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Messages - Dadamh

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511
DF Bug Reports / Re: Just a nit thats been picking at me
« on: August 02, 2008, 04:40:24 pm »
Of course, viewed from the perspective of the mountainhomes, they are emigrants.

Also all forts either die off or are abandoned, so they are conceivably migrants, depending on the breadth of your definition for 'job'.

512
DF Bug Reports / [39e] Vermin ignore magma (Extremely minor)
« on: August 02, 2008, 03:45:28 pm »
Ok, I know this bug doesn't matter a damn but I figured I'd go ahead and post it.  Flies and Acorn Flies and probably every other kind of vermin can survive in magma.  This imp corpse is floating three levels deep.




Also: A cat killed it, and five other imps.  One cat died of suffocation, assuming an internal injury, but the other one is still fine, walking around covered in goo.

513
DF Gameplay Questions / Re: Too many plump helmets?
« on: August 02, 2008, 10:34:34 am »
You can dump the helmets without the barrels pretty easily, if you have a bookkeeper with high precision.  Go into stocks, then plants.  See the "Plump Helmets [8760]" sort of line?  Highlight that and type a "D".  Now, go designate a dumping area.  Probably doesn't need to be big.  Over a chasm is ideal.

Once your dwarves finish dumping, you will have no plants left.  Alternatively you could watch the count and then unmark the remainder after you get to an ideal number.

Also turn off your farms.

514
DF Gameplay Questions / Re: frozen river
« on: August 02, 2008, 10:31:44 am »
I think there may be a climate between Temperate and Freezing ("Cold"?) where running water such as rivers will freeze in the colder months of each year. Then again... why would you want a sometimes-frozen river, anyway?

So you can dam it, or use it as a trappish sorta deal, or whatever else.

Also, original poster:  If you have temperature turned off, your rivers won't unfreeze.  If you are looking for a river that cycles, embark in an area labeled "Cold", not "freezing".  It should at least thaw during summer.

515
When reclaiming a fort, you get something to the tune of 70 military dwarves with some novice skills each.

the issue I have is that they don't come with their jobs enabled, aside from hauling, burial, and healthcare.  It's a pain in the rear to set 70 guys up to do the only things they know how to do.

Is there a fix/quicker way of doing this?

516
"good or bad, handsome or ugly, rich or poor, they are all equal now
...Unless they're bloody elves, in which case, can we kill them again?"

Evil biomes should raise dead sapients after you kill them.  Then you could.

To the suggestions forum!

517
DF Bug Reports / Re: [38e] HFS kills FPS (Spoilers)
« on: August 02, 2008, 08:59:07 am »
Is it persisting for a long time after you breach the pits?  If anything walling them in should help since they'll quit trying to path to dwarves.

They kept toppling my walls.  They ate everyone.

Then they ate a 70-dwarf reclaim team.

Then they ate an adventurer.

My current 70-dwarf reclaim team found a clear fort (half flooded since demons hate floodgates) and are working on sorting the bodies, and FPS went straight to hell again.  Odd, because the previous reclaim team managed to wall in the hell pits.

518
DF Bug Reports / Re: [39e] Untouchable Equipment
« on: August 02, 2008, 08:56:27 am »
Reclaim mode leaves bugged items. These items are just stuck, though I have heard that they can be reclaimed by channeling out under them, as apparently it forces the game to reconsider the item thus making it unstuck.

My problem wasn't in reclaim mode.  At least, it wasn't yet.  HFS was 'fun'.

519
DF Bug Reports / Re: [39e] damp stone different?
« on: August 02, 2008, 08:55:52 am »
I thought i remember when you dig under damp stone (despite the warnings) the water flows down out of the ceiling.

3 times or so in this version I've dug under decent size ponds and no water fell anywhere. Ponds stayed the same level. (I use numbers for fluid depth)

Nah, it doesn't leak through unless you break open the ceiling.

520
DF Modding / Re: Toady, can we get ETHICS clarified? All input welcome
« on: August 02, 2008, 08:17:24 am »
only real use I can find for ethics is to rig it so that everyone is always at war.

Acceptable/Unthinkable mismatch makes everyone froth at the mouth.

521
DF General Discussion / Re: TelnetFortress - Prealpha Tech Demo Release
« on: August 02, 2008, 06:46:46 am »
So it's basically DF through remote desktop with (hopefully) faster rendering.

Seems interesting, and it's a heck of a project to even get this far.

I will toss in congratulations even if I don't have any specific use for it.

522
The game just won't let you finish your turn, eh?

Geez, and you were worried the fort would be too easy.  I don't think it's bugged; it sounds like either you told dwarves not to go outside, or the squad leaders were off getting drunk and the rest of the squad won't do their work.

Anyway, it's not the end of the world.  Seems like things are still going well enough.

523
DF Bug Reports / Re: [39e] Caged Creatures Don't drown
« on: August 01, 2008, 11:12:21 pm »
i ended up flooding my entire fort for various "reasons"  ;D

and i noticed at the bottom of my pit/arena that the goblins and dogs i had caged are doing just fine, even though they're under about 6 z levels of water. they don't even have a drowning status there just completely unaffected

Yeah, this is a longstanding issue.  It's a little cheesy.  I think if they are in magmasafe cages, they stay alive under magma as well, but I'm not sure on that.

Anyway, to drown caged thingers, you need to rig a lever to open the cage once they are under.

524
DF Bug Reports / [38e] HFS kills FPS (Spoilers)
« on: August 01, 2008, 10:34:35 pm »
Spoiler tag is in the title so i'm not marking it here.

For some reason, Demon AI kills the game.  I go from happily tromping along at 100 FPS to less than ten immediately after breaching the pits.

Is there even a temporary solution for this that I can apply?  It seems like their pathfinding is enough to kill any PC.  They aren't even walled in; they have a straight shot up to my fort.

525
I'd like to add that Dadam is the mightiest dwarf in the fortress right now.  He's near Legendary in Bookkeeping and Engraving, and punched a kobold hard enough to make it explode.  I put the artifact mechanism in his office - his profile reads, "He conducted a meeting in a setting worthy of legends recently."  After, "He has taken joy in slaughter recently."

Awesome.  It's always so strange how adding up numbers and counting seeds makes you into Batman.

Re: Goblins.  Good!  I'm glad that they are hostile.  That gives us something to look forward to with regards to difficulties.  It also sounds like you are having some problems with regards to the tree farm.  If it's not already a complete loss, you could always just expand the area it contains sevenfold.  That is, if the place is sealed from the water source, dig out a huge area around it and then breach the wall.  The water will pour out and equalize to (hopefully) 1/7, and then dry up pretty quickly.

There are also more sane ways of doing that, I'm sure.

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