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Topics - sirdave79

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1
Hi people,

I donated 40 dollars about 4 years ago and havent played much since. I check in every now and again but the forum chatter ive read since then mostly reminds me that I need to spend a long time fiddling with the game to truly learn whats changed/added.

Could anyone please indulge me by letting me know if hunters and miners still cannot have a seperate military uniform including weapon that doesnt interfere with their civillian job ?

Many thanks

2
DF Gameplay Questions / Mayoress not practising with her Xbow
« on: March 16, 2014, 02:04:04 pm »
Im having a bit of an odd problem in my current fort. I dont normally have problems getting my marksdwarves to practice shooting, either actively or inactively.

My mayor was in a 5 dwarf squad who all have xbows and quivers equipped. They were and still are all carrying a stack of bolts. They are assigned to train with the bolts. The other 4 members (plus another squad of 5) all trained upto about lvl 6 before I ran out of bolts and the mayor was stuck on 30 XP in archer and marksdwarf.

I examined the mayor more closely. Firstly I removed all labours from her. Next I "followed her" until her current job was listed as "goto archery practice" on the unit screen. However she remained in her bedroom. Some time later netiher of her archery skills had gone up.

I moved her to the squad leader position and checked their equipment. Everything appeared fine but the position change made no difference.

So I put her in her own squad. Re equipped her and she still does not train. I put an archery range in her bedroom and she stood on her bed not shooting with her job reading "goto archery practice". Ive tried her on active and inactive and it doesnt seem to make any difference.

A few times while she was assigned to a range outisde of her bedroom I was giving a move order to the target, then making her active and cancelling her move order. Whilst watching her she stood still, not in a shooting position reporting her job as goto practice.

At some point she has managed to accrue 480 XP in all the time ive been mucvking about with her. Her 4 previous squad mates plus another squad of 5 dwarves have all now trained up to lvl 10 in marksdwarf and archer.

I have a few RAW changes, dwarven children grow up at age 6. giant desert scorpions have babies and are trainable. Wolves are trainable. I have the dwarven higher learning mod installed which adds a few workshops that are capable of training all dwarves skills.
I copied the dwarf noble positions to humans and controlled them in fort mode in a previous world and game.

I dont have a single burrow deinfed in this fort.

She does have a few children who like to hang around her and follow her, but so do 4 other dwarves who are training with their xbow.

She has the personality trait "Rarely completes tasks and is often overcome by distractions", however she will work steadily and seemingly no less diligently than any other dwarf in any workshop I assign her to. She is a legendary grower and blacksmith.

Im having only 1 other issue on my current map. I now have 2 doors and 2 1 tile sections of wall that report "site occupied by creatures" when I try to build a wall on the square which seems to be listed as a game bug. The 2 doors are stuck open.

Apart from that My dwarves are behaving as expected.

Anyone got any ideas why this might be happening ? Does it sound like a bug ? Ive never encountered anything like this before (a single dwarf reporting a job they are not performing).

Cheers

3
Hmm. So im a pretty experienced manipulator and save scummer of strange moods.

In my current fort I have a mood going on. The little chap has grabbed an addy wafer. Ive save scummed nearly 100 times now and I reckon ive had every weapon and trap component other than a pick at least once.

Ive never had to save scum that many times to get what I want. I expected a pick about 80 reloads ago. So im starting to think a weaponsmith wont make a pick without a pick preference ?

Apart from the fact that ive read several threads where bone picks have been made at a craftsdwarf shop. I guess it was possible those instances included a preference for picks.

The wiki says picks are foreign but are craftable by dwarves. Ive definately seen addy picks made in my forts but previously ive save scummed and taken something else as addy picks seemed like a waste (and is entirely possible a pick preference was involved). Im trying to outfit an adventurer wholly in artifact gear, including a pick and axe for adv fort stuffs. Ive got a full armour suit -1 highboot and an xbow and shield to boot.

Guess im gonna have to settle in for a while and save scum a baby with a pick preference. Something always gets in the way!


4
Ive been playing around with adv fort, also retiring my forts non destructively by switching to an adventurer with success.

I just tried to male a new fort using dfusion s make site function, successfully switched to fort mode and had me and my 4 companions listed as "friendly".

