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Author Topic: Dwarven Child Care [Reboot] (Werezombie Cloning Tech (What in Armok's name?!))  (Read 208637 times)

Staalo

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #540 on: February 28, 2015, 08:38:54 am »

I lost the Questmountain save due to a monumental brain fart while changing hard disks. Needless to say I was slightly upset about it and it sort of put me off Dwarf Fortress for a while. Now after some time I decided to try again in a world packed with titans, megabeasts and necromancers.

So, in 500 The True Hammers of The Metal of Humor founded Moonpalace on a very nice Haunted beachfront property. It's a perfect place for a secret evil science compound with accursed murk drifting in from the sea, roaming undead and several lairs and towers in the vicinity.

I've already captured two necromancers to produce an infinite amount of sparring partners for my future students. This is going to be fun. Or a disaster. Or both.
« Last Edit: February 28, 2015, 09:09:25 am by Staalo »
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Dainz

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #541 on: February 28, 2015, 09:03:12 am »

Happy to here from the greates Kindergarden in DF again, hopefully we will see the first graduates soon!
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Skullsploder

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #542 on: February 28, 2015, 01:51:07 pm »

I think the real question now is how to fully automise this.

Some thoughts on automatising:

Minecart shotguns can launch cages which, provided a second obstacle, can launch creatures. Thus, a minecart hauling route could get dwarves to automatically chuck a certain amount of captives per month in with the kiddies.

A dedicated medical staff of GPs which live with the kiddies and wear full armour may be viable (I don't know if you already do this Staalo).

Kids can automatically be forced into the room with a sort of airlock dormitory: a 3x1 room with a bed in the middle and a pressure plate on either side, each one linked to a door. The door that leads to the rest of the fort is on a latch that keeps it open until a child steps on the pressure plate nearest the door. At that point it closes. The other pressure plate would, naturally, link to the other door that leads to the childcare. Both doors should be reset to open when a certain amount of time has passed without a child triggering either pressure plate, acheivable with a counter that gets reset when stepped on. (e.g simple but large one - a minecart on a wide track that passes over single pressure plate that drops a single 7/7 water into a 3x1 cistern, with a drain at the bottom connected to the pressure plates and a pressure plate at the top that sets the latch to open.)

Perhaps kiddies should be assigned individual statues and the meeting area designation should be removed? Thus one could have two children deemed viable partners whose respective statue gardens each consist of only one walkable tile, adjacent to each other. The children will spend all the time they're not eating, sleeping, or fighting in close proximity with their future mate.

I've heard reports of dwarves socialising when forced to share a table. Perhaps a cafe layout of four chairs to a table would promote this? Can anyone science it?

Training grower skill would be incredibly useful for removing micromanagement: the medical staff could be supplemented by a planter/cook/brewer and the plants the kids harvest could go directly into their mewling mouths.

That's all for now... I'm sure I'll think of more later!
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Dwarf4Explosives

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #543 on: February 28, 2015, 02:44:57 pm »

Staalo already has the medical dorf system.
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SlyStalker

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #544 on: March 01, 2015, 12:36:46 am »

Thread is interesting but I really don't want to read through 37 pages of this, however hilarious and sadistic it is, so I have a question: what are the facilities that my Children's Creche should have? I already read about dorms, mist generators and a food stockpile, but what else? Should I spikes or live animals for training? What is the best way to train tragedy resistance?
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SkyMarshal

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #545 on: March 01, 2015, 01:05:28 am »

This.... is glorious.  Watching with extreme interest.
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Skullsploder

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #546 on: March 01, 2015, 02:10:32 am »

Thread is interesting but I really don't want to read through 37 pages of this, however hilarious and sadistic it is, so I have a question: what are the facilities that my Children's Creche should have? I already read about dorms, mist generators and a food stockpile, but what else? Should I spikes or live animals for training? What is the best way to train tragedy resistance?

