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Difference between revisions of "User talk:Kwieland"

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Hey, I noticed a few questions on your page, I hope you don't mind if I try and answer a few here. =]
+
Things I noticed this weekend:
  
1. Why do dwarfs starve to death in the prison? Shouldn't they be fed?<br>
+
*I made a new map, and the goblins showed up as "WAR" on the choose a site screen. "Great!", I thought.  I'll pick military dwarfs and start right on top of a goblin townSo, I did and they were all friendly!  I've been playing the orc mod so maybe if I changed the speak/nospeak tag I could get them to be hostile? Anybody?
:I think they can get food for themselves if it's in reach (dwarves chained up can move to adjacent tiles, I think, so if you have a food storage next to them I think they might be fine.)<br>
+
*Bolts, bolts, BOLTS!  I have found that if I change a stockpile so it only accepts wood and bone bolts, nothing gets put there. So, then I end up enabling metal bolts. Just a minor annoyance.
::I should have been more specific.  I had all metal cages instead of chains.  The one dwarf was put in a cage for 120 days or something like that.  He didn't make it.  I would have thought the "health care" would have eventually fed him?<br>
+
*Beak dogs are butcher-able. And, at a multiplier of two, worth more than common animals.
:::I think [[Health care]] applies only to dwarves that are wounded in some way, in which case they are dragged to a bed, and then their needs are cared for. As far as I know, starvation doesn't cause wounds or injury, but just outright kills people after a while... so the dwarf would never trigger a health care request, as it were. Besides, who cares about people in prison? They don't want to feel the Hammerer's onslaught themselves.<br>
+
*Trap avoid is really a bugger.  If you don't have a good military, I've found the best way is to snipe them from above with crossbows while they try to make their way to your entranceThen, raise the gate when they are in firing range. They tend to mill about, confused, until their leader gets kill/calls off the attack. Makes for some fun action! Also, Beak dogs are not trap avoid, so they tend to hit the traps fine. Simple stone fall traps are usually good enough.
6. Why do dwarfs leave their clothes all over? Will they use furniture if I put it in their room? If so, what kinds?<br>
+
*Anybody notice that the orcs riding beak dogs never get hit until the beak dog dies?  Seems strange, probably a bug.
:I think worn clothes are often dropped by dwarves, especially if they replace them. Wrestlers often tear off each other's clothes too. I think they will use furniture such as chests and things if they have spare time, I've seen people "Storing Owned Item".<br>
+
*If they have ranged units, though, it's best to just hide them out.
::I've seen that as well.  How do they get new clothes, though? For instance, if I change their military preferences to Plate, does the new plate mail belong to them?  For weapons they drop them, so they don't own them, right?  Is it just the basic socks/shoes/clothes that they own?<br>
+
*Marksdwarfs in squads will never occupy a single square, but prefer to hover around.  But, if you make every dwarf a squad and assign them a single square, they do it!  This leads to some serious "gatling gun" type action!
:::Clothing, such as shirts, thongs, shoes, gloves and the like, anything that would be put on at the "Clothes" armour level, that is generally owned by a dwarf, and when they acquire something new it becomes marked as theirs. Armour and weapons, however, are assumed to belong to the fortress as a whole, and I don't think I've ever seen an owned one.<br>
+
*Some maps have windmills at 40, others at 20.  I wish I could figure out how to get the 40s! With a single gear box and horizontal axle, you're down to 14 remaining power! I want to make some mist machines, but have limited wood.
8. Why are walls made of materials lava proof, but floodgates are not? What are the lava safe rocks? Why not obsidian?<br>
+
*Be careful when you collapse floors on top of enemies as a trap. My trap worked beautifully until I realized that it had collapsed the floor under them as well, dropping tons of baddies directly inside my fortress! Oh, what fun!
:I think currently all constructions are lavaproof, something yet to be implemented.<br>
+
*I read on the wiki once that somebody used a custom world to make more magma.  How? I'd like to do that too.
:Bauxite is, to my knowledge, the only lava-safe rock, other than special things.<br>
+
--[[User:Kwieland|Kwieland]] 13:22, 11 May 2009 (UTC)
:Since obsidian is cooled magma, it makes sense it wouldn't be lava-safe, as it must melt. Otherwise all lava would be solid.<br>
 