After mucking about and a few hours of reading dfusion, adv fort and pick and axe threads I think I need to remove the "is residnet tag" and possibly set the civ number for the companions ive recruited from other civs.

I cant seem to find out how I should remove the "is resident" flag using dfusion.

Also and I think this is harder/less well documented/more difficult to do, is learning how to query and edit a units civ number.

Anyone help with that ?

Thanks

5
DF Modding / Human fortress - No dwarven caravan
« on: March 04, 2014, 06:41:28 pm »
So I changed the controllable race to humans to build a fort to make stuff for my human adventurers. Thats working after initially nat having any nobles and then copying the dwarves positions and respinning a world.

What Im curious about is the lack of dwarf caravans. When the human caravan arrives in summer the "outpost lisason" arrives and says welcome from the mountainhome.

No Caravan arrives in Autumn. Checking the pre embark backup the site claims that dwarves have access.

I think im missing something ?

Anyone got any ideas what I need to do to make dwarf caravans arrive for human fortresses ?

Cheers

6
So I finally had a king arrive for the first time.

I started my game with very short history and embarked in year 6. I checked legends immediately and discovered that my civ had a king, with 2 sons, born in year 3 and 4.

Now I made plans for the sons marriages by providing female children of the right age in my fort but upon the kings arrival he came only with his consort and 3 guards. I had assumed his sons would move with him and I could ensure the succession of the king with heirs.

However checking legends there appears to be no historical figures for his sons, either of them.

Does this mean that since they were born in 3 and 4 that they dont actually exist ? If my King now has another son (which will be his third) on my site will that son be his heir ? Will the heir continue the kingship after the old king passes away ?

Cheers

7
DF Suggestions / Gate Herald Call/Instrument use
« on: February 08, 2014, 01:49:31 pm »
Id like to suggest 2 low level but hopefully very useful and relatively easy to implement idea.

1) Play instrument at a gate to summon caravan.

2) Caravan indicates which direction it wishes to leave the map by.

My experience of various depot/caravan approach setups effectively suggests that keeping caravans safe, minimising exposure and working with early dwarves is very difficult.

Once a caravan "lands" on your site it seems to me that they frequently dont pick the best route to your trade depot. If you have 3 gates open and you close the one theyve picked and keep another open the wagons seem to path to the closed gate.

My suggestion is that an instrument (Im imagining a trumpet or a booming drum) could be played at/on/near a gate to herald/summon/force a repath of the caravan to that gate and then on to the depot.

Once the caravan is inside and the gates are closed there is no need for the reverse process to take place, one simply opens the gate one would like the caravan leave by. However sometimes theyll path a long way round my fortress if I open the wrong gate (they want to go west and I open east).

So I would like also for the caravans to indicate someway/somewhere which direction they wish to leave the map by so their departure can be better planned and executed effectively by the "defenders".



Cheers


8
General Discussion / Changing forum username
« on: February 02, 2014, 02:32:05 pm »
Erm, ive looked around on the forums and Find find anything relating... Id rather not bother toady or threetoe unless I have to.

Can my username be changed ? Having to incorrectly type my name over and over is starting to annoy me.

This is honestly the first time ive ever done anything so stupid.

EDIT Bloody typos.

If only it were that easy. I think ill just stick with the stupid name its not worth the hassle. A testament to my stupidity!

Cheers

9
DF Suggestions / In game names
« on: January 31, 2014, 08:19:33 am »
I did a quick search looking for whether this suggestion has already been made and didnt find anything.

I love the game, with the stories and histories being my one of favourite parts of the game. I cant wait for the new version!

My suggestion is that the game should make the names changeable. ie you can write all the names you want in a text file and the game will use those instead of the stock ones.

I find the names a little counter-intuitive. Id like to have separate female and male names, so that I know if a dwarf is male or female just by looking at their name in a list.

Id also like to have all the dwarven civs in my world have a "style" for their civ names that differs from elves and humans (I know this sort of happens already but its not that obvious until you get familiar with legends).

Im already using nicknames to give my dwarves clan names like fireforge and bronzebeard, but editable surnames that are passed onto offspring would be nice.

Also artifacts being nameable would be nice. Id rather read about Flint Fireforge slaying a dragon with Sting or Frostmourne or excalibur than the artifact names im used to now from the game.

