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Topics - InsanityPrelude

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1
DF Gameplay Questions / Why aren't they surviving worldgen?
« on: December 11, 2015, 05:57:32 pm »
I've been playing small region-type worlds since 40.x to compensate for world activation slowing things down, and I never had a problem getting all five races to survive worldgen before. However, in seven out of ten of my worldgen attempts in 42.02, either the elves or humans are gone by the year 300. Kind of inconvenient if I want to trade for something my home civ doesn't have... (or, you know, have !!FUN!! with the treehuggers.)

Is anyone else noticing this? Any idea why it's happening, or am I just unlucky? Mod-wise, I just use Modest Mod, Expanded Glazes and a bunch of new plants and furniture-making reactions, so it's not like goblins are any stronger than usual. In fact, I tweaked them to have a MAXAGE same as the dwarves', to try and curb their spread a little.

2
Pretty much just what it says in the title. I've noticed in the latest version (after not playing for a year or so; I don't remember if I had this problem in the earlier DF2014 versions) that if I have a barracks designated at all, most or all of my military will go "Individual Combat Drill" there constantly. This happens even if that squad's not set to train at that barracks, and even if I have a high-priority job up for one of their labors. If I want them to do something else I have to remove the barracks entirely.

I have the schedules set to a minimum of 1 for training every month, so there's no reason it should be the entire squad, and early in a fort I actually still need some of them to do their jobs... what's going on here?


Also, since so many of them are training at once, why am I not seeing any sparring?

3
DF Modding / Glazing additional objects?
« on: November 03, 2015, 09:19:23 pm »
I know this worked fine in previous versions, but I'm getting back into the game after a year hiatus and it seems like the reactions I added to glaze a wider variety of objects aren't working anymore. Nothing goes to the errorlog, and the dwarves gather all the items and do the work as intended, but the end product comes out as an unchanged version of the original (which means if I make the mistake of setting it on repeat, they'll keep wasting glaze trying to do the same object over and over.)

Items that had glaze reactions in vanilla (e.g. jugs, crafts) glaze just fine, so I didn't mess up the REACTION_CLASSes.

I'm using NW_Kohaku's expanded glazing mod, altered to remove the multicolor glazing options because I like it a little simpler.

Here's the particular reactions that I've tried that have failed:

Hives...
Spoiler (click to show/hide)

And chests (after making a couple earthenware chests with a different reaction.)
Spoiler (click to show/hide)

4
DF General Discussion / Dwarfiest Pokemon ever.
« on: September 19, 2010, 07:09:43 pm »
Yeah, I know, but look at this description:

"#500 Emboar: It has a beard of flames. It possesses both power and speed and has learned grappling techniques."

Beard of flames, man. Give this guy an axe.

5
DF Modding / Soap from non-creature sources...
« on: August 14, 2010, 01:24:15 am »
... how does it work?

See, I wanted elves to have some kind of soap. Just because. But of course, they wouldn't use lye and tallow. So I figured, there's an actual plant called soaproot, let's work from that; it'd be useful for forts where my dwarves just won't put lye in barrels, too.

The problem is, the reaction part is confusing me. Can I get away with this:

Spoiler (click to show/hide)

Or will that create some kind of error, since the material templates seem to connect SOAP_MAT to tallow? In which case, what tags would I use to make a soap material based off a plant, since LOCAL_CREATURE_MAT obviously wouldn't fit? Is that even possible? I'm not sure how hardcoded soap is.

6
DF Modding / DF2010: A few new plants, hopefully
« on: April 02, 2010, 03:09:42 pm »
I converted a few plants I made for 40d (mostly for a greater variety of dyes) over, since the new plant raws seemed the least intimidating. Let's see if they work- I know blooddrops never wanted to show up in the wild in 40d at least. I'm going to go test them myself now.

Spoiler (click to show/hide)

7
DF Dwarf Mode Discussion / Underwater body retrieval
« on: February 08, 2010, 09:10:07 pm »
I have a cave river. Having noticed that everything on the upper level of it had escaped and been killed at one point or another, I decided to create access for the giant toads living on a lower level of it to come out and get trapped (why they didn't just swim up a couple z-levels I don't know.) A z-level above where the toad lived, the river was only a small hole, leaving me with space to dig over the level below. I channeled a small hole... and the tunnel, along with the tunnel below it and the stairs above, abruptly flooded.

