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Messages - Bad_Skeelz

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1
DF Bug Reports / (39c) Smoothing stone deletes staircases
« on: July 19, 2008, 04:56:24 am »
Apologies if I missed this in my search, but I've recently run into a bug in 39c that's new (to me). I had mass-designated a common room for smoothing, which in the center had a downward staircase to another common room. After awhile I noticed an unusually large number of idlers who all seemed to be stuck in the room. After a bit of detective work I discovered that the staircase from the top floor had been replaced by "Smooth Rhylonite Floor." As far as I can tell, the act of smoothing the floor had deleted the staircase. This is not something I had ever noticed in older versions.

2
Thanks for all the help! One of the original mules was presumably strangled by an apprentice small-animal-dissector. Probably not what he was trained for. With my hunter blazing away at the rhesus monkeys, it didn't take long before I had enough bones. The Houndsdwarf is now a Legendary Bonecrafter with his, admittedly plain, mule-bone bracelet. Still, its named "Flamecolor" which is very appropriate for the fortress. Its built around the glass-making business, because I found a magma vent right in the middle of nowhere. Its right next to the river, in fact. How my Dwarves go about without being scalded, I have no idea.

3
I built a Craftshop and lo and behold, the loony has come out of the Wilderness.

And he needs bones. Another thing I don't have. Guess I'll have to strangle one of these puppies or something.

4
My fortress recently got its first wave of migrants, and a higher number than usual are of useless late-game professions. Soap-makers, lye-makers, potash-makers, that sort of thing. I needed a Houndsdwarf to train the blood-drenched packs cavorting through my halls, so I looked for a new Dwarf who liked dogs. My Soaper is the only one who likes the slobbering things, so he was promoted to Houndsdwarf.

All of two minutes later he goes into a Fey Mood and runs off into the hills, where the immigrants first arrived. I'm assuming this is because I don't have a suitable workshop for a Dwarf whose only tradeskill is Soap-making. While he is ultimately expendable, I would like to try and save him if I can.

So. Am I correct in assuming that an Alchemist's Laboratory is the correct building for a crazed soaper? I doubt he'll actually find his materials, but its worth a shot.

Secondly, assuming that I do managed to get a shop up and he gets his materials, isn't it kind of inevitable that he'll just go insane farther down the line when some Dwarf uses the legendary soap to clean his dirtybits?

5
DF Adventure Mode Discussion / Re: Damned cavespiders
« on: November 18, 2007, 11:33:00 pm »
This is the result of my second run-in with Cavespiders. The first time I randomly entered a zone on a whim and was quickly devoured. I must say that I prefered the second death for sheer awesomeness. Wish I could figure out how to do that in wrestling.

6
DF Adventure Mode Discussion / Re: Gruesome Deaths And Successful Saves
« on: November 27, 2007, 02:49:00 am »
I already posted this in the Cavespiders thread, but figure I'll put it here too.

If this was the anticlimactic death thread, I'd just post every fight I've ever had with a bowman...ever. Though I bet I would have killed that last one if my game didn't lag and send me running past the kobold so he could happily shoot me in the ass.


7
DF Dwarf Mode Discussion / Re: Coal Problem
« on: December 01, 2007, 02:18:00 am »
Coal isn't smelted, its used as a fuel. Tell the smalter to smelt something like iron, and the Dwarves will grab some coal and a chunk of iron ore and use it. Same with forges, the coal will be picked up automatically.

8
DF Dwarf Mode Discussion / Magma Vent Defense
« on: December 01, 2007, 01:29:00 am »
I've recently started a Fortress in the far northern tundra of my world, and had the good fortune to find a magma vent. This is a particuarly interesting vent, to me, because of a large rock overhang that covers about half of it, so that the bottom is essentially a cavern with a giant molten pit in the middle.

I would like to create an entrance at the southern end (the "back") of this cavern, as well as tap into the vent for magma-powered factories. However, there are the usual array of laval creatures that have already proven irksome in chasing off my Dwarves. No fatalaties, yet.

I have a few ideas of how to go about creating an entrance that pleases me stylistically, but I don't want it torn apart by a Magma Man or something. Answers to these questions would be helpful:

1) Can bridges be destroyed by Magma creatures?

