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Author Topic: Stress & Psyche: 44.11+  (Read 138513 times)

Fleeting Frames

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Re: Stress & Pysche: 44.11+
« Reply #165 on: August 06, 2018, 06:00:36 pm »

Yeah, that. If you observe dwarves, you can notice them having happy thought at putting on excellent item as well.

anewaname

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Re: Stress & Pysche: 44.11+
« Reply #166 on: August 06, 2018, 08:23:08 pm »

I have a hunch that military dwarves equipping armor/weapons counts towards the extravagant need, for some reason. My military dwarves also have this need met, but have no extra owned objects, which points to the fortress-provided armor satisfying the need. I think that the game might include any worn/equipped item for this need, regardless of whether or not it is actually owned by the dwarf.
Do your military uniforms include wearable Finished Goods like leather cloaks? In 43.05, those would fulfill needs, but the wearable Armor items did not. Trousers under greaves are also good.
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Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Olith McHuman

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Re: Stress & Pysche: 44.11+
« Reply #167 on: August 06, 2018, 09:15:53 pm »

I noticed that some of my dwarfs have "acquire item" in red, despite my overflowing craft bins. Turns out, they have literally every single equipment slot filled. Some of the weaker ones are walking half speed or less. I did have a dwarf punch a titan to death with a gem bracelet, so that's a plus I guess.

It would be nice if dwarfs didn't try to equip all possible types of clothing. I typically only produce shoes, trousers, and shirts, but if invaders/merchants drop other clothing types my dwarfs will pick these up and wear them until they rot away (with all the mental scarring that results).
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Saiko Kila

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Re: Stress & Pysche: 44.11+
« Reply #168 on: August 07, 2018, 02:57:47 am »

It would be nice if dwarfs didn't try to equip all possible types of clothing. I typically only produce shoes, trousers, and shirts, but if invaders/merchants drop other clothing types my dwarfs will pick these up and wear them until they rot away (with all the mental scarring that results).

It's true (there should be some basic civilian armour definable, like in RimWorld), but why are you unforbidding these items in the first place? I intentionally unforbid large items sometimes, so my mercs and human residents can pick them up, but generally control what is allowed by making only chosen stuff. The garbage the merchants bring is good only as an offering to the gods (i.e. atom smasher).

Still, there's no easy way around the rotten thing from time to time, I think, because most dwarves (except some dancers) start clothed, and this has to wear off. Making all types of replacement clothing would be just insane.
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FantasticDorf

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Re: Stress & Pysche: 44.11+
« Reply #169 on: August 07, 2018, 05:59:57 am »

I've never noticed this problem, dwarven clothes rot off and as far as i can see they will just replace them at will according to their entity allowed clothes. Everything indexed as civilian clothing like cloaks also applicable even if uncommon they'll happily take.

Military dwarves should get time off duty (in schedule, clear a DF month like opal or a entire season) to refill needs and get new clothes in order to keep them happy, so you can ONLY focus upon partial assigned armors in military equipment mode as a double layer underneath a comprehensive civilian uniform. I buy plenty of leathers to have my legendary leatherworker producing masterworks 24/7 and split it between producing mittens, socks & the occasional dress & vests with my highly skilled clothier so i can just order queue X amount to be made at once and sort of ignore the need entirely as it helps get rid of stress.

Give them good weapons & armor and they visibly enjoy it, the malus for having weapons took away from them seems to be lessened/sidelined though, that feature doesn't seem to be working properly for being upset at being seperated from it.
« Last Edit: August 07, 2018, 06:03:48 am by FantasticDorf »
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SpeardwarfErith

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Re: Stress & Pysche: 44.11+
« Reply #170 on: August 07, 2018, 10:01:45 am »

I've noticed that military dwarves tend to keep doing individual combat drills on their days off unless you hnassign the barrack. You could have a dwarf who desperately needs to socialize, but he will keep doing individual combat drills instead of going to the tavern. Not sure if this is a bug or not.
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Immortal-D

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Re: Stress & Pysche: 44.11+
« Reply #171 on: August 07, 2018, 10:35:02 am »

Adding clothing to a military uniform is a good insight on fulfilling acquisition needs, since military Dorfs won't equip trinkets at all.

I've noticed that military dwarves tend to keep doing individual combat drills on their days off unless you hnassign the barrack. You could have a dwarf who desperately needs to socialize, but he will keep doing individual combat drills instead of going to the tavern. Not sure if this is a bug or not.
In this case, the mechanic is working as intended, but causing problematic interactions with the new stress system.  A dwarf that is Active but No Order will do whatever job it feels like.  As a military Dwarf gets more experienced and accustomed to military lifestyle, they will want to spend free time training, whereas a raw recruit given time off will prefer to perform other jobs like crafting and hauling.

