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Topics - Quiller

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DF Dwarf Mode Discussion / Logging Roads
« on: August 12, 2008, 05:57:25 pm »
So, this is not anything that I've tried, but it seems like an interesting idea.  One issue with logging is that while it is renewable, saplings can be trampled on, killed and become dead wood clutter instead of usable trees.

A possible way to minimize this would be to use traffic zones.  Set up paths set to high traffic to go out into the forest and branching off a bit.  Set the rest of the forest to lower traffic settings or forbidden.  This should cause dwarves to follow the set paths until they get close to the target tree, then make a beeline for the target tree once they get close.  This should concentrate most of the foot traffic to specific zones and make it more likely that saplings will be able to grow up off that path.  You might be able to help even further if you use these paths to divide your lands up into zones, and only log in one zone at a time rotating through the zones.

There is an additional advantage of this.  If you know that most of your time your outdoor dwarves will be following set paths you can use those areas for guard towers, traps, military patrols and be more likely to be near where a dwarf would be surprised by enemies.  Or at least increase the amount of time that the dwarf will be travelling near protection.  (Unfortunately, I doubt that the dwarf will take traffic zones into account when running screaming away from the enemy, so we can't expect that the dwarf will lure the enemy onto the path).

Presumably these paths will also affect how your hunters and herbalists do their jobs, and in the case of the herbalists, you may want to designate plant gathering in the same area as the logging so that their trampling gets cycled as well.  (Though most likely by the time you are being this organized about logging, you are finished with gathering).

This can also be useful for tower cap farming, and while you are less likely to encounter enemies there, it has the added benefit of decreasing the trampling of spider webs that can be harvested.

Of course, at the moment this is all theoretical, but I see no reason it wouldn't work.

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DF Suggestions / Thought on economy
« on: July 11, 2008, 06:32:18 pm »
So I recognize that supply and demand are harder to implement than the current system and more processor intensive, but the fact is that too many dwarves don't make enough money to pay rent and wind up getting evicted under the current system.

Here's how it looks to me that the current system is setup.
Nobles, weaponmasters+ and all dwarves with a legendary skill don't pay rent, and can take any unowned item for their own.
Dwarves who make stuff make some amount of money for each item they make
Farmers?  Unknown
Building stuff?  Unknown, but probably on a per construction basis.
Soldiers and Guards?  Seem to get paid pretty well, I'm guessing a salary.
Haulers get paid a small amount for every trip they make.

What this has meant in my fort is that unskilled labor winds up kicked out of rooms, non-legendary craftsdwarves wind up kicked out when there is enough of what they make for the moment, and most rooms are taken up by children, legendaries, and soldiers (who often don't even sleep there) as well as those with steady business (fishers and farmers, etc), many rooms wind up empty.

Obviously one reason that most pay is on a per item basis is that dwarves can have multiple jobs.  Assuming that soldiers get paid per time period it seems possible, though, that salaries can be programmed.

What I would propose, therefore, is that every dwarf with hauling jobs enabled gets paid a stipend, enough to afford a small room with a bed.  Non-legendary dwarves should still get paid for skilled labor, based on item quality when possible, but if they have hauling enabled as well this becomes additional supplemental income.  So a craftdwarf may sometimes have to move to cheaper housing if work is light, but nobody (except soldiers sometimes) has to sleep in the barracks if there are enough cheap rooms and they have at least one haul job enabled.

Oh, and what a cheap room is could be a user settable value, so the player can decide if it is value equivalent to a 2x1 with a bed and a door or a 4x4 with smoothed walls and assorted furniture.

It would obviously be nice if there was a more realistic supply and demand economy at work, but I think even a small tweak like this would make it so that fewer treasurers have to die in a pool of lava and people who don't want to turn off rent don't have scores of homeless while bedrooms lie unused.

3
DF Bug Reports / Baby becomes a child, game crashes
« on: June 23, 2008, 10:25:41 pm »
So I pulled up the save of my current fortress, played for a little while and the game crashed on me.  I pulled it up again another day, played for about the same amount of time but working on different projects by and large, and it crashed on me again.  I went to look in the logs and I note that in both cases, the last message in the game logs is Tulon Kivishlanir has grown to become a Child.

