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616
DF Gameplay Questions / Re: I think I'm ready for a challenge
« on: April 17, 2012, 12:48:39 pm »
To get a moderate undead challenge, find a location with one more more towers as neighbors, but not in evil terrain.  That way the necromancers will have to actually see your dead bits to animate them, instead of the yak hair spontaneously dancing in your refuse pile five levels down from whatever causes that to happen on evil ground.

To get a greater challenge, find some evil weather in a mixed terrain site.  Settle on the normal ground.  If the weather is horrible enough you may have to abandon the surface and build a running-water footbath for incoming migrants and goods.  Some migrants and caravans may still get through, but not all.  You will need a good slab industry.

617
It usually happens to me when I specify building materials that are already laying on the building site.  If the Dwarves build in just the wrong order, then a rock destined for the next spot will be blocking "this" spot.  Since that rock is claimed, it cannot be moved except by the Dwarf who is going to use it to build the next spot.  The easiest way to overcome with is to let them proceed as they can, and then unsuspend the work that got suspended.  If you want to make sure it never happens, always dump the rock first off any construction site.  Reclaim it and then specify it in the work.

Then, of course, they will suspend due to bearing a child, having a mood, or noticing their shoelace is untied.  This last reason is a fabrication easily detected by remembering the fact that Dwarves wear slip-ons because they can't master lacing shoes without tying their beards in.   ;D

Added after reading the reply before me:
Dwarves should not lay the rock down before building with it.  Something else is adding to this situation.

Edit: Do you use DFHack's autodump?  That will sometimes prevent construction on a spot.  It is remedied by cancelling the contruction order, saving the game, and reloading.  The empty spots will be truly empty after a reload without any work ordered at the spot in question.

619
DF Dwarf Mode Discussion / Re: Buried dead
« on: April 16, 2012, 09:30:54 pm »
Something on the order of 240.  An FB attack, plus starvation/dehydration from Dwarves isolated by unnoticed bridge destruction by tantruming militia over deaths caused by the FB, plus a goblin axelord who tap-danced over the minefield, plus tantrum spiral from sum of all of the previous.  The only survivors were one adult female and three unrelated children.  And a vampire walled into a cell, but he did not help with the cleanup.  He was just insurance. 

Eventually I cheated and got the kids to make coffins, but they would not build them or bury the dead so the single free adult had to do that.  She was depressed about it but she managed it in between tantrums.  There was certainly plenty of good quality food and drink for the four of them, as well as a large if miasmic dining hall with at least some intact furniture.  Before more migrants could arrive, the liaison came and made the fortress a barony.  Rotting corpses in the hallways, four living souls, and all.  I imagined him awarding her the barony, then slowly taking in his actual surroundings as he tenders his hearty congratulations and negotiates their trade agreement, and privately thinking to himself as he says their fortunes rise and fall together "Oh please please no ..."

620
DF Gameplay Questions / Re: Items cannot be used in reclaim mode?
« on: April 16, 2012, 07:59:28 pm »
You could try DFHack.  I'm not sure which function, if any, might help.  The cleanowned, autodump, and lair functions all do things to items.  So does changeitem, but I don't see an option for changing ownership.

Edit: I see that changeitem does have an info mode, that will tell you some things about the item under the cursor.  At least you might have some more information.

621
DF Gameplay Questions / Re: Clearing workshops and food management
« on: April 16, 2012, 07:48:36 pm »
A question on security:  My above ground plot has been a 6x6 area channeled out from the top of the hill and the ramps removed.  How secure is this (can anything move down the cliffs and bypass the entranceway)?  Also, if I dig out a sandy area and leave it alone, will grass start growing so I can make an enclosed pasture?
I am assuming that you have underground access to the exposed soil, since you have removed the ramps.  You can floor over the channelled out plot and it will be perfectly secure while still apparently being lit and aboveground.  I know this sounds strange, but that is the way DF handles areas exposed to light.  Once exposed, always lit.  If you want to feel like you are not cheating, you can make glass blocks and roof it as a greenhouse, but rock works fine.  Also, aboveground plants will somehow magically seed themselves in your sunken greenhouse even though it is sealed from the air.  It works the same as the subterranean plants which will continue to grow on subterranean soil even if you completely seal off the caverns after you have breached them.  The roofing over is a mixed bag as far as climate goes.  Because it is indoors, any water you pool there will not boil away in a hot summer (is not relevant to a garden but is relevant to a water reservoir).  Because it is classed as aboveground, in a frozen terrain your greenhouse will not grow warm climate crops.

