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 - Neoptolemus

Pages: [1] 2
1
DF Adventure Mode Discussion / Re: Missing sites?
« on: January 25, 2011, 03:20:31 pm »
Oh, I must have missed that in the patch notes. That's a shame. I guess I'll just have to head back home and try to find a cave somewhere. Are there any particularly efficient ways of getting to the underground without aimlessly wandering around asking locals and hoping you stumble on a cave by chance?

2
DF Adventure Mode Discussion / Missing sites?
« on: January 24, 2011, 05:52:12 pm »
Hi all,

I created a human adventurer, and after a run of luck I had slain a couple of dragons and a few titans for my starting civilisation, and I decided to boldly take my party deep underground with the aim of meeting some of the more unsavoury beasties below.

I couldn't find any caves locally, despite spamming "surroundings" with most of the locals, so I decided to try exploring the world and perhaps visiting the dwarves or elves. However, I can't find a single civilisation outside of the towns and hamlets I started in. The fast travel map says I'm standing near a mountain hall (nothing is marked on the map, but it says in the bottom left the name of the hall), so I zoom in and follow the "compass" to the nearest site. However, the "compass" says *** (as in I'm standing right on it) and yet I can't find an entrance anywhere, it's just terrain. This happened at around 5 different mountain halls in different regions.

Disappointed, I stumbled across a forest retreat on the fast travel map (this time the icon did actually show up on the map) and so I zoomed in again, and once again the compass said I was stood right in the retreat, but there were no elves. Nothing. Same happened with another forest retreat nearby.

As far as I can tell, the whole world is empty and deserted outside the civilisation I started in, despite the embark screen claiming there are active civilisations all over the place. I would try rerolling a dwarf to see if there is a problem, but I don't want to restart, I'd rather find out if my world gen is bugged or something. Asides from the occasional ambush by a tiger, there is nothing to do. I can even sleep in the middle of the wilderness without being attacked by anything.

Anyone else come across this problem?

3
DF Gameplay Questions / Re: Hopelessly confused about militia
« on: June 22, 2010, 03:46:04 am »
Ah ok thanks for the reply. The individual training confused me because of the existence of training weapons, which I assumed were for sparring with, but right now all they seem to do is individual combat drill which doesn't appear to carry any inherent risk to it (unless they can chop their own toes off by accident or something), so I might as well give them all metal weapons.

As for the little "square root" icon next to equipment, I assume that does mean that they currently have that item? If so then I guess it's a bug because I checked each dwarf's inventory individually and only 4 of them had any armour on, the others had nothing but still claimed to have it.

4
DF Gameplay Questions / Hopelessly confused about militia
« on: June 21, 2010, 03:55:01 pm »
Hi everyone,

I've been trying to start up a militia for my fortress but I can't tell if the game is bugged or if I'm doing something wrong. I've tried following the step-by-step guide on the Dwarf Fortress Wiki, as well as reading other topics on this forum, but I can't seem to get my militia working properly. Here is a blow-by-blow account of what I did:

1. Assigned a noble to the "militia commander" position, I chose a dwarf who was a proficient axedwarf (best fighter atm)
2. Assigned a noble to the "arsenal dwarf" position and gave him an office, and removed all labour jobs so he can focus on the role
3. Created a squad from the militia commander, so he is in position 1 of that squad
4. Assigned 6 other dwarves to form a decent sized squad (7 in total including commander)
5. Assigned the whole squad the "metal armor" uniform, with an individual melee weapon of their own choice
6. Built a wooden weapon rack, defined a barracks from it and set it to "train"
7. Checked the schedule, set to train all year round.


I have numerous problems now. Firstly none of my militia have turned into recruits or axedwarves, they're all still listed as "miller", "peasant" etc and their icon is a civilian one. Secondly, only 4 of the 7 dwarves have geared-up and gone to the barracks, the others are carrying on their normal civilian jobs and haven't picked up their gear, but the military screen says they have (it has the little "square root" sign next to the item, I assume that means they have it?). Finally, the dwarves that are training aren't actually sparring, they're all standing away from each other doing "individual drill".

I don't understand what I've missed out, if anything. I followed the guide in the wiki exactly as far as I can tell, but it doesn't seem to be working properly, anyone got any advice?

5
DF General Discussion / Re: Al-Qaeda's fortress has been abandoned
« on: March 05, 2010, 07:31:42 am »
I wonder if the guns the villagers are waving about at the end were taken from the caves, or ones that they already had.

Possibly, though in places like Afghanistan and Iraq people swap AK47s like trading cards. A lot of the time, the "ten dollar Taleban" we encounter are just locals taking a few potshots, sometimes without any actual affiliation with Al Qaeda.

