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Messages - Jack_Smythe

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1
DF Dwarf Mode Discussion / Re: Unknown Material
« on: December 20, 2020, 07:24:00 pm »
Sounds like someone went messing with the raws...

It wasn't me. Running LNP right out the box, so maybe something from that.

2
Dear Urist McHaulerson,
                                    All I asked was for you to bury Urist Gemcutter's body. We had a coffin and everything. Instead, three years later, his rotting corpse is still sitting there. No-one wants to use the workshop because of it. You keep complaining about having to see his body each time you go to the crafts stockpile. His ghost is actively haunting us. I know you hauled something, because only half his skeleton is there. What did you do with it? Actually, don't tell me. Just bury the bloody thing.

                                   Love and Kisses,
                                                            Your Overseer

3
DF Dwarf Mode Discussion / Re: Unknown Material
« on: December 20, 2020, 05:34:48 pm »
The grass bug is also present in  the fortress so it's a overall buggy thing then. Thanks for the help!

4
DF Dwarf Mode Discussion / Unknown Material
« on: December 20, 2020, 01:37:42 pm »
Reclaiming fortresses in a dead world, and quite a few of the doors/walls/etc are made of 'Unknown Material'. Is this a bug or related to the circus?

5
DF Dwarf Mode Discussion / Re: Merchants will not leave (
« on: March 04, 2018, 09:34:17 pm »
The answer to question 1 is no. You're experiencing a bug.

Other than that, to be honest you're better off using a modern version of DF. Both the game and DFhack have seen hundreds of bugs fixed in the past 4 years. Could be anything, so the only answers are maybe, probably, wait and see and tell us (then upgrade).

Thanks for the advice! Honestly, I thought I was using the latest one until I checked the version to be sure when I posted about it, lol. It ended up crashing shortly afterwards, so I just trashed it all and went to get the new one. As far as I could tell, couldn't loot the wagons or yaks without killing them, and I hardly wanted to engrave yet another brave wagon onto my hovel's entrance. Fun little thing, though.

6
DF Dwarf Mode Discussion / Merchants will not leave (
« on: March 04, 2018, 02:57:31 pm »
Using 40.24, LNP, DF hack.

My home civilization is mostly dead, afaik, being warned of such on embark, though no-one was appointed to fill in the gaps. The first two migrant waves arrived, followed by merchants (without liason, which was remarked on in an announcement). They unloaded, refused to trade (even with broker present, said there was no merchants trading at the time), then re-loaded their carts and prompty stopped moving. The guards wander about near their merchant, but the wagons, animals, and traders are frozen in different spots across the map.

Primary questions:
Is this because they have no-where to return to?
Will they go insane eventually?
If they do, can I defend myself w/o going into a loyalty cascade?

Secondary question:
Can I take their stuff out of the wagons while they're sitting there?

7
DF Gameplay Questions / Re: No Arrivals
« on: March 26, 2016, 11:00:11 pm »
Yep

8
DF Gameplay Questions / Re: No Arrivals
« on: March 26, 2016, 10:06:38 pm »
Nah, no messages. And there are certainly more dwarves in the world. Plenty in legends

9
DF Gameplay Questions / Re: No Arrivals
« on: March 26, 2016, 09:29:44 pm »
Some wars, but nothing current, and my party is not at war with my civ. Elves showed up, but still no migrants or dwarven caravans. Would a war stop the hard-coded migrants?

10
DF Gameplay Questions / Re: No Arrivals
« on: March 26, 2016, 09:13:21 pm »
did you get any migrant waves after the initial two hardcoded ones? I assume you got those...
No migrants at all, period. Only the seven from embark

Possible war at your mountainhome? Whole place may have been destroyed by a were-rabbit during the two weeks you were travelling to the embark. Checking Legends will give you some hints. Might just be something simple like a vast army of goblins camping just outside your site.

Any way to check that without bouncing retire?

11
DF Gameplay Questions / No Arrivals
« on: March 26, 2016, 08:57:59 pm »
Starting on fortress's second year, with nary a caravan or migrant to be seen. Wasn't given a warning about a dead/dying civ, and there's at least one other functioning mountainhome. Not really sure what's up, beyond us potientally being political exiles. Thanks!

12
Liasons will only go insane after their meeting. Until then, they can spend years doing random things or locked into small rooms.

13
DF Gameplay Questions / Starting in empty world
« on: March 24, 2016, 10:37:24 pm »
Creating a new world without any civilizations for the purpose of starting in an untouched land for giggle's sake. Then discovered could only access legends when trying to play it. Any way to get around that?

14
There is a bug where wagons de-spawn, which counts as an attack and causes merchants to flee. Don't know about the liason, pretty sure he would have stuck around. Sure he's not around somewhere? Or dead in a pond?

As far as repercussions, I'm fairly certain attacks not originating from you don't trigger anything in and of themselves. Though if enough build-up, people get suspicious.

15
DF Gameplay Questions / Re: New Monarch, just embarked
« on: March 24, 2016, 08:50:16 pm »
As long as you DON'T enable the injustice system you can basically ignore mandate spewers. Once the injustice system is enabled, you're going to suffer from a population decline as random dorfs are killed and maimed for not fulfilling mandates.
Quote
injustice system

lol

I have no idea why you would consider our dwarven courts unjust! Just last week, we had a fisherman beaten to death because the large gems our sovereign demanded were never cut! Justice is blind, so we can hardly blame it when the hammer falls awry. He should have fun faster.

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