I get the feeling that the names are/may be placeholders and that this kind of thing may well get opened up to us in the future but id like to have it in the new version, where the incentive to play multiple forts adventurers on the same world and learn the names of civs places and important dwarven clans will be even more worthwhile.

SO thats my suggestion, allow us to supply names for those things we find in game.

10
DF General Discussion / bug Fixing strategy/policy
« on: January 19, 2014, 11:12:35 pm »
Can anyone whos been around a while to have an idea suggest how Toady "picks bugs" to fix ?

Does he work down the bug tracker list from top to bottom?

Does he fix whatevers on his mind when hes in bug fixing mode ?

Has he ever/does he prioritise the things people ask in his future of the fortress replies that he feels "should" be fixed ?

Has each version attempted to fix all officially logged bugs ?

I beleive the uniform bug (soldiers equipment clashing with miner/lumberjack/hunter equipment) has been around for a while. How likely is it that the next version will fix this ? ie with so many features seemingly to be added with the next release will there be any bug fixing for existing stuff ?

Exscuse the barrage of questions. Im just sat playing wondering about the new version and I wondered what to expect on the bug fixing front.

Cheers

11
Ive not played a lot of adventure mode. I had a game a while back playing as en elf, I explored a human town and found a keep ?. Inside there were hostile kobolds ? But also high in the keep was the human lawgiver whom I could talk to.

Since then ive played a few games and it seems that the human leader and occasionally guards inside the keep attack my elves (4 different elves now).

Is that normal/right that humans will attack an elf? The 4 were all in the same world but not all the same human town/elf civ.

The humans outside the keep dont attack me only the ones in the keep.

Why are kobolds in there as well ?

Is it all a case of just "not finished yet" ?

Thanks for reading

12
DF Gameplay Questions / Dragons, and other creatures with flame breath
« on: August 23, 2013, 08:01:04 am »
Im wondering, my current fort is about 20 years old, ive killed 2 titans that arrived overland with my crack squad, they seemed relatively easy. 1 of them had poison but no one received any wounds. Ive got 5 Forgotten beasts wandering lvl 1 atm but im not opening the cavern up till ive trained more squads. (are forgotten beasts tougher than titans ?)

The last fort I had, which I abandoned when I discovered the growth bug I saw a creatures with flame breath for the first time. I cant remember what it was but there was a goblin siege at the time and it went postal on them burning several.

Frankly the fire breath was somewhat alarming. Im curious, does anyone know what the mechanics are for fire breath ?

Does a shield have a chance of blocking flame breath ? Ive been making nether cap shields in the hope that they may be better at defending flame based attacks but im just hoping/guessing here (and im currently thinking it likely im wasting my time). Does armour do anything at all to flame breath ? (should really only increase the cookability of dwarves but you never know...)

Cheers

EDIT just found a line in the wiki stating that dragon fire is blockable by a shield user. I was looking in the wrong place.

I wonder if a standard wooden shield would be set on fire blocking dragon fire ?


13
DF Gameplay Questions / Growing a fort with children only
« on: August 19, 2013, 04:02:25 pm »
Right. I know this will have been answered before but I really cant find the answer. So I apologise for that. Ive tried to put the answer together from the wiki and various sources and I have failed.

My question is, should my fort be having babies with a population of 41 (stable with no migrants for years) and a population cap of 40, with a child cap of 60:100, being I assume 60 max or 100 percent of fort population (so 41).

Ive run it for a year (and it continues to run now) with 0 babies so far. Im hoping I dont have to up the normal population cap to allow new borns because I dont want any more migrants ?

The rationale for this most recent fort of mine has been to have a self sustaining population with regard to personnel. I want to keep some blood(marital) lines for the sake of managing a monarch (and his ensuing progeny) I hope to see in the future, as well as the mayor and baron, with those two, mostly being so I can control the mandates I have to work with.

I figure with my 15 married couples, I should be able to get 15-30, or 30-60 dwarves all of a marriageable age to ensure my chances of being able to continue the mayoral and baronial lines.

I have the latest LNP/DF hack with the growth fix applied, which, when I learned of the bug, horrified me and prompted the abandonment of my previous, less well married and far more bloated fort.

