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Messages - Urist McConfused

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DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 15, 2019, 07:20:28 am »
Much thanks Magistrum. The problem indeed was them being too "far" from the prisoner. Stationing them right next to the fortification did the trick.

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DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 12, 2019, 05:27:42 pm »
Have you tried moving them to the firing stand? Dwarves don't discern whether they are using melee or ranged weapons when pathing to target(unless that changed in some update), so if they can't get into punching range they think they can't get into shooting range either.

I think you're onto something here. While having them stationed in the range, ONE did shoot at the human without a kill order, but that was the only interaction so far. Sadly it occurred while I was letting the game run. I'm currently building a cage trap to recapture the prisoner, more interested in letting the "arena" deal with this. While I'm here, do creatures that were captured once and released become immune to cage traps, or are they still reliable?

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What the subject says. I have a squad of Marksdwarves, a prisoner behind a line of fortifications, and the desire for murder. But these darn dwarves will not shoot the prisoner!

>Dwarves are carrying bolts, quivers, and crossbows in their inventory.
>Ammunition screen has bone and wooden bolts listed for combat.
>They do use both bolts for training.
>When given kill order, either state "no reachable target" or return to practice.

What could I be missing?

*Edit: The prisoner is freely walking, he is indeed not caged or chained. He's actually become a nuiscance now, due to the fact the dwarves will not close the door to the "range", and get constantly spooked by the sight of him.

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Hi, newb player over here. I took an interest in your mod (of course) after a good five year run of vanilla DF. Love the game, but my fort is getting close to being a bit stale, with not much going on. So naturally I looked at the modding forum and saw this thread.

The main point I have is, I embarked on two separate occasions, with the Dragons. 1st embark was on a flatland prairie, with a few trees, nothing special. Figuring my Dragons would love to build an underground complex, I made sure to embark with some extra "picks" or the mining claw enhancement. Went through the usual tasks, setting stockpiles, cutting trees, building workshops, and yet to my dismay, the Dragons refused to dig. They cut tree after tree, (forgot if I increased the amount of "axes") and built wood walls and beds just fine. They constructed up and down staircases like nothing (above ground) but any attempt to strike the earth was void. No channels, no remove ramps, no mining, and no dig downstairs. The worse part is I can check to see the "picks" are in the wagon, and even dismantling it is of no use.

Figuring my luck with the mod was just poor, I attempted a 2nd embark, this time with hilly terrain and a bit more abundant trees. Yet still the problem persists, and I refrained from personally messing with the embarks to potentially fix the issue. Am I seeing the mod work as intended, or have I encountered an actual bug? I'm comfortable with the challenge of an above ground fort, but I do wish to know if the perils of the underground will be non existent.

Thank you.

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