When a wedding takes place, it's common for the men to fire their AKs into the air in celebration. It has been known for the resulting hail of lead to fall down on someone's unsuspecting house a mile away. It also shows how difficult it can be to distinguish between a Taleban attack and a wedding party.

But yeah, no magma, no HFS, no zombie carp. This was indeed a poor choice of embark location. They probably gave it over to the Pakistan military quite willingly.

6
This program is awesome except for the fact that Dwarf Fortress has a really frustrating bug where map features appear on the embark screen, tricking Ultrafinder into thinking it's a match when in reality they aren't there once you start playing.

I left ultrafinder on indefinite loop for a while, and it had 6 perfect sites waiting for me. Loaded each one up, found each area on the embark screen, everything looked perfect so I went ahead and embarked and what did I find? No chasm, no bottomless pit, no HFS and no lava. What the hell?! EVERY SINGLE ONE had 2 or more missing features that the embark screen swore blind was there.

I must be doing something wrong because nobody else seems to have this problem. Any clues?

7
DF Dwarf Mode Discussion / Re: To weaponize Miasma?
« on: October 07, 2009, 04:56:12 am »
The other issue you have to be careful of are cats which leave dead lizards lying around everywhere, they could turn out to be quite deadly...

8
You could make an arena, with captured goblins being thrown in to fight THE BEAST. You could even make it more fair by setting a pack of goblins or wild animals on the spider, they'll retain their weapons while captured unless you specifically ask the dwarves to disarm them.

I tried that with a group of wolves I'd captured, but for some reason when I threw my goblin captive in there, they just ignored each other and aimlessly wandered around the arena instead.

9
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 05, 2009, 06:49:24 pm »
Biggest facepalm moment I've had is creating an underground sculpture garden with a water feature (tastefully arranged pools of water with seating next to them). The water level in the pools is only around 3 or 4 so things tend to fall in and disappear forever.

So far my dwarves have managed to lose an artifact bucket, various items of clothing and two babies down there, while two dwarves have also thrown themselves down there after going mad or depressed. The miasma that now wafts up from there is sure to upset the dozen or so dwarves I have partying in there, not to mention the unhappy thoughts from being unable to bury their mates.

Actually, I've noticed a third baby just crawling around the fortress, hungry and thirsty but no dwarf seems willing to claim it. Is this a bug or is there some serious post-natal depression hitting my fortress?

10
DF Modding / Re: Middle Earth Mod - release 3.1
« on: July 28, 2008, 09:02:41 am »
Has anyone else had a problem with megabeasts dying much faster than vanilla DF? I normally have my megabeast death percentage set to 80, and in vanilla DF it usually takes 300-500 years to reach that threshold, but with the ME mod every beast had died by year 50. It's not the end of the world, but I prefer having a much longer history but with some megabeasts still left alive as a challenge.

11
DF Adventure Mode Discussion / Re: X gives in to pain
« on: July 19, 2008, 02:25:53 pm »
Yes, but are you seriously suggesting a prosthetic neck? Because that would be awesome.

Well, the prosthetic limbs was merely an example to show why it's realistic to have creatures fully recover from severed limbs (without actually regrowing the limb obviously). A prosthetic neck would be awesome though, especially if it was able to spin right around.

12
DF Adventure Mode Discussion / Re: X gives in to pain
« on: July 19, 2008, 12:09:26 pm »
Hopefully a future version of DF will fix this. Someone who loses a limb but does not die as a result of the injury does recover eventually, that's why prosthetic limbs exist.

13
DF Adventure Mode Discussion / Re: I've recruited a child
« on: July 18, 2008, 05:43:30 pm »
.
That's like one of those childrens movies!
Gone horribly, horribly wrong.

Sazir:"Let's defeat the evil dragon!"
Hammerman:"He won't know what's coming!"
Sazir:"YEAH!"


Lines you'll never see in a Harry Potter book:

Ron Weasley punches the Troll in the upper left arm
The shot glances away
The troll bashes Hermione Granger in the lower left leg
It is mangled!
Harry Potter casts expelliamus
The spell misses
The troll bites Harry Potter in the head
Harry Potter's brain has been badly torn!

14
DF Dwarf Mode Discussion / Re: Good seeds for new version
« on: July 17, 2008, 01:55:08 pm »
The fabulous continent of nourishment? I bet you'll be disappointed if your dwarves start starving to death.

15
DF Dwarf Mode Discussion / Re: interesting stuff.
« on: July 17, 2008, 01:49:49 pm »
That's some impressive pin-point accuracy on behalf of your siege dwarves.

Nothing particularly interesting has happened to me yet, though I did find it a bit puzzling that one of my dwarves interrupted eating a plump helmet so that he could hunt some vermin for food. There's no accounting for taste.

Pages: [1] 2