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Messages - Dehydration

Pages: [1] 2 3 ... 5
1
DF Dwarf Mode Discussion / Re: Your first casualty?
« on: November 02, 2007, 09:28:00 am »
Pack of Beak Dogs wandered onto the map at the same time as my Autumn migration. Figured it was best to save some and not all so I drafted them all and stationed them in directions that required them to completely scatter. The one who scattered toward the beak dogs died predictably quickly, the rest eventually made it to the fort, though several had to fight their way through packs of harpies and made it in with minor injuries.

Then, while I was doing that, two dwarves from the fort decided it would be great to go attempt to recover the equipment from the dwarf who died. This, children, is the story of how I came too late to love the Forbid designation.


2
If you were going to be really micro about it, you could make sure there was some decent-quality furniture nearby and tell your legendary metalcrafter to decorate furniture with (metals). That should use the metalcrafting skill instead of metalsmithing.

3
DF Gameplay Questions / Re: Noble Demands
« on: August 22, 2006, 03:46:00 pm »
quote:
Originally posted by Toady One:
<STRONG>I think it's grammatical, but I'm not 100% sure.  Also, beware of people tasking your bags and filling them with seeds and so on before you reject the bag plan.  Depending on your storage situation, it might be tricky to get the bag available.</STRONG>

After producing well over a dozen leather and silken bags in an effort to catch up to any existing demand, I was finally shown a leopard leather bag on the Build Container menu. Now to build yet another silken bag!

Thanks, Toady.


4
DF Gameplay Questions / Re: Noble Demands
« on: August 22, 2006, 02:14:00 pm »
Build Container says you need a free box, specifically, but I'll build a couple bags just in case that's purely grammatical and let you know.

5
DF Gameplay Questions / Noble Demands
« on: August 22, 2006, 02:02:00 pm »
My manager is demanding "cave spider silk item in bedroom", but none of the items I can directly place can be constructed of cave spider silk. Any suggestions?

6
DF Gameplay Questions / Re: Mandates
« on: August 22, 2006, 02:01:00 pm »
If you ignore a mandage it's an unhappy thought for the broker and a minor criminal offense for the crafter who didn't make the item.

I once forgot to fill a mandate for two copper maces and got my metalsmith locked up in retaliation. It was fun.


7
DF Bug Reports / Re: Now, I'm no doctor.. (seven hand bug)
« on: August 29, 2006, 06:32:00 pm »
That may well be the single most appropriate coupling of a dwarf's name with their bug, ever.

8
DF Bug Reports / Re: Noble Demands
« on: August 26, 2006, 08:34:00 pm »
quote:
Originally posted by RPB:
<STRONG>Could be worse. I've had nobles mandate the production of items of specific types of bone, such as say cave crocodile bone. When the single cave crocodile ever seen in the fortress had died and rotted away like three years ago.</STRONG>

Aye, that's a mandate though -- those go away. Still, that's pretty tall order you got there.


9
DF Bug Reports / Noble Demands
« on: August 26, 2006, 08:23:00 pm »
My Trade Minister is currently demanding an Obsidian Cabinet in his room.

Is there any way that demands can be limited to things that can actually be specified with a build order? "dark stone" covers a lot of ground, particularly at this late point in the game where there's a metric ton of every type of stone sitting in my stockpiles. I've had four masons working continuously since early Winter and it's now mid-Spring with not a single Obsidian cabinet resulting.


10
DF Bug Reports / Re: Kidnapping woes--children heard, but not seen
« on: August 25, 2006, 07:16:00 pm »
quote:
Originally posted by Toady One:
edit: tested it and got the proper message for a mule, cow and horse that were chasm'd in cages

Ooh. Finally, a good method of disposing of the wounded. Assign to a justice cage, chasm the cage.

Will there be unhappy thoughts for the dwarves who toss them out?


11
DF Bug Reports / Re: Bug with Engraving?
« on: August 22, 2006, 05:47:00 pm »
quote:
Originally posted by Garthor:
<STRONG>I'd like to add that this only happens when engraving.  Smoothing stnoe and carving fortifications doesn't have the same problem.</STRONG>

Agreed. The rooms havn't changed since I carved them out of the stone -- the furniture was all there before I came in with the smoothing-team, and as you can see, it's all thoroughly covered with the Level 1 Detailing.


12
DF Bug Reports / Bug with Engraving?
« on: August 22, 2006, 05:10:00 pm »

The above is a section of rooms for nobility that I had some difficulty engraving. As you can see, only the room second from the bottom on the right side is fully engraved and the rest are engraved piecemeal.

What happened is that I would designate the entire room to be detailed for the second time, resulting in the blue engraving designation blinking like usual. Workers would show up and begin to engrave. When one of them completed the tile that they were working on, all designations for detailing in the immediate vicinity were cleared and the workers wandered away. I got that one room detailed by selecting one tile at a time, waiting until it was finished, and then selecting the next one over and over and over.

I tried selecting a room using multiple swathes of designation, designating multiple rooms at the same time to see if all the rooms cleared once a single tile completed, and waiting until the engraver currently working had left the vicinity so I could see if it was somehow related to an individual dwarf.

It doesn't happen with every engraving job in my fortress, but it does happen with every engraving job in that vicinity, including the  upper-left rooms that are not nearly as jam-packed full of fun furniture. Any time more than one tile is designated for detailing, they will all clear once a single tile in the vicinity is detailed.

I've had it happen in a few other spots but this is the only one at which it's consistantly reproduceable.

Thoughts?


13
DF Bug Reports / Re: Human trader caravan leaves before it arrives
« on: August 22, 2006, 04:59:00 pm »
I had a human caravan arrive in early summer with five or six very slow wagons that didn't completely finish unloading until about thirty seconds before I got the message that they were preparing to leave.

One has to question the logistics of using horses that take several months to travel a few hundred yards.


14
DF Bug Reports / Re: Traps are worthless.
« on: November 06, 2007, 12:50:00 am »
Here are some worthless traps against a legendary dragon.
http://mkv25.net/dfma/movie-96-onoiduruso

Here are some worthless traps and a very brave horse against a legendary titan.
http://mkv25.net/dfma/movie-99-mypettitan

As far as sneaky-things go, traps don't go off all the time -- there are monsters, particularly of the kobold variety, that sometimes make it almost inside my fort even with what you see here. Even once they're revealed they run around at will without getting smashed. Seeing as how it's real, real specific which ones are and are not affected, I'm not sure you could call this a bug.


15
DF Suggestions / Mining - Toggle to Follow Ore Veins
« on: September 30, 2007, 06:47:00 pm »
I'm not sure if this has been suggested, but a toggle for dwarven miners to follow any veins of a particular kind of ore that they encounter would be pretty handy when you're trying to micromanage an invasion up front while digging out coal in the back.

Have spent ridiculous amounts of time playing this game, thanks.


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