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Topics - Gezol

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DF Bug Reports / Dagger stuck harmlessly in dwarf
« on: September 11, 2006, 04:02:00 pm »
One of my recruits was taken by a strange mood, which caused me to look at his inventory and notice the large copper dagger stuck in him. I remembered that particular recruit being involved in a fight with a couple of kobold thieves a while back, so that made sense. What made less sense was the fact that the dwarf was completely unwounded. I'm not sure where the dagger is stuck, since the message goes off the screen before it says, but there it is. Save available if you need it, as ever...

Also, an unrelated very minor little grammatical/typo thing- it says a dwarf has "gone with a drink for far, far too long" instead of "without."

Edited to add: I'd forgotten about the tab key. It's stuck in his left upper arm, and that part is indeed unhurt, if it makes a difference...

[ September 11, 2006: Message edited by: Gezol ]


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DF Bug Reports / Drinking problem
« on: August 26, 2006, 11:32:00 pm »
The scenario: two dwarves, who both have the Drink job, are both occupying the same square, both have what seems to be the same barrel of Longland beer in their inventory, and neither one of them seems to be actually drinking. Neither one has moved, and both of them are now dehydrated, and will probably die that way eventually.

I did a search to see if this had been reported, and saw mention of an eating/drinking problem that you knew about, so this might be a known issue, but I can send the save if it isn't.


3
DF Bug Reports / Potash problem
« on: August 23, 2006, 11:12:00 pm »
I think this is a bug. It's possible I'm missing a step here and it needed to go into yet another container, but...

Basically, after an excruciatingly long, slow process, I finally managed to produce potash. It was carried into a bin in the bar/block stockpile. That seemed to be the final step, so I figure they'll be able to use it now, order the fields fertilized, and right away, they cancel the job because they can't find potash.

Assuming I'm not just missing something, I can send you the save if you need it.


4
DF Bug Reports / Legendary dwarves can't construct farm plots
« on: September 16, 2006, 07:02:00 pm »
This is a weird one- probably related to some of the other issues with legendary dwarves. I had a legendary craftsdwarf go to make a farm plot, only when he got there, instead of actually making it, he would go to a square for a second, flash a red question mark, run to another one chosen seemingly at random, repeat ad nauseum. The general effect was reminiscent of a chicken with its head cut off.

This probably would have gone on forever if I hadn't suspended the construction and turned off that dwarf's farming skill. I reactivated the construction, and it was picked up by a legendary jeweler who did the exact same thing. Noticing a pattern at this point, I suspended the construction and turned off the jeweler's farming skill, reactivated construction, and this time it was picked up by a non-legendary dwarf who constructed the farm plot without any problem.

I have a save with the jeweler doing this, if it'll help any...


5
DF Suggestions / Military suggestions(long)
« on: August 29, 2006, 11:25:00 pm »
So, I just won my first full scale battle in fortress mode. A pack of frogmen burst out of the river and launched an ambush at a particularly inoppurtune moment- just as the village representative was crossing the bridge. One stepped on a stone-fall trap and quickly died in a pool of his own blood and vomit, but the rest of them jumped onto the bridge and proceeded to attack the representive and the couple of pet cats nearby. The representative was hit over the head and dragged into the water, and one cat was killed and the other injured, but the frogmen found the cats to be surprisingly tough foes. The cats bought enough time for the nearest soldiers to rush in and make short work out of the frogmen. The representative, meanwhile, crawled back onto the bridge and went to his meeting.

Have I mentioned lately that this game rules?

Anyway, the whole thing gave me a few ideas for the military:

-Escort orders: Soldiers could be ordered to serve as bodyguards for certain dwarves. A dwarf given this order would closely follow whoever he or she was ordered to guard. Certain nobles might demand bodyguards, and it could be useful when you had dwarves in dangerous areas. You could also assign them to guard children when they start getting kidnapped.

-Keep track of kills: Self explanatory, really. Every major roguelike has a screen listing everything you've killed- obviously adventurers would have one, but dwarves could as well. Enough of one kind of kill could lead to some kind of title, eventually- "Death of Goblins", "Bane of Frogmen", "Bearslayer", etc.

