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Messages - Jako98145

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31
DF General Discussion / Re: The Rules of Dwarf Fortress
« on: July 05, 2016, 04:13:44 pm »
#Something)Thou shalt not permit any elves to survive!  (Unless you're keeping some as "pets")

32
DF General Discussion / Re: What Would Urist Do?
« on: July 05, 2016, 03:57:48 pm »
Get liver cancer, try to cure it by removing his liver, and then drink like any normal day.

WWUD if he had nukes?

33
DF Gameplay Questions / Re: "Trapped" Dwarfs?
« on: June 30, 2016, 08:55:45 pm »
On z-level -56 you are trying to use a downward stairway to travel upwards... it doesn't work.

Now that is...embarrassing.  I think I managed to forget that those led to the upper levels of my fort after a small crocodile incident, so I guess I converted them from u/d stairs to down stairs, thinking the other u/d stairs led to the upper levels.  Well, thanks for pointing that design flaw out, Loci.

34
After slaughtering a bandit camp with my monarch butterfly man swordsman with like 5 shields, I decided to massacre a kobold camp...I was easily beaten to death by a kobold wrestler...

35
DF Gameplay Questions / Re: "Trapped" Dwarfs?
« on: June 30, 2016, 04:46:50 pm »
Hmm, interesting.  I never even considered designating mining jobs on the surface (well, in a different save I did consider digging out higher levels, and only one miner was working on those layers, while the rest did nothing or worked on the lower levels). 

And it can't be a blockage in the fort.  All of the doors are unlocked, and the rest of my dwarfs are fine, except I've noticed an increase in food cancellations, even though I have a myriad of unforbidden food and my hunter is complaining about having no ammo, even though there are plenty of wood/bone/metal bolts  (I doubt those are related to the main issue, though).

36
DF Gameplay Questions / Re: "Trapped" Dwarfs?
« on: June 29, 2016, 05:14:12 pm »
Well, I tried looking through the layers again, but there shouldn't be any blockage.  I also tried digging new stairways in certain areas I thought might be problematic, but they would just go back to the bottom layers after finishing the stairs.

So, I give up.  If anyone would be willing to look through the fort, I'd be grateful.  Worst comes to worst, I can just retire the fort--not a big loss, considering it's too peaceful and laggy--, or I could abandon the mine area and find a new magma source   

https://www.dropbox.com/sh/fo3azkia3ne17v7/AABGYo6HhPsNPwvWAf0x1GEKa?dl=0

37
DF Gameplay Questions / Re: "Trapped" Dwarfs?
« on: June 28, 2016, 11:02:21 pm »
I limit ramp usage, since they tend to collapse and leave my dwarfs stranded until I dig them out.

And as for trying to center other dwarfs in that location; I set a new burrow there, and set a civilian alert, which caused all of my dwarfs to freeze in place until I lifted the alert :/
I also tried using my regular civ alert burrow (which I dubbed panic room), and the trapped dwarfs remained in place, while everyone else trotted to the panic room.  I then tried stationing some of my military in the location, but they began to wander aimlessly--in the opposite direction, in fact--and gave up eventually.  The area is somehow unreachable, but that shouldn't be the case, since the stairs have always worked in the past.

38
DF Gameplay Questions / "Trapped" Dwarfs?
« on: June 28, 2016, 09:31:10 pm »
I recently transferred my 43.03 saves to 43.04 (although I'm not sure if that does anything) and when I loaded my fortress, I was spammed with give food/water cancellations.  Upon investigating this, I discovered that three of my dwarfs were trapped in my deep underground mining section.  After some time, they stopped cancelling and started to perpetually mine, or clean when I disabled their mining preference.  When I removed all of their preferences, they would move to a specific location and stand there, gazing upon the fully functional up stairs...

The dwarf will continuously stand in that spot, but for some reason, when I ordered him to dig out the stairs on the left side, he went to the floor above...and subsequently went back down after that.


I've meticulously checked to see if there were any open spaces or walls blocking anything, but there is nothing from that layer to the outside world; they're just incapable of saving themselves. 

