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Topics - Troas

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31
DF Gameplay Questions / Lazy traders?
« on: February 25, 2008, 05:52:00 pm »
I'm currently playing 33g and often get just one screen worth of items from the dwarven traders.  Is this normal?  For three years my highes priority requests have been ores and metal bars that I couldn't mine but I did request other items.  The traders brought a few ores and bars but that was all.  They are bringing a dozen to twenty pieces total per year, this year bringing 16 pieces of ore and bars on seven pack animals.

edit: perhaps this is a weight limit?  I show 24,000 as the weight of the items they brought.

[ February 25, 2008: Message edited by: Troas ]


32
DF Gameplay Questions / Nil Absammebzuth has designed a masterpiece!
« on: February 24, 2008, 09:03:00 pm »
In this case, a masterfully designed road so there is (hopefully) no danger.  But will I cause a tantrum if I deconstruct a masterfully designed building?

33
DF Gameplay Questions / Broken down broker?
« on: January 07, 2008, 09:45:00 pm »
A few seasons back I'd started training one of my haulers to be a broker - when the caravan arrives I turn off his hauling tasks.  He met with the elves and the humans just fine.  But when the dwarven caravan arrived he wouldn't meet with them.  He would just stand in the middle of the fortress with "No Job".  I tried toggling the trader request and drafting/undrafting him and he is still stuck jobless.  I was finally forced to switch back to my original leader/broker to trade.  Turning on multiple hauling jobs doesn't work - he just stands there.  He will eat/drink and when I turned on all tasks he started hunting, but he seems to have taken a lesson from his pet cat - he cares little for what jobs I desire him to do.

In case it matters:  mood is ecstatic.  admired statue, container, table, slept in good bed, dined in great dining room, satisfied at work.  complained about the draft, thirst, hunger, and was unable to find someone to complain to about job scarcity.  

Perhaps he was interrupted while trying to talk to the mayor and never reset?  Is this a known bug or is there some other way to reset him?  I'm annoyed at having to train another broker, but I guess it truly isn't that much of a loss.


34
DF Gameplay Questions / Post-siege questions regarding a stuck arrow
« on: December 29, 2007, 02:18:00 am »
First, the obligatory background:  I finally experienced my first siege on 33g - (the prior sieges were in 33c and 33e didn't compare).  Cuborrakust the legendary Carpenter and Elite Wrestler was the hero of the siege.  Ignoring orders to stay close to station he charged the first pack of a dozen goblins waving Tashemroder (a birchen cage) wildly about.  At first the goblins were taken aback - why would an unarmed dwarf, even one clad in exceptional Steel plate, charge them alone?  They were awed by the birchen decrations.  They were menaced by the spikes of cave spider silk.  Then they recovered and let fly with their bows.  All arrows were deflected by his armor.  He reached the pack and flung a goblin maceman aside, parrying strokes from the two goblin axemen while the other goblins surged forward and my marksdwarves hurried into range.  Then tragedy struck.  As Utes Spespourar the goblin Swordmaster stepped up Cuborrakust was taken ill - the sun dazzled and nauseated him, leaving him stunned and vomiting in front of his foe.  Utes took advantage of the dwarf's illness and struck off his right upper arm.  Cuborrakust struck back, spraining the goblin's shield arm.  But the goblin axemen landed a lucky shot, severing Cuborrakust's right lower leg.  Still he held, attempting to strangle the goblin with the cage.  But the goblin swordmaster's throat was merely bruised - and with a quick swing of the sword Cuborrakust's left upper arm went spinning away, with the cage.  Stunned by the loss of his artifact, he could only stand and stare while the goblins removed Cuborrakust's head from his body.  But his sacrifice had not been in vain - Marksdwarves and Hammer lords from the "Rosy Crazed Tombs" avenged him minutes later, obliterating that goblin squad, the troll brigade, and most of the reserve goblin squad - only one was left to run home cradling a shattered wrist to tell the goblin king of what happened.  

Cuborrakust will be buried with honor along with the war dogs who gave their lives defending their home fortress in the fight.  Luckily I had no other dwarves die however I did have several wounded.  Notably one of my civilians got a bit too close to the fighting and took an iron arrow to the leg.  It is still stuck there but we think his chances of recovery are good (one red wound, right lower leg and he is being fed/watered in the barracks).  My question is - do I leave it there forbidden?  Do I try to dump it or melt it to get rid of it?  Will Lokumusan have to retire from his job as item Hauler and join the royal guard?