::I don't think the logic works that way.  If you look at the melting/temperatures, obsidian [[http://en.wikipedia.org/wiki/Silica]] melts at 1650 C while [[http://en.wikipedia.org/wiki/lava]] is only 700-1200 C. Think about using cotton or wood hot-pad holders? Anyway...<br>
 
10. Why does the text get smaller when I make the grid larger?<br>
 
:Did you increase the size of the window too? Increasing the grid splits up the standard window into more "blocks" to fit things in, so the text will be fitting into a smaller area.<br>
 
::Do you mean increase the resolution?  All the window info is confusing to me.  I run in full screen, with a monitor resolution of 1680 x 1050.<br>
 
:::The way I understand it, the window is split into two different constraints: its resolution, which is the number of pixels it uses on the screen, and grid size, which divides the whole area of the window (or full-screen window) into a grid of the given dimensions. So a 400 by 400 window with a grid size of 10 by 10 would give you 10 characters across and 10 down, each 40 pixels in size. Each character can hold one, well, character, and that's scaled to the maximum fitting size. At least, that's the way I understand it.
 
:::Thus, increasing the grid size will mean more of these blocks are sharing the same total area, so individually they're smaller. This means the text is fitting into a smaller area, and is scaled down.<br>
 
12. Why can't you train other animals (fox/wolf) to be hunting/war animals?<br>
 
:They currently don't have the tag, though that can be added in by editing the raws if you like.<br>
 
13. Why are my nobels demanding stuff I don't have?<br>
 
:They demand according to their preferences. There's no guarantee you can fulfill them, easily or at all - but that adds to the [[fun]] of DF, doesn't it?<br>
 
::I see.  I read somewhere that they don't demand anything you don't have.  But that isn't correct.  The funny thing is that after a while, they "forget" their demands if you don't meet them.  So, as long as they are happy with other things, why bother? <br>
 
:::Nobles who don't get what they want get unhappy. Unhappy dwarves are prone to tantrumming. But if they're happy, then no matter. =]<br>
 
14. How many metal bars does armor costs?<br>
 
:From [[Armor]], plate is 3, chain and greaves 2, everything else 1, although "pairs" such as gauntlets are made in twos for 1 bar.<br>
 
::So, if I wanted to train a legendary armorsmith, have them make tons of copper helms?  Then, train a furnace operator by having them melt them all back down? What is the loss on melting?<br>
 
:::From [[Melt item]]: ''For every unit of material size an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are "stored" at each smelter; when a full bar's worth of one type of metal has been melted, one bar will be produced."''
 
:::Leggings are apparently pretty good, returning half a bar per bar expended. Picks and battle axes are 0.4 bars each.<br>
 
17. Why do neck/brain injuries result in dwarfs in vegetable state?<br>
 
:Is that not realistic? People with brain injuries are usually badly effected, and a neck injury makes it dangerous to move.<br>
 
::Realistic, maybe.  People can lead semi-normal lives without a leg/arm.  Total paralysis (maybe see [[http://en.wikipedia.org/wiki/Quadrapalegic]]?)is fairly uncommon in the US - one in 61 000.  So having three in 200 seems a bit out of wack. But, then again, we aren't exactly laboring/waring...<br>
 
:::Maybe. Do take into account dwarves' lack of modern healthcare, though... and the fact they may have rather different skeletons/nerve systems. Want to try dissecting a dwarf to find out? He'll struggle...<br>
 
18. Why don't levers show what they are linked to?<br>
 
:This is overcomeable by using notes. They do show what they ''aren't'' linked to, so elimination can be used, but that is rather slow.<br>
 
::Good idea. I find that making notes is a rather cumbersome process.  Sigh.<br>
 
20. Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult? Along with this, it looks like the search algorithm just looks for the closest, not the closest walkable distance. For instance, if I have a catapult next to a wall and one stone on the other side of the wall but one three tiles away on the catapult, it will walk all the way around the wall (distance of 20 or more) just to get THE ONE.<br>
 
