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Whelp, had a Wereanteater attack a 50 dwarf fort. Ended up with my milita killing it with one death, which was also my first decapitation apparently. Next full moon and now almost the entire militia is wereanteaters. I guess I just need to embrace the new race.
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# ? Oct 18, 2014 00:02 |
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# ? Jun 1, 2024 00:01 |
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How does that spread, anyway? Any attack can infect the defender?
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# ? Oct 18, 2014 00:23 |
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Strudel Man posted:How does that spread, anyway? Any attack can infect the defender? I think if it bites a defender and the bite attack causes damage. If armor or a shield stop the bite then the dwarf is fine, and I'm pretty sure it has to be a bite; if they get clawed for example that won't spread the were curse.
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# ? Oct 18, 2014 00:26 |
The were-thing has a special [SPECIALATTACK_INTERACTION] tag attached to the bite. The successfully landed attack triggers an interaction that checks that the creature is a living natural sapient without being a were-thing or a vampire already and then plops in the unending syndrome that causes periodical transformations and stops aging.
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# ? Oct 18, 2014 00:33 |
After only a single month:Toady posted:I'm finishing up this release -- the last thing I wanted to do before I move back to bugs for a while is to add some extra conversation options regarding the emotions of the person you are talking to and what they think about other people (including yourself).
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# ? Oct 18, 2014 04:20 |
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Another stupid "why isnt this working" dwarf question: I have a stockpile full of eggs feeding into a kitchen but when I set it to make meals it says "no solid food found to make meals". Do I need to do something special to the eggs? Also, I have a bunch of rat corpses that my cattes have killed littering my fortress but nobody is ditching the corpses into the corpse pile outside. What's wrong?
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# ? Oct 18, 2014 05:34 |
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Parasara posted:I have a stockpile full of eggs feeding into a kitchen but when I set it to make meals it says "no solid food found to make meals". Do I need to do something special to the eggs?
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# ? Oct 18, 2014 05:40 |
Haifisch posted:Eggs are treated similarly to flour and tallow - they can be used as ingredients, but you need at least one "solid"(whole plant or meat item) available for a meal to be cooked. Huh. Unless Toady changed something from 0.34 to 0.40 I don't think that's the issue. In 0.34 I had forts fed by meals made solely from cave croc eggs. I had so drat much of them that they became my primary export.
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# ? Oct 18, 2014 05:54 |
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You know what occurs to me? Why the heck isn't there a "clean" designation? I mean, yeah, you don't want your dwarves running off to scrub a section of dirt half the map away, but it would be rather nice if you could tell them specifically to clean the vomit out of the dining room.
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# ? Oct 18, 2014 07:18 |
Neurion posted:Huh. Unless Toady changed something from 0.34 to 0.40 I don't think that's the issue. In 0.34 I had forts fed by meals made solely from cave croc eggs. I had so drat much of them that they became my primary export.
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# ? Oct 18, 2014 07:25 |
Strudel Man posted:You know what occurs to me? Why the heck isn't there a "clean" designation? I mean, yeah, you don't want your dwarves running off to scrub a section of dirt half the map away, but it would be rather nice if you could tell them specifically to clean the vomit out of the dining room. Or scrub the blood off the goddamn walls.
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# ? Oct 18, 2014 09:34 |
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scamtank posted:Or scrub the blood off the goddamn walls. Until Toady invents paint blood is the best they can do to spruce the place up.
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# ? Oct 18, 2014 12:25 |
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Strudel Man posted:You know what occurs to me? Why the heck isn't there a "clean" designation? I mean, yeah, you don't want your dwarves running off to scrub a section of dirt half the map away, but it would be rather nice if you could tell them specifically to clean the vomit out of the dining room. You can do this with DFHack, problem is you can only do the whole map or the tile under your cursor.
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# ? Oct 18, 2014 18:21 |
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Bondematt posted:You can do this with DFHack, problem is you can only do the whole map or the tile under your cursor. edit: Some attempt to scale sieges to the size of the settlement would also be nice. I turned down migrants to zero to grow naturally (after the first two waves, anyway), and the most recent siege has more people attacking me than twice my population. Including children. Not including their mounts. On the other hand, unless something goes wrong, my four legendary soldiers can actually deal with that pretty well. So two absurdities kind of cancel out. Strudel Man fucked around with this message at 01:02 on Oct 19, 2014 |
# ? Oct 18, 2014 19:36 |
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Gah. I tried to put my "armored citizenry" plan into action on a new orc fort, since they typically have leather to spare. But nobody's picking up the armor until their squad is set to active, and they set it down again the moment they're deactivated. I could have sworn that I previously saw my soldiers keep their armor on when taken off-duty, even though they dropped their weapons. Maybe they need to get some skill in armor use before they'll keep wearing it. That might make sense, though it would make the plan somewhat more complicated. Strudel Man fucked around with this message at 09:57 on Oct 19, 2014 |
# ? Oct 19, 2014 09:54 |
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Is leather armour functionally better than full leather clothing? It'd be much easier to simply do Fetish Fortress if that's not the case.
