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Messages - River Rat

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1
DF Dwarf Mode Discussion / Re: No "Semper Fi" for dorfs
« on: February 17, 2015, 06:50:05 pm »
Yeah I understand the mechanics, or at least I figured them out.  Figured trying to use military to recover was worth a shot.  I wasn't so much asking "Why is this happening", as I was just relating what I thought was a funny interpretation of what did happen.  And I will send in my goons and I will recover my fallen rookie, because that's how I roll!  :)  Even if it does mean losing 14 live targets for practice.  And I will take the time to put in the drawbridges this time.

But I do feel that recover wounded is a job military squad members should do while on duty.  If the dwarf himself is not being actively attacked, and is not seeing someone else being actively attacked, then I feel recovering wounded should be a priority, and not interrupted just by the sight of a non-attacking goblin.

2
DF Gameplay Questions / Re: Wind power & latitude
« on: February 17, 2015, 05:07:17 pm »
I just have one windmill set up to run a mill 2 levels down.  It has 20 power, was just curious what the max was and where it would be.  Trying to avoid the flowing water lag.  Don't really need power for anything else, bringing minecarts back up 105 levels just with impulse ramps.

3
DF Dwarf Mode Discussion / No "Semper Fi" for dorfs
« on: February 17, 2015, 04:57:11 pm »
So last invasion I caught 16 gobs in traps and managed to pit all 16 into my live target xbow training pit without a single one escaping.  Set my marksdwarves to their live train schedule and I go to tend to other things.  A little later I notice a recover wounded job cancel due to goblin axeman message.  I got to the pit and there is  the newest xbow squad member, nicknamed 'Effengee", laying on the ground, his right leg with a coating of dwarf blood and 2 coatings of dwarf tears.  I thought I had confiscated all the gobs weps but must have missed a bow.  Meanwhile one of his squadmates is still patrolling, stepping over his fallen comrade each lap.  I guess he figures its not his job, he's on patrol.  I didn't put in the raising bridges like the wiki showed to block sight, so every time a civie rounds the solid wall and comes to the 1st fortification, he sees a gob and runs away.  I don't really blame him, he's a civie after all, so I disable recover wounded jobs for all civies and enable it on all military.  Another bowman comes on patrol, now poor Effengee has 2 squad members stepping over and ignoring him each lap.  Finally, a 3rd squadmate comes in on a recover wounded mission, turns the corner, sees a gob... and runs away.  Mind you he is still wearing all his gear and carrying his xbow, and if he was patrolling he would walking around and shooting no problem.  Guess it's every dwarf for himself in this dwarf's army.  Ah well, guess I'll have to bring up the meat cleaver squad and open the door and finish them all off so I can get the poor guy to the hospital.

4
DF Dwarf Mode Discussion / Re: Moody kids
« on: February 17, 2015, 04:21:17 pm »
Well the 4th kid got stonecrafting, so at least I got a little variety.  Will be able to make useless stone trinkets in 8 years to go with all my wood trinkets.  My armorsmith has worked his way up to L20 the hard way while all this has been going on.  I got a weaponsmith early on and managed to get a full set of exceptional and masterwork addy weapons for my melee squad, and a bunch of master copper xbows for my bowmen out of him before he died of old age at only 90 years old.  With my luck my next mood will be with the one tanner I still have.

5
DF Dwarf Mode Discussion / Moody kids
« on: February 17, 2015, 12:23:58 pm »
I've been working hard trying to rotate all my stone detailers, tanners, weavers and all useless mood skill dwarves through the magma forges so they can get basic weapon and armor skills for moods.  Doing pretty good, out of 120 adults, I have 27 with armor as highest mood skill and 34 with weapon.  Other than 2 tanners and one detailer, all the rest are in somewhat useful skills.  So what reward do I get for my efforts?  Just had my 4th mood in a row go to a kid.  I have 3 legendary woodcrafters ages 3, 4, and 4, and another 4 year old just got a mood, so getting ready to have 4.  I guess in another 8 years I'll be good to go as far as making worthless wooden trinkets.

