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Messages - melomel

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1
My crappy antique laptop does not like vanilla 40.24 at all; all my unmodded forts meet FPS death within the first 2-3 years.  (Current fort has had buttloads of creatures/trees/plants stripped out of the raws; it seems to help a bit.)

So far, embarking within range of a tower seems to ensure THE DEAD WALK by year 2; kobolds have been showing up, as well.

Generally speaking, if you see a civ as a neighbor in your embark screen, it should siege/trade with you.

2
I...  think I've got the search function there figured out.  (Looks like "feather tree egg yolk" in the depot is also a known bug.)

And...  after much flailing on Mantis, it looks like my issue is...  uhm.  Using a 40.03 version of d_init.txt.  Derp derp.

*facepalms*  Thanks, sorry; I'll just show myself out now.

3
World generated and game started in 40.03; currently playing in 40.05.  First and only fort in the world; has each civ type + tower as neighbors.  Start year 501; currently 503.

I had two sieges early on--the first or second year.  One small band of mixed undead, one small band of live gobbos.  My fort actually has wealth now, but all I've seen since were two very annoying bands of grey langurpeople.

I got the two migrant waves, and since then, nada.  I seem to be stuck at 19 dorfs.  I've checked the sites and pops; there are almost 15000 dwarves in the world, and several thousand are non-undead belonging to my civ.  The bulk of them seem to be living in hillocks instead of fortresses, if that affects things.  I've upped the population cap in d_init.txt a couple times; haven't even had a birth from any of the married couples.

My best mason regularly cranks out masterwork statues that the game announces as interesting.  Masterwork demon statues, left and right!  However...  when I actually check the stocks, it's the same-old, same-old disappointing statues of my expedition leader.  Is this a known bug?

4
You might enjoy them less once your dwarves start to get more adventurous and start plummeting from them.

Only the ones with poor agility will plummet the most often.
Ones with sufficient agility will probably not fall.

That hasn't happened to me yet...  I read the thread about those disasters, so I marked the trunks and canopies of the trees as restricted traffic areas before I let my dorfs run free.  I used to do the same thing in earlier versions to keep them from trampling over phantom spider webs.

The traffic menu has powers beyond mortal ken.

5
The apparent stability lulled me into a false sense of security...  I was expecting something like the release where my female expedition leader turned out* to have a wife and child back at the mountainhome, and everyone only lasted part of the first spring before the (supposedly 100% regular, normal, made-of-water before-evil-weather-was-added-to-the-game) rain melted everyone to death.

...Ah, memories.  :'D

The autumn save loads, so I'll see how far I can get the second time!  I was expecting to hate the new trees, but I love 'em.

6
DF Dwarf Mode Discussion / Game crashes at the end of the first year?
« on: July 10, 2014, 07:48:36 am »
Is this a game-breaker, or just a thing that happened?

So far, it's the first crash I've run into, but I've got a very small and laid-back little outpost.

Minor bugs include:  Giant magpies floating frozen in space for three seasons, unmoving; I've been building a bunch of block walls; two isolated pillars don't have the corresponding block floor on the z-level above; and a dead kobold is listed as "missing".  (After a funny Benny Hill chain of terrified kobold, terrified war dogs, terrified kobold, then the useless military showing up just in time to stand there, stricken by horror, HORROR at the kobold's death.  Lord help them if any goblins show up.  XD)

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 23, 2013, 09:19:04 pm »
It's been a while since I've played.  It's now summer of the second year.

A dorf got a block to the head deconstructing a stairway, which shows up in the combat log as "The engraver's head has been caught in a cloud of boiling magma! x5"

"Kubuk Rirnolzefon, Trader (Friendly)" showed up with spring's migrant wave.  I keep waiting for her to turn into a werecreature, but the full moon has come and gone with nary a sign of scale, claw, fur or feather.  Maybe an outcast accidentally immigrated?

8
I'm not sure how I did this, but I can't make wheelbarrows on a shiny new embark.  They show up in stockpile options, but neither in workshop nor the J>M build queues.

I deleted a lot of animals from the raws, and removed aquifers from some (well, a lot) of soil types, but I haven't done anything more complicated.

Double-checked and made sure--yep, right version of the game; the old fortress I got bored with (it was doing TOO WELL) can still produce wheelbarrows.  Copied the raws from that one over; still no wheelbarrows.

