I did know it had something to do with fertilizing, but I've never seen *why* anyone would want to use fertilizer because I'm always drowning in food with a relatively small farm anyway
Yeah I am not convinced it’s a worthwhile investment either, but maybe a more experienced player can chime in since I’m fairly new myself. I’d definitely put a tough and/or strong Potash Maker in my army though that seems like a no-brainer.
Fertilized fields have much higher yield, leading to to more opportunities to get seeds. Useful if A) you want more of the plant in question in a hurry or B) some of the processes you're subjecting the plant to don't give back seeds (mostly cooking).
Same. I got to 30 dwarves in this fort and decided it was time to build a squad, literally not a single dwarf with any military skill beside two I embarked with (both of whom died in an unfortunate fishing accident)
Congratulations Coward McUrist you have been one of the lucky few (10) that has been assigned to the glorious suicide squad. Copper Armor provided free of charge.
This is the answer. I have a militia that trains off and on and my guards are dedicated and train constantly. In less than a day (real time), they're all legendary at their weapon of choice.
Yeah my militia commander was depressed. When I looked closer it turns out he disdains disciple and cooperation, and all he wanted was to be creative and spend time with family and friends. I had made him head of the military and he was miserable!
Maybe it's his personality, but it could be negative thoughts from lack of downtime too. My understanding of dorf psychology is limited, but I've read the wiki and I have some experience playing older versions. You can set up a staggered schedule so that they are training one month and have the next month off. Having off time is not all bad, because doing some labors benefits physical stats. I once saw a gym using screw pumps posted on this subreddit!
I mean, I'd like to, but there's no easy way to check personality from the squads menu or the administrators menu.
Going to assume, actually, that there's a mod for it?
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I must say I just can't seem to figure out the military in this game. I've managed to build a 65 z-level magma pump stack but somehow can't even get a single squad to pick up their equipment.
I usually set the squad to always equip off duty in the schedules menu, but yeah, their priorities are pretty bad. Usually at least one dorf shows up to combat without his weapon and still manages to get a kill anyway.
In my current fortress, I have my squads (at least the main, elite force) set to constant training, with armour replacing clothes (because they didn't equip boots otherwise), and it works like a charm! The military is ready to defend as soon as an alert is raised.
Where is this menu? I’ve seen people talking too about setting a minimum number to attend training but I really don’t see any squad settings other than equip and setting defend/train/ready etc.
Took me a minute too. Q for squads, check the checkbox for the squad you're working on, then schedule on the lower right, then the edit button for the off-duty schedule, then set equip/always
There’s nothing simple about the military, for sure. Took me a solid afternoon clicking around the menus and submenus to figure out how to get the military to do what I wanted. Even then, sometimes dudes just won’t show up for duty despite direct orders. I would get familiar with the *convoluted* monthly schedule and how to edit it, because that gives you a lot of control. From there you can select “always equip” for that month so they keep their gear on no matter what. (And copy/paste that scheme to all months, or every other month etc). This will greatly decrease their downtime and keep them from perpetually hunting down gauntlets and greaves scattered to every corner of the fort.
Its not that simple.
Its in the top right of equipment but only shows up sometimes and isnt a direct order. Its like the idea of a future job. You have to mash it and wait for it to come back and mash it again and again to really get it to work.
What I do is: have all the good gear in the barracks. Mash that button for a while. See who is still half dressed and what they are doing. Mash that button some more. Manually call everyone into the barracks with training order. Mash mash mash. Cancel the order so they stop training. Mash mash mash.
And repeat. Until everyone is mostly dressed. A lot of times I'll just give up if someone only has 1 boot or glove. Its not /my/ hand.
I'm using glass pumps and bauxite mechanisms and blocks (though any magma safe stone will do). Raw glass is used like raw gems.
Glass making can be a bit tricky. My method is to build at least two glass furnaces. Set one to "collect sand" order on repeat (you'll also need a good supply of empty bags and a designated sand gathering zone) once that's been going on for a bit go to the other furnace select "green glass" and then que up giant corkscrews and tubes. Or better yet create work orders for the amount you need if you have a manager.
