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Topics - Elvang

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Over the past few months occasionally I'll discover a random jpg's contents have been overwritten to contain, in plain text, "An error has occurred. (403)" (28 byte file size). The first time I encountered it was while going over a backup copy of a drive that had died, and assumed some errors had occurred when I copied it (the source drive was dying, and I ended up having to use an Ubuntu Live CD instead of Windows XP to get anything copied at all). However, now I'm seeing random overwritten jpgs slowly popping up on my newer drive, on Windows 7. Google doesn't return any programs that I use when searching for the plain text (mostly hits on http 403's and a backup program, such a generic error message...), I myself haven't touched most of the jpgs recently except for viewing, and the timestamps (created/modified/accessed/whatever) haven't been changed whenever I find another problem jpg.

I have no idea when the file gets overwritten, I only notice new ones when going through a directory with an image viewer (almost always IrfanView), though now I'm keeping an eye open for that reported file size and having TeraCopy test after operations. The number of jpg's with issues is still in the lower double digits, but I can't have jpgs randomly being overwritten (and possibly other file types, but jpgs far outnumber most other frequently accessed file types on this computer due to work and are encountered the most).

I'm stumped, as searching hasn't returned anything useful, and the programs I think most likely to have accessed the files have never caused a problem like this before (windows file operations, TeraCopy [installed after problems], Comodo, IrfanView, Defraggler) nor have related searches shown similar problems being reported.

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DF Gameplay Questions / Getting squads to ignore nearby enemies
« on: September 24, 2011, 12:51:52 am »
I'm playing with the Fortress Defense II mod, so it isn't all that unusual to have 4 or 5 sieges/ambushes going on at the same time. My 12 military dwarves handle it fine, but they continually chase retreating enemy squads to the edge of the map, ignoring any new kill/station/patrol orders I give them to try and get them moving back to my fort entrance, which is now unguarded. Any ideas how I can get these squads to stop chasing the retreating enemies and move back to their designated position to guard?

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Most of my military just stands around when they have crossbows equipped, refusing to move to the station/patrol points or kill targets. They have all their equipment picked up, they have bolts in their quivers, nothing is marked forbidden/melt. All their jobs say 'Patrol Crossbow Route'/'Station'/'Kill Target' whenever this happens, and I can't get them to move so long as they have crossbows equipped. The patrol route is valid, as 2 of the 11 dwarves are following it, but the rest are just standing where they picked up their crossbow/final stack of bolts. Any ideas how I can get them to start moving?

EDIT: Just to clarify... I have 3 squads of 4 dwarves (one dwarf hospitalized). Each squad is set to use copper crossbows and 300 metal bolts and 100 bone bolts. Each and every squad member is wearing all of their assigned uniform, and even has bolts in their quivers. They are all in military mode, set to an alert that has each squad patrolling (minimum of 3 soldiers) the same route. Only two of the dwarves are patrolling (neither are squad leaders or in the same squad), the rest are standing like statues in military mode with full load outs. All of them have job status 'Patrolling Crossbow Route' but they refuse to move, even if I use 'station' or 'kill target' so long as they are equipped with crossbows.

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DF Gameplay Questions / What's up with pathing?
« on: September 10, 2011, 05:20:03 pm »
Did the way dwarves path change between 40d# and 0.31.25? I keep noticing dwarves taking an obviously much longer path just because another dwarf just happens to be in a doorway/1 tile wide section. They don't just take the longer path though, they path to a spot just past the doorway they chose to ignore, then start moving towards their target again...

Spoiler: Example (click to show/hide)

5
DF Gameplay Questions / Who diagnoses the Chief Medical Dwarf?
« on: September 09, 2011, 08:39:20 pm »
So my chief medical dwarf just got hit by a stray crossbow bolt, and hobbled his way over to the hospital where he promptly rested and requested a diagnosis. Do I need to give the position to someone else to get the diagnosis started?

EDIT: Enabled Diagnosis on my other two doctors without switching nobles, and one went ahead and treated him. I thought only the CMD could diagnose patients?

6
DF Dwarf Mode Discussion / The Practicalities of Fire Imp Defense
« on: January 03, 2010, 03:02:21 am »
The Practicalities of Fire Imp Defense
An Empirical !!Treatise!!
By Obok Mengthulokil, Clerk

The Goal
Reusable fire imp based defense regardless of grass presence with little to no player interaction needed.

