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Author Topic: Ridiculous Children Quantity?  (Read 3609 times)

Deboche

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Re: Ridiculous Children Quantity?
« Reply #15 on: January 11, 2015, 12:02:23 am »

Maybe these children should die at the rate children died in medieval times. Or work like kids did back then.

The worst part for me is they keep throwing parties and hogging all the moods. Kids always make useless necklaces or scepters or whatever.
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Urist McVoyager

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Re: Ridiculous Children Quantity?
« Reply #16 on: January 11, 2015, 12:11:13 am »

Add in the [NATURAL_SKILL] tag for whatever minor chores you want the kids to do. The game defaults to turning on any labor a person has skill in, so when you give the race a boost to a skill, even the kids will arrive with it turned on. It's a bit tedious, since you have to turn those labors off in adults to make sure the kids do the work, but you can get them to work that way.

Dwarf Therapist also has a way to turn labors on in kids, though I don't mess with Therapist often enough to know how.
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utunnels

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Re: Ridiculous Children Quantity?
« Reply #17 on: January 11, 2015, 02:34:39 am »

Well if you can change raws, you can just get rid of dwarven children...
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

BuGGaTon

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Re: Ridiculous Children Quantity?
« Reply #18 on: January 11, 2015, 09:31:58 am »

The only thing I move out of the raws are aquifers.  I like doing things legit and using as few exploits as possible when attempting megaprojects.  So filicide it is.  Any suggested rate or method?  :D  (do children come back as ghosts?  Will the cemetary need to become a mass slab emporium?)
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Aslandus

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Re: Ridiculous Children Quantity?
« Reply #19 on: January 11, 2015, 09:51:50 am »

Children will indeed come back as ghosts since they are still members of your fortress. Keep in mind that the way stress works now it's harder to send someone into depression, but very hard to get them out of it once they get there (now some dwarves even feel guilty if they break things while tantruming...).

As for how to do it, a nice large raising bridge with a burrow for the children underneath will clear them out nice and fast.

BuGGaTon

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Re: Ridiculous Children Quantity?
« Reply #20 on: January 11, 2015, 11:18:45 am »

Alrighty.  Given the current happiness levels I'll go with the squishernator!  ty!
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Urist McVoyager

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Re: Ridiculous Children Quantity?
« Reply #21 on: January 11, 2015, 01:02:26 pm »

Well if you can change raws, you can just get rid of dwarven children...

I'm getting knee deep in modding. For me the answer to every problem that isn't hardcoded into the game is "study the raws and go from there."

Easy answer: For everything you change to make the game easier, make something harder. Make kids useful, lower the pop-cap so fewer migrants are allowed. Or none at all, and have a natural growth fort. Depending on what skills you boost, it might be harder keeping the kids alive.
« Last Edit: January 11, 2015, 01:04:35 pm by Urist McVoyager »
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Nikow

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Re: Ridiculous Children Quantity?
« Reply #22 on: January 11, 2015, 01:58:19 pm »

1. Find RAW for dwarves in your save directory.
2. Change CHILD to [CHILD:1] or even [CHILD:0].
3. They will grow up with next month change.
4. Say "Thank you, Nikow" on forum.
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Goatmaan

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Re: Ridiculous Children Quantity?
« Reply #23 on: January 11, 2015, 02:23:27 pm »

I use the starter pack, and I believe caps go like this
Pop cap 100, hard cap 100
Means 100 dwarfs TOTAL.

child cap 10 : 50
Means 10 kids(fortborn OR migrant till 10)
Once you get 10, you'll STILL GET MIGRANT KIDS because of
The second # 50 is a PERCENTAGE OF HARD CAP.

so the above cap example means...
100 dwarfs of wich 50% can be kids!!
Not sure why it defaults. At 1000%

  Goatman
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Urist McVoyager

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Re: Ridiculous Children Quantity?
« Reply #24 on: January 11, 2015, 02:32:10 pm »

1. Find RAW for dwarves in your save directory.
2. Change CHILD to [CHILD:1] or even [CHILD:0].
3. They will grow up with next month change.
4. Say "Thank you, Nikow" on forum.

I wouldn't take it that far. The problem's not really with kids, it's with how many arrive. Better to cut it in half, so [CHILD:6].
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BuGGaTon

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Re: Ridiculous Children Quantity?
« Reply #25 on: January 11, 2015, 04:57:36 pm »

I'm just gonna kill em, it's settled.  But thanks!  XD
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Badger Storm

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Re: Ridiculous Children Quantity?
« Reply #26 on: January 12, 2015, 08:35:53 am »

Recently dwarves don't seem to be so sensitive, even when it would make sense.  I haven't had a single tantrum since the emotion overhaul.  If the text colors mean anything, the thought for grief may be less severe than the thought for horror.
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Neckbeard

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Re: Ridiculous Children Quantity?
« Reply #27 on: January 12, 2015, 02:00:21 pm »

Personally, I'm lucky if I can even get any dwarven children in my fort now.  The main reason that I would want them personally is because that is the only way to get a 200 year + fort going without the use of those sluggish vampires.
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Urist Tilaturist

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Re: Ridiculous Children Quantity?
« Reply #28 on: January 12, 2015, 05:28:15 pm »

Having children in the fort is the only way to make it sustainable. DF's excuse for farming is so easy that flooding the fort with booze and food is no problem, so the best thing to do is just to keep them. The only dwarves I ever put to death on purpose are those which imperil the long term existence of the fort (high tantrum risks, totally crippled dwarves who should be put out of their horrible misery, useless nobles who keep imprisoning valuable craftdwarves who fail to fulfil their requests for mini-forges, and so on). Killing children is the exact opposite of this, making the fort unsustainable and lowering the mood of everyone around.

The best way to raise child mortality would be to add disease, but few seem to think that the biggest killer in past ages is worth bothering with in a game based on past ages.
« Last Edit: January 12, 2015, 05:31:58 pm by Urist Tilaturist »
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Urist McVoyager

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Re: Ridiculous Children Quantity?
« Reply #29 on: January 12, 2015, 06:39:40 pm »

Diseases are unpredictable and one can't battle them in the same sort of way as a Clown or other monster. It's not really that it's not worth bothering, it's jut not something most people want to have to worry about. We have forms of disease from dust and rain and clouds and such. I'm sure most folks only toy with those things before going back to more stable threats they can manage without just bunkering down. I know I barely touch evil biomes.
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