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Messages - Dwaref

Pages: [1] 2 3 ... 16
1
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 20, 2012, 08:56:54 am »
Hey guys, I'm having a little bit of trouble getting all of my dwarves to train all at once. I have set up a schedule under an alert for them to train every month, but it seems only one of the dwarves will train at once. The other dwarves claim they have no scheduled order, even though they are all in the same squad with the same schedule. I don't think this is a bug, but I also don't think there's anything glaring I missed when setting it up. Any help would be appreciated.

You could check whether you accidentally set a funky low minimum number of dwarves on the train order during the current month.
From what i recall dwarves will only train with the set amount of soldiers EVER. This means that a squad of 10 is usually set to train 9 soldiers, so that one of them can always go sleep/eat/drink and they can take turns.
If one is say injured and needs to go into traction, then training sort of grinds to a halt, since the remaining 9 have to stop training once anyone needs to go do something else.
Of course if you set the minimum to like one dwarf only, then just one dwarf will hog the barracks and probably just do individual training since he has nobody to spar/teach/learn with.

For squads of different sizes you also need to set the minimum to one less than its able squad size ofc. For every dwarf that dies, or is crippled(a lot harder to detect) you need to set a new minimum to one month and copy the order to all other months. It's one of the micro-managing things about the military that i dislike and sure hope is fixed in the upcoming version. So that all dwarves will train even if the min is set to 1.

2
DF Bug Reports / Re: [40d11] Thief frozen in time.
« on: April 09, 2010, 01:03:09 am »
In what sense is the thief "frozen in time"?
well he won't move or leave the map. at all.
the problem here is that he effectivily is a huge roadblock for civilians.

i guess that'd be it. late reply though. lots of other stuff going down atm.

3
My adventurer conscripted a jeweler and went off to fight a 181-kill bronze colossus. After the colossus one-shotted the jeweler, i was plinking away at it for forever with a halberd.
The brute charged, i dodged, and it went into the wall and i backstabbed it until it got up again. It must have missed me literally a hundred times, and i plinked it for about thrice as many.
I had managed to break all of its parts except two.
The he picked me up by a tooth and threw me into a tree and i blew up.

I was a legendary wrestler and fighter despite never wrestling by the end of it. I strongly feel that both fighting and wrestling needs some serious overhauls.
My brother fought a group of three legendary giants, and had his starting seven dwarves go legendary in fighting as well.

4
DF Bug Reports / [40d11] Thief frozen in time.
« on: March 23, 2010, 10:09:51 am »
Over there to the side is the Dwarf thief frozen in time, and my thirsty, hungry, drowsy Lizardmen plebes afraid of it. This is the only way inside to the fort area, and the lot of them would have died in this neverending loop had i not discovered it.
I never had problems with thieves up until now. Raw-like their civ is the same as kobolds.
Sending the military over to kill him solved the problem.

Savegame available.


5
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: December 07, 2009, 11:22:10 pm »
I've ran into some quirky seed/farm behaviour using DD. I was asked to link to that bug report, but i'm pretty sure DD has nothing much to do with it.

If anyone can report the same bug on/off DD, it'd be awesome.
Comment in the below thread though, i won't be returning here.

http://www.bay12games.com/forum/index.php?topic=45935.0

6
DF Bug Reports / Re: [40d] Ghost seed won't be found! Dig Deeper mod.
« on: December 07, 2009, 11:14:34 pm »
It seems general enough. I don't think this oddity has anything directly to do with the DD mod, but i could be mistaken. I will reference this post from there.

Anyway, i got an axe.

When you chop down the tree, the nearest farmer rushes over and 'plants seeds'.
But no seed turns up from the plot, it is still inside, and the farmer does not carry a seed.
There is no plot still left under the tree, but chopping it down seems to 'free' the seed.

The soil seems 'prepped', for finalizing the planting process. All a dwarf has to do it to walk over to the plot that the seed is lost in, and generate a planted square using the 'plant seeds' job.
The square they plant in, isn't the square where the tree stood. Where the tree stood, there is only soil, no farm.

I'm going to have to go with my guess that somehow a tree grew in a planted plot, dislodged the plant from the plot but didn't dislodge the seed from the plot since there was a tree there.