SpeardwarfErith

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Re: Stress & Pysche: 44.11+
« Reply #172 on: August 07, 2018, 06:42:25 pm »

In this case, the mechanic is working as intended, but causing problematic interactions with the new stress system.  A dwarf that is Active but No Order will do whatever job it feels like.  As a military Dwarf gets more experienced and accustomed to military lifestyle, they will want to spend free time training, whereas a raw recruit given time off will prefer to perform other jobs like crafting and hauling.

Huh, didn't know that. Regardless it seems like unintended behaviour given the new system, keeping your military sane is a vary micromanagy task
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The swordsman Smoma Acaltekud: Hello Ago. Life is, in a word, death.
The swordsman Smoma Acaltekud stabs you in the lower body with his iron scimitar, tearing apart the muscle and tearing apart the left kidney!
The iron scimitar has lodged firmly in the wound!

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anewaname

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Re: Stress & Pysche: 44.11+
« Reply #173 on: August 07, 2018, 09:38:10 pm »

Both on-duty and off-duty military can do Individual Combat Drills. The on-duty dwarfs (who have a barracks to train at and are scheduled to Train that month) will not stop to socialize or craft/haul/etc (they would spar or demonstrate, but noob recruits need to get in shape before they can crosstrain). Off-duty dwarfs who are doing ICDs will stop to craft/haul/etc. If you have 40 dwarfs doing ICDs but who are not on active duty, you will see most or all of them respond immediately when you bulk dump 100 stone. An off-duty ICD will not stop a Socialize! or a Pray! but an on-duty ICD will.
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Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

tussock

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Re: Stress & Pysche: 44.11+
« Reply #174 on: August 08, 2018, 06:54:36 am »

Hm, I notice OP says "Unable to aquire something. <- oops, don't turn on the economy."

While I'm amused at the idea, in the middle of truthful statements probably should say "they need to obtain a craft; try having them haul some". You noted it later down, but I'm assuming newbies might read the thread.

Extravagant is the clothes one, iirc (easy to fulfil with military).

On a similar note, "Lack of decent meals. <- cooking seeds is something I need to stop." - should probably say "they need to eat their favourite food/booze, positioning matters"

Iirc reading either unable to fight need was filled by merely seeing a wild non-benign animal, but haven't tested myself.

Ditto with "Being away from friends. <- the downside of making friends, they still need time off." should have "dwarves need to see friends and family, even if they don't have any".


@"Unknown if merry making requires a tavern, or if a regular dining hall will suffice.": Regular meeting zones will fulfil most, but not all related needs; some will be only fulfilled by proper group activities. I don't recall off the top of my head which were which (no longer few months into DF, can start forgetting things now).
Excellent, yes, those were mine and I have learned much since. :D

Away from people. <- dwarfs need company, tavern works, military will sort this eventually with Socialise! if off duty.
Unoccupied. <- dorfs need work, or a barracks for training, or probably anything to do.
Unexciting life. <- many dorfs like trouble, get them in the military.
Unable to aquire something. <- stockpiling goods lets them do this, either monthly production or some dump/reclaims.
Kept from alcohol. <- obviously, dorfs like booze, there's a lot of happy thoughts for booze and mugs.
Lack of decent meals. <- ARGH! Dorfs need specific body part from specific liked creature, will seek out if available, very hard to fill.
Unable to fight. <- angry dorfs get happy thoughts from starting fights, but military action should work too.
Lack of trouble-making. <- seriously, this guy, exporting determined criminals can help ...
Unable to argue. <- that's another possible happy thought for a couple angry dorfs.
Not learning anything. <- LIBRARIES! And scholars to produce new things to learn in the long term.
Unable to help anybody. <- everyone bringing him water and food avoids this one, most dorfs don't care.
Unable to make merry. <- any time spent at a meeting place or tavern, maybe with a group activity.
Unable to admire art. <- come on, it's a lovely cage. Engrave stuff, just beware hated creatures.
Unable to practice a craft. <- lots of dorfs need a craft job, over a few years this one gets bad.
Being away from friends. <- they need this even if they have no friends with which to satisfy it! Making friends needs close contact at least.
Unable to practice a martial art. <- lots and lots of dorfs want to be in the military, others hate the draft.
Unable to practice a skill. <- skill rust, they all hate rust.
Unable to take it easy. <- no time off, dorfs must have time off, busy industries must have an excess in workers.
Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

The friends one, I'm still finding it difficult. It's like that acquaintance step, and the one above it, they're just decaying a bit quicker than they grow for most dorfs. And military seem doomed for so many needs once they hit legend and stop doing anything but training. Can't haul for acquire, won't spend time with friends and family unless I kick the squad out of the barracks, they never practice a craft again but still need to.