And after I'd finally found an embark with a hellish husk-creating miasma...

Did I do something stupid and obviously wrong?

9
DF Dwarf Mode Discussion / Re: Usefullness of Trapping?
« on: December 07, 2012, 04:06:07 pm »
What is the point of the trapping labor?

In a practical sense?  Non-existant.  Nobles AFAIK will never demand foods; liquid fire and gnomeblight are totally useless, currently.

In the sense of gameplay?  FUN!  Maybe !!FUN!! if you trap fire snakes, which I believe can set things on fire.

Dwarven cheese...
This feel by the wayside but yes! Dwarf cheese is made by processing purring maggots, I've never done it but it is there.

I thought purring maggots/dwarven cheese was still bugged?

Everything else has a limit how many can spawn on the map at once.

Vermin aren't counted like animals; if you check your pop files in worldgen, you'll see stuff like:  "Unnumbered leeches".  Although, looking closely, there ARE limits on fish and some other vermin:  "87297 clownfish, 13522 axolotls".  Hmm.  That probably explains why rivers and ponds can be fished out, but I really wonder how that works with vermin spawning...

10
DF Dwarf Mode Discussion / Re: I have a sudden urge to make mog juice
« on: December 05, 2012, 11:27:10 pm »
Quote from: Urist McDwarfFortress
So you didn't mess with their season tags at all?

I did indeed.  Didn't do jack...  other vermin have [NO_SEASON] tags and still show up, so it shouldn't invalidate my results.  Probably.

Quote
Also, do you have to regen a new world? Or does just changing the frequency tag in your existing save's raws do it?

I did not, but I only caught 'em with baited traps.  Figured that since vermin are constantly spawning/regenerating, it'd work... should be easy enough to double-test, but I've found a shiny new toy (terrifying volcano/cliff embark site) and am trying to roll up a starting party that might survive the first season.  >_>

11
DF General Discussion / Re: Worldgen cookbook
« on: December 05, 2012, 10:32:42 am »
I'm running into problems genning necromancer towers.

I've got a seed I like (the dwarven civ is called The Greater Anvil, even), and I can't get its history to spit out a single undead monstrosity.

So far, I'm working with [SECRETS:1000] and genning to year 1000 (will be jacking that up to 2000 in a fit of quixotic pique).  There are a lot of FBs--do those eat baby necromancers?  All races are present, and I've tried increasing their populations, but these dwarves just don't want to abominate.

There seems to be plenty of space for towers in the appropriate biomes--they seem to like evil/untamed forests, and there's plenty of that real estate available.

Currently considering:  Making goblins mortal.  Increasing the animal-man population.  Is there a way to increase the likelihood of a war or three?  I'm wondering if a dearth of corpses might be the problem.

Thanks!

12
2)I believe they will, yes.

Hmm, I'll try testing that to confirm, with a boring necromancer.

That's not enough information.

How long are you leaving the world to gen? Necromancers take time to discover the secrets of life and death, and then more time to create a power base.

Doin' my standard 1000 years.  On world nine, I finally got a tower.  Two towers.  (The dwarven civ?  "The Tempted Tower.")

13
go on and on about how its too complicated for them , how they are not smart enough to play. with luck they will get so annoyed they will try and play to prove you wrong.

+1

That, and make 'em read Boatmurdered.  I was interested when I first saw the significant-other-at-the-time's roomie playing it, but it looked like someone had vomited ANSI all over the screen.  Then I read Boatmurdered.  Now I see "s as salad greens.  It's like entering The Matrix without the OCR.

14
I'm guessing not--the wiki just says you need to be close to a tower for a siege--but the little bastards keep refusing to build anything in world-gen, so I figured I might as well double-check.

If the necros leave the map unharmed after loitering outside your locked gates, will they re-siege/ambush?

15
DF Dwarf Mode Discussion / Re: I have a sudden urge to make mog juice
« on: December 04, 2012, 12:19:44 pm »
After trial and error, I'm going to blame this on moghoppers' [FREQUENCY:10] tag.

I genned a world where almost no other vermin existed, but still no moghoppers until I upped the freq. to 100, like that of proper vermin IE rats/hamsters.

Oh, and the best way to catch them is to place masterwork traps by murky pools and bait them with meat or fish.  You'll want to turn off the autopause in announcements if you do that, though.

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