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Messages - Iamblichos

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916
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 20, 2014, 06:10:24 pm »
Tree growth can be deadly to forts, since growing trees now pierce floors, undug tiles, stone, and pretty much anything else.  I have tower caps sticking up out of the ground.

917
DF Dwarf Mode Discussion / Collapse on surface breached fort??
« on: July 20, 2014, 06:07:38 pm »
So... I just had a "something collapsed on the surface"... presumably a tree branch.  It threw a huge dust cloud and penetrated THREE FLOORS DEEP into my fort, killing one dwarf and stunning a bunch of craftsmen in the production area on -3Z.

Is this supposed to work like this?

I have the save if it's a bug, and yes it's Vanilla except for Phoebus.

918
DF Dwarf Mode Discussion / Re: Sleepwalking dwarves
« on: July 20, 2014, 09:19:49 am »
Yep, same here... broker was flashing "Z" as he wandered back to his bed.

919
DF Dwarf Mode Discussion / Re: Here lies Wagon: may he rest in peace
« on: July 20, 2014, 09:19:07 am »
I don't know why, but the word "scuttle" is pretty much guaranteed to make me crack up, even in writing.

This thread endangered my health with laughter.

920
DF Dwarf Mode Discussion / Re: Trading problems
« on: July 20, 2014, 09:17:10 am »
The current fort, every time a wagon comes into the depot, the game crashes.

I really hope Toady fixes this for .04, because it's basically unplayable at this point if you want to trade at all.

921
DF Dwarf Mode Discussion / Re: Military lessons learned
« on: July 20, 2014, 08:31:42 am »
May want to specify "go down stairs", because just general downness will have them crawling down the disposal chute/cliff face/cave wall/candy spire and getting trapped, or falling to their dooms.

922
DF Dwarf Mode Discussion / Trading problems
« on: July 20, 2014, 08:05:07 am »
Is anyone else having massive problems trading in .40.03?  I didn't have any of these issues in earlier versions, but it seems like .03 the merchants (specifically wagons) are so buggy trade is impossible.

My first .40.03 fort, the merchants kept getting horrified (for no discernable reason, not near wild animals or dead things, etc.) and wouldn't trade.

My second .40.03 fort, the merchants got stuck everywhere.  In the woods, on the roads, at the edge of the map, on the edge of the trade depot, once on each other... and then won't trade.  Finally, when one of them climbed up the cliff face and wouldn't leave, I retired the fort.

Now, on my third .40.03 fort, I am having the same problems.  The first human caravan in year 2 (only 2 wagons, fuhgossake) is perma-horrified AND crashes the game after reaching the depot.

Anyone else?

923
That's why I made my narrator head out with the migrants at the end of my announcement.  He's "gone".  I will probably come back as some new form of psycho, next turn.

924
No, I didn't name a dwarf yet.  Waiting for that legendary gemcutter  :D

925
DF Dwarf Mode Discussion / Re: Invaders
« on: July 19, 2014, 05:38:55 pm »
I just had a 10 year fort that received one (1) invasion of about 8 goblins and one FB.  That's it.  Wealth was more than 4 mil, nothing.  Even the caverns were empty of all life.

Fort finally retired due to a complete inability of merchants to successfully path to my trade depot... no matter where I built it, they kept getting stuck. 

926
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2014, 03:59:12 pm »
Oh yes, and the loony broker showed up from a previous fort on migrant wave 7... still melancholy, wandering around, not eating.  Harbinger of bloody doom is what he is.

927
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2014, 03:56:13 pm »
I should have known Anguishedshields was cursed from the name alone.

First, it seemed like a reasonable embark.  I dug in, got settled, found some tetra and gold.  No flux, no iron, but tons of wood and I can trade for what I need, right?  Right?  No.  By year three, I'm in the candy and happy... except.

This is the embark of the cursed trade depots.  My first dwarven caravan, the first wagon did the rocket-across-the-screen thing, which was officially An Omen(tm).  It got stuck half-way in the depot.  Fine.  No way are you fuckers leaving without giving me some booze after I busted my ass making stone crafts for you.  Deconstruct the depot.

New depot, outside the walls this time.  Elves get by fine, humans get stuck.  Leave that one alone, they can't leave and go nuts.  I have to kill them.  Then the dwarves skip a year.  Third year, they come back, trade fine, liaison is happy, joy biscuits for all.  Then the humans get stuck again.  No matter WHERE I build my depot, the damn traders get stuck.  They get stuck in the woods.  They get stuck on the road, and if you explain that one to me, I'll give you a sweet.  They get stuck entering the depot.  They get stuck leaving the depot.  They rocket all over the map, but can't trade.  They lose one trader and a pack mule, and won't trade.  Sometimes they just won't trade in general.

I finally had to retire the fort.  I will come back when Toady fixes things.  This is just nuts.

928
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2014, 03:11:10 pm »
"Close the drawbridge" turned into "retract the retractable bridge" turned into "have them wall off the entrance" turned into "watch as the builder decides to fuck off from his job" turned into "stare in dismay at my one remaining citizen".

Sigged.

929
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2014, 10:31:57 am »
So, new fort.  Anguishshields, lovely name... :/

First we have this...



And yes, we had some... rough days at first.  Poor butcher.  We hardly knew him.

... and then this.  Lolwut.


930
Yeah Craftknives is the main reason I haven't zipped up .34.11 and put it away in storage  :)

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