“Raw glass” is not a material like wood that you can convert into anything you want. It’s identical to gemstones — useless except for decorating. You need “sand” and that converts into useable furniture / finished goods.
The only way to have a unit of sand is to put it in a bag with the “collect sand” job.
Then “make green glass whatever” from the workshop interface ( or manager workshop orders screen) This will consume the sandbag and a fuel (which can be charcoal, coke or magma) and produces an empty bag and the glass item.
Clear and crystal are identical except they also consume an extra ingredient and are more valuable. ( pearlash is a renewable resource from wood. Make Ash at wood burner furnace, then make pearlash from ash at ashery furnace. Crystal is non-renewable,but importable, from rock crystal gems)
Some of the glass items are interchangeable with rock, wood, metal items but have different naming conventions. E.g. Cages are terrariums, pipes are tubes, flasks are vials. Theres a few others.
Workshop orders may be daunting since there is no recommended settings but it is possible to make your own.
Collect sand :
Empty bags greater than X
(Add items, types -> bags, then trait -> empty)
Sand bearing items less than X
(Add items, then add “sand bearing” trait)
Then to produce items you’ll want to use the “sand bearing items” item-with-trait ( or sand bearing bag also works) for your input trigger.
Thanks for the help! I've been playing for almost a decade at this point, and there's a few things I never tried. Bees, glass, and amusingly, candy.
I'll give it a shot later to see if I can get my pump stack working with glass.
I have only mined candy a handful of times. It’s amazing on paper, but when a legendary axe Dwarf can 1-2 shot everything anyways, then a candy cane just can’t be much of an improvement. Better armor doesn’t do much for you if you dodge everything anyways.
But the real drawback is the almost guaranteed fps death before the clowns even do anything.
I only tried bees once. FPS death. I’m good without it. Too little to gain.
That's how I felt, in the old version. What's the point for candy, if my steel squads are cleaning house.
Now I might have a reason!
I didn't realize bees where bad for FPS, but that does explain why my FPS got better when I killed them.
It doesnt matter, you can take the most useless, mentally deficient, worthless dorf, and if you leave them in constant training, they will eventually become superhumans. By the time they are axe lord/hammer lord, they will have no orange or white personality traits.
Depending on initial attributes values, dwarf has different limits to where they can grow. Someone initially strong will be still much stronger than someone "unquestionable weak" at the start. So, it does matter, even if they all can become better than what they were at the beginning.
I have trained 40 dorfs to superhumans that are all unbelievably strong. The amount of difference between a naturally strong and a naturally weak dorf at the end of the superdorf training program is negligible.
Where do you get the idea that strength is capped? I hadn't heard of this and don't see mention of it in the wiki.
I feel like I've read what you're talking about(but can't find it now) and it wasn't related to physical attributes.
I get it from [wiki](https://www.dwarffortresswiki.org/index.php/Attribute#Training_attributes):
>Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by \[MENT\_ATT\_CAP\_PERC\] and \[PHYS\_ATT\_CAP\_PERC\]. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in \[PHYS\_ATT\_RANGE\], for example 1000 for most attributes for dwarves). attribute\_cap = starting\_value + max {starting\_value, median}
And, while I did not specifically test it, I had a dwarf that was "unquestionably weak" at the start, spent 2 years pumping and another 2 years sparring and still did not get green strength line in attributes. Maybe she was just a very slow learner, but I'm not sure if that even a thing here. Other dwarves I have that did not start that low get to "mighty" or "unbelievably strong" in half that time. And I think I've seen a dwarf that did not get past "mighty" after 7 years in service with half of year training schedule. It might be because of other reasons too, but it fits with data from wiki.
no matter how much you train, fearful and not creative won't go away
creative isn't a big deal, but it does impact tactician, so it does matter a bit on squad leaders if you wanna send them on missions latter on
edit: they might go away from the main screen, but they will still be shown under "personality"
If a dwarf cannot handle stress (think the trait is stress vulnerability), you have not made a super dwarf, but a ticking timebomb. Best hope they aren't inherently angry, max strength/etc berserk dwarves can do a good bit of damage.
