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Topics - BoogieMan

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1
My monarch moved their court to my fortress some time ago, and shortly after they arrived I got a message about Barons and Baronesses visiting. Which ended up being about 33 visitors. Around 7 were goblins, the rest were dwarfs. The queen is herself a dwarf as is her consort. They've been hanging out in the temple for about a year.

The fortress came under siege so I activated burrows and brought everyone inside. 3 goblin snatchers arrived at the same time and moved in immediately, and the moment they got close enough for my marksdwarfs to start shooting at them, most of the visiting nobility went hostile and massive brawl breaks out in the temple. Unfortunately for them some wardogs and some tame grizzly bears were also in the temple, and started tearing into the goblins. Then everything goes crazy.

The stray grizzly bear bites the goblin in the head
the stray grizzly bear jumps out of the stray grizzly bear's flight path! (wtf????)
the stray grizzly bear slams into an obstacle! (artery opened by impact)
The bear attacks the goblin again and proceeds to shake the goblin around by the head until it dies.

Another bear charges a different goblin, but the goblin deftly keeps dodging, the bear plows through the crowd, and knocks a cat aside somehow without injuring it, charges again and slams the goblin. Then it bites into the goblin's stomach and chews them to pieces.

The wardogs get some, and also proceed to throttle some of the gobbos to death.

At this point, a military squad on the way to station and await the invaders walk by the temple and decide to join in. Then the combat log turns into a chaotic mess as the Red Wedding from Game of Thrones seems to be re enacted inside the temple. The soldiers charge in and heads and limbs start flying everywhere. Blood pools and spatters covers more of the temple floor than not. Moments later, 17 of the 33 or so visitors lay dead. Barons, Baronesses, consorts, and I guess their entourages of peasants and such. As far as I can tell, none of my people were injured or killed. A few of them are still praying while the room is covered in limbs and viscera.


It started the moment the goblin snatchers were attacked by the military. But they were snatchers - can the nobility of enemies visit your fortress? Why would they come with my monarch? Of the 17 dead, about 5 were goblins and were the first to die, but the rest were dwarfs. Dwarfs raised by goblin snatchers, perhaps? None of my zones allow outside visitors, so other than 3 monster slayers (which didn't participate) there have been no other sources of visitors. There is one lone goblin baroness who has been left untouched. The temple was deep inside the fortress, where the snatchers were on the surface level when they were pelted by crossbow bolts.

I was unable to find what caused a grizzly bear to be propelled into a wall. Can creatures slam themselves into walls on a missed charge?

The goblins in the actual siege made it to the front gate and then just noped out and headed off without any conflict.

I'm very confused.

2
Steam version. Can someone help me by explaining what I need to do to allow monarchs/nobles to be appointed to military positions? I have rudimentary modding experience with DF.

And is this possible to make this change to an existing save? My by far best fighter just got named King, and not being able to have him fight is a serious blow to the fortress. Being at war with Goblins, Kobolds, and a nearby Tower, this one thing is probably going to spell doom for this fledgling fortress otherwise.

3
I have plenty of leather so I am going to swap my civilians into leather clothing so it doesn't wear out as quick. However, I was wondering - what leather clothing will civilians wear and not wear on their own?

For example, I imagine they choose the standard named things like trousers and a tunic with no issue, but will civilians ignore leather high boots and only wear leather shoes? Leather shirts but not leather armor? What about more optional items like caps, cloaks, hoods, etc?

4
My hopes of a death drop into a croc pit have been thwarted because tamed cave crocs seem to not want to be pastured in an area with water.

I flooded the bottom of the pit with about 60 cave crocodiles to a depth of 3 and 4s. However, as soon as they can they will all flee the area and even Dwarfs that can swim will not attempt to take them back even though I believe depths of 3 and 4 are walkable. Aside from locking them in (would still like to be able to slaughter and collect eggs) it doesn't seem possible.



So why are cave crocs who are [SWIMS_INNATE] and [AMPHIBIOUS] afraid of water?

5
Current version. I searched around and most of the posts I see about this problem are 10+ years old.

This is the forts 3rd year, and the human caravan showed up with 3 wagons and a few pack animals. I just got the notification that they are going to be leaving soon, although it says they are still unloading and I can't trade with them. Does anyone know how I can fix this before they bail? I could really use those goods, and I don't want to take them by force as unlike the Elves, Human caravans are actually useful.

1. My depot is accessible, all their wagons and such arrived.
2. It does not take long to get to my depot. They entered on a side of the map that only made them travel about 30% the width from the edge of a 4x4 embark.
3. No other caravans have had any issues to this point
4. I checked the unit list, they seem to be accounted for.
5. There are no invaders or hostiles.

Any ideas?

6
I loaded up 47.01 and started an Adventurer. My Saltwater Crocodile man is very rarely using his equipped weapon, and I don't think he's used his shield to attack.

It works fine if I manually use it, but it's rarely selected when I just walk into the enemy. I change preferred attack to strike and nothing changed. I tried against animals and most recently against many undead animals, so I'd think no quarter would be implied?

He has an iron two handed sword in his right hand and an iron shield in his left. This worked in prior versions. I thought maybe like the armor, the weapon was perhaps being scaled up somehow, but even dropping the shield and using just the sword doesn't result in anything different.

Any ideas?

