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Topics - CatKate

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1
DF Gameplay Questions / Water Source not working
« on: December 30, 2015, 04:53:14 am »
[Edit 2: Found the answer myself. Thank you for reading! :-) ]

Hey guys,

I have trouble with my current water source.

I have several pond filling tasks available. There is a water source above ground, which worked well so far as water source, but now it is winter and the source is frozen. I tried to use my pond, which worked in my other fortresses so far, but somehow doesn't work anymore in this one. Dwarfs do accept the "Fill Pond" mission and run towards the pond, but then somehow lose the mission without doing anything except dropping the bucket.

The pond is one Z-level deep, water levels are at 2 or 3, the pond's borders are ramps, and there are three wells as well.
Spoiler (click to show/hide)
#

I have designated as water source: Either only the walkway or the whole thing, either with or without the z-level below where the actual water is. There are a lot of buckets lying around on the walkway, but nothing is happening except a lot of dwarfs on water duty running into the room to a bucket, then running away again after losing their task.

[Edit: No burrows interfering with the water haulers, and no civilian alert, either.]

Anybody any ideas what is causing this behaviour?

Thank you for your help!
Cheers,
Cat

[Edit 2: The explanation is that there are ice walls where my dwarfs are supposed to empty their buckets. Guess the water from earlier Fill Pond jobs froze so quickly it didn't have a chance to disperse into the pond!]

2
DF Gameplay Questions / 42.1 Bags and Seeds and Piles
« on: December 07, 2015, 07:41:39 am »
Hey guys,

yeah, it's stupid Cat again. Sorry.

In my new game (42.1) I am encountering problems with bags and seeds.

I have the (quite usual I guess) following seed setup: One stockpile, accepting only the seed without barrels, accepting from everywhere, delivering only to stockpile two. Stockpile two, accepting only from stockpile one, accepting barrels also. In my old fortress in 24.x this meant that seeds were brought to stockpile one, then moved from one to two and got bagged and barrelled there.

Now my seeds usually are stored in a bag ANYWHERE, more often than not in a bag in some bag storage (which does certainly not accept seeds). From there, sometimes, the bag with the containing seeds is brought into stockpile one and from there into stockpile two. There the bag is emptied (i.e. the seed finally reaches its true destination) and the bag brought bag into some bag storage. There is not a single bag in stockpile two, only seeds. Good: Seed reaches destination in the end. Bad: It needs a long time to do so and interferes with the industry using the pirated bags.

I also noticed that my dimple dye is not stored in bags but directly in a barrel. I am also getting errors for "no dye item" with my dyeing job. I currently am working with forbidding barrels for that stockpile.

Any ideas what's wrong?

Thanks for your help!
Cheers,
Cat

3
DF General Discussion / Hardware and Game Performance
« on: November 30, 2015, 03:52:52 am »
Hey guys,

one question about hardware performance.

So far I played the game on my old notebook, about two or three years old and even then only a discounter piece and not top-of-the-notch. My 3x3 embark, surface and 1st caverns flooded with undead, ran only with 7 fps in the end. Understandable, I guess, with all these undead crawling around.

Now I have a new desktop pc, not top of the notch, but not bad either, I guess, with an SDD the game is running from, an Intel Quad Core i4460 with 3.2 Ghz, 8GB RAM and an AMD Radeon R9 380. Performance now: 10 fps.

This is not what I expected.

Now I'm wondering if this is really what is to be expected or if there is something wrong in my system (performance handicapped by ... well ... something, old driver I haven't identified yet, anything else I do not even guess ...).

Thanks for your input.

Cheers,
Cat

4
DF Gameplay Questions / Zombie Scales invincible - Fortress breaker?
« on: October 12, 2015, 04:25:53 am »
Hey guys,

I assume the topic has been written about already, but all I find with a search is a host of entries of scales without the zombie part ...

So here it is:
Have some crundle butchered, and since it is a reviving embark (or however it is called) the scales became zombies. My soldiers destroyed the "full body" scale zombie, which got split into several parts. Some of them revived again, and got crushed again, so there are various "mangled" scale parts lying around.

However, the "head scale" survived around 50 pages of combat by now, and all my military is overstressed and exhausted. Additionally, every 20 pages or so the scale thing manages to hit me, and now some of my dwarves are bleeding. I cannot retreat them from combat, because the zombie is still alive. My dwarves ARE hitting it, but the only thing those hits ever accomplish is some bruising.

