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Messages - Crandal

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1
DF Gameplay Questions / Trouble with a fortress-wide training regimen
« on: December 05, 2016, 07:50:14 am »
Hello Bay12!  I've hit a bit of a snag with my fortress plan.  One of my goals for this fortress was to have the entire fort engaged in a large-scale military training operation every winter, and I've set them all up with squads, assigned them a barracks, set it all to train, and set them all to be active only during the winter and they all go and train there, which is well and good.

But they won't stop.  More precisely, so long as there's a barracks, and they're set to train at that barracks, even when their squad schedule is inactive they go to the barracks and do individual (green) training.  This training appears to be such high priority that they won't socialize, they won't pray, they won't study in the library.  It's caused my fort's social life to grind to a halt, and all of my training dwarves are pretty upset about unmet needs.  so here's my question:  How do I set up a schedule with my dwarves so that they automatically head to the barracks to train during the winter, but don't do individual training there during the other seasons?  Is it possible?

2
I'd like to automate my clothes industry through the ingame job manager to produce clothing if the amount of undamaged (xclothingx) clothes or armor goes below a certain number, however I'm not sure what sort of trait in the item trait list that would be, or if it's even part of it.  Does anyone know for sure?

3
DF General Discussion / Re: The Rocker
« on: October 12, 2016, 07:03:43 pm »
I used to rock on my seat a lot like that a few years ago and it was mostly just a habit that built up when sitting and being excited.  I still do it on occasion.

4
DF Gameplay Questions / Re: How to handle trading/invasion bugs?
« on: July 27, 2016, 01:37:52 am »
I actually thought that trees blocking the way might be the case when I got hit with the bugs, so I've tried making sure there's sufficient space, but sadly it never helps.  The last map this occurred on had no trees or other blockages at all, and was completely flat.  It's sounding like the only fix is just save-scumming, oh well.  Thanks everyone.  Glad I have that option at least.

5
DF Gameplay Questions / Re: How to handle trading/invasion bugs?
« on: July 26, 2016, 04:12:01 pm »
I've tried saving and re-opening the game each time but sadly it hasn't fixed any of my issues, so that might be 43.04/43.05 exclusive, not sure.

6
DF Gameplay Questions / How to handle trading/invasion bugs?
« on: July 26, 2016, 03:57:01 pm »
This isn't a bug report, I know where those go, and I'm sure these bugs have been reported given they're so ubiquitous (At least for me?).  Rather, what I'm wondering here is how people deal with the bugs I've been running into consistently in my 43.03 forts.  Specifically, I can never seem to get past year 5 because either trade caravans stop showing up inexplicably, or the merchants bug out and refuse to leave the map, or I get siege markers that never go away because nothing actually comes onto the map.  It's sucking the fun out of the game to have to restart every fortress because some bug has broken the game, and I assume, if anyone else is actually playing DF, that they've managed to keep this from happening or something, so...

What are your secrets?

7
DF Suggestions / Re: Food need preferences now too strong
« on: January 27, 2016, 04:32:24 pm »
I think the food issue is less that they don't have their favorite food, and more that if you keep any raw foodstuff lying around, it has an equal chance to get eaten as masterwork roasts from the greatest chefs in the world.  Dwarves don't discriminate until they finish eating, whereupon they find that strawberry they had instead of a goat meat roast seasoned and cooked with wine to exquisite perfection is actually not very 'decent'.  The only real solution I can come up with is to have so many chefs and such a food surplus as to be able to quickly turn any raw foods into prepared meals and booze before anyone tries eating the plump helmet.

8
DF Modding / Flight pathing in Fortress Mode
« on: January 27, 2016, 10:23:46 am »
I'm making a creature for Fortress Mode that uses wings, and therefore will likely be flying to and fro.  I recall from a few major versions back that flight pathing had a few issues, but I was wondering if any of them are particularly gamebreaking in 42.xx.

9
DF Modding / Re: Tundra civilization not genning?
« on: January 17, 2016, 09:23:13 pm »
I had an issue like this with one of my playable races.  The issue you're having, I believe, is like Cheesoburgor said, there are no above-ground crops in vanilla Dwarf Fortress that can be planted in freezing biomes, so the alternative is to either give them underground crops or create a set of, say, 2-3 plants that can be planted in freezing regions.  Hope that helps.

10
I'm guessing this is probably planned, but with Dwarves who need to be creative or practice a skill, it'd be interesting for them to automatically do a job or several at a craftsdwarf's or mason's or blacksmith's workshop or the like, the materials they use could be dependent on how extravagant they are, a more extravagant dwarf would choose gold or the like while a more down to earth Dwarf might choose something else.  Likewise, for dwarves that desire to practice a martial art, they could go over and train with whatever military squad you might have set up, or even just do individual training by themselves.  Dwarves that do craftswork could help alleviate player micromanaging of products as more and more things gain utility, and dwarves that go training would help players pick out the more martially inclined dwarves for their squads.  Both would help handle micromanagement of Dwarven needs.

11
DF Dwarf Mode Discussion / Re: Dwarves consuming like locusts now?
« on: December 15, 2015, 02:21:04 pm »
I believe the cause might be that Dwarves have innately slightly higher values for immoderation or whichever the personality value is on average, and with the new needs system in 42.xx, they eat more to satisfy their needs.

So yes, they're a bunch of greedy little fatsos who're devouring all your food 'cause they can.

12
DF General Discussion / Re: Future of the Fortress
« on: October 09, 2015, 04:27:40 pm »
With the addition of potential animal-people to Fortress Mode, will we see adjustments and fixes to the old flight and swimming pathing issues that keep units from flying or swimming and get them stuck?

13
So you either use wheelbarrows or normal dwarves, but not both?

14
DF Gameplay Questions / DF 0.40.24: Haulers won't move stone to stockpile
« on: September 29, 2015, 03:45:08 pm »
I'm very reliant on seperating my non-economic stone from my economic stone, so I can create steel.  However, recently my fortress has ground to a halt because my dwarves have suddenly stopped bringing any stone to the stockpile I use for my mason workshops except for occasionally one stone via wheelbarrow.  There is plenty of stone for them to bring, all non-economic, all accessible.  My miners go down there all the time and dig out more.  I have 70 idle dwarves, how do I get them to get their asses in gear again?  I've even removed the stockpile and re-added it.  I'm using Dwarf Therapist 31.0.0, and no other utility.  Please help.

15
DF Modding / Re: Fire in the Tundra
« on: September 23, 2015, 03:27:39 pm »
Oh, that's a good point.  Their tears and spit would be made 5000 degree Urists hotter than dragonfire.  Thanks Bogus!

Edit:  Tested it.  You were totally right.  They're emotionally overwhelmed by living in the tundra, or just tormented by the idea, and they were tearing up, setting the whole place on fire.  Thanks again!

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