Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Seryntas

Pages: [1] 2
1
DF Gameplay Questions / Animals grazing at the speed of light?
« on: June 26, 2016, 08:01:46 pm »
Hey guys, I have sheep and yaks in my fortress (unmodded DF 0.43.04) that are grazing so fast that when they get dragged to a new pasture, they drag a line of raw dirt behind them. They are constantly starving. This seems to happen no matter what I have the graze coefficient set to (currently 2000). Any clues?

2
DF Dwarf Mode Discussion / No iron. Like...anywhere.
« on: October 18, 2011, 09:16:21 pm »
With the new embark screen that lists only "shallow metals" and "deep metals" rather than the actual layers, I've become...completely unable to find a map that has iron on it, even if I set mineral occurrence to 100.  Any tips or workarounds?

3
DF Dwarf Mode Discussion / New challenge: The One-Name Fort
« on: January 12, 2011, 07:29:22 pm »
THE ONE-NAME FORT

Can you create a fortress that has one hundred dwarves with the same first name?

How it works: When you're setting up your skills, take a look at the names.  Pick one of them to be your fortress name - extra points if it's "Urist" (although in my most recent game, dwarves named Monom were the best dwarves).  Go ahead and give that dwarf all the skills and leave the rest as peasants.  Kill them at first opportunity.  When you get migrants, check to see if any of them have the fortress name.  Any others, kill them too.  Cull any dwarves that show up to your fortress without your fortress name.  Try to get to 100 dwarves!

4
DF Gameplay Questions / Proper material for bolts?
« on: January 12, 2011, 10:48:30 am »
I have every single possible bolt material on my map - stacks of rutherer bones, forests of trees, every metal in the game except for bronze...and I could get some bronze if I needed it.  But I can't find on the Wiki whether adamantine bolts are the best kind of bolts - in fact, I thought I saw somewhere that they were the worst.  What's the right answer for what material to make bolts out of?

5
After a goblin siege, most of my wounded were whisked away to the infirmary.  One guy, however, has some pretty bad leg wounds, yet can move (a little, I guess, and I think he's crawling).  The other dwarves seem not to realize that he needs to be dragged back to the fortress (despite the number of idlers with Recover Wounded active).  He has now stopped moving, and is starving to death.  Anything I can do to help him?

6
DF Modding / Killing all goblins on my map
« on: December 20, 2010, 04:10:48 pm »
I'm not normally a fan of modding the game, but I just spent several hours very carefully calibrating all my dwarves' preferences, and now I'm being attacked and my military isn't ready.  What can I do to just say "These creatures are dead" or alternatively "This race appears on a map, pukes up all its blood, and dies"?  I would have been prepared, except I haven't played DF since before 2010 so I've been having trouble with the new squad interface.

7
DF Bug Reports / [40d] Human traders leave before they arrive
« on: May 12, 2009, 01:40:44 pm »
So for the sixth year in a row, my fortress has requested precious metal bars from the human traders, and they've delivered.  However, this year and last year the caravan was generated coming from a part of my map far away from the depot, which requires Herculean pathfinding around the trees dotting that part of the map.

I thought the wagons were just taking a while to load.  Then I realized that there were STILL THREE WAGONS THAT HAD NOT ARRIVED.  These were the ones carrying the gold, silver, platinum, rose gold, and electrum bars.

Long story short, the remaining wagons were making their slogging, metal-bar-loaded way to the depot when the merchants decided to embark on their journey.  I never got to trade, even with my Legendary Appraiser hanging out ready the whole time.  I never got my gold.  I feel...undwarven, without my gold.

8
DF Dwarf Mode Discussion / Dwarf mode superstitions?
« on: October 15, 2006, 03:31:00 pm »
Do you have any superstitions when you play Dwarf mode?  Something completely unrelated to the programmed rules of the game that you believe brings you good or bad luck?

For instance, I always bury my dwarves by the river, and would never, ever kill a unicorn.


9
DF Dwarf Mode Discussion / Reveal.exe?
« on: September 23, 2007, 04:18:00 pm »
I was intending to try out the reveal.exe program that people often refer to on here for recreational purposes, but when I followed the link on the wiki, it failed to download (actually, it told me after I downloaded it that it couldn't find the file).  Does anyone know what the problem is or of anywhere else to find a copy of the software?

10
DF Bug Reports / Weird mining, uberdrought, no iron axes.
« on: October 31, 2007, 12:33:00 am »
I've looked through many of the new bug reports (I don't envy Toady having to slog through all of these) and couldn't find any that dealt with any of the following bugs I've been experiencing:

Now that dwarves can walk diagonally, they enjoy mining in weird, nonsense patterns.  They'll mine in diagonals through an area I tell them to mine before turning around and tunneling out from the middle.  It's weird and it keeps you from being able to expand into newly-mined areas until virtually all mining tasks are done.

In the warm forest I'm building my fortress in, all the water in the area (except in the river) is flat-out gone by the first summer (my fisherdwarves are probably pissed).  Also, all the grass is dry.  I haven't gotten "It has started raining", either.  Bug or feature?  Also, I don't think the water level anywhere started dropping until I broke through into a pond from below for irrigation purposes.

Finally, in the equipment screen at the beginning, the only type of axe they let you buy is steel, and they're freaking expensive.  Why no more iron axes?


11
DF Bug Reports / Dwarves don't move refuse
« on: October 12, 2006, 09:38:00 pm »
When a dwarf is about to build a building on a spot that's covered in assorted crap, he'll move stone, but not refuse.  He has to wait until someone hauls the trash away in the course of normal hauling tasks.  I don't know about wood, goods, etc., but I do know it's the case with refuse.

12
DF Bug Reports / Humans don't show up
« on: October 09, 2006, 11:43:00 pm »
For whatever reason, coming into my third winter I've never seen hide nor hair of any human, or even heard of a human civilization.  I have a three-squares-wide rough stone road with the natural rocks detailed, stretching all the way to the end of the map (and automatically beyond, which the game confirms), and yet no beardless flabby beer-sipping (as opposed to beer-quaffing) human has shown his too-high head.  Is this a bug or am I doing something wrong?

13
DF Bug Reports / Resting dwarves marked "No Job"
« on: October 06, 2006, 11:20:00 pm »
I've got three dwarves, bedridden with injuries, who for whatever reason don't seem to be "in their beds".  Their jobs aren't listed as "Rest" in the job list, but as "No Job".  Furthermore, other people freely sleep in their beds with them as though they were unoccupied, and the injured dwarves are sometimes listed as "tired" as though they weren't in a bed resting.  I should note that they apparently receive food and water normally, and I have another injured dwarf that rests normally.  I'm considering trying to remove the beds from under the bugged dwarves, just to see if it works, but I don't want to crash the game.

14
DF Bug Reports / Problem with "Make Potash from Ash"
« on: October 03, 2006, 10:22:00 pm »
When I tell the dwarves to do this, they do it and then there is no product that I can find, and I looked in every stockpile I have and in the building itself.  This is possibly because they don't have a barrel ready for the potash, because they're bringing the ash (defined by the game as a bar) by hand.

15
DF Bug Reports / Annoying hunting bug
« on: September 30, 2006, 10:51:00 pm »
After a hunter bags a kill, he takes it straight to the Butcher's Shop.  This is a very good thing.  The problem: At the same time, a job is created to dispose of the corpse.  Thus, the butchery can't be done until after the corpse has been brought to the refuse pile - in fact, I've had the butcher take the corpse out of the shop to the pile, put it down, and pick it back up to be butchered.

Pages: [1] 2