My fort currently sports 4 air locked trade depots (causing me quite a few bugged(*) caravans, including the expected issue of two carts meeting head on, occasional SINGLE wagon freezing in the middle of nowhere and 1 instance of a caravan refusing to trade with seemingly every merchant present but not not so according to the depot readout) which sometimes works very well.

I have 4 danger rooms and 2 of them are surrounded by water for intended swimming practice (which is slow but is working - a new one for me)

This fort I have also built love shacks (underground) large bedrooms, which contain 2 beds, food and drink stockpiles tables chairs and burrows, which has facilitated the marrying of every female in my fort.

I tried to make a swimming pool blocking all my bedrooms from the rest of the fort but that didnt work, they refused to path through 4 5 and 6 water (definitely no 7s) to and from the bedrooms, so that was a failure and required me to build a floor, which I might still be able to rig to knock people into the water to and from bedrooms, once ive fully armoured all the dwarves. Ive got approx 160 sets of full steel armour and have nearly finished danger rooming the last of my citizens, so they can wear full steel coverage+shield and work normally(ish).

The plan is also to use only male dwarves for the military recruits as ive had issues with dead babies in the hands of militarised females in the past, something im looking to "manage out" if I can.

My initial embark I picked 3 teachers, 1 had spear, 1 axe and 1 shield I think, (might have been armour user) and I got these 3 into a squad ASAP after striking the earth. (they are all male) and I have added the 4th male from the starting 7 to the squad as a hammer dwarf. They are now all legendary armour shield and weapon(respectively) users and they are approximately lvl 10 teachers and lvl 8 students across the board.

I HOPE that when I finally get me boys and get em all grown up (ive modded the age for children to adult to 6, sort of cheating I know but cheating I can live with and that I feel is at least partially justifiable) that these 4 teachers will be able to do a fast/good job training largeish squads of squires.

Also im very tightly controlling the artifacts I create, training all my dwarves in a hand picked (and cross referenced with preferences) "highest moodable skill" armour/weapon/black smith/bowyer and my population has been 41 for years (5+) with 29 of the 41 having had a mood. So these bloody children need to appear NOW and grow fast (here I am happy with the adult 6 thing) if I dont want to end up with a bunch of skilled craft children. Here I may even cheat and use splinterz therapist to get 'me' children lvl 1 in armour/weapon/black smith/bowyer.

Anyways thanks for reading, hope that wont be regarded as uninteresting misplaced and unwated spam.

I hope someone can advise on my desires for parenthood (without unwanted bloody migrants!)

Cheers

EDITED for spelling and grammar

also

The 3 females from the start 7 were a hand picked and repeatedly reembarked to achieve no negative attributes for a bookkeeper/broker/expedition leader/mayor set of 3, so everything is incredibly neat and tidy, and as efficient as I could make it from the get go.

1 last edit

14
DF Gameplay Questions / artifact creation post adamantite wafer smelt
« on: August 07, 2013, 08:38:39 am »
Ive done some searching on this and I cant find anything about this. I have been controlling the artifacts I creat by training dwarves in armour/weapon/black smiting and forbiding metals and allowing the metals I want. I have approximately 40 artifacts and for the most part they are all artifacts I desire to possess.

Now, the issue I am having is that since smelting my first adamantite wafer, every mooded dwarf requests wafers now. DF hack show that adamantite wafers are the desired item and dwarves ignore my specially selected metal bars and immediately grab adamantite when i unforbid it.

This is slightly unfortunate, as sometimes I want to use a different metal than adamantite. I have 1 addy hammer that i wanted to get for my hammerer, but I dont want another addy hammer,

I have not yet seen a dwarf mood who has a preference for a metal other than adamantite so I dont know what will happen there.

Has anyone else seen this ? Is this intended (that all dwarves who mood will demmand adamantite once a wafer has been smelted).

is it possibly a bug or unintended ?

Cheers for reading

15
DF Gameplay Questions / Who made an artifact ?
« on: August 01, 2013, 04:56:49 pm »
Sorry if this is a dumb question.

Ive done some wiki reading and google searching.

Is there anywhere in game or otherwise that reports who made what artifact ? I like to mark the dwarves who have had a mood and ive missed 1. Ive realoaded all my saves and I cant find which dwarf is responsible.

Cheers

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