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Difference between revisions of "40d Talk:Cross-training"
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:::In the long-run (which inevitably includes many random deaths) yes.. very much so. Rather few, are the fortresses that can survive a death among legendary haulers, and fewer still are those than can survive several. --[[User:N9103|Edward]] 21:06, 4 April 2009 (UTC) | :::In the long-run (which inevitably includes many random deaths) yes.. very much so. Rather few, are the fortresses that can survive a death among legendary haulers, and fewer still are those than can survive several. --[[User:N9103|Edward]] 21:06, 4 April 2009 (UTC) | ||
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+ | ::::Not really. Random deaths are not exactly inevitable unless you want them to be, and party forts are pretty resilient when it comes to a couple odd deaths: everyone is racking up "talked to a friend lately" thoughts like crazy, so even if a few deaths push them down to miserable they will bounce back up to ecstatic in about a minute. The danger is that if you have more than a couple of deaths at once, the immediate surge in unhappiness may cause spontaneous insanity, which will lead to more deaths... |
Revision as of 11:09, 5 April 2009
Pump operator notes
Not sure the toughness note is really that important. The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them. It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else. I've noticed gym graduates make fantastic hunters for example. --ThunderClaw 17:47, 3 November 2008 (EST)
- Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year. So if you have a finite number of dwarves you can spare for training, choose tough ones. Strong ones can be put in plate and made to spar, or turned into siege operators.
- Currently I'm training all my haulers, in shifts. Ones that gain toughness get to keep pumping until they're ready for the military. Strong ones get stone hauling duty. Everyone else gets food, item, or refuse duty.--Maximus 20:06, 3 November 2008 (EST)
- I now give all my haulers the custom profession ROTC. --RomeoFalling 07:50, 8 November 2008 (EST)
Dwarf Powered Mill notes
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. Denspb 02:58, 25 February 2009 (EST)
Managing
Assigning a dwarf to manager may be even better than clerking. I had two useless dwarves. Assigned one to clerk, another to manager+broker. Disabled hauling jobs for the manager. I then went to the manager screen and queued up a full screen of "Make Soap x30." I chose soap because I don't even have an alchemist's workshop and I didn't want any jobs assigned to existing workshops and disrupting work flow. I lost track of how many times I had to go back in and cancel/re-issue the soap orders. The manager reached legendary while the clerk was still a pathetic high master. I didn't measure steps, but their offices and bedrooms were all very close together, should be around 5-10 steps difference for each dwarf to go get food/drink.
Other factors:
-Clerk has a husband (no kids), manager is single
-Clerk went on break at least once
-Hauling was still enabled for the clerk, not sure if she did any jobs though
-At the beginning, Clerk had no skills, Manager had Normal Skill Wood Carving (not much good on my treeless map)
-Manager met with human diplomat and traded at depot during training
--Mjo625 17:18, 2 March 2009 (EST)
Chit-chatting
Having no meeting halls (well rooms, statue gardens etc) at all, and just having a single 1x1 meeting area REALLY boosted my haulers stats. I might not be the most efficient assigner of work orders, but some of the time most of my haulers were out of work and just spent their time at the meeting area chatting. I had a lot of proficient-or-higher in EVERY social skill within a couple of years. This might be an exploit. Thoughts? Tardface 22:53, 3 April 2009 (UTC)
- Yes and no. Chatting dwarfs make friends... and if some dies... Well, you'll have a nice domino effect. Dwarf don't like to lose friends. --Karl 23:12, 3 April 2009 (UTC)
- So, dwarves will actually be happier overall if you don't let them have any friends? :) Tardface 23:15, 3 April 2009 (UTC)
- In the long-run (which inevitably includes many random deaths) yes.. very much so. Rather few, are the fortresses that can survive a death among legendary haulers, and fewer still are those than can survive several. --Edward 21:06, 4 April 2009 (UTC)
- Not really. Random deaths are not exactly inevitable unless you want them to be, and party forts are pretty resilient when it comes to a couple odd deaths: everyone is racking up "talked to a friend lately" thoughts like crazy, so even if a few deaths push them down to miserable they will bounce back up to ecstatic in about a minute. The danger is that if you have more than a couple of deaths at once, the immediate surge in unhappiness may cause spontaneous insanity, which will lead to more deaths...