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Topics - mirrizin

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1
DF Gameplay Questions / Why are my dwarves always sad?
« on: September 27, 2019, 11:08:47 am »
Recently picked up the game after a long hiatus, and spent my time per usual building needlessly large structures outside while winding my way through the ground, and I've been disturbed to watch nearly all of my dwarves eventually succumb to suicide.

I've built temples, established a tavern, established a library, set up some reasonably nice jail cells, a sizable hospital, tried to keep folks busy by stuffing our stores with crafts...

But no matter what happens dwarf life now seems to consist of a steadily spreading malaise of constant fistfights and fits of ever-increasing bouts of melancholia, depression and death. 

Is there a better way, or is this the norm until the next update comes along?

2
DF Gameplay Questions / Bins
« on: January 23, 2018, 11:43:24 am »
Not sure this is a bug, but I've got a problem with huuuuge heaps of used armor from goblins, and stockpiles that for some reason aren't being binned appropriately. I've got bins. The stockpiles allow bins, but for some reason teh armor is still being stacked up piecemeal, which results in either a crazy multiplicity of armor stockpiles, or piles upon piles of old goblin armor littering the field and clogging up my weapon traps.

Advice?

3
DF Gameplay Questions / 3D Visualizers
« on: January 18, 2018, 10:35:28 pm »
Pardon me if this is the wrong thread or a novice's question, but is there a visualizer that's reliably compatible with the latest version?

4
DF Suggestions / Eliminate Paternalistic Regulation
« on: January 06, 2018, 08:25:38 pm »
So, I have an idea for a tavern, and given the unique layout of the local topography, I'd like to build it at a certain location in a certai way.

Trouble is, said location is too near the edge of the map for walls to be built properly, disrupting my plan.

Is there a structural reason why you're not allowed to build walls that close to the edge? I can see a game design reason, but it makes no sense because if the player *really* wants to exclude the outside world, there are many ways to do so, and so this hard-coded regulation seems merely stifling to creativity.

Anyone else had this experience?

5
DF Dwarf Mode Discussion / Have I missed anything?
« on: January 04, 2018, 08:54:35 am »
So, I haven't played since v.43. Now it's v.44. Is there anything I should know about?

6
DF Dwarf Mode Discussion / The Civ is Dead! Long live the Civ!
« on: January 04, 2017, 09:44:19 am »
So, first time doing this, I embarked with a dead civ. I know it was dead because there were no locations on the embark screen, and because there were no liaisons. I've been bracing myself for the spontaneous coronation of one of my dwarves...

But after four or five years, a liaison spontaneously generated. 

What happened there? Obviously I didn't lose any dwarves to a settler party. Was there a migrant population that decided to establish itself once they heard of my success?

7
DF Suggestions / Persistent Companions
« on: November 07, 2016, 07:55:35 pm »
Why is it that a companion must vanish if they wander too far from your side? I find this annoying.

8
DF Adventure Mode Discussion / Goblin Civilian Soldiers?
« on: November 06, 2016, 09:41:45 pm »
So, my intrepid adventurer wandered into a major human town, and immediately found it being swarmed by goblins who seemed to be generally fleeing from human soldiers.

Curious thing, most of the goblins were technically civilians, yet they reacted to my character with hostility, so I assumed they were an invasion and killed them without restraint.

Eventually, I wandered into the keep, where a goblin priest tried to kill me (I slew him) and then the goblin lady spat, inspiring lethal retaliation. I claimed the keep for the humans.

Still, it seems odd that goblin invasions consist so much of civilian combatants.

Also, time has passed, and every time I return, it's the same scene.

Is this just one continuous invasion? Or how am I to interpret this?

9
DF Gameplay Questions / Unpredictable Liaison
« on: September 10, 2016, 06:19:49 pm »
So, one of my dwarves inherited the monarchy. Trade with the dwarves was interrupted by some sieges, then another caravan showed up, and the liaison didn't have their usual meeting.

I figured this was because of the ascension of our queen, which was kind of a shame because I had some projects in mind involving particular stones I could not acquire on site.

Then, one year, a liaison came along and as usual offered us the chance to negotiate a trade agreement! Yay!

And the next year, no liaison...

Any idea what's going on here?

10
DF Gameplay Questions / Are slabs cracked?
« on: September 02, 2016, 10:07:16 pm »
I've multiple times in my fort noticed that engraved slabs are sometimes completely inaccurate about who killed a given dwarf, especially in cases where the dwarf in question was incinerated. This is annoying. Should I make a bug report? I feel like this has been an ongoing issue for a while...

11
DF Gameplay Questions / Can't melt
« on: September 02, 2016, 03:10:41 pm »
Designated some iron junk armor to be melted. Designated a "melt item" job in the smelter. Job cancels because cannot find meltable item.

Is this a bug?

12
DF Dwarf Mode Discussion / Do Bards Love Water?
« on: September 01, 2016, 08:36:15 pm »
I've noticed an odd thing in my current fort, and I think I've seen it in previous, wonder if anyone else has seen this...

Visitors seem to end up loitering in wet places.

In a previous fort, which was made on the cusp of the "locations" update, I noticed that visiting mercenaries and bards tended to linger in the washing pool that led to the temple zone. It seemed odd, but ok...

Now in my current fort, there's a bard loitering in 6-deep water in what is basically a drainage tunnel. I then look downstairs and there's another loitering in a canal that's associated with a hydro-power plant.

Does this qualify as a bug?

13
DF Dwarf Mode Discussion / Dwarven Suites
« on: August 31, 2016, 04:22:01 pm »
So, I've got a nice late-stage fort going. Curtain wall is established, tavern is busy, temples are occupied, dwarves are generally content. There's even a newly-minted queen sleeping peacefully in her fully-furnished bedroom.

I haven't done a library yet, but in due time...

And I decided that maybe I should set up some proper apartments for my more important dwarves, say the surviving founders and legendary workers, decorated soldiers, that sort of thing. I'm talking not just a decent bedroom, but a decent bedroom with an adjoining dining room, workspace, maybe a private statue garden, that sort of thing, enclosed within a single area akin to a private house.

This raises the question of how to set up such suites, and how to arrange them with reasonable efficiency.

I tried doing something like this more generally a fort or two ago, but it was overwhelming and messy. I think there should be some tidier way to arrange them geometrically.

Anyone else tried to do something like this?

14
DF Suggestions / Why do broken bolts persist?
« on: August 29, 2016, 08:39:44 am »
I've got an archery tower in the middle of my courtyard for security.

Consequentially, after a few sieges, the entire court is covered with broken bolts.

It seems odd to me that this, of all tiles, is so persistent. Would it be possible that picking these up could be made into some kind of super-low-priority job?

15
DF Gameplay Questions / Occupational hazards of retirement
« on: August 29, 2016, 07:54:23 am »
So, I've got some forgotten beasts in my fort. One walled up in a corner, and two more chilling in the caverns.

I've read that things and move around rather randomly when you retire.

Would retiring the fort cause these beasts to go on a rampage once they're not strictly locked away in their particular pixels, or do they just linger there, waiting for an adventurer to activate the fort by stepping into it, or for a reclaim?

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