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Anyone else having problems with food stockpiles lately? I can't actually work out where the dwarves are ultimately storing the pots/barrels full of food, because I have a ridiculous excess of empty ones (whoops, I was playing around with fastdwarf)... but it's not in the designated food pile. I suspect that both used and unused barrels are now going to furniture stockpile, but every drat pot/barrel I check shows as empty. I mean, it's not like I'm surprised at bugs, it's just annoying that this should now turn up after so much has been made better.
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| # ? Apr 13, 2012 16:26 |
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| # ? May 20, 2013 17:17 |
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OhCrap posted:Yeah, it's not too bad now. I tried to do a 10,000 year worldgen on a large region and crashed out around 5,500, but I hadn't patched the exe for large address aware at the time. 1,050 years is easy. How do you do that? My DF crashes usually around 250 years so I pretty much only gen 100 year old worlds.
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| # ? Apr 13, 2012 16:29 |
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Demiurge4 posted:Dragons in DF grow to full size over 1000 years. This is why I always gen 1050 year worlds. Sure it takes ages, but its rewarding in the end when you adventure and there's just so much stuff around. Not sure how long a Very Long world gen goes, but you can just make a new set of parameters that sets the finish year to 10,000. I'd strongly recommend setting the number of sites low and max populations to a reasonable number. I always play with a low civ and site number already, and I find it significantly increases generation speed.
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| # ? Apr 13, 2012 16:30 |
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Demiurge4 posted:Dragons in DF grow to full size over 1000 years. This is why I always gen 1050 year worlds. Sure it takes ages, but its rewarding in the end when you adventure and there's just so much stuff around. Unfortunately it seems like megabeast defaults are proving slightly low now. Seems easy to get a dragon-free world now. quote:How do I do this? I want to gen a 10,000 year world This is the utility: http://www.techpowerup.com/forums/s...ad.php?t=112556 It does work as advertised. Even Toady's acknowledged it to an extent, but isn't happy to mark LAA out of the box just now.. which he does back up with good reasoning. So far I've seen no reason not to do it on x64, and it was helpful with the ridiculously huge RAM consumption for even 1,050 year worlds in previous builds. I'm actually about to kick off a 10k worldgen overnight, with max megabeasts and so forth. Just to see what happens. Be under no illusions, 10k worldgen will take its drat sweet time .. but you shouldn't crash from hitting memory limit.
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| # ? Apr 13, 2012 16:31 |
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If I do that in my world, I might end up with a few hundred dragons...
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| # ? Apr 13, 2012 16:34 |
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Forward_Bee posted:Not sure how long a Very Long world gen goes, but you can just make a new set of parameters that sets the finish year to 10,000. I'd strongly recommend setting the number of sites low and max populations to a reasonable number. I always play with a low civ and site number already, and I find it significantly increases generation speed. I edit pretty much every value when I gen worlds. I want huge and open caverns, lots of minerals, lots of civs and lots of volcanoes. Generally I gen a 1050 large world with 40 civs in 10-15 minutes. I've been using perfect world a few times as well but I can never figure out how volcanism works in it so I gave it up.
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| # ? Apr 13, 2012 16:35 |
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Reason posted:How do you do that? My DF crashes usually around 250 years so I pretty much only gen 100 year old worlds. Are you running on 34.07? Earlier builds definitely bogged down and even crashed at 250 onward. Things are much better now. The purpose of Large Address Aware is to raise the memory limit that DF inherits from being a 32 bit app. It can certainly make DF use up to 4Gb on an x64 system, and it did help with some of the older issues. 10k worldgen is the max you can do, and with this version I hit 2Gb RAM around year 5500 .. so LAA will most probably get me the rest of the way, barring any bugs. Forward_bee posted:Not sure how long a Very Long world gen goes, but you can just make a new set of parameters that sets the finish year to 10,000. I'd strongly recommend setting the number of sites low and max populations to a reasonable number. I always play with a low civ and site number already, and I find it significantly increases generation speed. The advanced world gen is easy enough to set to 10k. It's more the resource consumption, specifically RAM, that's an issue. You're totally correct that the more "stuff" in worldgen - including length - the longer it'll take. I'm about to leave a 10k worldgen to run overnight on quite a powerful notebook, which will do the job, but most wouldn't want to sit that long just to play a standard game.
