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Messages - Jesker

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Did you make sure to only designate the bottom z-level for the trees? Dwarves aren't normally going to try and climb to cut one down, (Which is understandable, they are a bit on the stocky side and culturally used to being out of the sun/away from nature.) another issue is that you can only designate each tree once so ordering a clear-cutting won't work as most of the designations will be far off the ground and go unchopped on hilly maps.

The trader issue might have something to do with how many/heavy goods they brought, I've noticed they take longer to unpack when they've brought lots of large animals and/or ore boulders so you may want to request lighter cargo the next time around. (This might just be coincidence on my part.)

Actually it's probably the calendar, traders come and go depending on what season it is. So if they would have normally taken half the season to unpack then in 2x speed it'll take them the whole time. Requesting lighter cargo couldn't hurt though, go with lower-quality raw materials like normal leather and sand bags, most races can upgrade them on-site at a much more efficient rate anyway.

Yes I did from the same Z level I had designated the ground to be dug from and they started digging and cutting after some time doing nothing. The ground was on the same level with the river and there were no hills where the trees grew. I designated the digging to be done into the hill like I do 99% of the time.

There was only one wagon and it was the first trade caravan so I couldn't have ordered anything. I can't remember if I got the chance to do that when the caravan came or did the whole caravan bug out.

The 2x speed should make the unpacking take half the time, not twice as long. Oh well.. Maybe I'll just stick with the normal speed - though it can get somewhat tedious after some time.

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Nice to have Masterwork going on again!

One bug, or whatever, I encountered on the first game I created. The dwarves wouldn't mine or cut down trees when designated. The game was running, the dwarves had right labors enabled from therapist and they had picks and axes, but they just picked the tools and moved around the wagon with "no job". The path was clear, only couple of Z-levels below. I disabled and enabled the labors individually for each dwarf in the game, but it had no effect. I don't know if it had anything to do with it but when I queued the wagon to be deconstructed, everything just started to happen.

Another bug was when the first traders came, the wagon just stopped on the trade depot and the traders were on "upacking" phase all the time until they left - so I couldn't trade with them.

Only changes I made were 12 starting dwarves, phoebus graphics and 2x faster calendar. Could it be the calendar thing? I created a new world with normal speed and it worked well. Haven't tried with 2x speed again yet.

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