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Messages - TotalPigeon

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271
DF Bug Reports / Crash as dwarven caravan arrived...
« on: November 27, 2006, 11:24:00 pm »
Not sure why, but it happened. Not the first time they had come to trade either, but no problems before. Its been a while since I saved  :( but I'll try the game again and save before each autumn to see if its a repeatable problem with this particular fort.

272
DF Bug Reports / Re: Flood washed away my workshop?
« on: November 24, 2006, 01:52:00 pm »
I suppose its hardly going to ruin anyones game, but it seems a bit strange... I doubt its intended to happen, especially as I don't think my dwarves were underwater there - it was quite shallow

273
DF Bug Reports / Flood washed away my workshop?
« on: November 24, 2006, 12:21:00 pm »
As my miner reached the river it flooded and forced all my dwarves outside. When it receded, my masons workshop had vanished.

274
DF Bug Reports / Re: Dwarf traders bring tame vermin
« on: December 06, 2007, 06:49:00 am »
If a dwarf is starving... and you have caged vermin... will they go and eat them? Because this problem could be useful  :D

275
DF Bug Reports / Re: 33c Unable to build with artifact mechanism
« on: December 05, 2007, 07:08:00 am »
Okay... firstly, is it accessible?

Assuming it is, do you have a furniture stockpile? It is possible that there is already a job for the item to be moved to the stockpile, which will stop you building with it. Check the jobs menu (j) for any furniture stockpiling related jobs, and wait until they are all finished. Alternatively disable furniture moving on the orders menu. Try building with it again.


276
DF Bug Reports / Re: Soldiers won't attack giant bat
« on: December 06, 2007, 03:44:00 am »
Strange... I'm sure I tried "harass dangerous animals" on for both squads, so I checked it again myself with a fresh download of the new version, and I still can't get any of them to shoot it with that option.

Only thing I can think of that might be useful, is that I could put up another save a few seconds later where the dwarves should already be shooting the bat, while set to harass and all that.

Also, did you see my edit in the earlier post? I realised that is isn't just my marksdwarves that have a problem, none of my dwarves are acknowledging the creature as dangerous for some reason. Which turns out to be a fairly stupid mistake...

Edit: I'll hang on to the save till the next version, and see if the "broken bone bug" fix sorts out the problem

[ December 06, 2007: Message edited by: TotalPigeon ]


277
DF Bug Reports / Re: Soldiers won't attack giant bat
« on: December 05, 2007, 03:08:00 am »
Try this link. I'm afraid I don't have anywhere of my own to host it, so if it doesn't work let me know and I'll find another place to put it

Edit: some other things I just realised... everyone is ignoring it, I'm not being spammed by "X cancels job, interrupted by Giant Bat." It also seems to ignore the dwarves unless they stand on it. If the bat doesn't move from where it currently is, several dwarves will very soon walk past it, and cue some general slaughter.

[ December 05, 2007: Message edited by: TotalPigeon ]


278
DF Bug Reports / Soldiers won't attack giant bat
« on: December 02, 2007, 03:57:00 am »
Okay, I have a named giant bat hanging around an entrance to my fortress. It just killed a farmer. I move my marksdwarves right next to it, and they ignore it - unless it attacks them, in which case the one attacked dwarf wrestles with it, and generally dies.

Marksdwarves have lots of ammo. They are set to harrass dangerous animals. Tried setting them on both chase enemies and stay at station. They are on duty. v33d, clean install and generated world.


279
DF Bug Reports / Re: Broker refuses to acknowledge call to trade depot
« on: December 05, 2007, 02:17:00 am »
quote:
Originally posted by Teldin:
<STRONG>By the way, I've found a workaround: toggle off and on the "trader requested" at the trading depot. Your guy will immediately go over and do it if he's not doing something. This also works if you have it set to 'anyone can trade' and nobody feels like doing it.</STRONG>

Pretty sure that didn't work for me when I tried it either.


280
DF Bug Reports / Re: Broker refuses to acknowledge call to trade depot
« on: December 02, 2007, 02:12:00 am »
The job is in the job menu, and the broker is mostly on no job. He's not locked in anywhere, he'll quite happily walk between his room and my meeting hall. On the plus side, I did figure out a temporary fix - if he gets close to the depot for any reason, you can trade, so if you catch him while he's dropping items off at the depot, you can trade.

281
DF Bug Reports / Broker refuses to acknowledge call to trade depot
« on: December 02, 2007, 12:14:00 am »
The broker's standing there, with no job, in his room, one screen and a 5 second walk from the trade depot. The trade depot has merchants waiting, the criteria is down as trader requested at depot/only broker may trade and all of my goods have been hauled out ready to trade. He doesn't seem interested in acknowledging my request for some reason??? Using latest version (33d), save available if wanted.

282
DF Bug Reports / Re: Hangup on Autosave
« on: December 02, 2007, 02:28:00 am »
quote:
Originally posted by FFLaguna:
<STRONG>If I delete region03 from my computer and then try to load it, DF crashes</STRONG>

Can't imagine why that might be happening...


283
DF Suggestions / Re: More forcefull go inside command
« on: October 15, 2006, 03:31:00 pm »
You could have a bell - created like a lever, perhaps, but with metalworking - you assign it to be *rung* and upon that note all citizens suspends their jobs and move to a predefined location - maybe around the bell? And ringing it again could un-suspend them.

284
DF Suggestions / Re: MAGIC SUGGESTORIUM!!!111
« on: December 05, 2007, 04:29:00 am »
I think the reason why certain races will be better at certain magics is because there would be a trend through the development of the world where the race will be developing magic which is useful to their situation. Elves live slap bang in the middle of forests, so they'll be using the sort of nature magic that takes advantage of this. This isn't to say that elves won't learn other magics, just that the majority of elves will be learning and developing one sort. I guess this should vary between settlements across the world as well.

Anyway, this basically means that elf adventurers should have easier access to nature magic because their home will probably be bristling with elves who know how to use it effectively.
However, that isn't to say that an elf adventurer couldn't head over to a mountain range and perhaps bargain with dwarves for knowledge of their magic. It should probably be harder to get ahold of dwarven magic training/new spells for this reason, but I don't think it should be harder for elves to develop these skills than the nature magic skills.

[ December 05, 2007: Message edited by: TotalPigeon ]


285
DF Suggestions / Re: Magma Desalination Still
« on: May 27, 2007, 04:34:00 pm »
Pah! Salt? Who uses salt when they can create an area outside of time itself, the all preserving food stockpile?

OMG. I just had a killer thought for a challenge game. No food stockpiles. Well maybe for stuff which wouldn't go off irl, like sugar or syrup, but none for crops or prepared food or meat. THAT would be a bitch.


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