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Topics - PatrikLundell

Pages: 1 ... 11 12 [13]
181
DF Gameplay Questions / Strange werebeast attack
« on: November 07, 2014, 03:21:01 am »
I just had a strange werebeast attack on my fortress, but I'm unsure if the strange parts are bugs (still on 0.40.13):
The werebeast was announced while standing on the entrance bridge to my fortress (9 tiles from the edge). It then walzed straight through my traps without triggering any of them, when I thought werebeasts were not trapavoid (this one was a weretapir).
After passing through the entrance corridor (the dwaves did not pull the closing bridge levers fast enough), it just stood there, some 5 steps away from a juicy locked door (werebeasts are described as building destroyers on the wiki), until the were transformation reverted into an amphibian woman (friendly). She then started leaving, and while doing so she triggered first a stonefall trap, and then got caught in a cage trap, when I thought friendly creatures shouldn't trigger traps.
My questions now are if the strangenesses above are bugs, and what I should do with the captive. Should I just build the cage outside of my fortress and release the captive?

182
DF Gameplay Questions / Digging though the magma sea?
« on: October 31, 2014, 04:43:37 am »
I've found the magma sea, and certain resources in it. I now want to plan for digging down into the sea to get at said resources (and explore beneath, eventually).
I understand you can obsidianize magma by dropping water on top of it from at least one free fall level above, so you can reasonbly easily create an obsidian floor or wall. The question comes for the next level of magma: Can you create a vertical obsidian wall, or do you have to create an inverted pyramid where each lower level is one tile narrower than the previous one, since you reasonably cannot drop water from above when the previous level's obsidian is in the way?
If you create an obsidian wall, channeling to the level below on the inside will expose the next level of magma. If you then get the dwarves out of the way and drop water on it it will turn into obsidian (well the obsidianizing will happen regardless, but any dwarves will probably be steam boiled if not removed), but I would guess the magma on the side of that channel remains unaffected? Will a second channeling, this time into obsidian, followed by a drop of water onto the channeled tile reobsidianize it due to the influx of magma from the side, and somehow also obsidianize the side (magma) wall(s) because the tile now was only partially filled with magma (provided you can get the water drop timing right)?

183
DF Gameplay Questions / Drastic FPS loss (0.40.13)?
« on: October 29, 2014, 05:41:54 am »
I think I just have lost my fortress to the FPS death when it suddenly went from a sluggish 16 or so down to unplayable 3-4. There seems to be some kind of steps in the FPS loss, as I have seen a drastic loss from basically 100 down to 30 reasonably early (and I saw that with my previous fortress as well), then a gradual loss, until this hit. The thing is that nothing of interest has happened that ought to have triggered it. I was trying to seal the third cavern when this hit came. There is no digging going on, no new water flows (the river remains the same, no flow introduced by me [not quite true: I've drained the murky pools, and they may have a water depth of 1-2 due to rain, but that engineering took place several years ago]). My woodcutter has been going slow recently due to lack of trees (and my wood stacks have dwindled due to wood burning). I DO have a lot of food and stone, about 160 animals (down from a top of 230 or so, mostly birds and dogs in two rooms with no-animal access doors (and pastures of those rooms)). I've produced a lot of stone blocks, but nothing is being produced as this hits (I was trying to get the masons to work on using the blocks). Unless there is a huge hidden army that's just arrived, the number of creatures have rather decreased than increased recently, as a human caravan just left.
I'm constantly producing clothes from all leather I can get as well as from a constant supply of cloth (1 leatherworker shop and one clothier) to replace the things the buggers throw all over the place, but I'm collecting all the discarded clothing and palm it off to the caravans (at a huge loss when it comes to the longears, as they don't have much to sell), so the clothing I have lying around is what's accumulated since my last caravan trade.
I've tried looking at the FPS wiki page, but it doesn't contain anything that looks step-like. Any ideas, or will I just have to give up the fortress?

