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Messages - Kametec_Housen

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211
If I were you, I'd post this in the bug section of the forum. Also, a save might be necessary, so I suggest you at least make a backup which can be shared.

212
DF Gameplay Questions / Re: Aquifer as water source?
« on: March 23, 2018, 06:30:12 pm »
Channeling from above and having a pump feed the water to the aqueduct will work.
If tapping it from below, you can use stairs. If you have large enough cistern or off screen drain, you can carve stairway into the aquifer from below. Dwarves will happily work standing in the resulting waterfall as long as you can deal with the water it generates. I usually build 2x1 tap from below.

Step 1: carve 2x1 stairway from below into the aquifer.
Step 2: have floor hatch installed in one tile
Step 3: have it linked to a lever and open it.
Step 4: build another floor hatch in the other tile
Step 5: have it linked to same lever as the first one

And now you have on/off switch to a endless supply of water, which generates reasonable flow. As for the pressure, aquifer doesn't generate it, which means water it creates can flood your fort up to the z level of aquifer it comes from but not higher.

213
DF Gameplay Questions / Re: Quantum stockpiles
« on: March 23, 2018, 12:57:31 pm »
I use quantum stockpiles to quickly move stone out of places I want to have clean, like waterworks or roofs. I don't place stockpiles under the dumping zones though. I usually have 2 masons and 2 craftdwarves dealing with excess stones. When legendary, they keep several dwarves with wheelbarrows busy. But I don't know how to make them pick up stones from a specific area, unlike quantums, which is why I use them.

214
DF Dwarf Mode Discussion / Re: Stuck Merchants
« on: March 22, 2018, 08:12:01 am »
They eventually packed up and left. Took them 3 years to do it though.

215
DF Gameplay Questions / Re: Questions regarding Ice
« on: March 22, 2018, 01:29:04 am »
And even 1 depth water on ice floor turns into ice wall, which is lethal.

216
DF Dwarf Mode Discussion / Re: Stuck Merchants
« on: March 21, 2018, 10:37:54 pm »
It looks like one of their wagons scuttled, dropping their stuff on the floor (that's probably the junk you saw in the depot), causing them to stop in their tracks. The giant mantis might have done it, in fact.

Some scaring might have happened, but no wagons were involved, because they haven't come in the first place. Dead/missing tab is also blank, apart from two butchered horses.

217
DF Dwarf Mode Discussion / Stuck Merchants
« on: March 21, 2018, 02:51:34 pm »
I have merchants stuck on my map. They just froze in their tracks, for some reason, and they are just sitting there.

Here is what happened chronologically, in case it matters:
New embark, a heavily forested flat savage forest, with no z change whatsoever on the entire embark. There is a river running across northern border and murky pools litter the area. During first year, I get the "Wagons has bypassed your inaccessible site" message. That tells me it's that time of the year, so I plop down a depot and wait for the merchants to come and unload. I then trade them a pile of worthless bone crafts in exchange for two iron anvils and ten assorted logs. At this point, I call off my trader and stop paying them attention.

Then I get a message saying that they have embarked on their journey. But now it is mid winter and they are still around. It looks like they moved a couple of tiles and just stopped. The depot is also covered with some junk they haven't packed yet. I checked combat log and found out that a marksdwarf hit a giant mantis twice. Once on the embark day and once a day later.

But that is all. There are no corpses, no obstacles, no wagons, no messages. And the merchants are just standing by their pack animals, doing nothing.

Have you seen merchants behave like this? How can I get them to leave? What could have caused this?

218
DF Gameplay Questions / Re: Questions regarding Ice
« on: March 21, 2018, 01:22:47 pm »
According to the Wiki, the minimum depth for a ice wall to be formed is 4. Grates are deconstructed upon freezing.

edit: source: http://dwarffortresswiki.org/index.php/DF2014:Water#Depth, see the table.

219
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 21, 2018, 01:07:37 pm »
Each civilization has access to certain stones. Their selection is determined during worldgen, somehow. You can check what stones your civilization has access to during embark or when making an import order.

I wonder, is it possible to mod stones a civ has access to? I usually spend a long time when rolling a world, because I'm checking embark options for each civilization (waiting for history update again and again) and if I don't find a civilization with access to bituminous coal and whatever combination of ores I want at the moment, I reroll entire world and start the checking process all over again.

220
I believe that 64bit version of WinXP would've run it without problems and 32bit version of Win7 would've have had trouble as well. This is less of a OS issue and more of a choosing the right version of the game issue.

221
I think I've read somewhere that smoothed aquifer will start leaking water when reclaiming/unretiring a fortress. I cannot find where I found it though and never tried to verify it myself.

222
DF Dwarf Mode Discussion / Re: Why did the cyclops die?
« on: March 18, 2018, 08:10:00 pm »
I have watched as an outpost liaison climbed a tree to get over a wall in order to leave this fortress. I've seen him climb all over the place in another. Looks like he entered some kind of pathing frenzy each time a drawbridge was raised when he wanted to leave. Perhaps the cyclops started climbing whatever he could when he couldn't get in? That particular tree was nowhere near the wall though.

223
DF Gameplay Questions / Re: dwarfs not stocking stock piles
« on: March 17, 2018, 10:41:43 am »
Another stockpile problem which had me scratching my head for a while is that when setting a custom stockpile you disable everything except what you want to store. Seems right, doesn't it? But no. If you disable everything under "Additional options" (plant/animal and non plant/animal) as well, the stockpile won't accept anything.

Also, the problem with wheelbarrows is that they limit number of concurrent hauling to a stockpile as dwarfs will use wheelbarrows only and you can assign only 3 of them per stockpile. I make lots of small, 6 or 12 tile stockpiles if I want stuff moved by wheelbarrows on large scale. There seemed to be some problem with 3 tile stockpile with 3 assigned wheelbarrows though, they weren't moving any stuff at all.

224
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 17, 2018, 06:24:57 am »
I believe that necromancers don't care about your population and wealth at all and attack whenever they feel like it, possibly even during the fort's first year.

225
And even then, the endless stream of zombie ravens was more annoying than challenging.

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