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Messages - The-Moon

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271
DF Bug Reports / [38a] Building Ice walls on water
« on: February 14, 2008, 01:37:00 pm »
I don't know if this will happen with normal walls or not.

But I built some ice walls over some frozen water to get the water blocks out of the way of construction.

When summer came along and the water unfroze. The blocks didn't fall into the water at first.

Then several minutes later. It told me they collapsed.

After that they left behind, some tiles which say unknown.

I haven't tested this with normal walls.


272
DF Bug Reports / Re: We can delet this thread, its not a bug. :)
« on: February 10, 2008, 01:05:00 pm »
If theres a seige shouldn't you set the game to only allow soliders outside?

So its not the games fault people were collecting arrows outside, it was the player.


273
DF Bug Reports / We can delet this thread, its not a bug. :)
« on: February 10, 2008, 12:58:00 pm »
Just as it said. My hunter used up all his ammo, no one ever recollected it and put it in the pile. Now he died because he has no ammo left.

Also, i have it set to collect refuse from outside.

I also have a ammo stockpile built.

[ February 10, 2008: Message edited by: The-Moon ]


274
DF Bug Reports / Re: [38a] Hunters still hunt even without ammo
« on: February 10, 2008, 05:29:00 pm »
If a marksdwarf runs out of arrows and has no other skills to defend itself with well enough against its enemy, then it should run and try to get more ammo, otherwise it should wait in the meeting hall until some more are made.

Or unless it is told to use a different weapon.

This would be perfect.

[ February 10, 2008: Message edited by: The-Moon ]


275
DF Bug Reports / [38a] Hunters still hunt even without ammo
« on: February 10, 2008, 12:56:00 pm »
I really think this is a bug. I think a hunter which uses a crossbow, should stop hunting when he runs out of ammo. Without the ammo he will just get killed. Theres no point in him hunting after that. My hunter ran out of bolts and decided to go wrestle a wolf when he has no wrestling skills. Now hes dead. Which sucks...

276
DF Bug Reports / Re: [38C] Game slows permanently to a crawl
« on: April 28, 2008, 03:43:00 pm »
quote:
Originally posted by Joror:
<STRONG>I have had a new fort, not even one year old, suddenly go very slow on me. It dropped from a smooth 100fps down to a trickling 15fps.
I have been unable to determine what exactly caused this slowdown. (didn't have autosave on, so could not jump back to a previous save)

These are the last few events that are in my log:
- Stray dog (tame) has given birth to puppies
(should not be a problem, got no pet-locked doors, and this is my two dogs' first litter, so puppy-spam seems unlikely)
- Digging designation cancelled: damp stone located
(Sounds very suspicous, the damp stone is for a big lake - but there are no leaks.)
- The merchants from Belalurvad have embarked on their journey
(not sure if this happened before or after the slowdown began, but seems innocent enough)

So far I've tried these things to remove source of the slowdown:
- Blocking off the main hallways to stop pathfinding
- Puncturing the lake wall (slowmotion flooding..)
- Slaughtered the new puppies (No infernal fps-eating demon-puppy among them)

All that failed, so bug reporting I am - save available here: http://home.parse.nl/~daan/dwarffortress/region2.zip</STRONG>


In fact i just recently had this problem on the last map i was playing.

However i think the slow down happened before the merchants came.

Game went from 150FPS, down to 50FPS    :(

I did however find a bug, i don't know if its related tho.

I built a pit to toss some pigs into, and i view it to throw animals into it and it had on the list something like "(tame) cardinal" at the bottom.

I check the "U" list as well as my animal list under the "Z" menu.

I couldn't find this cardinal.

So i was thinking that maybe that had something to do with a all the sudden lag, which wouldn't normally occur in the first year.

Normally my fps will stay at 100 good into the second year.

Joror, make a pit area, and try to assign a animal too it, but don't assign nothing, just check and see if theres any animals in that list, that should not be there.

Btw: I'm not 100% sure, but i think the lag may have happened after i loaded up a save. I don't think i was playing the game and it started to lag, i would have noticed that for sure, as i'm always checking the FPS as i play.

I think this happened after i loaded the map.

[ April 28, 2008: Message edited by: The-Moon ]


277
DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 09, 2008, 06:22:00 am »
quote:
Originally posted by benoit.hudson:
<STRONG>

Let me guess: in the spring?

When I've seen this, it's that they're walking on ice and fall in when the ice melts all at once.  Fixes: (1) dig ramps into every single body of water, or (2) 'd' 'o' 'r' on every single lake so they far prefer going taking the long way around the lake.</STRONG>


Middle of summer, I was waiting for the river to freeze again.

I lost my carpenter / woodcutter. I sent him off to cut a tree. Somehow he drowned.

None of the trees i had selected where directly next to the river. So there was no real reason for him to go into the water.

Also, My recruits apparently like to jump into the water also and get killed by carp. Even tho i don't see no reason for them to go into the water...


278
DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 08:40:00 pm »
quote:
Originally posted by Chariot:
<STRONG>dwarves will be scared away by any creature that could possibly get to them, or that they could get to, in any way. that includes falling.

if theres no possible way, even by falling, for them to reach each other, it wont scare them</STRONG>


Well then if thats the case. The dwarfs should not be scared unless they fall. If they fall then they need to be scared and they need to get out of the water.

Dwarfs should only be scared if something can get to them.

As long as its not programed to make them walk off the bridge. Then they shouldnt be scared of whats down there, unless whats down there has a missle attack, or is tall enough to reach them.

Another Fucked bug.

My people go into the water, and never climb back out.

I lost a wood cutter because of that already.

Thats a really bad bug which needs to get fixed asap.


279
DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 07:11:00 pm »
Now that i'm checking.

code:

side veiw
#BBBB#
#OOOO#
#RRRR#

I do have my bridge raised one level above the water.

[ February 08, 2008: Message edited by: The-Moon ]


280
DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 07:07:00 pm »
If the fish can reach me, then i guess the real bug is fixing it so fish can not attack through bridges.

281
DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 06:32:00 pm »
Is it planned to fix this at some point?

282
DF Bug Reports / [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 06:09:00 pm »
# = Wall
R = River
B = Bridge
O = Open Air
. = Floor

code:

1st level

#RRRR#
#RRRR#
#RRRR#
#RRRR#
#RRRR#
#RRRR#

2nd level

#OOOO#
#OOOO####
.BBBB....
.BBBB....
#OOOO####
#OOOO#


My dwarfs are walking across the bridge and are stopping there jobs because of the fish down below, even tho theres no way that they can hurt the dwarfs, unless of course they fall in the water.

I would have to say this is a bug, or something over looked.


283
If this is how it works then i should be aloud to choose a new leader, if my current leader can not fulfill his dutys to the other dwarfs.

284
DF Bug Reports / Fey Mood Made the Human Liaison Go Home Unhappy....
« on: April 15, 2008, 11:15:00 pm »
A Human Caravan arrived and my Outpost leader was sleeping, He canceled sleep when he was taken by mood.

Right afterwards i got a message, that the human liaison left unhappy...


285
DF Bug Reports / Re: Kobold Thief Scared my traders away :-\
« on: February 27, 2008, 11:15:00 am »
Ok now i just had the same problem.

I think having more then 1 trade depot could be bugged.

The traders left again this next year and no kobold spawned this time....

Also this time they didn't leave anything :-\

[ February 27, 2008: Message edited by: The-Moon ]


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