184
DF Gameplay Questions / How do I get rid of vermin?
« on: October 28, 2014, 08:51:30 am »
This is actually a twofold question:
1. I've gotten an infestation of creepy crawlies. Cats kill them, but they (the crawlies) don't seem to care about getting trapped by animal traps baited with meat (a trap in a 4*5 room with at least two crawlies let the meat go bad). The wiki description indicates they can be slaughtered, but as now they clog up my refuse pile as their corpses are hauled there. The buggers teleported into my fortress as soon as I breached the third cavern. I'm in no risk of starvation, so the crawlies aren't any immediate threat, though.
2. I HAVE been able to capture some vermin with animal traps, but now I don't know how to get rid of them. The cave spider I've tamed and let loose to do its thing in a room, but the untamable cave swallow and olms, plus the likewise untamable stupid plump helmet men I don't know how to get rid of. Of course, they can all sit in the cage, but I suspect they soak FPS even there, and I AM starving in the FPS department.

185
DF Gameplay Questions / How do I find out why death has shown up?
« on: October 25, 2014, 11:45:28 am »
As spring arrives, a ewe, a turkey, and a dwarf are found dead (and short time thereafter the game realizes that and reports it as well). Given the location of the ewe and the dwarf (in the fortress courtyard, with lots of traffic, and the firing range, just beside the melee squads area, with guards present as the spring set in), there ought to have been witnesses, and a lot of dwarves are running around with question marks above their heads (before the game notifies me about the deaths). The Justice screen is empty (well, except for my executed vampire major's complaint that I didn't fulfil a mandate), however, and there is no splattering of blood at any of the death locations. There are guard dogs by all entrances, so I assume any normal stealthed creature would have been detected
Is there any way I can find out what's happening? Looking at dwarf thoughts doesn't seem to provide any clues.

186
I'm having problems with the FPS, and have gotten the impression that additional exploratory digging may harm the FPS further, so before exploring the large volume between 1:st and 2:nd caverns, I'd like to ask both if it hurts the FPS, and also if there may be something new in this segment (as opposed to more of what I already have. In particular, I'd like to find coal and iron. Gems don't count).
If strip mining is reasonably harmless, I'm not opposed to keep the miners busy by digging out most of a number of levels when I don't have any real jobs for them.

187
DF Gameplay Questions / Should I elect a king?
« on: October 21, 2014, 07:01:15 am »
It has just dawned upon me that my dwarven civilization is considered extinct, although the pattern didn't quite match the description of the wiki (it says you only receive two migration waves, but I have received migrants up until I reached the 200 pop limit. However, the first group was 6 migrants, while the second one was only 4). I've received 3 dwarven caravans, but the fourth one is missing (it just turned winter without it arriving).
The question, however, is whether there is any advantage of claiming the throne? A king is supposed to appear with some advanced troops and whatnot, but as far as I understand, electing a king will just get me a useless noble that demands a lot of expensive accomodation and issues annoying edicts. Will a king actually provide any kind of benefit, such as abilities to negotiate with the other civilizations, or some other kind of interesting or useful effects?
I think outpost liason visits was supposed to eventually result in the apperance/election of a baron (and further upgrades), but 1: does that produce anything useful, and 2: would that happen if I've elected a king?

188
I've just recently breached the caverns and I sent my totally battle inexperienced militia squad to at least pretend to protect web gatherers and the like. I sent them there using the (s)quad (m)ove command. After a short while they started to drop armor, like copper gloves. I decided to explore a little and restationed them to a different location, and they continue to drop at least gloves along the movement path (they MIGHT have picked some gear up again).
Another frustrating issue is that dwarves ignore my designations: I've set up a water timed coinstar, and since dwarves drop stuff in the coinstar at times I have to stop the water timer by putting another bucket of water into it. That's fine, but when I want to restart it I need them to remove a bucket of water from it. I try to do that by designating a leftover slope from building the timer as a pond and designating the timer as a water source, but the buggers insist on going to my well (a fair way off) to get water (I solve this by locking the water carrier in when coming with the "foreign" bucket of water so he's forced to take the next one from the timer, but it's really frustrating nevertheless, and my sink is filling up as well).
The other designation issue is fishing. The dwarves insist on going to the river (which no longer has a designation, since a fair while), rather than the aquifer fishing hole I've created (according to the wiki you ought to be able to get aquifer turtles this way). I'd like to ensure access to shells, since I've already lost one dwarf to mood demands that were impossible to satisfy (silk cloth, in that case).