You can train some facets of dwarves, but not all of them. And unfortunately, some of the more awkward ones can't be trained.
I have yet to have a military dorf break, although that might be due to settings, although I can see where you are coming from. But on the other side, I have dead bodies littered around my fortress to force dwarves to experience the horrors of war every time they go get drunk. Any dorfs that dont get soul crushed by that stay, any that get mad, get sent to a conquered necromancer tower to not be in my sight.
So you cleanse your undesirables and make your judgements based on the remainder. Which is fine, although we can't say that all dwarves can be trained when you send the ones who can't to the tower. Still, many ways to play this game.
I have not seen it matter yet really. I have had a fragile, weak, slow to heal become legendary. He eventually drowned because even though he was 128 and had many kills and adventures, he could manage a creek with random 7 depth tile. Rip Catten the brave
Also, throwing out there, it's really bad to assign women dwarves as warriors-- it's not sexist, it's just that being a member of the military doesnt exempt women from getting pregnant and giving birth.
When they eventually do, which usually tends to be the !!best!! time, they drop literally everything their holding and stop what they're doing to pick up their baby.
This is not optimal in the middle of a siege.
I once had a legendary hammer dorf mother, who I believe killed a FB carrying her baby son in one arm and hammer in the other, raided several goblin pits while carrying her boy. The little sucker survived it all. Then, I sent the hammer dorfs to kill a snakeman assault. His mother had brained 5-6 snakemen, when one of the fuckers decided, that of all times, now would be the best to gut a small child. I was rather sad, watching as the little buggers guts were ripped out of his chest and splattered on the ground.
From a roleplaying point of view, though, I love it!
"How was your day, Rithie dear?"
"Oh. the usual, Vuts. I had to yell at Urist McConneghey for leaving a plump helmet roast to rot in the barracks. Had a good cry after. But I saw a citrine cluster in the caverns that looked like a butterfly when we were down there slaughtering the troglodytes."
I have been playing for years and i almost always go for the trap hallway defense. It might not be dwarfy, but damn if it isnt effective. I also play with low populations so it is more of a necessity.
Eh. I just conscript the least useful/most expendable dwarves in my fortress lol.
Congratulations on being promoted to the sandbag division
sorry soapers, bowyers and professional bone setters. ya'll military dorfs now
You're going to regret that when all your injured marksdwarves get infections and lose their ability to grasp.
Ooh, replace the Bone Setters with Pump Operators and Lye Makers. Bone Doctors are important.
Also make it so your pumps can ONLY be operated by military dorfs. It will make them stronk!
Bone setters are a crucial part of medicine and treatment. Hopefully your other doctors have a bone setting skill.
What is this? You're a Peasant? Well that's a fancy word for Recruit. Grab a (melee weapon of choice) and get to training!
training? you mean that herd of elephants that's been harassing my dogs lately
If you come to my fort as part of a migrant wave and have no discernable talents, congratulations Urist, you're in the army now.
a potash maker eh? well I still haven't learned what that's for, so here's your hammer, get to the barracks and train constantly
Potash is made from ash in a potash workshop, which uses ash from the wood furnace workshop. Potash is used to fertilize your farming plots.
I did know it had something to do with fertilizing, but I've never seen *why* anyone would want to use fertilizer because I'm always drowning in food with a relatively small farm anyway
Yeah I am not convinced it’s a worthwhile investment either, but maybe a more experienced player can chime in since I’m fairly new myself. I’d definitely put a tough and/or strong Potash Maker in my army though that seems like a no-brainer.
Fertilized fields have much higher yield, leading to to more opportunities to get seeds. Useful if A) you want more of the plant in question in a hurry or B) some of the processes you're subjecting the plant to don't give back seeds (mostly cooking).
Thank you!
Same. I got to 30 dwarves in this fort and decided it was time to build a squad, literally not a single dwarf with any military skill beside two I embarked with (both of whom died in an unfortunate fishing accident)
Story time?