The Creature and Acquisition
Fire imps are small humanoid creatures found in medium to large sources of magma everywhere. These aggressive magma-dwellers are often a source of vexation for any dwarf who wishes to make full use of their magma supply, as fire imps possess the unique ability ziril gasol, or fire breath. While their bones are valuable, the meat remains warm to the touch and more than one dwarven kitchen has been lost to spontaneously combusting fire imp fat.
The main course for capture is the placement of one or more cage traps around the magma source. The cage need not be made out of any special material, a Feather Tree Cage is as capable of holding one or twenty fire imps just as well as a ¤Steel Cage¤. Narrowing the possible exits available to a fire imp in your magma as well as providing bait, noble or chained creature, will increase the likelihood of capturing the imp. Be aware that fire imps do not breed at all, nor do more migrate to your area.

Notes
  • Size = 3
  • Speed = 900
  • Crossbow range = 20 tiles
  • Blood Type = Goo
  • Will not fire while chained
  • Will not fire through fortifications/grates/bars
  • Will not fire across Z-Levels
  • Will not fire across channels
  • Must be able to path to target
  • Fireball range is same as crossbow range
  • Opens pet-impassable doors
  • Further Reading

The Defenses+Practicality
Spoiler: Chained Imp (click to show/hide)
Spoiler: Same Z-Level Pillbox (click to show/hide)
Spoiler: Bridge Gap (click to show/hide)
Spoiler: Resetting Corridor 1.1 (click to show/hide)
Spoiler: Resetting Corridor 2 (click to show/hide)
Spoiler: Resetting Corridor 3.1 (click to show/hide)
Spoiler: Resetting Corridor 1.2 (click to show/hide)
Spoiler: Resetting Corridor 3.2 (click to show/hide)
Spoiler: Pet Corridor 1.1 (click to show/hide)
Spoiler: Pet Corridor 2.1 (click to show/hide)
Spoiler: Silk Farm Setup (click to show/hide)
Spoiler: Hatch Corridor 1.1 (click to show/hide)

7
DF Dwarf Mode Discussion / Ecstatic Spartan Dwarves...
« on: December 20, 2009, 08:46:16 pm »
Was checking why one of my dwarves was still ecstatic after tossing all his masterwork stuff by accident in Dwarf Therapist, when I noticed nearly a 1/4th of my population is over the 1000 mark for mood, 2/3rd above 500, and the rest generally above 200. Bit strange considering that what I built during the first year is all they've had for 12 years now while I dig out where my subterranean magma fort is going.

I can't imagine how high their mood will get once my fort is finished, mist generator filled zoo and all.

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DF Dwarf Mode Discussion / Temples of Armok
« on: October 04, 2009, 09:53:16 am »
I figure its time to built my very own temple to Armok, except I don't really have any idea what would please Armok. Currently I'm going to use the setup below one z-level above the temple proper to provide the blood (with possibly running water to smear it everywhere).
╬╬╬╬╬
╬s╬s╬
╬╬╬╬╬
╬s╬s╬

Those are fortifications and linked wooden upright spikes. I'll drop enemies onto the spikes, where I can get blood on demand.

Aside from the rain of blood, I don't really know what would be appropriate for a temple to the blood god. I can't build something huge as I'm limited to a circle with a diameter of about 43~ tiles (planned fortress is ~41 tiles and all glass, have ~51 to work with, going to be surrounded by magma).

What features does your temples have? What would be incredibly cool for the temple to have?

Current Ideas:
  • Have a corridor of the blood god leading up to the temple, which is incidentally my entrance. Cue tall pillars, possibly rivers/waterfalls of magma. Statues, and fresh blood for when the elves come.
  • Chained HFS, would be incredibly cool if I get SoF.

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DF Gameplay Questions / Cage questions
« on: August 19, 2009, 01:29:16 am »
1. What exactly determines how likely it is for a creature to escape while being transferred from a cage (to pit or another cage)? In my recent fortress I have yet to experience a single orc or terrifying goblin escaping their handler, even when the handler gets spooked and spends 2 seasons wondering around the map dragging them behind (an entire orc squad and goblin ambush was basically being walked around the surface until I fixed the view to my pit).

2. Can creatures break out of cages? I just had a terrifying goblin thief and a wrestler presumably break out of their cages sitting in my stockpile, as there is no way they walked to that area (cage traps and military on duty at entrance). I'm also missing the only goblin thief I've cage trapped, so I'm fairly certain he was the one I had in my stockpile, and its been a couple seasons since my last goblin ambush.

10
DF Modding / Limiting artifact weapon types
« on: August 08, 2009, 03:17:20 pm »
Is it possible to prevent an artifact weapon from being of a certain type? Such as disabling blow dart, or all the normal weapons and mod in some with damage types like burn/heat/cold for cooler artifact weapons.

