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Author Topic: Dwarven... "Child Care"  (Read 414358 times)

Girlinhat

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Re: Dwarven... "Child Care"
« Reply #255 on: August 27, 2011, 06:55:20 pm »

Weeding out an adult from a pack of enclosed children is easy.  One wall should be a locked door (preferably master platinum) and attached to two levers.  When the adult is grown, open the door via the in-fort lever.  The door leads to a 1x1 room that houses a lever, which controls the same door - or not.  Either way, use the lever to lure the adult into the room, and then lock the door when there's no children standing on the lever.  Thus, adult separated from children.

zombat

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Re: Dwarven... "Child Care"
« Reply #256 on: August 28, 2011, 01:52:48 am »

Alternatively create a burrow in an airlock. With the outer door locked the children should have no need to path into that burrowed airlock, allowing you to easily separate the now adolescent dwarf from the pack.

Much easier, which of cause makes it considerably less dorfy
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Eddren

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Re: Dwarven... "Child Care"
« Reply #257 on: August 28, 2011, 01:58:28 am »

Uh, no, the children DO kill the animals.
I have actually had a child go into a rage before.
Trust me. It does happen. This happened in only two years, with ONE kid.
Spread that across 12 with 3-6.
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Nil Eyeglazed

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Re: Dwarven... "Child Care"
« Reply #258 on: August 28, 2011, 02:13:50 am »

Uh, no, the children DO kill the animals.
I have actually had a child go into a rage before.
Trust me. It does happen. This happened in only two years, with ONE kid.
Spread that across 12 with 3-6.

You're right, I wasn't considering berserk children.

Still-- wouldn't going berserk be less likely with friends, and with more room for happiness-inducing stuff that larger chambers could afford without sacrificing creature density (because all of the children and all of the animals were in one room)?
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Dsarker

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Re: Dwarven... "Child Care"
« Reply #259 on: August 28, 2011, 04:10:19 am »

Uh, no, the children DO kill the animals.
I have actually had a child go into a rage before.
Trust me. It does happen. This happened in only two years, with ONE kid.
Spread that across 12 with 3-6.

You're right, I wasn't considering berserk children.

Still-- wouldn't going berserk be less likely with friends, and with more room for happiness-inducing stuff that larger chambers could afford without sacrificing creature density (because all of the children and all of the animals were in one room)?

Doesn't matter.


Each fight has two results. Either one side loses or the other does. Because the animals are non-tame, the fight will begin immediately. Won't stop until one side loses.

However, using tame animals has them switch into and out from a fighting state at random. This can be increased by lowering the size of the cage. We want to keep them apart specifically so they don't form friendships. These dorfs are the fighting force of the future, used specifically so as to remove any chance of happiness loss in the rest of the fortress. Therefore, no attachments.

We use tame animals because they breed, too. Thus creating a pattern of lots of beasts, eventually fighting between themselves and the dorf child will reduce this, in time for a new generation.
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Girlinhat

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Re: Dwarven... "Child Care"
« Reply #260 on: August 28, 2011, 12:32:33 pm »

Wild animals will destroy the child outright.  Tame animals take "pot shots" that usually fail to kill.  Never use wild animals.

Children will fight back, but not on purpose.  Some will rage, but the majority won't, especially if there's mood-elevating things nearby to make them calm and happy.

Do not put all the children in one pit, this is the exact opposite of what we want to happen.  What WILL happen, is that you get a clutch of supersoldiers, send them out to fight, and a goblin lasher kills one of them, sending the other dozen into a tantrum spiral.  Do you WANT a tantrum spiral where the worst offenders are ungodly monstrosities who wear steel not to protect themselves, but to hide their scarred and desecrated body from civilians?

ArKFallen

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Re: Dwarven... "Child Care"
« Reply #261 on: August 28, 2011, 01:47:09 pm »

Do you WANT a tantrum spiral where the worst offenders are ungodly monstrosities who wear steel not to protect themselves, but to hide their scarred and desecrated body from civilians?
Yes. It'd be beautiful.
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forumist

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Re: Dwarven... "Child Care"
« Reply #262 on: August 28, 2011, 03:36:00 pm »

Not that it matters, because it seems no one plays in ASCII anymore...