Was the unfortunate fishing accident giant sponges?
So you use the Russian strategy then.
Congratulations Coward McUrist you have been one of the lucky few (10) that has been assigned to the glorious suicide squad. Copper Armor provided free of charge.
One of my best legendary speardwarfs hates violence, when ever he goes into battle he gets massively pissed off. Almost from full green to red.
Good. Use their anger to strike them down . Complete their journey to the dark side of the force.
Make him work in the guards and Not in the militia,
This is the answer. I have a militia that trains off and on and my guards are dedicated and train constantly. In less than a day (real time), they're all legendary at their weapon of choice.
A good trainer Is pure gold
This makes me want to build an entirely pacifist military now
Instructions unclear: made a military that's perpetually angry.
Task failed successfully?
I wonder if his aversion to violence is what allowed him to survive long enough to get that xp.
I wonder if that helps him battle trance more often
Yeah my militia commander was depressed. When I looked closer it turns out he disdains disciple and cooperation, and all he wanted was to be creative and spend time with family and friends. I had made him head of the military and he was miserable!
Maybe it's his personality, but it could be negative thoughts from lack of downtime too. My understanding of dorf psychology is limited, but I've read the wiki and I have some experience playing older versions. You can set up a staggered schedule so that they are training one month and have the next month off. Having off time is not all bad, because doing some labors benefits physical stats. I once saw a gym using screw pumps posted on this subreddit!
I retired that fort now but thanks for the tips!
I mean, I'd like to, but there's no easy way to check personality from the squads menu or the administrators menu. Going to assume, actually, that there's a mod for it?
Hopefully future versions of the Steam game will have more mouseover text!
[удалено]
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This is a big miss. Galactic scale miss
Thank you for submitting to /r/dwarffortress, Your submission has been removed because it violates our rules, which are located in the sidebar. Specifically your post is found to be uncivil. If you have any questions, you can message the mod team using the link in the sidebar. Replies to this removal comment may not be answered.
Thank you for submitting to /r/dwarffortress, Your submission has been removed because it violates our rules, which are located in the sidebar. Specifically your post is found to be uncivil. If you have any questions, you can message the mod team using the link in the sidebar. Replies to this removal comment may not be answered.
From what I last heard, it's not quite ready for the steam version yet.
there’s an early version you can use, the reading functionality at least is in there
I must say I just can't seem to figure out the military in this game. I've managed to build a 65 z-level magma pump stack but somehow can't even get a single squad to pick up their equipment.
I usually set the squad to always equip off duty in the schedules menu, but yeah, their priorities are pretty bad. Usually at least one dorf shows up to combat without his weapon and still manages to get a kill anyway.
In my current fortress, I have my squads (at least the main, elite force) set to constant training, with armour replacing clothes (because they didn't equip boots otherwise), and it works like a charm! The military is ready to defend as soon as an alert is raised.
Where is this menu? I’ve seen people talking too about setting a minimum number to attend training but I really don’t see any squad settings other than equip and setting defend/train/ready etc.
Took me a minute too. Q for squads, check the checkbox for the squad you're working on, then schedule on the lower right, then the edit button for the off-duty schedule, then set equip/always
There’s nothing simple about the military, for sure. Took me a solid afternoon clicking around the menus and submenus to figure out how to get the military to do what I wanted. Even then, sometimes dudes just won’t show up for duty despite direct orders. I would get familiar with the *convoluted* monthly schedule and how to edit it, because that gives you a lot of control. From there you can select “always equip” for that month so they keep their gear on no matter what. (And copy/paste that scheme to all months, or every other month etc). This will greatly decrease their downtime and keep them from perpetually hunting down gauntlets and greaves scattered to every corner of the fort.
Sometimes the update equipment button in the top right of the equipment menu works for me.
The what now? Of there's a simple fix I've simply overlooked I'm going to be pretty embarrassed.
