Thanks, Iīll keep an eye out for trouble with that cave spider and will keep the pasture tip at hand for times of need.
My military is now equipped properly, toggling replace instead of over clothing helped.
Yesterday I had my biggest siege yet, about 40 goblins and 5 trolls. While I managed to break it pretty easily, a few questions arose:
- both squads of crossbowdwarves have the same assignments for ammunition (take metal bolts for combat, any bolts for training), however the newer of the two squads was happily firing away at the invaders, while the more experienced one was just sitting there. I saw that they didnīt have any ammo, while a stockpile with more than metal 100 bolts was just a few tiles away on their platform. How can I force them to grab ammo and fire?
- When about 20 goblins and 2 trolls were left (rest caged or shot), I tried luring the rest in deeper towards the waiting melee squads. However, one of them rushed out to meet the invaders. While I had worries about them, the little guys happily massacred the whole army in mere moments whithout getting hurt at all. The Squad consists of 3 iron short sword dwarves with skill 11-13 and 3 silver mace dwarves with skill 10-12, they have shield skill around 10 and armor around 5. They do have iron mail shirts and iron helms and wear a collection of leather and metal armor parts otherwise. As they seemed very strong, how many standard goblin foes can such a squad take on? 20 seems like no problem, could they also defeat 40 foes or even more?
- After the siege I saw that many military dwarves were unhappy about seeing a goblin being killed. So I guess that means that the fight lowered their happyness. Can I somehow get them used to the killing to prevent that?
- I tried reading up on how to process all the stuff left behind by the goblins effectively. I donīt have magma (didnīt dig that deep yet and havenīt ever used anything but a magma forge directly at the magmas location) and am not really sure how to build something to use water to get rid of the remains. Also, I donīt really want to redesign my fort entrance to allow for both trade access, traps and atomsmashers to get rid of the remains. Is the only other option to dump all their stuff and atom smash the garbage dump afterwards?
- How can I find out where I did place garbage dumps before?
~Marksdwarves are complex for me... and I barely mess with them though I am making progress that direction. This
guide is probably worth reading in your case.
~I'd say yes. Well trained and armored set of dwarves can take on many foes...
~I recommend having melee military kill the local ground based fauna with extreme prejudice in the early stages of your fort to help in their coping with death.
~Setting a custom
Refuse Stockpile under the stuff will cause a portion of it to deteriorate over time (clothes, armor, and corpses) it takes a bit of time though, but it is handy to place them where you know a lot of bodies will wind up. I use a
Minecart Stop in conjunction with refuse stockpiles so that that my trash is all out of the way and in one spot. I also build a atom smasher one tile away with a garbage dump so that I can destroy items efficiently.
~You should be able to open the (i) Zones menu and see where your zones are. I believe you can stack zones on top of each other but I wouldn't recommend it, if you do you can your change view of them with (v).
I hope that answers your questions... But if not let me know.
Well, what the Mod includes is, among others, these: - Less clutter left over from invasions and ambushes
- More similar colored rocks to build your fortress in
- Wide open caverns
- All vanilla features still work. No worries, it is still the good old Dwarf Fortress
- A GUI change graphics and init settings, even on running fortresses. Based on the LNP source code (written by LucasUP)
- All the bugfixes and balancing done by the Modest Mod (written by Igfig)
How to play:
- This mod is pre-installed. You just need to unpack the .rar and run the game as always
- No changes in gameplay, tactics or balancing have been done
Changes:
- Standardized grass
- Pandas eat grass instead of bamboo
- Standardized wood
- Less stones types
- Several stone types leave only dust, no solid stone
- Only one type of sand, soil and two clays (one earthenware, a second one for stoneware)
- Aquifers removed
- Reduntant domestic animals removed
- Reduntant gems removes, about 70% less
- Less clothing types
- Less clothing worn by traders and invaders
- Standardized toys and instruments
- Standardized animal materials, including bones, leather and meat
- All adv worldgens produce wide, open caverns to help pathfinding (no more mazelike caverns)
- Removed billon, electrum, and the 3 pewters versions
- Init tweaks for more FPS
- Initial FPS cap set to 150
- Weather and Temperature OFF by default
- Embark rectangle reduced to 3x3
Is this the FPS saving stuff? Or could I have the higher rate without it?
Also, this suggests that caverns hurt pathfinding. Will having a lotta dwarves in the caverns hurt pathfinding more than having them open but unused?
These are mostly FPS changing things by helping the CPU do less work by removing items that are more or less worthless or duplicates of other items. Some things help improve FPS by a heck of lot (things like turning off the temp) but detract from realism (goblins and goblinite no longer are destroyed in magma, IIRC). Some things help speed up world generation as well.
From what I understand about FPS having any open space may cause dwarves to calculate paths in that direction. Digging extra unused rooms, doors, tunnels, will all hurt FPS as creatures will try to calculate those paths. Digging big open rooms is better than digging a bunch of small ones because (in theory) they path directly before branching their path calculations. Long single thin tunnels are better than wider ones as the pathing is forced to be small (there are cons to this as dwarves now pause when they pass over each other). Having lots of doors and tunnels connecting one room to another causes increased work in pathfinding. From these principles applied to caverns here is what I understand. No Cavern>Closed/Sealed Cavern>Completely Open Cavern>An Open Cavern with Lots of Pillars and Tunnels. Working in and living in the cavern would be little or no different than working in and living outdoors and having a tunnel leading to the cavern. Closing off your tunnel to the outdoors and upper z levels (and forbidding all the stuff above the sealed area) would be similar to the reverse (living outdoors w/ sealed cavern) and may boost your FPS a bit of you decide to live down there... but you would have problems with migrants and caravans still.
There are others that know better about these kinds of things, and if I am wrong in what I say I hope they correct me, but this is what I understand from what I have read. There are threads where more knowledgeable people discuss FPS in great detail. I have read some of them, but I can't recall their names and searching for them would be a hassle. Maybe someone knows what they are called and has a link you could ask for.
Aside from FPS open caverns can be dangerous. Having a way to close off caverns (like a raised bridge linked to a lever) will help protect your fort from invasion (And boost FPS) and allow you the power to do some exploration at your leisure. The same things applies to liquids. Always have a way to shut off the flow. I just imagine pathfinding as a sort of invisible flow that likes to path directly but if not it will branch out like bad gas >.>
I hope that was helpful (and if its not accurate let us hope a greater mind will correct me).