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601
So this succession fort has two purposes then right? A. Make a ring of forts around the world next to each other and; B. As an adventurer take out any threats in the area. If that is indeed all there is too it you can count me in for a turn or two if possible.

Also, I don't recall reading about it (I may have skimmed it over) but is the tileset Phoebus?
Yes. Forts should be one next to another, connected at least via roads and each of them should produce more newborns than deaths and at least one artifact before new fortress can be established. In the meantime, use adventurers to clear any dangers that appear.

Added to that was you are playing for nearly dead dwarven civilization "The Bulbous Tool" (Gubellor) which doesn't have any other cities than those player made. There is one (worldgen) dwarf claiming to be a king of this civilization and few more nobles but, according to ptb_ptbs's first turn logs, these newly built player forts are not recognizing this king as their truly leader and call him usurper of throne. So they are not willing to trade with dwarven traders from "mountainhome" (till dwarf from one of player forts is a declared a king).

This addition idea got currently lost a bit because after ptb_ptb's first turn there was a bug with inaccessibility of nobles screen upon reclaiming of the first fort. I repaired that with abandoning and rereclaiming it but I have managed to rereclaim it with other dwarven civilization, namely Tower of Sockets (Urdimsesh), which has like a dozen of forts in the NE part of world, at the NW banks of eastern sea. World map before turn 1:
Spoiler (click to show/hide)

If you are willing to join the party, welcome on board. There is lots of turns to offer. I am currently trying to fortify (with not the right civilization :/ ) the first fort ptb_ptb made. With much more dwarves than that dying civ had I have already got it again in state of "successful fort" (we have few artifacts and more babies than deaths) so I can retire it and offer the save to others soon. There is currently necrosiege though so I need to first deal with that. Would you like rather a fort or an adventurer as your first turn?

And yes, I think ptb_ptb is using Phoebus' graphic set. I am playing vanilla DF though. I guess use none/any graphics set you like but be ready to explain to others not familiar with it what is on the images you included in your logs.

602
DF Dwarf Mode Discussion / Re: Dwarves WILL not stop Gathering Plants?
« on: February 25, 2015, 05:35:42 am »
I don't see any "dwarves keep gathering even without gather zones or plants designated to gather" in http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php

Try uploading your save folder to DFFD storage and fill a report in bug tracker.

603
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 25, 2015, 05:29:24 am »
only to find my whole fort beeing populated with dozens of humen, elven and dwarfen merchants, and wagons standing in every possible and impossible positions (seriously, how did they get those down to cavern layer through those stairways???)
Reported in 8147: "Retire with caravan present --> live wagons scattered around site", 8443, "Abandoned fortress, visited as adventurer after a few years, is full of filled wagons" and other similar reports.

604
DF Gameplay Questions / Re: Ballista Arrows, Prone Targets
« on: February 25, 2015, 02:34:41 am »
It might have been a random chance of missing, a sub-tile direction value (even arrows that appear to fly straight can have a small variation from straight)...

So even arrows that are 3 tiles long are affected by subtile position like minecarts are? Aww.

605
DF Gameplay Questions / Re: so is this a brewing bug?
« on: February 24, 2015, 07:21:46 pm »
as soon as there's a herbalist
And you should really have one or two around, Sisyphean. They are not bad in old versions but with any embark with just some bushes and up in thickness of vegetation they do shine in last versions. With multihauling they can take lots of herbs at once and get you lots of food. And then there are stepladders and fruit trees with brewable fruits...
Some players now are doing forts with herbalists as only food-makers, no farming at all.

606
DF Gameplay Questions / Re: so is this a brewing bug?
« on: February 24, 2015, 03:01:58 pm »
yea the first thing i did on arrival was unforbid the entire map through all Z levels so i dont think its that. to be honest im not sure a single drink has been brewed in the time of the reclaim.... i embarked with 123 barrels and ive cleared both the dwarven and human trader thats visited.

currently uploading to dropbox but my webnets is a bit slow so it may take a while for the 604mb save to be uploaded
604 MB ??? My small world with 5 yeas of history got to 10 MB, other big world fort with 1000 years of history got up to 120 MB. What behemoth of world is that your one?