Is this worth sending the save to Toady?  I'm running mostly vanilla DF, only using a common graphics pack, and using Dwarf Companion just for checking out combat reports.  If so, is there somewhere listed what info is useful for him?  I'm happy to abandon and start a new fortress in any case, but if I have useful info on my computer I'd rather preserve it first.

4
DF Dwarf Mode Discussion / I shouldn't have worried
« on: June 10, 2008, 07:11:00 pm »
So after many years, the king was finally arriving at my humble abode.  I went and checked out the immigrants as they came along, noting the worthlessness of each one as they came in.  Suddenly there was an alert.  A bronze colossus had arrived!  This could be trouble, the last one had taken a concerted effort of all of my melee dwarves to defeat.  I raised my defenses, put military dwarves on alert, tried to peg him with my catapults, and all the time the kings party got closer.  Suddenly before I knew it, there was the king, there was the colossus, on a collision course.  I ordered my champions to get out there and protect the king!  Hurry!

And then the Royal Guard who had come with the king walked over the colossus, raised his steel axe, and in 2 seconds he'd chopped the colossus down to a statue.  Ok, yeah, I guess the king chooses his royal bodyguards pretty strictly back there.  Time to get to work on that royal bedroom...


5
DF Gameplay Questions / Fertilization
« on: August 24, 2006, 12:47:00 pm »
OK, so I've got fields, I've got dwarves who will plant them (or at least parts of them, need to get seeds nearer to field), and I can make potash.  But I'm not sure, do I fertilize the field before I plant it, or can both be done at once?  Do I need to refertilize every season?  Should I just click on the auto-fertilize thing and not worry about it?

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DF Gameplay Questions / Adventurer Mode Tips
« on: August 22, 2006, 04:43:00 pm »
I've experimented a bit with Adventurer mode, and found that pretty much I die.  Sometimes it takes longer than others, but I've not found a combination or strategy that lets me get far.  If I bring a lot of NPCs, they seem to wander off by themselves and get attacked, if I try and wrestle I kill things slowly and get hit a lot while doing it, bows work pretty well, but I often can't see far enough to make them that effective, and they don't help much against gang tackling, throwing isn't bad, but when I made it my top item I started out with no weapons.  (Luckily you can find rocks)

So, any thoughts on best skill combinations?  Any thoughts on best early opponents?  Any thoughts on what to do when a goblin wrestles with you and breaks both of your legs so you can't walk?  Thoughts on what items you should loot and which ones aren't worth being slowed down by the extra weight?  Basically, if you've had some success in Adventurer mode, what strategies led you to it?


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DF Suggestions / Double Doors
« on: August 31, 2006, 08:19:00 pm »
I don't think I need to say much more.

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DF Suggestions / Sentry Post
« on: August 22, 2006, 04:27:00 pm »
While my mind was going through all sorts of things for guard rotation and the like, but then I realized what was really needed was a building.

Basically you build a sentry post where you want to station a guard, 1x1 would probably be best, but it could be bigger if that would work.  Military dwarves could be set to sentry as a job (or maybe opened up to all dwarves as a possibility, but should be open to military) and they would arm themselves and go to the post and stand sentry.  It takes a set amount of time to complete the job and you can set it to recur.  It probably doesn't increase any skills and it definitely doesn't get completed faster by more skilled dwarves.  Since I'm not sure how the job task works, if one dwarf leaves in the middle of the job, another dwarf should be able to take his place.

Another way to do it would be to make standing sentry something that members of a unit would do while standing down, like weapon practice, and the sentry post is the object they interact with.  This doesn't make as much sense, but it might potentially be easier to implement and avoid having active soldiers leaving their patrol to go stand sentry.

