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Topics - Walker

Pages: [1]
1
DF Bug Reports / [40d9] Pathing (Bug 000771)
« on: February 02, 2009, 08:07:05 pm »
According to entry for 000771:

000771 ▨ (configuration in save not a bug) [pathfinding] pathing fails with certain stair/ramp configurations

I have a save where my miners are stuck on opposite sides of a series of ramps, and building staircases up/down to the affected area did not change the pathing. 

Would the save be of any interest, or is the entire pathing issue closed?

Exact issue:
Spoiler (click to show/hide)

2
DF Bug Reports / [40d9] - Fire Imps + butchering [Most likely solved]
« on: February 02, 2009, 12:44:44 am »
In my first fortress back from a longish hiatus I've had my butchers dying off rather mysteriously. 

1.  Hunters kill fire imp and corpse is dragged back to refuse pile.
2.  Butcher attempts to butcher fire imp corpse and dies from burns.

Curiosity wonders:
1. Why are they trying to butcher fire imps?
2. Trying to carry burning items bug again?
3. Workaround?

Follow-up:  It may have been a case of igniting fat from a butchering session that hadn't been cleaned up, no way to verify that of course.   Still doesn't tell me why fire imps are being butchered...

1st change - title correction
2nd change - added follow-up (0245)
3rd change - closed

3
DF Dwarf Mode Discussion / Biome Reliability?
« on: November 03, 2007, 07:59:00 am »
Three new worlds, same map designation:  Fair chunk of mountain, and a 1/3 chunk of thick vegetation/heavy woods.  It shows up as no trees etc.

First two worlds:  1 Z-level with trees/herbs.  - lower elevations and/or connected +1 elevations had no trees/herbs.  

Third world:  Carefully selected my site, checking biomes and everything - not a single tree/herb.  This area supposedly contained 4 or five squares of thick/heavy.  

Question is:  Am I doing something wrong, or is there a bug in the system?


4
DF Gameplay Questions / Two fey moods at once?
« on: January 25, 2007, 11:55:00 am »
Ok, I really thought you could only have one active Fey mood at once...

But here is what happened:

Metalsmith A has been sitting around his forge for a while now demanding lots of 'the right ore'.  He collected 3 platinum, and I think he wants 5.  He also demands wood.  Events of note during his mood was tunneling into the magma looking for his ore.  He did have a collection stoppage for this, but afterwards went out and got one more platinum.

Metalsmith B just arrived with the immigrant wave.  He just went into a Fey mood.  I have no idea what he wants etc.

The questions are:
1. Are two moods supposed to happen concurrently?
2. Why hasn't Metalsmith A gone insane yet?
3. Why didn't Metalsmith A grab all his platinum, or can he demand two separate ores on one demand?

A couple of screenies:


5
DF Gameplay Questions / Need advice - Cleaning up after Sieges...
« on: January 08, 2007, 07:43:00 am »
Apologies for a long post... but I really want to get back to having fun with DF...  anyways on with the show.

This is by far the most 'unfun' part of gameplay that I have yet to find, and it's quite annoying.  So to solve the unfun problem I think I need to ask for some pieces of advice, or maybe just how you folks all solve this bit.

Anyways, the background:

My current fort is easily holding the line against the goblin hordes by the simple expedient of drowning them and/or chopping them to pieces via traps.  I actually quite enjoy this  :)

Problems:
1. Moving 30-50 corpses to refuse piles... - somewhat solved by building a couple of huge refuse piles near the entrance (outside).

2. Trade goods aren't getting moved at all.

3. Goblin equipment is not getting moved in any meaningful quantity (i.e. cleared to trade goods piles/armor piles (for smelting)/weapon piles for trap building).

4. Instead of hauling 'useful' stuff, the haulers are going after single crossbow bolts on the far western side of the map... where the wild animals happily interrupt them.

