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DF Gameplay Questions / Aquifer
« on: January 05, 2008, 12:42:00 am »Is it possible there is not a single tile I can drill through to get access to what lies beneath the aquifer? Also, any folks have suggestions on how to deal with the water in such a way as to let me get past? Aquifers can never be totally emptied, correct? Might I be able to apply a pump to the problem?
I'm just getting comfortable with manipulating water via channels and flood gates, so advanced help is welcome.
DF Gameplay Questions / Water and magma
« on: December 17, 2007, 03:54:00 pm »
I think my trouble is not that I don't know what I want to accomplish, but what steps I need to take to make it happen. The topic is just..I dunno...arcane. My brain resists my attempts to educate myself on the topic. Anyone else know what I'm talking about?-j
DF Gameplay Questions / Deactivating squads
« on: May 18, 2008, 04:46:00 pm »I guess it's mostly aesthetic, but (a)ctivating them only changes them from soldier to civilian. Is there any way to make them independent again, as in not part of any squad?
DF Bug Reports / Game freeze [38c]
« on: May 28, 2008, 11:55:00 pm »DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
Miner destination wiped
loop path fail: <same> dog,126,123,12 -> 135,123,12: Id #32121:Path Goal Seek Station:Station Owner at 136,123,12
loop path fail: <same> dog,126,123,12 -> 118,123,12: Id #32200:Path Goal Seek Station:Station Owner at 90,124,13
loop path fail: <same> dog,125,123,12 -> 122,123,12: Id #32265:Path Goal Seek Station:Station Owner at 96,125,13
loop path fail: <same> cat,79,123,13 -> 79,114,13: Id #32279:Path Goal Seek Station:Station Mill Building at 78,115,13
loop path fail: <same> dog,72,125,13 -> 77,127,13: Id #32261:Path Goal Seek Station:Station Owner at 90,132,13
loop path fail: <same> cat,107,123,12 -> 21,114,12: Id #32152:Path Goal Seek Station:Station Owner at 110,119,13
loop path fail: <same> cat,123,124,12 -> 159,125,12: Id #32303:Path Goal Seek Station:Station Mill Building at 175,131,13
loop path fail: <same> dwarf,Drink,124,122,12 -> 149,116,12: Id #31792:Path Goal Seek Drink Item:Station Mill Building at 71,114,12
loop path fail: <same> dwarf,Dig,125,122,12 -> 171,114,8: Id #31597:Path Goal Dig:Station Mill Building at 81,118,13
loop path fail: <same> cat,72,125,13 -> 63,129,13: Id #32177:Path Goal Seek Station:Station Vermin Hunting at 61,128,13
loop path fail: <same> dog,122,122,12 -> 149,118,12: Id #32121:Path Goal Seek Station:Station Owner at 150,118,12
loop path fail: <same> dog,122,123,12 -> 78,116,13: Id #32480:Path Goal Seek Station:Station Owner at 111,127,12
loop path fail: <same> dwarf,Prepare Lavish Meal,109,125,12 -> 89,111,12: Id #31842:Path Goal Come to Job Building:Station Mill Building at 77,111,13
loop path fail: <same> cat,88,121,13 -> 108,121,13: Id #32277:Path Goal Seek Station:Station Mill Building at 77,120,13
loop path fail: <same> dog,67,129,13 -> 67,123,13: Id #32426:Path Goal Seek Station:Station Owner at 100,123,13
loop path fail: <same> dog,111,124,12 -> 93,124,13: Id #32308:Path Goal Seek Station:Station Owner at 64,129,13
loop path fail: <same> dwarf,Store Item in Barrel,75,129,13 -> 65,128,13: Id #32131:Path Goal Seek Item for Storage:Station Mill Building at 85,109,13
loop path fail: <same> dog,109,121,12 -> 109,124,12: Id #32425:Path Goal Seek Station:Station Owner at 87,123,12
loop path fail: <same> dwarf,Eat,118,124,12 -> 119,126,12: Id #31840:Path Goal Start Eat Job:Station Mill Building at 184,132,13
path fail: dwarf,80,341,15 -> 82,340,16: Id #49106:Path Goal Conflict Defense:Station Commander at 173,260,24
loop path fail: <same> donkey,130,258,24 -> 129,260,24: Id #49104:Path Goal Seek Station:Station Owner at 154,260,24
loop path fail: <same> donkey,188,254,24 -> 181,258,24: Id #49359:Path Goal Seek Station:Station Owner at 185,252,24
loop path fail: <same> dwarf,176,258,24 -> 182,254,24: Id #49090:Path Goal Seek Station:Station Commander at 185,255,24
loop path fail: <same> dwarf,177,258,24 -> 183,256,24: Id #48999:Path Goal Seek Station:Station Mill Building at 182,256,24
loop path fail: <same> dog,179,256,24 -> 187,256,24: Id #49334:Path Goal Seek Station:Station Owner at 193,255,24
loop path fail: <same> dog,176,260,24 -> 167,265,24: Id #49358:Path Goal Seek Station:Station Owner at 200,253,24
loop path fail: <same> cat,175,260,24 -> 165,261,24: Id #48741:Path Goal Seek Station:Station Owner at 131,284,24
