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Messages - onehellofatable

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1
DF Dwarf Mode Discussion / Re: The Interpretation of the Marksdwarf (copy)
« on: February 17, 2018, 06:31:26 pm »
i'm currently playing on an aquifer and not gonna even try and pierce it until later when i wanna get some candy, so no stone unless i trade for it and everything is made of wood. the village is a sort of martial commune where 64 out of 95 of my dwarves spend half the time training on archery targets or at an armor stand, and the other half doing village work (construct buildings, make bolts etc....). so far everything that's wandered onto the map has met a quick end, but only had the first goblin visit a few seasons ago after 6 years or something and a couple legendary beasts. most forts though i just let whatever hunters migrate onto the map wander around hunting or doing whatever, and don't bother training them at all other than that

2
I was fairly surprised when I first found out that you can give multiple training orders to one squad, so this is unnecessary. You can just give multiple training orders for 2 Dwarves.
Holy moley. You just changed my whole uristniverse

3
DF Gameplay Questions / Re: Lazy Dwarf (Bug? v34.02)
« on: April 08, 2012, 09:27:14 pm »
damn, i think you're right. it's cause my mayor's in a coma (cue Urist McMorrissey)
thanks. sorry for the newbish question. hah!
she's even got company now, isn't that nice?

4
DF Gameplay Questions / Re: Lazy Dwarf (Bug? v34.02)
« on: April 08, 2012, 06:43:57 pm »
....that's a good question. he's seen 2 sieges. relaxing by the pool. it's been at least 7 seasons since i noticed him i'd say

5
DF Gameplay Questions / Re: Lazy Dwarf (Bug? v34.02)
« on: April 08, 2012, 04:09:22 pm »
naw don't say such a thing about yourself, it's a small mistake

6
DF Gameplay Questions / Re: Lazy Dwarf (Bug? v34.02)
« on: April 08, 2012, 02:00:01 pm »
I flushed all the water out of the pool and she just stands next to it now (or sometimes goes and hangs out in a statue garden.
from my original post
<it> referring to the pool she had previously been standing inside of
... it would have been a plausible theory though

also, i've since disabled the statue garden and now she just hangs out by the empty pool with the other idlers

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DF Gameplay Questions / Re: Lazy Dwarf (Bug? v34.02)
« on: April 08, 2012, 01:17:31 pm »
there's certainly nothing obstructing his path outside

8
DF Gameplay Questions / Re: Lazy Dwarf (Bug? v34.02)
« on: April 08, 2012, 12:05:35 pm »
She shows up as a "☺" identical to other masons
Her current job in the Units screen is "Diplomat"

9
DF Gameplay Questions / Re: Lazy Dwarf (Bug? v34.02)
« on: April 08, 2012, 10:53:15 am »
edited any raws? using a mod? I havn't seen this before.
LNP vanilla
Sounds like she's not actually part of your fortress's population.  Maybe she's a werebeast who transformed back to dwarf shape?  Or somehow she got dragged in by a caravan and never left... don't know what other possibilities there are.
I was thinking caravans too, though do dwarves with regular labor titles come in with caravans?

She's not in legends, at least not under that name, but she's been around for quite awhile now and no bloodless corpses have turned up... no corpses at all.

Werebeast is possible... they usually get immediately mauled mercilessly by my military, if they don't run off the map, though I suppose it IS possible that I missed an alert and unpaused it without reading

10
DF Gameplay Questions / Re: Lazy Dwarf
« on: April 07, 2012, 05:58:36 pm »
She's not any kind of vampire I've ever had (got a "night city" deep down in the bowels of my fort). She doesn't show up in therapist AT ALL. She's not even idle with "no job" but she has no skills, no labor screen, no job ever!

11
DF Gameplay Questions / Lazy Dwarf (Bug? v34.02)
« on: April 07, 2012, 04:43:24 pm »
So this one dwarf, Erush Treegem (sounds pretty elfy to me!) was standing in 3-4 deep water in the public bathing hall (combined meeting hall/water source) forever, and though she's listed as a "mason" she has no labor screen or skills. She's not a ghost, she has an inventory. I flushed all the water out of the pool and she just stands next to it now (or sometimes goes and hangs out in a statue garden. I can't find her in dwarf therapist, either. Is this a known bug??

Also unrelated, but I just had a dwarf murder one of my doctors in his bed. They were "passing acquaintances" but apparently they had an argument about something! I went and took a look and the murderer has a poor sense for social relationships.... go figure. I love this game. RIP legendary doctor (sigh)

12
DF Suggestions / Re: Two newb-no-go-crazy suggestions
« on: March 10, 2012, 10:48:35 am »
I would like to be able to just turn immigration off via some in game menu. you fort was just not accept any newbies. this would be a lot easier then having to go in the init file all the time
We disagree there... I don't think the init stuff should be changable in-game except graphics stuff; but ESPECIALLY not stuff like immigrants/invaders (unless it's handled like http://www.bay12forums.com/smf/index.php?topic=104113.0 which would be awesome)... you should be able to handle that in-game. Just build a magma death chamber or something.

PS the lazy newb pack has easy INIT modifying interface... it's not a huge deal but it'll save you some mouse clicks if you modify that stuff a lot

13
DF Suggestions / Re: Two newb-no-go-crazy suggestions
« on: March 09, 2012, 04:41:40 pm »
I usually stop the game and read info on the dwarves one by one of the new migrants looking for vampires as they arrive.

I do too (did even before vampires, just to designate labors specifically), but it's annoying to have to put everything else you're in the middle of sorting out aside just to spend forever sifting through a huge wave of immigrants. It would be nice if there was the option just to let the bastards haul stone for awhile and not worry about it until it was more convenient.

Dwarf Therapist does let you do that, but it doesn't help navigating within the game itself; and anything that helps to reduce the need for 3rd party applications can't help but be a good thing. Specifically because that change in particular would more than likely be very very simple to code in.

Originally, the idea was that they could be tagged X in front of their name until their labors had been modified or until they had been drafted, but that would probably get quite a bit more complicated and Toady has more important things to worry about....

14
DF Suggestions / Re: Two newb-no-go-crazy suggestions
« on: March 09, 2012, 03:18:05 pm »
Shifting them to a different list, like maybe even just stuff them on <Others(##)> or have them in their own list.... so that it would be easy to stick them back on the main list if you felt the need, but by itself would help things stay a lot easier to organize- if toady were to put these two features in I'd probably never use DF Therapist or <equivalent> again!

15
DF Suggestions / Two newb-no-go-crazy suggestions
« on: March 09, 2012, 03:02:43 pm »
I searched and couldn't find anything so forgive me if these have been suggested in the past, but i've been playing DF since around .23 and have always wondered at the absence of these features that would have saved me and many noobs a lot of frustration

1- Auto mark immigrants... just an on/off toggle (maybe in the Orders menu- i'm not sure) so that, for instance, all new immigrants will be nicknamed "X" automatically once it's turned on
     (this will help things stay organized... i actually once quit the game for a few months after going from 45 to >120 immigrants in 2 waves)


2- Hide dwarfs from the (U)nits list and idlers... this is especially feasible now that that menu is split up into sections... you could just have a seperate section for hidden stuff... I've never cared about what my janitors/food deliverers/etc are doing

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