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Messages - Hoooooooar

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1
This is also happening to me.  Twice now i've gotten stuck sieges.... unfortunate.

2
Well i've let the game run for a long time now its approaching FPS death because of how popular my bar is.  I started with every single race in the neighbor screen on embark.  Only the dark stragglers have invaded, the werewolves? were one that have approached the border twice but ran away each time.  The Tavern has an army of visitors now from every single neighbor though, i even killed some of them to try to get them hostile, but its not happening.  Poor elephant shoulda known something was up when 40 armored dwarfs stormed in and executed him.

3 gobbie sieges, 1 really strange one that had 5 dwarfs, 3 humans, 2 dark stranglers a few naga men too.  They came in and just hung ou t at the border, they were quickly dispatched, as soon as their first person died they all ran away.  I was also next to a tower and the undead also run away on sieges, almost forgot that.  Hope that helps out in some way.

Oh also kill all frogmen onsite, they just come into the tavern and start breaking everything, then they roam around your fort breaking everything.  Guys are dicks.

3
Ahh, no path to the enemy.... put a roof on it, makes sense.  I didn't think of that.  I thought they were just jumpin through the slots didn't think they were climbin over to jump to their deaths.  I will try that, along with the 1 space spot on the fort.

4
So... i had two 2 story towers with fortifications guarding my entrance.  I noticed that my dwarfs don't shoot through the fortifications, i recall a while back that they wont shoot through forts unless they are elite, not sure if that is still the case.  So for round two, i removed the fortification, and instead of shooting the incoming gobbies from up high, they all jump off the fucking tower and break their spines, legs and arms and shit and just lay on the ground waiting for a troll to come and beat them to death.  I can't believe they all jumped off the tower.  They all have ammo and quivers and some of em shoot, but i've re-ran this now 3 times and sooner rather then later, they all decide this is the time.....  https://youtu.be/Q86Rn4jETVk reminds me of that movie. 

Any way to get them to stay up there and shoot, or is about time for my strength to be broken.

5
DF Dwarf Mode Discussion / Re: Dealing with Tavern Brawls?
« on: February 16, 2016, 09:27:10 pm »
What's the densest material I can make my floor out of, bar a certain nigh-indestructible stone? How can I improve the lethality of my taverns? I never seem to get anyone serving alcohol or starting fights in my taverns, no matter how much alcohol I give them, tavern keepers and performers I assign and rowdy races I insert into the fort.

Is it too much to ask for these literal hundreds of poets to start trying to kill each other?

Me too, they are all happy as fuck, someone start killing i've got an army of marksdwarfs above you ready to murder you all.

6
I also have the disappearing sieges joint.  Also no Human caravans never came..... lots of humans in the bar, no human caravans.  The elves only came once too.  THey bring all teh good animals, COME BACK ELVES. 

Duno if that is a bug here or just in 42 in general.  Also my bar has 4 war elephants in it.  Wonder how this is gonna turn out.  under "civilizations" menu i only have dark stragglers, gobbies, and beak wolfs, none of the more powerful bros are there.  But i do have a wolf thing, multiple elephants, some humans and elves all hanging out at the bar.
 

Humans caravans not arriving and disappearing sieges appear to be bugs that can occur in the vanilla version as well, sadly. If you paste [PROGRESS_TRIGGER_POPULATION:1] in the human entry under in the entity_default, you should be able to trigger them even in an active save. Also, if you can let me know which sieges are vanishing, that may be potentially helpful.

Strangely, none of my test forts ever have Fortress Defense races appear in bars, so although I am fairly certain I know why this behavior occurs (conquest of FD races by races friendly to dwarves) I've never been able to test my hypothesis.

hahha, every single one of the races is in the bar now (http://imgur.com/BpsVDHu), everyone but the stranglers, because they DID invade early on.  There are absolute hordes of goblins invading though, 50+ on their last try.   Also the King is now a resident in my fortress, he inherited the throne, although we still aren't the capital, or even a duchy..... played a lot of dwarf fortress, never seen that happen before.  When you say to "If you paste [PROGRESS_TRIGGER_POPULATION:1] in the human entry under in the entity_default, you should be able to trigger them even in an active save".  That is greek to me, is that in a txt file, in DFhack?   

