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Topics - Skorpion

Pages: [1] 2 3 ... 9
1
DF Gameplay Questions / Dwarven enclosure enrichment
« on: December 23, 2022, 08:11:05 pm »
My fort has another problem. The necromancer is walled in from before he started reanimating things, but now people are falling into depression. USEFUL people. Like the only dwarf with medical skills, and the smith.

How do I stop the depression? They have booze, food, a tavern, legendary dining room, variety of food and booze, mugs, multiple non-specific temples, and no ghosts. There's no vast amount of death in the fortress, either.
The temples got set up fairly late, as did the tavern. There's a parade of adventurer types coming through to murder cave wildlife, though, so that may be a problem. Especially with the corpses being hauled around for butchering.

What am I doing wrong? Do they not like being given tasks to do on repeat now, without taking breaks for meals or booze or sleep?

2
So, I got a migrant who also happens to be a necromancer. I noticed this shortly before they started raising the dead. Now my corpse stockpile is killing children and pets, and they're rising as zombies to kill more.
How am I meant to deal with this, other than spotting this ahead of time and walling the dwarf in question into their bedroom?

3
The outpost liason showed up, and left in the spring because nobody would meet him.

The mayor spent most of the time with his labours disabled and busy with 'socialise', even after having TWO meeting halls designated.
The broker, likewise, chatted away all winter.

Which one does the liason meet with, and how do I get them to actually conduct the damn meeting?
DF is getting too realistic with this. I ALREADY have this trouble at work.

4
DF Gameplay Questions / Stockpiling and tasking issues
« on: January 10, 2016, 06:01:44 am »
So. I have a bunch of stockpiles. However, the stuff IN them isn't being recognised for workshops. Seeds aren't getting planted, slabs aren't getting engraved despite the ghost hanging about in the dining room, and things aren't getting moved between stockpiles.

What the hell has gone wrong? Are my dwarves just stupid more stupid than usual?

5
DF Gameplay Questions / No outpost liason? How curious...
« on: January 07, 2016, 10:11:16 am »
First caravan, no liason.

Should I abort and start on a new world, considering that I've got absolutely no vegetation? I was forced to slaughter the draft animals from the wagon already, someone's pet rabbit is starving to death, and even the cavern has no plant life!

Oh, and the caravan didn't even bring any wood.

EDIT:
Liason showed up on the third year. No sign of elves or humans as yet, other than bards and dancers.

6
DF Gameplay Questions / Minecarts randomly crushing haulers: WTF?!?
« on: February 24, 2014, 12:44:01 pm »
For years, no problems hauling ores from the surface down to the forges by the magma sea. Only two casualties in a decade. Now, two incidents within a week, and two dead dwarves. One of them was a legendary clothier, so I had to savescum.

It's a two-track path, with three routes using it. All are set to 'guide' instead of 'push'. What's causing them to randomly let go of carts and let them go careening down?
Alternatively, do I need to completely suspend the route until I can put track stops in to prevent accidents?
Will carts guide over track stops without issue?

7
DF Dwarf Mode Discussion / 3D Visualisers - Any current?
« on: February 06, 2014, 04:21:22 pm »
I was poking through old files, and found my old 40d screenshots taken in Visual Fortress. Which was amazing.

Are there any visualisers available that work on current versions of DF?

8
DF Gameplay Questions / Roads and obsidian farming.
« on: February 01, 2014, 05:05:16 pm »
So. I finally finished my obsidian farm. It was floored with gabbro roads to keep excess water from causing growth of trees and shrubbery. However, that seems to have stopped the magma forming into a solid block like it should. Instead, it's ended up as a crust of floors over the top of liquid magma.
Where a cave-in broke a chunk of road, walls have formed.

The water is being held atop this crust with a constructed wall. I have access to the obsidian block at floor level if I'm careful.

How the hell do I get rid of the excess magma safely, without toasting my miners, or sacrificing my haulers to armok?

