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Messages - elpreda

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1
DF Dwarf Mode Discussion / Any sieges in the last year?
« on: April 11, 2016, 02:50:51 pm »
Hi,

When version 0.4x came out last year after 0.34 I remember siege not working anymore. There was some talk about the whole siege system having been change to appear more realistic or something, but after 6 fortress played for 5 years each by min maxing and having a shitton of wealth and not one single siege, ambush or anything besides some wandering forgotten beast, titan or werecreature I got bored out of my mind and took a break from DF.

So are frequent sieges back in the game or are goblins still turning the other cheek?

2
DF Dwarf Mode Discussion / Re: What's the deal with skeletons?
« on: October 24, 2014, 11:32:53 am »
AFAIK only corpses that were killed by dwarves directly can be butchered, so no starvation, fall damage, old age, syndrome, etc. Dunno about those killed by traps. Skeletons can be butchered even if they come from sentinent beings like goblins, but skeletons will only get butchered after the flesh from them completely rots away, which may take quite a few years.
So if a things was killed the proper way and doesn't have any flesh left at all it will be butchered and used by bonecarvers.

3
DF Dwarf Mode Discussion / Re: Cancels Return Kill: Could Not Find Path
« on: October 20, 2014, 07:50:28 am »
Hunting has always been unpredictable and with it's fair share of bugs. Your best bet for butchering kills is to just make dwarves gather refuse from outside. This also solves the problem of a hunter killing a whole pack of beasts, bringing one home and leaving the rest to rot. Obviously you also need a stockpile that accepts corpses.

4
DF Dwarf Mode Discussion / Re: Dwarven Laziness
« on: October 04, 2014, 09:56:49 am »
Check his personality traits. See if it says "does not see the point in working" or something similar.
Of course, the treatment for this is still magma, but might I also propose cave exploration... provides a much more useful and often gruesome death.

5
DF Gameplay Questions / Re: Coins
« on: October 03, 2014, 03:25:55 am »
The easiest way to split coins reliably is to build a second trade depot when traders arrive, bring your coins there and use a macro to offer them one by one then forbid that depot. When traders leave you have your own pile of individually stacked candy coins ready to be processed into all the warhammers and socks you could ever want.

6
DF Dwarf Mode Discussion / Re: embark advertised neighbours not present
« on: October 01, 2014, 03:59:38 am »
I have a 6 year old fort, 11mil wealth embarked next to a dark fort and still no sight of any goblins.
My previous fort in a different world had 7mil wealth and same thing, not a single goblin.

I call shenanigans.

7
DF Dwarf Mode Discussion / Re: Overly attached caravan
« on: September 29, 2014, 09:10:32 am »
I did it !!!
I finally made those damned freeloaders leave!

Preparing aqueducts for a drowning chamber was too bothersome since I had an underground tree farm the level below so I decided to build a bridge under them and catapult them away.
They ran away as soon as the bridge got finished and took all their crap with them despite having it scattered all over the floor. Apparently dwarves are not big fans of flying.

At least I now know the cure for overly attached caravans.

8
DF Dwarf Mode Discussion / Re: Overly attached caravan
« on: September 29, 2014, 07:27:35 am »
I know the reason... I think.
Do a quick shift-d (D)
The caravans may not be able to path out of the depot because a fungiwood tree grew smackbang in the middle of your main hallway after breaching caverns or something. It's a path obstruction

There were no trees close that could obstruct them, but I cleared a large path for them anyway. Also other caravans can pass through there no problem.

If all else fails, deconstruct the trade depot.  They will drop all their stuff, but at least they will clear out.
I did deconstruct it and they're still staying there even with no depot.

I think drowning them might be the only way left to deal with it. Can wagons even drown?


9
DF Dwarf Mode Discussion / Re: Overly attached caravan
« on: September 29, 2014, 03:34:00 am »
They have 4 wagons, I doubt weight is a problem. Also I've been playing for over a year since this happened and I this some massive work around the fortress (setting up magma forges, glass, pottery and clothing industries), if possible I'd like not to throw that away.

I did notice that I have a missing wagon on the dead/missing screen, don't know whose is it though. I haven't had any caravans leave because they got attacked.

What I found most interesting however is that I can't take their stuff even with the destroyed depot and that the place where their stuff spilled out is forming a no wagon access zone for my new depot.
Maybe they are blocking their own access? Although other caravans with wagons have no problem going through them.
Merchants with pack animals have indeed left when I destroyed the depot, only wagons and guards remain.


Btw anyone have any idea why haven't I had any siege, ambush or thief so far with 8mil+ wealth? Dunno about kobolds, but goblins are right next to me and actively attacking other places.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 28, 2014, 07:33:49 pm »
Evil Ocean embark. Let the war on zombie sperm whales begin.

11
DF Dwarf Mode Discussion / Re: Overly attached caravan
« on: September 28, 2014, 07:18:12 pm »
The depot is (was) in the middle of my fort, exposing it isn't going to be easy. Also I have yet to have any sieges so far from goblins, despite having 8mil+ wealth and embarking next to a dark fort.

My dwarves refuse to touch their stuff, not wanting to even dump it. I'm using v40.12.

12
DF Dwarf Mode Discussion / Overly attached caravan
« on: September 28, 2014, 06:08:04 pm »
So the dwarven caravan said they were going on their way but decided to stay a little longer. I only sold them my 2 silver balls, so no heavy packing. It's been a year now, both elves and humans have come and gone, so no pathfinding problem, but the dwarves are still staying. No new dwarven caravan came in autumn so I finally decided to destroy the depot.
They are still not leaving, even with no depot.

Dunno what else to do. How can I make their lazy asses go away?

13
Forum Games and Roleplaying / Re: Destroy the Tower (Round 1)
« on: September 23, 2014, 10:53:09 am »
B-but Sheogorath loves CHEESE!
Makes the Demon unable to use any other attack than the Wabbajack

14
Forum Games and Roleplaying / Re: Destroy the Tower (Round 1)
« on: September 23, 2014, 12:57:13 am »
Makes an offering of cheese to Sheogorath then runs naked towards the demon and uses the Wabbajack on the demon and on himself.

15
Forum Games and Roleplaying / Re: Destroy the Tower (Round 1)
« on: September 22, 2014, 04:41:06 pm »
Uses Nagasaki against the tower and it's defenders.

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