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Topics - Truec

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DF Dwarf Mode Discussion / Completely wounded migrant?
« on: March 11, 2012, 03:45:22 pm »
So, just had another wave of migrants come through to my latest fortress.  Totally normal, boring, except for one trapper.

Spoiler (click to show/hide)

And it goes on like that all the way down.  As far as I can tell, every body part except her upper body is damaged.

Is this at all normal?

2
This is something I've wondered about for some time.  I know some pieces of furniture can't be moved through (tables and statues, to my knowledge), while others, such as chairs or chests, can.  I also wonder the same regarding machines (gears and axles, specifically).

3
DF Modding / My custom reaction doesn't appear to work. What's wrong?
« on: July 30, 2010, 04:32:22 pm »
After finding a pretty nice embark location, lacking coal and not having a great deal of wood, I started thinking about alternate sources of fuel.  So I came up with this:

[REACTION:FLUX_TO_COKE]
[NAME:make coke from flux
[BUILDING:SMELTER:NONE]
[REAGENT:A:2:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

However, the reaction doesn't appear at my smelter or in my manager's job list.  Did I do something wrong?

4
A possessed dwarf claimed a craftsdwarf shop, grabbed a goblin bone, and made a goblin bone mace.  Sounds like a nice, simple easy mood? Well yes, except he also grabbed three stone blocks, 2 gems, and some cloth, but there's no mention of any of them.  It's just a simple goblin bone mace of the highest craftsdwarfship.

So where did all those other items vanish to?

5
DF Modding / Changing the number of starting dwarfs?
« on: June 27, 2010, 07:57:14 pm »
Are there any utilities or mods that can change the number of starting dwarfs in DF2010, similar to DF Tweak from 40d?

6
Also, has anyone else had trouble with the game crashing when using the site finder?  I'd report it as a bug, but no need to if 30 other people already have, or if I can't be absolutely sure it's reproducible.

7
DF Modding / Anything similar to DF Tweak's Adjust Start for DF2010?
« on: April 27, 2010, 02:56:23 pm »
I miss being able to send a mighty force of dwarves out to conquer, and I haven't seen any sign of Tweak being updated (it looks like Gibbed has vanished off the face of the Earth, so far as I can tell).  Is there anything else out there that can do this?

8
DF Gameplay Questions / Am I wrong in how burrows work?
« on: April 07, 2010, 02:03:42 am »
I had previously assumed that, after painting an area as a burrow, I could make civilians stay in it when setting that burrow to an alert and issuing that alert.  However, that doesn't seem to be happening, I still have dwarves running whereever they please.  Am I doing something wrong here?

9
DF Gameplay Questions / Unusually dedicated dwarves?
« on: April 05, 2010, 12:06:14 am »
I don't recall it happening on my first fortress in .31, but I've noticed a number of times since starting my second fortress that dwarves will continue doing work tasks without stopping, becoming tired, dehydrated, and starving, and won't leave the workshop unless I cancel or suspend any jobs on repeat, at which point they run to the food and booze stocks.  I like seeing such dedication, but I've had one dwarf starve to death on the job already, and it could get annoying fast.  Anybody else noticed this problem?

10
Had a fortress going pretty well, but a decade or so in, started wondering why I had so few dwarfs and no sieges.  So I check the Init, turns out that, for whatever reason, the cap was set to 50.  If I change it, will I start getting migrations and births as per normal, or do I need to start over?

11
DF Dwarf Mode Discussion / Wow, and it's not even an artifact
« on: August 09, 2009, 08:29:47 pm »
Totally missed this for an unknwon length of time until I went to move things to the depot for trading.
The first page of five.  Total value of the stack: 6470728 dwarfmoleans.

I kind of want to bronze them and hang them as a plaque over the front gate.

Interestingly, It's 99.9% dwarven syrup, with only one finely minced char in at the end.


12
DF Gameplay Questions / How do I get the elves to attack?
« on: May 05, 2009, 08:35:11 pm »
So, I have a very nice site.  Magma, brook, plenty of lumber, more marble than I know what to do with, lots of magnetite. Everything I need to arm a military.

But there are no goblins.  They either don't exist in this part of the world or got wiped out in worldgen or I don't know what.  I figured it was no big deal, I could just piss off the elves and humans and fight them.  So I wipe out the natural wildlife (fire imps and wolves), and get to work.

Nearly a decade of clearing forests and seizing caravans later, nothing.  What am I doing wrong?

13
DF Gameplay Questions / Which kinds of furniture block movement?
« on: April 21, 2009, 05:42:22 am »
I tried to build a maze out of cages today.  To my surprise, I found that they don't block movement, so it isn't a very effective maze.  I know that statues do block movement (and I often use them to seal tombs after a noteworthy dwarf is laid to rest), and I'm fairly certain tables do as well.  Are there any others?

14
DF Dwarf Mode Discussion / Seems my talking animals get thirsty
« on: March 19, 2009, 05:17:17 pm »
I decided it would be amusing to give domestic animals CAN_TALK.  Nothing seemed amiss until I roped up some war dogs near the gate.  Half of them died of thirst before I realized what was happening.

What's up with this mysterious relationship between talking and drinking?  Are the animals I'm haven't been paying attention to hitting the booze stockpile, or drinking from wells?  Can this be fixed without losing CAN_TALK?  I kind of like my Disney Talking Animals Movie Fortress.

15
As implied by my topic title, I've reclaimed a fortress lost to a goblin siege.  21 dwarves and about 40 war dogs show up, ready to kick the goblins out and take over again.  I'm expecting a bloody mess with several deaths.

So why are the goblins hanging out in my old fortress neither hidden, nor hostile?  They're all visible, all on the unit list, and all friendly.  I'm confused.

As long as I'm asking, other reclaim questions.

1) Does booze go bad?  If not, why is it gone?  I don't mind the friendly gobbos drinking my wine, but they could have had the decency to leave the empty barrels when they were done.
2) Is there a reason every item in the fortress has been scattered to the four winds, except for stones?
3) Does furniture ever get moved/deconstucted?  If so, do I ever need to worry about the floodgates between a magma reservoir and a mine tunnel?  I do seem to have a door missing, and as there were no trolls, I can only assume it didn't happen during the siege when I was looking elsewhere, but I can't find any other damage either.


And a thought.  Dwarf-powered fans.  Something akin to screw pumps that can clear miasma out of the tunnels more quickly.

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