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Author Topic: Welcome to Wheeldangled!  (Read 1224 times)

iEpinephrine

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Welcome to Wheeldangled!
« on: November 09, 2010, 07:54:20 am »

"A high master fish dissector are you? Well, with skills like that you will be promptly placed the esteemed position of Floor Polisher."
"Novice adminstrator?  You're a furnace operator now."
"Any military skills at all?  Drafted."

I make sure to meet any dwarf who enters my fortress, check their personalities for the ideal broker, and their skills to help me carefully slot them into the oiled machine that is my fortress.
The intense micromanagement means I rarely have an idle dwarf, and only just discovered (after what, two, three years of playing?) that they get social skills when standing around idly! 

Is this beneficial to anyone except the broker?  How does everyone else deal with new migrants?  I hear getting them to inspect the underside of bridges is popular...
« Last Edit: November 09, 2010, 07:58:20 am by iEpinephrine »
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Hurgal

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Re: Welcome to Wheeldangled!
« Reply #1 on: November 09, 2010, 09:38:42 am »

The dwarf with the highest social skills tends to be the one elected mayor, so you can theoretically find a dwarf with good likes (steel and battle axes, for instance), remove his/her labors, get them elected to mayor, and worry no more about un-fillable mandates.
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cbpye

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Re: Welcome to Wheeldangled!
« Reply #2 on: November 09, 2010, 01:29:52 pm »

I think mayors are elected based on who in the fortress has the most accumulated XP in social skills. I tend to keep my dictator in power by starting him/her with one point in appraiser, one point in Judge of Intent, one point in Leader (dunno if it's actually used for anything, but whatever), 4 or 5 points in a single social skill (making sure not to put it in a social skill they'll never gain points in, check the wiki for more info about this), and two points in Gem Cutter.

If you pick the appropriate dwarf for your leadership position, you'll find that your dictator, in gaining experience in social skills along with the rest of your dwarves, will never be outclassed.

shadowform

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Re: Welcome to Wheeldangled!
« Reply #3 on: November 09, 2010, 02:01:57 pm »

I check incoming dwarves not just for military skills, but for traits.  For instance, the makeup of my elite hammerdorf squad are dorfs who are almost all either mighty or unbeleivably strong (the two top tiers for strength), indefatigable or inexhaustible (top two tiers of endurance), tough at the very least, and generally good spatial / kinesthetic sense.  The two who are merely 'strong' are highly resistant to disease and fast to heal, or unbreakable.  By comparison, my standard militia - bronze armor, steel axes/swords/maces - tends to be flimsy, clumsy, weak, and generally anyone with military skills who doesn't meet the exacting physical standards to get into the elite guard.

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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

Grimlocke

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Re: Welcome to Wheeldangled!
« Reply #4 on: November 09, 2010, 02:27:31 pm »

They got those atributes from their military skills. Weapon skills give strength, shield skills toughness, etc.

They do have some defering starting points for those atributes though.
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Shoku

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Re: Welcome to Wheeldangled!
« Reply #5 on: November 09, 2010, 06:59:08 pm »

They usually become strong or agile but there is some tradeoff in those attributes so not both. Dunno which one actually helps more with combat.
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Internet Kraken

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Re: Welcome to Wheeldangled!
« Reply #6 on: November 09, 2010, 07:21:47 pm »

It's been a long time since I had an excess number of Dwarves, so typically a Dwarf will just be thrown into whatever profession he is most skilled, in since odds are I need people in said profession. Unless they're a soap maker. I will never let soap makers actually make soap, since I despise them. In fact, I always try to draft them into the suicide squad.

When I do have an excessive number of Dwarves though, I typically just turn them all into haulers/healers, unless they are are incredibly gifted in a certain profession.
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shadowform

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Re: Welcome to Wheeldangled!
« Reply #7 on: November 10, 2010, 01:51:19 am »

They got those atributes from their military skills. Weapon skills give strength, shield skills toughness, etc.

They do have some defering starting points for those atributes though.
Well...  yes, but you're kind of missing the point.  Their ending stats are still higher than my standard military because their starting stats were higher.  I still have members in my normal squads that are weak or flimsy.  Some are strong or very strong, yes, but this one particular squad is still filled with, and will always be filled with, the strongest, toughest, most combat-effective dwarves I have available.  They might be mighty because they have great military skills, but other dwarves with great military skills are only strong or very strong.

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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

Naros

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Re: Welcome to Wheeldangled!
« Reply #8 on: November 10, 2010, 02:19:37 pm »

They usually become strong or agile but there is some tradeoff in those attributes so not both. Dunno which one actually helps more with combat.

You're thinking of the movement speed.

A 100 strenght, 100 agility dwarf will move as fast as the 10.000 strenght, 10.000 agility dwarf.
Though in combat, the latter will be impossible to hit and will kill everything in one punch from his stubby, mighty fist.

And on topic:
I do pretty much the same as you, obsessively sorting and making sure everyone's constantly at work.
Important labours get all hauling turned off, so they can be more productive, and the useless dwarves get to do the hauling (which should build stats really; hauling around big arse heavy rocks and all!). In the future, when hauling stuff gives stats, that would be good training to make the useless dwarves useful, maybe as a militia .. or just to make them better at hauling.
« Last Edit: November 10, 2010, 02:21:44 pm by Naros »
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