Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - celestial_okami

Pages: [1] 2 3
1
This might be a job for the fortress militia, I think.  It feels like something a captain of the guard would have his troops do.

2
DF Dwarf Mode Discussion / Re: Newbie questions or perhaps suggestions
« on: January 20, 2009, 03:33:54 am »
I haven't used manager, but what I usually do is make units out of civilian groups assigned to certain tasks.  So this group is all Miners / Stone workers / Metalsmiths / Animal trainers, that one is all Woodcutters / Carpenters / Leatherworkers, another is Cook / Brewer / Farmer / Jeweler, and the last is Haulers / Cleanup / Medical Care / Stone Polishing.  When the fortress starts getting big I separate it a bit more, for instance I make my master carpenters unbecome woodcutters (so they don't risk being ambushed) and I put the guys who became somewhat buff polishing rock into the military, and set some of the more-Miner less-Metalworkers off mining so tasks get focused a bit more.  The best part is that only one squad ever goes after goblin siege loot, and they're all unskilled buffoons meant to cart stuff around all day so I don't care if they die.

Its pretty easy to keep track of because the names color-code to the tasks they perform so when you look at it later, all the Wood people are white, the Jewlers are green, etc.

3
DF Bug Reports / Re: 40a: Cat killing vermin in chasm
« on: August 19, 2008, 04:13:56 pm »
Can't you just mark the door leading to the chasm as pet-inaccessible and make a dual-door airlock system (the kind you should probably be using for indoor refuse piles and butcher shops)?  That would solve your issue.  Admittedly cats don't pathfind well as they will stick or dance at the doors trying to get out, but that's a different issue.

4
I originally thought the same as Keldor, but it kept happening after every visit to the cave's map location and then occasionally while exploring around the area.  Of course if the game doesn't save these kinds of changes to an area in adventure mode it would make more sense and when I come back and the game loads up the same area with suspended terrain.

5
Ok, uploaded my Region1 to the DFFD.



In Adventure mode, make a human of Rulacomon. Go to "The Mine of Sacks," a bit to the south and featured in the screenshot above. Its only a world-map tile or two away from a nearby dark fortress. You should get a cave-in message right away followed shortly by notices of creatures being injured in various ways and falling into deep chasms.

http://dffd.wimbli.com/file.php?id=306

6
1st Bug - Sent on a quest to kill something.  I go to the cave.  Upon my first step and a few times later while exploring the cave I get this:


My gamelog shows the creatures colliding with obstacles and then some falling into a deep chasm.  Each of the three instances involves at least one Giant Mole being wounded, and they were not back to back.  I wandered around and killed some gremlins in the cave between these events.  IIRC mole dogs will tunnel around in fortress mode (never saw them before in Adv mode) so my uneducated guess is that when these ones tunnel through the ground their square no longer supports adjacent squares.  That or I'm getting 'section of cavern collapsed' when I shouldn't be.

2nd bug: I create a new adventurer following the old one's death, hoping to out-wrestle the meanie that exploded me with his fist.




Despite having good starting stats in armor and shield use, I start with no armor or shield.  I suspect this is because I started with no weapon skill, because this has never happened to me before.

EDIT: Fresh install, no mods, minor changes to the init file.
EDIT2: The giant or cyclops or whatever keeps exploding my adventurers, but every time I travel there with a new adventurer I keep getting the 'Section of the cavern has collapsed!' message.  It also offcenters my view when I do this, but it recenters when I move right after.

EDIT3:

Bug 3 - Gave up on the titan who kept exploding people, decided to play an elf.  Each time I enter an elf retreat, I get messages of elves losing hold of some of their equipment, falling over, and giving in to pain.  It doesn't mention anything about people falling.  However, I joined the group of elves who were at war with a goblin nation and they have wounds or missing limbs.  I believe that the game is giving them full equipment and they just drop it because they don't have the body parts to carry it.  They always seem to drop hand gloves or gauntlets, which makes my theory more plausible.

Bug 4 - I'm wrestling an elf guard at a Dark Fortress and when I joint lock and break his limbs I noticed that they are named weirdly in the list of current holds at the top, being called "wrista" and "handima", but I think this is because the guards name is being partially overlapped.




7
DF Adventure Mode Discussion / Re: Epic Failures
« on: July 17, 2008, 05:02:43 am »
I notice you were knocked down by the jaguar but didn't stand up.

