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DF Dwarf Mode Discussion / conquering hfs with archers
« on: June 08, 2012, 04:38:38 pm »
i dug a long curved path to the candy spire, carved fortifications in the wall, built some bridges and then breached the candy. i stationed my archers on the other side and was very happy that they (or some lone elite ones of them) managed to kill the clowns with ease. i have their numbers down from ca 120 to about 90.
the problem is: despite being stationed in a HUGE ammunition stockpile i built next to the fortifications before the gate of doom, my archers seem to have run out of ammo.
what can be done? why don't they restock their quivers?
the problem is: despite being stationed in a HUGE ammunition stockpile i built next to the fortifications before the gate of doom, my archers seem to have run out of ammo.
what can be done? why don't they restock their quivers?
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DF Dwarf Mode Discussion / bug regarding military nicknaming in 34.10
« on: May 31, 2012, 01:05:57 pm »
i know this is completely wrong here but i don't want to register yet another account i never gonna use again, so... feel free to move this to where it should be.
!!WARNING!! save before trying!
step 1: go to the noble menu and create a new militia captain (and assign a random dorf to the position)
step 2: go to the military menu and highlight the new "militia captain" squad
step 3: although not shown on screen, you can now 'N'ame that squad, placing a blinking cursor behind "militia captain", but otherwise render the game unresponsive
!!WARNING!! save before trying!
step 1: go to the noble menu and create a new militia captain (and assign a random dorf to the position)
step 2: go to the military menu and highlight the new "militia captain" squad
step 3: although not shown on screen, you can now 'N'ame that squad, placing a blinking cursor behind "militia captain", but otherwise render the game unresponsive
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DF Dwarf Mode Discussion / buggy military?
« on: May 15, 2012, 05:53:33 am »
i finally decided to regroup my squads.
before:
·10-unit axedwarfsquad lead by the captain of the guard
·10-unit marksdwarfsquad lead by a hunter promoted to militia commander
now/desired:
·single-unit "squad" for the captain of the guard (assigned a random peasant and gave him an adamantine mace)
·former captain of the guard demoted to militia commander but still commanding the axedwarf squad
·former militia commander demoted to militia captain and commanding the marksdwarves
however i made some mistakes assigning the positions (axedwarf commanding marksdwarves, axedwarves below marksdwarves in the chain of command and others...)
i have now in the nobles screen two "militia captain VACANT" sections (not a problem), the same positions in the military screen (also no big deal)
but the marksdwarves refuse to train (soldier no activity).
they are properly equipped, the right alert is set, the schedule is copied from the axedwarves where it works, they have archery targets which are set to train. but they don't. what's wrong?!
edit: when i assign them to train at a barracks it works too. they just don't seem to want to shoot at things
before:
·10-unit axedwarfsquad lead by the captain of the guard
·10-unit marksdwarfsquad lead by a hunter promoted to militia commander
now/desired:
·single-unit "squad" for the captain of the guard (assigned a random peasant and gave him an adamantine mace)
·former captain of the guard demoted to militia commander but still commanding the axedwarf squad
·former militia commander demoted to militia captain and commanding the marksdwarves
however i made some mistakes assigning the positions (axedwarf commanding marksdwarves, axedwarves below marksdwarves in the chain of command and others...)
i have now in the nobles screen two "militia captain VACANT" sections (not a problem), the same positions in the military screen (also no big deal)
but the marksdwarves refuse to train (soldier no activity).
they are properly equipped, the right alert is set, the schedule is copied from the axedwarves where it works, they have archery targets which are set to train. but they don't. what's wrong?!
edit: when i assign them to train at a barracks it works too. they just don't seem to want to shoot at things
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DF Dwarf Mode Discussion / thanks to the rudimentary graphics of df...
