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Messages - Taupe

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271
Thanks! I really appreciate the well-wishes - but I am doing great! I've just been exceptionally busy these past couple months with the school play.
That's right, you're a music teacher! What play are you doing?

272
Seal exactly one miner in there before giving the order. If he doesnt flee , at least the fortress is safe. Alternate idea: Put fourty war animals in there to take the hits while the miner escapes...

273
I cut the worldsize in half (left all the other variables the same) and yeah, it's a whole lot easier to get elf+goblin+human and necromancer neighbors now. It also cycles through the calendar considerably faster. Cranked the evil weather types up to 500 and it doesn't seem to make a difference, still can't find any cool syndromes, at least, not on the level of Horrorfailed. What sort of wizardry did it take to get both freaky rain AND deadly mist?
ImmortalityTower also had both of these. What a great and welcoming place this was.

274
The banshee's screams should be a non-issue now that we have 60 dwarves. They'll definitely cripple us, but good management should prevent the fortress from stalling completely.

I think Mon said that they (??? it occurs to me that I'm not actually sure of Monitor Lisard's gender) closed the gates and the fisherdwarf was just lingering in an outer tunnel or something. The Spawn might have just been heading into the tunnel to pick him off, Armok willing.
I'm fairly certain lizards can switch sex to fill in whichever gender demographic is lacking on the forums. I learned this from jurassic park.

275
So that would mean I'm next? ...Excellent.

I won't be able to do much during this weekend though, I have some school stuff to do. But after that, I should have enough time to get through a year.
This guy right here.

276
Asking for a turn may be a bit of a strech, given my current lack of free time or a house right now, but do dwarf me when you start this thing. I shall cut and burn trees like any real dwarf should!

277
Hum, that's a bummer. Personally, I have the reverse problem, where merchants arrive at the depot, but never leave, even when new merchants show up, leading to both weirdness and water buffalo calves outnumbering my population. On the plus side, most of the human caravan guards now have titles, as they are used for thief dispatching.

Keep in mind, in 0.34 the world does not progress in the background as you do. If your fortress is 100 years old, it's possible that the rest of dwarvenkind sort of... stopped breeding new dudes and died of old age. You could try to run the following in dfhack if all merchants are the problem, not just the dwarven ones. It won't fix everything, but it may trigger newcomers in a way:

fixdiplomats

fixmerchants

In any case, hang in there, this is a beautiful tale of perseverance and survival.

278
I'll give you the instructions once my home network is back online (people are doing maintenance in my basement and they unplugged the wifi at the moment).

The way the ''bug'' work is thus: The third migrant wave is usually a large one (ten+) after which they are capped at about eleven. This total goes down by one once the unit count hits about a thousand, then scale down to zero once the unit count hits three to four thousand.

This ''unit count'' adds up living dwarves, pets, others... as well as dead ones, misguidedly. This means that a decade old fortress may stop re eiving migrants because they hat a lot of cats fucking, for example. The workaround is a script that cleans the dead unit list of basically anything thats not named. Migrants then show up. Those units are not removed from the game or forgotten, theynjust dont actively display in he list.

279
I can fix your migrant problem should you wish so. I have a line of script on my desktop to fix that very specific bug. The problem right now is that your fortress is illegible for migrant waves, but their maximum size is capped at zero, which isn't exactly optimal.

280
Please, just call it Doomedfailed or something.

281
So if you see 8 or so bodi... Splats littering the ground directly below the Cathedral, it wasn't me...
Let's call them ''gravity art projects''

282
Yeah, the 30k/60k target isnt going to be met through conventional means. It's going to require a complete restructuring of the fortress into an industrial food machine.

One thing, how about we keep a sizable stock of wood aside for fertilizer? While its effectiveness is nowhere near enough to warrant continued and sustained fertilization, it would help as a short-time boost of production as we near the end (about 5-10k), though this boost will only be able to be sustained for 2/3 years tops.
Wjhat we need is a multi-level map-spawning tree farm with legendary woodcutters, a minecart system for fast and efficient delivery, and a high-profile team of potasheers and woodburners.

283
The turn order has been updated very hastily.

284
We cant say no to crayon drawings...

285
So I faked my death to capture this guy, and then someone just set him free by mistake.

Fuck.

Everyone.

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