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Author Topic: Praise, criticism, bug report and questions from a newbie  (Read 3649 times)

Wheeljack

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #15 on: November 01, 2015, 10:27:46 am »

To touch on Workflow real quick, as much as I love it, it can be buggy like you said.

There are times jobs freeze up, just like the clothing for you. It seems entirely random as to what gets hit, too. I've never had clothing freeze but I've had the mason shop freeze up and a few others. The way I fix this is to delete the workflow order and the repeated job at the workshop. Re-assigning the order usually gets it going again. Some people have reported that they had to deconstruct the effected workshop but I've never personally had to go that far. I love Workflow but this one thing gets on my nerves a lot when I'm expecting 100 blocks to be ready to go and realize the order froze two game months ago and I have a grand total of five.
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miauw62

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #16 on: November 01, 2015, 12:38:49 pm »

"If I abuse broken game mechanics my dwarves train far too quickly!"
Solution: Don't abuse those mechanics.

I cannot make my dwarves train their military skills at a non-absymal rate.
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Shonai_Dweller

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #17 on: November 01, 2015, 05:19:43 pm »

"If I abuse broken game mechanics my dwarves train far too quickly!"
Solution: Don't abuse those mechanics.

I cannot make my dwarves train their military skills at a non-absymal rate.
I'm utterly baffled by this one. What to you is a non-abysmal rate? I really do think you must have training set incorrectly.  Since training rates were tweaked there really is no need at all for danger rooms (unless you're thinking of sending them against year 1 zombies).
« Last Edit: November 01, 2015, 05:22:38 pm by Shonai_Dweller »
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Rascal

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #18 on: November 01, 2015, 05:39:13 pm »

Thanks again for helping me out!

So your issues with xbow dwarves might have something to do with this...miners, woodcutters, and (I believe) hunters won't use the same tool/weapon for combat and for their day jobs, and will either drop the weapon where they stand when they get drafted or go to a stockpile and switch out. I'm pretty sure that's still the case.

Ah ok. I read about the problems with wood cutters being also axedwarves but somehow didn't make the same connection with xbow military dwarves being hunters although it is the same case.


Yeah, I don't see how your military skill gain is fast. Mine is always horribly slow. I can't seem to construct a working military.

Just to highlight this issue, I quickly checked with Dwarf Therapist some of the youngest (up to 18y) military dwarves, this is what I see:

16y - lvl20
14y - lvl11
15y - lvl20
14y - lvl18
14y - lvl16
18y - lvl20
17y - lvl20
16y - lvl20
15y - lvl20
17y - lvl20

So according to this data they tend to reach lvl20 by the time they are around 15. No danger rooms or "cheating" in any way, just normal training. I don't even have a champion, which I've understood is some sort of dedicated trainer. But will look into ways of editing the learning behaviour to be slower. They can't be all Gimlis already at teenagers! :)


2. Yea this just happens. If the mass of hauling after a cleanowned command is a problem, disable the hauling/dumping labor in question either on dwarves who should be doing something else, or even periodically for your hauler peasants when you need them for something else.

After the first time when it took months to haul the rags I decided to be a dirty cheater and just autodump them after cleanowned x. I know, I should feel bad.

5. Maybe something was pushed by the flow to block the floodgate tile? Might also be invisible, flows used to make some of the items they pushed invisible, possibly only viewable/able to be located through the stocks screen.

A good hypothesis. Might've just been something like that. Luckily hasn't happened again.

6.-7. ??

Yeah I was and am still quite baffled by this. In the beginning of the game I could scroll back several pages but nowadays it's just one page for both announcements and reports...

10. Not sure what's happening, but note that traps (including pressure plates) block caravan pathing.

I checked that this wasn't the case (and the depot was accessible). Basically the income hallway hadn't changed from earlier times when it worked. And the randomness is weird. Same save, a couple of first times they drive to the entrance, turn the wagon towards inside but then turn it back away and continue to the edge of the map. The next retry from the same save they just went in.

