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Messages - igglez

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1
DF Gameplay Questions / Does sand no longer exist in world gen?
« on: February 28, 2016, 07:01:42 am »
I stopped playing for a year or so, started again a week ago on 42.05 but my world gen never contains sand, using F there isn't even an option for it. I'm sure this used to be there, or is my memory just bad?

3
DF Gameplay Questions / 0.5 vs 0.6 question
« on: February 22, 2016, 09:35:12 am »
Not played for a year or so, thinking of starting a new fort. Noticed 0.42.06 is out, but LNP/Therapist only on 0.5.

What kind of bugs will I expect to face in 05? Mainly I'm looking for Therapist to work, as the thought of having to do the job assignments manually gives me a bit of a headache.

Many thanks

4
DF Gameplay Questions / Re: Fey mood ...
« on: April 13, 2015, 12:55:59 pm »
Why a desing flaw? because it makes it difficult for you to place it in such a notch? :P
Sorry, but those shapes are intended the way they are.

All workshops have a path through any side as long as the 3 tiles aren't against a wall, except for those 2. Seems to be no logical reason for it.

5
DF Gameplay Questions / Re: Fey mood ...
« on: April 13, 2015, 12:17:05 pm »
Just noticed the colour represents the material used but anyway, those tiles representing unwalkable areas seems like a design flaw.

6
DF Gameplay Questions / Re: Fey mood ...
« on: April 13, 2015, 12:05:30 pm »
So these turquoise squares (on phoebus graphics) display unwalkable areas? Seems a fairly bad design flaw



7
Again, that is not a PyLNP issue. There are instructions for disabling that script in the thread for PE's pack.

While I appreciate it was off topic - when I searched for the issue it brought me here first.

It took me much, much more time to actually find & implement the fix, trawling through various other posts and my PC folder for .init  files and such.

If someone else goes down the same path as me to find the fix for the flickering issue, and come to that post in this thread, they will easily find the steps because of those 3 off topic posts. While I appreciate the need for structure, structure is only in place for efficiency, to which it was more efficient to post the steps of the fix than it is to send people off to look elsewhere.


8
DF Gameplay Questions / Re: Fey mood ...
« on: April 13, 2015, 10:54:57 am »
Figured it out and this must be a bug. The guy at the bowyers workshop which I just built on the right (with a down arrow) seems to be stuck at it. Noticed because he wasn't doing anything even though he had a down arrow and no job. Tried sending him to a burrow and he didn't move still.

Tried de-constructing, he was unstuck. Then tried building a new bowyer workshop, another guy gets stuck. Built a second bowyer workshop and the fey mood dorf runs straight over to it. The builder of the first is still stuck though, but de-construction got him out.

Never seen this before (my dorfs have usually already got the workshop they need), but it appears if your dorf needs a bowyers workshop during a strange mood and you build it, the builder gets stuck and you need to build a second workshop for your strange mood dorf to craft his legendary piece. Or perhaps this was a one off, I dunno.

9
DF Gameplay Questions / Re: Fey mood ...
« on: April 13, 2015, 10:33:37 am »
Just noticed he's part of a squad. Took him out. Didn't fix it.

10
DF Gameplay Questions / Fey mood ...
« on: April 13, 2015, 10:31:31 am »
Any idea's as to why this dorf wont take a workshop? He just sits in my dining area. I've got at least 1 of every type of workshop (bar magma), I've tried cancelling all the jobs on each, saving & loading the game, forcing them all to a burrow (he wouldn't join them). Ran out of ideas now. His skills are wood cutter, bowyer, stone crafter.






11
DF Gameplay Questions / Re: Dwarves won;t dump goblin corpses
« on: April 11, 2015, 03:41:03 pm »
I've had issues before that were fixed by removing and re-setting the exact same zone (or stockpile). Id try it for hopes of an easy fix

12
DF Gameplay Questions / Re: Fort wall design questions
« on: April 11, 2015, 03:34:22 pm »
Cool ok thanks - not actually got as far as a siege yet but preparing for the worst :)

13
DF Gameplay Questions / Re: Fort wall design questions
« on: April 11, 2015, 01:06:56 pm »
Lol that would be a start - I've heard things can climb or destroy my walls (never actually seen this happen) so thought creating a moat around with water would be safer - Or even safer still perhaps a 2 z level moat that only fills up 1 z level to create some safety in winter, would this work? I don't know if any invaders can swim/climb over this

14
DF Gameplay Questions / Re: Fort wall design questions
« on: April 11, 2015, 12:04:14 pm »
This is where I'm thinking of starting so flooding wont be an issue


15
DF Gameplay Questions / Fort wall design questions
« on: April 11, 2015, 12:00:16 pm »
I've started a new fort (I do this quite often) and the last couple I've built a wall around my fort fairly quickly. It's time consuming, and I've thought of something easier but wondering of any problems that could arise.

Basically I think it would be much quicker & easier to just channel/dig a moat around, with a bridge as the entrance point. Maybe even flood it, depending on whether the water freezes or not on this biome.

I did have archers patrolling the wall of my roof which I couldn't necessarily do this way but could build some sort of archer tower instead.


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