6
DF Gameplay Questions / Wind power & latitude
« on: February 17, 2015, 07:13:19 am »
According to the wiki:

Quote
The power produced by each windmill depends on the latitude at which your fortress is located within the world

That's all it says.  So which latitudes provide more wind power, northern, southern, or equatorial?

7
DF Gameplay Questions / Re: Bugged caravans?
« on: February 16, 2015, 02:49:53 pm »
The human caravan route goes right over my refuse pile.  Will corpses in a refuse pile spook them, or only ones on ground?  Guess to be safe I'll move refuse pile to other side of fort and throw some walls around it to block sight.

8
DF Gameplay Questions / Re: Bugged caravans?
« on: February 16, 2015, 12:55:23 pm »
Well my game crashed and when I reloaded it was start of summer before humans arrived.  I noticed the huge pile of trade goods that I had looted before was still outside my gate and forbidden.  I left it alone this time.  Humans showed up and everything went ok.  Traded off all my junk and decided to experiment.  Saved game and reloaded the backup.  Looted the goods this time.  Humans showed up again and traded normally, so I don't know what was going on before, but apparently it fixed itself as far as the humans go.  Will wait a season and see if the dwarves trade this year.

9
DF Gameplay Questions / Re: Bugged caravans?
« on: February 16, 2015, 11:51:58 am »
No, just one.  Like I said I tore it down and rebuilt it in the same spot

10
DF Gameplay Questions / Bugged caravans?
« on: February 16, 2015, 11:20:13 am »
For the past couple of years, the only caravan that will trade with me are the elves.  I get a message that the human caravan has arrived, and they roll their wagons to my depot.  As soon as the 1st one hits the depot, they all turn around and leave, some of them dropping piles of trade goods.  Last 2 years the dwarves don't show at all, though the trade liaison does.  I've been looting the piles of stuff the humans drop, wondering if maybe 1st time they got scared off by something and since I looted their stuff they now think I'm a thief.  Looks like in that case they wouldn't roll to my depot before leaving though.  Only thing I know I did differently with the dwarves is 2 years in a  row I was busy with other stuff when liaison arrived and backed out of the trade meeting without asking for anything special to be imported.  This year I deconstructed and rebuilt my depot before the humans showed up, and they still did the same thing.  Any ideas?

11
DF Dwarf Mode Discussion / Re: Gem setting cancellation spam
« on: February 16, 2015, 10:57:48 am »
I make one stockpile for raw gems and a 2nd stockpile for cut gems.

12
DF Gameplay Questions / Decorated items
« on: February 14, 2015, 08:41:08 pm »
How can I tell jewel encrusted furniture from regular when placing it?  Also how can I tell dyed cloth/thread from undyed?

13
DF Gameplay Questions / Re: Weird dwarven mood
« on: February 13, 2015, 05:53:41 pm »
Now that I think about it, maybe I did channel down into a warm stone at the end of the hallway below, and that was the hallway that flooded.  I didn't actually see it when it breached, and it was only my 2nd fort so I was still pretty clueless about what was happening.  Not that I'm any kind of expert now  :)  I just remember that it was 70 or so z's from the lowest I'd dug to where the breach occurred, and that a 70 z magma waterfall really takes its toll on  FPS.  Now that I think about it more, pathing could have been as big an issue as the flow itself.  Was getting constant job cancel spam from everyone trying to go to the lower levels and pick up rocks but the only stairwell was blocked.  If it happened now I would try a 70 z mass forbid and see if that helped.

14
DF Gameplay Questions / Re: Workflow and brewing
« on: February 13, 2015, 12:58:10 pm »
Thanks!  It seems to be working now.

15
DF Gameplay Questions / Re: Disable 'Zoom To'?
« on: February 13, 2015, 08:27:53 am »
Thanks!  That did the trick!  So much better now.

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