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Messages - xyzzy

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Meph, do you have plans to release a 44.10 version?

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Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 23, 2018, 12:50:41 pm »
I only used it briefly, so there may be more options I haven't seen yet, but the specific types of metal ores seem hidden - i.e. you can search for iron and it highlights the map where it's found but it doesn't specify whether it's hematite, magnetite, or limonite.   

I'm very excited that it finds waterfalls - I've been wanting to do a waterfall embark but I have trouble finding them on the map on my own.

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Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: February 23, 2018, 12:19:26 pm »
I tried this last night and it works great and is very useful.   Thanks!

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DF Gameplay Questions / Re: labor question
« on: November 10, 2017, 05:22:46 pm »
Thanks, that's exactly what I was hoping for, a better way to find the active designations but it doesn't sound like there is.  I've been hunting all around for them and was just wondering if there was an easier method.   Thanks.

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DF Gameplay Questions / Re: labor question
« on: November 10, 2017, 01:11:34 pm »
But the jobs screens only shows tasks that each specific dwarf is currently assigned, not ones that are still pending.    Another example, I disable the mining skill on all of my dwarves and then designate a new dig somewhere.   Nothing happens since no dwarves have the skill enabled, and nothing shows up on the jobs menu - all the dwarves are idle.   Only when I enable the mining skill does a dwarf get assigned the task and it shows up on the job menu.   Is there a way to determine that there is a dig designated but not active even when no dwarves have the skill enabled so that I know I missed something and need to enable the mining skill?

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DF Gameplay Questions / labor question
« on: November 10, 2017, 12:50:47 pm »
Is there a way to view all of the tasks that are pending and not yet in progress?   For example, if I go to a pump and tell it to start pumping manually, but I forget to enable the "pump operator" skill on a dwarf, is there a way get a list that shows that task and any others that has not been completed?   I often find myself assigning labor tasks, but forgetting to enable the appropriate skill on a dwarf.  Later when I realize nothing is getting done, it's difficult to backtrack and find all of the tasks that haven't completed.


7
DF Gameplay Questions / Re: Caravan/migrant problem
« on: August 27, 2017, 06:39:38 pm »
I'm definitely not on an island.   I'm still new and learning so I'm not sure about how to know if the civs are dead.  When I embarked there were goblins as neighbors in red which I believe means they were at war.  And from the civilization menu in the game it lists humans, dwarves, goblins, and kobolds (I'm not sure how to interpret the info from that menu).

It's pure speculation, but is it possible that have the exported wealth be stuck low limit actions?   All of my games seem to go this way :

exported wealth stops (~2-3k) -> no more caravans -> no more migrants -> no attacks

Does having the exported wealth stuck so low make my fort unappealing so the other events never get triggered after a certain point?


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DF Gameplay Questions / Caravan/migrant problem
« on: August 27, 2017, 11:37:50 am »
For my last three forts, I've had the same problem.  I can't export wealth - I get to 2-3k exported wealth on the first few caravans and then the counter never increases no matter how much I trade or give away. I usually get 2-3 caravans and then they stop arriving, same with migrants - I'll get a few waves of them and then nothing.  After this no enemies attack either.

Doing some searching I'm guessing I have the "missing caravan" bug.   I've tried the 'unitretreival' script from this thread  (http://www.bay12forums.com/smf/index.php?topic=159297.0) and it does find some missing/stuck merchants, which I then try to fix using the dfhack 'tweak fixmigrant' command.   This removes them as merchants from the unit list.   But even after doing that I still never get another attack, caravan, or migrants even after waiting several years.

This is getting frustrating, does anyone have any advice as to why this keeps happening?   Are there certain things that would be more likely to trigger this? 



9
DF Gameplay Questions / Re: No goblins?
« on: June 21, 2017, 11:46:22 pm »
I reloaded and fought the battle again and that was exactly it, half of my squads were still set for a training alert.   I fixed it and only lost two dwarves this time - the first one that made it to the battle had a few kills then got overwhelmed.   Most of the other dwarves in the squad got to the battle to finish it but a few just wandered around trying to pick up equipment for some reason.   This game is quite puzzling, but also insanely fun!

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DF Gameplay Questions / Re: No goblins?
« on: June 21, 2017, 06:06:13 pm »
Thanks all.   Update :  I kept playing a while longer and finally got sieged by about 10 goblins.   About half of my squads got killed but I was able to fight them off and it looked like a few of the goblins fled before I could kill them all.    I'm still pretty confused about exactly what happened - my best fighter (a hammer lord) just sat around in the training area inside the fortress and wouldn't go out to fight (his job was listed as "go to combat training") while the others in the squad went out to kill the goblins.    I saved the game as soon as the siege started so I can replay the combat again to try to do better.

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DF Gameplay Questions / Re: No goblins?
« on: June 21, 2017, 01:45:02 pm »
Ah, thanks.    I'll just keep going then and hope I get attacked at some point.

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DF Gameplay Questions / No goblins?
« on: June 21, 2017, 12:32:44 pm »
Hi all, I'm new to DF and have been trying to teach myself to play over the past few weeks. I'm using the Lazy Newb Pack.   My first few fortresses died right after the first set of goblins or beasts arrived since I did not know how to create a military or attack/defend.   So for my latest fortress, I set the "Invaders" option to no in the LNP launcher at the start of the game so I could learn how to do these things.   I now have a fortress up and running with several squads equipped with iron armor and weapons which are training and patrolling, and the fortress entrance is protected by traps, drawbridge, etc.   I'm anxious to try to kill some baddies now so I turned the "Invaders" option back to yes, and keep waiting for goblins to show up but so far nothing, I've waited at least several seasons of game time.   Migrants and caravans keep coming, but so far no enemies.     Can the invaders option be toggled on and off at will to control goblin invasions, or since I set it off at the start of the game does it always prevent invasions even when I set it back to enabled?

I've also read that goblins might only show up depending on population or wealth.   I have a population of 160 and created wealth of 323,390  (no idea what the really means or if it's good or not).    Previous games where goblins did show up I had fewer than these numbers for both population and wealth.

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