Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Cave Adaptation and Missions  (Read 2490 times)

Bguard

  • Escaped Lunatic
    • View Profile
Cave Adaptation and Missions
« on: February 27, 2020, 05:48:50 pm »

Does a dwarf cave adaptation come into play on missions? If I send out a fully cave adapted dorf squad to raze a location, will the cave adaptation discomfort influence the outcome, or is off-site combat abstract enough that it ignores those kinds of details? Also, will time spent traveling the world count as time spent outside in order to reduce cave adaptation? Sending a group of cave adapted dorfs on a 9 week holiday seems like a pretty reasonable treatment if it works.

Edit 3: It appears Cave Adaptation has no effect on missions (at least raids) and Missions is the fastest way to cure it.



Edit 1:

https://www.reddit.com/r/dwarffortress/comments/faktbz/my_experiences_with_raiding/

a user named u/nbrookus  just Posted on Reddit that they sent a Squad Fully Cave Adapted to the Enemy Settlement and his Squad faced no unhappy sunlight thoughts for being sent on the mission and also that they came back fully cured from the Cave Adaptation.
Spoiler (click to show/hide)

It is still unclear if the Squad was Cured during the travel(before arriving at the enemy settlement, since it takes 9 weeks to fully cure a cave-adapted dwarf, the travel could have took 9 weeks or more ) and thus faced no disability during the fight?

After we find how Cave Adaptation and Missions work together it would be a useful info to put on the wiki, Questions still Remain.

Edit 2:
I questioned nbrookus about that and he sent 10 more dwarfs with 100% cave adaptation to raid a location  3 days travel away and all of them returned with no cave adaptation and no sun nausea.
Spoiler (click to show/hide)
« Last Edit: March 01, 2020, 11:45:40 am by Bguard »
Logged
In gromril hold, on throne of gold, We'll mine for gold and fight for hold! ♪♪
Rats and vermin, sneak and squeak, guard your hold, from deep to peak! ♪♪
Win her hand with songs of old, gromril steel and hoard of gold! ♪♪
We march like thunder on the hills,to right the wrongs of old! ♪♪
Wrath and vengence, grudge and strife, we march into the afterlife! ♪♪

Pancakes

  • Bay Watcher
  • Cancels drink: Too insane
    • View Profile
Re: Cave Adaptation and Missions
« Reply #1 on: February 29, 2020, 09:56:52 pm »

This is very good information to know, I'll definitely try this next time my dwarves are getting too groggy. I just wonder if this is a bug (hopefully it isn't). Also, I'm now wondering if cave adaptation can affect missions, but only if the dwarf is actively dizzy/ nauseous when they leave the map.
Logged

Bguard

  • Escaped Lunatic
    • View Profile
Re: Cave Adaptation and Missions
« Reply #2 on: March 01, 2020, 11:45:04 am »

This is very good information to know, I'll definitely try this next time my dwarves are getting too groggy. I just wonder if this is a bug (hopefully it isn't). Also, I'm now wondering if cave adaptation can affect missions, but only if the dwarf is actively dizzy/ nauseous when they leave the map.

Thats indeed a good Question, someone once told me on reddit, that the Caravan can depart through the caverns in some situations and he had a thought, that if you seal off the surface but have a path to the cavern open, will the soldiers depart through the caverns?, in the caverns the borders of the map are ''open''. but i have not tested yet.

if that works then they will not get dizzy leaving the fortress and will come back fully cured, thus no vomit or anything aswell.

if works some people would consider that exploiting but then again... theres cave entrances around the world... who knows? Dwarfs know they way underground

further on your question, i wonder how long the dizzy/nauseous last? let's say that you're indeed right.. if the dizzy/nauseous state is what would negatively affect the mission, then.. could it also be ''cured'' during the days travelling they would get better before arriving at the enemy settlement? since time is passing...

