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Topics - danaris

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1
DF Gameplay Questions / Hauling route issues
« on: July 17, 2014, 09:42:40 am »
Greetings.
I've been starting to try and learn how minecarts and hauling routes work (yeah, I'm a little late to the party ;D ), and things were going pretty well, until I carved out a rather tall spiral track to bring economic stone from way down in the mines up to my forges, next to the top of the volcano. I've checked and rechecked my track and my track stops, and so far as I can tell, everything seems to be in order...but I get a persistent yellow ! next to both stops, and a "! Set dir/connect track" at the bottom of the hauling route panel.

I did find that I had one misconnected ramp, and that the track stop at the top was not sitting on top of track, but I fixed those, deleted the route, and re-created it, and the problem persists.

I've stuck my save file (0.34.11) up on DFFD in case anyone wants to take the time to actually look it over and help me see where I'm going wrong.

Any assistance would be most appreciated :)

2
DF Gameplay Questions / Vampire Cultists: Good, Bad, or Just Dwarfy?
« on: March 06, 2012, 09:33:25 am »
I have a fort in the new version, and while I have a few vampires (whom I have identified and separated from the general populace), I also have several vampire cultists. They all worship a human vampire called Lurit Ocekadi. They are easily identifiable by having human names rather than proper dwarfy ones.

So...anyone know if these guys are going to flip out someday and start slaughtering my fort in the name of their Dark Master?

3
I have been attempting to create a swimming training room—a statue garden with water at around 4/7.  At present, it's structured so that water will flow in from a tapped aquifer and out through three wall grates.

However, my dwarves and pets keep falling through the wall grates into the outflow tunnel.

I was under the impression that wall grates would prevent anything but liquids from passing through them—very like fortifications.  Am I mistaken in this? Or is it a bug?

4
DF Gameplay Questions / PRINT_MODE:TEXT crashes on launch?
« on: November 18, 2010, 07:40:35 pm »
I've been trying to get dfterm2 to work with little success, and have narrowed down the problem to not being able to get DF to run in TEXT mode on my Debian Squeeze system.

Every time I try to start it, it crashes instantly with a segmentation fault.

Having a modicum of programming and Linux savvy, I was able to extract the following information from the core dump: the crash occurred at

Code: [Select]
#0  0xb73f9b31 in renderer_curses::update_tile(int, int) () from ~/Downloads/df_linux/libs/libgraphics.so

Are other people seeing this problem? Am I doing something stupid? Am I not doing something smart?

Am I even posting in the right forum? ;)  (I have filed a bug report, but I figure that the forums are a better place than the bugtracker for finding out that I didn't read the fine print in the README and set configuration XYZ.)

Any assistance would be most appreciated.

5
DF Gameplay Questions / Follow the yellow brick road?
« on: November 17, 2010, 01:42:09 pm »
I have just built my first road, leading from the entrance to my fort to the edge of the map along a constructed-floor causeway (which is, by the time it reaches the edge of the map, 14 z-levels above ground).

However, when the next caravan came, it appeared, as usual, in a totally random spot.

I presume, then, that one of two things must be true:

1) Roads and caravans presently have nothing to do with each other, whether due to the bugginess of wagons or another bug.
2) I actually need to connect the road all the way from my trade depot to the edge of the map without a break (except perhaps a bridge?).

If it's (2), does anyone have recommendations on how to reasonably protect the road against invasions deciding to appear along it?  Or is there no danger of this, either due to its roadiness or its 14-z-levels-in-the-air-iness?  If such *is* necessary, I have a couple ideas (mostly involving large reservoirs of water suspended above), but wondered if anyone else was cleverer dwarfier than me.

Oh, another question, having nothing whatsoever to do with said increased dwarfiness: Would magma falling on a gold road cause it to deconstruct?

6
DF Gameplay Questions / Cleaning causing infection?
« on: October 21, 2010, 03:37:47 pm »
I have a wounded dwarf, who I was lucky (?) enough to happen to take a look at just as my chief medical dwarf was diagnosing him.  The diagnosis showed compound fractures, cut tissue, and smashed tissue of a few different organs (he had mixed it up with a feathered python forgotten beast recently).  All well and good. 

His left thumb needed washing, so my CMD grabbed soap and water, and washed it.

As soon as he was done, I took another look at the poor wounded dorf, and the skin of his left thumb was infected.

Isn't that exactly the opposite of what's supposed to happen...?

7
DF Gameplay Questions / Dan Aris cancels Drink: Interrupted by Pike
« on: September 19, 2010, 07:35:23 pm »
Relative newbie here, started playing with the game just a couple weeks ago, following the tutorial on afteractionreporter.com and making extensive use of the Wiki, playing version .40d. So, apologies if I'm asking a dumb question; point me in the right general direction and I'll be on my way.

I've been having a lot of trouble with Pike, but I figured that most of it is just Fun.  It's taken me a while, but I've managed to get my fisherdwarves to stay away from the river.

But now, for some reason I cannot fathom, dwarves keep going to the river to Drink.  I have plenty of booze stocked.  I have all the pools on the map designated as water sources.  And yet they head straight to the pike-infested river to Drink.  Almost every time they do, they get dragged to the bottom of the river with chunks missing.

So...how the devil do I get my dwarves to realize that there are better places to drink than the river?

Dan Aris

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