:Aye, they do choose the closest thing. Forbidding items can help with this.<br>
 
::Yeah, maybe I'll have to start forbidding after exploratory digging. Right now I've resorted to locking them in rooms<br>
 
  
Hope that made sense, and is of some vague help. [[User:Emmanovi|Emmanovi]] 19:40, 16 February 2009 (EST)<br>
+
== Hammerdwarfs ==
  
Thanks Emmanovi, all comments are welcome. I've put some additional comments above.--[[User:Kwieland|Kwieland]] 09:21, 17 February 2009 (EST)
+
Hi. Why do you believe the below is "incorrect"?
  
About your starving hammerdwarf... was he by any chance a little bit insane, specifically a bit depressed... melancholy? That, I think, stops them eating. [[User:Emmanovi|Emmanovi]] 13:58, 19 February 2009 (EST)
+
<blockquote>
 +
"Hammerdwarf" covers both war hammers and maces, and also when marksdwarves are forced to fight an opponent by bludgeoning them with their crossbow, rather than using it at range."</blockquote>
 +
 
 +
The only thing I can think of is that dwarves can't use human maces... not sure, now that I think of it.
 +
 
 +
The rest is supported 100% by the [[weapon]] and [[hammerdwarf]] articles, and the RAW's. If you removed this in errour, please replace it on the [[soldier]] page (so it doesn't look like we're in some kind of edit war). ;)  If it's wrong, could you enlighten me as to "why"? thnx --[[User:Albedo|Albedo]] 20:35, 13 May 2009 (UTC)
 +
 
 +
:This part is wrong "and maces".  Hammerdwarfs don't use maces.  Macedwarfs do. I've never seen a hammerdwarf use a mace. Have you?  I agree that the part about using a crossbows as a hammer is true. But, it doesn't really fit here in this paragraph and is mentioned other places. So, I simply removed the paragraph.  Sorry for the confusion, I was going to leave a comment on the talk page but got distracted elsewhere.  <br>
 +
Good luck on reorganizing the fortress defense pages.  I agree with your comments there.  One suggestion.  Since many people would refer to fortress defenses as "fortifications", a link or something at the top of the fortification page makes sense to me. Something like "Fortifications as used in a fortress defense design (or strategy) is detailed here".--[[User:Kwieland|Kwieland]] 11:09, 14 May 2009 (UTC)
 +
 
 +
==ahk script==
 +
 
 +
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 +
; manager.ahk           ;
 +
; This fills the queue of a job manager with enough jobs  ;
 +
; to give them 8 attributes and make them legendary (+5)  ;
 +
; Experience = 10*quantity (30)=300. 30000/300=96.7      ;
 +
;                                                        ;
 +
; Be in the job manager screen and then          ;
 +
; use ctrl+shift+l to "L"oad the queue           ;
 +
; use ctrl+shift+c to "C"lear the queue           ;
 +
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 +
 
 +
queues = 100
 +
wait =  100
 +
 
 +
^+L::
 +
Loop %queues%
 +
{
 +
Send q
 +
Sleep %wait%
 +
Send {Enter}
 +
Sleep %wait%
 +
Send 30
 +
Sleep %wait%
 +
Send {Enter}
 +
Sleep %wait%
 +
}
 +
return
 +
 
 +
^+C::
 +
Loop %queues%
 +
{
 +
Send r
 +
Sleep %wait%
 +
}
 +
return
 +
 
 +
Thoughts on herbalist/cooker skills:
 +
 
 +
One way to quickly level a cook/herbalist/brewer is to have the herbalist gather plants, the brewer to brew them (requires lots of barrels at first) and then have the cook make biscuits of both the seeds (you're not going to plant them anyway) and the alcohol.  In the kitchen menu, you need to make sure that plant seeds are being allowed to be cooked, and the plants are all being brewed.  The side effect is a lot of biscuits, but you can just make a stockpile just for finished meals (NO barrels!) somewhere close at hand (outside), forbid them, remove the stockpile, and then let them rot.  If the brewer is close to the kitchen, the walking should be minimal. Alternatively, a farmer could substitute for a herbalist, but then the flux of plants is more random. This works great on maps with lots of plants.
 +
 