622
DF Gameplay Questions / Re: Items cannot be used in reclaim mode?
« on: April 16, 2012, 07:34:09 pm »
Back in 40d things that were marked for some action when the fortress was abandoned were unusable on reclaim.  For example, corpses became unburiable (but still rotted) and stones marked for dumping could never be moved.  If you have a copy of it before it is abandoned, try cancelling every request and maybe even forbid all of the items so there can be no jobs pending.  Check the jobs screen and make sure.  Then abandon again and see if it works better.

623
DF Gameplay Questions / Re: Refusing to cart off a corpse
« on: April 16, 2012, 07:27:40 pm »
Marking it for dumping and creating a refuse zone isn't working either.
Not clear what you have created.
Refuse STOCKPILE is where a dead kobold should be taken, but won't be if it is marked for dumping.
Garbage Dump ZONE is where things go when they are marked for dumping.

624
If you want piles of barrels, get one unit each of every 2 dorfbuck meat.  Each goes in its own barrel.

Stone pots do make the above less exciting.

625
My bookkeepers, who get an office before anyone gets a room, always clutter the floor with their clothing.

626
How do we gather their books?  In a previous fortress I somehow succeeded in getting a necromancer's book onto a stockpile and do not know how.  They are artifacts and cannot be dumped.  In my current fortress I had one entitled the Fabulous Dwarf.  I have a finished goods stockpile for artifacts only, and several finished goods stockiles that allow artifacts with everything else, but only the things I don't trade.  Books are among the things I don't trade, so it would seem there should have been plenty of places for the book to be stored.  My Dwarves cleared everything from around it, but not the book.  I checked that it was not forbidden.  Although the name doesn't become {} when it is forbidden, I did check the forbid-toggle text.  After about a year lying by my front gate, it was stolen.   :'(


627
DF Dwarf Mode Discussion / Re: [34.07] Dirty sock woes
« on: April 16, 2012, 03:29:01 pm »
If you give your dwarves rooms, you might be able to use DF hack to clear ownership, and dwarves won't claim ownership of worn items if they have enough non-worn clothing, so they should take those items on the floor to the stockpiles.

I've tried using DF hack with the cleanowned command, but it doesn't seem to work. The other commands in DF hack work fine, but cleanowned just doesn't seem to do anything, or I'm doing it wrong.
It never seemed to work right for me, either.  The clothing got moved to the dump but the ownership tag was never removed.  The result was that as soon as I tried to trade them to a caravan, the owners came to the depot and took them back home.

628
I had an entire storage area with empty barrels dedicated to drink storage, and path was fine, they run to the still, start, say there is no storage, run away.

I eventualy fixxed it. Almost lost the fortress.
... cancels Brew Drink: Needs empty food storage item.

This message appears when there is no container available for the booze.

629
I settled next to two towers and expected lots of FUN.  The first undead seige consisted of one undead elf.  The second wave that season consisted of two undead goblins.  My 3x3 fledgling minefield was more than enough to take care of those.

It did get more FUN later, though.  I'm collecting dead necromancers in my graveyard now.   :P

630
well, i actually had a similiar problem, where i was on a freezing biome, and i thought everything was going well, when suddenly my dwarves refused to pick up plants from the farm, and half refused to drink aswell. I watched a little bit, maybe it'll go away, i checked my pathways, all was accesible. Didn't go away, when my first dwarf died of dehydration i stopped. But that was in 34.06 or something, maybe that got fixed. Just wondering to see it mentioned in this version again. Perhaps we both did some small error that led to the end of our fortresses.

That was the safe that i sent toady aswell btw :D
http://uploading.com/files/5e3emb92/By%2Bthe%2Bnine%2Bseeds.7z/

(and sorry for the shitty hoster, back when i uploaded it there, that fucking "go premium or wait 1 million years" shit wasn't there. I'll upload it somewhere else if you want me to ^^)

Your ramp leading into the main fortress was blocked by the wall that you had constructed at the top of the ramp.  If you order the wall tile at the top of the U shape deconstructed, everyone can move freely again.

This is a good place to upload files: http://dffd.wimbli.com/index.php

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