12.-13. ?? or not sure. Could be you've misunderstood the o-r menu somehow, it's entirely possible it's not quite intuitive :P

Heh yeah, always exclude the stupid-user-error first. :) Currently my o-r reads like this:

Current Refuse Orders:

r: Dwarves Gather Refuse
o: Dwarves Gather Refuse
   From Outside
  v: Ignore Vermin Remains
c: Dwarves Save Corpses
l: Dwarves Dump Skulls
b: Dwarves Save Bones
s: Dwarves Dump Shells
i: Dwarves Save Skins
h: Dwarves Save Hair/Wool
k: Dwarves Dump Other

-> Nothing is dumped, all go to refuse. Am I missing something?

16. That's your logic, the game does the milking at the farmer's workshop, definitely intended behaviour and not a bug. Even in reality, if you had a lot of milk cows, you would drive the cows to be milked at one spot instead of making dozens of trips to the pasture to milk individual bucketfuls from each cow.

Fair enough. :)

18. Dwarves just aren't the smartest tool in the shed. Give the wheelbarrow storage stockpile wheelbarrows of it's own, for added irony?

Haha. :)


To touch on Workflow real quick, as much as I love it, it can be buggy like you said.

There are times jobs freeze up, just like the clothing for you. It seems entirely random as to what gets hit, too. I've never had clothing freeze but I've had the mason shop freeze up and a few others. The way I fix this is to delete the workflow order and the repeated job at the workshop. Re-assigning the order usually gets it going again. Some people have reported that they had to deconstruct the effected workshop but I've never personally had to go that far. I love Workflow but this one thing gets on my nerves a lot when I'm expecting 100 blocks to be ready to go and realize the order froze two game months ago and I have a grand total of five.

I managed to get around the workflow stalling like this:

1. Pause
2. Remove the work order from the workshop
3. Unpause for a few ticks
4. Add the order back

So I haven't needed to remove the actual workflow order itself or dismantle the workshops so far. It didn't seem to work so well if I didn't unpause the game after removing the work order but I'm not sure about this.


"If I abuse broken game mechanics my dwarves train far too quickly!"
Solution: Don't abuse those mechanics.

I cannot make my dwarves train their military skills at a non-absymal rate.

So it is your opinion that making the dwarves train at barracks is abusing the game mechanics? As I stated in the OP, I don't use danger rooms, I just have a normal barracks with an armor stand, weapon rack and some beds. Units are made active from the military menu and then assigned to train from the barracks. I usually make them train about half of the year. Is it possible that you misread the OP?




(21. I do have a new issue. Recently a weaver got a mood and claimed Clothier's workshop. I don't remember exactly what he wanted but it was pretty normal stuff. At some point I noticed that he's just stuck there and pressing "t" showed he had not gathered any of the required materials to the workshop. Eventually he went crazy and died from dehydration. It wasn't a big deal, dwarves die all the time but now the same thing appears to be happening again. A weaver has claimed Clothier's workshop and wants the following items:
- rough gems
- metal bars
- rock
- plant cloth
- logs
- bones

There are plenty of these available and non-forbidden and accessible but he just sits there and doesn't go pick them up. Any ideas?)

EDIT: This was my fault, not a bug. I did not have plant cloth after all, there's just so much stuff there that I didn't notice my Plant processing labor had suspended. Apparently moody dwarves do not collect any of the needed items if even one of them is missing.
« Last Edit: November 01, 2015, 06:21:58 pm by Rascal »
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NullForceOmega

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #19 on: November 01, 2015, 07:04:40 pm »

Correction: moody dwarves don't collect materials at when the 'first' material is unavailable, as a weaver/clothier the dwarf needed the plant cloth as the 'base' material to get started.  They will always stall if an item is unavailable, but if there isn't any material in the shop they are stalled on the first needed item.
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Sutremaine

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #20 on: November 01, 2015, 07:13:51 pm »

Old announcements can be found in gamelog.txt, which is in the same folder as the game exe. The gamelog is for everything you run off that particular copy of DF, and is strictly in chronological order. If you hop between save files, so does the game log.

General, combat, sparring, and hunting announcements all share the same 'pool', which deletes its oldest message when full. If you have a lot of sparring going on, those actions very quickly push the general announcements aside.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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.