There used to be an ASCII-only version of the game ?
I like the current defaut, with extra non-ASCII characters, such as the smiley (to represent dwarves), the greek Gamma (for some types of tree), and various accentuated letters (to represent some types of crafts), etc.

I think it is a good compromise between a ASCII-only which would be a little too poor to give a representation of the game varied enough, and a tileset (I've seen screenshots with tilests, and I think it generally lacks clarity). I was never tempted to use a tileset.
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Eddren

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Re: Dwarven... "Child Care"
« Reply #263 on: August 28, 2011, 03:41:14 pm »

It's been that way since the game was first made.
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Girlinhat

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Re: Dwarven... "Child Care"
« Reply #264 on: August 28, 2011, 03:54:30 pm »

Actually, it's Unicode, and can all be typed by hand.  DF normally uses a graphic pack where all the images are pictures of letters, but you can change the output mode to TEXT and then be able to highlight and copy-paste with the mouse.  And the Unicode is ASCII, just not keyboard characters.  Everything is typable using an alt-code (on windows).

forumist

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Re: Dwarven... "Child Care"
« Reply #265 on: August 28, 2011, 04:17:16 pm »

And the Unicode is ASCII

Unicode has a lot more characters than ASCII:
http://en.wikipedia.org/wiki/ASCII#Unicode

I tried playing in the real TEXT output mode, hoping it would be faster, but if I remember well, some key comination do not work (for instance shift+Enter).
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Don't quote me on that.
Cacame channels aquifers into submission by staring at them. Cacame is so badass, kobolds give him their children to leave them alone. If Hidden Fun Stuff digs too far down, they hit Cacame. Cacame once took a Tantrum Spiral and impaled four enemies on it.

Madurjafro

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Re: Dwarven... "Child Care"
« Reply #266 on: August 28, 2011, 04:25:40 pm »

Wild animals will destroy the child outright.  Tame animals take "pot shots" that usually fail to kill.  Never use wild animals.

Children will fight back, but not on purpose.  Some will rage, but the majority won't, especially if there's mood-elevating things nearby to make them calm and happy.

Do not put all the children in one pit, this is the exact opposite of what we want to happen.  What WILL happen, is that you get a clutch of supersoldiers, send them out to fight, and a goblin lasher kills one of them, sending the other dozen into a tantrum spiral.  Do you WANT a tantrum spiral where the worst offenders are ungodly monstrosities who wear steel not to protect themselves, but to hide their scarred and desecrated body from civilians?

You are doing it all wrong! LESS NO SOCIALISING, MORE ALL KILLING!!!
You should also build say 12 chambers (or whatever age they become adults) and separate them by year, so you release them all at the same time when they reach the required age. Also you should have some magma fall at the exit so they get scarred on the way out, to look more badass of course.
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Girlinhat

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Re: Dwarven... "Child Care"
« Reply #267 on: August 28, 2011, 04:35:25 pm »

ASCII/Unicode aside, I'm agreeing that less socializing is better, thus no contact is ideal.

veok

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Re: Dwarven... "Child Care"
« Reply #268 on: August 29, 2011, 11:11:14 pm »

Posting in this thread so I can watch it.

And why not simply designate a 1-tile meetingzone in the children cell? Don't tame animals (and children, for that matter!) with nothing better to do go hang out in meetingzones anyway?
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Girlinhat

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Re: Dwarven... "Child Care"
« Reply #269 on: August 30, 2011, 12:40:20 am »

In theory, yes.  I'm not sure how well this works for specifics though.  The child (and animals) may wander out naturally in their short-term walking around.  A burrow is definitive, the dwarf cannot leave it normally, but a meeting zone is more of a suggestion.  Of course animals and children both ignore burrows entirely (except for alert burrows) so meeting zone testing needs to be done.
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