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Author Topic: Child Prodige.  (Read 1908 times)

Fawnek

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Child Prodige.
« on: August 16, 2016, 03:40:24 am »

A kid got a mood and is now a Master Woodworker... http://imgur.com/gallery/KzF5n
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Daris

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Re: Child Prodige.
« Reply #1 on: August 16, 2016, 05:47:33 am »

That's normal.
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SyrusLD

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Re: Child Prodige.
« Reply #2 on: August 16, 2016, 06:10:14 am »

It happens all the time actually. I consider it quite an annoying feature, because in the fortresses I played, all children had their strange mood before they even got a chance to learn anything else, thereby preventing moods for more interesting and useful skills to occur - like weapon/armorsmithing or such.
Instead I'd have tons of Master Wood-/Stone-/Bonecrafters (etc.) running around for whom I have very little use.

As far as I know moods occur for whatever the person is best at. Since children are not good at any skill yet, it will always be one of those "useless" crafting skills.
Also, as I recall, children are less likely to get into a mood as long as there are still adults around who have not been moody yet.
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Daris

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Re: Child Prodige.
« Reply #3 on: August 16, 2016, 06:21:38 am »

The mood strikes for whatever their highest moodable skill is.  There is no mood for soapmaking or growing, so a legendary grower with Adequate skill in armorsmithing will mood as an armorsmith, not a grower.  If the dwarf has no moodable skills, then they will mood as a random crafting skill.

It is pretty irritating with the children.  The solutions are DFHack and just not digging very much for many years, so that you only have a few moods before the children grow up.
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SyrusLD

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Re: Child Prodige.
« Reply #4 on: August 16, 2016, 10:32:47 am »

I just wish it would rather pick a random profession instead of "-crafting"... In a longterm "children-instead-of-immigration" fortress one will eventually always end up with legendary crafters en mass, but no (chance for) fancy and useful artifacts like weapons, armor, or even furniture.

But yeah, it's nothing special, just annoying due to the lack of control or randomness/variation.
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Slayer of a Giantess, whom he burned alive.
Died in a Heroic Fight with a Grizzly Bear.

Silverthrone

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Re: Child Prodige.
« Reply #5 on: August 16, 2016, 10:49:37 am »

Might be useful to have one around, perhaps? It's best not to count too much on moods, they're nice when go well, but they're nothing to rely on.

That isn't a very impressive artefact, though. I mean, out of anything, tomato plants? Bah, put the kid to something more useful, like wood burning. Better get those ideas out of his head.
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Fleeting Frames

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Re: Child Prodige.
« Reply #6 on: August 16, 2016, 12:50:24 pm »

Hm. If you burrowed your children into library with mechanics as scholars, could they get dabbling mechanic experience to mood for artifact mechanisms instead?

Sanctume

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Re: Child Prodige.
« Reply #7 on: August 16, 2016, 12:55:59 pm »

If you only have metal toy axes, will a child mood weaponsmithing?

metal mini-forge -> mood metalsmithing?

vjmdhzgr

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Re: Child Prodige.
« Reply #8 on: August 16, 2016, 02:12:41 pm »

If you only have metal toy axes, will a child mood weaponsmithing?

metal mini-forge -> mood metalsmithing?
Your question is a bit confusing, but toys do not influence strange moods. So no.
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gestahl

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Re: Child Prodige.
« Reply #9 on: August 16, 2016, 10:50:15 pm »

I just wish it would rather pick a random profession instead of "-crafting"... In a longterm "children-instead-of-immigration" fortress one will eventually always end up with legendary crafters en mass, but no (chance for) fancy and useful artifacts like weapons, armor, or even furniture.

But yeah, it's nothing special, just annoying due to the lack of control or randomness/variation.

Set hard pop cap at 19 and get them to all be adults before lifting it , then keep child ratio low? You'd have slow growth, but adults have higher mood likelyhood (I think) so you'd avoid the army of child trinket makers.
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Fawnek

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Re: Child Prodige.
« Reply #10 on: August 17, 2016, 03:18:02 am »

I just wish it would rather pick a random profession instead of "-crafting"... In a longterm "children-instead-of-immigration" fortress one will eventually always end up with legendary crafters en mass, but no (chance for) fancy and useful artifacts like weapons, armor, or even furniture.

But yeah, it's nothing special, just annoying due to the lack of control or randomness/variation.
my bone carver made an artifact turkey bone shield... if that counts...
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Daris

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Re: Child Prodige.
« Reply #11 on: August 17, 2016, 06:06:10 am »

I just wish it would rather pick a random profession instead of "-crafting"... In a longterm "children-instead-of-immigration" fortress one will eventually always end up with legendary crafters en mass, but no (chance for) fancy and useful artifacts like weapons, armor, or even furniture.

But yeah, it's nothing special, just annoying due to the lack of control or randomness/variation.

Set hard pop cap at 19 and get them to all be adults before lifting it , then keep child ratio low? You'd have slow growth, but adults have higher mood likelyhood (I think) so you'd avoid the army of child trinket makers.

Nope.  If you have 19 adults, they will all mood in ~5 years.  Then you have 7 more years before the oldest kid grows to adulthood.  You will have a mood in that 7 years and it will strike the child(ren).

However.  A normal-sized fort will give you ~25 moods before you run out of underground tiles, as long as you don't hit the caverns or dig huge quarries.  This is the only non-DFHack way I know to manipulate moods so that your craftsdwarf shop doesn't become littered with artifact figurines.
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Chief10

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Re: Child Prodige.
« Reply #12 on: August 17, 2016, 07:13:59 pm »

Wait so tiles dug influences moods?
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Dunamisdeos

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Re: Child Prodige.
« Reply #13 on: August 17, 2016, 08:07:00 pm »

Next kid born in my fort is getting named Prodige.
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