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Messages - Forsquilis

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One possible workaround is to toggle the entire category to permitted, then manually turn all the individual entries off.

This route ended up working. It's cumbersome but I only need to do it once per fortress (or never, if the nearby necromancers just bring boring ol' reanimated goblin corpses). I mainly wanted to make sure that I understand how the game is handling categories. Thanks a lot!

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I've embarked near two necromancer towers, and had an invasion of night creatures called "Zuglar's Soldiers". Some of them got caught in cage traps. I'd like to send them to one specific animal stockpile. However, when I go into the animal stockpile settings and look at the list of animals, "Zuglar's Soldiers" is not listed as an option. Neither is "night creature" or "experiment".

The in-game description of these things is "A hairy humanoid...This night creature was first created by the dwarven necromancer Zuglar Patternedhall after horrible experiments on the dwarf Goden Glazepillars..." So I tried creating a stockpile that accepts everything that sounds humanoid, from dwarves to cave fish men to centaurs to night-creature-sounding things like "Retainers of Meplul" and "Ugeth's Judgments", but the dwarves don't move the Zuglar's Soldiers into it.

I also tried creating a stockpile that allows all cages/animal traps that are not empty, and the dwarves did move the Zuglar's Soldiers into that.

Has anyone else experienced this, or can point me to a solution or explanation? I have no idea if these are classified as an animal type that I'm overlooking, or if this is a bug, or if it's just currently-expected behavior for night creature cages.

If it matters, I'm playing 0.47.05 (downloaded via PeridexisErrant's Lazy Newb Pack version 0.47.05-r05).

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DF Dwarf Mode Discussion / Re: Passive mega-beast in .44?
« on: December 03, 2017, 09:10:00 pm »
I'm having the same issue. It's annoying, but at the same time, kind of sad. I sent my military over to kill one FB and it ran away from them.  It's a gigantic hairy grasshopper with a knobby shell and poisonous vapors...and it ran away in panic like a bugbat.

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I had this issue in one of my forts in 42.05. I thought maybe it was just some odd bug, but I'm now having it in my first fort in 42.06. A vile force of darkness arrives, and my visitors immediately go bonkers and start attacking my citizens and animals. What's particularly perplexing is that I'm in the fourth year of my fort, and as far as I know, the first two sieges didn't cause any problems.

With the 42.05 fort, it wasn't just sieges, it was any aggression. A half-dozen troglodytes wandered into my cage traps and I decided to order my newest military squad to use them as target dummies...and the visitors in my tavern and library immediately erupted into violence. It's frustrating because I liked the RP aspect of having random visitors singing and writing books with my citizens. Having to periodically kill every visitor in my fort because they won't stop killing my citizens and pets kinda ruins that.

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