Start reading from about page 23 or so. The earlier stuff is mostly just groundwork and failed experiments, pretty much. A couple pages back Staalo gave a screenshot of his very efficient communal childcare - essentially four 3-walled rooms facing a central space containing a pool with a four-way bridge the only connection between them. One room is a dorm, one is a dining room, and the other two are food and drink stockpiles IIRC. All the floor tiles without beds, tables, stockpiles etc., especially the bridge's, are covered in repeating spear traps containing 5 training spears. The children must be provided tons of clothing, else hands may get pulped, and medical staff must be on standby.
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Staalo

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #547 on: March 01, 2015, 09:39:08 am »

The spear trap room is a great way to provide some background education for your children. Here's the screenshot in question:

http://www.bay12forums.com/smf/index.php?topic=140588.msg5864509#msg5864509

In that configuration it will train Dodge, Armor user, Swimming and social skills, but advanced education (Fighter, Observer etc.) requires building some additional facilities.

My focus in this fort will be testing out various combat arenas where the children will be exposed to undead horrors; if possible I'll also try to automate the pitting/training/recapturing process. The ultimate aim will be to provide the children with a full set of unarmed combat skills before they'll reach adulthood.

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SlyStalker

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #548 on: March 02, 2015, 12:21:04 am »

Spear traps vs dogs vs turkeys? Also how many wooden spears per trap?
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Wheeljack

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #549 on: March 02, 2015, 05:59:56 am »

Spear traps vs dogs vs turkeys? Also how many wooden spears per trap?

Five per trap if I'm remembering right.

Hnng, every time this thread comes back I have the urge to start a new fort just to do this type of thing. Or maybe I should just dedicate a z level to my hospital and put a school on the other side of the stairs in my current fort, since I just started it not long ago. I think it's about time I actually tried this instead of just thinking about trying it. Part of the lack of motivation has been lack of children in the first place. I finally get married couples an then no babies. The RNG hasn't even sent migrant children in my last few forts.
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Dwarf4Explosives

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #550 on: March 02, 2015, 11:06:41 am »

If the lack of children is annoying you, I think there's a [LUST_PROPENSITY:] tag you can add to modify the chance that a straight couple will have children.

EDIT: Yup. [LOVE_PROPENSITY:] is also useful for increasing the rate at which dwarves form couples.
« Last Edit: March 02, 2015, 11:10:37 am by Dwarf4Explosives »
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And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

Skullsploder

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #551 on: March 02, 2015, 03:21:16 pm »

For vanilla testing Staalo's idea of having the couples spar seems to be working well, by maximising time in... erm... contact.
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Staalo

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #552 on: March 03, 2015, 03:03:23 am »

That one didn't work indefinitely, though. After having around four to six children the couples seemed exhausted and there were no more births. Very realistic.

Luckily this time around there's a healthy civilization providing migrant couples to Moonpalace. Several little beardlings have been born during these first two years; I'll have to hurry up with school building.
« Last Edit: March 03, 2015, 03:10:41 am by Staalo »
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SlyStalker

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #553 on: March 03, 2015, 04:24:50 am »

I'm planning to pit enemies (and nobles probably) straight into a glass-walled area in the Children's Creche for the trauma component of their training. Will this work?
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Sanctume

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Re: Dwarven Child Care [Reboot] (Many Innocent Deaths)
« Reply #554 on: March 05, 2015, 10:21:15 am »

Fascinating !science! 
I'm working on Building a similar school, using Staalo's science.

New Small World, Smaller History; Highest everything else.
Embarked on an Untamed Wild, with neighbors to all races, include 1 Tower; warm, stream, aquifer, deep soil, sand, woods, shallow metals, deep metals.

(science:) All 7 founders begin with Conversationalist 6, and Flattery 6 to see if it helps increase socialization and marriage sooner.

Other than this,
2x Miners that will be my initial military squad once they reach Miner 10.
2x Builders with axes
1x Medic
1x Admin / Mech to hook up upright spears, and eventually cage traps for defense and "guest professors."
1x Herbalist who can handle all the food needs.

Day 1:
- Build 7 Carpenters Workshop, set Profile for each of the founder who have Carpenter 0 skills; queue 10x training spears.  Result over 50% standard training spears.
- Aquifer is on the z-3, so I have plenty of room; going to set up a Water Reactor for above ground plumbing.
- Dig initial rooms for storage, specially 100 standard training spear
- Need to breach aquifer to get stone for mechanism.

- Quick plan Dinning Room: should yield lots of beard rubbing.
Spoiler (click to show/hide)

- Common Bed with private storage design works even with married couples:
Just toggle door to internal prior to room designation, then toggle door back.
Spoiler (click to show/hide)
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