9
DF Gameplay Questions / Combating skill rust in the medical staff?
« on: April 02, 2013, 06:27:08 am »
I may have lost a miner to infection due to a designation accident; he got undermined repeatedly, and smacked through multiple Z-levels of channeling.
The chief medical dwarf has ended up COMPLETELY unskilled, due to rust.

So, what's the best way to prevent this from happening, and train up medics? How many Z-levels is enough to get a serious enough injury to operate on, but not a deadly one?

10
DF Suggestions / Cleaning designation?
« on: February 26, 2013, 03:50:56 pm »
Dwarves are averse to cleaning, and I'm sick of seeing turkey blood spattered on walls after the elves have been rinsed. Could a designation be added for 'clean this area'?
It might help to curb syndromes, too.

11
WHY ARE THEY SO RETARDED

CREATURE OCCUPYING SITE
YES, THAT'S BECAUSE YOU'RE STANDING THERE, URIST
WHILE YOU'RE TRYING TO CONSTRUCT IT

I've set restricted traffic on the wall, and high traffic around it. What else can I do?

Okay, apparently cancelling construction and setting them to be done one by one worked when the engraver came and decided to do it all himself.
He's a Competent Mason, the others were unskilled. Does that affect it? I swear it doesn't usually...

12
DF Gameplay Questions / Magma access without risk of magma beasties?
« on: December 25, 2012, 09:14:54 am »
So, I want to make an automated destruction system for things I want burned. Throwing them into the river just doesn't seem sustainable.
(Yes, I know that's a dirty word for dwarves, but I want them removed to clear up framerate.)

Naturally, the solution is magma. However, magma crabs killed my first trainee weaponsmith due to a delay in building a smelter, and I don't have a military yet; I've not grappled with that yet.
I was thinking to pump it out through a steel grate into a holding tank, and to deal with it from there.

However, that's a boring, sensible, un-dwarven method.
How can I make a minecart track that dips down into the magma sea, and make it SAFE?
And what's the best way of loading minecarts with magma anyway? Do I pour it in from above via pump, or have the minecart go down into something?
Would I need to set power rollers in the filling area itself, in order to get the laden carts out of it?
Is it wise to have a draining system set up in case something goes awry? And if so, pumps or gravity drains?
How do I get power down that far ANYWAY? I have a river, but is it better to have a dwarven water reactor on-site, or to draw power down from a river?
And this river freezes in winter. Won't that deconstruct my waterwheels? How do I stop that?

Also, I have grates around the water source just above the river, to try and prevent contamination. There's now grates in the river as well. Did the ice deconstruct them?

13
DF Gameplay Questions / Preventing circular hauling.
« on: December 20, 2012, 03:21:45 pm »
So. I have two major bar/block and metal ore stockpiles. Separated by a LOT of Z-levels, and connected with a minecart track. It's meant to have anything mined out or bought from traders hauled to the top stockpile, where it's loaded into minecarts and sent down to the lower stockpile by the forges, and distributed from there.

However, I have recently discovered some dwarves hauling blocks and rocks up from the bottom stockpile to the top.
How do I stop this?
Without stopping the minecarts being loaded from an existing quantum dump pile in the top stockpile.

14
DF Gameplay Questions / Minecart deathtraps.
« on: December 16, 2012, 08:13:49 am »
Minecarts. Sharp/heavy objects. Long drops.

I want to use minecarts full of things to eliminate invaders and/or elven caravans. What would be best to drop, and is it worth trying to power it, or guide/push with dwarves?

15
DF Gameplay Questions / Dwarven caravan bugged!
« on: December 16, 2012, 07:58:10 am »
So, the dwarven caravan arrived, with the liason, who offered me the chance to become a barony. Winter arrived shortly after, due to the humans taking ages previously.

I refused the barony, and the liason left. The caravan was 'still unloading' the whole time, and there was a wagon late arriving.
By the time the wagon arrived, I couldn't trade, and the haulers unloaded the depot of my trade goods. The depot is the same as it is out of season, just full of traders.

Wat do?

Is this because I refused the barony?
Is my pitchblende trade depot causing offense?
Is it the turkey blood everywhere?

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