Daris

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #21 on: November 01, 2015, 07:28:58 pm »

6.-7. ??

Yeah I was and am still quite baffled by this. In the beginning of the game I could scroll back several pages but nowadays it's just one page for both announcements and reports...

It gets drowned out by sparring notices.  There seems to be a limit on the number of announcements you can view, which is shared between normal announcements and combat reports.  As soon as you create a military and they start sparring, the sparring notices take up ungodly numbers of allowed spaces.

Since these notices are utterly useless and they crowd out important stuff, I would like to turn them off, but thus far I have not found a way to do it.  Normal announcements and combat reports last until the end of the day and then are gone forever because of sparring.
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Shonai_Dweller

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #22 on: November 01, 2015, 07:40:30 pm »

I like the sparring notices. It's funny to watch my Captain of the Guard beat up her peasant guards while they flail about uselessly. Tap, tap, tap, block, dodge, tap, tap, tap, charge!
Also highly amusing when passing cats join in.
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Flying Dice

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #23 on: November 01, 2015, 10:29:10 pm »

If you have your military training properly full time they will train far too fast for the current rate of sieges. Elite soldiers with no combat experience at all after a year or so in the barracks? It's kind of silly. No need for danger rooms these days, for the most part.

By the way, higher ranking soldiers get the choice of better weaponry and armor before the rest of the squad so you don't actually need to micromanage it too much. It does mean everyone's constantly swapping weapons and armor as you produce better stuff, but they'll get back to training eventually.
"If I abuse broken game mechanics my dwarves train far too quickly!"
Solution: Don't abuse those mechanics.

I cannot make my dwarves train their military skills at a non-absymal rate.
I'm utterly baffled by this one. What to you is a non-abysmal rate? I really do think you must have training set incorrectly.  Since training rates were tweaked there really is no need at all for danger rooms (unless you're thinking of sending them against year 1 zombies).

My opinion's probably unfair on this one--I'm still playing on .34.11 so that I can force sieges (and so that sieges are scores or hundreds of trained soldiers instead of a bare handful of useless peasants), with megabeast and titan counts in the middle triple digits, embarking on the nastiest biomes I can find. I need faster training to avoid being swamped by attrition or cheesing by walling off to recover.
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Snaake

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #24 on: November 02, 2015, 11:46:42 am »

Thanks again for helping me out!

So your issues with xbow dwarves might have something to do with this...miners, woodcutters, and (I believe) hunters won't use the same tool/weapon for combat and for their day jobs, and will either drop the weapon where they stand when they get drafted or go to a stockpile and switch out. I'm pretty sure that's still the case.

Ah ok. I read about the problems with wood cutters being also axedwarves but somehow didn't make the same connection with xbow military dwarves being hunters although it is the same case.

Remember that miners are a third case that has a civilian uniform which will conflict with military uniforms, and possibly other civilian uniforms too. Maybe. Not that it's a good idea to have a miner-hunter, miner-woodcutter, or woodcutter-hunter. There are 3 secret civilian uniforms, no more, no less!


Quote
(new issue with clothier mood)

There are plenty of these available and non-forbidden and accessible but he just sits there and doesn't go pick them up. Any ideas?)

EDIT: This was my fault, not a bug. I did not have plant cloth after all, there's just so much stuff there that I didn't notice my Plant processing labor had suspended. Apparently moody dwarves do not collect any of the needed items if even one of them is missing.

As others have noted, if you were missing the cloth they want for the base item, they won't gather anything. If it's not the base item they're missing, they'll gather down a list until they hit something that is missing, iirc. My first instinct was to ask if you were sure you had the right kind of cloth (usually plant cloth isn't the problem though, it's wool or especially silk), and my next guess for the source of the problems would've been bones. It could've been possible that all your bones were forbidden (dumped?), or iirc in the cryptic mood, forget which one that was, they say the same thing for bones and skulls.
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Rascal

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #25 on: November 02, 2015, 07:10:27 pm »

13. In order to make getting rid of refuse easier, I channeled a deep hole next to my fort entrance on the outside (to not have miasma). It goes deep and at certain depth of the hole there is a dump area. From general orders menu I have selected to dump instead of refuse (o-r) to skulls, shells and other. Nevertheless, none of these end products are automatically marked as “D” at butcher’s and dwarves keep bringing them to refuse stockpiles. I understand there’s some problem that you have to keep outside refuse hauling on. I have it on. Also I read somewhere that dwarves might need to access the lowest level of the pit for some reason. Well they can but this dumping just doesn’t happen. Any ideas?

