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Difference between revisions of "v0.31 Talk:Swimmer"
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What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC) | What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC) | ||
+ | |||
+ | == most recent edit by 209.184.114.93== | ||
+ | "..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists." Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC) | ||
+ | :In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC) | ||
+ | ::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC) | ||
+ | :::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think... | ||
+ | |||
+ | == Swimming speed in Adventurer Mode == | ||
+ | Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves | ||
+ | |||
+ | This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves | ||
+ | |||
+ | == Fully Automated Training == | ||
+ | |||
+ | <blockquote> | ||
+ | "A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle." | ||
+ | </blockquote> | ||
+ | |||
+ | I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC) | ||
+ | |||
+ | :Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC) | ||
+ | |||
+ | ::After some trial and error I came up with this working design: [http://i.imgur.com/XgDpU.png] (I don't know how to make diagrams, so took a screenshot, tileset and all.) | ||
+ | |||
+ | ::Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed. | ||
+ | ::2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7->5->0 water level decrease. | ||
+ | ::3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary). | ||
+ | |||
+ | ::It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --[[Special:Contributions/217.71.235.212|217.71.235.212]] 17:58, 28 January 2012 (UTC) | ||
+ | |||
+ | :::Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. >_>' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --[[User:Kittenykat|Kittenykat]] 18:55, 28 January 2012 (UTC) | ||
+ | |||
+ | ::::Here, made a picture using the standard tileset, and with water removed from the active area to make all plumbing visible: [http://i.imgur.com/RJOyB.png] --[[User:Ag|AG]] 10:55, 29 January 2012 (UTC) | ||
+ | |||
+ | ::::Did a bit more image editing to remove unimportant details, and highlight important ones. Maybe it's approaching what you'd call a diagram: [http://i.imgur.com/zlBGt.png] --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC) | ||
+ | |||
+ | :::::I annotated your diagram fully; I think I figured everything out. [http://i.imgur.com/o3Poj.png] [[User:Tofof|Tofof]] 07:43, 28 February 2012 (UTC) | ||
+ | :::::I think the reason for Z-2 level (rather than wrapping the pool around on Z-1 back to the '7-5-0' area) was that you found wall grates buggy? Have you tried fortifications? [[User:Tofof|Tofof]] 07:49, 28 February 2012 (UTC) | ||
+ | |||
+ | Automated swimming could be accomplished with the use of a [[repeater|dwarven repeater]]. Set the delay sufficiently far apart and have the output pump target your meeting area. I'll see if I can set up an example.--[[User:Introprospector|Introprospector]] 07:10, 29 January 2012 (UTC) | ||
+ | |||
+ | :My computer is quite slow, so anything that involves toggling bridges or doors of any kind causes very noticeable intermittent lag. I find that stable reduction by a few FPS from constant water flow is much more bearable :) --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC) |
Latest revision as of 07:49, 28 February 2012
Swimming training[edit]
The page text says that "[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall." However, I have found that filling a room with water and then making it a meeting hall does not work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.
- Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast. It took quite a while even to get to novice - like months of game time. Don't know if it is the same now or not.
- Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... Djsmiley2k
It doesn't appear swimming training is even remotely easy anymore. I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water. They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience. It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience. Maybe someone has a better, or at least better-explained, way. Dkarrde
Isn't it ironic[edit]
That an article about Swimmer starts with Drowning?--Kwieland 01:40, 1 August 2010 (UTC)
utility[edit]
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? Uzu Bash 20:25, 15 October 2010 (UTC)
- when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.
Pain[edit]
I had an adventure pass out underwater twice and live. The character was an adequate swimmer, but began to drown due to 'extreme pain'. Once it went down to a red coloured pain the character could swim normally again.
- Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--MightyJAK 19:49, 24 March 2011 (UTC)
water preference toggle[edit]
What effect does this have, if any? Uzu Bash 01:22, 29 November 2010 (UTC)
most recent edit by 209.184.114.93[edit]
"..encases you in ice and leaves your frozen corpse as a valuable find for archeologists." Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--MightyJAK 17:01, 19 April 2011 (UTC)
- In Fortress mode, digging out the tile will reveal the original contents. --Quietust 19:57, 19 April 2011 (UTC)
- Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had cryogenic freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --MightyJAK 20:46, 19 April 2011 (UTC)
- With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...
- Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had cryogenic freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --MightyJAK 20:46, 19 April 2011 (UTC)
Swimming speed in Adventurer Mode[edit]
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves
Fully Automated Training[edit]
"A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle."
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--78.146.188.24 01:35, 26 December 2011 (UTC)
- Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --Kittenykat 00:34, 28 January 2012 (UTC)
- After some trial and error I came up with this working design: [1] (I don't know how to make diagrams, so took a screenshot, tileset and all.)
- Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed.
- 2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7->5->0 water level decrease.
- 3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary).
- It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --217.71.235.212 17:58, 28 January 2012 (UTC)
- Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. >_>' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --Kittenykat 18:55, 28 January 2012 (UTC)
- I annotated your diagram fully; I think I figured everything out. [4] Tofof 07:43, 28 February 2012 (UTC)
- I think the reason for Z-2 level (rather than wrapping the pool around on Z-1 back to the '7-5-0' area) was that you found wall grates buggy? Have you tried fortifications? Tofof 07:49, 28 February 2012 (UTC)
Automated swimming could be accomplished with the use of a dwarven repeater. Set the delay sufficiently far apart and have the output pump target your meeting area. I'll see if I can set up an example.--Introprospector 07:10, 29 January 2012 (UTC)
- My computer is quite slow, so anything that involves toggling bridges or doors of any kind causes very noticeable intermittent lag. I find that stable reduction by a few FPS from constant water flow is much more bearable :) --AG 10:32, 31 January 2012 (UTC)