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Messages - PatrikLundell

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11281
DF Gameplay Questions / Re: Sieges and Ambushes?
« on: October 01, 2014, 01:52:09 am »
There is a wiki description of how to make a caravan friendly trapped path, and it's worked for me (contradicting wuphonsreach's conclusion):

  XXXXXXX
  XXXXXXX
  XXXXXXX         DDDDD
XXXXTXXXTXXXXDDDDD
XXXXTXXXTXXXXDDDDD
XXXXTXXXTXXXXDDDDD
         XXXXXXX  DDDDD
         XXXXXXX
         XXXXXXX

Note that I'm using the current version, though. If your area is generally safe, you might want to put the depot off to the side of your fortress with a drawbridge to close off the path to it, basically betting on there being no trouble most of the time, and sacrificing the caravan if need be.
I'm currently redesigning to give the caravans a separate entrance to the depot, one that I'm going to keep closed with a magmasafe drawbridge unless a caravan is in- or out-bound. That way I can trap my main entrance to hell and back without impeding caravans, and you can trap the path from the fortress to the depot, of course.
I'm also walling off and decking over first my outdoor farming area (done), and then my pasture (working on it), but that takes some more time which I guess you don't have. I would guess the first siege usually would not contain flyers, so a wall at least 2 z-levels high (I think climbing one tile is no problem) with no trees to provide a path over ought to be sufficient to keep the first wave off your cattle (Warning! this is a guess, not knowledge). As been noted elsewhere, one time sunshine, always sunshine, so decking over is safe from that perspective (but hostiles get more dwarves to catch outside while they're working on it). I'm still waiting for my first siege, but my current guess is that it will happen during the winter, since that is the goblin season. The decking project is on a tight schedule...

11282
Thanks for the advice!

I've been reluctant to release the kea to attack it on release, as I've tried to hunt the pests with both melee and crossbow squads, and they just end up with "no valid target", and thus wouldn't target it on release. There isn't much worth training in my area: I've seen raven, kea, turkeys, wild boar, weasels, and red pandas. I've already got tame turkeys (a lot of poults, since egg collection has been so low a priority that they've hatched before being collected), as well as pigs. I've played with the thought of trying to get some fearsome exotics off of the long eared tree huggers for future war training, though.

When it comes to the suspect, I'm going to try to generate a witch test, since I've got a walled off room full of water as a result of an aquifer incident (digging on the same level stops when encountering dampness, but channeling on the level above does not, and I was trying to build a catapult training range with a boulder trench; thus, another lesson). I'll see if I can order the suspect down into the water, and since I don't think she's got swimming, no suffocation should be an indication (I think dwarves can climb up out of the water if there is a climbable path even when drowning?). The problem with all this is that while this will convince me, the player, it will do nothing to convince the dwarves, so they would probably be upset if their mayor ended up with an "accident". I've got a total of 3 dwarves with no relatives in the fortress, and two of them have had recent thoughts about sleeping/eating and eating/drinking respectively, which I believe should rule them out.
I have to say this incident came as an interesting surprise, as I didn't know citizens could be vampires before this. The benefit of being a newcomer!

11283
- 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.

11284
DF Gameplay Questions / Re: Cleaning & Pests
« on: September 28, 2014, 12:46:15 pm »
Thanks Loci!

1. Is possible, if "assigned better equipment" includes new gear being produced and they chose to upgrade themselves.
2. Probably not. They shouldn't be at those locations when active.
3. Given 2, 3 shouldn't apply either (to armor; some militiadwarves might actually have hunting enabled, which might explain the crossbows, as I haven't produced any).
4. None dead yet... (Something is supposed to happen at population 80, though. I've currently acquired 14 new freeloaders babies and gone from 71 to 85).

Stockpiles exists (with free space, but bins allocated), but that won't help if nobody goes after the items. I've had some minor success with quantum stockpile/discard, however.

Hm, I'd enabled "Gather refuse from outside" in order to collect dead animals (like the sheep killed off by a werebeast), but not the submenu for vermin. Do you mean that suboption actually means collect vermin from Inside to bring it Outside? Anyway, I'm tring to see what happens when changing that.

Thanks for your help!

11285
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?

11286
Thanks lethosor!
You may find RECENTER_INTERFACE_SHUTDOWN_MS (in init.txt) useful.

It seems this will help a lot.

11287
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.

11288
Utilities and 3rd Party Applications / Re: [SUGGESTIONS] for DFhack plugins
« on: September 24, 2014, 02:44:02 am »
A command to mark all water/ice tiles as Restricted. The intended use is for cold climes where you want to avoid drowning due to ice melting and death due to freezing.

