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Messages - CatKate

Pages: [1] 2 3
1
DF Gameplay Questions / Water Source not working
« on: December 30, 2015, 04:53:14 am »
[Edit 2: Found the answer myself. Thank you for reading! :-) ]

Hey guys,

I have trouble with my current water source.

I have several pond filling tasks available. There is a water source above ground, which worked well so far as water source, but now it is winter and the source is frozen. I tried to use my pond, which worked in my other fortresses so far, but somehow doesn't work anymore in this one. Dwarfs do accept the "Fill Pond" mission and run towards the pond, but then somehow lose the mission without doing anything except dropping the bucket.

The pond is one Z-level deep, water levels are at 2 or 3, the pond's borders are ramps, and there are three wells as well.
Spoiler (click to show/hide)
#

I have designated as water source: Either only the walkway or the whole thing, either with or without the z-level below where the actual water is. There are a lot of buckets lying around on the walkway, but nothing is happening except a lot of dwarfs on water duty running into the room to a bucket, then running away again after losing their task.

[Edit: No burrows interfering with the water haulers, and no civilian alert, either.]

Anybody any ideas what is causing this behaviour?

Thank you for your help!
Cheers,
Cat

[Edit 2: The explanation is that there are ice walls where my dwarfs are supposed to empty their buckets. Guess the water from earlier Fill Pond jobs froze so quickly it didn't have a chance to disperse into the pond!]

2
DF Gameplay Questions / Re: 42.1 Bags and Seeds and Piles
« on: December 09, 2015, 10:46:20 am »
Hey Patrick,

thanks for your answer!

Concerning the barrel-locked bug: I am using two stacks for each of my seed and plant type - one with barrels forbidden, feeding the other (next to it) with barrels allowed. This worked for me in my old fort perfectly well, but in the new one I get a lot of cancellations. It improves some time after forbidding barrels into the fed-to stockpile as well, but naturally this leads to other problems (spoiling food, mainly). Well, I think I will give it a try with the bug reporter. Thank you!

Cheers,
Cat

3
DF Gameplay Questions / Re: 42.1 Bags and Seeds and Piles
« on: December 09, 2015, 03:39:32 am »
Hey guys,

thanks for helping!

I have some more information now:
Un-barreling the dye makes "a pile of dimple dye". I don't know if that is supposed to be, but it doesn't sound to strange. Anyhow, forbidding barrels in the dye stockpile got the situation back to working conditions.

However, my seeds are still all over the place. I now have enough of them that the real seed stockpile is stocked as well, so there is no real problem anymore, but I encounter seeds in all of my bag stockpiles (all of them in theory not accepting any sort of seed).

Also I have more trouble with barrels. Quarry bushes in barrels are only sometimes delivered to the farmer's to be bagged, otherwise the option "Process to bag" is redded out. Also barreled sweet pods will neither get milled nor barreled. I will try now what happens if I forbid the barrels in the harvest stockpiles.

How can I file a bug report?

Thanks for your input!
Cheers,
Cat

4
DF Gameplay Questions / 42.1 Bags and Seeds and Piles
« on: December 07, 2015, 07:41:39 am »
Hey guys,

yeah, it's stupid Cat again. Sorry.

In my new game (42.1) I am encountering problems with bags and seeds.

I have the (quite usual I guess) following seed setup: One stockpile, accepting only the seed without barrels, accepting from everywhere, delivering only to stockpile two. Stockpile two, accepting only from stockpile one, accepting barrels also. In my old fortress in 24.x this meant that seeds were brought to stockpile one, then moved from one to two and got bagged and barrelled there.

Now my seeds usually are stored in a bag ANYWHERE, more often than not in a bag in some bag storage (which does certainly not accept seeds). From there, sometimes, the bag with the containing seeds is brought into stockpile one and from there into stockpile two. There the bag is emptied (i.e. the seed finally reaches its true destination) and the bag brought bag into some bag storage. There is not a single bag in stockpile two, only seeds. Good: Seed reaches destination in the end. Bad: It needs a long time to do so and interferes with the industry using the pirated bags.

I also noticed that my dimple dye is not stored in bags but directly in a barrel. I am also getting errors for "no dye item" with my dyeing job. I currently am working with forbidding barrels for that stockpile.

Any ideas what's wrong?

