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 - River Rat

Pages: [1]
1
DF Dwarf Mode Discussion / No "Semper Fi" for dorfs
« on: February 17, 2015, 04:57:11 pm »
So last invasion I caught 16 gobs in traps and managed to pit all 16 into my live target xbow training pit without a single one escaping.  Set my marksdwarves to their live train schedule and I go to tend to other things.  A little later I notice a recover wounded job cancel due to goblin axeman message.  I got to the pit and there is  the newest xbow squad member, nicknamed 'Effengee", laying on the ground, his right leg with a coating of dwarf blood and 2 coatings of dwarf tears.  I thought I had confiscated all the gobs weps but must have missed a bow.  Meanwhile one of his squadmates is still patrolling, stepping over his fallen comrade each lap.  I guess he figures its not his job, he's on patrol.  I didn't put in the raising bridges like the wiki showed to block sight, so every time a civie rounds the solid wall and comes to the 1st fortification, he sees a gob and runs away.  I don't really blame him, he's a civie after all, so I disable recover wounded jobs for all civies and enable it on all military.  Another bowman comes on patrol, now poor Effengee has 2 squad members stepping over and ignoring him each lap.  Finally, a 3rd squadmate comes in on a recover wounded mission, turns the corner, sees a gob... and runs away.  Mind you he is still wearing all his gear and carrying his xbow, and if he was patrolling he would walking around and shooting no problem.  Guess it's every dwarf for himself in this dwarf's army.  Ah well, guess I'll have to bring up the meat cleaver squad and open the door and finish them all off so I can get the poor guy to the hospital.

2
DF Dwarf Mode Discussion / Moody kids
« on: February 17, 2015, 12:23:58 pm »
I've been working hard trying to rotate all my stone detailers, tanners, weavers and all useless mood skill dwarves through the magma forges so they can get basic weapon and armor skills for moods.  Doing pretty good, out of 120 adults, I have 27 with armor as highest mood skill and 34 with weapon.  Other than 2 tanners and one detailer, all the rest are in somewhat useful skills.  So what reward do I get for my efforts?  Just had my 4th mood in a row go to a kid.  I have 3 legendary woodcrafters ages 3, 4, and 4, and another 4 year old just got a mood, so getting ready to have 4.  I guess in another 8 years I'll be good to go as far as making worthless wooden trinkets.

3
DF Gameplay Questions / Wind power & latitude
« on: February 17, 2015, 07:13:19 am »
According to the wiki:

Quote
The power produced by each windmill depends on the latitude at which your fortress is located within the world

That's all it says.  So which latitudes provide more wind power, northern, southern, or equatorial?

4
DF Gameplay Questions / Bugged caravans?
« on: February 16, 2015, 11:20:13 am »
For the past couple of years, the only caravan that will trade with me are the elves.  I get a message that the human caravan has arrived, and they roll their wagons to my depot.  As soon as the 1st one hits the depot, they all turn around and leave, some of them dropping piles of trade goods.  Last 2 years the dwarves don't show at all, though the trade liaison does.  I've been looting the piles of stuff the humans drop, wondering if maybe 1st time they got scared off by something and since I looted their stuff they now think I'm a thief.  Looks like in that case they wouldn't roll to my depot before leaving though.  Only thing I know I did differently with the dwarves is 2 years in a  row I was busy with other stuff when liaison arrived and backed out of the trade meeting without asking for anything special to be imported.  This year I deconstructed and rebuilt my depot before the humans showed up, and they still did the same thing.  Any ideas?

5
DF Gameplay Questions / Decorated items
« on: February 14, 2015, 08:41:08 pm »
How can I tell jewel encrusted furniture from regular when placing it?  Also how can I tell dyed cloth/thread from undyed?

6
DF Gameplay Questions / Workflow and brewing
« on: February 13, 2015, 04:26:32 am »
I've tried off and on over several fortresses to get Workflow to diversify my brewing so that is have a variety of drinks and that all plants are converted back to seeds for my farmers.  I go into the WF interface for the still and do the shift-enter to set specific material.  Say I'm trying to use plump helmets. I hit 'p' for material, select plants, then plump helmets.  It lists: plant, mushroom, dwarven wine, seed.  I would assume you would select plant, but I've tried it with all 4.  I get a message in yellow at bottom of screen "Can not produce: Plump helmet plant drink".  Or mushroom drink or seed drink or Dwarven wine drink.  Its the same for any plant.  I've tried setting up all 4, I go to the S status screen and for the entry Drink: Dwarven wine it is tracking my current stock, but I will exit out and get 2 messages:  Stock low: dwarven wine, and then Cannot produce drink: Dwarven wine.  And yes, I have plump helmets in stock and yes I have empty barrels.  Can someone please tell me how to set this up?