So a word to the wise: ALWAYS stand up, even if it means being hit again.  You lose a lot of speed if you don't, so unless you think you can take down your opponent with your next shot or desperately need to dish out some wound penalties don't just lie there on the floor.

8
DF Gameplay Questions / Re: Bring them home!
« on: July 15, 2008, 01:05:50 am »
Yeah I rescued three human kids and took one to his home and talked to his father but neither will recognize it yet.  After one too many wolf ambushes they all disapeared left but only one died during the combats and it wasn't the one I had found the father of.  My guess is that its not fully implemented yet.

9
DF Adventure Mode Discussion / Re: Epic Awesomeness
« on: July 02, 2008, 04:26:33 am »
Code: [Select]
You grab The wolf by the throat with your left hand!
You hack at The wolf in the head with your -Iron short sword-!
The head flies off in a bloody arc!
The wolf has been struck down.

I meant to choke it to death, but forgot to change my attack preferences.  However, this scene was made even more gruesome by the fact that I had cut off all of this wolf's limbs (LR, RR, LF, RF), its right ear and its tail immediately prior to this and it was still alive.  I was also surrounded by its eviscerated brethren and plenty of vomit.  You can just imagine the evil grin as the shadowed figure lifts the disfigured wolf into the air above him by the neck and then brings his sword across his victim right above his hand in a bloody final blow.

This game sometimes surprises me with how visceral and violent it can be.


10
DF Dwarf Mode Discussion / Re: Favorite engravings.
« on: May 06, 2008, 11:31:00 am »
I had combo-engraved artifacts for awhile in my first fort where each was engraved with an image of the previous artifact.  This went on for four or five artifacts.

11
DF Dwarf Mode Discussion / Re: interesting artifacts...
« on: April 20, 2008, 05:28:00 pm »
I had a series of artifacts which each had an image of the previous artifact for awhile, out to like four artifacts I think.

12
How wide is the road?  Is it three wide?  Also check Depot Accessibility (keyboard command is a capital D) to be sure that there aren't any bends which are breaking accessibility.  For me the wagons will spawn in the right location but the trade representative will still spawn on the far side of the map.

13
DF Dwarf Mode Discussion / Re: Stupidest Things That Ever Happened
« on: April 21, 2008, 12:44:00 pm »
quote:
Originally posted by gerkinzola:
<STRONG>

just set a garbage dump over magma and dump some glass stuff in there because if its magma proof it wont be destroyed.</STRONG>


I actually tried that, but it isn't a good indicator I think.  I can dump a piece of rock in the magma and it melts but a constructed wall will not.  Similarly I can throw a rock door in there and it will melt but I believe a standing rock door will not.

Anyway, magma doesn't move fast enough to be a good defense mechanism like I read in Boatmurdered it seems, nor do I have access to iron ores on my map (so far) nor bauxite to make pumps, and with the water filled with hippos...


14
DF Dwarf Mode Discussion / Re: Stupidest Things That Ever Happened
« on: April 20, 2008, 05:20:00 pm »
I have a cat that keeps trying to go outside to kill vermin.  Because the map I am on has at least a pageful of hippos I keep the doors tightly sealed.  So this cat follows this pattern.

1. Vermin outside!  Go for the door.
2. Huh? Door is locked, there isn't any other way to go.  Turn around and head for my owner!
3. But wait! Vermin outside!  Go for the door.

This is the same door that at least eight kobold thieves have tried to get into, but have had their cover blown by this cat.  Neither the cat nor the thieves ever try the other door.  The kobolds also love to spawn on the edge of the map and take no more than two steps before being promptly assaulted by the wildlife, turning around, and running for their lives.  Hard for my dwarves to get out there and do much though, if only I could get my anvil from the caravan and find some lava-proof ore and make my lava-flooder.  I don't necessarily trust the wiki's claim that glass floodgates will work, lest disaster occur.  I am not going to risk the one mechanisim made from the bauxite I imported and my dwarves lives for that.


15
DF Dwarf Mode Discussion / Re: Ways to deal with cats
« on: April 15, 2008, 01:41:00 pm »
I build a 15-or-so deep z-level shaft and please the gods of the deep by tossing a newlyborn kitten down once a season.  The rest are slaughtered for the post-ceremony feasting.  We even take bets on how many body parts blow away from the main tile the creature lands on.

I also sacrifice by captured goblins this way as well, less feasting though.


Pages: [1] 2 3