189
I've set up a quantum stockpile system (about 50% success rate in setting each one up, though), where I separate different things in different stockpiles. Thus, I have an armor stockpile containing e.g. leather greaves, leather armor, leather helmets, steel mail shirt, etc.
My crossbow squad picked up their leather armor just fine, but none of them have picked up their leather high boots or their leather helmets, so Dwarf Therapist displays that they lack equipment. Any idea of what's suddenly blocking pickup? I've got a piece of iron armor I've marked for melting in the pile. Dumping a helmet and then unforbid it after being dumped causes it to be returned, but it doesn't get anyone to pick it up.
I've also gotten Dwarf Therapist reports about missing very specific equipment, e.g. "+Angelshark leather waterskin+", an order that might be hard to fulfil. I think I've gotten the equipment setup to select partial matches, but I'm a bit confused as to whether "r: Over clthng   m:Partial matches" on the Military Uniforms screen means Over Clothing/Partial Matches is selected or whether it means that is what it's changes to when hitting r/m. DF isn't consistent when it comes to displaying state or action, unfortunately.
Finally, I haven't figured out how to consistently get the crossbowdwarves to equip bolts suitable for training, and certainly not how to get them to switch for action. Is there some description of how to manage this somewhere? Nor have I been able to get them to consistently equip their full allotment of bots (e.g. 50 bolts), as they pick up a single stack most of the time (although I've sometimes seen them carry two kinds of metal bolts).

190
I'm trying to build a wall several z-levels high. The first level is reasonably easy (you still have to take the uneven ground into consideration), but then it gets messy. If you just add a new 10 length wall section on top of the first one, your builders will grab the work in reverse order (whatever reverse order means for a 10 segment wall defined at once, but defining one tile at a time is doable). However, since they are at different distances from the wall, there usuallyend up being gaps in the middle, because other builders insisted on building their segment to either side before the mid section was built. Using a single builder sort of works, if you use burrows, but they then have to be applied in reverse, i.e. the other builders should be allowed to go anyware except to the build site, while the builder ought to be allowed to go back to the fortress to eat and sleep.
I've also got a problem with trying to build a wall from multiple directions. You should be able to select wall segments, and then build stairs beside the wall (like scaffoldings, basically), that would allow builders to build from a mid point between each stair back towards the stair (apart from cutting down on build time to allow multiple workers, it also means hauling the material a limited distance upwards rather than to the end of the wall and then inwards). However, this works quite erratically for me. Using a ramp or staircase to get up to the second level seems to work all the time (unless one of these hostile trees has gone to attack and claimed the air space), but any higher than that it fails. I assume a long ramp (ramp, wall with ramp on top, two level wall with ramp on top, etc, ancient pyramid building style) would work, but it's a lot of work for something you want to tear down in the end. I do want the option to have a staircase to the roof, though (with a drawbridge to get hostiles out). I just can't understand why a simple up/down staircase doesn't seem to work; it should be sufficient for it to be high enough (i.e. higher than the current wall top should be OK).
Something completely different: A hostile tree attack (more powerful than that of a dragon, I believe) led to a mother and her two babies getting badly injured. She was taken to hospital and treated, and I think I saw one of the babies with her in the hospital bed (the other was left behind), but later both babies were crawling around unattended with broken arms in the fortress. Eventually the mother was treated and rested and picked her babies up, but they're still not diagnosed. Will they have to remain untreated until they are promoted to children, at which time they can walk to the hospital themselves?