11
DF Gameplay Questions / Temperature: Outside vs Inside
« on: August 03, 2009, 11:19:56 am »
Does anyone know if the inside temperature is a constant regardless of outside conditions, or is it related? Every time I hear a story where dwarves die from heat/cold on the surface, digging down always saves them.

Probably doesn't matter much, seeing as how if its hot enough to kill inside they won't have time to dig down unless there is a huge variance in temperature in the map, or you dig into a biome that is extreme enough.

Been awhile since I've had a question the wiki didn't cover xD

12
DF Gameplay Questions / How can I salvage this?
« on: June 19, 2009, 10:52:17 pm »
So I'm playing with Terrifying Goblins and Orcs, with [BUILDINGDESTROYER:2] and [trAPAVOID] respectively. The Orcs my military can handle easily, but the goblin ambushes are kicking my butt (I'd lose the fort if they ever decide to siege). To remedy this, I decided to build a magma + booze trap. So I build the trap and everything works perfectly. Except for the part where the booze ignites (Urist McTestSubject considers it a good thing). So now I have this intricate setup that took years to build that doesn't work. Any ideas on what I can convert it to? Important to remember that the goblins are building destroyers, so no use of grates/bridges/supports/etc.

Here is the map for your viewing pleasure.

And in case anyone is wondering, Terrifying Goblins walk over the first two layers of traps (all contain 3 whips/scourges) and the last row (10 serrated discs) without so much as blinking. An interesting thing happens when a goblin in ambush mode walks over the last row though, apparently they get stuck there when traders are in the depot, resulting in the trap repeatedly going off. All you see is blood splatter everywhere and BAM! An ambush party comes out of hiding sans one goblin. The whip traps 9/10 remove an eye and possibly an ear too. Everything else heals before they reach the next row.

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DF Dwarf Mode Discussion / Bleeding out
« on: June 17, 2009, 05:12:05 am »
Recently I had a terrifying goblin ambush an elven caravan, and one of the guys who decided to retreat before getting in range tripped a 3x -bronze whip- trap. Before this he had no wounds, afterwards he lost both eyes, an ear, and damaged his fingers, toes, and hands. Normally I'd expect them to keep going, and this guy tried to. He didn't leave spatterings of blood, nor smears of blood. No, he made an offering to Armok with a full 38 pools of blood.
Spoiler (click to show/hide)

How far have your enemies made it before bleeding out?

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DF Dwarf Mode Discussion / The Entrance Defense Compendium
« on: June 07, 2009, 06:21:48 pm »
After messing around with a fort that ended up surviving 20 years with little fun, I found a new goal for my next fort. Fit as many entrance defense designs into it as possible. And so to that end, I have created this topic to harvest ideas from my fellow builders. I will continually update this post with the ideas that will make it into the fortress, and once it gets going, a link to it on the dfma. Remember people, the goal here is variety.

If it helps any, the planned usage is against immigrants, the occasional stray noble, elves, wagons, orcs, and better goblins (Going with the clothes free Terrifying variety for now, might upgrade). No worries if a certain design won't work on one or more of those (wagons for example complicate bridge based designs) or if you've never actually used said design. Just needs to work in theory ;D.

The Entrances1

Spoiler: Old Hold n' Hope (click to show/hide)
Spoiler: You hear something? (click to show/hide)
Spoiler: Kebob Alley (click to show/hide)
Spoiler: Is something burning? (click to show/hide)

1Didn't bother adding schematics or anything like that since the general idea for most of these is simple. There will be links to the resulting POIs once made anyways.

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DF Dwarf Mode Discussion / How to automatically kill wagons
« on: May 28, 2009, 06:01:03 am »
I was messing around with a new entrance defense when I noticed the lead wagons for trade caravans were mysteriously dieing. Turns out that part of the wagon will move far enough through the wall behind a ramp before changing z-levels that creatures on the other side can attack it. Though I have yet to put magma on the other side of the wall I'm assuming it works just as well. All items the wagon was carrying will appear on the ramp.

Spoiler: Images (click to show/hide)

The next logical step is to figure out how to get all the wagons. I'm thinking empty the pit, let them get across the bridges, then refill the pit so the end wagon gets killed first. The rest panic and end up walking right over the now functioning trap. Unfortunately that means it is no longer automatic. Do wagons trigger pressure plates? Maybe set the plate to only trigger for a certain creature size, such as whatever pulls the wagons. Or the creature size of the wagon itself if it works.
Could also just give the wagons an alternate path, then close it once all are on the map so they have to path over it no matter what.

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