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| # ? Apr 13, 2012 16:36 |
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zalmoxes posted:If I do that in my world, I might end up with a few hundred dragons... That's the kind of result I'd like to achieve. I'm curious to see how a full 10,000 years comes out with maximum beastage.
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| # ? Apr 13, 2012 16:37 |
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Demiurge4 posted:I edit pretty much every value when I gen worlds. I want huge and open caverns, lots of minerals, lots of civs and lots of volcanoes. Generally I gen a 1050 large world with 40 civs in 10-15 minutes. I like to bump it up quite a bit too. The 10,000 year mark is going overboard of course, but I'm curious to see the result. For a 1050 year world, I get around the same time to gen. 10k needs a lot more :-)
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| # ? Apr 13, 2012 16:39 |
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Wasn't actually expecting the interest on the 10000 year gen, happy to report back on result. Like I said, LAA is quite good to get you past 2GB, but it's mostly only needed for extremes like this in the latest build. I did encounter a need for it in earlier builds, just to get to 1050, because RAM usage was more extreme. Now worldgens are back to around the same for the most part, but I really want to see how a 10000 year old world looks. Meant to do it a little while ago but got engrossed in a fort from an already-gen'd world.
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| # ? Apr 13, 2012 16:43 |
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OhCrap posted:
Thanks! I'm generating a world now, I hope no civs die out completely but that probably isn't going to happen.
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| # ? Apr 13, 2012 16:43 |
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Demiurge4 posted:Thanks! I'm generating a world now, I hope no civs die out completely but that probably isn't going to happen. Not too likely from what I've seen (even kobolds hang around nowadays), but it's all wooooorandom of course.
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| # ? Apr 13, 2012 16:44 |
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Forward_Bee posted:That goblin died to a dragon 1/2 the size of an adult dwarf, assuming creatures grow and mature properly during world gen. Maybe the adult mangled the goblin and let the baby just eat him? Though now I'm thinking of this comic about a baby dragon "killing" someone in a creepy way that ruined dragons for me. OhCrap posted:Unfortunately it seems like megabeast defaults are proving slightly low now. Seems easy to get a dragon-free world now. Megabeasts do seem to die more easily now, at least some of them. My old worlds had almost every megabeast surviving, but now it seems like a lot of them die off pretty easily. Hydras and king carrions are extinct in a lot of my worlds, while colossus and kraken thrive. I wonder how exactly worldgen determines this stuff. Internet Kraken fucked around with this message at Apr 13, 2012 around 16:48 |
| # ? Apr 13, 2012 16:46 |
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I noticed in the WeepAngels thread that they're going to kill that LP (or let it die, or whatever the proper terminology is for LP euthanasia that doesn't get you arrested in Alabama) and there's been a discussion of The Next DFLP. Now, obviously we can start LPs whenever we want, and Dwarf Fortress LPs are no different, but I was curious if there were any desires on the part of you guys to see one kind of LP or another. Pozzo originally suggested a Trap Fort LP that would involve many different forts in an ongoing world as well as overseers who played out their turns not as overseers but as adventurers. So, you'd have a choice between maintaining the fort from the last turn (if there was one), starting a new fort or adventuring--and probably you'd be able to "retire" forts and go back to them because DFHack let's you do that. The other option is a traditional DFLP that's one fort with a shifting list of overseers, a la Gemclod. Given all the new stuff that's been put into DF, I think this stands a better chance of success than WeepAngels did. To throw my two cents in, I think what went wrong with WeepAngels was there were too many mods and too much backstory and too many metagame elements and not enough interesting had changed with DF between Gemclod and WeepAngels. I'm curious if there's a general consensus on what kind of LP everyone would like to see. If you want Trap Fort, I think Pozzo and Vox and I figured it out pretty well, but it would be crazy to do anything before the minecarts are here (same for traditional fort). If you're all hankering for a more traditional succession fort (with whatever new bits Leperflesh thinks of) then that would also be pretty engrossing.