------------

Those are the problems... I've seen some relief by putting all my miners (five legendaries) on pure hauling duty.  Put dedicating larger amounts of the workforce to pure hauling will cause cascading problems throughout the economy.  There are already enough issues with moving food from the kitchen to the stockpiles two squares away >_<  

So... my main questions are:

1. Any suggestions?
2. How do you deal with all the mmm... goodies... left behind?

Feel free to use this thread to discuss other unfun elements... :P  At this point I'd rather have elephants in my backyard.


6
DF Gameplay Questions / Fey Mechanic?
« on: December 17, 2006, 12:49:00 pm »
Yay, another one of these things I have no idea if it's a bug or intended.

My expert mechanic just went fey and hunkered down in the mechanic's workshop.  Currently he's wondering what the heck he's doing there as he's not making demands/sketching anything.

Is this normal?

Iirc. Mechanics don't go fey... but I may of course be wrong.  And the current game certainly says otherwise. :/


7
DF Gameplay Questions / 'Inaccessible' sites (22.121.23a)
« on: December 15, 2006, 09:57:00 am »
Found a lovely site to place a new mine...
(New world generated with 0.22.121.23a)

"The Long Spike"

Glacier
Temperature: Freezing
Trees: None
Other Vegetation: None
Surroundings: Calm

Dwarves    No Trade
Goblins
Elves      No Trade
Humans     No Trade


--------------

Now, before embarking on this insanity... Does 'No Trade' also mean 'No immigration'?  If so, the only way this site would really be playable, is by expanding and repeatedly abandoning the fortress so you get increased populations.

And of course it would be nice if the goblins didn't dress to well... Mmm... Goblicicles.

Feel free to contribute your own lovely sites to this thread :P

Addenda:  Actually had seven sites, on that map, where all (except goblins) were 'No Trade'.  And one of those was a site where the only accesible civ was Dwarves with a 'No Trade' clause...

[ December 15, 2006: Message edited by: Walker ]


8
DF Gameplay Questions / Reclaim Mode
« on: December 02, 2006, 12:26:00 pm »
Silly question:

When playing in reclaim fortress mode do you ever leave 'reclaim' mode, and go over to standard dwarf fortress mode?  Or will you always be listed as 'reclaim fortress' mode on the Load Game menu?

Just wondering, because you can 'finish' reclaiming and go on to expanding :P


9
DF Gameplay Questions / Mothers and Infants in Combat
« on: November 25, 2006, 07:36:00 am »
I couldn't find a thread in the forum about this, so I'm just wondering if the situation I had is an intended feature:

- Mother with infant gets attacked by Cave crocodile.  
- Only the infant gets 'attacked' in the stack, and of course looses multiple limbs.
- Mother (Miner) smashes CC to pulp, quickly, but not before 3 limbs and bits of #4 are lost for the baby.

Out of interest I checked the personality profile immediately after combat.  No mention of the combat in either profile, which was odd.  Especially considering the wounds on the baby.  

Correction:  Baby has mention in profile, mother does not.  Baby mention is: Has sustained major injuries recently.  Still think maybe the mother should have a mention as well.

Is this combat effect intended?  Or simply an unwanted side effect of how combat handles stacked creatures?  I.e. the random attacking of either critter is ok as a rule, but I find it odd in the mother/infant situation.

Addenda:  I'm not sure how resting for babies is supposed to work either.  Mother is still out working her regular beat with an unconcious, unhappy and in pain baby on her back...

[ November 25, 2006: Message edited by: Walker ]


10
DF Gameplay Questions / Fey Mood not giving Legendary status?
« on: November 18, 2006, 12:24:00 pm »
Had an odd situation in my most recent attempt at a successful dwarven community...

My Legendary Miner gets a fey mood (not posessed etc.) and runs off to the Mason shop, grabs two Limestones and whips out an artifact Limestone chair (guess she was tired of taking breaks just sitting on the ground).  

For this she gets one or two stat increases, but no legendary Mason status, nor any other increases in her skills.  Is this a feature or a bug?  

