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Author Topic: Preventing cave adaption the elegant way - and some random swimming  (Read 4196 times)

Puck

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #15 on: August 27, 2009, 05:07:07 pm »

No. I dont know whether or not you read my first post, but I described that setup already. And:

How undwarvy is that approach? It's comparatively not dangerous, not convoluted and not very likely to fail.

Albedo

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #16 on: August 27, 2009, 06:34:55 pm »

Did, but I read it diff.  If you say it's the same, then we think alike.

(And I'll take "win" over "fun" in this instance.)  8)
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Neruz

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #17 on: September 10, 2009, 07:49:08 am »

there was a form of it in the AD&D Dark Elves (Drow) of RA Salvatore's novels, not sure if the Grey Dwarves (Duergar) also suffered from it, but they were residents of the same Underdark and it seems likely they would.

Drow aren't dwarves. According to the actual game, duergar do not suffer from cave adaption (neither do drow).

Actually in 3.5 most 'underdark' races become dazzled in bright light, and some even die from it. Druegar and Drow become dazzled.

4e did away with those situational racial penalties, since they didn't really add anything to the game.

Arrkhal

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #18 on: September 10, 2009, 08:38:50 am »

Quote
If I was feeling like expressing my inner elf, I'd probably do it from the comfort of a greenhouse.  Indoor tiles shouldn't trigger negative thoughts from the sun, and supposedly will still grow native flora.  If they don't, well, I'll boil my inner elf with magma and move on.

Greenhouses work fine.  I ended up accidentally creating several, when traps I was making required channeling through the surface, then building a wall around the hole (then I put a ceiling on just for good measure).  The sand floor below consistently grew grass and saplings, though it got flooded with magma too often for the saplings to become trees. ;D

Anyway, on the original topic, a roofed skylight won't work.  "Indoor" sunlight will allow things to grow, but will not prevent cave adaptation (though on the other hand, indoor sunlight won't cause vomiting either).  The only solution is to have a truly outside outside area.
« Last Edit: September 10, 2009, 09:55:30 am by Arrkhal »
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andrea

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #19 on: September 10, 2009, 08:57:20 am »

2 words: aboveground fortress.

of course, it is lot of work, lots of problems, and lot ofundwarfy, unless you are building a mountain.

i like building towers with flux block walls and wooden floors. they look nice, are valuable, can be large, and kill elves on sight.

failing that, i think it is not hard to have aboveground outisde areas that are also safe. if you have to order to stay inside, just build a second room like that, underground and locked. when siege comes, order dwarves inside and open the backup room.

Granite26

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #20 on: September 10, 2009, 02:14:42 pm »

Lots of tactical games ('Fantasy Warriors' for instance) give Orcy types a penalty during the day.  The Drow have had the 'bright light' penalty forever and a day.

Hamster Man

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #21 on: September 10, 2009, 07:19:24 pm »

2 words: aboveground fortress.

of course, it is lot of work, lots of problems, and lot ofundwarfy, unless you are building a mountain.

i like building towers with flux block walls and wooden floors. they look nice, are valuable, can be large, and kill elves on sight.

failing that, i think it is not hard to have aboveground outisde areas that are also safe. if you have to order to stay inside, just build a second room like that, underground and locked. when siege comes, order dwarves inside and open the backup room.

I concur, though I've never had enough wood to make my floors out of it. I typically make my doors out of it though (since, really, who would want to move a heavy-ass stone door? Plus that way I won't have to worry about color-schemes since wood is wood).

That aside, I don't have too much to contribute. I never use the "dwarves inside" order since it rarely works, but if I see a dwarf running towards the gate during a siege, I pause, forbid everything outside, quickly draft/undraft him to reset his tasks, and unpause. If he continues to be stupid, I keep him drafted and assign him inside, at least til I get the doors shut.

... er, that aside, you could just use the lit-from-outside statue garden, and when sieged, do the "dwarfs inside" order. Worst they'll do is do a door-dance around the statue, right?

[Edit] To make it more dwarvenly, you could chain a cat near a pressure plate and attach it to some spikes around the statue. See how long it takes them to learn to STAY OUT OF THE LIGHT
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

LordBucket

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #22 on: September 10, 2009, 11:02:45 pm »

Quote
In case anybody of you guys have some input

I generally build my barracks and perimeter walls aboveground. My military only ever goes underground to eat and drink. That alone solves the majority of the problem.

My lumberjack spends most of his time aboveground for the first few years of a fort. After that, it doesn't really matter. If I have magma, I don't need much wood. If I don't, there's always caravans to supply it. I usually dedicate one 17x17 subterranean stockpile for wood so it's not usually an issue.

If I'm building an aboveground monolith of some sort, that works starts right away and continues, so any masons/carpenters/etc working on it obviously have to spend that time aboveground to do the work. If I'm not, then it doesn't matter if they cave adapt because there's no reason for them to ever go aboveground.

That just leaves haulers. I've traditionally tended to build my screwpump gymnasium aboveground, but lately I've been moving it underground. After sieges, there's the potential for some puke while picking up iron armor and orc chunks, but I mostly just accept that.


Nobody else goes aboveground after my second or third year. There's no reason to.






andrea

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #23 on: September 11, 2009, 03:50:40 am »

hamster, the secret is having a meeting area underground. so your dwarves's tasks will be deleted everywhere else, and they will go there. i found that after losing many dwarves in my last aboveground fortress.

Dorf3000

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #24 on: September 11, 2009, 04:10:21 am »

Turning on Dwarves Stay Indoors is very undwarfy (also it doesn't actually make your dorfs go inside, or stop trying to get outside to pick up that burning goblin loincloth)

There are only a few specific professions that require dorfs to go outside ('cutter, military, certain types of hauler, possibly no-skill mechanics to set up traps) and if you manage their allowed jobs properly, they will be outside more often than not and so won't be cave adapted - the others will have no reason to see the bright light of day.
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Shadowex3

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #25 on: September 11, 2009, 09:54:43 pm »

Letting them vomit their guts out is the proper solution. Get an engraver to legendary and do everything and afterwards fill your meeting area with as much masterpiece and artifact crap as you can while growing way more food than you need so you can spam lavish meals (catsplosions actually USEFUL for something).
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Hamster Man

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Re: Preventing cave adaption the elegant way - and some random swimming
« Reply #26 on: September 12, 2009, 06:13:26 pm »

hamster, the secret is having a meeting area underground. so your dwarves's tasks will be deleted everywhere else, and they will go there. i found that after losing many dwarves in my last aboveground fortress.

... well, yeah, that'd be great, but I thought the whole point was to expose them to light so they don't get cave adaptation? Unless you mean having a hole that shines light to a meeting place underground... which is what I was suggesting.

But don't forget the spikes.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.
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