Finally got around this issue. Apparently dumping areas don't work in empty space either. I had to put a floor hatch there, which is then automatically opened by the leaving dwarf. Inspired by a post by Sphalerite http://www.bay12forums.com/smf/index.php?topic=50914.msg1082296#msg1082296.

I could've sworn I've read while researching this that ppl made dwarves dump things into magma by placing a dumping area on an empty space off a ridge leading to magma... Maybe it worked in earlier versions.
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Daris

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #26 on: November 02, 2015, 07:25:33 pm »

I could've sworn I've read while researching this that ppl made dwarves dump things into magma by placing a dumping area on an empty space off a ridge leading to magma... Maybe it worked in earlier versions.

It works, but the dump zone needs to be designated on the floor tile, not over empty space.  Pits are designated over empty space.  For best results with a magma chute, cover both floor and space so you can use it as a garbage dump for both live and dead bodies.
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Sutremaine

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #27 on: November 02, 2015, 08:11:31 pm »

Make sure there's only one tile of open space next to the dump zone. There's a hierarchy when it comes to dwarves choosing which adjacent open space to throw stuff into, but since I can't remember it it seems as though they always choose the most inconvenient one.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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.

Chief10

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #28 on: November 06, 2015, 02:30:55 am »

I'll try to respond to points that others haven't spoken about at length:

3. I also agree that skill development is now ludicrous. This game used to be balanced and challenging, not so in the current version.

4. is a "feature"

5. I know this is possible because it has happened to me before, but I don't know under what circumstances. I think this can occur if your mechanisms aren't magma-safe and their temperature gets too high. However, if this was indeed what happened usually the entire lever/floodgate will deconstruct.

6. and 7. happen to me as well and I would really like to know if there is a work around.

For 10, merchants will leave if they are attacked (wild life), their stress gets too high (dead bodies everywhere), or they simply run out of time (does it take months to path to your Depot?).

For 11, I believe the excess food is "unprepared", but still edible ingredients. i.e. "prepared horse liver" is not a "prepared meal" but is still completely edible.


I cannot make my dwarves train their military skills at a non-absymal rate.

How? I cannot make my dwarves train their military skills at anything other than break-neck speed. Could you help me out with this one? I have been actively trying to figure out how to slow down military skill gain (without modding), but can't. Sometimes I pop into another room and leave DF running for a little; when I get back, I have another legendary speardwarf and another named weapon (with no kills). This all feels very cheap to me.
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Psieye

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Re: Praise, criticism, bug report and questions from a newbie
« Reply #29 on: November 06, 2015, 08:06:20 am »

1b. I like to individually equip all my soldiers, I don’t use the presets (like metal/leather etc.). However, this task is made very difficult by the fact that e.g. when choosing armor for a certain place, it also shows all the CLOTHING fitting that particular part of the body. Need some way to filter out all the x(pig tail trousers)x.
Been a while since I looked in that menu, but I'm pretty sure you could filter that list of individual items by e.g. "only show metal items". I had a fort where distinguished dwarves got specific items which I filtered by what (custom) material they were made of.

If you use a crossbow as a melee weapon, it is very likely it will be broken. Those are quite delicate pieces of equipment, especially the string.
Welcome to DF physics. The game puts a lot of detail in the physics but not all of them match with our world. The differences are hard to notice unless you specifically exploit them. A lot of fun comes from discovering and discussing these 'anomalies'.

For instance, smacking someone with clothes hits a lot harder than you'd think because of how the game models the physics: "you are hitting with a solid ball of this specific fibre material". Knives and whips were (probably still are) the strongest weapons in the game due to contact area. A sock is a lethal weapon when dropped on someone's head.
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Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.
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