loop path fail: <same> dwarf,Construct Building,184,251,24 -> 197,250,24: Id #49107:Path Goal Main Job Building:Station Mill Building at 190,256,24
loop path fail: <same> dwarf,Store Item in Bin,174,255,24 -> 173,255,24: Id #49093:Path Goal Seek Item for Storage:Station Mill Building at 182,251,24
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
Miner destination wiped
Miner destination wiped
Miner destination wiped
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
DOUBLE TAGGED ITEM: Sleep
[ May 29, 2008: Message edited by: Skjarl ]
DF Suggestions / A series of suggestions
« on: December 20, 2007, 11:44:00 pm »1. Consistent list interface (fast scrolling, categories). It would be nice to have a consistent navigation system across all lists that appear in the game. Using page down for some lists and * or / for others is aggravating. Adding categories as collapsible trees would be an excellent feature as well, especially if you can tag entire categories in addition to single items.
2. Ability to cancel from the embark screen. I've picked the wrong spot before and it won't let me back out once I've started to embark. It's a small thing, but likely easy to fix.
3. Standard loadout for embarking (savable/loadable outside of init.txt). As it says, being able to configure your starting dwarves in specific ways and save that configuration as a separate file would be an excellent feature.
4. Mouse dragable mining designation. Being able to drag boxes for mining (a la Dungeon Keeper) would be a fantastic improvement. Viva la mouse!
5. Z-level movement via mouse wheel. Scrolling up and down through Z levels using a mouse wheel would be excellent as well.
6. Creature/item selection via mouse. It would be nice to be able to click a dwarf or critter instead of messing with keyboard targeting. Maybe make it the same as choosing them with 'v'.
7. Ability to flag a target as kill on sight. Flag that nasty kobold thief as KOS and every dwarf who sees him, whether they are military or not, will begin delivering a world class asswhooping. Saves you the hassle of having to form squads and then disband them all the time if you don't have a standing military. Plus it's just quick and easy.
8. Red alert mode where everyone goes on the offensive w/rally point. Similar to number 7, except you don't have to flag anything, your dwarves all go berserk on any enemies nearby. You could also work it as an aggressive crowd that rallies at a specified point if the crap is REALLY hitting the fan. 75 dwarves beating a dragon to death with their bare hands anyone?
9. Ability to set a mining flag whereby every mined stone is flagged for dumping. It would surely beat having to manually flag 99999999 stones for dumping.
10. Quick room construction sets a mining job and then drops a workshop build order there after the mining finishes. Again, it may not be possible given the current queuing system, but it would be sweet.
11. Better military interface (not as confusing). Right now the squad menu + the 'm'ilitary menu are just...confusing to me. Adding and removing folks from squads, promoting them, configuring weapons...it is all pretty unwieldy. There has to be a better way to lay all that out and make it more accessible.
12. Stairs/ramps should be in the building menu. Personally, it makes sense to me.
13. Merge zones with designations. They really seem to be the same thing to me. I don't understand why they sit on two different menus.
14. 'x' should let you see a list of all squads and zoom to them, instead of only those on the screen. Tracking down the leader is very troublesome.
15. Ability to micromanage what is inside a container(dump/empty). This may already be possible, but I just don't know how to do it since I'm a n00bler.
16. Ability to save/load custom skill sets for dwarves in-game. Especially useful in the early game when I want everyone to do everything but fish and hunt pretty much. Useful later on when you specialize as well.
17. Ability to change job priorities, flag specific jobs as do immediately. This would be useful beyond my ability to express.
18. Ability to cancel specific jobs/groups of jobs in the job list. Again, it's a convenience thing.
19. Make engraving less hideous on screen. Maybe it's just me, but engraving a room makes it look horribly cluttered and quite hideous. It offends my sense of aesthetics.
DF Suggestions / Entombed dwarves
« on: May 25, 2008, 08:33:00 am »