So what can I do? Wall of the section, say goodbye to all my military? Or hope and pray? Or is there an exploit to solve the situation (since I have the opinion that my dwarves SHOULD win this engagement and therefore a little bit of exploiting would be acceptable, at least for me)?

Thanks for your input!
Cheers,
Cat

5
DF Dwarf Mode Discussion / Issues with Equipping, Order Delays, FPS
« on: March 18, 2015, 01:58:24 am »
Hey guys,

my new fortress has several issues which never happened to me before in my other fortresses.

1st:
My soldiers don't equip their stuff over their clothing, i.e. no helmets, no gauntlets, no boots. They did in my earlier fortresses in earlier versions without trouble, but in .24 they don't. I read about the workaround of chosing replacing instead of wearing over - then they do equip, but leave their weapon-hands gauntlet-less. Since the last time this was an issue seems to be 2012 I wonder what is going wrong in my fortress.

2nd:
I have an absolute miserable FPS in my third year of fortress. I have much less people, developed space and everything, AND it is a 3x3 embark instead of a 4x4. I SUSPECT the reason for that is a huge amount of zombies on the ground and the first cavern. Can this truly create such a high load that it is instantly as bad as other (better running with much more pop and larger embark) fortresses after a much longer time?

3rd:
I often have a massive delay in order acceptance, notably in my diggers (hanging around without orders, doing nothing for DAYS until they finally agree to a digging job) and my dumpers. I suspect the following: Due to the aforementioned zombie problem I am using burrows. Many hauling orders for items outside the burrows are created for the idle dwarfs, who cancel them after some time, therefore they are not assigned any dump and mining and other more imortant stuff. At least I noticed that the dumps are done promptly if every other hauling is switched off. The workarounds I see are: don't use burrows, or forbid any item lying around outside the burrows (which will be hell because of all the body parts and caravan items lying around after the zombies dealt with newly arriving animals/caravans/liaisons). Any other ideas?

And yes. I am aware that destroying the zombies would help, too. Can't, though, with my fifteen-dwarf-economy.

Thanks for your insights!
Cheers,
Cat

6
DF Gameplay Questions / Animal Training: "no animal" error
« on: March 02, 2015, 01:02:00 pm »
Hey guys,

I have a question concerning the training of animals. I have a helmet snake and a cave crocodile that are to be trained. Both were trained in their cages, then released to some rope-chains. The helmet snake is continuously being trained, but the cave crocodile isn't. The job is created, a dwarf walks up to it, spends some time training, then aborts with the message "Dwarf xy cancels Train Stray Cave Crocodile (Semi Wild) : No creature ".

I searched the boards and found a similar-sounding issue, which is supposed to be resolved. Since it was 0.40.01 and in July I thought this should be gone now, but it has popped up in my current game (started and playing in 0.40.24), so maybe this is something new?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6748

Am not using any burrows on that. Trainers do arrive at the croc, but cancel. Have not designated an animal training zone.

Thanks for your help!
Cheers,
Cat

7
DF Gameplay Questions / no hostile creatures
« on: February 22, 2015, 01:25:31 pm »
Hey guys,

in my current game there are no hostile creatures. Or rather, there are, but they are not tagged hostile and behave just like usual wildlife. I read that there was a bug; however this continues now for some version upgrades. Currently have .40.24 and still going on. The fortress started on version 40.15, maybe?

Is there any chance to make these creatures hostile again? Or is the only way to retire and start a new fortress (urgh)?

Thanks for your help!
Cheers,
Cat

[copied from questions & answers thread since nobody answered there ... :-( ]

8
This is Kate's stupid questions thread. Welcome!


Cleaning Question: partially answered.
Farming on Tower: partially answered, if any more ideas are around, feel free to resurrect!  :)
Cats Management: answered
New questions: - Dwarf Liason not talking
                       - Legendary Miner killed Cyclops
                       - newly created worlds feature only beak dogs
                       - removing stairs

The old question about Cleaning:
Spoiler (click to show/hide)

The question about the Tower Farms (Farming on constructed floors outside):
Spoiler (click to show/hide)

The question about cats management:
Spoiler (click to show/hide)

[New Question] Dwarven Liaison not talking:
Since autumn the dwarven liason is around my fortress. I admit I didn't trade with the caravan this year due to a slow broker and me missing the "is leaving soon" warning. Now the liason (listed as "Sarvesh Konlitast, outpost liaison, diplomat, under others) is hanging around in my statue garden, not even trying to talk to my guys. I had all two of my barons idle around, my mayor idle around and my broker idle around, but the liaison simply didn't want to talk. Is that usual behaviour? What can I do to make him talk? Should I simply wait until next year?