Could it be a consequence of transferring the save?  Or could it be from some complication brought about from the recent cave crocodile incident?  Or am I just overlooking something obvious, which is usually the case?

39
DF General Discussion / Re: Anyone playing without Starter Packs?
« on: June 19, 2016, 04:47:40 pm »
I can only play vanilla at this point.  Texture packs hurt my eyes, since I'm so used to the ASCII graphics, and I like to learn through ruining my fortresses, instead of modifying the settings.  I'll only use dfhack to mess around, or look at my clusterfuck glorious fort with Armok Vision.  And I'll only use Dwarf Therapist if things become too bothersome.

40
DF General Discussion / Re: Inrus the Forgotten Beast
« on: June 19, 2016, 04:37:15 pm »
Im still setting the trap but how do I stop my whole fortress from trying to kill the FB?

Make a burrow in some room inside the fort, away from the FB, go into the military menu, go into the alert tab by pressing [a], make a new alert, press enter, and press enter on the burrow's name, which will activate it.  This way, all of your dwarfs will enter a sort of "panic room" that they can't escape from until you deactivate the alert.  Before you do deactivate it, you should lock any doors leading to the FB, so your dwarfs don't charge after it, or do something detrimental--as dwarfs have a penchant for doing--and so you can mine and attempt a cave-in.

If it's an FB that can destroy doors/walls though...then this won't work, but I don't think that's common, and I'm not sure if FB's even spawn with this action.

41
DF Dwarf Mode Discussion / Re: A DF Comic Complete!
« on: June 18, 2016, 04:54:10 pm »
I'm liking it so far.  It's definitely a nice light-hearted introduction to DF, with the calm, relaxed tone, before the fortress eventually falls into a maelstrom of death and FUN, like we all know it will at some point in the future  :P

Looking forward to more

42
DF Gameplay Questions / Re: Animals Stuck in my Temple?
« on: June 16, 2016, 10:30:20 pm »
Ah, I see, I thought I was overlooking something obvious.  Thanks for the advice

43
DF Gameplay Questions / Animals Stuck in my Temple?
« on: June 16, 2016, 09:11:54 pm »
So, ever since I built a temple for my pious little dwarfs so they could stop complaining about not worshiping, my animals (and for some reason, an outpost liaison...why, I don't know) have been trapped:



Now they're going to starve.  I've tried everything from removing the doors to undesignating the area , but they won't leave...I guess they just want to be closer to the gods :-\

Would anyone happen to know why this is happening?

Also, sorry if I'm just overlooking something, or restating a known issue--although I looked for information and couldn't find anything--I'm somewhat inexperienced with fortress mode (as in this is my first functioning fort).

44
DF Modding / Re: Okay but are there mods to make the game...easier?
« on: June 09, 2016, 10:11:20 pm »
Easy?  Managing a colony of temperamental alcoholics is never easy...

But I suppose there are a lot of tutorial videos you can look at for a better understanding of how to play.  Plus, as others have said, resources packs go a long way I suppose.

But in terms of mods, I think Dwarf Therapist and maybe dfhack would help (although I don't think they are up to the current DF version yet).  And you could probably edit the raws to remove detrimental races, such as goblins, colossi, trolls, and dragons (however, I don't think you can mod away vampires and necromancers).

45
DF Dwarf Mode Discussion / Re: Trivial findings
« on: May 18, 2016, 09:31:41 pm »
Well, I found out that some necromancers are cowards.
I just embarked, and after one season, a necromancer, along with his undead ward, and...a cougar woman (I have no idea why) invaded.  Well, he started rushing up to my fort, alone, and disturbed my poor, hard-working dorfs.  However, he was gripped with fear upon the sight of...I don't even know, and ran away.  I mean, I had no defenses at that point, only 2 axes, which were used for cutting trees.  Well, the undead human and the cougar woman are just standing around the fringes of my fort, doing nothing, and now I have a permanent siege warning, until I dispatch them, of course.  However, I like to believe that they found love together.

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