Hmmmmm.
« Last Edit: March 01, 2020, 11:58:40 am by Bguard »
Logged
In gromril hold, on throne of gold, We'll mine for gold and fight for hold! ♪♪
Rats and vermin, sneak and squeak, guard your hold, from deep to peak! ♪♪
Win her hand with songs of old, gromril steel and hoard of gold! ♪♪
We march like thunder on the hills,to right the wrongs of old! ♪♪
Wrath and vengence, grudge and strife, we march into the afterlife! ♪♪

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Cave Adaptation and Missions
« Reply #3 on: March 01, 2020, 12:32:24 pm »

Caravans (and others) can indeed leave through the caverns, although I don't think I've seen wagons do it, as I don't have wagon passable access to the caverns.

I'd expect the reason for the effect is caused by the units being unloaded as they leave the map, and loaded again as they return, and it's quite possible cave adaptation is something that's not retained (possibly a side effect of fixing the problem with migrants arriving cave adapted).
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Cave Adaptation and Missions
« Reply #4 on: March 01, 2020, 12:44:47 pm »

Another bit of trivia is that through the pernament affliction bug, dwarves who have been coated in semi-pernament afflictive cave spider bites & forgotten beast extracts will also carry the debuffs with them, but this will be less important for anything but protection if on other squad dwarves as only the militia captain actually puts in any skill rolls into leadership, tactics, ambushing & social skills for extracting tribute. (im still investigating the last one, multiple factors like a basic strength check may apply instead)

Being focused makes dwarves fight & perform better (more achievable in the latest version, sermons deal with prayer need, rest are self explanatory for spending some time off reading books, getting new civvie clothes, dancing, drinking), so a well relaxed squad leader is always beneficial, as well as a relaxed entourage since training and being able to visit offhand amenities in a clearance of schedule will make the protection tighter.

If we can rate it in trolls slaughtered per minute.

Quote
Nil - Unconcious, dead, vampire with arms and legs ripped off by troll unable to die

T T - Dizzy, drowsy (from keeping a dwarf awake with loud noises like instruments), nausea & vomiting, exhausted, m-captain is a novice

T T T T T - Focused, well equipped, preferably assigned war elephants/hunting elephants based on mission, veteran leader

More about focus here, upper echelon of 'Very Focused' is currently un-attainable unless your dwarf is very easily fufilled with a narrow set of easily meetable needs. (unlikely)
« Last Edit: March 01, 2020, 01:08:53 pm by FantasticDorf »
Logged

Bguard

  • Escaped Lunatic
    • View Profile
Re: Cave Adaptation and Missions
« Reply #5 on: March 01, 2020, 01:56:03 pm »

Caravans (and others) can indeed leave through the caverns, although I don't think I've seen wagons do it, as I don't have wagon passable access to the caverns.

I'd expect the reason for the effect is caused by the units being unloaded as they leave the map, and loaded again as they return, and it's quite possible cave adaptation is something that's not retained (possibly a side effect of fixing the problem with migrants arriving cave adapted).
Good to know! that would certainly be useful.

and yes.. that would explain it! since it takes 9 weeks to fully cure a cave adapted and with only 3 days that squad was cured... so yeah.. cave adaptation its not retained... Hmmm..
Thank you for those info.

Another bit of trivia is that through the pernament affliction bug, dwarves who have been coated in semi-pernament afflictive cave spider bites & forgotten beast extracts will also carry the debuffs with them, but this will be less important for anything but protection if on other squad dwarves as only the militia captain actually puts in any skill rolls into leadership, tactics, ambushing & social skills for extracting tribute. (im still investigating the last one, multiple factors like a basic strength check may apply instead)

Being focused makes dwarves fight & perform better (more achievable in the latest version, sermons deal with prayer need, rest are self explanatory for spending some time off reading books, getting new civvie clothes, dancing, drinking), so a well relaxed squad leader is always beneficial, as well as a relaxed entourage since training and being able to visit offhand amenities in a clearance of schedule will make the protection tighter.

I had no idea about those!

that makes sense, so..

dizzy/ nauseous affects but not directly.

Thank you for those info!
Logged
In gromril hold, on throne of gold, We'll mine for gold and fight for hold! ♪♪
Rats and vermin, sneak and squeak, guard your hold, from deep to peak! ♪♪
Win her hand with songs of old, gromril steel and hoard of gold! ♪♪
We march like thunder on the hills,to right the wrongs of old! ♪♪
Wrath and vengence, grudge and strife, we march into the afterlife! ♪♪