Luckily, you can fix it by either freeing up the planted square by chopping down the tree, or dismantling the plot itself. The first will not dump the seed, but allow the seed to be planted somewhere else in the plot, while the other will just dump the seed like when dismantlig a building.

In fact, i just realized. The seed DOES show up with the 'l'ook command!
It's lying inside the plot, in a specific square! But it is not tagged as a [ B ]uilding material like planted seeds. It's more like just lying there like any other free item in any other shop. This is why it wasnt shown by loo'k'. Dwarves try to find it since it should be readily available, but is in fact blocked by a tree.

Sometimes items get stuck in workshops inpassable squares as well. I guess thats from either throwings or deconstructing shock-full workshops that cause items to spill out into surrounding squares. This is much the same thing.

I think half the problem is that either the plot when designed 'cut into' the tree, or that the tree later grew up into the plot. Since the seed was found inside the tree as well as the plot, i guess it grew there.

In any case, even though we cannot see it, i think that the plot square under the tree is counted as 'farm'. The tree probably grew and overwrote, not replaced, the current square's contents. The plot does not show up, but it should still exist.
When chopping down the tree, i think that the engine 'replaces' the current floor, which finally kills off the plot, and forces the seed to change location. The new location is where the dwarves go to finalize planting. If the farm square was destroyed when the tree grew, one would have expected the seed to change position by itself, seeing as it did when the tree was cut down.

It is a fact that the engine replaces floors that are no longer visible. I use constructions that make the floor invisible(such as walls, trees should also work the same) to clean away mud and cluster stone residue from my floors. If you get some of those yellow/blue patches on your floor, just slap on a construction, remove it, and bam you have an awesome clean floor.
Either the former floor data is over-written, or any superficial features are removed, such as coloured floor residue from mining cluster stones, mud, or maybe a farm plot.

7
DF Bug Reports / Re: [40d]Ghost seed won't be found!
« on: December 07, 2009, 09:29:09 pm »
What actually happened is pure speculation.
I never had any tantrums, so it wasn't thrown there. And i cannot vouch that i didn't actually build the farm AROUND the tree to begin with. But it got there somehow. Or at least it displays it as such, which is still a bug.
The Stocks zoom sends me to the exact square where there is a tree. The tree is even placed at a location where a seed is easily planted, 2nd position. No seed is displayed though.

Does anyone even recognize the problem? I easily steady cancellations X times by every free dwarf all the time.
I usually partake in little farming, but every once in a while one of these ghost seeds pop up. The problem is pretty much not that bad. The dwarves cancel the task long before going anywhere, but i'm not sure how much pathfinding is wasted finding the seed.

I'll make a save, since i'm just waiting for orcs to come around and slaughter my original 7.
I am running the Dig Deeper mod, but i've had the same problem with 'plain' seeds.

EDIT:
Hey! I just deconstructed the farm, and the seed magically turned up at the lower right corner of the farm, many squares away from the tree! It seems that the seed was lost in the farm somehow.
Still, it turned up in the stocks as unplanted. Loo'k'ing over a planted seed does not show it, but only the soil(or, if there is one, a tree).
If the seed was lost in the farm, then it probably had been planted, which means that for it to become unplanted, a tree had to grow on it. Somehow it was not dislodged entirely from the farm since the tree is an impassable square, which would lead dwarves to assume that an unplanted seed could be pathed to and planted even if it was lost in the farm.

The seed in question is a turnip.
Looking through the raws, i find that it has duplicate [SEED:7:0:0] entries. They are identical though. Turnip or not, i have had this problem before with seeds being lost and incessant reupdates, and i haven't used the DD mod before.
The tree is a beech, but it has no raw strangeness.

8
DF Bug Reports / Re: [40d] Ghost seed won't be found!
« on: December 07, 2009, 10:43:41 am »
Alright, the Stocks shaped up, and i was able to find the seed.

It's below a tree that probably just grew in my field.
The loo'k' command didnt show it though. It's probably still in some kind of half-life.
I suspect it was planted and 'activated' like how a piece of furniture is activated by placing it, different from having the item lying around. When the tree grew, it knocked off the 'activation' and half-deleted the seed since it was now in an impassable square.
The seed shows up as brown(not activated), rather than blue(activated) in the Stocks.

Once i get an axe i can remove the tree and see if that fixes things.

