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Topics - Troas

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1
DF Gameplay Questions / So I just downloaded 31.21...
« on: March 07, 2011, 02:04:24 am »
I just downloaded 31.21, applied the Dwarven Higher Learning mod and genned a new medium high-volcanic world.  Worldgen took a bit longer than I remember it taking it 31.18, but no biggie.  I find a decent looking volcano to embark on but then notice that something is very wrong with my neighbors
Spoiler (click to show/hide)
and my "dwarves" are looking very, um, scaly.
Spoiler (click to show/hide)
  Did I do something horribly wrong when I applied the mod or did I uncover a !!feature!! of the new release?  Here are my world gen parameters:
Spoiler (click to show/hide)
and here's the save if you are interested.

3
DF General Discussion / Urist's Artifact designer clothing
« on: December 28, 2010, 08:45:19 pm »
spikes, check.
hanging rings - I think there are two in the back on the right.  check.
random sock/shoe wearing, check.
And I think we also got a glimpse of a fey mood on the left.

http://i.imgur.com/wNQXT.jpg

4
DF General Discussion / Goblin Pincushion
« on: October 18, 2010, 10:07:05 pm »
So I capture a goblin thief and set up a diving board 2 z levels up planning to make him "walk the plank" to give my new recruits some practice against a live, unarmed opponent.  What I didn't notice when setting things up was that the pit was over a tree.  So the goblin falls 1 z level and is now stuck on top of the tree.  No problem though - my recruit marksdwarves start pumping out bolts.  But it takes a long, long time for them to actually do any real damage.  Here's a snapshot of his inventory after 3 quivers were emptied into him.

Spoiler (click to show/hide)

That's 10 stuck bolts and he's still alive.  I counted 30 hits in 9 pages of "combat" before they finally managed to break something vital.

5
Background:  I normally make one of my starting 7 dwarves a lumberjack (Carpenter/Axedwarf, then add woodcutting duty).  He' handles bed, bin, and bucket creation and serves as the "on call" dwarf in case I need something disposed of before I get a proper military in place.  My current fortress was generated in 31.05 and recently upgraded to 31.11. 

One of my dogs flushed out a kobold outside of the wall, and Urist Lumberjack happened to be cutting trees nearby - much closer to the kobold than my military.  So I made him a militia captain, set his squad to clothes and personal choice melee, and ordered it to kill the kobold.  He immediately drops his axe and charges after the kobold.  As it turns out he is slower than the little thief, so the kobold makes a clean getaway to the map edge.  I try to return the lumberjack to his chopping duties but he just sits there with "no job".  I have tried the following:

standing his squad down
deleting the squad
removing him as militia captain
adding him to my regular military squad and removing him
creating more axes (they just sit in the weapons storage bin unused)
turning off woodcutter, advancing time, turning it back on
saving/reloading
designating more trees for chopping

He will happily perform carpentry or hauling duties, but won't cut down trees.  Is this a bug or is there something I'm missing?

6
DF Gameplay Questions / Legendary miner change?
« on: June 20, 2010, 09:39:18 pm »
Normally I assign one of my starting 7 to be the designated miner until I approach 50ish population.  I make a point of not mining ore until he goes legendary so I don't waste any.  So I was rather shocked to see Ushat Zozas (Mayor and legendary +5 Miner) dig out a galena vein and miss about 1/3 of the ore.  After browsing the wik entry on miningi I notice that yes he was thirsty - does 31.08 fix this so I don't have to micro-manage him?

7
DF Gameplay Questions / Location finder question
« on: October 06, 2009, 08:38:54 pm »
Since the perfect site is hard to find, and admittedly somewhat hard to unambiguously define, I tend to set the finder up with a partial list of requirements - specifying the more important ones to be part of the search.  But even when all the search criteria goes green it still keeps grinding through the rest of the zones.  So two requests really:

1) Can I interrupt the finder once all criteria have been met to see what location was found instead of having to wait for the scan to finish?

2) Is there any way to make the finder cough up any additional matching locations found during the scan after I see the first? 

8
I generated this world with the "Dig Deeper" mod.  I haven't explored it much but on embark it has the following:

human/elf trade, orc/goblin sieges
high cliffs
black sand
marble
surface visible magnetite, silver, galena, tetrahedrite, silver, gold, aluminum
magma pipe
cave river (no surface river but some surface pools)
cave pool
chasm
hfs
some woods
Terrifying surroundings with zombie and skeletal wildlife, including undead giant bats, and a first for me at least - skeletal fire imps. (so much for "kill it with fire")

Generation Params
Spoiler (click to show/hide)

embark location:


9
Now that my engraver has finally gotten legendary, I've set him to engrave the bedrooms in the Legendary dormitory wing.  The first one is a exceptionally designed image of a plump helmet - fair enough, it is considered the town's symbol after all.  But the second engraving - was it of the army gloriously slaughtering the first goblin siege?  The bravery of Feb Shorastgikut the hunter who with only his hunting dog at his side slew six ambushing goblins before finally succumbing to an arrow in the chest?  (The dog survived minus one eye).  The cruel deaths of every female kitten that made the perilous journey from the mountainhomes only to wind up impaled upon +menacing bronze spikes+ by their owners?  No, he chose to commemorate this...
Spoiler (click to show/hide)
edit: halved image size

10
DF Bug Reports / [40d] cage trap caged hunting dog oddities
« on: July 11, 2009, 10:51:16 pm »
Setup - I have a hunting dog that is minus one eye after a confrontation with a goblin ambush.  He still follows the hunter around but due to phantom pain he goes unconscious fairly often.  And when he goes unconscious over the cage trap I have at the entrance to the fort it activates, caging the dog.  As I consider him a wounded veteran I'm not interested in putting him down, I just release him from the cage whenever I see him in the animal stockpile.  All well and good so far.   

two bugs:
1) when caged the hunting dog does not show up on the assign list for pre-built cages.  I have to build his cage and release him from it. 
2) a cage trap had been loaded with a zinc cage I'd bought from the merchants intending to melt in the smelter since I don't have sphalerite on the map.  The dungeon master picked up the zinc cage and started walking to the smelter - with the dog still inside.  As I happened to see this I stopped the melt order to save the dog, I don't know what would have happened had the melt object order proceeded.


11
DF Bug Reports / [40d] - can't trade items in an artifact bin
« on: February 07, 2009, 10:57:22 pm »
This looks similar to bug #140 - masterpiece bins.  I had a carpenter go fey, and make an artifact highwood bin.  This wound up assigned to a leather stockpile.  The artifact bin will not show up on the trade good mover screen.  The only active mandate was a prohibition against exporting lead.

12
DF Gameplay Questions / Artifacts, Champions, and Dwarf Companion
« on: January 11, 2009, 06:32:27 pm »
The good news: my weaponsmith just went moody and created an adamantine short sword. 
The bad news:  one of my champions scooped it up - and while he is a legendary wrestler/hammerdwarf he  is only a novice swordsdwarf
The really bad news:  he then proceeded to slice a recruit in half with the sword while sparring.

So I'd like to pry this out of his left hand and make him use a silver short sword until he's a bit more skilled - but I can't seem to make him drop the sword.  I've tried changing weapon assignments - no dice, he just picks up an additional weapon.  When set to wrestling he still keeps the sword in hand.  Forbidding the artifact doesn't seem to do anything.  Since he's a champion I can't undraft him.  I've downloaded Dwarf Companion but none of the tools seem to help - "Hurt" isn't granular - it reds out *all* body parts, not just the hand.  So while that would make him drop the sword it also kills him - he drops it when he starts bleeding out, and the "heal" tool can't fix that.

Any suggestions?

13
DF Gameplay Questions / Dwarf Caravan arrives w/o liason - again!
« on: December 10, 2008, 10:09:21 pm »
I started up a game in 40d and have twice gotten the dwarven caravan but haven't seen my liason yet.  The game's worldgen parms tweaked to encourage high resource density so I could start 5x5 with all necessary resources and more live megabeasts (my start year was 50) but is otherwise vanilla. 

Is this a bug, expected but unusual behavior (re: I'll get a liason eventually), or did I screw something up by changing my parms?

Spoiler: worldgen data (click to show/hide)

14
DF General Discussion / Roman catapult on ebay!
« on: September 30, 2008, 09:52:15 pm »
Just in case you needed to fling some stones at Wall Street raiders trying to invade your home/fortress.  25000☼ to buy the pieces, 17500☼ for the siege engineer to construct after hauling.

http://www.boingboing.net/2008/09/30/roman-siege-engine-f.html
http://www.carpenteroakandwoodland.com/news/2008/our-full-size-roman-siege-catapult-for-sale-on-ebay
http://cgi.ebay.co.uk/ws/eBayISAPI.dll?ViewItem&item=180295129086

15
DF Bug Reports / edit: nevermind
« on: August 11, 2008, 09:30:05 am »
bug: bins of leather from the trade depot are moved to a newly created stockpile that doesn't allow those types of leather.

setup:  I'd bought several bins of high end leather from the caravan last season.  However, since my leather stockpile was full they sat there.  Then my countess started demanding groundhog leather items.  So I decided to create a secondary groundhog-only leatherwork shop.  After digging out the area I mark the stone for dumping and create a leather stockpile restricted to groundhog leather only.  A few (game) days later when I come back to build the leatherworking shop I notice there are full bins of spider chitin, giant olm leather, and alligator leather - taken from the excess bins waiting at the trade depot.

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