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| # ? Apr 13, 2012 17:00 |
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Well, that was surprising. I hit a 'good' world first pass on these params. Usually DF rejects anywhere up to 30-40 because of volcano placements, etc. 10k worldgen kicked off. Megabeasts set to max, increased number of volcanoes and caves, most other parameters left to default. It's always a good sign when the first region displayed shows 3 or 4 volcanoes right at the outset, it seems to point to a world that I'll have fun with. Last time I tried a 10k run with these settings (not having set LAA), I noted that even at the 5,500 mark where it crashed, we were still in Age of Myth. I'm hoping for a world where all kinds of crap has gone down, but there's still plenty of fun to be had. I suspect I'll throw a crapton of necromancers, vampires, and weresponges. Internet Kraken posted:Megabeasts do seem to die more easily now, at least some of them. My old worlds had almost every megabeast surviving, but now it seems like a lot of them die off pretty easily. Hydras and king carrions are extinct in a lot of my worlds, while colossus and kraken thrive. I wonder how exactly worldgen determines this stuff. I've been paying attention to dragons for the most part, and they seem to be getting endangered very rapidly each worldgen. I blame necromancer vampire weresponges. ... holy crap, switched back to worldgen and it's showing a really big good region surrounding Dorf mountain halls. I don't think I've seen one that size before in my gens. And it too has 4 volcanoes. This could be a drat fun world to fart around with, if all goes well.
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| # ? Apr 13, 2012 17:07 |
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Toady One posted: I set a hauler to ride a minecart to its next stop. That happened to take the dwarf down eight ramps and then up a launch ramp into an open cavern. High up in the cavern there was a wide ledge and on the ledge there was a goblin, chilling out right where I had created it. I activated the dwarf's squad, and he had just enough hang-time at the top of the flight arc to get a punch in. The goblin struck back but the dwarf jumped on to the ledge, where they continued to fight as the cart fell down into the darkness. It'll be interesting to see the new contenders for "worst dodge decision" that come out of this, before I tackle that problem, but overall the item riding system seems to be functioning. As we continue to iron out issues there, it might also let caged creatures interact more with their environment later on. Quick and dirty copy/paste. Someone please flash animate this!
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| # ? Apr 13, 2012 17:13 |
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TildeATH posted:I noticed in the WeepAngels thread that they're going to kill that LP (or let it die, or whatever the proper terminology is for LP euthanasia that doesn't get you arrested in Alabama) and there's been a discussion of The Next DFLP. It seems to have been tough going, and this may be the best call yet. I don't want to throw crap because I've had no experience of doing or participating in LPs, but it seemed like there was too much being thrown at it at once, and I for one felt confused and disengaged. I'm still sad to see it go, but I think it makes sense. quote:Now, obviously we can start LPs whenever we want, and Dwarf Fortress LPs are no different, but I was curious if there were any desires on the part of you guys to see one kind of LP or another. If I were to vote, it'd be to do a vanilla DF starting from the next release (ie. with minecart craziness) to see exactly what all the new features can add to an LP. A baseline for future LPs, perhaps. quote:The other option is a traditional DFLP that's one fort with a shifting list of overseers, a la Gemclod. Given all the new stuff that's been put into DF, I think this stands a better chance of success than WeepAngels did. To throw my two cents in, I think what went wrong with WeepAngels was there were too many mods and too much backstory and too many metagame elements and not enough interesting had changed with DF between Gemclod and WeepAngels. And it sounds like we're at least near the same page in thinking. I think if it was played vanilla/mod-free and not too rigid in structure, I'd be interested in getting involved. Once there's a baseline to how a new version's features affect things, it's easier to look at getting creative with an LP structure, as far as I can see - so keep the next one simple. The one thing I think I really did like from WeepAngels, if perhaps not communicated perfectly, was the existence of a dorfing list and an overseer list outside of the thread itself, to attempt to kill the perpetual "dorf me" and "overseer me" posts. If the thread title said "NO DORF REQUEST POSTS - READ OP FIRST", that might help too. Just my thoughts, o'course. I think DF in and of itself makes for excellent succession LPs, and Toady's insane approach to features (and UI) seems to have a lot to do with why past "greats" have been such (not to forget some truly hilarious writers). I like seeing mods in action but let's not forget the extreme hilarity that just vanilla can provide.
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| # ? Apr 13, 2012 17:23 |
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I'm 2200 years into this world and its still the age of myth. What actually causes the age to change? I'm generating this in the LFR mod so there's a lot of changes to the raws.
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| # ? Apr 13, 2012 17:26 |
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When "% megabeasts alive" goes down. Here's a pretty complete listing.
