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Messages - MobRules

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196
It's a known bug that when military dwarves drop food from their backpacks, it's still marked as "owned", and thus no dwarf will move it. Only way around it is to either not have your military dwarves carry food, or else once they are carrying it, never change the order.

Generating world maps with savagry set to "high" can backfire, because possible opponents may get killed during worldgen in the more dangerous world. It's more reliable to use a standard worldgen, but then choose a dangerous location within that world.

197
DF Dwarf Mode Discussion / Re: Random questions from a noob
« on: December 24, 2015, 01:15:48 pm »
1. Grazing animals aren't smart enough to know to go somewhere where they can graze when they are hungry. You have to pasture them on grazable ground (using the [ i ] zone, with [n] pasture designation) so that they'll have the grass available when they are hungry. If they aren't pastured, they will tend to migrate towards meeting areas.

2. Do you have a lot of Plump Helmets or Dimple Cups sitting around? If so, the seeds are probably locked up in them. Brewing the plump helmets and milling the dimple cups should produce seeds.

3. Food in a food stockpile shouldn't rot, afaik. Can you provide any more info about the stock pile, it's contents, and what's happening? (thought -- It doesn't also allow refuse, does it?) Also, being unable to brew the brewables is strange. Are your stills cluttered up?

198
DF Dwarf Mode Discussion / Re: Bizarre kidnapping report
« on: December 23, 2015, 05:09:23 pm »
But the news is coming from different settlements, implying that he was kidnapped from different settlements.

This requires legends-digging.

199
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 23, 2015, 05:06:00 pm »
No steps in between, though? And what if I want to make instruments out of clear glass or crystal glass?

Clear glass requires pearl ash (made at an ashery from potash), and crystal glass requires rock crystal (a mineral that can be found in some embarks, occationally.) If the materials are on hand, it should give  "green glass", "clear glass", and "crystal glass" options at the top level.

200
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 23, 2015, 04:59:51 pm »
Really? But I've seen a siege of 300 in another game....does the cap only apply to gobbos already and not any trolls and beakdogs they bring?

I think there was a comment saying it didn't count mounts. There was a second cap (80? I think?) for accompanying trolls, etc.

Not sure how it works in practice -- the fort I started after discovering and raising the parameter is still too young to get large sieges. (Though 120 gobos, 80 trolls, and 100 beak-dog mounts would bring you up to 300 without the parameter lying.)

The param is new to 42.x, I think; not sure if it's new to 42.3 or if it was in the .1 and .2 as well.

201
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 23, 2015, 04:55:43 pm »
the largest siege I've yet seen is 120. I know I should be careful what I wish for, but come on, these gobbos need to step up their game.

Check your init file for the new siege cap parameter -- I was looking in the init for something else, and discovered that the siege cap was 120 by default. So you might want to raise it :)

202
DF Dwarf Mode Discussion / Re: Preventing the dogpile
« on: December 23, 2015, 03:16:54 pm »
I forget where I saw it, but I think there was a comment from Toady somewhere speculating that he may have overdone the drunk=fearless when implementing drunkeness in 42, and that he might scale it back a bit in a later release.

203
DF General Discussion / Re: DF Song Converted to IRL Song!
« on: December 23, 2015, 08:08:31 am »
ptw.  :D

204
DF Dwarf Mode Discussion / Re: Been a while, here's my situation
« on: December 23, 2015, 07:55:13 am »
1. Prior to .40, DF would generate invading armies out of thin air based on your fortress characteristics. Now, invasions happen when a nearby dark fortress or tower decides that you are the most likely target.

in .40, there was an error with army pathing that caused this to mean you almost never got attacked. in .42, this was fixed. Getting a big invasion so soon means you likely picked an embark very near to a goblin dark fortress.

2. Yes, you can wait out a siege.

3. You can look at the civilization info screen (sorry, don't remember the key combo off the top of my head) to see who the major players in your civilization are, including the trade liaison. If the location that your liaison is coming from is "The Goblin Mountain Home of..." (which it sounds like from your description), that would indicate your capital has been conquered and is under goblin occupation.

4. As others have said, this is a known bug in 42.01 and 42.02, fixed in 42.03. (Of you're already in .03, might want to file a bug report).



205
DF Dwarf Mode Discussion / Re: Getting sick of greedy dwarven caravans.
« on: December 22, 2015, 10:04:51 am »
Hold on, are Elven caravans still bringing cloth for you guys? For me, they haven't brought a single piece of fabric since the addition of 'grown wood' items in 40.

206
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 22, 2015, 10:02:31 am »
Guys, i need your help.
I got my first vampire and i dont know who it is.
One of my dwarfs was found "completely drained of blood". How do i find it out who it was?

Look for a dwarf with great social skills, a huge list of former civilization memberships, and most likely a prominent position in your society.  If you have a mayor, that's your first suspect.

Vampire has more details.

Another hint is if despite their social skills and possible prominence, they don't have more than a "friendly acquaintance" relationship with anyone in the fort.

Also, no happy thoughts about sleeping in a good bedroom or eating in a good diningroom -- they don't sleep or eat.

207
DF Dwarf Mode Discussion / Re: Getting sick of greedy dwarven caravans.
« on: December 21, 2015, 02:46:39 pm »
I think that profit percentage matters more than raw amount. What was the total trade amount that 5000 was being compared against?

208
DF Dwarf Mode Discussion / Re: Library woes with Bookcases!
« on: December 21, 2015, 11:31:13 am »
Come to think of it, I haven't gone into the build menus to try to build bookcases that way at all.  Does your manager screen have bookcases?  That's how I built all of mine.

I generally don't bother with the manager, because they botch up my method for assigning tasks to workshops and gum up the works by sending tasks to places where they can't be made. I'm at work, so I can't open up the game right now to check if it's visible there.

209
DF Dwarf Mode Discussion / Re: Library woes with Bookcases!
« on: December 21, 2015, 10:51:55 am »
Bookcases can also be made at a carpenter's workshop.

And yes, you need lots and lots of quires and/or scrolls (as made at a craftdwarf workshop) before people will start writing on them. You can't create a Codex until you have a quire that's been written on: no such thing as a blank codex.

210
DF Dwarf Mode Discussion / Re: Bedrooms vs. Dormitories
« on: December 20, 2015, 08:16:57 am »
What is the functional difference between designating a room with a bunch of beds as a "dormitory", vs just having a room full of roomless beds?
I think (not 100% certain) that Dwarves will only use a bed which has been designated in some fashion, be it room or dormitory.  I've never actually left a bed 'blank', so I don't know for sure.

In my experience, dwarves seem just as happy to sleep in an undesignated bed as in a dorm -- I stopped designating dorms, because the designation didn't seem to have any effect whatsoever.

I usually get them all bedrooms eventually (sometimes with walls, sometimes without), but a room full of undesignated beds is a useful stopgap.

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