I'm not sure how that happened to begin with, but the problem is, now I have a dwarven corpse and a caged giant toad I can't access. I've built a screw pump and a cistern that don't seem to be flooding anything, but they don't appear to be making a dent either. Is it a lost cause?

8
Seriously, this giant toad that crawled out of the cave river in my current fort has killed something like six dwarves, and when my military did manage to wound it, it healed within a minute. It has a long title now.

9
DF Bug Reports / [40d11] Don't just stand there!
« on: July 25, 2009, 12:55:04 am »
I realized something was up when one of my miners canceled his job to hunt vermin, even though there was a food stockpile outside (this fort's just getting started, it was the indoor food stockpile he was carving out.)

The other six dwarves and all the animals were milling around outside, and their status was "No Job", not "On Break." The other miner should have been helping to dig.

I designated a food stockpile indoors and removed the other one. No one budged to move it.

I set the orders to "all dwarves stay indoors." They all stayed outside where they were.

The doors shouldn't be locked, since I haven't messed with any of them since placing them. Nothing's blocking the stairways that I can see. It's a glacier fort, but I don't think they can freeze in place (at least, not without dying.) What the heck?

10
I tried to reclaim my last fortress (well didn't get set up in time, booze ran out, fire imps killed brewer, everyone died) but gave up in frustration when I found I couldn't get any walls built. I'd already reclaimed all the stone in the relevant areas.

No matter where they were (there was plenty of space to put the rocks), I got the message "[Mason] cancels Construct Building: Item blocking site." Even outside, with no items in the way!


On a related note, there were plenty of (not forbidden) coffins, yet they wouldn't bury the corpses of the previous occupants. So I had a graveyard stockpile clogged up with useless dwarf bones.

11
DF Dwarf Mode Discussion / Fun times ahead...
« on: July 14, 2009, 07:38:50 pm »
Alright, I'm embarking after my ocean fort got pwned by orcs.

Ancientstakes is on the edge of a tropical lake. I didn't bring much food or drink. I have magma. I have flux. I have a bunch of tapirs in the river. I have carp.

Just how badly is this likely to end?  ;D

12
DF Gameplay Questions / There's a dead dwarf in the well.
« on: July 13, 2009, 03:54:12 pm »
He was knocked in by a cave-in.

The rest of the dwarves, daft creatures, continue to party around and drink out of the well like nothing happened.

How do I get the body out of the aquifer?

13
I actually noticed this as far back as 40d proper, but despite a variety of dye plants being modded into the game, the objects dyed with them (sitting in stockpiles, not constructed) are showing up as one of the 16 basic colors instead of the specified dye color.

For instance: Royal moss dye should dye things "purple." Instead, they're showing up as light magenta. Blade weed-dyed items are basic bright green instead of that nice light emerald color that's specified.

The wiki says that things can be dyed other than the basic 16 colors, though, and there are specific RGB values in the raws and all... so is something wrong here?

I can get a screenshot if needed.

14
DF Dwarf Mode Discussion / Lamest artifact ever
« on: April 04, 2009, 10:05:00 pm »
Lid Akest, the Tightnesses of Dominating, a Granite quern
This is a Granite quern. All craftsdwarfship is of the highest quality. It is encircled with bands of Granite. It menaces with spikes of Granite.


And it's only worth 3600 dwarfbucks.  :(

15
DF Dwarf Mode Discussion / Embarked on a... friendly goblin fort? WTF?
« on: March 26, 2009, 01:34:44 am »
I thought I'd embark on top of a goblin fortress for "fun."

But when I got there...

The party embarked on top of the tower, which would have been a very quick loss indeed if it weren't for the fact that the gobbos were friendly towards my dorfs. Seriously, listed on the unit screen and everything.

(Also, a bunch of elves were living there too. More reason to hate them, eh?)

How anticlimactic.

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