DF Bug Reports / Crash as dwarven caravan arrived...
« on: November 27, 2006, 11:24:00 pm »
but I'll try the game again and save before each autumn to see if its a repeatable problem with this particular fort.
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but I'll try the game again and save before each autumn to see if its a repeatable problem with this particular fort.
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.
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 ]
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 ]
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.
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.
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...
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 ]
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.