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Topics - UristMcPea

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1
DF Gameplay Questions / Chained guest -> caged guest
« on: February 19, 2020, 10:43:12 am »
Looks like I successfully uncovered a criminal plot to steal an artifact (among other things). The thief was a human bard who confessed and served his sentence (31 days) without issues. Upon unchaining him he was put into a cage. Of course the simple solution would be to let him starve to death, but that doesn't give me the opportunity for further interrogations and creates miasma. ;-)

So what are my options at this point?

2
DF Gameplay Questions / Avoiding Aquifers at embark
« on: January 30, 2020, 07:46:11 am »
When looking for embark locations I tend to prefer flat areas with a river, trees and thick soil to avoid tree roots growing into my farms creating holes in my fortress. In the last version I even managed to find embark sites that were partly covered by an aquifer, because I kind of liked the idea of having most of my fortress under an aquifer without having to pierce it. I found them by looking at the different biomes in the embark screen as aqufers seemed to be associated with biomes.

My problem right now, is, that in three consecutive embarks I found aquifers even if the embark screen said there're no aquifers at all in the designated embark area. There were, of course, aquifers nearby but not inside the 4x4-area selected for embark. What am I missing or what can I do to find areas with no acqufers?

3
DF Gameplay Questions / Why do I get sieges?
« on: October 15, 2019, 05:49:55 am »
My current population is 49 (hard cap at 50) and despite that I'm getting goblin sieges about once a year. I know I have generated quite a bit of wealth, did quite some trading, breached the caverns and have a duke though all of this shouldn't matter.

What's going on and is there a way to disable the sieges at least for some time?

4
DF Gameplay Questions / Prisoners attacking their haulers
« on: March 18, 2019, 09:27:17 am »
I'm having a (somewhat large) number of cages from cage traps loaded with trolls, beak dogs and of course goblins. I had them transported to a stockpile without issues, but when I try to assign their "contents" to a built cage, I sometimes get a message saying

UristMcHauler cancels Cage StrangeName, Troll: interrupted by a troll.

The interrupting troll is the prisoner himself, and of course things get messy, afterwards.

What's going on here and how can I avoid it?

5
DF Gameplay Questions / Dealing with Vampire Guests
« on: February 22, 2019, 03:25:01 am »
I just had a dwarf killed by a vampire, and of course I wanted to find out who it was. At first I suspected a member of that goblin performance troupe as they were the ones I recently granted long term residency. However, I checked their thoughts and preferences and all of them enjoyed sleeping in a good room recently. All my other cititzens also had thoughts either about sleeping, food or drink (or lack thereof), so here's how I found who it was:

Spoiler (click to show/hide)

So it was a human vampire! Since there are definitely no human cititzens (and likely never will be), so it's got to be some guest. What can I do about this?

6
DF Gameplay Questions / Fullfilling Crafting Needs
« on: January 21, 2019, 03:42:33 am »
Almost every dwarf in the fortress having the need of regularly crafting something is a pain in the ass nice and interesting challenge with fortresses beyond 50 cititzens so I was looking for a rather permanent solution - and I think I've found one which I'd like to discuss.

So here's what I do:

First I select my regular crafting dwarves and limit their workshops to them, personally. Next, I build a room conaining five distinct stockpiles (stone, wood, cloth, leather, bone) and make sure they're filled all the time. I don't use bins for cloth and leather as I just need something - not a lot.

For every five dwarves with an unfulfilled crafting need, I build a Craftsdwarf's Workshop restricted to those individuals. Then they each get a different crafting labour assigned and finally every workshop gets a work order "Make 1 <material> crafts" for every material that's repeated seasonally or monthly - I'm not sure which is better.

That way every dwarf gets a single crafting job once a month/season without any adverse effects that I'm aware of. I haven't found a proper solution for military dwarves so their needs are ignored at the moment. It is some effort to set up, but after that it should run without further maintenance.

Any ideas, hints or other suggestions?

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