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Topics - Crandal

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1
DF Gameplay Questions / Trouble with a fortress-wide training regimen
« on: December 05, 2016, 07:50:14 am »
Hello Bay12!  I've hit a bit of a snag with my fortress plan.  One of my goals for this fortress was to have the entire fort engaged in a large-scale military training operation every winter, and I've set them all up with squads, assigned them a barracks, set it all to train, and set them all to be active only during the winter and they all go and train there, which is well and good.

But they won't stop.  More precisely, so long as there's a barracks, and they're set to train at that barracks, even when their squad schedule is inactive they go to the barracks and do individual (green) training.  This training appears to be such high priority that they won't socialize, they won't pray, they won't study in the library.  It's caused my fort's social life to grind to a halt, and all of my training dwarves are pretty upset about unmet needs.  so here's my question:  How do I set up a schedule with my dwarves so that they automatically head to the barracks to train during the winter, but don't do individual training there during the other seasons?  Is it possible?

2
I'd like to automate my clothes industry through the ingame job manager to produce clothing if the amount of undamaged (xclothingx) clothes or armor goes below a certain number, however I'm not sure what sort of trait in the item trait list that would be, or if it's even part of it.  Does anyone know for sure?

3
DF Gameplay Questions / How to handle trading/invasion bugs?
« on: July 26, 2016, 03:57:01 pm »
This isn't a bug report, I know where those go, and I'm sure these bugs have been reported given they're so ubiquitous (At least for me?).  Rather, what I'm wondering here is how people deal with the bugs I've been running into consistently in my 43.03 forts.  Specifically, I can never seem to get past year 5 because either trade caravans stop showing up inexplicably, or the merchants bug out and refuse to leave the map, or I get siege markers that never go away because nothing actually comes onto the map.  It's sucking the fun out of the game to have to restart every fortress because some bug has broken the game, and I assume, if anyone else is actually playing DF, that they've managed to keep this from happening or something, so...

What are your secrets?

4
DF Modding / Flight pathing in Fortress Mode
« on: January 27, 2016, 10:23:46 am »
I'm making a creature for Fortress Mode that uses wings, and therefore will likely be flying to and fro.  I recall from a few major versions back that flight pathing had a few issues, but I was wondering if any of them are particularly gamebreaking in 42.xx.

5
I'm guessing this is probably planned, but with Dwarves who need to be creative or practice a skill, it'd be interesting for them to automatically do a job or several at a craftsdwarf's or mason's or blacksmith's workshop or the like, the materials they use could be dependent on how extravagant they are, a more extravagant dwarf would choose gold or the like while a more down to earth Dwarf might choose something else.  Likewise, for dwarves that desire to practice a martial art, they could go over and train with whatever military squad you might have set up, or even just do individual training by themselves.  Dwarves that do craftswork could help alleviate player micromanaging of products as more and more things gain utility, and dwarves that go training would help players pick out the more martially inclined dwarves for their squads.  Both would help handle micromanagement of Dwarven needs.

6
DF Gameplay Questions / DF 0.40.24: Haulers won't move stone to stockpile
« on: September 29, 2015, 03:45:08 pm »
I'm very reliant on seperating my non-economic stone from my economic stone, so I can create steel.  However, recently my fortress has ground to a halt because my dwarves have suddenly stopped bringing any stone to the stockpile I use for my mason workshops except for occasionally one stone via wheelbarrow.  There is plenty of stone for them to bring, all non-economic, all accessible.  My miners go down there all the time and dig out more.  I have 70 idle dwarves, how do I get them to get their asses in gear again?  I've even removed the stockpile and re-added it.  I'm using Dwarf Therapist 31.0.0, and no other utility.  Please help.