191
DF Gameplay Questions / Withering crops & rampant nudity
« on: October 03, 2014, 04:52:44 am »
- Crops are withering in my fields, despite having something like 5 idle dwarves on average, and the setting that everyone can harvest, most of the harvesting seems to be performed by children, with only occasional adult help. I've got 4 indoor 3*3 plots and 4 outdoors, with 3 full time farmers to serve them. Should I increase the number of farmers?
- Using Dwarf Therapist's Military screen, I can see the number of dwarves with threadbare clothing. Since I discovered that, I've bought all the leather I could from the dwarven caravan, and some cloth and thread (didn't have enough trade goods to sell in the Depot for more). I've got one dwarf full time making leather gear (going to run out of leather soon, though), and I've got one clothier to produce as much as possible, but my wool and plant fiber production can't keep up. Despite this, the threadbare clothing list just keeps growing. Given the first point, increasing plant fiber production seems difficult (especially since pig tails are particular about the season, but at least the outdoor hemp is growable, but you also have the farmer seed bag fight issue when planting). There ought to be some rule of thumb for how much clothing production you need, and it ought to be possible to make do only on pig tails, since that't the only thing you've got available if you're going for an isolated underground fortress, except possibly some limited amount of leather (unless there is something usable in the caves).
- Not sure if this is intended or a bug, but I dug a staircase upwards into an aquifer, and I didn't get any warning about a wet roof. Instead, the warning came as I had dug into it (damp walls). I checked: yes, damp walls in all directions. Back off and go back down. Later I discover flooding in my fortress, and a careful check shows one of my staircase walls is sand, so the warning came too late, essentially (intentional or bug?). When I discovered the flooding I sent a quick response team of masons to block it off, only to have that fail because the last wall piece was "blocked" by 1/7 depth of water. I eventually succeeded in blocking off the water anyway, and the only flood losses are exploratory tunnels. However, I find it worrisome that any amount of water blocks the building of a wall, and it might cause trouble when I'm going to plug the breach and drain the flooded areas.
- How do I get stuff from the trade depot? Now my leathercrafter walks to the depot to pick up one piece of leather, creates an item, and then goes to pick up the next piece. I would want the goods I bought to be delivered to the appropriate stockpiles, as well as the empty bins resulting from selling their contents being returned to either the furniture stockpile, or the specialized stockpile it came from. The Trade Goods hauling task seems to only apply to getting stuff TO the depot?
- I recently atom smash executed a dwarf with a drawbridge, and then made a coffin available for use. However, since there are no remains, the coffin wasn't used, and she's come back as a ghost. I've then made the coffin into a mausoleum for her (single tile; she doesn't really deserve a grave at all, and definitely not a masterworks coffin
Spoiler (click to show/hide)
), but the ghost hasn't disappeared yet. Is it just a matter of time?

192
- I've finally gotten one of those pesky Keas caught in a cage trap. I've marked the kea for slaughter, but nothing happens. I believe I could train the pest, remove it from the cage, and THEN slaugher it, but that seems to be a rather long roundabout way of doing it. How should I go about it?
- I've suffered four fortress puncture breaches recently, and believe they occured as trees were chopped down, leaving one tile holes in my roof. If that is correct, the quickstart guide probably should either recommend against building anything just one level below the surface, or warn against chopping down trees directly above shallow parts of the fortress (provided trees only die as a result of being actively destroyed, as opposed to spontaneously dying of old age). Since new trees spring up, I'm currently trying to pave over any ground tiles that are vulnerable. Is my assumption correct?
- A crime happened in my fortress
Spoiler (click to show/hide)
, and I went to the justice screen, saw there was a witness, and wanted to see what the witness said. Unfortunately, I then accidentally convicted someone most probably innocent, as I strongly believe the "witness" is actually the perpetrator
Spoiler (click to show/hide)
. Is there some way to undo this? Needless to say, the perpetrator is walking around freely, although I'm considering "protective custody" and observation of the suspected perpetrator as protection against further crimes.

193
DF Gameplay Questions / Cleaning & Pests
« on: September 28, 2014, 02:13:02 am »
For some reason stuff gets dropped all over the place and just lies there. I've e.g. dug a tunnel where I later found an iron mail shirt (probably one my smith made), and crossbows and armor have also been dropped in my outside garden (as well as in various places indoors). Why do they end up there, and how can I collect them? I found a bin with crossbow bolts inexplicably in the lower right corner of the map, with no idea of how it got there (managed to eventually get that one back by exploiting the trade depot to get it hauled there). I could sort of imagine lazy militiadwarves who just drop their gear when they get off duty, but since they're set to train they have no on duty reason to roam my exploratory tunnels or the outdoors.