Thanks for your help!
Cheers,
Cat

5
DF General Discussion / Re: Hardware and Game Performance
« on: November 30, 2015, 10:32:53 am »
Hey guys,

many thanks for your great answers!

Little bit disappointing, though, because the main reason for me to buy a new system was, in fact, Dwarf Fortress. Well, I guess I had this coming, buying a new system without asking around what would be good and what wouldn't. Ah, anyway, found other uses for the new system (called "mass effect", guess I will find even more after some looking), so nothing was in vain.

Seems like "new fortress time" for me I guess.

Thanks again!
Cheers,
Cat

6
DF General Discussion / Hardware and Game Performance
« on: November 30, 2015, 03:52:52 am »
Hey guys,

one question about hardware performance.

So far I played the game on my old notebook, about two or three years old and even then only a discounter piece and not top-of-the-notch. My 3x3 embark, surface and 1st caverns flooded with undead, ran only with 7 fps in the end. Understandable, I guess, with all these undead crawling around.

Now I have a new desktop pc, not top of the notch, but not bad either, I guess, with an SDD the game is running from, an Intel Quad Core i4460 with 3.2 Ghz, 8GB RAM and an AMD Radeon R9 380. Performance now: 10 fps.

This is not what I expected.

Now I'm wondering if this is really what is to be expected or if there is something wrong in my system (performance handicapped by ... well ... something, old driver I haven't identified yet, anything else I do not even guess ...).

Thanks for your input.

Cheers,
Cat

7
DF Gameplay Questions / Re: Zombie Scales invincible - Fortress breaker?
« on: October 13, 2015, 12:19:37 am »
Hey guys,

thanks for your input!

Well, this is somewhat annoying ...

@Shonai-Dweller:
No they don't. Actually other civilians carrying the other scales of my Crundle-Depopulation-Program towards the garbage chute happily jump into the melee. I don't know, I haven't seen many dwarves that run away from danger, most (if not all!) tend to attack the local wildlife, not retreat. One of my civilians in an earlier fortress killed a cave crocodile with bare hands (or feet, or teeth, or whatever it was), which took quite some time, time the dwarf definitely did not use to run. In this one killed a giant olm, another one got himself killed by combating a giant toad. I am aware that this is some strange behaviour, but haven't given the thing much more thought.

8
DF Gameplay Questions / Zombie Scales invincible - Fortress breaker?
« on: October 12, 2015, 04:25:53 am »
Hey guys,

I assume the topic has been written about already, but all I find with a search is a host of entries of scales without the zombie part ...

So here it is:
Have some crundle butchered, and since it is a reviving embark (or however it is called) the scales became zombies. My soldiers destroyed the "full body" scale zombie, which got split into several parts. Some of them revived again, and got crushed again, so there are various "mangled" scale parts lying around.

However, the "head scale" survived around 50 pages of combat by now, and all my military is overstressed and exhausted. Additionally, every 20 pages or so the scale thing manages to hit me, and now some of my dwarves are bleeding. I cannot retreat them from combat, because the zombie is still alive. My dwarves ARE hitting it, but the only thing those hits ever accomplish is some bruising.

So what can I do? Wall of the section, say goodbye to all my military? Or hope and pray? Or is there an exploit to solve the situation (since I have the opinion that my dwarves SHOULD win this engagement and therefore a little bit of exploiting would be acceptable, at least for me)?

Thanks for your input!
Cheers,
Cat

9
DF Gameplay Questions / Re: Animal Training: "no animal" error
« on: October 12, 2015, 04:19:18 am »
Hey Detros,

sorry for haven't answered your message earlier. Somehow forgot I had this issue posted ... :-(

Anyway, it solved itself. Don't know, my trainers are doing fine now.

Thank you very much for your effort!

Cheers,
Cat

10
DF Dwarf Mode Discussion / Re: Issues with Equipping, Order Delays, FPS
« on: October 12, 2015, 04:17:39 am »
Hey guys,

sorry for necroing the thread. Haven't been here for quite some time, just wanted to tell you thanks for your answers! The gauntlet thing somehow went away after a year or so ...

Cheers,
Cat

11
Thank you for the answer!  :)

The items are unforbidden, they are not in a bin, and they are not owned by anybody. And when they are ordered to replace instead of to wear above, they do take the stuff (minus the gauntlets).