7
DF Gameplay Questions / Disable 'Zoom To'?
« on: February 13, 2015, 04:01:15 am »
Is there some way to disable the automatic zoom to events?  I don't really care to see it whenever some dwarfette squeezes out another whelp.  It's annoying when I have to find whatever it was I doing again.  The zoom to is misaligned anyway, so its really a pain mining damp/warm stone, every time it zooms it drags my view a screen to the left.  I've read I can fix the alignment issue by disabling TWBT, but this cure is worse than the disease, display sux without TWBT.  I'd rather it just not zoom at all, if I really want to go to the event I would go to the message screen and zoom from there.

8
DF Gameplay Questions / Ramp problem
« on: February 11, 2015, 12:47:09 pm »
Thought I had cart track figured out but this is throwing me for a loop.  Can someone explain why this doesn't work.

Code: [Select]

.TC
.IC
.TC
.TC      WWW
.RC      WOW
.CC      .TW
...      WIW

Z=0     Z+1


. = Open Floor
T = N/S engraved track
I = East/South impulse ramp
C = Constructed wall
R = Constructed ramp N/S
W = Natural wall
O = Open space channeled out, directly over Z=0 ramp


The cart will not go from the ramp to the flat track on z+1.  Thought at 1st it didn't have enough momentum, so I added the constructed impulse ramp on z=0.  Now it just bounces back and forth 3-4 times before stopping.

9
DF Gameplay Questions / Unhealing wound
« on: February 09, 2015, 02:08:17 am »
One of my soldiers has had his right hand 4th finger tissue smashed and infected ever since I recruited him into the squad 4 game years ago.  His recuperation attribute is around 1500, says he is quite quick to heal, but apparently this isn't the case.  Any ideas why such a minor would wouldn't heal?  I have a full hospital set up with soap, as well as all medical jobs covered.

10
DF Gameplay Questions / A couple of Mood questions
« on: February 06, 2015, 11:52:45 pm »
First, what determines what material the dwarf grabs.  Say he needs metal.  Will he go for the absolute closest metal bar he can grab, or will he make a choice?  If a choice what determines the choice?

Second, at what point does he choose his workshop?  What I'm thinking of doing is setting up a mood burrow, with one of every workshop and only the best materials stored there.  Would it be possible when the game pauses and does the strange mood announcement to immediately assign the moody dwarf to that burrow?  Or has he already started heading for a workshop when the message comes through?

11
DF Gameplay Questions / Pitting Issues
« on: February 06, 2015, 11:10:14 pm »
I've been trying to follow the wiki and make an live target archery training room with some gobs I caught in last siege.  I did like the wiki said for a mass pit dump on the upper level laid out like this:

Code: [Select]
=========
=C==C==C=
=========
=========
=C==C==C=
=========

= Floor set as animal stockpile
C Floor hatch cover

Did like the wiki said and set the 6x9 area as a pit dump.

The lower level is open area below the 6x9 upper level, originally surrounded by a double wall of alternating solid walls and fortifications:

Code: [Select]
fwfwfwfwfwfwf
wfwfwfwfwfwfw
ww.........wf
ww.........fw
ww.........wf
.X.........fw
ww.........wf
ww.........ww
wfwfwfwfwfwfw
fwfwfwfwfwfwf

w  Wall
f  Carved Fortification
.  Open Floor
X  Floodgate
(How do I type in the special ascii characters so I don't have to translate?)

Surrounding the double walls is a 2 wide open area for my marksdwarves to patrol. Stairs up on west, along with lever to control floodgate and ammo storage.

The 1st mass pit dump of gobs went fairly smooth.  One escaped somehow and killed a civ or two before coming out of the access hallway into my barracks where he quickly met his doom, but the other 7-8 went into the pit no problem.  The gobs are milling around in the pit and I set my archers to patrol.  None of them take a shot for a couple days game time.  I read on the wiki that archers have to be level 10 to fire through non-adjacent fortifications, so I figure they can't shoot through the inner layer of forts.  I decide to mine out the outer fort tiles to let my archers step up to fire through the inner, but my pansy miners would freak out when they saw the gobs and would run away.  They finally managed to get the NW and SE corners mined out but after that they couldn't turn those corners without seeing a gob and running away.  I watched for 3-4 game days and my archers managed to get off a few shots occasionally from the corners, but not many.

