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Messages - Sutremaine

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256
DF General Discussion / Re: how did urist die?
« on: January 12, 2015, 07:35:09 pm »
Killed by &s after killing all other migrants and traitors, except for one pet cat and one dwarf who managed to claw his way onto the bank after being dumped in the river.

257
DF Dwarf Mode Discussion / Re: Wierd behavior 0.40.24
« on: January 12, 2015, 05:46:39 pm »
If you don't have DFHack, you could close the game and do some modding. Making giant bats [AQUATIC] should sort the problem quite quickly upon reload.

258
DF Dwarf Mode Discussion / Re: Bandit migrant arrives, I feed bad
« on: January 12, 2015, 05:44:18 pm »
I updated from 40.19, and the world itself was generated in 40.12. There might be some weirdness going on behind the scenes.

259
DF Dwarf Mode Discussion / Re: Trivial findings
« on: January 12, 2015, 05:42:34 pm »
That happens around magma pipes. It's not just the irregular circle of the pipe that generates magma spurts, it's the entire 48x48 embark tile that the pipe is located in.

260
DF Dwarf Mode Discussion / Bandit migrant arrives, I feed bad
« on: January 12, 2015, 03:16:12 am »
Migrant arrives, nothing out of the ordinary. Some time later, I start getting a bunch of cancellation messages related to a wax worker (it might have been when I updated to 40.24?). No idea why. Going through his thoughts screen, I see he's not really part of the fortress...

The Molten Shields are a bandit group, and Doren himself might be randomly generated due his lack of Legends mode history and there being so little left of the dwarven civ. Originally I was just going to let him die from exposure or wait for one of the military to catch up to him (checked via savescumming -- this doesn't cause a loyalty cascade), but after watching him running back and forth between the food stockpile and the wilderness and starving to death I felt rather bad for him. He seems pleasant enough, and there's never anything nasty in his thoughts screen quote.

Once DFHack updates I'll try and repatriate him. Until then, I'll build him a little hut with its own burrow and see if he'll pick up a crossbow. He does appear in the military screen, though he won't do any jobs.

Has anyone else had a misfit migrant like this?

261
DF Suggestions / Re: "refuge" zone
« on: January 11, 2015, 01:20:54 pm »
I think the problem could be solved by adding an extra option to a burrow. Currently, dwarves will head towards the burrow if a civilian alert is called, but if they have to dodge and run they'll do it in a random direction.

A 'get there now!' option could limit dwarves' movements. If they're pathing towards the burrow, they can only dodge in the direction they're going (or 45 degrees either way if 'straight ahead' isn't an option). Once they dodge and start running in fear, they should get back and stick to the path they were originally following.

I think the current setup is something like "Urist cancels Path to Tile: Interrupted by Goblin Maceman", so dwarves would need to have a way of remembering what they were doing instead of dropping their current task and instantly erasing it from their memory.

262
DF Gameplay Questions / Re: What good are barrels of blood?
« on: January 02, 2015, 10:20:43 pm »
You could add the appropriate tokens to blood to make it cookable. Or, you could tweak it a little more to make it act like milk -- cook the liquid into a meal, or process it into... blood cheese, I guess. Not sure how it could be inserted seamlessly into an existing fortress.

263
DF Gameplay Questions / Re: Carpenter stressed for years after injury
« on: December 26, 2014, 09:26:41 am »
I've got this problem with my militia commander. One of his lungs isn't working, and he constantly has this -50 thought at the top of his thoughts screen. In one week his stress level has risen from 167.8k to 172.4k.

I wonder if I could remove the dwarven lung temporarily and then put it back again?

264
Dwarves build from the side of the wall that the material came from, iirc.

265
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 21, 2014, 02:09:57 pm »
It would arguably be safer, if not more work to set up, to drop them into a 3/7 - 4/7 pool.  You could do it with buckets or hook it up to a pressure plate.

But yea, the odds of them getting out prematurely are slim.  Its like adventurer mode, where they alternate between flailing about and moving slowly.  Remember 20 tiles to path out or they wont even try.
20 tiles to path out?

Oh, and I forgot about climbing. The vast majority of my .40 experience is with Adventurer Mode.

266
DF Dwarf Mode Discussion / Re: How Deep Do You Build?
« on: December 21, 2014, 01:47:30 pm »
Occasionally I've actually started a fort all the way down to lava in order to get decent forges running. This is, of course, absolutely impractical. Hauling all of your goods to the bottom alone occupies most of my time when I do this.
I chuck it all down the stairs onto a general stockpile, ensuring first that nobody will be walking up and down said staircase during the dumping.

One could also dump straight onto the top level of stairs and then channel out that tile to have everything fall down at once, but I literally just thought that up so I don't know the specifics of how it would work.

267
DF Dwarf Mode Discussion / Re: Query about the new hauling setup
« on: December 20, 2014, 09:08:00 pm »
Figured out the problem- the stockpiles in question weren't set to accept either "non-plant/animal" or "plant/animal". This happened with my seed stockpile, earlier, too...
Are you making specialised stockpiles by disabling everything and then enabling the options you want?

268
DF Dwarf Mode Discussion / Re: Where's pearlash?
« on: December 20, 2014, 09:04:42 pm »
Order the job from there and see what happens.

269
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 20, 2014, 09:02:27 pm »
Dwarves don't drown in 6/7 water anyway. It's a useful way to force-train Swimming without them starving if you forget about them. You fill a small rampless pool with a mixture of 6/7 and 7/7 water, and drop them in. The 6/7 tiles allow them to breathe, and the 7/7 tiles allow them to eventually escape. They can't get out at all until they hit Novice level, iirc.

270
DF Dwarf Mode Discussion / Re: Where's pearlash?
« on: December 20, 2014, 08:45:26 pm »
Can you order the job from the manager screen?

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