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| # ? Apr 13, 2012 17:28 |
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Demiurge4 posted:I'm 2200 years into this world and its still the age of myth. What actually causes the age to change? I'm generating this in the LFR mod so there's a lot of changes to the raws. Death of megabeasts is a good one - couple of releases ago it wasn't tracking properly, so it was switching to Age of Legends and then Second Age of Myths, for example. Equally, the civilizations - eg. if elves die out, for example. I can't pretend to fully understand it but the general age descriptions on the wiki can help to get an idea. .. seeing another region with 3 volcanoes. I like volcanoes Only up to 1400 at present so I'll definitely be leaving this and getting some sleep.e: Just noticed this world has changed to Age of Legends. I think the megabeasts all ate one another
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| # ? Apr 13, 2012 17:31 |
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Are there megabeasts that can reproduce now, or was that just titans that couldn't? It'd be pretty cool to get a world with a legit Second Age of Myths as they came back to dominance
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| # ? Apr 13, 2012 17:40 |
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Tubgirl Cosplay posted:Are there megabeasts that can reproduce now, or was that just titans that couldn't? It'd be pretty cool to get a world with a legit Second Age of Myths as they came back to dominance All megabeasts with gender can reproduce now provided they find a mate. Titans are all procedurally generated at the start of the world, lacking gender on top of all being completely different, so they can't produce any offspring.
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| # ? Apr 13, 2012 17:46 |
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The above made me think about how genderless things like bronze colossi exist in the first place. I would guess they are constructed dead by creatures in the world, and then animated by a deity. (Similar to how deities curse folks to be vampires or share secrets of life and death.) That might be something religion could do in the game: Allow setting up temples and workshops, and pray to gods to animate the constructs made in the workshops. Something that could then happen: You are in favor with a god, and is given the gift of some steel golems (yeah), but you use them to wage a war the god does not agree with, and fall out of favor. The golems might then either continue working, just lose their life, or even turn on their masters.
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| # ? Apr 13, 2012 18:00 |
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Yeah the discussion in Weepangels about the next DF LP should move here. I've stated that my intention right now is to start a new succession LP after we get a minecart release and I am reasonably certain that it's stable (e.g., we'll play around with it for a bit and if need be, wait for a bugfix release from Toady for any nasty bugs). My idea for overseers is not to maintain an ongoing list at all. Instead, after one overseer finishes, I'll solicit volunteers for the next term right then and there, collect names for a short while, and then use a random method to pick one. Should ensure the next overseer is both immediately available, and enthusiastic about the current state of the fort. For dwarfing list someone suggested also picking from a list at random, not a bad idea. I'll mull that over. I'd definitely maintain it outside of the thread, probably with a Google Docs spreadsheet that everyone can access, to avoid the "Dwarf me" post storm. For mods, I might include a smattering of custom creatures (Internet Kraken has some good ones he can provide), but I want to avoid mods that alter gameplay (e.g., no new workshops, reactions, weapons, that kind of thing). I might tweak worldgen parameters here or there. I would like to generate an older world with lots of history, and then I am considering selecting a site in which one or two of the tiles (but not all of them) is in an Evil biome (so we get some nasty critters, but it's not overwhelmingly crawlign with unkillable undead). I will experiment with whatever site I pick first, run a test fort or two for a while, to ensure we don't get an impossible embark. And in terms of overseer regulations, I think a simple rule that we need regular updates every 24 to 48 hours is the paramount one. Beyond that, I would treat things on a case-by-case basis and be diligent about it, so, if one overseer prefers four seasonal updates and another wants to do more than that (within reason) that's OK, provided the quality is there and the frequency of posts doesn't drop off. I feel like the key things that make for a good DF LP are frequent updates with good illustrative screenshots that follow what the actual dwarfs are doing, what the fort looks like as it expands, include some characterization where appropriate, and allow the in-game events to dictate the plot. If the readers can follow the action, most of them get to see their own dwarf get mentioned now and again (and not anonymously killed offscreen), and can mentally picture the fortress itself, then things will be fine. Also: RLLORLER COASTER WEEEEEEEEEEEE
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| # ? Apr 13, 2012 18:05 |
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IDK the less high-fantasy bullshit intrudes in the game the better. It's pretty fun when it's a more or less a bizarro medieval civilization where all the crazy 'here be dragons' stuff happens to be actually correct and everyone appears to be a Replicant, and your primitive copper mine drilling to the Earth's mantle occasionally has to swat off nuisance swarms of the undead due to being located too near an inexplicably evil forest. Once you get into direct intercession from gods and actually useful magic powers and stuff it's just another lame fuckin' swords and sorcery Tolkein knockoff, and all the genuine wierdness that comes from the hosed-up way Toady does everything loses its flavor.