I decided to redesign the system so I set a bunch of cage traps up, opened the flood gate and let the gobs out to get caught again.  After making my changes I tried to re-pit the gobs.  Now anytime my civs try to pit a gob, the gob will either break away from the civ and start fighting, or if he does manage to get thrown in, within a few seconds he climbs back out, sometimes managing to kill a civ or two before hitting another cage trap.  I've read that this is what thieves do, fight when being pitted and climbing out, but the 1st time they stayed in the pit for like a week of game time without climbing.  It's like their thief flags (?) have been set either by "escaping" from the pit the 1st time, or being caught in a trap inside my fort.  Anybody have any ideas?  Is there any way to check to see if a gob is flagged as a thief?



               

12
DF Gameplay Questions / "Zoom to" misaligned
« on: February 04, 2015, 12:03:40 am »
Anytime my game pauses for a message like a birth or warm stone discovered, instead of zooming to the location of the event, it zooms about a screen to the left.  Is it just me does is it that way for everyone?  It could be somehow related to the fact that if my cursor is all the way in the NW corner of the main map, the yellow X on the mini-map is about 1/3 of the map down to the south and a little less than 1/2 way over to the east.  Does the same thing when I try to zoom to a unit.  It will be about a screen to the left, but if I then hit f to follow it centers right on the unit.  It's really annoying, though not a game breaker.  Still if anyone knows how to fix it I'd really appreciate some help.

13
DF Dwarf Mode Discussion / My latest, lamest artifact
« on: February 03, 2015, 03:53:45 am »
Just when I thought it couldn't get lamer than a Legendary lignite earring, with menacing spikes of tiger leather and almandine. I present to you.... (drumroll)

The Legendary bulky Alpaca Wool Sock!!!!!

It is decorated with llama wool and cow bone and encircled bands of Alpaca wool!!!!  It is adorned with hanging rings of morion and menaces with spikes of sheep wool!!!  Who could ask for anything more?!? 




14
DF Gameplay Questions / Buggy trees
« on: February 02, 2015, 02:01:25 pm »
First off, hello everyone! Discovered DF a couple weeks ago and been playing it non-stop.  I say playing, but I tend to spend as much if not more time reading forums and the wiki to figure out how to do the stuff I want to do.  Now Iv'e run into a problem that has me banging my head and I need help.

I have four trees that need to go, and no dwarves will chop them.  The 1st one is on what used to be an overhang over my wood stockpile the I dug out not realizing I was undercutting the layer above.  The layer collapsed once when a woodcutter felled the tree, killing two dwarves, one of them my top miner, so I reloaded and started channeling out the layer it was on.  Well, I channeled everything and the tree is just hanging there in midair, not connected to anything and not supported.  Can't channel the tile thee tree is on.  I figured as long as my woodcutters couldnt reach it it would be ok.

Now fast forward a couple years game time.  I start redo-ing my exterior courtyard and putting up walls.  I delete a good portion of my wood pile and start building some walls and a minute or two later there is a crash and another cave-in message.  A little later I get a random game crash and reload, and there's that tree hanging like a wooden sword of Damocles over my woodpile again. 

I build a bridge out to the tile the tree is on and designate it to be chopped, and go back to building walls.  There are 3 other trees either blocking the wall or overhanging it so that climbers could come over, so I designated them to be chopped.  Months later, and they are still there.  I go to Dwarf therapist and find who is chopping, zoom to them, and they are just standing 10-15 tiles away, maybe take a couple steps now and then, then move back.

It may have gotten messed up because I had autochop enabled, but it was off because I had 500 logs already.  I've turned autochop on, turned it off, designated all, undesignated all, those 4 trees stay marked. I try to manual designate and they are still flashing, tried D, X to undesignate, they stay on.  I check DF Hack page and these forums, seems the command I need is PLANT EXTIRPATE to remove the trees.  But when I put the cursor on the tree type it into DF Hack, it just gives me the help message for plant, only listing grow and create, not extirpate or immolate.  I type HELP PLANT EXTIRPATE and it says "Not implemented yet".  Even tried the GETPLANTS -c to undegnate the specific tree species, still designated.

Sorry about the wall of text rant, but does anyone have any idea what is going on, or why DF Hack Plant Extirpate isn't working?  Gotta get some back-door walls up, every forgotten beast enters from the hilltop behind my gate and drops into my courtyard before I see him.


Pages: [1]