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Author Topic: Universal Training Camps  (Read 1014 times)

Slayerhero90

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Universal Training Camps
« on: March 08, 2013, 09:19:32 pm »

I've been thinking. What's the value of sending all children and migrants to a separate, smaller fortress where they're trained to Legendary in each of the skills? Everyone would be equally good at everything, so any task could still be accomplished even if most of the fort is partying.
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Foamybeard

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Re: Universal Training Camps
« Reply #1 on: March 09, 2013, 12:05:21 am »

Training someone to legendary in all stats is crazy hard, I think only one dwarf exists with all stats legendary.

And I can't remember his name. :/
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i2amroy

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Re: Universal Training Camps
« Reply #2 on: March 09, 2013, 12:07:53 am »

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Slayerhero90

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Re: Universal Training Camps
« Reply #3 on: March 09, 2013, 01:04:03 am »

How long would it take? Lifespan doesn't matter; I prefer to play as Demonbloods.
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Foamybeard

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Re: Universal Training Camps
« Reply #4 on: March 09, 2013, 01:25:57 am »

It's Morul Cattenmat, The Most Interesting Dwarf in the World.

Thank you! I've been looking for that for a while, but without his name I got nowhere.

Also, It looks like it took 60 or so years in game.


And thats a long time in real time.
« Last Edit: March 09, 2013, 01:27:28 am by Foamybeard »
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Lida_Brainbroken

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Re: Universal Training Camps
« Reply #5 on: March 09, 2013, 01:34:24 am »

How long would it take? Lifespan doesn't matter; I prefer to play as Demonbloods.

The original thread stated that it took 63 well planned years.
http://www.bay12forums.com/smf/index.php?topic=34933.0
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Larix

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Re: Universal Training Camps
« Reply #6 on: March 09, 2013, 03:51:00 am »

I suspect that this feat is no longer possible - keeping up with the skill rot of a full list of legendary civilian skills doesn't seem feasible, esp. when looking at jobs with rare resources like fish dissector, wax worker or strand extractor.

I've made a dwarven hermit (mothballed after ~40 years, although he might be re-activated at some point) and just let him make his own food and dwellings and clothes and the like. At the time of mothballing, his legendary skills were miner, engraver, planter, weaver, clothier, gem cutter, gem setter and architect. Oh, and siege operator. It's certainly possible to get some more up to legendary, significantly more with 'assistants' who do all the hauling and a compact architecture.
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Slayerhero90

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Re: Universal Training Camps
« Reply #7 on: March 09, 2013, 12:35:43 pm »

Fine then. I remove skill rot. For everyone. Nobody likes to forget what they're good at, be they Humans, Nyelrrithics, Iloial, or Demonbloods. Simple.
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Lida_Brainbroken

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Re: Universal Training Camps
« Reply #8 on: March 09, 2013, 01:56:26 pm »

Fine then. I remove skill rot. For everyone. Nobody likes to forget what they're good at, be they Humans, Nyelrrithics, Iloial, or Demonbloods. Simple.

imho, modding raws, in that manner, defeats part of the challenge.  It's no different than modding so they learn twice as fast, and it's not the same as modding the biom/creature raws, as Martin had.
...but this just an opinion.  Have fun anyhow.
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Necrisha

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Re: Universal Training Camps
« Reply #9 on: March 09, 2013, 02:18:09 pm »

Maybe limit it to skill groupings like having one camp have everything to do with wood, another everything to do with stone, a farming camp in another sector. I always thought that if I'd ever go to that much effort I'd pick a migrant that already has a high strand extractor skill as that'd be the hardest for me to train.
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Slayerhero90

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Re: Universal Training Camps
« Reply #10 on: March 09, 2013, 02:29:22 pm »

imho, modding raws, in that manner, defeats part of the challenge.  It's no different than modding so they learn twice as fast, and it's not the same as modding the biom/creature raws, as Martin had.
...but this just an opinion.  Have fun anyhow.
Thing is, if the challenge makes the game less fun to play, don't I have the right to remove it? I find that, while most certainly realistic, skill rot makes gameplay a bit more frustrating.

Anyways, I was thinking two camps, one for combat, the other for civilian labors. If a child or migrant has skill in combat, they go to the combat camp. If not, to the civilian camp.
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Sutremaine

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Re: Universal Training Camps
« Reply #11 on: March 09, 2013, 10:02:38 pm »

Skills at Legendary take a long time to go away. I haven't yet had the youngest mood possible, but a child of about 6 who mooded was still Legendary when she grew up. Working on the easiest skills first and doing a topup once a year might stave off much of the rust.

Rust for high-level skill is slightly broken, if I recall correctly. It loses levels before it starts showing as Rusty. But even at low levels it takes a while for level loss to happen -- I think it once took about a decade for a dwarf to slip from Skilled/Proficient to Novice.
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