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# ? Oct 19, 2014 10:41 |
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scalded schlong posted:Is leather armour functionally better than full leather clothing? It'd be much easier to simply do Fetish Fortress if that's not the case.
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# ? Oct 19, 2014 11:02 |
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Strudel Man posted:I think so? It doesn't degrade over time, at least, which makes it massively better in my book even if it doesn't actually provide any more protection. It has the [HARD] tag, which at the very least makes it better against blunt impact.
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# ? Oct 19, 2014 11:06 |
I dunno, I think that one just dictates what the thing can be made of. The leather armor, by default, doesn't have much to recommend itself. It's just like any given leather coat (a bit thinner, actually, by virtue of how the sleeve and hem lengths contribute to thickness) except the sleeves stop at the elbow. Jerkins don't degrade over time, aren't snatched up by civilians and uses the ARMOR layer, which goes above both UNDER and OVER garments. That's it, really.
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# ? Oct 19, 2014 11:26 |
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scamtank posted:I dunno, I think that one just dictates what the thing can be made of. Really? Huh. I could have sworn I read somewhere that it influences some properties of items, but the wiki says otherwise.
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# ? Oct 19, 2014 11:35 |
Don't feel bad, this science is downright grody. It took me experimentation to realize that the WOVEN_THREAD elasticity tag only applies its weakening effects to cloth-based items. And I'm still not sure whether it applies to metal (adamantine) cloth or not!
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# ? Oct 19, 2014 11:47 |
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Huh. I didn't look it up until now, but apparently lamellar leather (in Masterwork) is mechanically identical to iron. Including weight. Might help explain why these guys aren't keeping it on.
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# ? Oct 19, 2014 20:53 |
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Strudel Man posted:Gah. I tried to put my "armored citizenry" plan into action on a new orc fort, since they typically have leather to spare. But nobody's picking up the armor until their squad is set to active, and they set it down again the moment they're deactivated. I could have sworn that I previously saw my soldiers keep their armor on when taken off-duty, even though they dropped their weapons. I think the squad needs to be activated, but you can set their schedule so they are off duty. Strudel Man posted:I think so? It doesn't degrade over time, at least, which makes it massively better in my book even if it doesn't actually provide any more protection. Leather is super easy though. Most of it is cheap, far less expensive than cloth. Order 1 of everything and you'll be getting dozens of dozens of bins of cheap leather each year. Or just order max of the cheap 3 and 4 letter leathers like COW and EMU and the price will double from 6 to 12 each, but the shorter names make it easier to read labels. The degradation isn't a bad thing, really. Have 3 leatherworks and 4 or 5 leatherworkers and you'll soon be making masterwork leather clothing for all. High quality clothing provides slightly more protection than standard quality clothing. So even if you decide to go with armor, it is a good idea to keep a few leatherworkers constantly grinding out more to get higher quality stuff until everyone is wearing nothing but masterpiece leather.
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# ? Oct 20, 2014 00:19 |
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Don't do what I did once and put every kind of leather on max priority request, though, or else the caravan will fill up ALL of their possible carry capacity with leather and won't bring anything else.
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# ? Oct 20, 2014 00:35 |
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What's the best way to ensure that your dwarves spar? I've got 2 squads of 2-3 dwarves each and they just do individual combat drills and demonstrations of their novice skills.
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# ? Oct 20, 2014 00:53 |
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I feel a fortress spree coming on. I haven't messed with the latest version because new releases tend to have save corruption issues, but the itch is coming on. I want to finally construct an advanced obsidian casting factory alongside a volcano and build an above-ground Obsidian Block tower that should eventually become fully siege-proof and self-reliant. Then I'll turn off immigrants, seal the doors, and see what happens long-term. :] One thing has bugged me in recent DF versions. I used to mod dwarves to run faster, but I haven't been able to figure out how to make dwarves walk quickly while hauling a stone no matter what strength or speed properties I change.