« on: May 14, 2012, 10:29:32 am »
... this just popped into my head when i saw urist mcHauler transport the first minecart to the test tracks so unbelievably slow that one would think he is injured:
(sorry for my equally rudimentary painting skills)
Spoiler (click to show/hide)
(sorry for my equally rudimentary painting skills)
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DF Dwarf Mode Discussion / on worn clothing
« on: May 08, 2012, 07:43:23 pm »
i am observing this for a while now:
the dorfs want clothing. so i produce clothing. the clothing becomes xclothingx and the dorfs start complaining about tattered and old clothing. so i dump the xclothingx and produce more. as the clothiers get better and better they produce more and more ☼clothing☼. if i were to dump (and incinerate) the vast amounts of XX☼clothing☼XX i have laying around the clothiers would instantly go mental. but otherwise the complaining in the general population rises...
is there any other way besides transforming the trading depot into a second hand clothing shop to resolve this?
the dorfs want clothing. so i produce clothing. the clothing becomes xclothingx and the dorfs start complaining about tattered and old clothing. so i dump the xclothingx and produce more. as the clothiers get better and better they produce more and more ☼clothing☼. if i were to dump (and incinerate) the vast amounts of XX☼clothing☼XX i have laying around the clothiers would instantly go mental. but otherwise the complaining in the general population rises...
is there any other way besides transforming the trading depot into a second hand clothing shop to resolve this?
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DF Dwarf Mode Discussion / invader ghosts
« on: April 12, 2012, 07:02:21 am »
i just had to put a ghost of a dwarf put to rest which had come with a goblin siege.
has anyone experience with undead sieges? i fear that if one ever comes, i will have to bury or build slabs for every undead dwarven body part or i get swamped with ghosts

(i renamed the slayer earlier, because he, fully equipped with candy armor and axe, killed a demigod forrest titan many of my dwarves worship with a punch of his fist)
has anyone experience with undead sieges? i fear that if one ever comes, i will have to bury or build slabs for every undead dwarven body part or i get swamped with ghosts

(i renamed the slayer earlier, because he, fully equipped with candy armor and axe, killed a demigod forrest titan many of my dwarves worship with a punch of his fist)
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DF Dwarf Mode Discussion / on elven diplomacy
« on: April 05, 2012, 08:33:10 am »
in my 31.x world, they killed the king of my civ and since then i want revenge.
what is the best way to get them to attack me?
i tried offering them wood. i killed about 5 caravans in a row. i killed caravans and let only one survivor badly wounded return to tell them his story. i seized every other caravan.
i don't want to kill their diplomat though, since i reinstated him back into the game only recently via dfhack and fear i will have to do that over and over again..
oh and do underground trees count in the elven lumber limits? i want to double or triple the limit to see if that triggers an elven siege..
what is the best way to get them to attack me?
i tried offering them wood. i killed about 5 caravans in a row. i killed caravans and let only one survivor badly wounded return to tell them his story. i seized every other caravan.
i don't want to kill their diplomat though, since i reinstated him back into the game only recently via dfhack and fear i will have to do that over and over again..
oh and do underground trees count in the elven lumber limits? i want to double or triple the limit to see if that triggers an elven siege..
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DF Dwarf Mode Discussion / animal doctor?
« on: March 15, 2012, 04:06:01 am »
i have a giant peregrine falcon guarding the entrance to scare away thieves. he was already seriously injured (legs broken, can't stand) when one kobold decided to confront it. but i didn't want to euthanize it so i left it there. it did its job perfectly without his feet. but now epicness happened: another kobold attacked it, bruising legs and upper body.
and the falcon counterattacked by strangling the kobold to death with his broken legs!
it earned itself the name Zicabatlel. and now i really really want it patched up, build a statue of it or something.
yet i have never seen a dwarf dragging an injured animal to the hospital.. is it possible to treat animals? it has a fractured lung, cut open body, cut open and broken legs. and many scars.
and the falcon counterattacked by strangling the kobold to death with his broken legs!
it earned itself the name Zicabatlel. and now i really really want it patched up, build a statue of it or something.
yet i have never seen a dwarf dragging an injured animal to the hospital.. is it possible to treat animals? it has a fractured lung, cut open body, cut open and broken legs. and many scars.
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DF Dwarf Mode Discussion / cats
« on: March 12, 2012, 09:14:14 am »
is it just me or do cats take insanely long to not choose owners anymore in 34.x? in all my 31.x forts i had to put real effort into avoiding catsplosions. now i even buy them from caravans to have them deal with vermin (didn't bother to bring some on embark). and then they die from ambushes.
i do like the idea of having one "fortress cat" but getting one after the old one died turned into real work now...
i do like the idea of having one "fortress cat" but getting one after the old one died turned into real work now...
