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Messages - varangian

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106
DF Gameplay Questions / Re: Who or what is whacking my dwarves?
« on: October 26, 2010, 08:06:33 am »
If you look at any dead creature's status its upper body will be missing, no matter how it died.  That's just something that happens when creatures die, so that can't tell you how they died.

A bronze colossus who is inside a cage can't reach out and attack anything outside the cage, and isn't going to scare anyone either.

Have you fought any titans or forgotten beasts?  Some of them can have blood or poison gas or dust or give off other material that causes unconsciousness, injury, and death.

Interesting, I never realised a dwarf couldn't leave a beautiful corpse. If the bronze colossus can't be doing it I don't know what could be. The only other visitors have been giantesses and some two-headed humanoid things. All were trapped in cages before any dwarf had to put hand to hammer. There are no intruders shown on the unit list either. Perhaps they're fighting amongst themselves but if so I'm not getting any reports to that effect.

107
DF Gameplay Questions / Who or what is whacking my dwarves?
« on: October 26, 2010, 07:30:08 am »
After a bit of a break I started running what was, I thought, my nice peaceful fortress. As I'm still training up my militia I've stuck with a version where goblins don't show up so there's little of menace around so far. But while I was getting on with organising grandiose constructions I was notified that the Captain of the Guard was throwing a tantrum. A certain amount of fighting ensued as a result.

On investigation I found the captain was miserable on account of the loss of a friend and further investigation showed my dwarven body count, which I thought was 2 (unfortunate drowning and a suicide after fey mood) had increased to six, including a baby. One of which presumably accounted for the captain's foul mood. Since I'd been notified of none of these deaths I rolled back and changed the announce settings so I'd get a pause and centre when a citizen died.

The re-start hasn't helped identify the cause of death as it turned out they'd all died before the save. Violently it seems, upper bodies being noticeable by their absence. The only fighting reports are for regular sparring so on the surface all seems well. But I started getting messages about giving food jobs being cancelled, no food available. This is odd, the place is stacked with lavish meals and raw foods, but it led me to find an unconscious  dwarf in my above ground sculpture garden. Seems this sculpture garden is more of a sculpture danger room as later I found a couple more unconscious dwarves there. The centrepiece of the garden is a bronze colossus in a nickel cage - I thought it might give the dwarves something to laugh at - which I'd assumed wouldn't be able to get at anyone. Is it somehow able to clobber unwary dwarves as they walk past it's cage? If not any tweaking I can do to get more info on what's causing dwarves to suddenly pass out?

108
DF Gameplay Questions / Re: Dwarves killing each other for no reason?
« on: October 23, 2010, 11:24:31 am »
I had my miner sneak poor guy from the jail to eat and to drink some booze. No dwarf can withstand 90 days of no booze. That's just CRUEL!

My only jailbird (so far) was quite happy as he had his own personal stockpile of drinks within range of his chain. Also food, a statue and a nice bed assigned to him. He got a bit unhappy about being punished but the upside was more than enough to keep him sane.

109
DF Gameplay Questions / Re: How do you make your money in early game?
« on: October 21, 2010, 03:23:14 am »
Roasts.

Seconded. Once I had my, not very extensive, farms going I first got the booze supply up to speed and then switched my kitchens over from easy to lavish meals. I made the best cooks my Master Chefs and only allowed them in the kitchen and in a short while they were producing stacks of roasts I could sell for between 1-2k, with the occasional masterpiece stack going at over 15k. I effectively pay traders to take the stuff away for me as I can buy everything I want and still leave them with an enormous profit.

110
cant you just type "salve"?

A caravan finally turned up so I tried that but it didn't work. Looked in the Finished Goods bins but no show there either. Then a thought occurred and I checked my militia. One of whom, it turned out, had grabbed a vial with Golden Salve[25] in it, topped it off with Dwarven Ale[2] and is presumably now the inventor of the first known dwarven cocktail. But what to name it? 'Axe in the Skull'? 'Lead in the Shaft'?

111
Having bought some valley herb I got some vials made and processed the herbs to produce golden salve. My z-stocks list shows I've got a fair quantity in stock. My cunning plan was to flog it to the next passing humans, having assured them it will do wonders for their manhood I expect to get a good price. Unfortunately this scam fell apart because I can't find the wretched stuff when it comes to move things to the depot. According to the wiki it's an extract but it doesn't appear in that category. Nor can I find it in the All list or lurking inside any bins or barrels. Where's it got to?

112
You may not want to have all soldiers in the squad active at once unless you've actually got something to fight. For training/patrolling type duties it seems it's best to have (squad size) - 2 as the minimum number of dwarves in the squad needed for a given activity. Otherwise they can, apparently, train until they die of thirst or starvation. Allowing some of the squad to be bunking off for a well earned rum and coke avoids that problem. This http://df.magmawiki.com/index.php/DF2010:Military_interface#Walkthrough page in the wiki is pretty new I think, and answers many questions about the baffling military interface, you may find it helpful.