2) Can traps be built on bridges? If they cannot, I suppose I can build floors going out over the chasm, and then build traps on those.

The plan right now is to build walls so as to limit the entrance to about 10 tiles wide, and then build bridges going out from there. This will save me the trouble of having to ring the entire thing in traps, hopefully. Which reminds me:

3) If I construct a draw bridge along the edge of the vent that raises towards the magma, will things fall down into the pit when the bridge is raised?

Any other tips, anecdotes, or ideas for what to do with this cavern would be appreciated.


9
DF Dwarf Mode Discussion / Re: Housing structures?
« on: November 30, 2007, 04:23:00 am »
I think I'm going to try and combine the two methods. I find the original much more stylish (and I feel bad about making my drunken, probably overweight Dwarves squeeze around corners all the time). And stuffing plazas to the ceiling with statues sounds like just the way to get rid of all my stone.

10
DF Dwarf Mode Discussion / Re: Housing structures?
« on: November 30, 2007, 02:34:00 am »
That is very cool, looks like an actual town, at least as Dwarves go. The statues are a nice touch. I second the notion of having the flood-column in the middle; I contemplated something similar for my nobles, though it would come out of the ceiling.

Demonsthenes, I remember the post you're talking about, about verticle apartments with diaganol movement. I can't draw it for you, but the gist of it works in that you have the central staircase, with a room on each corner.


11
DF Dwarf Mode Discussion / Re: Possible Strange Mood bug - wrong skill?
« on: November 23, 2007, 03:52:00 pm »
I've had Engravers go to Legendary through Moods, but get this: its when they seize a workshop and make Rock Crafts. Stonecrafting doesn't go up at all, just engraving. Maybe Toady changed how Stonecrafting works in this version, but it still seems werid to me, and annoying. I like smooth forts, so all my engravers are pretty good after a year or two anyway.

12
DF Dwarf Mode Discussion / Re: Your fort's most valuable item.
« on: December 03, 2007, 12:36:00 pm »
I had a peasant go Fey and create this:

Beardedprairies the Youth of Prowling, a Native gold crown. All craftsdwarfship is of the highest quality. This object is adorned with hanging rings of Tower-cap and menaces with spikes of Native gold.
On the item is an image of a dwarf and a dog in Native gold. The dog is striking down the Dwarf.

Worth: 109,200

My guess is that the peasant was thinking about what happened to the last two Dwarves to go into a (Failed) Mood, as I have a habit of assigning them war dogs for the duration of their insanity.


13
DF Dwarf Mode Discussion / Re: 'Creating' Water
« on: December 02, 2007, 07:37:00 pm »
quote:
I'm pretty sure you can haul ice down into the stone layers and it'll melt.

Unfortunately, there is no ice on the map. Just snow, muskox, and the cowardly polarbear.


14
DF Dwarf Mode Discussion / Re: 'Creating' Water
« on: December 02, 2007, 07:34:00 pm »
An army of iron-clad stranglers does sound appealing. Does putting a booze stockpile next to a wounded dwarf allow them to drink from it? I was under the impression they wouldn't drink booze period, not because it was inaccesible to them. I'll give it a shot, though, thanks!

15
DF Dwarf Mode Discussion / 'Creating' Water
« on: December 02, 2007, 07:17:00 pm »
My current fortress, Gravewalled, is located in a streamless tundra next to a magma vent. I was so stoked to actually find magma that I forgot to make sure it has things somewhat necessary to Dwarf survival, like water.

The fortress is about three years old and is steadily drilling down into the earth, but I'm worried about the lack of water. I've already had one bedridden Dwarf dehydrate to death, and I'm worried about making a real military for fear of them slightly wounding each other in sparring and suffering similar fates.

While I kind of like the idea of the Gravwalled Dwarves tolerating no phsyical weakness, I'd like to ensure at least some surviability for minor injuries. So, my question is this: is there some way to create water on a map that essentially has none? It pretty much snows nonstop here, and I was wondering if I might be able to fill a pit with snow and heat it with magma.


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