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Topics - bloodyfool

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1
DF Gameplay Questions / Refilling waterskins in adventure mode
« on: August 26, 2006, 10:55:00 am »
How on earth do I do it?

Edit: Nevermind, found out that you don't need to drink in an old post. At least I hope it;s still relevant.

older post

[ August 26, 2006: Message edited by: bloodyfool ]


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DF Bug Reports / Staircase bug in adventure mode
« on: August 28, 2006, 09:01:00 am »
In certain cirumstances attacking an enemy while you're on top of a staircase leading down, with the enemy at the bottom of the stairs below you, will send you several floors below where you were. It normally happens when your character charges the enemy, maybe confusing the game with you changing levels mid-attack. So far I've only come across this on ruin maps and only on staircases leading down.

3
DF Bug Reports / Path finding spam
« on: August 26, 2006, 06:40:00 am »
I think Toady wants to know when your dwarves spam red, so here are a couple instances I've found using the latest version.

Dwarves spam when they want to build a trp but can't find their way, locked door, retracted bridge etc..
Also spam when they want to drag a body off to the tomb, locked doors etc..


4
My legendary clothesmaker just threw a tantrum because his masterwork giant cave spider silk pants were stolen by invisible goblins. Which I guess I can understand, they probably were really nice pants. The thing I don't understand is why he decided to mangle the limbs of one of my legendary craftdwarves and break the legs of my legendary carpenter. What I also don't understand is why the game decided to choose the slowest, stupidest and decidedly most distant fortress guard to make the arrest. I kind of understand why he decided to mangle the upper body and break the lower left leg of another of my farmers, I never liked him either. I can't fully comprehend why the tantrumming dwarf then decided to mangle the lower body of my original metalsmith. I suppose I could deal with that considering that he never made legendary status despite making a rather nice silver ring named Sidavan. Now the next part confuses me greatly, but not as much as what is still to come. I would really like to know why this dwarf that was so outraged over the loss of his fancy pants decided to go out of his way all the way to the infirmary and continue beating the shit out of my legendary carpenter. He now has an almost completely mangled set of limbs and seems to be in a permanent coma. Now my fortress guard was getting close, despite the fact he was taking the longest possible route to get to his target. Unfortunately the clothesmaker dwarf decided to move to the centre of my production area, running straight past the strolling guard where he proceeded to break the arms and torsos of several unimportant dwarves and beat someones pet horse to death. Eventually the guard managed to subdue this insane little bastard and dragged him off to the prison. Now this part is really weird. Apparently I had left the prison door passable for pets, so the imprisoned dwarf's pet cow and pet dog decided to pay him a visit. Rather than being comforted, the dwarf went into another tantrum and beat the living shit out of his pet cow, which has been with him since he arrived at the fortress. I'm really struggling to understand that bit. So now the dwarf is facing a 326 day prison sentence for his crimes against society, which really seems quite lenient considering the extent of his damage.

This has all come out in a jumble because I'm seriously confused about the events.

Now there are a couple of things that I would like an answer to.

1. How on earth did these rat bastard goblin thieves manage to get into my fortress in the first place? I assumed goblins couldn't swim, but supposing they can, does this mean they can bypass locked doors? Or pop out of wells? And supposing that they did pop out of the wells, how did they manage to sneak undetected through the busiest part of the fortress where you would be lucky to have more than one space between dwarves to steal my dwarves treasured possessions? I mean, it really seems absurd.

2. Is this going to happen every time a "masterwork" gets destroyed, stolen or lost? I mean come on, my dwarves pump them out by the second.

3. Why would the furthest away fortress guard be piked to sort out the mess? And why only one? Surely it would make sense for at least 3 of them to try and apprehend the dwarf at fault.

This has kind of killed my enjoyment of this current fortress, seeing 5 of my original 8 dwarves (the metalsmith counts because he dragged an anvil through the wilderness to my fortress all on his lonesome) put out of action because of one pair of disappearing pants. 6 of 8 when you include my legendary miner who recieved a mangled right hand sparring in the barracks.


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DF General Discussion / A couple of bugs
« on: August 18, 2006, 03:15:00 pm »
I've found a bug where the ashery ignores a free lye barrel when trying to make potash but the darves have no trouble pouring lye into it. The barrel has been decorated so that might have something to do with it.

The other bug relates to some weird crash that happens whenever the game hits the 2nd day of late autumn in what I think is the second year with this fortress. No idea what causes it and it happens regularly no matter what I try to change. Backups of both instances are available if they're wanted.

Edit: I messed around with the save I have before the crash. Removed all of the designations I had placed and drafted all of the dwarves into the dwarven military except for the 3 nobles having a private party in the communal dining room and the nutcase metalsmith waiting for a delivery of skeletons and an obscure spool of thread. So while waiting for the second day of Timber to roll around three dwarves manage to find a quick death sparring. Finally the day arrives and I am greeted by the birth of a calf and the removal of the broker's mandate against the export of boots. Most notably the game doesn't crash. So I disband the drafted dwarves and they go about their civilian tasks. Seven days later the game crashes again.

[ August 18, 2006: Message edited by: bloodyfool ]


6
DF General Discussion / Totems?
« on: August 21, 2006, 08:25:00 am »
I see that version 0.21.101.19a has supposed to have fixed bone item production, and indeed my dwarvs have for the first time been able to produce a large stockpile of bone bolts. But skull totems still don't  appear for me using the latest release (0.21.101.19d). Is this happening for anybody else?

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