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Messages - JustinKace

Pages: 1 [2] 3 4 ... 7
16
DF Gameplay Questions / Re: Magma buildings disabled in reclaim mode.
« on: August 08, 2008, 08:28:24 pm »
And also the magma building enabler utility wont work for me. "Failed to locate patch point for magma forge". Which I have posted on the wiki.

17
DF Gameplay Questions / Magma buildings disabled in reclaim mode.
« on: August 08, 2008, 08:06:04 pm »
Subject pretty much says it all. Reclaiming lost fortress which had revealed magma, and none of the magma buildings are enabled. Pain in the fucking arse!

18
DF Gameplay Questions / Re: Unusual lack of immigrants?
« on: August 08, 2008, 06:35:51 pm »
Cheers Tahin. Heaps quicker than doing it item by item.

19
DF Gameplay Questions / Re: Unusual lack of immigrants?
« on: August 08, 2008, 09:36:54 am »
Four ambushes later everyone is dead. Oh well. It was an amazing spot so I'm reclaiming. Is there any way of mass-un-forbidding items? Annoying how everything is forbidden and scattered all over the place to begin with.

And a little strange that the goblins that were remaining from the final assault are hanging around and apparently friendly? So it says, and there are no fights breaking out.

20
DF Gameplay Questions / Re: Unusual lack of immigrants?
« on: August 08, 2008, 08:59:07 am »
Yeah that's what I did. Didnt used to do this, because I used to do it regularly when my trader refused to go to the depot before the caravan left. Oh well. :(

Any solution?

21
DF Gameplay Questions / Unusual lack of immigrants?
« on: August 08, 2008, 08:33:05 am »
It's been three years, the fort is successful. A fair bit of food, lots of created wealth, lots of empty bedrooms. I've even just had my first ambush (6 gobbos) but I still havent received any immigrants.

The only thing that is a bit unusual is that I've only received the initial dwarven caravan and 2 elven caravans. No human caravan, and for some reason, the initial dwarven caravan is still sitting there. The liaison is nowhere to be seen, but the guard is dilligently standing at his post bashing any dark gnomes that come too close. Are immigrants related somehow, to the news that first caravan takes back to the mountainhomes? It's getting a bit frustrating, 7 dwarfs having to do everything.

22
DF Gameplay Questions / Re: stone on embark
« on: August 06, 2008, 02:22:10 am »
Yeah I thought I was going nuts once when I couldn't find turtles in the embark screen.

23
DF Gameplay Questions / Re: How many Fortresses?
« on: August 05, 2008, 01:41:00 am »
I'm guessing 12-20ish. I've only reached the economy once and I have had a couple crumble before the first wave of migrants. I tend to get swept up in new flights of fancy that require restarts.

24
DF Gameplay Questions / Re: Helping someone with his first fortress
« on: August 05, 2008, 01:30:35 am »
Hey mate. My order of projects on starting are...

Turn on mining and masonry for most of my initial dorfs.
Dig out initial bed and dining room.
Create mason, carpenter, craftdwarf and mechanic workshops and...
Mason starts producing door, container, cabinet, table, chair on repeat.
Carpenter starts producing bed, barrel, bin on repeat and several buckets not on repeat.
Stoneworker starts churning out stone craft.
Mechanic makes a batch of mechanisms then helps with other work.

All the rest of the dorfs then start work on the initial walls with one or two entrances to the walled area, each with a raisable drawbridge.

Once the compound is safe and secure i start digging out barracks, appartments, kitchen, workshop and storage areas underground and get everything moved to a more properly dorfish location.

Then I get distracted and any plan I may have had goes out the window. From here on it's all a little more organic. :)


25
DF Gameplay Questions / Re: Trouble Trading
« on: August 05, 2008, 01:08:48 am »
Bulldoze the depot and steal all his goodies.

26
DF Dwarf Mode Discussion / Re: My first Dwarf Fort
« on: August 02, 2008, 09:11:31 am »
Haha, thanks for posting that Qloos. Gave me a good wee cackle and reminded me of my first few fortresses. :)

If you haven't already sussed it out, you cut trees by (D)esignating them with the same menu as when you set areas to be mined. To make stuff from the wood you also need a carpenters workshop and a dwarf with the carpenter skill enabled.
You can make plenty of useful stuff from stone you have mined as well, you just need a masons workshop and a dwarf with the mason skill enabled.

Welcome aboard. Don't get discouraged. The game is well worth the suffering of your first few fortresses. :)

27
DF Bug Reports / Re: [39c] Butchery smoking, not on fire.
« on: July 24, 2008, 10:39:01 am »
No there is no way it's flies. For one, there is absolutely heaps of the stuff, reaching up several z levels, and also when I check it out, it calls it smoke. ;)

28
Yep, that's the ticket. She was on the criminals list. I'm still confused as to who beat her though. I have no sheriff, no guard, no captain etc. Closest I have to any of the above is a Mayor. Do they dispense justice?

29
DF Bug Reports / Re: [39c] Butchery smoking, not on fire.
« on: July 24, 2008, 03:46:07 am »
Good point Langdon, I do have an uncapped magma vent, so magma type critters are free to roam, however I have cats and they are pretty quick at hunting vermin. In any case, nothing was displaying as on fire.

30
DF Bug Reports / Re: [39c] Butchery smoking, not on fire.
« on: July 23, 2008, 08:25:29 am »
Dammit that would have been a really good idea, but I bulldozed it and built a new one and the problem hasn't repeated itself.

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