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Messages - RogerN

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106
DF Gameplay Questions / Wildlife gone?
« on: March 27, 2008, 09:05:00 pm »
I started a fortress in an Untamed Wilds biome in the hopes of supporting my dwarves with nothing but hunting.  And indeed, the first year or so of my fort was extremely profitable in that regard.  I have over seven pages of dead wildlife on my unit list!

And all that from a single hunter, mind you  :)

Unfortunately, though, the supply of meat seems to be drying up.  It's now been a full year since I've seen any wildlife at all.  Is it possible to hunt them all to extinction?  Has anyone else experienced a sudden lack of wildlife?


107
DF Gameplay Questions / Re: Flux materials
« on: March 26, 2008, 04:20:00 pm »
I'm pretty certain that you will never find flux unless it was listed on the embark screen.  You can sometimes request it from dwarven caravans, but don't count on it.  If you find flux which isn't listed on the embark screen, the most likely explanation is that you didn't inspect the stone layers of all biomes.

108
DF Gameplay Questions / Re: Exploding dogs?
« on: December 14, 2007, 09:04:00 am »
No, I'm not running any sort of mod.  Only the latest version (33e) of Dwarf Fortress.

109
DF Gameplay Questions / Exploding dogs?
« on: December 13, 2007, 10:50:00 pm »
I just started a brand new fortress, and I took along four war dogs.  Before I could even finish unloading the cart, ALL four dogs died at the exact same moment.  They all bled to death, leaving corpses scattered over an area about 30 tiles in diameter.  No enemies were in sight.

What the heck might have happened?  There are no messages in the announcements page other than "Stray war dog has bled to death (x4)".

The location was a Terrifying mountain in a freezing temperature.  Could the climate have something to do with it?


110
DF Gameplay Questions / Re: New player questions
« on: December 14, 2007, 12:49:00 pm »
quote:
since my farms never seem to produce enough or much. I also can't ever brew anything even though it seems that I have the right items (though I can't grow them).

What are you trying to grow, and how big is your farm plot?  A single farm ought to supply plenty of food (and drink) for a large population of dwarves.  Plump helmets and pig tails are your staple crops.  Quarry bushes have great yield, but you need bags and an extra processing step.  For simple plants, the process goes like this:

Start with seeds, a few empty barrels
Plant seeds -> Produces plump helmets / pig tails
Brew drink -> Produces dwarven wine / ale, and seeds
Cook dwarven wine / ale -> Produces Dwarven ale roast / wine roast, empty barrel(s)
Replant seeds

You must, however, make sure that your kitchen does not cook the raw plants.  Go to 'z' > 'Kitchen' to set cooking preferences.

[ December 14, 2007: Message edited by: RogerN ]


111
On a couple of occasions my depot has become inaccessible because too many trees sprang up near the border of the map.  Just keep cutting down trees until you can see that your depot is accessible from the 'D' screen.

You do not need a road in the current version.  However, roads can help in some instances because they prevent trees from growing back and blocking depot access.


112
DF Bug Reports / Re: Stay Inside = Rush out the front gates?
« on: February 27, 2008, 09:01:00 am »
I would love a feature that ordered all civilians to report to (and stay at) the nearest designated meeting area...

113
DF Bug Reports / Bug? Dwarves gather bodies
« on: February 06, 2008, 11:29:00 am »
A bunch of immigrants were slaughtered by a pack of beak dogs, and I didn't want to lose more dwarves as my citizens attempted to put their bodies into tombs.  Therefore I went to the standing orders page and switched "Dwarves gather bodies" to "Dwarves ignore bodies."

Unfortunately, though, several of my citizens continued their attempts to "Place item in tomb".  Forbidding the corpses didn't seem to help (until I figured out #2)

1. Does this option only apply to graveyards, not coffins?

2. After forbidding the corpses, I discovered why my dwarves continued to "Place item in tomb."  Several of the victims were torn into chunks, and there were odd body parts (i.e. severed heads) scattered around the area which I had missed.  My citizens kept trying to retrieve the heads and limbs of the victims.  Should the "dwarves ignore bodies" apply to body parts as well?

[ February 06, 2008: Message edited by: RogerN ]


114
DF Bug Reports / Re: Construction "already present" (but not)
« on: December 12, 2007, 10:37:00 pm »
Building a 2nd floor is tricky.  You cannot build a wall on top of a manually constructed floor.  You can only build walls on top of other walls, or over open spaces.  You may need to remove existing floor tiles in order to build new walls.  Be careful removing the floors, though - your dwarves will fall through at least one level.  Usually they'll be stunned for a second and then be fine.

115
DF Bug Reports / Re: Raining goats?!
« on: December 12, 2007, 09:46:00 pm »
Does a statue garden count as a meeting area?  Yes, butcher shop wasn't finished yet, and I had a hunter.  That must be it.  Unexpected behavior, though  :)

116
DF Bug Reports / Raining goats?!
« on: December 12, 2007, 06:36:00 pm »
This might not be a bug  because I didn't see exactly what happened.

I was constructing my Tower Of Power: a massive stone tower, currently about 6 z-levels tall.  Next door is a smaller tower which is only accessible via a bridge from the first tower (on the 3rd floor).  There are no entrances on the ground floor.

Somehow, I ended up with three dead mountain goats and a dead mule on the TOP level of my 2nd tower.  Note that the ONLY way to get into this tower is via a bridge from the first tower.  The first tower has a single entrance on the ground floor, which is in turn only accessible through a narrow passageway filled with about 8 traps.

How the heck did a bunch of dead animals appear on the top of my tower?!  Is it possible that one of my dwarves just decided to carry them up there for some reason?  There's not a butcher workshop or anything near there...

Unfortunately, the game crashed shortly after I noticed the dead animals appearing...  The tower was fun while it lasted, though  :)  The base was 13x13 tiles, so I was getting very close to having used 1,000 stone (if you count the sister tower also).


117
DF Suggestions / Re: Plaques and signs
« on: January 11, 2008, 10:15:00 am »
Pardon my necromancy, but I'd like to add another vote for signs or custom inscriptions of some sort.  It'd be great for creating a fortress for others to play in Adventure mode.  For example, I'd like to create various traps and puzzles for an adventurer to solve.  Riddles on signs or inscriptions could provide clues.

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