether it is likely to succeed or not. There are ways to train children without damaging them such as using misters throughout the fort to raise moral and simultaneously train swimming and its related stats. Generally I have found that maiming, killing or harming dwarves is counter productive and I leave that to the goblins and forgotten beasts rather than going out of my way to do their jobs for them.

Yeah, the new mentality will certainly make an impact on the children. There are two reasons: first, because some personalities may be totally unsuitable for the child care program; and second, because we need to find out if we can alter a child's hopes and dreams and personality traits through the process.

Children under twelve don't do any real work anyway except the occasional plump helmet harvesting and deconstruction, so they're basically useless and they can't be added to military squads without modding. This system is intended for long-running forts to train new generations of military dwarves against ongoing threats from goblins, forgotten beasts, etc. without having the tremendous losses associated with putting new recruits straight into combat.

The system is supposed to be designed to avoid harming the children in any permanent way except by removing particular portions of their personality and certain vulnerabilities that are counterproductive for combat and general fortress activity. The goal is very flexible and our ultimate purpose here is to fine-tune the process so that we can be satisfied with the result - not just to enact haphazard procedures and blindly accept whatever result tumbles out when we open the door after eleven or twelve years.

253
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 14, 2014, 09:57:59 am »
While I applaud the spirit of Science, the only results we really got out of the last one was mental scarring. While I'll admit we'll probably get a serious Discipline spike in the survivors (Which is useful as Hell now) I doubt we'll get much else out of this.

So your saying that apart from the useful stuff, there will be nothing useful? Cant argue with that logic.

Well, we won't really know until we try. I think a major discipline spike would be awesome, and any tragedy training would be icing on the cake. Throw in a few combat skill gains and you're really starting to see a long-term fortress survival plan: immune to siege by virtue of combat, immune to tantrum spiral by virtue of tragedy.

254
News Center
Regular updates on thread happenings!
  • 6/17/15: I have returned to DF after a lengthy hiatus and have begun to get caught up on the thread. My own experiments shall proceed as soon as I get another fort up and running with a higher pop cap. At the moment, I have one student in a rudimentary educative institution inspired by Staalo's method, but that fort is only secondarily for the purpose of DayCare Science, so a new fort will need to be constructed to test new theories. I'm most interested in finding a final solution for tragedy training and trying out some climbing possibilities.
  • 9/7/14: A breakthrough: visible sentient death appears to be the requirement for tragedy training. How did Staalo find out? ...don't ask.
  • 8/24/14: Staalo's training facility schematics have been posted. He's achieved the most successful daycare yet seen in the thread, although we're still trying to figure out a good way to train discipline.
  • 8/24/14: Skullsploder shared a nice method for handling food distribution.
  • 8/19/14: weird paid us a visit and threw out a random idea for a Dwarven Military Nuclear Fusion Reactor Thing. It needs a name, it needs to be tested, and we need moar power.
    • 8/24/14: UPDATE: The idea doesn't really work in its first incarnation. Weird provides a summary with some quotes here.
  • 8/19/14: Mimodo put together a nice summary of the various goals of the program.


The Overview

It's like regular childcare, except with more dogs, and less care.
Also, this is a horrible inhumane idea and why didn't I think of it.
Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

Hello, and welcome to the grand reboot of the glorious Dwarven Child Care thread, which was one of the greatest and dorfiest things to arise from the chaos that was DF2012.

The goal: to generate supersoldiers strong enough to decapitate goblins with their little fingers, skilled enough to dodge dragonbreath, and hard enough to massacre every single member of their own family in a loyalty cascade withing giving one single solitary shit.

The method: by taking babes from their parents on or about their first birthdays and moving them into a special care facility furnished with all manner of soul-crushing but life-preserving features.

The results: None to speak of.



"Wait, what?!" you shriek. "No one ever managed to DO it?!"

Unfortunately, no !!scientist!! ever posted major results. A few of us managed to get experiments rolling, but not many finished, and most were unsuccessful for one reason or another. Feel free to read through that thread, though. Much was learned in the pursuit of the perfect Dwarf:

  • There are three main objectives:
    • Strip away emotional attachments and reservations;
    • Train combat skills and attributes;
    • Preserve life, limb, and just enough sanity to still call it a dwarf.
  • Various animals are useful for the task of training combat skills. Slow gains can be made by keeping the child in close contact with irritable birds like peacocks and turkeys, but the skill gain is very slow. Faster gains happen in the presence of larger, more violent animals such as bobcats, hyenas, and the like, but the fatality rate goes up proportionally.
  • Tragedy training can be accomplished in several ways, but the most effective seems to be attached to the constant injury from domestic animals such as turkeys, dogs, and cats in close proximity. A faster method, if practical, would be to drop sentient enemies from great height so that they explode within sight of the children, since sentient death is presumably more impactful on tragedy training than injury. However, a steady supply of elves, kobolds, and/or goblins is necessary to achieve this for many children over the long term life of a fortress.
  • Placing a twelve-year supply of food and drink in the child's cell is a simple matter and should be done before the child enters. It can be preserved on a single tile with a food stockpile placed underneath it. Vermin haven't been known to be a problem.
  • Preserving the child's socially-geared mental attributes (memory, social sense, intellect, etc.) requires sentient verbal interaction. Its value, in light of its impracticality, is questionable.
  • Simultaneously training swimming may be impractical.
  • Clothing was not found to be a serious issue.
  • Happiness was not found to be a serious issue.
However, much of this research may be invalid, now that the Dwarven mind is so much different.

So here is the challenge: go forth and !!science!!

Find yourself some innocent babes test subjects and place them into horribly cruel solitary confinement with ravening wild animals designed to destroy their souls a proper testing facility. Report back here with whatever information you gather, and together we shall forge warriors for Armok and for glory!

255
DF Dwarf Mode Discussion / Re: CANNOT BREW ANYTHING?
« on: July 13, 2014, 02:13:14 pm »
All kinds of containers are just generally borky and unworkable. I try to avoid using barrels, bags, and especially bins as much as possible.

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