But outside military legends (who hold up OK with the willpower pumped up) and long term prisoners (who are doomed, they will get angry and go straight back inside  :( ) they're all pretty happy these days. The survivors, that is. Oh, right, survivor bias. Yes, the dead ones aren't alright, are they.  ;)
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Rafatio

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Re: Stress & Pysche: 44.11+
« Reply #175 on: August 08, 2018, 07:27:16 am »

Unexciting life. <- many dorfs like trouble, get them in the military.
Watching a fight/brawl might work too, I'm often surprised at dwarves who recently had excitement where I didn't notice any.
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Unable to aquire something. <- stockpiling goods lets them do this, either monthly production or some dump/reclaims.
Circular stockpiles are my thing, one of them really small like 2 tiles to limit the number of pointless hauling jobs. (and occassional cleanowned all, since having stuff doesn't seem to matter, just getting it)
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Not learning anything. <- LIBRARIES! And scholars to produce new things to learn in the long term.
Hands-on learning counts too, give the jobs where skill doesn't matter to everyone who needs to learn and they get happy thoughts from becoming novice spinner. Not all books seem to provide learning, someone's letter to mum is just as useless as it sounds, science books seem most beneficial.
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Unable to help anybody. <- everyone bringing him water and food avoids this one, most dorfs don't care.
Most of mine do, but it decays slowly. If you need more such jobs, pump gyms are nice as they work until thirsty and hungry, often triggering water service.

And wtf is "being away from traditions"? Not a common one but I have no idea what she even wants. Are there greater df traditions than socks, cats and enraged badgers?

I'm not picking on you, tussock, just used your handy list to add to.
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PatrikLundell

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Re: Stress & Pysche: 44.11+
« Reply #176 on: August 08, 2018, 07:46:30 am »

I think letters to mom still satisfy the need for introspection, though.
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Saiko Kila

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Re: Stress & Pysche: 44.11+
« Reply #177 on: August 08, 2018, 12:04:07 pm »

Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

Probably he most annoying to me. The game loves duplicating names of gods, so I don't know which "Kikrost" the particular dwarf has on his mind, and the game loves making dozens of obscure gods, with one or two worshippers most of them. It seems so pointless. It's almost like parody of DnD.
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PatrikLundell

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Re: Stress & Pysche: 44.11+
« Reply #178 on: August 08, 2018, 03:06:47 pm »

Unable to pray to Kikrost. <- temples, just so important. Not at all optional, it's a big happy thought and they hate not getting it.

Probably he most annoying to me. The game loves duplicating names of gods, so I don't know which "Kikrost" the particular dwarf has on his mind, and the game loves making dozens of obscure gods, with one or two worshippers most of them. It seems so pointless. It's almost like parody of DnD.

Then just make an omni temple and be done with it. Currently the only "benefit" of dedicated temples seems to be their ability to attract rabble in the form of monks, peddlers, and pilgrims, none of which have any use in the fortress (and also take up visitor slots from kinds you DO want). Oh, and "real" visitors that come for a real reason plus to visit a dedicated temple, where they'll go on a prayer bender to catch up of a life's worth of missed praying before getting to their actual reason for visiting.
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Fleeting Frames

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Re: Stress & Pysche: 44.11+
« Reply #179 on: August 08, 2018, 08:27:41 pm »

@Rafatio: Tradition needs can be fulfilled by a tavern (though some needs can only be fulfilled by actively reciting, etc.). I have resident bards who has the need persistently unfettered (caused by their civs valuing tradition). Though given one is not, I suspect this one needs active participation, not just listening in.

In this case, the mechanic is working as intended, but causing problematic interactions with the new stress system.  A dwarf that is Active but No Order will do whatever job it feels like.  As a military Dwarf gets more experienced and accustomed to military lifestyle, they will want to spend free time training, whereas a raw recruit given time off will prefer to perform other jobs like crafting and hauling.

Huh, didn't know that. Regardless it seems like unintended behaviour given the new system, keeping your military sane is a vary micromanagy task

Simplest somewhat-workable workaround I've noticed has been placing barracks in the desired location zones; I've briefly that they tend to switch from active training to zone tasks (especially for library Research!); though they may still go do drills instead of praying if they go in with that in mind while it is inactive.

Haven't extensively tested, though - that last bit is why I plan on removing the barracks instead. Though that's slightly behind on Q of ideal barracks size (got curious when I noticed my non-sparrers (along with different sparrer pair training in same barracks) gain disporpotionate (to teacher skill) amount of dodging, but found no preexisting research).
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