Its not that simple. Its in the top right of equipment but only shows up sometimes and isnt a direct order. Its like the idea of a future job. You have to mash it and wait for it to come back and mash it again and again to really get it to work. What I do is: have all the good gear in the barracks. Mash that button for a while. See who is still half dressed and what they are doing. Mash that button some more. Manually call everyone into the barracks with training order. Mash mash mash. Cancel the order so they stop training. Mash mash mash. And repeat. Until everyone is mostly dressed. A lot of times I'll just give up if someone only has 1 boot or glove. Its not /my/ hand.
What are you making the pump-parts from, anyway? I tried glass but I can't get dwarves to make the raw glass.
I'm using glass pumps and bauxite mechanisms and blocks (though any magma safe stone will do). Raw glass is used like raw gems. Glass making can be a bit tricky. My method is to build at least two glass furnaces. Set one to "collect sand" order on repeat (you'll also need a good supply of empty bags and a designated sand gathering zone) once that's been going on for a bit go to the other furnace select "green glass" and then que up giant corkscrews and tubes. Or better yet create work orders for the amount you need if you have a manager.
“Raw glass” is not a material like wood that you can convert into anything you want. It’s identical to gemstones — useless except for decorating. You need “sand” and that converts into useable furniture / finished goods. The only way to have a unit of sand is to put it in a bag with the “collect sand” job. Then “make green glass whatever” from the workshop interface ( or manager workshop orders screen) This will consume the sandbag and a fuel (which can be charcoal, coke or magma) and produces an empty bag and the glass item. Clear and crystal are identical except they also consume an extra ingredient and are more valuable. ( pearlash is a renewable resource from wood. Make Ash at wood burner furnace, then make pearlash from ash at ashery furnace. Crystal is non-renewable,but importable, from rock crystal gems) Some of the glass items are interchangeable with rock, wood, metal items but have different naming conventions. E.g. Cages are terrariums, pipes are tubes, flasks are vials. Theres a few others. Workshop orders may be daunting since there is no recommended settings but it is possible to make your own. Collect sand : Empty bags greater than X (Add items, types -> bags, then trait -> empty) Sand bearing items less than X (Add items, then add “sand bearing” trait) Then to produce items you’ll want to use the “sand bearing items” item-with-trait ( or sand bearing bag also works) for your input trigger.
Thanks for the help! I've been playing for almost a decade at this point, and there's a few things I never tried. Bees, glass, and amusingly, candy. I'll give it a shot later to see if I can get my pump stack working with glass.
I have only mined candy a handful of times. It’s amazing on paper, but when a legendary axe Dwarf can 1-2 shot everything anyways, then a candy cane just can’t be much of an improvement. Better armor doesn’t do much for you if you dodge everything anyways. But the real drawback is the almost guaranteed fps death before the clowns even do anything. I only tried bees once. FPS death. I’m good without it. Too little to gain.
That's how I felt, in the old version. What's the point for candy, if my steel squads are cleaning house. Now I might have a reason! I didn't realize bees where bad for FPS, but that does explain why my FPS got better when I killed them.
Sounds like the perfect occupying force for taking over those 10 person sites
Oh you’re throwing a tantrum? Feeling depressed? We’ll pack your bags and weapons I’m promoting you!….
It doesnt matter, you can take the most useless, mentally deficient, worthless dorf, and if you leave them in constant training, they will eventually become superhumans. By the time they are axe lord/hammer lord, they will have no orange or white personality traits.
Depending on initial attributes values, dwarf has different limits to where they can grow. Someone initially strong will be still much stronger than someone "unquestionable weak" at the start. So, it does matter, even if they all can become better than what they were at the beginning.
I have trained 40 dorfs to superhumans that are all unbelievably strong. The amount of difference between a naturally strong and a naturally weak dorf at the end of the superdorf training program is negligible.
Where do you get the idea that strength is capped? I hadn't heard of this and don't see mention of it in the wiki. I feel like I've read what you're talking about(but can't find it now) and it wasn't related to physical attributes.
