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Messages - pganon

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When I once accidentally removed a guildhall, they simply again petitioned for one. So, actually more good thoughts...

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DF General Discussion / 47.05 reliably crashes during siege
« on: March 25, 2024, 09:13:57 am »
I have a new Linux installation (kernel 6.5.0) and wanted to play the old df version, 47.05. All fine until the first siege. Soon after my archers start pelting the goblin pack from their towers I get a segmentation fault.

The error log shows lines like
Code: [Select]
loop path fail: <same square> cat,99,87,160 -> 110,74,160: Id #15519:Path Goal Seek Station:Station Mill Building at 89,97,157
path fail: goblin,76,67,164 -> 36,36,167: Id #15907:Path Goal Seek Station:Station None at 62,0,165

I see there's an old bug reported here http://www.bay12games.com/dwarves/mantisbt/view.php?id=11628. Looks like it was ignored, so not very common?

Created a new world and started from scratch, same issue.
Cleared all trees growing into older towers, same issue.

Any other ideas?

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Dear Urist McTriggerhappy,

I have no idea how you got into this hole in the middle cavern. Luckily for you I noticed, and our miners are busy creating an escape route for you.

However, I find it overly dramatic of you that you're now "hunting for small creatures", considering that you are sitting on a pile of fresh crundle corpses that you presumably produced yourself.

Your king

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 18, 2023, 05:07:08 am »
The fortress of Girderape has stood for 20 years. Today the military went into the bottom cave again, after reports of crundle attacks on civilians. Minutes after they arrive, Slek Osman Sut appears between the soldiers and the only exit, the nasty sort, noxious secretions. Very close to the squad, just out of sight.

Well, this is a bad situation. I send the soldiers on an escape route, maybe the FB is not too fast. The crossbow crew is summoned, from 135 stories above. This might take a while.

Slek Osman Sut is very fast. But just as my swordsmen are in no hurry, keeping themselves busy with the original task of dealing with the crundles, the FB is heading into the opposite direction, where some magma crabs have appeared. They all die within seconds, showdown is near?

Lokum Mishtemdegel, high master engraver, legendary weaponsmith and grand master building designer, in the military to improve his fitness, turns around. He must have dropped his waterskin somewhere? Cannot find it. It lays under a burning tree. His troop is on the way out.

Well, too bad, Lokum. There are some 35 other legendary weaponsmiths in Girderape. Where is the three-eyed pterosaur? Oh, it is also sitting under a tree, legs and wings burned off, and cannot move. Heroic little magma crab, not even given a name by the gods for single-handedly (single-scissoredly?) killing a pterosaur, managed to set the beast on fire. Along with the entire cave. Lokum got out last minute, coughing but unhurt.

A slab recording this feat will be placed in a prominent location.

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I have the same issues, and for the first time. The likely reason is that I played with "very short history", trying to conserve FPS. Almost all dorfs are now "one of the first of their kind" and have no family at all. But still want to spend time with it... That said, the impact is negligible.

According to my observation, "practise a craft" is the most impactful need. It also has a few follow-up complaints: doing something creative, staying occupied, practise a skill. I have a row of forges for non-legendary smiths where bolt forging is on repeat. Whenever some task gives me a daisy chain of dorfs, like collecting goblinite or cleaning a cavern, I switch on weaponsmithing for them. I then move to the copper stockpile, and as soon as anyone grabs a copper bar, I switch the task off again.

That has two neat side effects: I always have enough bolts, and 80% of artefacts are weapons.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 14, 2023, 05:50:57 am »
Had an elven ambush the other day, appearing right in the middle of a pack of 100 goblins. The elves lost instantly, and didn't manage to even move further than one tile into the map.

My dwarfs polished and collected even the last copper helmet but no amount of forbidding, reclaiming and dumping made them touch the heaps of instrument parts, splints, cages and bracelets that the grown-wood faction brought along.

Only the children rejoice, declaring this last corner of the map, situated beyond every defence structure, their favourite playground. Needless to say, this is the very corner where I expect the next invasion... these kids better grow up quickly!

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DF Dwarf Mode Discussion / Re: Managing military without Therapist
« on: May 03, 2023, 11:01:18 am »
I might have the wrong strategy, but I draw the weakest dwarfs into the military. Haven't seen any better cross-training yet, and nothing frustrates me more than some "unquestionably weak" planter collecting a discarded breastplate or a cage with a camel in it.

Once they're legendary in one melee and in crossbow, I dismiss them, and they do civilian work. After some time the entire fortress can run away from anything happening on the map, avoid werebeast bites, dodge fist fight attacks, and so on. My medical practitioners have very little work.

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DF Dwarf Mode Discussion / Re: Dwarf dismal corpse
« on: October 28, 2022, 05:50:21 am »
You could check the gamelog.txt for mentions of the dwarf dismal or the capybara, then put the events in order.

Oh, thanks for the hint, I think I get an idea now. The capypara killed the dwarf. Necromancer gestures, dwarf becomes undead. An axedwarf beheads the undead dwarf, killing it again. (Didn't know this could happen, isn't she still---errm, a dwarf, somehow?) Necromances gestures again, but only the torso of the dwarf reanimates.

Indeed the dwarf is listed twice as killed, I didn't see that before. Presumably there's only a head in her tomb, will check that.

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DF Dwarf Mode Discussion / Dwarf dismal corpse
« on: October 26, 2022, 05:22:56 am »
The phrase "Dwarf dismal corpse" gives no GHits, but one of them is sitting on my map, listed as friendly foreign unit, and also as deceased. If I got that right it was created from the lower half of a capybara with the help of my mayor necromancer. Yes, I just read that a mayor necromancer, constantly stressed, is a bad idea.

I got alarmed by an announcement "...interrupted by a capybara neck". Went and checked, just to find out that a capybara had climbed into a tree, been chased by two civilians. The civilians also climbed the tree and were slain. As my sword unit won't do anything about it, I felled the tree. Capybara head and neck were killed again, and now this creature stands around, not moving. Undead symbol.

So I don't know, a bug? All my dwarves are accounted for. No ghost to engrave a slab for. And why is it a dwarf?

On top of it, the description reads "Her head is gone. She has a low voice"---Who would have thought?

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DF Gameplay Questions / Re: HELP! i can't move books dropped by visitors
« on: October 26, 2022, 04:44:38 am »
I had the same problem and solved it without any hacks:

Like all items dropped by invaders, the artefacts are forbidden. The shortcut k-f does not work on them, you need to view with k, then hit enter for full-screen view, then f to unforbid. Half my library is full of goblin prose...

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