7
According to the wiki, nobles are good for stressed citizens to feel better, since they get happy thoughts for venting to them. Is this all nobles, or just certain ones? Does that mean you should consider minimizing the number of individuals that fill multiple roles so you can increase the number of available shoulders to cry on?

8
I thought that when I started my new Fortress, Goblins were shown as neighbors with the little red ------ next to them. However, once in game when I press c, then c again to view the civilizations screen no Goblin civs are down on the list. Just Dwarf, Dwarf, Human, Elf.

There are some pits just over a days travel, a fortress with 10k+ at 2 days, and a second fortress with 10k+ at 3 days travel.

Is that not close enough for fort mode sieges, or are they not showing up on there simply because I haven't encountered them at this fort yet?

9
DF Adventure Mode Discussion / What do you do if you're on fire?
« on: May 13, 2019, 11:25:50 am »
So far, every time I get set on fire it's a game over even if I kill the enemy because I am unable to move. I pass some 40-60 ticks before I finally die, completely unable to move at all. I tried stripping off all my gear and such, but I can't tell that it accomplished anything. I've died near easily accessible water as well, just because none of the movement commands work.

 Am I missing something? Or are you pretty much SOL once you get set ablaze?

10
I've been having fun playing as a Saltwater Crocodile man. He's powerful and has been manhandling a lot of things very well. Most notably he strangled a freaking Hippo, and after fighting and wounding/exhausting a Dragon (although only 200 years old) he got on and chomped down on it's throat and throttled it until it bled out. That was pretty sweet. But so far all the quests he's been sent off to do has involved killing beasts and night creatures with no weapons.

However I am a bit concerned about running into sentient enemies with metal weapons, because while he does have a metal shield and sword, he's far too large to wear any armor that exists normally in game. I don't know how much his size or if his scaled crocodillian skin (if even simulated) would help much against metal weapons.

Does anyone have any experience to say how much of a detriment it is playing a large animal man with no metal armor in the long term? It would be nice if I could craft my own even if it would just be bone or leather armor, but it doesn't look like it is possible.

11
I remember awhile back, a long while back, tamed animals would often not attack invaders even if they were the type of creature you'd think would. I don't know if it was a bug or not, or there was something else going on I was unaware of. Specifically, I had a pit under a bridge that would severely injure most creatures that fell and at the bottom of that pit was a LOT of tamed Saltwater Crocodiles. When I finally got to use it, when goblins fell down and were maimed the crocs fled to the edge of the room and avoided them. I had to send my military down to finish the job. I could see immature crocs fleeing, but not the adult parents.

I know combat has changed a lot as has the game, but I haven't really messed with non standard creatures much in a good while, only using the more vanilla war animals.

 So, what should be the outcome this time? To have tamed predators immediately aggro on enemies like dogs?

12
I started a new adventure game about 50 minutes ago. I started in a Dwarf Fortress, I still cannot find my way outside. The place is so incredibly populated it takes 2 seconds to move one spot, I'm beginning to wonder if I'll run out of water/food before I find my way out. Can't seem to fast travel out..

 Any advice for finding your way out of these places?

13
I've found upwards of 80-100 mutilated bodies and mangled skeletons, just body parts everywhere just in the immediate area where the squad entered the caverns, along with ashes everywhere. So far among the scores of dead:

Elk Birds
Giant Olms
Troglodytes
Worker Ant People
Drone Ant People
Cave Crocodiles
Crundles
Giant Cave Toads
Trolls

I pulled back without going very far and opened it up to the monster slayer visitors and waited awhile. Now I've sent the squad in again and I've yet to find any trace of them or what killed everything. The only things I've found alive is a giant rat, cave spiders, and a few scattered elk birds.

I'm guessing some kind of super durable flame spewing Forgotten Beast?

EDIT: On level 3 I'm now finding bodies of some of the above but some new creatures such as:

Reachers
Bugbats
Gorlaks
Dralthas

14
I've read multiple posts which essentially boil it down to having the cage directly adjacent to the pit when you set the desired creature to be pitting in the Pit information menu. But that isn't working. They walk up to the cage and simply release the creature when then either attacks them or tries to flee. This is my pit set up.



▓▓▓▓▓▓▓
▓AAAAA ▓
▓A░░░A ▓
▓A░░░A ▓
▓A░░░A ▓
FAAAAA  ▓
▓▓▓▓▓▓▓


▓ is a wall.
F is Floor, the only entrance to the area.
A is animal stockpile with cages containing the creature I want to pit.
░ is the Pit location which is over a channeled hole in the ground, leading to a 1z drop.

I only went 1z because I intend to use them for live training and I don't want them to go down too quickly.

 What am I doing wrong here?

15
DF Gameplay Questions / How to stop suicide-by-alcohol in Taverns?
« on: June 06, 2018, 11:56:13 am »
Other than simply not having a tavern is there a way to stop these idiots from drinking themselves to death at taverns? Every year someone just drops dead, and I'm tired of losing workers.

I only have one tavern keeper and the tavern is very busy so I have no idea how they are ending up killing themselves.

1. Is there a non cheaty way to reduce this further?

2. If option 1 doesn't work, is there a file I can mod to get rid of this?


 Seems to me they should have a better chance of falling unconscious and end up getting taken to the hospital than just dying out right all the time, and puking more and losing alcohol levels. I'm not seeing much vomit around other than on the tile they died on. Maybe a bouncer occupation for the taverns, someone who kicks people out when they've had too much.

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