Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CancerousCthulhu

Pages: 1 [2] 3 4
16
DF Dwarf Mode Discussion / Re: Immigration Not Working
« on: August 05, 2015, 08:49:14 am »
Your civ might be dead. Check the (c) screen and see if the dwarf civ has any leaders, if not, you will only ever get 2 migrant waves.

Nope, I have the full list of leaders, including the king, an Elven Woodcutter. I think this is about as good as an elven king can get.

You didn't spend that time under siege, did you? Sieges prevent migration and caravans.


Nope, no sieges yet either. I even got a dwarven caravan, it's just that no migrants showed up, and there was no message telling me that.

17
DF Dwarf Mode Discussion / Immigration Not Working
« on: August 04, 2015, 08:39:25 pm »
So, this past year I received no migrants, and no notice of this (the message that says "the fort failed to attract any migrants this year"). Any reason why that would be?

18
So I decided to make a new adventurer. I made him a demigod wrestler and started as a dwarf. Equipment was meh. Copper spear and no shield. I found a merchant room that had the count, duke, militia commander, and outpost liaison all in the same room. I immediately grabbed the count by the tongue and threw him across the room. As he flew, the room erupted into chaos with everyone screaming about vengeance and how this was their fight too. Several ganged up on the duke at the northern corner of the room. I then proceeded to put the count's shoulder in a joint lock and collapse it into his torso. Once he was unconscious, I grabbed his tongue again and pinched it out, then took his axe and shield for shits and giggles. I threw the shield at some no-count bone doctor who had started assaulting me. He was stunned long enough for me to get a grip on his head and gouge out his eyes, cheeks, lips, and eyelids. He was bleeding out so I stabbed him the head until he died. I returned to the count and punched him several times in the neck, killing him. By this time, the militia commander was obviously taking out a long-standing grudge on the duke and was beating him mercilessly. I decided to intervene and cut off the commander's foot with a blow from my newly acquired steel axe. The duke was recuperating from his beating when I joint-locked his hip and crushed it into his body. I then decapitated him, and his assailant. Finally I turned my focus to the liaison. I ripped his tongue out next, then bit his head and shook him around for a while. After I became bored of this, I beat him for quite some time with his own tongue, then threw his vomit at him, breaking his hand. Finally I ended it all by crushing his skull with a golden throne.

19
DF Dwarf Mode Discussion / Re: I've been betrayed by myself.
« on: September 10, 2014, 05:24:23 pm »
He had exceptional and masterwork steel equipment from a fort that last to three consecutive sieges. If I am going to fight him, though, I'm not going to use candy against him, I want to see a mini-titan battle between my two champions, with the backdrop of two armies clashing.

Okay, at least he won't be a nigh-invincible, neon blue nightmare.

20
So, I've read through the thread and noticed a trend. Most people seem to be over thinking and creating highly convoluted cells with water pools, live goblins on chains, dead goblins not on chains, climbing walls, weapon traps, etc. when the only real results have come from Staalo's incredibly simple (Not calling him simple of course :P) childcare system. When I finally get a long term fort going (Confound thee Toady with your wonderful bugfixes!) I'm going to try a similar system and hope for some nice gobbo invasions to turn into sentient, meat-filled firework displays amidst the crowds of stick dodging, kung-fu fighting super-soldiers-to-be. Then "graduate" them to a much harsher training facility once they reach adept or so at dodging.

21
DF Dwarf Mode Discussion / Re: I've been betrayed by myself.
« on: September 10, 2014, 05:11:08 pm »
May I ask what kind of gear he was wearing when you retired? Was it candy or just boring old steel?

22
DF Dwarf Mode Discussion / Re: Single Lever Airlocks
« on: August 04, 2014, 08:56:58 pm »
Unfortunately bridges can't easily be set up like that due to the way lever signals work. The Lever outputs either an on or an off signal, and the bridges respond to an on signal by raising and an off signal by lowering. Therefore, when you connect one bridge, and send it an on signal, it raises, but when you connect the lever in its on state to a lowered bridge and send it an off signal, it just stays lowered.

If you want to create a single lever airlock (which is an awesome idea, btw), you need to have an inverter somewhere in the mix. You need to have something which takes an on signal (for example, through a gear box connected to a pump), and gives an off signal to one of the bridges (from a pressure plate, for example).