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# ? Oct 20, 2014 00:55 |
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Firos posted:What's the best way to ensure that your dwarves spar? I've got 2 squads of 2-3 dwarves each and they just do individual combat drills and demonstrations of their novice skills. It can be tricky because there are lots of tweakable things involved. * They need a big enough room or space that's designated as a Barracks by an appropriate furniture item (you have several options but I use a Weapon Rack) * You need to make a military squad including all soldiers you want to have train in the room * Configuring this squad in the Military menu is complicated and can be tricky, there are lots of strange equipment and alert and scheduling options that can take a while to get used to. To get soldiers to train, you just need to open the squads menu (s) and make sure the squad you're trying to get to train is set to the option that mentions Training or Inactivity and that you cancel any active Kill or Move orders they have. * At the furniture item designating the room you must toggle appropriate options for the squad you created so that they know to store their personal and squad equipment there, and most importantly, to train there * The space should have weapon and armor racks, chests or bags, cabinets, and should be a safe space to fight in (no hatches or downward staircases--they will fall regularly and eventually get serious injuries) * At least 5 soldiers to a squad is wise, I prefer to use even numbers so people can pair off easier. 4 or 6 for small squads. 2-3 may be too few for serious training to take place. * Caveat emptor: I haven't messed with the current version much, but most of this should still be approximately true.
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# ? Oct 20, 2014 01:03 |
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I've got most of those covered. I just added some coffers and stands to the room with the designated barracks. Also put them all in the same squad. Here's hoping it works!
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# ? Oct 20, 2014 01:07 |
At this point, I'd just wait. In my experience, the sparring won't start until everyone has gone past a certain skill threshold in all of the core disciplines. The relevant weapon skills definitely, but I might even go so far as to suggest stuff like Observer and Student, too. I've personally boosted the growth rates on those so everyone's a novice teacher and a student from all the peer tutoring by the time they earn their unit colors. That might set my own experience off from the rest. At the very least, lectures and drills aren't the swearword they used to be. They actually do things and contribute skill without taking months and months and months. scamtank fucked around with this message at 01:14 on Oct 20, 2014 |
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# ? Oct 20, 2014 01:11 |
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spacemanspliff posted:It can be tricky because there are lots of tweakable things involved. If you really want them to train, make squads of 2 and assign the lot of them to the same room. Dwarves will only spar in pairs, but at the same time squads do not need dedicated rooms of their own,; they are perfectly content to share.
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# ? Oct 20, 2014 01:12 |
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Also unrelated, but no one seems to want to dump anything any more
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# ? Oct 20, 2014 01:23 |
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Angela Christine posted:Leather is super easy though. Most of it is cheap, far less expensive than cloth. Order 1 of everything and you'll be getting dozens of dozens of bins of cheap leather each year. Besides, I'm playing masterwork. It's all just leather. Firos posted:Also unrelated, but no one seems to want to dump anything any more
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# ? Oct 20, 2014 04:02 |
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My grampa said that his engineering career consisted of a lot of autocad and liquor.
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# ? Oct 20, 2014 04:04 |
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amuayse posted:My grampa said that his engineering career consisted of a lot of autocad and liquor. Umm... Does he play dwarf fortress?
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# ? Oct 20, 2014 04:41 |
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CrazySalamander posted:Umm... Does he play dwarf fortress? He's talking about booze and engineering. Who cares?
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# ? Oct 20, 2014 04:47 |
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Bah. I thought I had a good solution in putting everyone into squads ordered to train every third month, and free time the other two. But even in their free time, they're mostly packed into the barracks doing individual combat drills instead of their other duties. Who'd have thought that "everybody wear basic armor and train in combat periodically" would be such a headache.
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# ? Oct 20, 2014 05:44 |
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Strudel Man posted:Does the dump zone still exist, and do they have access to it? It does and they do. Yet my dwarves refuse to move anything I dump.
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# ? Oct 20, 2014 11:07 |
You could check your orders menu to see if you have accidentally messed up your garbage settings.
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# ? Oct 20, 2014 11:39 |
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Strudel Man posted:You know what occurs to me? Why the heck isn't there a "clean" designation? I mean, yeah, you don't want your dwarves running off to scrub a section of dirt half the map away, but it would be rather nice if you could tell them specifically to clean the vomit out of the dining room. It would be nice to be able to designate a legendary janitordwarf that just goes around cleaning up vomit, blood, and discarded items. And then you get the statues and engravings that would eventually be made in his honor.
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# ? Oct 20, 2014 12:04 |
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# ? Jun 1, 2024 00:01 |
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I kind of wish upset dwarves could express themselves through intentional incompetence in their jobs or something along those lines. Grumpy cook making bad tasting meals on purpose, spiteful carvings, things like that. So the janitordwarf could basically become a janitor in SS13.
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# ? Oct 20, 2014 13:59 |