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Topics - Schmoe

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1
DF Gameplay Questions / When does the King come?
« on: June 23, 2008, 11:40:46 pm »
I have a fortress where the "Incoming King" notice appeared in the summer.  I was already well past the architecture requirements, began working on the road requirements, and I offered about 10x the offering requirements to the dwarven caravan that came in the fall.  I completed the roads over the winter, but here's the problem...

It's now late spring a full 2 years from when I got the "Incoming King" notice.  I haven't had any immigrants for over 2 years, the dwarven caravan didn't come last fall, and I'm beginning to wonder what's going on.  I fought off a goblin siege last fall, but there was no mention of any dwarven traders or migrants.  The siege was easily fought off, as was the bronze collosus over the winter (using only dwarf power and two stone traps).  My fortress is humming, with legendary armorsmiths, masons, and crafters galore.  I'm ready to retire the fortress and move on to another location, but dammit, I want the king to arrive before I do.  I've never had a king make his home in one of my fortresses, and I want this to be the first.

2
DF Gameplay Questions / Moody dwarf woes
« on: March 08, 2008, 07:32:00 am »
I have an armorsmith who has been possessed by a secretive mood.  He's claimed his workshop and begun collecting materials.  However, inexplicably, he has stopped gathering stuff and is now just sitting in the workshop.  Can someone help figure out what I need to do to get him to continue?  


When I inspect the workshop, I see the dwarf drawing these pictures, in order:

Shining bars of metal (x2)
Rough gems
Forest
Stacked leather
Skeleton
Stacked cloth
Cut gems
Square blocks

In the workshop he has collected:

Aluminum bars (x2)
Rough lapis lauzulis
Palm logs
Mountain goat leather
Horse bones [6]


My stockpile records indicate I have 40 cloth, 31 cut gems, and 226 blocks, all of which are available and not being used.  I can't figure out why he won't go get some cloth and continue gathering items.  I also have 31 charcoal available, so I don't think lack of fuel has anything to do with it.  Any ideas?


3
DF Gameplay Questions / NULL demand
« on: April 21, 2008, 02:11:00 pm »
My mayor has a demand that reads as follows:

"Demands:   item in Bedroom"

I put a couple more things in his bedroom, but the demand remains and is now quite red.  Is there anything I can do to satisfy the demand?


4
DF Gameplay Questions / Champion with Artifact armor
« on: June 02, 2008, 01:01:00 pm »
I just dumped my Champion's (Iron chain mail), figuring she needed some better protection.  So what did she do?  She went and grabbed "Deg Kisat", a Silver plate mail worth about 212k dwarfbucks.  That's cool and all, and I'm sure she looks like a bad-ass (it's got an image of a dwarf striking down a goblin), but wouldn't she be better off with some nice *Steel plate mail*?  I'm considering dumping the silver plate off of her, but I wanted to hear what other people have to say first.

5
DF Gameplay Questions / Question on export mandates
« on: April 11, 2008, 04:04:00 pm »
Does a mandate against exporting goods also count the goods that a caravan brings with it?  That is, if an elven caravan brings 12 woodens shields, and my Count mandates against exporting shields, will those shields count against the mandate when the caravan leaves again?  If so, this means that you need to buy out every item that a caravan brings if it falls under a mandate.  Given that mandates can change very quickly, I can see that being a problem.

6
DF Gameplay Questions / Miner's Guild
« on: April 09, 2008, 01:39:00 am »
What the heck is it?  My mayor just mandated that 12 Miner's Guild jobs be completed.  I can't find anywhere in the game, or on the wiki, where I can tell what a Miner's Guild Job actually is.  I've tried checking the job manager, and I've watched what happens as my miners complete digging operations, but still no luck.  Any ideas?

7
DF Gameplay Questions / Fishing Indoors
« on: May 21, 2008, 12:06:00 pm »
One of the things I want to do in my latest fortress is set up an underground fishing hole.  I've created a reservoir, but for some reason I can't designate a fishing area from the reservoir.  The area looks like this:

code:

#######
#~~~~~#
#~~+~~#
#~~~+~#
#~~+~~#
###+###

I'd like my fisherdwarves to fish from the ground marked by '+'.

And from the side:

code:

#  #  #
#55#55#
#######


Where '5' is the water level on z-1.

I designate a zone over the entire area, but the area available for fishing is still (0).  Any ideas?  The area I have for the reservoir is actually quite a bit bigger than what I represented, but the concept is as shown above.


8
DF Suggestions / The Kobolds
« on: May 01, 2008, 08:37:00 am »
From the current development logs, it appears that kobolds are consistently slaughtered during world-gen.  I had a couple ideas that might help.

First, you could have kobold civilizations randomly, spontaneously arise in otherwise unsettled parts of the world at varying times.  This might be capped by a maximum number of kobold civilizations for the entire world, but it would allow new threats to appear and harass the other races.  Kobolds should also grow their numbers by the value of goods stolen, rather than conquest of other territory.

Second, you could have kobold civilizations be migratory, so that instead of fighting invaders, they have a good chance to move to a safer spot.  If they did sneak away in the night, this would cancel any wars previously declared against them.

Third, you could give civilizations or settlements a stealth rating.  In order for a race to launch an attack against another civilization or settlement, it would first have to overcome the stealth rating.  They could periodically re-check to be able to attack, but stealth ratings for kobolds could also increase based on their power level.  This could lead to situations where the dwarves declare war on the nearby kobold civilization, quickly destroy one nearby kobold site, but then spend the next 200 years searching for the last annoying group of kobolds.  All the while, the remaining kobolds are still harassing and stealing from the dwarves, growing more powerful.  It would be good if a civilization had to actually commit its warriors to a search for the kobolds.  This way, if they sent 200 dwarves to look for the kobolds in year 586, those dwarves wouldn't be available to launch an assault on the nearby goblins, but they may come back after a year without having found anything.


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