[New Question] Legendary Miner killed Cyclops:
Yeah, great thing, too. However, is that really how it should be? A semi-megabeast, killed in two (or was it three?) strikes by a leg miner with a steel pick? I had my invasion alarm set off, my military collect at the entry, and one of the guys gets bored, marches off on his own and simply kills it? I would have expected this to be more ... fun. And: One of the Cyclops' attacks hit some body part and "passes right through". What is that supposed to mean? The guy wasn't injured afterwards ...

[New Question] Newly generated worlds only contain Beak Dogs
... which isn't completely true, because there were also Grimelings and Foul Blenders around, but surely no dwarfs, humans, elves or goblins. On Embark, my people consisted of only beak dogs, who weren't able to be given work commands. I tried two pocket starts and a medium one, all with the same results. I did no other fiddling around. What did go wrong there? Three times in a row?

[New Question] Removing stairs
The reason I did these new worlds was because I wanted to find out how to remove stairs if there is no space on the same z-level. Since I cannot simulate with only Beak Dogs I'm sorry I have to ask: Can I remove them from one z-level up? Or down? I am channeling a huge space for about 15 z-levels and want my miners to have access to my fortress during that time, but will want to have that stairs removed afterwards completely. Is that possible with dug stairs? Or constructed ones? Only with ups or downs or also the ups/downs?

Thanks for your input, guys!
Cheers,
Cat

9
DF Gameplay Questions / Crossbowmen move into melee range
« on: October 25, 2014, 11:07:06 am »
Hey guys,

I'm reviving my question from the DF2014 Question and Answer Thread, since I fear it will be forgotten otherwise.

The initial question:
Spoiler (click to show/hide)

The answer by pisskop:
Spoiler (click to show/hide)

My findings:
Spoiler (click to show/hide)

Due to Frame Rate Fun I started a new fortress and am, surprisingly, again hunting a Giant Slug. Same behaviour ... :-(

Any more ideas out there?
Thank you very much for your input!
Cheers,
Cat

10
DF Gameplay Questions / Ramp Trouble
« on: October 17, 2014, 12:49:39 pm »
Hey guys!

Another noob problem here ...

I am encountering a ramp problem:

I have the following arrangement:

Spoiler (click to show/hide)

O: native ground
X: native wall
.: empty space
V: ramp down
^: ramp up
,: loam floor
+: constructed floor


Here my problems:
#1: My depot is beyond L20. It is not accessible. According to the legend, the three-tile shaft leading to it is not accessible beginning from line #01. Only the middle row is marked as accessible. Why? Shaft is three tiles wide, ramps are three tiles wide ... I don't get it.
{Edit: Before you read on: I found the trouble with the depot, it was a stupid one-tile-access to the actual room ... laughably!}
#2: My dwarves have stopped moving between "inside", i.e. beyond line #15, and "outside", meaning the true outside and the shaft until line #14. Why? The ramp should be navigable!
#3: Okay, the ramp in line #15 is not THAT navigable - the middle ramp reads as "unusable". Why is that? And: Even if it unusable, my dwarfes should be happy with the ramps close to the wall which do NOT read as unusable ... And the way for the wagons is obstructed even before that ... I don't get it ...
{Edit: Interestingly: Although the ramp is "unusable", the depot is still accessible ... Weird ...}
Thanks for your insights!

Cheers,
Cat

11
DF Gameplay Questions / No Staircase Building, No Dumping
« on: October 14, 2014, 07:55:35 am »
Hey guys,

I know that this has been asked before, but all suggested solutions I read up do not work ... so there it is:

I am trying to build (not dig) an up staircase. Above the tile is a dug up/down staircase. The lower tile (where the up staircase is to be built) is accessible, while the upper one with the up/down staircase isn't. Since the lower tile is in a common room of my main fortress area, every working material is available. I ordered it to be made from stone. My masons have "masonry" activated and are without job for half a season now, but won't construct that staircase. The only reason I can come up with now is the fact that there is a stone on the tile I want the staircase to be built.

So I tried to dump the stone, which doesn't work either. No dumping worked so far, to be exactly.

I have: A dwarf with the "Haul Refuse" active and without job. The stone is indoors and accessible, and obviously it is marked to be dumped. I have a garbage area designated, also indoors. My standing orders allow dwarfes to gather refuse.

So why is that stone not dumped?

Sorry, these are probably real rookie questions, but I cannot come up with any good reason for this stuff not working ...

Cheers,
Cat

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