Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Axedwarf felling trees  (Read 3120 times)

Trabber Shir

  • Bay Watcher
    • View Profile
Re: Axedwarf felling trees
« Reply #15 on: March 09, 2020, 09:55:15 am »

Ah, thank you for clarifying.

My guess to the cause does not work in that case. Needing to be in individual combat drill is really confusing. I am going to try to add data to the science later today.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Axedwarf felling trees
« Reply #16 on: March 09, 2020, 10:22:37 am »

Point 3 is interesting, players create squads but never turn them off from training at a capacity of 10 by default or do anything to the schedule really because its very unintuitive, i wouldnt be suprised. (Some players dont know how to set up patrol routes or burrow guarding, and neither of those work particularly well to be honest as dwarves often end up starving on duty or mis-matching their equipment.)

Is that axe the only one you possess, (out of the 2 starting axes usually recommended under 'Play Now' or one aquired by trading later), plus do you think that if you multi-equipped the axes to carry two or a variation of weapons while off duty, they'd simply switch between whichever weapon is approriate for the uniform job?
  • In my experience, not training is as important as always training, when not training they go to individually train of their own accord to fufill needs and get some practice, but all the other times they can pray and do normal things like upgrade the quality of their clothes (which can be integrated with their uniforms to expect pants etc).
Marksdwarves can wield two weapons also, one for attacking & kiting at range and another for getting in close so i dont see much reason why a off duty macedwarf with woodcutter skill (and a bit of axe practice) wouldnt be able to see to swap for the job.
« Last Edit: March 09, 2020, 10:24:51 am by FantasticDorf »
Logged

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: Axedwarf felling trees
« Reply #17 on: March 09, 2020, 05:28:00 pm »

Yes I am a native speaker. Yes your grammar is mostly good. No I don't understand what you are saying.
Sorry I'm not a native English speaker.
A dwarf only cut trees in their military uniform when they are currently doing "individual combat drill", and wearing military uniform including a battle axe. When you enable their wood cutting job(which you must disable beforehand otherwise they won't be in their military uniform in the first place), they will go out and cut trees(you must design before you enable their wood cutting job).
Woohoo! This works for miners too. I have a miner wearing leather armor, leather leggings, and using his military uniform's pick to dig.

I suspect it is this combination:
- woodcutters/miners carry their tool in hand all the time, even when doing other jobs.
- military dwarfs only carry their weapon in hand when on active duty or doing individual combat drills
- military dwarfs are only allowed to be interrupted for job assignment when doing an individual combat drill.

This implies that the code test for "is the woodcutter equipped to accept the woodcutting job?" is "does he have an axe in hand?", not "does he have the woodcutter uniform's axe in hand?".

Now, three dwarfs are going to cut trees... one is wielding axe (right) and shield (left), one is wielding two axes, and the other is in civilian clothing so he has a woodcutter's axe. These were on the default of "inactive=military uniform" and the first two dwarfs were doing ICD when the trees were designated. I suspect the third dwarf went to cut trees because he didn't switch to military uniform yet, but I am unsure.

When a miner was wielding a pick (right hand) and a hammer (left hand), he did not break off his individual combat drill to dig, but the moment the hammer was removed from the uniform, it was dropped and he went to dig (he used the pick with one hand, not multi-grasp).

The hunter (leather armor, leggings, crossbow in right, shield in left) would not stop ICD to Hunt the kangaroos. The shield was removed from the uniform, he dropped it and continued to ICD. A crafting task was added and he was changed to "inactive=civilian clothing" and he stopped ICD to craft but went back to ICD. So, remove him from the squad, he drops his military stuff, picks up a different crossbow and quiver, went to pick up the bolts he had just dropped (the military ammo for hunters and his squad were set to "100 bolts", but the fort only had 100 bolts total, so in retrospect this might have complicated things), went to the meeting wagon with No Job for a moment then went to Hunt. I suspect this means that the triggers for miners and woodcutters is based off the designations list and the hunters are using something else for job triggers. It may not be possible to get hunters to Hunt in armor because of that.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Trabber Shir

  • Bay Watcher
    • View Profile
Re: Axedwarf felling trees
« Reply #18 on: March 09, 2020, 06:00:46 pm »

Excellent news, thank you for the !!science!!. (I am still getting 47.04 working on my box)
Logged

Libash_Thunderhead

  • Bay Watcher
    • View Profile
Re: Axedwarf felling trees
« Reply #19 on: March 10, 2020, 12:53:08 am »

I found it also happened in 0.44.12, so not entirely new.
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Axedwarf felling trees
« Reply #20 on: March 13, 2020, 09:30:29 am »

Yeah, testing this there's two separate behaviours:

Can the mining labour assign a new pick for them?

If so, they'll mine the, then drop gear and go pick the mining pick, then drop mining pick and pick up gear, then go back to drills.

If not, they'll mine few tiles, then drop gear, then reequip gear, repeat.

Also they still drop gear for eating/drinking even when there's no mining pick assigned to them to equip, so it's pretty niche. Still, could be useful if FB is right on the other side of a wall.

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: Axedwarf felling trees
« Reply #21 on: March 13, 2020, 02:29:20 pm »

I did not test for long enough to see those issues, but the observation I took from the test was that the implication; the code test for "is the woodcutter equipped to accept the woodcutting job?" is "does he have an axe in hand?", not "does he have the woodcutter uniform's axe in hand?".

Usually 95% of my dwarfs are in the military so they can wear simple armor and gain in health. This greatly improves their ability to survive simple dangers.

I also have a preference in avoiding any micromanagement of a dwarf after "migrant processing", which means I assign the dwarf to a squad, ensure they have a crafting labor active, and rarely go back to them.

Until now, my solution for the woodcutter uniform conflicts has been to assign fearful dwarfs to be woodcutters and deny military training, but these dwarfs die too easily or crack under stress, and I want to avoid the micromanagement.

Because of this new information, that the axe used to cut the tree can be the military uniform's axe, I can try something different. One squad of 6 or more axe dwarfs, with uniforms ("inactive=uniformed" and "over clothing"), with woodcutter labor active and a barracks for individual combat drills, has a high probability of at least one of those dwarfs currently doing ICD when wood cutting is designated, and so they will go cut trees in full armor, gain in physical health and happiness, and there will be no micromanagement.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

JEB Davis

  • Bay Watcher
    • View Profile
Re: Axedwarf felling trees
« Reply #22 on: March 13, 2020, 02:53:18 pm »

When in a military squad, each member of the squad picks the most valuable armor & weapons that fit the uniform, and they do it in the squad pecking order. This is seen when new armor & weapons are forged and the squad members will drop their lower value items and pick up newly forged higher value ones.

Why am I saying this?

Because it may be tied in with what you're seeing. For instance: A woodcutter in a squad with axe in the uniform always wants the highest valued axe he/she can find according to the pecking order. Switching on the woodcutting labor may cause a different algorithm to take over... the woodcutter's axe requirement may not have anything to do with axe value/quality, so they may drop their high-value axe and go find another one. Perhaps if available axes make this a non-event, then they keep the uniform's axe and use it for woodcutting.

Just speculating!
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Axedwarf felling trees
« Reply #23 on: March 13, 2020, 03:13:55 pm »

In my test, they still dropped gear even if there wasn't a civilian replacement to pick up - in fact, they did this more often, for both digging and eating/drinking. Thus, I think it is still an event, even without an available replacement.
Pages: 1 [2]