 +
== [[Dwarf Fortress Wiki:Versions]] ==
 +
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think. Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)
 +
 
 +
== Move pages ==
 +
 
 +
AFAIK, you can only move pages if you're an admin. If you let me know what you want to move and where I can take care of it for you. Mason (T-C) 00:22, 15 April 2010 (UTC)
 +
 
 +
== Magma ==
 +
 
 +
Not necessarily true.  I've always been in the habit of putting my forges quite deep, but behind stone-protected walls.  Since I've never relied on a military, I don't ever need metal goods quickly. --[[User:Aescula|Aescula]] 23:24, 3 June 2010 (UTC)
 +
 
 +
::Sorry.  This was a response to this line on your userpage: "With the magma so deep now, you really have to think of a way to bring it to the surface." --[[User:Aescula|Aescula]] 21:21, 4 June 2010 (UTC)
 +
 
 +
Makes sense now.  I also don't use the military now, relying on cage traps mostly.  Cage traps also cut down on the clean up from goblins.  I transfer them all to a single cage and then designate a dump site right on top of the cage.  Dumping all their stuff goes pretty fast, and I make sure that it is close to the depot/stockpiles.  I prefer to have the forges close to the surface for a few reasons.
 +
#Goblins always drop lots of things that can be melted down. So, being close to the surface means short paths.
 +
#Any metal goods (trade goods) armor, etc, should be close to the depot, to minimize path lengths.
 +
My depot was previously really close to the surface.  I'm beginning to think about putting my depot 10 or so Z levels deep.  Then it can be a little closer.
 +
 
 +
== Searching ==
 +
 
 +
I'll look into it. --[[User:Briess|Briess]] 17:50, 18 April 2011 (UTC)

Latest revision as of 17:50, 18 April 2011

Things I noticed this weekend:

  • I made a new map, and the goblins showed up as "WAR" on the choose a site screen. "Great!", I thought. I'll pick military dwarfs and start right on top of a goblin town. So, I did and they were all friendly! I've been playing the orc mod so maybe if I changed the speak/nospeak tag I could get them to be hostile? Anybody?
  • Bolts, bolts, BOLTS! I have found that if I change a stockpile so it only accepts wood and bone bolts, nothing gets put there. So, then I end up enabling metal bolts. Just a minor annoyance.
  • Beak dogs are butcher-able. And, at a multiplier of two, worth more than common animals.
  • Trap avoid is really a bugger. If you don't have a good military, I've found the best way is to snipe them from above with crossbows while they try to make their way to your entrance. Then, raise the gate when they are in firing range. They tend to mill about, confused, until their leader gets kill/calls off the attack. Makes for some fun action! Also, Beak dogs are not trap avoid, so they tend to hit the traps fine. Simple stone fall traps are usually good enough.
  • Anybody notice that the orcs riding beak dogs never get hit until the beak dog dies? Seems strange, probably a bug.
  • If they have ranged units, though, it's best to just hide them out.
  • Marksdwarfs in squads will never occupy a single square, but prefer to hover around. But, if you make every dwarf a squad and assign them a single square, they do it! This leads to some serious "gatling gun" type action!
  • Some maps have windmills at 40, others at 20. I wish I could figure out how to get the 40s! With a single gear box and horizontal axle, you're down to 14 remaining power! I want to make some mist machines, but have limited wood.
  • Be careful when you collapse floors on top of enemies as a trap. My trap worked beautifully until I realized that it had collapsed the floor under them as well, dropping tons of baddies directly inside my fortress! Oh, what fun!
  • I read on the wiki once that somebody used a custom world to make more magma. How? I'd like to do that too.

--Kwieland 13:22, 11 May 2009 (UTC)

Hammerdwarfs[edit]

Hi. Why do you believe the below is "incorrect"?

"Hammerdwarf" covers both war hammers and maces, and also when marksdwarves are forced to fight an opponent by bludgeoning them with their crossbow, rather than using it at range."