Skills at the time of the Fey Mood:
Legendary Miner
Proficient Wrestler
Dabbling Building Designer
Dabbling Mason
Novice Grower
Master Engraver

Stats (post fey mood)
Ultra-Mighty
Perfectly Agile
Very Tough

I just wanted to check to see if this is normal, or if it's a bug.

Thanks


11
DF Bug Reports / Job Cancellation "bug"
« on: February 11, 2007, 12:44:00 pm »
This one is not so much a bug as something that gives away information you cannot know.

Situation:
Miners cancel dig job for "open" tiles that they cannot reach.  This is normal behaviour.  The problem is that they cancelled tiles that are open to the magma river that I have yet to actually dig to.  Thus giving me a perfect image of the magma river banks in that area.


12
DF Bug Reports / Sleeping on a bridge counts as mud
« on: January 15, 2007, 09:26:00 pm »
As subject says:

A rough stone bridge over a channel counts as 'mud' in terms of dwarven happiness for sleep areas.

This of course may be intended, but it looks to me like it counts the flooded channel instead of the bridge as the sleep location.  

I just noticed this becasue the act of falling asleep on the bridge caused the dwarf to go unhappy which surprised me.

---

On a related oddity, the 'sleep' thought in the profile is added when they fall asleep not when they wake up which I always find strange :P  Just strange, not a bug.


13
DF Bug Reports / Dwarf Mode cursor problem
« on: December 17, 2006, 10:52:00 am »
Occasionally the cursor will 'lock up' and simply keep moving in whatever direction you were scrolling.   When this happens, the behaviour is reproduced on every screen in-game.  You have to exit game to end the problem.  The problem does not reload if you load the save game.  

Effect is not reproduced outside of game, so cursor is only locked for DF.

Problem found in every version I've played and tends to crop up once every couple of days.


14
DF Suggestions / Communication of religion - ref. Apr.29 Dev blurb
« on: May 01, 2008, 02:14:00 am »
- The directly discussed religion transmission issue was one I couldn't find in dev notes or searches.
- The preferences issues that crops up beside it I didn't check for as it isn't my primary suggestion or point.

I just had a small reaction to this:  

"Religions are all passed down through the parents though, so the elves were still worshipping the forest spirit, and the goblins were worshipping the long-deceased demon. I suppose that could play a role in their decisions, along with whatever else."

I don't think tying religion to the parent-child relationship is all that great an idea, especially not in the complete conquest/takeover situation.  I do realize the existing model is simple and functional, I would simply like to see a more complex model implemented as a bloat somewhere (probably life-cycles arc type stuff).

My suggestion would be to change this to a parents+society model modified by their individual preferences.  

I'm not exactly sure how preferences are generated at the moment, but I would hope preferences for goblins born into a dwarf controlled settlement vary significantly from those born in goblin controlled ones?  I.e. are preferences entirely racially dependent or do they vary with society as well...

I mostly imagine preferences for the population shifting along a bell curve over time.  I.e. Year 1 of conquest everyone hangs on to their old beliefs except for the odd suck-up/misfit.  By the X generation it has shifted, and preferences/religion(s) have spread out more evenly among the available preferences/religion(s).

To summarize:

1. Religion selection for the individual to be made more complex.

2. Individual preferences a combination of society and race.

In a narrative sense:

Goblin teenager to his mom:  I'm sorry mom, but I won't come to demon worship today.  I think the girl next door is really cute in her leaf gown and I want to go to the river-bathing ceremony today with all the other kids.

I hope that all made sense.


15
DF Suggestions / Temperature and rotting
« on: December 18, 2006, 10:19:00 am »
I'm pretty sure this must be on teh forum somewhere, but I couldn't find it while searching so here goes:

When the ambient temperature is low the rotting process should slow down.  I.e. in freezing weather corpses should not really rot much until taken inside.  

(Yes, I know this probably makes the game easier, not harder :P)

Edit:  Similarly, rotting should be faster on particularly warm/humid maps...

[ December 18, 2006: Message edited by: Walker ]


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