35
DF Gameplay Questions / Silver Weapon question
« on: December 10, 2007, 09:24:00 pm »
Now that I've gotten my military started I'd like to get them trained up without slicing/bashing each other to bits.  Per suggestions in other threads I've made them steel plate armor and shields and set them to wrestling for now.  But next season I'd like them to start weapons practice, so I plan instruct a peasant to use my small supply of silver (only galena and tetrahedrite so far) to make silver practice weaponry while my legendary weaponsmith is plastered from the river spirits I bought from the human caravan.

But next time the goblins come knocking I'll be wanting them to use real steel weapons.  Is there an easy/elegant way to handle the switch?  My current plan is to forbid all of the steel weapons once they are stockpiled to keep them using silver for now.  When the next siege arrives I'll unforbid the stack then go to each dwarf and forbid the weapon, deactivate the squad and reactivate it.  

Will this work?  Is there an easier/better way?


36
DF Bug Reports / 33g Treeline bug
« on: January 31, 2008, 09:57:00 pm »
Similar to two previous reports I'm having issues with no trees in forested tiles.  Using the 124 96 location in seed 2007 I sometimes get forest, and sometimes not on the same set of tiles depending on whether or not the wagon was located above or below the treeline.  If the wagon is placed at a lower elevation trees are present on the map.  If it is placed at a higher elevation on the same map there are no trees.

The tree/no tree check should test the elevation of the tile, not of the wagon.    Also the world map should probably show a lack of trees at high elevations instead of saying a tile is heavily forested.


37
DF Bug Reports / Minor stocks sorting issue
« on: December 16, 2007, 02:33:00 pm »
z for status, select stocks.  On page 2 is armor, footwear, headwear, shields and handwear.  Legwear is page 4 - could it be moved to page 2 next to the other clothes/armor?  Also could shift-arror or * be used to advance to the next page the way it works on a unit's p work preferences list?  Currently on this screen and the (u)nit screen I have to wait for arrow key scrolling to slowly advance pages.

38
When marksdwarves are standing down they will place a stack of bolts in the quiver for combat use then grab a stack of bolts for target practice.  Only wood or bone bolts can be used for practice.  You can verify that the non-quivered stack is what is being shot up watching a practicing marksdwarf's inventory.  

Currently (38c) there does not seem to be any preference for what stack goes in the quiver, so often the *Iron Bolts[25]* remain in the bin while the Turtle Bone Bolts[5] get the quiver slot.  If there are no metal bolts available then wood/bone should be quivered.

Additionally it would be nice if marksdwarves preferred larger stacks for the quiver and small stacks for practice.


39
DF Suggestions / alpha sort option for lists, meat/fish division.
« on: March 30, 2008, 03:38:00 pm »
Two related requests:

I'd like to see the meat/fish food stockpile list broken apart.  Since cooking produces no bones I keep meats close to the kitchen and prepared fish (including fishy meats such as turtle and pike) close to the dining room.  Breaking this out would make setting up the requisite stockpiles easier.

Second I'd like to be able to toggle lists to show alphabetically.  Currently lists seem to be presented as clusters of related groups.  While this is often convenient it can make things difficult when you are trying to pick one item out of a large list.  If I want to establish a "no bat" rule for my refuse pile since the local bat swarms don't spawn inside my fortress I'd have to carefully page through a very long list of creatures looking for it.


40
DF Suggestions / Pet armor?
« on: December 13, 2007, 04:12:00 pm »

41
DF Suggestions / Add a (traded) filter to the Trading UI
« on: January 13, 2008, 10:41:00 pm »
When performing a series of trades (especially with the human caravan) I'd like the ability to filter out anything I've traded to them from their list of offerings.  This needs to be toggleable - if a noble decides on a last minute export ban I need to be able to get traded items back, but otherwise I have no interest in viewing what I've traded to him.  

Note that while a "made here" check/filter would also be nice (and the current color coding of that flag does help), you still have a problem when trading a mass of large/narrow clothing looted from a broken goblin siege. However a "dwarf useable" filter toggle in combination with a "made here" toggle would deliver >95% of the filtering needed.  

Excellent work on the Trade UI by the way - it is much improved from the earlier version.


42
DF Suggestions / r - building list request
« on: February 14, 2008, 09:14:00 pm »
The Building List (r for view Rooms/Buildings) would be much more useful if it allowed you to zoom to the building in question - similar to the way the unit list and job list works.

43
DF Suggestions / Trade Liason Ammo request
« on: December 26, 2007, 10:14:00 pm »
Currently when you request ammo from the liason you can only specify "bolts" and they bring iron/steel (re: war) bolts.  I'd like to see a second category - wood/bone (re: practice) bolts.

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