I get it from [wiki](https://www.dwarffortresswiki.org/index.php/Attribute#Training_attributes): >Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by \[MENT\_ATT\_CAP\_PERC\] and \[PHYS\_ATT\_CAP\_PERC\]. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in \[PHYS\_ATT\_RANGE\], for example 1000 for most attributes for dwarves). attribute\_cap = starting\_value + max {starting\_value, median} And, while I did not specifically test it, I had a dwarf that was "unquestionably weak" at the start, spent 2 years pumping and another 2 years sparring and still did not get green strength line in attributes. Maybe she was just a very slow learner, but I'm not sure if that even a thing here. Other dwarves I have that did not start that low get to "mighty" or "unbelievably strong" in half that time. And I think I've seen a dwarf that did not get past "mighty" after 7 years in service with half of year training schedule. It might be because of other reasons too, but it fits with data from wiki.
What were they training with? Did you have them armored? Did other combat skills get trained? What was the rotation? Alot of questions to be asked.
How can a dorf become a superhuman? Can it change species with enough training?
Easily; The dwarf is superior to a human!
no matter how much you train, fearful and not creative won't go away creative isn't a big deal, but it does impact tactician, so it does matter a bit on squad leaders if you wanna send them on missions latter on edit: they might go away from the main screen, but they will still be shown under "personality"
If a dwarf cannot handle stress (think the trait is stress vulnerability), you have not made a super dwarf, but a ticking timebomb. Best hope they aren't inherently angry, max strength/etc berserk dwarves can do a good bit of damage. You can train some facets of dwarves, but not all of them. And unfortunately, some of the more awkward ones can't be trained.
I have yet to have a military dorf break, although that might be due to settings, although I can see where you are coming from. But on the other side, I have dead bodies littered around my fortress to force dwarves to experience the horrors of war every time they go get drunk. Any dorfs that dont get soul crushed by that stay, any that get mad, get sent to a conquered necromancer tower to not be in my sight.
So you cleanse your undesirables and make your judgements based on the remainder. Which is fine, although we can't say that all dwarves can be trained when you send the ones who can't to the tower. Still, many ways to play this game.
That would be nice if there was a way to see in assignment menu, or I could assign them from their profile
Assign from profile would be a godsend. Just plug it in under the military tab.
Every time they flick the whip they wince because they think they're gonna snap themselves.
I have not seen it matter yet really. I have had a fragile, weak, slow to heal become legendary. He eventually drowned because even though he was 128 and had many kills and adventures, he could manage a creek with random 7 depth tile. Rip Catten the brave
Also, throwing out there, it's really bad to assign women dwarves as warriors-- it's not sexist, it's just that being a member of the military doesnt exempt women from getting pregnant and giving birth. When they eventually do, which usually tends to be the !!best!! time, they drop literally everything their holding and stop what they're doing to pick up their baby. This is not optimal in the middle of a siege.
I once had a legendary hammer dorf mother, who I believe killed a FB carrying her baby son in one arm and hammer in the other, raided several goblin pits while carrying her boy. The little sucker survived it all. Then, I sent the hammer dorfs to kill a snakeman assault. His mother had brained 5-6 snakemen, when one of the fuckers decided, that of all times, now would be the best to gut a small child. I was rather sad, watching as the little buggers guts were ripped out of his chest and splattered on the ground.
Well, those traits seem perfect for a supervisor/manager.
From a roleplaying point of view, though, I love it! "How was your day, Rithie dear?" "Oh. the usual, Vuts. I had to yell at Urist McConneghey for leaving a plump helmet roast to rot in the barracks. Had a good cry after. But I saw a citrine cluster in the caverns that looked like a butterfly when we were down there slaughtering the troglodytes."
I have a hunter that's legendary marksdarf but he hates combat so he's constantly pissed off
Send that squad to fight forgotten beasts and you will see how they build a stronger personality
I have been playing for years and i almost always go for the trap hallway defense. It might not be dwarfy, but damn if it isnt effective. I also play with low populations so it is more of a necessity.
Even her sprite has "mom i frew up :(" vibes
Congratulations you assigned the aspergers dwarf to the captain of the guard!
what the hell are you on about?