12
Thanks for the answers!

To #1:
Up to now and this version I always just gave them specific weapons and armour, which they automatically equipped and wore above their clothes, which they chose themselves (i.e. I chose "no uniform" for the squad and gave them each one weapon, one helmet, two boots, two gauntlets, one mail shirt). This worked in all my five or six fortresses so far. Only now and in this version I have these troubles, in spite of me doing exactly the same as before.
I really don't mind choosing "replace" instead of "wear above", but I really could do without the micromanagement if I have to manually equip every piece of clothing. And I absolutely hate that those guys don't take gauntlets for their weapon hand ... And of course I don't understand why this happens to me (and apparently more or less only to me) now after the system worked every other time ...

To #2:
The pathfinding block is already in place, otherwise my fortress would have succumbed to the undead horde a long time ago.

13
DF Dwarf Mode Discussion / Issues with Equipping, Order Delays, FPS
« on: March 18, 2015, 01:58:24 am »
Hey guys,

my new fortress has several issues which never happened to me before in my other fortresses.

1st:
My soldiers don't equip their stuff over their clothing, i.e. no helmets, no gauntlets, no boots. They did in my earlier fortresses in earlier versions without trouble, but in .24 they don't. I read about the workaround of chosing replacing instead of wearing over - then they do equip, but leave their weapon-hands gauntlet-less. Since the last time this was an issue seems to be 2012 I wonder what is going wrong in my fortress.

2nd:
I have an absolute miserable FPS in my third year of fortress. I have much less people, developed space and everything, AND it is a 3x3 embark instead of a 4x4. I SUSPECT the reason for that is a huge amount of zombies on the ground and the first cavern. Can this truly create such a high load that it is instantly as bad as other (better running with much more pop and larger embark) fortresses after a much longer time?

3rd:
I often have a massive delay in order acceptance, notably in my diggers (hanging around without orders, doing nothing for DAYS until they finally agree to a digging job) and my dumpers. I suspect the following: Due to the aforementioned zombie problem I am using burrows. Many hauling orders for items outside the burrows are created for the idle dwarfs, who cancel them after some time, therefore they are not assigned any dump and mining and other more imortant stuff. At least I noticed that the dumps are done promptly if every other hauling is switched off. The workarounds I see are: don't use burrows, or forbid any item lying around outside the burrows (which will be hell because of all the body parts and caravan items lying around after the zombies dealt with newly arriving animals/caravans/liaisons). Any other ideas?

And yes. I am aware that destroying the zombies would help, too. Can't, though, with my fifteen-dwarf-economy.

Thanks for your insights!
Cheers,
Cat

14
DF Gameplay Questions / Animal Training: "no animal" error
« on: March 02, 2015, 01:02:00 pm »
Hey guys,

I have a question concerning the training of animals. I have a helmet snake and a cave crocodile that are to be trained. Both were trained in their cages, then released to some rope-chains. The helmet snake is continuously being trained, but the cave crocodile isn't. The job is created, a dwarf walks up to it, spends some time training, then aborts with the message "Dwarf xy cancels Train Stray Cave Crocodile (Semi Wild) : No creature ".

I searched the boards and found a similar-sounding issue, which is supposed to be resolved. Since it was 0.40.01 and in July I thought this should be gone now, but it has popped up in my current game (started and playing in 0.40.24), so maybe this is something new?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6748

Am not using any burrows on that. Trainers do arrive at the croc, but cancel. Have not designated an animal training zone.

Thanks for your help!
Cheers,
Cat

15
DF Gameplay Questions / Re: no hostile creatures
« on: February 22, 2015, 04:33:54 pm »
Hey,
thanks for your reply.

In my current fortress, all creatures that usually are tagged "hostile" are tagged "wild animal" and behave as such. I had ogres on the map that just roamed around and didn't path into my fortress, and when they finally did (after months; I suspect it was rather random), they didn't attack anything and ignored my dwarfs and were ignored as well. A bunch of harpies never attacked anything, I realized they were around only because I had a look into the unit-screen at the right time. All the cave creatures are tagged "wild animal" as well and ignore my dwarfs as well. The only hostiles I get are those with the sieges.

I read some similar behaviour once in this thread:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7369
However, since this was a rather old version I was hoping that there was a solution or at least an explanation around ...

Thanks,
Cat

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