Tubgirl Cosplay fucked around with this message at Apr 13, 2012 around 18:14 |
| # ? Apr 13, 2012 18:09 |
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TildeATH posted:I noticed in the WeepAngels thread that they're going to kill that LP (or let it die, or whatever the proper terminology is for LP euthanasia that doesn't get you arrested in Alabama) and there's been a discussion of The Next DFLP. The main thing is that we have frequent, quality updates. Nothing else really matters at all relative to that.
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| # ? Apr 13, 2012 18:10 |
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If you want Leperflesh I can make more creature specifically for this LP's embark site, whatever it happens to be. I've added creatures to various overworld biomes but I've neglected some of them just becuase there are so many. With Weep Angels I made a bunch of dangerous creatures specifically for the swamp to make things more interesting, since I found the vanilla to be lacking.Tubgirl Cosplay posted:IDK the less high-fantasy bullshit intrudes in the game the better. It's pretty fun when it's a more or less a bizarro medieval civilization where all the crazy 'here be dragons' stuff happens to be actually correct and everyone appears to be a Replicant, and your primitive copper mine drilling to the Earth's mantle occasionally has to swat off nuisance swarms of the undead due to being located too near an inexplicably evil forest. Once you get into direct intercession from gods and actually useful magic powers and stuff it's just another lame fuckin' swords and sorcery Tolkein knockoff, and all the genuine wierdness that comes from the hosed-up way Toady does everything loses its flavor. Leperflesh said he wasn't adding any major gameplay changing mods. What people consider to be gameplay changer differs though, and a few of the things in my mod could be considered that (new civ, mutations, etc.), but any offending stuff can be trimmed out easily. Internet Kraken fucked around with this message at Apr 13, 2012 around 18:19 |
| # ? Apr 13, 2012 18:15 |
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Leperflesh posted:And in terms of overseer regulations, I think a simple rule that we need regular updates every 24 to 48 hours is the paramount one. Beyond that, I would treat things on a case-by-case basis and be diligent about it, so, if one overseer prefers four seasonal updates and another wants to do more than that (within reason) that's OK, provided the quality is there and the frequency of posts doesn't drop off. Allow overseers to take only a partial turn. "I just can't take the time/effort to finish this right now." "Something suddenly came up."
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| # ? Apr 13, 2012 18:15 |
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Internet Kraken posted:Leperflesh said he wasn't adding any major gameplay changing mods. What people consider to be gameplay changer differs though, and a few of the things in my mod could be considered that (new civ, mutations, etc.), but any offending stuff can be trimmed out easily. That was a response to nielsm There's like thirty billion Dwarf Fortress LPs and 90% of them are exactly the same so make it one big gimmick fort based on playing with the new toys from, say, undead plagues on up. Give it an overall goal, like getting the zombies to ride minecarts to Hell or something. Tubgirl Cosplay fucked around with this message at Apr 13, 2012 around 18:29 |
| # ? Apr 13, 2012 18:24 |
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Tubgirl Cosplay posted:That was a response to nielsm Oh sorry, didn't see that post.
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| # ? Apr 13, 2012 18:29 |
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nielsm posted:Allow overseers to take only a partial turn. "I just can't take the time/effort to finish this right now." "Something suddenly came up." This is always "allowed." But it shouldn't be promoted. 90% of the dead time is space between overseer turns. The more people taking half-assed, partial turns, the longer everyone has to wait for content. quote:make it one big gimmick fort based on playing with the new toys I'm pretty firmly against this. Most of the fun things in the best forts were thought up by individual overseers. The whole draw of the succession fort is that it's so unstructured and organic.
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| # ? Apr 13, 2012 18:43 |
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Why the hell do injured dwarves just stand around doing nothing in this version? I've got a soldier with a broken elbow who refuses to move. He has working legs and can walk just fine, but he just sits in the same spot. He doesn't go to the meeting hall either, he's still at the place where he got hurt. I assume if I built a hospital he would go there but I don't have one yet. I don't remember dwarves doing this in the old version. If they got hurt they would still walk around unless their movement got impaired. EDIT: And he's not getting food either. What the hell. YOU HAVE LEGS!!! USE THEM!!!
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| # ? Apr 13, 2012 18:46 |
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Forward_Bee posted:That goblin died to a dragon 1/2 the size of an adult dwarf, assuming creatures grow and mature properly during world gen. Are you saying that dragons generated at the start of the world are babies?