I've also got problems with Keas that steal stuff. I've tried to send my crossbow militia after them, but they seem to be invalid targets. I keep getting reports that they steal stuff even though I've got a couple of dogs guarding the entrance to my fortress, but it could of course be stuff (usually crossbow bolts) that has been dropped outside by the phenomenon above.

Also, I have been infiltrated by vermin that die and generate miasma. I've got a cat that seems to chase vermin, but what's the point of that if their bodies then are left to rot? Is there a way to get their bodies dumped in the refuse area?

194
I've always had the problem with games that autopause on events (e.g. Baldur's Gate) that it conflict with my manual pausing, so my manual pause order ends up becoming an unwanted resume. In DF I automatically hit Pause whenever a message shows up to find out what it was, but important events cause autopause... Default would remain <Space> to Pause and <Space> to Resume, but rebinding Resume to e.g. Shift-<Space> or Alt-<Space> would be helpful.

195
My fortress is heading towards a crisis as the alcohol is running out and the brewer claims there are no unspoiled source goods available. I also get the same kind of reactions when trying to process fibers and cook meals (I have been able to both brew and cook earlier). As far as I can tell, all food items are stored in barrels in one of my two food only storages (seeds are stored in its own storage), and should never have touched ground anywhere else. The food report states I have 48 plump helmets and they are available for Brewing but not Cooking, e.g. When it comes to eggs, I've had a fair number available for Cooking, but still a refusal to make meals out of them (is there some kind of ingredience balance requirement for meals somewhere?), but they still get consumed somehow (presumably eaten raw). I've tried to give a dwarf the order to just haul Refuse to get rid of my spoiled stuff from my food supply (if there is any), but he just twiddles his thumbs.

Next question is about Milking: How often can that be done? I've been unable to find any info about that on the Wiki. As an aside, I can mention that my milker is afraid of the sow, as he frequently abort the task due to a dangerous beast, and once even gave up cheese production due to a dangerous beast (I assume the sow gave him an odd look after being milked?)

The third one is about roadkill, i.e. animals killed by violence (lost two of my grazers to an attacking Weretapir e.g.) but never found out how to collect the corpse, although I think the answer to that probably does exist on the wiki (something about global forbidding, which probably also causes hunters to run out of ammo after scattering it all over the landscape).

The fourth one is about job prioritization: Is there a way to bump up job priorities of individual jobs to e.g. get the butcher to actually take care of the body hauled in by the hunter rather than continue to take on another haul stone job (or do something possibly even more pressing: "build" the cages with purchased grazers so they can be released before they starve to death rather than building yet another bed). I know you can turn on and off job categories on dwarves to get them to go the right job category, but that's rather blunt and requires constant micromanagement (Turn the Farmer's "Gather Plant" job on when there is nothing to be planted or harvested (easy, as the idle count is non zero), and off when there is, for instance (harder, as it requires constant checking of the jobs list)).

Is there a way to prioritize the order in which food is consumed (eating of brewing)? I would prefer to recover the kinds of seeds in short supply first, for instance.

Is there a way to label levers? I suspect you can end up with quite a lot of them, and you might forget which one does what. It's not really a good idea to let the river into your castle when you intended to raise the drawbridge, for instance.

Is there a way to see what a job is about? I might want to cancel a Hunt job if the hunter is going after the wrong kind of prey or something that's at the other end of the map (like the hunter that spent several months hauling a deer back, only to drop it a short distance outside the fortress for an unknown reason to go after a skunk instead).

A couple of oddities and annoyances (0.40.12):
Animals brought by immigrants always have names as far as I've seen, but seem just to be normal animals rather than pets.
The trade screen (ought to be barter really. I my first "trade" I gave away most of my gems since I tried to get cash to buy stuff...) has the problem that you can see what the container is made of in great detail, but you have to guess as to what they contain as the contents description is cut short. I've found no way to scroll the description sideways to see the remainder. By resizing the game window I can get the description to be cut even shorter, but not more complete.
The trade negotiation screen shows two rows for each animal type, presumably one for each gender, but does not actually display the gender, so if you want cows rather than bulls you still have to select both to be sure (or know the hidden list order), which defeats the purpose of separating the genders in the first place.

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