7
I also have the disappearing sieges joint.  Also no Human caravans never came..... lots of humans in the bar, no human caravans.  The elves only came once too.  THey bring all teh good animals, COME BACK ELVES. 

Duno if that is a bug here or just in 42 in general.  Also my bar has 4 war elephants in it.  Wonder how this is gonna turn out.  under "civilizations" menu i only have dark stragglers, gobbies, and beak wolfs, none of the more powerful bros are there.  But i do have a wolf thing, multiple elephants, some humans and elves all hanging out at the bar.
 

8
Well, i've let the game run for about 48 hours or so, and the first level wolves showed up, but nothing after that.  I never would have thought that i'd say that dwarf fortress is just too easy when i first started out.

9
So i tried this mod, i recall it being exactly what i was looking for.

Its been 3 years and still no invasion of any kind, come to think of it there was no invasion period on vanilla game either.  What has this latest version done?

WHERE ARE THE INVASIONS DAMNIT.

10
DF General Discussion / Re: Dwarf Fortress 40_12 Starter Pack r1
« on: September 18, 2014, 05:37:25 pm »
I will paypal someone $25 to fix hauling so they stop taking barrels to items instead of items to the barrels.  The offer is real!
   While I can't fix it (nor can I fix it for bins either) but I can suggest some micromanaging that will help alleviate your problems. Say you have a 5x5 stockpile for whatever. Instead of just having that 5x5 area you make a 5x4 and a 5x1 area. You make the 5x4 allow as many barrels/bins as you want and the 5x1 not allow any barrels/bins. Then make the 5x4 area take from the 5x1 and only take from it. The 5x1 will then be the only valid space to store stuff and it doesn't allow barrels/bins so dwarves will just bring the stuff there. Then there will be stuff for the 5x4 to take from it and while they will haul the barrel/bin around to pick up stuff they only have to walk a few tiles.

I tried that, but in pile #2 without bins/barrels, they still take the damn seedbag and run away with it all the time.  I could live with them taking barrels of food away but that seed bag!  The seed bag needs to stay put!

11
DF General Discussion / Re: Dwarf Fortress 40_12 Starter Pack r1
« on: September 16, 2014, 10:20:35 pm »
I will paypal someone $25 to fix hauling so they stop taking barrels to items instead of items to the barrels.  The offer is real!

12
I dont think farming has changed buttt.....

I have 20 farmers and they never have enough seeds because someone yoinks the entire seed bag to go pickup more seeds.  This is a HORRIBLE bug, it is making farming quite difficult when my seed stockpile is constantly being taken by some asshole 300 tiles away to some random area that one seed is at, while my 20 farmers sit around spamming no seeds. 

Even in short distance.... they still take the dang bag every 5 seconds so the farmers cannot plant and plant and plant, i don't think i've had a full field yet, even with 20 farmers because of the seed bag getting yoinked.  It is killing meh! 

There is no way to start an agriculture system (and booze system) with the seed bags getting stolen every second by someone, its very very bad. 

13
DF General Discussion / Re: Dwarf Fortress 40_11 Starter Pack r3
« on: September 11, 2014, 11:05:12 pm »
/headdesk

Yep, graphics should be OK this time... I'm just used to them changing.  Therapist and DFHack will be missing though.

No therapist, or DFHack?  Well then I might as well go back to v0.23 if we are going to be living in the dark ages.  Geez. 

14
DF General Discussion / Re: Dwarf Fortress 40_11 Starter Pack r3
« on: September 11, 2014, 01:59:48 pm »
Dangit.... right when i wanted to get back into DF we are in the never ending waiting for lazy newb pack update cycle again, now with a new name :0

I NEED THE LATEST VERSION!!!!! HURRY HURRY ZERG RUSH.

Thank you for your work.

Not at all. The Starter Pack is extremely playable. Are the .12 changes really important to you?

Well, I have twice now had people go to try to sleep and get stuck forever, so that update would be nice.  Also i still can't get soundsense to work and i have no idea why.

15
DF General Discussion / Re: Dwarf Fortress 40_11 Starter Pack r3
« on: September 11, 2014, 12:35:30 pm »
Dangit.... right when i wanted to get back into DF we are in the never ending waiting for lazy newb pack update cycle again, now with a new name :0

I NEED THE LATEST VERSION!!!!! HURRY HURRY ZERG RUSH.

Thank you for your work. 

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