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Messages - Areyar

Pages: 1 ... 175 176 [177] 178 179 ... 184
2641
DF Bug Reports / Re: Adventure Z-walking
« on: February 28, 2008, 11:50:00 pm »
Ah ok.
That makes sense then.  :D
This game really has an almost vertical learning curve. :P

I just had alot of trouble digging vertical stairs lately and the bottommost one is still an 'X' Up/down stair, while there is no down to go to.

--
I just started a hole-in-the-ground in a wet forested region. a salty marsh kind of thing.
My current problem is: there are no wagon-accessable tile for the caravan.
A problem as I opted to take extra picks, seeds and weapons instead of an anvil.

Would building a paved road on the edge of the map work ?
(+ adjacent trade-building)


2642
DF Bug Reports / Adventure Z-walking
« on: February 28, 2008, 11:34:00 pm »
First post, nice project you got here.  

I find I cannot use the stairs of a dwarf fort (as a native dwarf) using the default (/,*) keys.

Is there a trick to this I am missing or is this a bug?

(Look states that the plot I am on also contains a downward stairs.)

__
Also some suggestion for stairs in Fortress mode.
Why not automatically transform stairs sandwiched between two floors of stairs into Up/down stairs?
(I may be missing the point, but are all stairs usable as up/down stairs if layered in a vertical column?)
--

Would you considder increasing the resolution / reducing fonttype+line heigth/width in the 'world view' window if technically feasable or is this agains the aestetics (ASCII) of the game?

A reduced map containing only colour pixels denoting terrain height/ evt. vegetation overlain by enemy/friendly creatures, (surface)structures.


2643
DF Bug Reports / Re: "Melt object" weirdness?
« on: May 09, 2008, 07:42:00 pm »
ah sorry. the risks of searching for and jacking a thread that looks related.

and I checked, some was marked [m] other stuff wasn't, probably some old stuff put in bins before I started the last (cancelled) melt order. The marked stuff from the latest ambush.


2644
DF Bug Reports / Re: "Melt object" weirdness?
« on: May 08, 2008, 08:59:00 am »
On another tangent:

I designated all narrow iron items to be molten down, but they have now been placed inside bins, which removes the dump/forbid/melt tags.

It seems this is not just a GUI thing, because my smelter has cancelled the repeating 'melt object' order now that all visible objects are molten.

This seems a bug to me.

Are items inside bins invisible to search routines?


2645
DF Bug Reports / Re: No aquifer, despite what embark screen said
« on: June 12, 2008, 04:13:00 am »
Noticed this too yesterday, when trying my first modding [more crystals].
I figured it was a regional prospector bug, did you use this too?
It was also on a 17x17 world, maybe that is a factor in it.

nb my mod did nothing as far as i can tell.


2646
DF Bug Reports / Re: leadership of group transferred to... dog?
« on: June 12, 2008, 04:08:00 am »
I think it was the squad.
but as it was not recorded under the [a] log, I can't be sure.

I am sure it was a stray dog that became leader of something though.


2647
DF Bug Reports / leadership of group transferred to... dog?
« on: June 11, 2008, 03:23:00 pm »
I'm not 100% sure...I couldn't find it in the logs, but:

I just now attempted to start a fort behind an underground lake with an auto-team of settlers.
Needless to say they were hunted down to extinction by the cave crocodile and drowned by some frogmen.
(the batmen coming from the southern chasm didn't help either)

anyhow, as the fresly recruited settlers were dying, I think the leadership of the grouped greenhorns was at some point transferred to one of the companys pets...a stray dog.
Only then the formation was disbanded due to being exterminated.

This made me lol, but it seems non-intended.


2648
DF Bug Reports / Re: halted designations
« on: June 12, 2008, 04:32:00 am »
ok. sorry to be unclear, it is rather puzzling.

I'll tell you what the situation is:

The fortress is several years old, no features have been found yet (except for the volcano), but we have a dungeonmaster.
Lately we have missed some caravans due to unwise fortification planning.
Several large projects are underway, an outdoors arena, a large vaulted underground cathedral and a second well.


The arena construction orders were halted as should be when I ordered all inside for a siege and could be reset to resume building.

The cathedral however got terribly delayed, as my smoothing designations were ignored, miners just hanging around, going off to dig only freshly designated areas.
undesignating and redesignating finally got the ceilings smoothed.
the well was completed years after designation similarly.


I'm not entirely sure it is the sieges that 'pause' the designations, I may have been confusing the halted arena construction with this designation problem.
I have been training my miners a bit too and they have been recruited during a siege at some point. hat could be a factor, but only to the tile they were planning to mine at that time, not the entire project.

reproducing the effect...I could undesignate everything, then designate a single tile, use the stayindide and watch the jobs.
or recruit the miners while they are going for a job, then release them.


2649
DF Bug Reports / halted designations
« on: June 11, 2008, 01:01:00 pm »
largely a problem with large constructions and digs that take quite a while to excavate.

At some point dig/smooth designations are ignored by my miners, but not removed.
New designations are dug/built as soon as designated.

I suspect the 'dwarves stay inside' command as this causes jobs no longer accessable (topside) to be halted.

Being mostly underground, designations should not actually be halted by the 'stay inside' command, which makes me doubt my claim of that being the source of the bug.

Such paused designations should either be removed or get a similar 'halted' toggle as constructions have.

--
Sorry about the vague description and doubly so if this is already known.
I'm using standard DF (38c).


2650
DF Bug Reports / Re: Graphical Bug
« on: June 12, 2008, 05:04:00 am »
It's the monitor setting for sure.
I had the same problem with a labtop AND PC with an old(defunct) screen,
I replaced the screen (wow colours!) and now it works fine.
The labtop required some tweaking of the dimensions.

2651
DF Bug Reports / Re: Fey mood + incomplete workshop
« on: March 15, 2008, 09:01:00 pm »
Sure, I'll send it on monday, currently away from home.

After the shop was completed by a second dorf and materials were provided,
the smith managed to create a masterfull copper table with copper studs and a beautifull rendering of dwarfs laboring in fireimp bone, menacing with copper spikes.
So no real foul done in the long run... still it might be safer to not have fey-dwarfs select unfinished worksites.


2652
DF Bug Reports / Re: Fey mood + incomplete workshop
« on: March 15, 2008, 07:06:00 am »
I just installed a few weeks ago...on PC.
with an alternative tileset- but that shouldn't affect a game mechanism.
...I'll browse the directory.

one sec...
[strikethough]0.27.176.38b the releasenotes say.[/strikethough]
NO! it is 38c, so the download file sez.

I have the game saved at the point of the dwarf being in the shop and the shop being slated for completion.... you want it? ('ll make a copy just in case)

[ March 15, 2008: Message edited by: Areyar ]


2653
DF Bug Reports / Fey mood + incomplete workshop
« on: March 14, 2008, 07:30:00 pm »
One of my new immigrants has just instantly become inspired upon arival and has occupied an incomplete workshop
(actually, construction was suspended)

Either he is building a masterpiece magmaforge or this might be considdered a bug.


2654
DF Bug Reports / Re: Fluid Mechanic Problem
« on: March 02, 2008, 04:58:00 am »
sounds like a loophole/cheat to create an unlimited watersupply.  :)

2655
DF Suggestions / Re: Craft Practice Weapons!
« on: March 17, 2008, 04:56:00 pm »
How about instead of practice weapons, have practice dummies?

maybe the armourstand will do as a practice-partner that doesn't hurt back.

occasional destruction of dummy is expected.  :)


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