11289
Utilities and 3rd Party Applications / Re: [SUGGESTIONS] for DFhack plugins
« on: September 22, 2014, 05:08:52 am »
These might exist, but I've failed to find them.

Job priority to get e.g. the Grower to only perform farming jobs as long as there are any, and then Gather Plants as long as there are any, and then Haul Stuff (possibly with priorities there as well, so that Refuse hauling and Animal hauling can be taken care of before hauling yet another stone or piece of wood [want that hide to get to the refuse pile so the Tanner can pick it up, and the strays rounded up before the wolves get them]), but go back to the farming task as soon as another seed needs planting.
Ideally priorities would be assignable per worker, overriding a default set. As it is, I get bogged down by having to disable Hauling on e.g. my Milker when it comes time to do milking and then add it back afterwards, or the hauling jobs will just keep blocking the Milking, and it goes with most jobs that are not "permanent".
I think this can be done crudely with DFHack scripting/plugin by disabling the lower priority capabilities on the worker, run the job matching, and then adding capabilities back one after another until a match is found, at which time they all would be added back, but that will probably result in a mess in the GUI, where the player will see job capabilities being added and removed (apart from also using CPU). Hopefully there is a reasonable way of implementing this, though. I don't know if Repeat jobs in workshops are finished and then restarted for each instance completed, or if the job keeps going until the job (or capability) is removed. The latter might complicate things.

Dwarf Therapist (or similar) access to the pre embark screen, to allow me to allocate starting skill points to dwarves that are actually suited to the tasks. Currently I ignore allocating points and just get livestock instead, allocating the skills on arrival instead, but that probably doesn't work in a hostile environment where you need to dig fast and defend your miners from get go.

11290
Thanks!

1. Maybe this means I have to set up a dual stockpile system for most production items (a short term stockpile for storage & a dedicated stockpile for usage by brewer, thresher, etc) as the Wiki describes for seeds. I find it odd that there would be any stealth cooking going on. Only a single dwarf has the Cook skill enabled, and I check the unit list very frequently. Anyway, I'll try to get cooking going by repeating the order until it catches on.
2. I guessed at a frequency like that. Since it doesn't seem to be scheduled by itself, I've had to do it manually.
3. Thanks, I think I've found it. I just hope they don't try to recover the dead Carp that apparently is lying somewhere on the map...
4. I disable all hauling on dedicated craftsdwarves, and only enable it occasionally on them, but there is always more hauling to do than hands to do it. I'll try to use one of the two tools to make life a bit more controlled.
5. I mostly want this control to get rid of scarce items, such as newly found surface plants to get at their seeds, so repeat boredom should not be an issue.
6. Had no idea that feature existed! Yes, it should do the trick.
8. I've accidentally ended up with a pet or two on my first attempt, and I believe the owner name was given with the pets, but these migrant animals do not seem to have any owner. My named gosling (now grown up and laying eggs) is not a problem, though.
9, I'll try that the next time I see a caravan.

Thanks again!

11291
DF Gameplay Questions / Re: Design question
« on: September 19, 2014, 05:19:25 am »
I'm a newbie (never reached the first real attack yet), so I might be totally off the mark, but what I am trying to do is this:
Fort entrace, 3 tiles wide, with a lever controlled drawbridge immediately inside the entrace. This is the exterior protection (later on there might be a courtyard with protection of grazers, etc, but not now).
The quickstart recommends a corridor with a trade depot in the middle, S curves & traps up to the depot, and then full trap coverage up to the inner entrace. I want to modify this to immediately branch off a 3 tile wide path to a dead end trade depot (expanded with S curves & traps a little later, as per the quickstart). This allows the trap laden entrance corridor to be shorter while still having the same trap count, and trading doesn't take place that often anyway, so the extra hauling distance to/from the depot should easily be offset by a shorter hauling distance for everything else from the outside.
I'd then have two additional draw bridges; one blocking the inner entrance to the fortress proper, and one protecting the trade depot.
I hope to use this design to get the enemy vanguard to get into the trap filled entrance corridor, but block off both the entrance to the corridor, the trade depot (can actually be blocked at all times except when caravans are present), and the inner entrance. Hopefully most of the enemy vanguard would be caught by the traps, while the rest should be possible to dispatch by troops sallying forth and/or attacking through fortifications (when I've figured out what that really is). Once the cut off enemies have been dealt with and traps reloaded, you could let in a new batch for processing. Rinse & repeat.
Please cut this design to shreads so it can be improved upon!

I assume a grate in the floor with the animals beneath, or a wall grate with animals beside would work as well for detection? There's usually nothing but ground above the entrance, so above would mean building above ground structures.

11292
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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