The only thing I can think of is that dwarves can't use human maces... not sure, now that I think of it.

The rest is supported 100% by the weapon and hammerdwarf articles, and the RAW's. If you removed this in errour, please replace it on the soldier page (so it doesn't look like we're in some kind of edit war). ;) If it's wrong, could you enlighten me as to "why"? thnx --Albedo 20:35, 13 May 2009 (UTC)

This part is wrong "and maces". Hammerdwarfs don't use maces. Macedwarfs do. I've never seen a hammerdwarf use a mace. Have you? I agree that the part about using a crossbows as a hammer is true. But, it doesn't really fit here in this paragraph and is mentioned other places. So, I simply removed the paragraph. Sorry for the confusion, I was going to leave a comment on the talk page but got distracted elsewhere.

Good luck on reorganizing the fortress defense pages. I agree with your comments there. One suggestion. Since many people would refer to fortress defenses as "fortifications", a link or something at the top of the fortification page makes sense to me. Something like "Fortifications as used in a fortress defense design (or strategy) is detailed here".--Kwieland 11:09, 14 May 2009 (UTC)

ahk script[edit]

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; manager.ahk					           ;
; This fills the queue of a job manager with enough jobs  ;
; to give them 8 attributes and make them legendary (+5)  ;
; Experience = 10*quantity (30)=300. 30000/300=96.7       ;
;                                                         ;
; Be in the job manager screen and then         	   ;
; use ctrl+shift+l to "L"oad the queue		           ; 
; use ctrl+shift+c to "C"lear the queue	           ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

queues = 100 wait = 100

^+L::

Loop %queues% { Send q Sleep %wait% Send {Enter} Sleep %wait% Send 30 Sleep %wait% Send {Enter} Sleep %wait% } return

^+C::

Loop %queues% { Send r Sleep %wait% } return

Thoughts on herbalist/cooker skills:

One way to quickly level a cook/herbalist/brewer is to have the herbalist gather plants, the brewer to brew them (requires lots of barrels at first) and then have the cook make biscuits of both the seeds (you're not going to plant them anyway) and the alcohol. In the kitchen menu, you need to make sure that plant seeds are being allowed to be cooked, and the plants are all being brewed. The side effect is a lot of biscuits, but you can just make a stockpile just for finished meals (NO barrels!) somewhere close at hand (outside), forbid them, remove the stockpile, and then let them rot. If the brewer is close to the kitchen, the walking should be minimal. Alternatively, a farmer could substitute for a herbalist, but then the flux of plants is more random. This works great on maps with lots of plants.

Dwarf Fortress Wiki:Versions[edit]

Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion. Please bring in your comments on this page and on it's talk page and let everyone know what you think. Thanks! Mason11987 20:46, 28 February 2010 (UTC)

Move pages[edit]

AFAIK, you can only move pages if you're an admin. If you let me know what you want to move and where I can take care of it for you. Mason (T-C) 00:22, 15 April 2010 (UTC)

Magma[edit]

Not necessarily true. I've always been in the habit of putting my forges quite deep, but behind stone-protected walls. Since I've never relied on a military, I don't ever need metal goods quickly. --Aescula 23:24, 3 June 2010 (UTC)

Sorry. This was a response to this line on your userpage: "With the magma so deep now, you really have to think of a way to bring it to the surface." --Aescula 21:21, 4 June 2010 (UTC)

Makes sense now. I also don't use the military now, relying on cage traps mostly. Cage traps also cut down on the clean up from goblins. I transfer them all to a single cage and then designate a dump site right on top of the cage. Dumping all their stuff goes pretty fast, and I make sure that it is close to the depot/stockpiles. I prefer to have the forges close to the surface for a few reasons.

  1. Goblins always drop lots of things that can be melted down. So, being close to the surface means short paths.
  2. Any metal goods (trade goods) armor, etc, should be close to the depot, to minimize path lengths.

My depot was previously really close to the surface. I'm beginning to think about putting my depot 10 or so Z levels deep. Then it can be a little closer.

Searching[edit]

I'll look into it. --Briess 17:50, 18 April 2011 (UTC)