Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Quatch

Pages: [1] 2
1
DF Dwarf Mode Discussion / [solved] Help! Sand drowing!
« on: May 15, 2012, 11:11:48 am »
I have a dwarf. He has a little sand on his foot, and on his cloak. When he goes to sleep (on a bed which is on a tile with a pile of sand), he wakes up unable to breathe, winded, and dies within 20 paces.

What happened? Can I save him? (it was the 1st of autum shortly before he has this fateful nap)

Notes:
It wasn't the bed. I locked the room and he died elsewhere.
He shows no wounds or need of diagnostics in the health screen prior to fatality.
There is a lot of sand around (my sand collection area is in a main walking area), so the sand isn't unusual.

2
DF Wiki Discussion / Tile size
« on: May 04, 2012, 01:30:01 pm »
In FotF:
Quote from: Quatch
As part of the flying minecart physics, did you decide on a tile size?

Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.

Where should this best be put in the wiki? (anywhere?)

3
DF Adventure Mode Discussion / Portable loot?
« on: February 19, 2012, 09:53:16 am »
After looting the catacombs under a keep (and killing a vampire who I only assume is one due to the trinkets), I find myself with around 100 assorted gems and a gold coffer. Is there any easy way to get all the gems in the coffer?

4
DF Suggestions / minor suggestion: default indoor burrow
« on: May 25, 2011, 07:16:07 pm »
Sorry if this has been made before, I couldn't find it with my simple search.

Could there be a default burrow at embark that contains only and all tiles marked as indoor? This would be much faster than each user designating this indoor burrow at the start, and for maps with complex hills and such, significantly easier to code than draw.

5
DF General Discussion / The Onion: Running out of stone
« on: May 03, 2010, 07:06:47 am »

6
DF Gameplay Questions / DF31 shells
« on: April 03, 2010, 01:09:32 pm »
Any idea how to get shells? I've got some turtles (bought from caravan), and no cooking or eating seems to give shells.

7
DF Gameplay Questions / Zombie raccoons just won't die!
« on: April 02, 2010, 10:12:52 pm »
New fort, weak military, got them to engage at least.

3 zombie raccoons start causing trouble at my trade depot. I engage with my 10 military. They're mostly novice immigrants with no equipment, but its just three raccoons, right?

Turns out you can't kill them. A full season of hand-to-hand fighting, and my 15 military dwarves are now mostly elite wrestlers, the raccoons are entirely broken, mangled, and leaking the occasional tooth, but they won't die (de-animate, whatever). I can't seem to get everyone to stop fighting them (always one or two remain, despite all dwarves being inactive on the military screen). People are getting tired/drowsy/hungry/thirsty, and I suspect I'll have people die of this.


How does one kill a DF31 zombie raccoon?

Ps. no magma yet, need to breach a wacky aquifer first.

8
DF Gameplay Questions / new miners won't equip picks
« on: March 17, 2010, 07:47:54 pm »
Problem: miners won't equip picks, woodcutters won't grab axes. Likewise military. On embark, unskilled dwarves (ok, everyone had soapmaking...) set to mining and woodcutting did grab equipment, but now in year 2, noone else will.

Situation: Modded game (dig deeper + some messing about)

Ensured: dwarves can get to picks. Picks are not forbidden. Dwarves are idle. Areas are designated for digging.

Anyone know of any thing I could have done to my dwarves via modding or strange orders to come up with this problem? Thanks for any help.

9
Ok, aside from detailed and awesome reworkings of the concept (ie: http://www.bay12games.com/forum/index.php?topic=46242.0)

Can we just get an init option to limit the max size of all migration waves? I'd love for my forts not to go from 7 dwarves to almost 30 in one go. I'd love not to pick and kill incomers just to ensure slow but steady growth.

Slower growth helps you get to know your dwarves.

10
DF Suggestions / Numeric display of quality modifiers
« on: March 10, 2010, 10:45:08 am »
I'm thinking about quality modifiers, the *sword* and all. I just can't keep the progression straight, and even sometimes keeping the ordering of finely-crafted and superior straight bothers me. In addition, the symbols used occasionally are rendered wonky by tilesets (I am aware this will be fixed in the all-unique graphics issue).

Why not have an option to enable a numeric quality level, in the same fashion as displaying numeric depths of water and magma.

Ie:

*4*sword instead of *sword*, or something to that effect.

11
Ok, doing some fluid logic stuff, and I'd love to have water depths as a numeric display (base 7..). Anyone know of a sure fire way to generate water in 1/7ths?

12
DF General Discussion / In the beginning
« on: September 29, 2009, 11:10:50 am »
Ok, so we all have horror(comedy) stories about our first fort, and how we eventually learned the ways via wiki, or friends.

How did the first DF players learn the game? Was it just less confusing in the beginning, or did ToadyOne recruit a loyal band and tutor them in the Ways?

13
Hi, was just trying to rebuild my favourite compilations of mods, including a few stone ones.

I've loaded and generated a fresh world, no errors. I embarked, and many tiles (randomly distributed?) are flashing. When looked at with k, they are very rapidly cycling between what looks like every kind of stone.

When mined out it becomes 'rock', and new flashy spots are generated.

Clearly I've messed up my mod, but no error was noted. Is the lack of an error message a bug?

Thanks,


14
DF Gameplay Questions / Dumping preferences
« on: August 05, 2009, 03:24:16 pm »
Ok, so I've got a number of dumps set (and active, and accessible). How is the specific dump for a given task chosen? My dwarves are not choosing the closest (on any axis) dump, and prefer to only use one specific one.

15
DF Gameplay Questions / Squad avoidance
« on: July 13, 2009, 04:30:08 pm »
Sometimes I want all of my dwarves to retreat to the saferoom at the bottom of the fortress, so I assign them all to a squad and station them in the basement.

However, there are always some dwarves who refuse to be put in a squad under a certain dwarf. They'll go in a different squad, and are fine if that is then merged. Anyone know why?

Pages: [1] 2