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Author Topic: No immigration, frostbite  (Read 741 times)

Genuine

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No immigration, frostbite
« on: December 18, 2006, 07:45:00 am »

With the new map settings, I thought that it would be fun to build a fortress on a freezing map that had no trade ties with any of the civilizations, including the dwarves. I'm on my third year and still have six dwarves going strong, but since the dwarf caravan never shows up immigration never occurs.

Also, it seems that frostbite never heals on dwarves, even if it just causes minor bruising to limbs. This seems to have the helpful side effect of causing the dwarves to quickly 'not care about anything anymore' also. Frostbite also causes problems in that it seems to occur a little too quickly. When I hit the river and the mine flooded, all of my dwarves developed some form of frostbite while outside, making it especially lethal to the stupid one that decided to sleep outside after this occurred.

Edit: Also, while on the subject of freezing maps: I noted this before, but shouldn't the ice wolves on glacier/tundra maps have the [PET] tag? The other wolf types have this, and even though they're classified as [EVIL], shouldn't they still be tameable like most any other animal in the game? It's easy to enough for the player to change, but still..

Edit 2: Oh. Seems you already answered the original question here: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=000494. Looks like I'll be finishing this one by smashing the demons  :cool:.

[ December 18, 2006: Message edited by: Genuine ]

[ December 18, 2006: Message edited by: Genuine ]

[ December 18, 2006: Message edited by: Genuine ]

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Toady One

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Re: No immigration, frostbite
« Reply #1 on: December 18, 2006, 08:28:00 pm »

We didn't intend ice wolves to be tameable, though...  we didn't have a strong conception of them either, since they don't occur in any stories yet.

Frostbite isn't distinguished from other wounds, so it should heal as other similar wounds if it's not being repeatedly inflicted.

The flood takes quite a while to pass, so in game terms it might not be unreasonable.  There might be a need for warmer bundling (which you can't currently force on them) or less of a paranoid reaction to the flood.  If you have side tunnels for instance, they mostly won't be flooded, but your dwarves will run outside anyway.

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Genuine

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Re: No immigration, frostbite
« Reply #2 on: December 18, 2006, 09:20:00 pm »

Are there other factors that can affect frostbite, such as different sections of the cavern? I'm asking because a few of my dwarves have looked like this ever since the cave flooded and they got stuck outside:

All the while they've been wearing footwear, also:

The dwarves are forbidden from going outside so they don't get more frostbite or attract the wolves that roam around, so is it something in the mines that causes it to repeatedly happen/never go away?

Edit: Okay, hopefully the images work now..

[ December 18, 2006: Message edited by: Genuine ]

[ December 18, 2006: Message edited by: Genuine ]

[ December 18, 2006: Message edited by: Genuine ]

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Mechanoid

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Re: No immigration, frostbite
« Reply #3 on: December 18, 2006, 09:49:00 pm »

Give your dwarves new clothes. I dont think damaged clothing helps against cold temperatures as much as undamaged clothing. (Toady, is this correct?)
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Genuine

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Re: No immigration, frostbite
« Reply #4 on: December 18, 2006, 09:54:00 pm »

quote:
Originally posted by Mechanoid:
<STRONG>Give your dwarves new clothes. I dont think damaged clothing helps against cold temperatures as much as undamaged clothing. (Toady, is this correct?)</STRONG>

The clothes have only recently become partially damaged. The wounds on the dwarves were there even when the clothes were still undamaged, so I don't think that that is the problem..

Edit: Also, you can see that the mechanic has a new, undamaged right shoe but her foot is still wounded. There's a couple other dwarves that have this same thing, new shoes but with the same wounds.

[ December 18, 2006: Message edited by: Genuine ]

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Genuine

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Re: No immigration, frostbite
« Reply #5 on: December 19, 2006, 09:52:00 am »

Well, the wounded feet on the mechanic finally went away, but my miner and another dwarf still had frostbite. The miner died shortly after, and now I've finished the fort by digging too deep. I'll try this again on a freezing map that actually has immigration.
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Pacho

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Re: No immigration, frostbite
« Reply #6 on: December 19, 2006, 12:40:00 pm »

quote:
Originally posted by Genuine:
<STRONG>Well, the wounded feet on the mechanic finally went away, but my miner and another dwarf still had frostbite. The miner died shortly after, and now I've finished the fort by digging too deep. I'll try this again on a freezing map that actually has immigration.</STRONG>

You can try to get some births by putting two dwarves of the opposite sex on the military.  Dwarves in the military are more social and are much quicker at forming friendships.

I guess this doesn't apply now that you've stopped playing the fortress.

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Toady One

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Re: No immigration, frostbite
« Reply #7 on: December 21, 2006, 05:22:00 pm »

If your dwarves got stuck outside after the flood, they'd be exposed to frostbite.  Inside the cave, the temperatures are constant and there shouldn't be any problems, although I think cave crocodiles can't really live there anymore...  and it might be true of most of the amphibian/reptile cave man creatures as well.
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Genuine

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Re: No immigration, frostbite
« Reply #8 on: December 22, 2006, 07:20:00 pm »

I had a cave crocodile appear in the fort, but it showed up extremely wounded with bruising all over its body and never really presented any threat to the dwarves. It just kinda crawled around falling unconscious for a year or two until it crawled onto a trap that eviscerated it.

Perhaps it showed up wounded due to the cold temperatures in the area?

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randomjgj

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Re: No immigration, frostbite
« Reply #9 on: December 23, 2006, 12:37:00 am »

quote:
Originally posted by Mechanoid:
<STRONG>Give your dwarves new clothes. I dont think damaged clothing helps against cold temperatures as much as undamaged clothing. (Toady, is this correct?)</STRONG>

How do you give them new clothes anyway?  At this point in my fortress I've got a lot of dwarves that have mangled clothing, according to the stocks screen anyway, which I keep thinking I should chasm.  (I wish there was something else to do with old/narrow clothes besides chasm or sell it, like bundle and burn it maybe as an ash source?  Recycle to thread?  Something...)

I've got a lot of new clothes in bins, but even before the economy started they wouldn't go get new clothes from there.  They'd sometimes grab new clothes out of the workshop before they went to the bins, but even then a lot of times they'd just layer the new stuff on over the old.  Which is ok I guess up to a point.  I mean, if they're gonna get thoughts about being "embarrassed by the state of their clothes" or something like that, then they should trash the old clothes themselves, shouldn't they?

Anyway, I've got a clothing shop now, I'll have to pay attention and see if they buy new stuff and at least put the old stuff away in their cabinets.  And I'll try chasming a few of the odd mangled clothes and see if that ticks off the owners or leaves them naked or something.

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Toady One

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Re: No immigration, frostbite
« Reply #10 on: December 23, 2006, 04:41:00 am »

Yeah, the cave crocodile showed up wounded because it was frostbitten.  I don't think the subterranean creatures do a temp check before they arrive, since it assumes any creature that can be placed in a cave can live in a cave.  Caves are too cold for reptiles to be happy, so the game's cave reptiles will have to evolve a bit in the raws.

They should grab the new clothes -- but they do have that layering problem right now.  They'll need to be trained about trashing old clothes.

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