7
DF Modding / Fire in the Tundra
« on: September 23, 2015, 02:10:23 pm »
I've been modding dragon-peoples into the game to be playable.  However, I've run into a small, little problem.  Despite setting their homeotherm at 10075, they seem to burst things around them into flame without using their firebreath.  Peculiarly, this doesn't happen in a warm forest, yet it happens in a freezing cold tundra.  Initially, they're fine for the first few seconds, and then spontaneously they melt the snow in a 3x3 zone around themselves, burst into flame briefly, which then begins to spread.

I've removed the Fixed_Temp that they had that I lifted from the vanilla dragons and gave them a Homeotherm, but the problem persists and I'm not quite sure what it is.  They aren't using their fireball breath as far as I know, could anyone help?

Spoiler (click to show/hide)

8
DF Gameplay Questions / How to get military to equip two weapons?
« on: September 20, 2015, 12:01:08 pm »
So I've been messing around with a civilization that has no shields, and I want to have the military equip more than one sword.  Unfortunately, I'm not entirely certain how to do that.  When I put in 'Iron Scimitars' in the uniform, they only pick up one, leaving their other hand open.  Any tips?

9
DF Modding / Removing fuel needs from Metalsmith's Forge
« on: September 18, 2015, 01:08:39 pm »
Is it possible to remove the fuel requirements for the metalsmith's forge?  I'm able to for the smelter, but I don't see any reactions for the forge.

10
DF Modding / Modding in raw gem supply
« on: January 19, 2014, 03:26:50 pm »
Hello, Bay12 modders!

I'm having a bit of trouble.  I want to make a fortress where the main trade good is crafted large gems or gem items, however, I am stumbling over the unfortunate stone of the fact that traders do not trade raw gems!  Cut gems are, unfortunately, not going to cut it.

Does anyone here know a good method for modding in a supply of raw gems that makes sense, does not feel like cheating, and may even possibly add them to the trader's supply when they arrive?  I've looked into it with my own sub-par modding abilities and, unfortunately, I can't find the fix I'd like.

11
DF Modding / Cave Story Mimiga mod
« on: April 22, 2012, 07:50:20 pm »
This mod adds the Mimiga from Cave Story to version 0.34.05 of Dwarf Fortress, not very playable in later versions due to clothing difficulties, even with full civ clothes.
http://dffd.wimbli.com/file.php?id=6203

Credits to Pixel for making Cave Story and Carriontrooper for the speech and language files.

Comments and constructive criticism welcome.

12
DF Gameplay Questions / Removing forgotten beasts from worldgen
« on: April 19, 2012, 09:55:06 am »
I'm hoping to make a thriving cavern fort, but the last time I attempted this, it ended up getting devoured by a steel t-rex that breathed fire.  The caverns are already pretty dangerous without the beasts, so I'd like to remove them from from worldgen if possible.  I already tried titans, I believe it's for surface ones only.

13
DF Modding / Modded plant becomes meadowgrass what.
« on: April 09, 2012, 05:43:40 pm »
As the title states, I've modded in a plant, but whenever I try to plant its seeds in a farm, it grows into meadowgrass with the withered farm plant symbol.  I've looked at the raws, but I'm not sure what I did wrong.  Here they are:

Spoiler (click to show/hide)

Someone please help :(

14
DF Suggestions / Civ-specific clothing thoughts
« on: April 05, 2012, 04:56:27 am »
From what I can tell, while the new clothing fixes are great, they doesn't really mod well.  Having created a civ with a very specific set of clothing, it becomes somewhat obvious that I need to provide everything for them to not feel 'unclothed', which comes off rather peculiar that they're having unhappy thoughts for clothing items they either don't know about, never bothered making, or whichever.  Having the game check the civ norms before applying the negative thought might alleviate this problem.

15
DF Gameplay Questions / checking post-Legendary+5 skill levels
« on: January 30, 2012, 11:13:42 am »
Every now and then when I'm reading about certain forts, people talk about dwarves who gain far more exp and skill levels than is shown.  Does this still happen, and if so, how do you check it?

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