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DF Dwarf Mode Discussion / old child
« on: February 25, 2012, 10:16:30 am »
i just stumbled upon a dwarven child who is 14 years old. i thought, children become peasants after 12 years.. vampire child? (the mother is on my list of suspected vampires)
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DF Dwarf Mode Discussion / spotting a vampire
« on: February 16, 2012, 02:57:06 am »
"Urist McVictim has been found dead completely drained of blood!"
so i went through the unit screen and quickly found a possible candidate for the perpetrator:
a wax worker with no family, no friends, an impressive age of 185 (startet embarking at year 76, everyone else is around 50 years old). also, he had 4 kills already and wore an bone amulet. I walled him in in his room and waited. he died of thirst. since then, three more dwarves including the mayor have been sucked dry. either i was wrong about the wax worker or i have more than one vampire in the fort.
is there an easy way to spot them? "doesn't like garlic, has long teeth, only goes outside at night"?
a friend suggested, locking everyone in and wait and see who doesn't die. but that's not really a nice option...
so i went through the unit screen and quickly found a possible candidate for the perpetrator:
a wax worker with no family, no friends, an impressive age of 185 (startet embarking at year 76, everyone else is around 50 years old). also, he had 4 kills already and wore an bone amulet. I walled him in in his room and waited. he died of thirst. since then, three more dwarves including the mayor have been sucked dry. either i was wrong about the wax worker or i have more than one vampire in the fort.
is there an easy way to spot them? "doesn't like garlic, has long teeth, only goes outside at night"?
a friend suggested, locking everyone in and wait and see who doesn't die. but that's not really a nice option...
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DF General Discussion / [34.01] ignoring d_init settings?
« on: February 15, 2012, 04:06:07 pm »
i have set weather and temperature to NO (playing on a netbook) and the population cap set to 60 (child cap 5:1000), yet it's constantly raining (normal rain) and the fortress gets migrant wave after migrant wave, current population is 81 with 21 children. is it just me or is df ignoring these values? (that would be really annoying)
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DF Gameplay Questions / patrol routes
« on: January 15, 2012, 08:59:57 am »
i have fortifications carved in the mountain overlooking the main entrance and am trying to set up a patrol route for my marksdwarves behind them. however these stupid beings seem to think its wise to patrol on the OUTSIDE of said fortifications -.-
is there a way to keep them patrolling on the inside without closing the whole fortress? caravans should still be able to get in..
is there a way to keep them patrolling on the inside without closing the whole fortress? caravans should still be able to get in..
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DF Gameplay Questions / magma stack security
« on: January 13, 2012, 07:45:21 pm »
hello.
i've been playing df for a while now and while i know it's probably not a good idea in terms of performance (playing mostly on my trusty old eeepc), i would like to finally utilize something, i avoided so far: MAGMA!!
i have set up my forges just above the magma sea above hfs (no other magma on the map unfortunately) which is fine, steel production is running smoothly and all, but its not fun. plus my dwarves have A LOT of stairs to climb.
i know how a stack works in theory (and have a very small one powering an artificial waterfall) but i don't have a clue about how to secure a stack pumping from the magma sea.
are there building destroyers in the magma? if so how do i prevent them from entering and destroying the stack (and after that, the rest of the fortress) ?
i've been playing df for a while now and while i know it's probably not a good idea in terms of performance (playing mostly on my trusty old eeepc), i would like to finally utilize something, i avoided so far: MAGMA!!
i have set up my forges just above the magma sea above hfs (no other magma on the map unfortunately) which is fine, steel production is running smoothly and all, but its not fun. plus my dwarves have A LOT of stairs to climb.
i know how a stack works in theory (and have a very small one powering an artificial waterfall) but i don't have a clue about how to secure a stack pumping from the magma sea.
are there building destroyers in the magma? if so how do i prevent them from entering and destroying the stack (and after that, the rest of the fortress) ?
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