9
DF Bug Reports / [40d] Ghost seed won't be found! Dig Deeper mod.
« on: December 07, 2009, 09:37:37 am »
I've had this problem before, i would think it has been reported before, but i'm not sure. Didn't show up in the list of reported bugs.

I got a screen full of spammed job cancellations.
<Dwarfname> cancels plant seeds: needs <plantname> seed.

When i look in the Stocks screen i got exactly one seed left of the beforementioned type.
However, i cannot view it, nor zoom to it. I suspect it is simply not there, and that the Stocks screen is to blame.

The job manager though is convinced that it exists and sends out dwarves to PLANT THAT DAMN SEED, who then freak out when they cannot find it.

10
DF Bug Reports / Re: Cant forge low boots [Resolved]
« on: November 30, 2009, 05:32:22 pm »
Nah, the pursuit of truth is over-rated. I'm a buddhist/taoist myself.
Preferring tradition AND truth over finding value in mere existence is what fouls things up.

11
DF Bug Reports / Re: Cant forge low boots
« on: November 18, 2009, 09:08:21 am »
Dwaref's post was a little caustic.
I don't mean to be unhelpful or mean-spirited. However when people take a personal experience of facts and present them as such, placing any and all responsibility regarding their accuracy in the hands of a text that is open to interpretation(or in this case, even editing), that just gets me going.
I consider it a height of irresponsibility to be frank.

I'm likewise discomforted with that my somewhat incomplete table with armor materials and armor classes have stood as long as it has. People are afraid to alter and/or improve things. What i originally did was to merge the clothing and armor sections, after that the article has grown, but hasn't really altered or removed old content.
Can't help to think of it as some creepy worship, much the same mechanism that fouls up religion.

12
DF Bug Reports / Re: Cant forge low boots
« on: November 16, 2009, 06:58:10 am »
High boots have upstep 1. Low boots don't have upstep.
Upstep means that it protects extremities one step up.

A low boot protects only the foot. A high boot protects the foot and the lower leg.
A glove protects only the hand, a gauntlet protects the hand and the lower arm.

Plate armor as another example, has mainblock and secondblock for upper and lower body i guess.
It also has both upstep and lbstep, which protect upper arms and upper legs respectivily.

Did you guys really think that the whole of arms and legs were left unprotected and that you wouldn't notice? Go raw-diving and don't rely too much on a wiki. Hell, it's yours to update if you feel that it is neccecary. I am one of those editing the armor article, but i didnt think that i'd have to add something as obvious as that bigger boots are better than smaller. Didn't think that people would blindly follow it like a bible or something either.

13
DF Suggestions / Re: Dwarves Request Clothing
« on: September 15, 2009, 10:01:23 am »
I pretty much just define all clothing as 'leather' class armor. you can get by having only 3 armor cats.

14
DF Suggestions / Re: Damp/Warm Walls add Room Value
« on: September 15, 2009, 09:53:52 am »
it cools rapidly and forms a shell,
Oh man! Dwarves pathfinding over HOT thin crusts and fall through to lose a leg in the goop!

15
DF Suggestions / Re: Friend dieing stuff
« on: September 05, 2009, 12:34:05 am »
Well, i guess ONE fix that would settle all my grievances, would be to allow friendship to 'decay' after a while :)

People in 'friend' status, would decay maybe 1/4 so fast as a 'passing aquaintance', a long-term aquaintance would decay at 1/2.
Even a former friend should decay at 1/4 even when at long-term aquaintance.
These losses should be offset by allowing them to again increace by a factor of 4 for former friends. 2 for passing aquaintance etc.

Personality traits should come into play in how quickly a dwarf attaches to others, and how fast the base rate of decay is. I imagine an extrovert would easily form pretty deep connections but grow out of them just as quickly. Jumping between relationships, groups etc.

Also, the compatability of dwarves in personality should determine their max level of aquaintance. So a certain match could only be a grudge, another an unwillingness to interact, another to become passing, going up to long-term, friends and lovers.

So two dwarves can't be locked up and be made to fornicate unless we also set in place a system of CHANGING personality over time(i.e. loneliness/desperation, etc)

Of course it'd be great with more in-depth social circle rules. How dwarves match up etc.
Family ties should weaken also. Grudges form etc. Not to mention lovers.

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