The wiki has some good resources on dwarven logic: http://dwarffortresswiki.org/index.php/DF2014:Mechanical_logic

Thanks for that info, I thought it was just a toggle, not a certain signal. This fort is pretty early on still, so I don't think I can yet handle an inverter... maybe soon :D

23
DF Dwarf Mode Discussion / Single Lever Airlocks
« on: August 04, 2014, 08:32:10 pm »
So I built two bridges to make an airlock for my trade depot early game. I linked one, pulled the lever and it was raised. Linked the other one, pulled the lever again. Now both were upright forming walls. Pulled it again and they were both down. Did I do something wrong? ;~;

24
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 01, 2014, 09:43:22 pm »
Made a world with 90% evil biomes. After 200 years of history, the only creatures left were gobbos. Fun fun! A gobbo adventurer! So I made him and within five minutes I am now an undead thrall. I somehow lost my right hand AND my warhammer to an undead salt water crocodile, so I am now using it's corpse as an incredibly effective replacement to my old hammer. Thank you pulping!

Via evil cloud/mist/fog or rain? I have yet to see the evil cloud/mist/fog weather in adventure mode.

Indeed. Caught in an evil cloud of murk or something similar.

25
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 01, 2014, 09:04:04 pm »
Made a world with 90% evil biomes. After 200 years of history, the only creatures left were gobbos. Fun fun! A gobbo adventurer! So I made him and within five minutes I am now an undead thrall. I somehow lost my right hand AND my warhammer to an undead salt water crocodile, so I am now using its corpse as an incredibly effective replacement to my old hammer. Thank you pulping!

26
DF Dwarf Mode Discussion / Cave-ins No Longer Effective For FBs
« on: August 01, 2014, 06:45:29 pm »
Yes, they still kill them, but if you channel stuff out and it creates a path into your fort even up a sheer wall, they can and will climb straight in. This makes things so much harder now if you get one with deadly dust.

27
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 01, 2014, 12:07:55 pm »
My, uh, my Expedition Leader just fell asleep outside. Only, he owns a bed, so he started moving towards it, into the fortress. Sleepwalking, I guess. Upon reaching the fortress entrance, he encounters the cage traps; as he's unconscious, he gets stuck in them. So now I have a caged dwarf. Uh...

Is sleepwalking supposed to happen?

I've seen this happen before, and I presume it's a bug. It couldn't hurt to check Mantis though!  :P

28
DF Dwarf Mode Discussion / Re: Dogs
« on: August 01, 2014, 10:57:36 am »
The raw says [CHILD:1].
That means they go from childs to adults after one year.
[BABY:#] is the same for baby->child (or adult if no child tag) transition and [MAXAGE:X:Y] is how long the creature is expected to live.

I was about to tell you to read the wiki, before noticing that it wasn't on it (unless you dug through the raws).

I'm going to repost this into the wiki thread: I consider this age thing a fairly important information.
If peoples agree, I suggest to add it to the creature pages on the wiki.

Yeah, I always check the wiki thoroughly before asking on the forums, but I just have no experience with the RAWs. Maybe someday, but not today.

I would also have to agree that the age for adulthood should be listed on at least all domestic/tameable creatures wiki pages. I would certainly help if I knew how to find this info.

29
DF Dwarf Mode Discussion / Dogs
« on: August 01, 2014, 10:37:49 am »
So in my latest fort with -1000 degree temperatures, my only real source of meat is the offspring of my 29 dogs I embarked with. How fast do puppies reach adulthood?

30
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: July 31, 2014, 09:40:30 pm »
Uhm, well, that's nit surprising, is it? Trees take a lot of time to regrow, the Elves are uppity about it for a reason...

Well yes but... a sapling does not stay a sapling for two whole years! It should at least be a single trunk by now or something ;~; I'm running out of wood and someone was just killed in the caverns randomly and there's no combat log... I am afraid.
The oak tree I planted from an acorn 3 years ago is currently about 8 inches tall. Granted, it's a bit stunted compared to other trees, but it's not abnormal for certain varieties of tree to stay almost twig like for numerous years. Our oldest AND fastest growing oak tree was thin enough to break with bare hands for about 5 years. Now the thing is 30 foot tall and about as thick around as a tub of butter.

Hm. Good to know I suppose. :D

But most forts won't last the 60 years required for a tree to grow to full-size, so I think we may need to stray from realism here...

Pages: 1 [2] 3 4