-Military decorations: Another thing for metalsmiths to make. There could be all kinds of different medals for various things- killing a certain number of enemies, being injured in the line of duty, serving as a soldier long enough, or reaching a high skill level in a weapon(there could be one for the transition from Swordsdwarf to Swordsmaster, for example.) Medal construction would be mandated by certain nobles when a soldier met the requirements for one, and receiving one would give the soldier a happy thought.

-Some way of commemorating heroic animals: Animals that get a kill or are killed by certain enemies could end up in the legends and recieve a coffin burial, if it's available. This idea was brought on by the fact that the pet cat's body ended up in the refuse pile, which felt somewhat disrespectful since he'd torn a few chunks out of the frogmen and bought enough time to for the village representative to be saved.


6
DF General Discussion / At long last...
« on: August 16, 2006, 08:16:00 pm »
Yeah, so it's been a pretty kickass birthday. Dwarf Fortress has more than lived up to my expectations. As I hoped, it has that same sort of addictive quality that Civilization II and Nethack did when I first played them. And it's doing fine on my ancient laptop- a bit slow, but it's hardly unplayable. World generation took about forty-five minutes.

My first fortress is doing pretty well so far, actually, though it's still very early on- I think it's around late summer in the first year. I watched some of the movies again before I downloaded it, which helped a lot. After some of the stories I'd heard, I was afraid I'd get ripped to shreds by rampaging wild animals in short order, but that hasn't happened so far. I seem to have picked a pretty good site to start with- temperate, heavily forested, and peaceful were the characteristics of it. There seem to be hardly any wild animals around at all, actually- there are herds of unicorns hanging around past the river, but they've left me alone, and I've left them alone.

So, a couple questions:

The mountain seems to be pretty rich in gems and ore. Unfortunately, every time I've dug into a gem vein so far, it just disappears and I don't get any gems. I do get ore from ore veins, though. Is this a bug, insufficient mining skill, or something else altogether?

The dwarves are starting to slow down due to lack of booze. With all the stories I'm hearing about people getting swamped by immigrants, I'm trying to build lots of beds and stockpile food in advance. The bed thing has gone well, and I'm sure food production will pick up as soon as I get the furnaces built and can produce fertilizer, but I still want to try to avoid using precious plump helmets to make booze if I can help it, and so I've been trying to gather plants, since in the movies I remember the dwarves went out and collected prickle berries from the plants outside and made booze from that. The problem is, I designate the plants to be gathered, the dwarf goes and picks them, and comes back with... nothing. I've yet to get anything at all from the plants outside. Bad luck, not enough plant gathering skill, or a bug?


7
DF General Discussion / The movies and what's changed
« on: August 09, 2006, 08:38:00 pm »
So when my birthday comes and I finally get to play this game, I'm probably going to start out in dwarf mode. My plan for the first fortress involves mostly doing the same things the dwarves did in the movies, since they seemed to be pretty successful there.

Of course, a lot of things have changed since those were made, and so I was wondering if that would still work. For example, with all the stuff I'm reading about wild animal attacks, it sounds like having just one crossbow-wielding dwarf might not be enough for fortress defense. (though it also sounds like that's going to be toned down in future releases, which I think is good. The amount of animal trouble in the movies felt like just about the right amount.)

So, basically what I'm asking is how well trying to imitate the movies would work in the current version, and if there's anything in particular that I should watch out for or do differently.


8
DF General Discussion / Minor and slightly amusing issue/bug
« on: August 19, 2006, 07:44:00 pm »
So in my current fortress, which I will probably be giving up on soon since I wasn't sufficiently well prepared for twenty migrants at once, I made my first military squad from one of the migrants, who was a hunter. I didn't have a barracks or an armor rack ready, and when I told the new recruit to stand down, she took off all of her armor, dropped it where she stood and went to hang out by the well. The thing is, all she had on below the waist were iron chain leggings, and those are armor...

None of the other dwarves seemed to think there was anything unusual about the fact that their comrade was wandering around without any pants, I should note.


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