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Author Topic: Worst. Embark. Ever.  (Read 2486 times)

Thuellai

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Re: Worst. Embark. Ever.
« Reply #15 on: July 02, 2013, 01:29:09 am »

http://www.bay12forums.com/smf/index.php?topic=83112

Dwarven Guidance Counselor.  Plug in attributes, receive recommendations as to what a dwarf will be good at.
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Larix

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Re: Worst. Embark. Ever.
« Reply #16 on: July 02, 2013, 03:45:24 am »

Skill completely trumps attributes. I daresay a 'very poor' miner dwarf will make a very decent miner after a one-season crash course of digging in soil. Giving a job to someone with good aptitudes may help optimisation, but i wouldn't take mildly negative 'recommendations' as a serious disincentive. Not least because some jobs actually train the attribute they use, levelling out the performance differences from starting attributes. I think that holds to some degree for mining and also for weaving and engraving.

And what others said - that dwarf could have made a very good mayor eventually, and could have contributed something as generic farmdwarf and hauler until a mayor was needed.

What made your embark very bad weren't a couple of embark dwarfs with mediocre starting attributes. It was the nearby necro tower.
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Aseaheru

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Re: Worst. Embark. Ever.
« Reply #17 on: July 02, 2013, 03:51:16 am »

Dont go near those fecking towers.
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wierd

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Re: Worst. Embark. Ever.
« Reply #18 on: July 02, 2013, 03:52:16 am »

Does having one *INSIDE* the fortress count as "nearby" ? :D
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Aseaheru

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Re: Worst. Embark. Ever.
« Reply #19 on: July 02, 2013, 03:52:53 am »

How inside?
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wierd

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Re: Worst. Embark. Ever.
« Reply #20 on: July 02, 2013, 03:56:29 am »

DFHack Embark command, On top of tower. while on initial pause, lock and forbid doors to tower. Build around, and contain the tower.
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Aseaheru

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Re: Worst. Embark. Ever.
« Reply #21 on: July 02, 2013, 03:58:19 am »

I meant in the sight or if you built around it.
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wierd

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Re: Worst. Embark. Ever.
« Reply #22 on: July 02, 2013, 04:07:15 am »

Litterally *INSIDE* the fortress. In every single capacity.
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wierd

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Re: Worst. Embark. Ever.
« Reply #23 on: July 02, 2013, 04:14:48 am »

Amusingly, My dwarves have just elected one of the necromancers as they mayor.
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Aseaheru

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Re: Worst. Embark. Ever.
« Reply #24 on: July 02, 2013, 04:15:30 am »

0_.
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wierd

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Re: Worst. Embark. Ever.
« Reply #25 on: July 02, 2013, 04:22:53 am »




See for yourself.

Course, being an EVIL, DEAD RAISING, DWARF MURDERING NECROMANCER, I cant possibly make nor assign it a room----
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Aseaheru

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Re: Worst. Embark. Ever.
« Reply #26 on: July 02, 2013, 04:44:57 am »

Ha. They listed as friendly?
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wierd

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Re: Worst. Embark. Ever.
« Reply #27 on: July 02, 2013, 05:07:43 am »

Yup, But still "Kill dwarves and anything else alive on sight!" in actual nature.

DF has a very curious way of defining "Friendly".
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Larix

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Re: Worst. Embark. Ever.
« Reply #28 on: July 02, 2013, 05:34:27 am »

I had once recruited necromancers listed as 'friendly' as companions in adventure mode. Of course, they didn't get along too well with the villagers and i considered myself loyal to the village's civ, so down the dead-raisers went.

I've played around with embark anywhere and pre-existing settlements a bit, and it's quite possible to have a kind of loyalty cascade starting up in a town you embark in because different local groups have different attitudes towards your dwarfs. I think the game partially breaks because you're doing something that was never really programmed in.

Is that necro mayor treated as not part of your group so you cannot assign rooms? If he/she showed up on the 'assign this room' list when making a room from a piece of furniture, it shouldn't matter that the mayor couldn't actually _reach_ the mayoral suite. Have diplomats already tried to have a nice chat with your awesome new mayor?

I guess the next step will be devising a system to selectively send some tower denizens to the outside  to greet visitors (and funnel them back inside once they're done).
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Sutremaine

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Re: Worst. Embark. Ever.
« Reply #29 on: July 02, 2013, 02:19:55 pm »

http://www.bay12forums.com/smf/index.php?topic=83112

Dwarven Guidance Counselor.  Plug in attributes, receive recommendations as to what a dwarf will be good at.
I do prefer splinterz' Dwarf Therapist though. You can examine the dwarf's precise preferences and stats rather than relying on the program's judgement, and you can also see everyone at once. It doesn't make much difference once the dwarf gains some skill, but promoting the right unskilled migrant to a skilled position can get you quality goods with just a few attempts.

The only stat I really care about for miners is Agility, since they're going to be spending a lot of time walking around and not actively working. Agility also affects job speed, so it helps even when they've gotten to the dig site.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
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