113
DF Gameplay Questions / Re: Getting archers to actually shoot stuff
« on: October 18, 2010, 08:32:23 am »
The thread I started on ammunition equipping: http://www.bay12forums.com/smf/index.php?topic=68400.0 may provide an explanation. It veered into target practice and recovering bolts that miss the target by use of channels. It appears that a channel dug in front of the archery target stops the dwarves firing at the target. I proved this myself because before someone posted a layout I dug just such a channel and put an immediate stop to marksdwarf training. I'm wondering whether the same thing could apply to a target goblin on the other side of a channel. I've yet to try this myself but I believe the usual way of setting up live targets is to put them into a pit.

114
DF Gameplay Questions / Re: Quick question on ammunition equipping
« on: October 18, 2010, 05:50:57 am »
For anyone else like me who is still trying to get to grips with the military side of things http://df.magmawiki.com/index.php/DF2010:Military_interface is a really useful starting point.

115
DF Gameplay Questions / Re: Guard Towers.
« on: October 17, 2010, 03:57:17 am »
I use guard towers (I like to think of them as ravelins though they're the wrong shape) to cover the fortress entrances. Accessed by underground tunnels the theory is that while invading forces are battering the doors down to gain entry to the long corridor of traps that are there to welcome them my marksdwarves will pop up behind them and start peppering them with bolts. I've yet to try it with a siege as I'm in a goblin free build at the moment, but with various fearsome beasts it worked in theory as squads deployed there quickly enough  although their presence was unnecessary as the assorted monsters just fell into the first cage trap they reached.

116
DF Gameplay Questions / Re: Soap
« on: October 17, 2010, 03:01:24 am »
I found that just producing more lye got me past this. There seems to be some threshold amount of lye under which the stuff in buckets won't get transferred to a barrel. Knock out a few more units and with luck they'll get round to doing that and then your soap maker should leap into action.

117
DF Gameplay Questions / Re: Quick question on ammunition equipping
« on: October 16, 2010, 03:58:04 pm »
Yes, I wondered if that were the case. But if your current setting is:

metal bolts(100)  T
bone bolts(100)  C

then if you highlight the metal bolts, say, then the legend next to the C key becomes 'Use non-combat' whilst the T key is 'Use in training'. As I said, the key legends suggest that pressing the keys will result in the exact opposite of what I want to do with metal bolts. It's a pretty hopeless bit of design when you can so easily come up with two contradictory explanations as to what the keys and tags actually mean. Would make far more sense to have 'C: Toggle combat use' and 'T: Toggle training use' then have the TC tags popping up appropriately. And get rid of the red/green colours while you're at it as they convey precisely zero useful information. My Toady donation challenge money is going to be safe for a long, long time.


118
DF Gameplay Questions / Re: Quick question on ammunition equipping
« on: October 16, 2010, 03:27:33 pm »
Check their inventory and see if they've got quivers and then (see above) check what's in the quiver to see if they've actually picked anything up. Also check your stocks and see you've got bolts available and not forbidden. When I did this I found loads of top notch metal bolts were forbidden. Turned out my hunters had loosed them off outside at which point, by some logic that escapes me, they became forbidden so the hunter never retrieved them. Unforbidding the lot of them got more of less the entire fortress population scampering out into the sunlight for a quick vomit.

Getting them to use the right ones is still an issue. I eventually decided to assume that, in the interface, if the C key legend says 'Use in combat' then pressing the C key designates the selected type to be used in combat. Logical, so probably incorrect. This results in something like:

metal bolts(100)  T
bone bolts(100)  C

The tags thus neatly contradicting what the keys suggested you were doing, but it makes just as less sense the other way round so that's what I went with. It does seem to have resulted in the marksdwarves picking up bone bolts but whether they're using them for practice or not is something I have yet to determine.

119
DF Gameplay Questions / Re: Hydrophobic dwarves
« on: October 15, 2010, 08:33:03 am »
They won't go to the pond because you have soap.  Dwarves decide to clean themselves, and first check to see if you have soap.  IF you do they go to the soap, pick it up, and then because of broken AI can't figure out how to use the soap.  This causes them to completely cancel the cleaning job, so they never go to the water source.  If you forbid all soap that isn't in a hospital, it will avoid the bug.  You may also want to build a well or three as they seem to clean themselves more consistently at wells.

That may well be the case, but it doesn't explain why they won't venture through the pond to get to the sculpture garden for a boozed up party when they will walk through a stream to drag a log back to base.


120
DF Gameplay Questions / Re: Hydrophobic dwarves
« on: October 15, 2010, 06:04:22 am »
Thanks, that explains the messages, but I'd still like to know why they won't venture into the pond at all. Many of them have numerous blood smears which, if I could get them into the water, would hopefully get cleaned off. Or so other threads have led me to believe.

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