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Messages - Merkuri

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2011, 09:29:58 pm »
That pair of survivors were: some legendary farmer moping around some remote meeting place, and a crossbowdwarf who missed all the Fun(tm) while holding to his duty in a watchtower. He had no friends and thus was 'quite content' all the time. Hell it went to ecstatic when he took a break to drink after hte massacre.

I'm imagining this antisocial introverted marksdwarf, walking through the carnage, oblivious, maybe stepping on a skull and crunching it, taking a big swig, sighing contentedly, and saying, "Ah, peace and quiet at last."

2
DF Dwarf Mode Discussion / Re: Walling Off Bad Dwarfs
« on: July 19, 2011, 06:38:06 am »
Build 2 walls: one where you want it, on next to it, on the side you DON'T want your dorf to end up. Suspend the second one at once.

This trick has worked for me.  Dwarves will prefer to stand on a square that doesn't have a potential wall.  The only times I've had dwarves wall themselves in lately are when I've forgotten to do this trick or I did it wrong (like forgetting to leave one non-wall square open for them to stand in).

3
DF Suggestions / Canceling macros in motion
« on: July 17, 2011, 08:00:32 pm »
Is there a way to cancel a macro while it's playing?  If not, there should be.  I could see cases where a macro starts going out of control and the user just wants it to stop.

Would it be reasonable to cancel a macro on any key press from the user?  I can't think of a reason why I'd want to press keys while a macro is running except to get it to stop.

4
DF Dwarf Mode Discussion / Forbidden butcher products?
« on: July 14, 2011, 08:55:54 pm »
So, just now I checked one of my butcher shops and found a ton of yak remains, all forbidden, plus a cage.  I don't have any yaks.

Did my dwarves just steal a caged yak from the elves and slaughter it?

I've also had incidents where I see forbidden large rat remains in my butcher shops.  It's gotten to the point where I need to check them fairly frequently to avoid miasma (forbidden meat still rots).

6
He claimed his workshop (leatherworking shop, actually) and is still dragging the sheep.  Maybe he wanted reeealy fresh leather.

I removed the slaughter order on the sheep, and it's STILL being dragged.

...Wait a friendly woodcutter came and took the sheep off of the moody dwarf's hands.  The woodcutter is bringing the sheep back to the pasture.  I'm gonna say that the moody dwarf was so preoccupied with his future creation that he forgot he was holding the sheep's tether until Urist McWoodcutter came along and said, "hey, Urist, let me take that for you."

When I noticed this, I saved and copied the save so that I could upload it for the bug tracker.

7
I had a dwarf get a mood in the middle of dragging a sheep to the slaughterhouse.  It said he canceled the slaughter job, but he's still dragging the sheep!  I can't imagine what he'll need a sheep for in his workshop.

Should this be reported as a bug?

8
DF Dwarf Mode Discussion / Re: Burrows and military
« on: July 05, 2011, 08:10:51 am »
I recall wishing it was possible to add two burrows instead of "intersecting" them.  My purpose was to have one "general purpose" burrow that encompassed bedrooms, dining room, well, and food/drink stockpiles, then I'd have other burrows that would contain, for example, the areas that I wanted my miners to focus on.  Then I'd add my miners to the general purpose burrow and the miner burrow and not have to worry about them starving themselves or sleeping on the floor while mining.

The reason I wanted to do it that way, instead of making the mining burrow contain bedrooms, etc, was that I would have multiple burrows like this - an expert miner burrow, a learning miner burrow, a woodcutting burrow, etc, and I didn't want to have to add the bedrooms, dining room, etc. to all of them.

But I also understand the logic in the way it is now.

9
DF Dwarf Mode Discussion / Re: Burrows and military
« on: July 04, 2011, 03:05:16 pm »
I believe that if a dwarf is assigned to two burrows (say, a "normal" burrow and an "alert" burrow) they will be restricted to the overlapping pieces of both burrows.

10
DF Dwarf Mode Discussion / Re: Burrows and military
« on: July 03, 2011, 10:30:17 pm »
I added it to the burrow page.  Didn't see an appropriate section, so I just added it as a new paragraph in the intro.

11
DF Dwarf Mode Discussion / Re: Burrows and military
« on: July 03, 2011, 06:13:44 pm »
Good to know, thanks!

Is this info on the wiki anywhere?  I looked for it initially and didn't find anything.  Might be a simple matter to just add one line to the burrow page saying, "Military dwarves ignore burrows when on duty."

12
DF Dwarf Mode Discussion / Re: How Many Copies of DF Do You Have?
« on: July 03, 2011, 04:26:46 pm »
Just two - one main copy and one for my laptop.  Both live in my Dropbox folder, so I can play either game from whatever machine I happen to be using at the moment.

The laptop has some problems with DF, and I get abysmal FPS if I don't turn off temperature and tweak a few other options, so it needs its own DF copy.  Sadly, I play that fortress so infrequently that it hasn't gotten very far.

13
DF Dwarf Mode Discussion / Burrows and military
« on: July 03, 2011, 04:21:35 pm »
How do military dwarves interact with burrows?

Specifically, I'm wondering what will happen if I designate an area specifically for a certain type of job (say, metalworking) and I burrow a bunch of dwarves in that area, then some of those dwarves are in a squad which puts them on training duty several months out of the year.  If their designated barracks is outside of the burrow, will they still train?  Or do they ignore burrows when they go on duty?

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 02, 2011, 10:03:07 am »
Had an encounter with a forgotten beast a while ago.  Its extract caused dwarves to pass out, but no permanent damage - those that happened to walk over it usually were carried to the hospital, spent a few days there, then got up and walked out unharmed.

However, one of my military dwarves took a shot of extract full-on.  His health page said that he was unable to breathe, so I was fully expecting him to suffocate soon and didn't spend too much time worrying about him.  But he's still taking up a bed in my hospital, unconscious and unable to rest.  Looking at his health history page, he was first brought to bed nine months ago.

I had attempted to get him to rest by deconstructing his bed and getting him moved to a new one, but as soon as he was placed in bed the second time I get the message Urist McWounded cancels rest: Interrupted by Forgotten Beast.  I look at his inventory and see several pages of forgotten beast extract covering him.  Of course, because he's not resting no dwarf will clean him, though they seem to be feeding and watering him regularly.

According to his health status, he's paralyzed, winded, cannot breathe, and just about every part of his body is rotten or swollen with blood, but he's ecstatic. 

I'm imagining this bloated, wheezing dwarf laying in bed, smiling at the ceiling with glassy eyes, unable to move but high on FB extract.

Since he hasn't suffocated to death in nine months I'm working on irrigating my hospital in the hopes of getting him clean and back on his feet at some point.

15
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 24, 2011, 09:49:33 pm »
Fought a forgotten beast.  I was smart enough to install a dwarven bath between the cavern entrance and my fort, so the extract ended up in the bath and not tracked all along my fortress.  Unfortunately, I also have a bunch of dwarves whose clothes have rotted away and they haven't bothered to pick up new ones.  Every so often one of them will traipse through the bath, walk a few paces, and fall unconscious.  This is not usually a big deal.  They get carried back to the hospital, spend a few days there, then get up good as new.  I haven't been very motivated to figure out how to cleanse the bath.

This time, however, a naked miner walked through and passed out on top of a cage trap.  Luckily, the trap was not loaded.

A short amount of time passes and I see this message: Urist McMason cancels recover wounded: Unconscious.  I zoom in and find out that he decided to pass out on a weapon trap.  Lots of mason pieces all over the place.  :(

As I'm facepalming over this, a dwarf comes along and loads the cage trap.  :o

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