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Messages - JustinKace

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31
No it's completely vanilla. I checked the dwarfs thoughts and while she was ecstatic, it did mention she was beaten recently! But I have no hammerer. I can't imagine who would have beaten her. And also, as I mentioned, I paused the game the second I got the message and there were no creatures, pets, dwarfs, monsters for at least ten tiles of her location.

32
DF Dwarf Mode Discussion / Re: Human siege 39c
« on: July 23, 2008, 08:21:42 am »
I did have a message to that effect and also had the SIEGE flags at the top of the screen. As with the OP, they did attack eventually, just took a very long time. And they always had a path into the fortress.

33
DF Dwarf Mode Discussion / Re: Human siege 39c
« on: July 23, 2008, 08:20:29 am »
Not unless 'P' stands forsomething violent and unpleasant. In which case everyone hates me! :)

34
Ok this has happened twice now in my first 39c fortress. I've received a message Urist McBlahblah has fallen unconcious. The first time I quickly paused the game and jumped to poor Urist. He was unconcious and had about three red injuries, three yellow, 6+ grey including grey spine and brain. While I couldn't see any obvious reason for his injuries I passed it off as possible that he set off a trap or fell from somewhere, but I was suspicious.

So when it happened a second time (Sodel Blahblah, Bone Carver cancels Construct rock Throne: Unconcious.) I paused the game almost instantly and jumped to the poor dwarf. He was lying, slumped over his rock chisel and mallet, in a similar state to the first dreadful accident. In fact, to be precise...
Grey:
Lower body
Left upper arm
Right hand
Left upper leg
Left shoulder
Brown:
Left lower leg
Left kidney
Yellow:
Right upper arm
Right upper leg
Red:
Right lower arm
Right hip

So yes. As we can see, somehow while carving this throne, Sodel slipped with his mallet and chisel and really did a doozy on himself!

And I really have no idea how it happened. He was in mid work. Not moving, didnt set off any traps, didn't fall, no other dwarfs or nasties near him. Is this a bug perhaps? Anyone else had anything like this? Or are my dwarfs suicidal??

35
DF Dwarf Mode Discussion / Re: Human siege 39c
« on: July 23, 2008, 07:33:05 am »
Yeh I had the same thing recently. Humans sieged even though I appear to be at peace with them. Mixed force of wrestlers and archers with a swordsman leader who was on a horse. If he wasn't mounted then they were very friendly, as they always occupied the same square.

36
DF Bug Reports / Re: [39c] Butchery smoking, not on fire.
« on: July 23, 2008, 01:45:02 am »
Yep, 100%.

37
DF Bug Reports / [39c] Butchery smoking, not on fire.
« on: July 23, 2008, 12:57:29 am »
As stated, in Fortress mode my butchery has started belching out massive amounts of smoke. Nothing is burning. All it contains is horse bones and skull and they certainly aren't on fire. It's been smoking profusely for about a game year now. No other effect.

38
While I'm not sure why your marksdwarfs aren't firing through the fortifications, the way you have designed them kinda defeats the purpose. Shooting through a fortification is more difficult the further away from it the shooter is. So dwarfs that are hard up against the fortification can shoot through pretty much fine, but the gobbos who are kept 8 squares from the fortifications by your moat will have trouble shooting through the fortifications as they are further from it.

From the look of your tunnel, the goblins will be closer to the fortifications than your dwarfs are, so the gobs get the benefit of the fortification. Of course, it wont protect them from that nasty ballista... :)

39
DF Gameplay Questions / Re: Forcing broker to trade (Ranting)
« on: June 15, 2008, 09:46:35 pm »
I totally sympathise. Regularly on the arrival of my first caravan, quite important for the fledgling fortress, my designated trader will, in any order... Drink, Sleep, Eat, Go on a break, etc, until the caravan leaves.

I give him a few minutes to sort his shit out, and if he doesn't cooperate I pull the trading depot down around the traders ears. Cheaty I know, but I get all my much needed goods and it makes me feel lots better after the anguish of watching my trader diddle about.

40
DF Dwarf Mode Discussion / Re: Mandates
« on: June 09, 2008, 09:22:00 pm »
quote:
Originally posted by Ghostpaw:
<STRONG>

Maybe you can recruit him and force him to engage a bronze colossus in epic combat.</STRONG>


What about a fine pewter colossus?


41
DF Dwarf Mode Discussion / Re: The worst artifact ever
« on: June 09, 2008, 03:03:00 am »
This is a felsite scepter. All craftdwarfship is of the highest quality. On the item is an image of a dwarf and dwarfs in felsite. The dwarf is surrounded by the dwarfs.

$2400

*sigh*

Oh well, got a legendary stonecrafter out of it. They are always great. The first five stone crafts he makes will likely be worth more than that rubbish!


42
DF Dwarf Mode Discussion / Re: Entrance Halls?
« on: June 02, 2008, 02:04:00 am »
I too, build an external castle style wall, to avoid the problem of my curious dwarfs poking their heads out in times of trouble. My towers are generally three levels with fortifications at the top level only. The only way into the towers is through underground tunnels, the only appropriate entrance for true dwarfs! I use pumps to raise water so that I can make pretty waterfalls to fill my moat and use pressure plates to stop them overflowing.

My dwarfs still often get caught outside and mashed by nasty goblins. I have recently though it may be a good idea to make little scattered bolt holes over the map, so woodcutting dwarfs may dash for them and into the safety of the underground tunnels they contain (locking the doors behind them of course...)

Raised fortified towers make your marksdwarfs a lot more efficient.  :)


43
DF Dwarf Mode Discussion / Re: So I've finally had fun
« on: May 26, 2008, 08:00:00 pm »
Yeah the disasters do tend to be more entertaining dont they. Early on in my DF career I unwittingly settled near a cave with a cyclops. I had lots of dogs that I was planning to train up at a later date, but i noticed at some stage that they were being struck down in ones and twos every now and then. I finally took some time to find out what was happeningjust as the cyclops found the entrance to my lair. He came raging in, stomping dogs left and right while the unarmed and untrained dwarves cowered just inside their entrance hall. Finally one brave dog too many fell and the dwarven hound master snapped and charged the monstrous creature. The rest of the dwarves couldn't let him go to his fate unaided, so they too charged! In a fury of tackling, biting, flying dog hair, and dwarven dropkicks, the foul beast was finally laid to rest.

It was the goblin raiders not long after that put paid to that fortress. Great times...


44
I have a hunch that if a dwarf has a current task and you turn off a skill, he will still complete the current task if he can. Just one more elephant before I give up hunting forever!

45
DF Gameplay Questions / Re: Uses for Useless Immigrants?
« on: March 17, 2008, 11:59:00 pm »
Very useful trades early on are more masons (especially if you are making walls), another carpenter or two (and another lumberjack to keep them in wood), another farmer, a dedicated brewer, furnace operators, and anyone that's not making themselves useful in other ways can always be set as a stone engraver and told to smooth rooms and passageways! I also make sure I have a butcher, tanner, animal trainer, and a couple of mechanics early on.

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