607
DF Gameplay Questions / Re: (How) Do you use minecarts?
« on: February 24, 2015, 02:34:22 pm »
Ehm, what about trying wheelbarrows?

608
DF Gameplay Questions / Re: kitchen/still output stockpiles
« on: February 24, 2015, 02:32:36 pm »
Stockpile to still connection has always worked fine. Without links, it'll take from anywhere; with link to only barrel or only plant, jobs become unavailable; with links to both, that plant can be brewed. All stockpiles' max barrels are set to half the stockpile size or smaller.  It'll take some time to cycle in pots to replace the barrels, but I don't believe that's the problem. Also, these burrows aren't even active, none of them have citizens and none of them limit workshops.
What about civilian alert is active one assigned to any burrow? That would supersede any normal burrow settings.

609
DF Gameplay Questions / Re: so is this a brewing bug?
« on: February 24, 2015, 02:20:24 pm »
i didnt bring any fruit on embark just a bunch of seeds, animals and booze
On reclaims all previous items are forbidden. Try that [d-b-c] over area to mass reclaim it. [k] should show if it is forbidden with these curly brackets " { item} ".

EDIT: Also kitchen screen is not the best place to check stocks. Go [z-stocks] and finds fruits there. Having active bookkeeper helps a lot there to see precise numbers (precise level is set at [n]obles - [s ]ettings on bookkeeper).

610
DF Gameplay Questions / Re: so is this a brewing bug?
« on: February 24, 2015, 01:28:35 pm »
I would try putting that "Brew drink from fruit" on top as you have some blueberries, it seems. "Extract" is for other things (see for more).

Have you tried building of new still nearby?
In theory the extract job would just cancel if it didn't have the right stuff.

The only time I've seen jobs just sit there was when I had nobody with those labors assigned.

Make sure your brewer is actually assigned to the brewing labor.
Somebody has to try to do that job, find out there are no items to do it with and then cancel it (and only then it gets to announcements screen). Without anyone assigned to relevant labor a job can be sitting there forever. I guess there are either no right dwarves (none with free time with the brew labor) or they are ruled out (burrows, profile of workshop, can not find a path...).

611
DF Gameplay Questions / Re: so is this a brewing bug?
« on: February 24, 2015, 01:21:30 pm »
I would try putting that "Brew drink from fruit" on top as you have some blueberries, it seems. "Extract" is for other things (see for more).

Have you tried building of new still nearby?

612
DF Gameplay Questions / Re: Can't trade
« on: February 24, 2015, 01:16:59 pm »
Have you moved any items for trading to that depot? It is [q-g] IIRC to get to that screen, then select some, have trade-goods haulers and give them bit of time.

613
DF Gameplay Questions / Re: Fun Chamber Refusing to Work
« on: February 24, 2015, 01:14:43 pm »
Redid the entire drowning chamber, fixed issue. Thanks.
Have you find out where was the problem?

614
DF Gameplay Questions / Re: so is this a brewing bug?
« on: February 24, 2015, 01:13:17 pm »
Upload that image to something like Imgur then show them here with this (LINK is that "Direct Link (email & IM)")
Code: [Select]
[spoiler][img]LINK[/img][/spoiler]

615
DF Gameplay Questions / Re: kitchen/still output stockpiles
« on: February 24, 2015, 01:09:01 pm »
You also may try to
1) remove any bins/barrels from stockpile
2) break all these connections to smaller chains (start with, say, just stockpile-still connection then add more later when this works)
3) remove any burrows from equation

Are some of your output piles also linked to "give" to other piles? In that case, they'd only be used as transit locations and all contents would be sent to the next tier of piles as soon as possible.
It seemed to me so too from that initial description.

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