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| # ? Apr 13, 2012 18:48 |
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Wubbles posted:Are you saying that dragons generated at the start of the world are babies? No. The game generates many creatures that are already adults becuase it is the start of recorded history. EDIT: Okay someone help me out here cause this guy is driving me crazy. ![]() He's been sitting next to this grasshopper corpse for over a week. The thing came back to life and he killed it, but in the process he broke his elbow. Suddenly this means he can't do anything. He just sits there. He ignored everything I tell him to do. I tried removing him from the military, changing his profession, but nothing will make him move. The only injury this guy has is a broken elbow. He can walk just fine. So I cave in and build a hospital and turn my carpenter into a makeshift doctor. Nothing happens. He doesn't go to the hospital, doctor doesn't help him, and they both have no job. So now I don't know what the gently caress is up. I can't just let this guy die. He'd come back to life and kill my dwarves. EDIT: Oh, okay, removing him from the military after I built a hospital did the trick. So why the gently caress couldn't he have just gone there in the first place?!? This guy is getting demoted. Internet Kraken fucked around with this message at Apr 13, 2012 around 19:03 |
| # ? Apr 13, 2012 18:49 |
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Vox Nihili posted:I'm pretty firmly against this. Most of the fun things in the best forts were thought up by individual overseers. The whole draw of the succession fort is that it's so unstructured and organic. This is a draw? It's been like five years since Boatmurdered, I woulda thought at some point the novelty of the same thing every time would have worn off. How long until the dragons start reproducing? They don't take a thousand years just to reach maturity do they?
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| # ? Apr 13, 2012 18:58 |
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Tubgirl Cosplay posted:This is a draw? It's been like five years since Boatmurdered, I woulda thought at some point the novelty of the same thing every time would have worn off. We're not here to advance an art. It's just loving around with computer games.
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| # ? Apr 13, 2012 18:59 |
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Tubgirl Cosplay posted:This is a draw? It's been like five years since Boatmurdered, I woulda thought at some point the novelty of the same thing every time would have worn off. My worldgen shows 3 year old dragons having babies then getting killed in year 4 by some elf peasant.
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| # ? Apr 13, 2012 19:11 |
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Internet Kraken posted:No. The game generates many creatures that are already adults becuase it is the start of recorded history. If he was your only military guy, scheduling possibly could have prevented him from seeking help. Schedules need a minimum of 1 dwarf, and schedules have a massive priority over everything else. If only 1 dwarf is trying to cover the schedule, they pretty much never go on leave. Atleast that's all I can gather for an explaination.
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| # ? Apr 13, 2012 19:13 |
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The thing about "the novelty" is that Toady keeps adding new stuff to keep us entertained and changing other stuff as well. The fact that clothing has been fixed and hauling is being overhauled may change the way many of us play the game. There may not be a point to assigning worthless migrants to hauling anymore since one dwarf can do an entire job. There are entire industries we haven't touched, like beekeeping and egg production. There are also fairly older features that we haven't shown off yet, like the demonic fortresses, but that's really just luck of the draw if we find a nice site that just happens to have one. quote:How long until the dragons start reproducing? They don't take a thousand years just to reach maturity do they? In the raws there's no specific maturity age. It takes 1000 years to reach their full size of 25000000, which makes them larger than a bronze colossus. I'm not sure what arcane method toady uses to determine pairings. For all I know, female dragons could simply lay eggs everywhere regardless of the presence of males.
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| # ? Apr 13, 2012 19:20 |
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| # ? May 20, 2013 17:17 |
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darkhand posted:If he was your only military guy, scheduling possibly could have prevented him from seeking help. Schedules need a minimum of 1 dwarf, and schedules have a massive priority over everything else. If only 1 dwarf is trying to cover the schedule, they pretty much never go on leave. Atleast that's all I can gather for an explaination. I've witnessed the complete opposite. Military dwarves, fighting under direct orders, breaking combat and (slowly) retreating after they got a hand or foot crushed by a lucky blow. You've got a point, though. Military roles and injuries are both highly overriding factors in dwarf behavior and they overlap in an inconsistent manner. I find it more likely than not that somewhere something would get caught in an infinite loop.
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| # ? Apr 13, 2012 19:24 |














Only up to 1400 at present so I'll definitely be leaving this and getting some sleep.







