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Topics - oolon1

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1
I first reported this issue for the September 2010 release, and my first worldgen today is like deja vu. There is a well-developed civ in every square of the world map that is embarkable, which is making it very difficult to find a good place for my fortress. Can someone refresh my memory on where the options are to turn this world sprawl off, aside from just starting at a much earlier year? (This is a medium world with a 250 embark date.)

I don't want to re-open my bugtracker ticket on this if I can help it.  Thanks.

2
DF Dwarf Mode Discussion / Legendary hammerdwarf migrant
« on: September 15, 2010, 04:41:46 pm »
Just thought you should all be jealous.  I reported it as a bug, but I'm not sure it actually is.  She came on my first migrant wave in 0.31.13.  Combined with some cool cavern features, this might be a fun fortress, though I'm mostly doing QA with it.

Been playing for over four years and I've never seen a legendary migrant.

3
DF Suggestions / Reverse the default mousewheel resizing
« on: September 15, 2010, 03:59:08 pm »
So that it matches the same functionality in Internet browsers and other applications.  Scrolling the mousewheel up should increase the size of things on the screen.  It currently does the opposite until you reverse the keybindings yourself.

Thanks. :)

4
DF Gameplay Questions / How to deal with aquifers?
« on: November 01, 2007, 09:04:00 pm »
How do you dig through the water table?  I see there are some options for making pumps and stuff, so I was going to start with that... but that doesn't sound like it'll work.

Any ideas?  Drop stones into the pit to try and make an artificial dam, if that even works?


5
Possible spilers here, so look away:

Remember when one platinum ring could buy out an entire caravan?  Not anymore.  I just gave up five platinum crafts for an assortment of leathers and meats, leaving behind steel armor, stone crafts, and metal cages to name a few.  Here are some theories:

- You really need someone with a high negotiating skill, or appraising.
- Platinum is ridiculously lower in value.
- Item quality affects things at a steeper value than before, meaning my base-quality metalcrafts aren't gonna cut it.
- Requires a much larger focus on the items that your liaison asks you to trade--for instance, mine put nearly 200% priority on ammo and something else.  I'm going to change my strategy and make some bolts and see how they like those.

Post here if this intrigues you at all, or you have some insight on it.


6
DF Gameplay Questions / Map-edge question re: caravans/immigrants
« on: October 31, 2007, 12:58:00 pm »
Are there consistent sides of the map where caravans/immigrants come?  So far I've had a dwarf caravan from the east, and immigrants trickle in very slowly from the south.  I've started a new map with some interesting topography (sheer cliffs), and I'm not sure how I'd get a caravan to a trade depot from some directions should it arrive there.  I suppose I can build multiple trade depots.

Anyone figured this out?  Do multiple trade depots work?


7
DF Gameplay Questions / Grates/bars
« on: October 30, 2007, 11:42:00 am »
So far, these new things are the most confusing for me.  What are grates for and how do they work?  "Floor bars"?  I assume they're used to regulate water, but I can't seem to make them work, and the movie Toady released showing grates was not demonstrative of what was actually being done, except that it could be done.

Thanks in advance.


8
DF Gameplay Questions / Pond problems
« on: November 06, 2007, 10:57:00 am »
I didn't have problems filling a pond before, but now I can't seem to fill this channel (I'm trying to make an artificial moat).

So what am I missing?  Here's my checklist:
activity zone - pit/pond activated over the channel I want to fill.
empty buckets - I have about 30 available.
water source - active water sources.
able-bodied dwarves - I have 15 idlers ready to fill 'em up.

Soooo... what did I miss here?  Any ideas?


9
DF Bug Reports / Decorated ammo multipliers/value/trading bugs
« on: November 01, 2007, 12:33:00 pm »
After observing how expensive some ammo was earlier, I went ahead and encrusted some wooden bolts of my own with some green tourmaline.  The bolts went from 25$ to 29000$.  This was by a first-time jeweler.

Clearly there is a bug here (the prices of the ammo are all divisible by 25), as I can buy out entire caravans now with one stack of encrusted ammo.

[ November 01, 2007: Message edited by: oolon1 ]


10
DF Bug Reports / Weight issues? Platinum too heavy?
« on: November 01, 2007, 02:33:00 am »
A platinum nugget weighs 6420.  My dwarves really labor hauling these around.  Is this change related to real-life values, or a small typo?  This might explain why my platinum crafts were overburdening the caravan I wanted to trade with earlier.

For reference:  Iron weighs 1530.

So is this normal?  Are the weight units supposed to be lbs or kgs, or some warfy measurement?


11
DF Bug Reports / Flood of farming errors
« on: November 27, 2007, 12:21:00 am »
I'm in my first year on a new fortress, and have a pretty hefty farming operation going.  I'm getting tons of "Cancels plant seed:  needs such-and-such seeds."  Now this isn't unusual to get one error, but I'm getting them en masse, and it's a bit annoying.  I've been through summer and most of autumn with these messages, and no amount of brewing or processing rids of it for long.  Once the seeds are gone, the error message flood returns.

Any ideas?


12
DF Bug Reports / Dead dwarf - odd reason
« on: October 31, 2007, 01:11:00 pm »
I peeked in on my fort just now and a dwarf has died.

"Farmer has died after colliding with an obstacle."

His corpse is at the bottom of a 7-story tall staircase (using up-down stairs).  Did he slip and fall?


13
DF Bug Reports / Fortifications - designations incomplete
« on: October 31, 2007, 12:55:00 pm »
If I designate a series of fortifications to be carved, sometimes only half of the tiles I designated will be completed, the rest will be reset.  There are no errors involved in this, they just get wiped off.  If I continue to redesignate, they eventually get carved.

14
DF Bug Reports / Default designation chop trees when underground
« on: October 31, 2007, 12:28:00 pm »
I'm doing some mining underground, and typically when you hit [d] it defaults to mining when the cursor is underground.  I'm running into a spot right now where I'm five levels underground and on this level, 60% of the time the designate menu is defaulted to chopping down trees.  This is more of an annoyance than anything when you expect to designate a big area for mining but it was set on trees automatically.  Not sure why this is happening, but just a heads up that it is.

15
DF Bug Reports / Flint wall carved into a loam fortification
« on: October 31, 2007, 12:09:00 pm »
Was carving fortifications into a smooth flint wall, and they became loam fortifications.  This is the level below a loam layer, but this seems like a small bug.

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