I believe that currently you can station soldiers at a point to have their unit go there, but then I think you have to deal with the rotation yourselves, whereas with the job mechanism you would get 1)If there are more sentries than posts, those without a place to stand sentry would take care of other tasks or needs, 2)Sentries that need to take care of needs could do so and be replaced by others, 3) Sentries would go to the nearest open post, rather than a specifically assigned one, though you can make a spot more likely to get filled by putting a barracks nearby.


9
DF Suggestions / Sheep
« on: August 22, 2006, 02:47:00 pm »
So I've seen Horses, Mules, Cows, Dogs and Cats in the game.  I think one livestock animal that would be useful for Dwarves would be some kind of Sheep or Goat.  They could be bred for food, but also sheared for wool that can be made into cloth (probably a farm building task).  And when milking is implemented, the females could be milked as well (though they should probably produce less milk than a cow, and it's not necessary).  It is also the sort of thing that settlers would take along since you can breed from a starting stock, produce useful stuff and you just feed them grass.

10
DF General Discussion / Suggestions
« on: August 16, 2006, 07:32:00 pm »
OK, so following a post on the gamespy forums I downloaded a copy of the game and played in the fortress mode for, umm, entirely too long (I was late for a job related appointment today).

In any case, I thought I'd throw out a couple of things that could potentially be easy to change and might make a difference.

First, when you build a smelter and try to smelt ore it will tell you that you need coal.  This should probably be changed to coal or charcoal since charcoal works and frankly more sites will have trees than coal veins.  

Second, I went an entire year wondering why I didn't have any fish in the kitchen screen despite the fact that my fisher was working constantly and filling up barrels.  Looking at them it says raw <fish>.  Of course, what I hadn't done was build the fishery to process the fish, but if it had said something like unprocessed <fish> or uncleaned <fish> I might have gotten the clue that it needed to be processed not just cooked.  (Luckily, the raw fish doesn't seem to spoil for some reason (at least when in barrels) so once I built the fishery I was able to start processing that fish pretty quickly.)

It also took me a long time to find out that it is the crafts workshop that produces arrows, rather than say the bowyer or the carpenter or the metal smith.  Though so far my guys have gathered bones for making bone bolts, but I've not seen any actually get produced.  A status screen that showed your various goods, where they were and which ones were in the process of being made would be helpful.  I thought I produced a bone crossbow but I have no idea where it is if I did.  Don't see anything in the weaponrack, but I think I produced the crossbow first so maybe it had no place to go and disappeared?

Oh, and I wouldn't mind an announcement when a building is completed.  The graphical representation is kind of sparse (I think because it is meant to be able to be placed underground) and a simple message letting me know a room is complete and I can start assigning jobs to it would be great and I doubt it would be frequent enough to be annoying.


11
DF General Discussion / Rocks and Stones
« on: August 18, 2006, 09:28:00 pm »
So what is the difference between rock and stone?  I don't recall ever mining "stone" which means it is going by the mineral name, right?  Is stone better than rock in general in providing happiness (assuming it isn't corresponding to an individual preference)?  Basically I'm interested in what minerals are light stone, which are dark stone, and what differences there are besides being able to make short swords from dark stone.

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DF General Discussion / And it was going so well
« on: August 18, 2006, 03:05:00 pm »
So I was starting to expand my space in anticipation of more immigrants, getting serious about processing ore (though it will be nice if I can find more than just tin and silver), and even had something kill the local alligators (I'm not sure what, maybe my packs of hunting dogs and war dogs, maybe the guards for the dwarven caravans, maybe something else).  I'd made it through another winter, and got ready to flood the farmlands for their second year.  I set the floodgates to open and just after they were triggered I realized I hadn't locked the doors.  I quickly hit spacebar, but it got counted as a double hit, and the clock kept going.  Sure enough a horse and a dog were wandering through there and they managed to go through one of the doors at just the right time.  And of course, the additional room flooded... the one with the floodgate levers.  I was able to lock the doors leading to those rooms, and I have decent stockpiles, so maybe I can create a new farm before things get too bad, but I think next time there will be multiple doors between lever and floodgate, and I can't think of any way I could save that area now.

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