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Messages - van

Pages: 1 [2] 3 4 ... 6
16
DF Suggestions / Whats on your wishlist?
« on: August 11, 2009, 09:19:26 pm »
Hey, I decided to make a thread for things people hope to be put into the up-coming updates to DF, here is mine;

1. Ability to teach fortress guard some form of tactics (so they don't rush to their deaths constantly)

2. Float-able structures so you can make boats and floating fortresses.

3. Ladders that you build/remove from top to bottom (as apposed to stairs that are built and removed from bottom from top

4. Take your army on out-of-map campaigns to other civilizations.


Whats on yours?

17
Check the (o)rders menu. Did you forbid civilians from going outside?

that seemed to fix it, thanks

18
bump...

19
well now they think the outside is forbidden or something...

20
my moat actually cuts into my brook a little so the problems suggested by the 2 guys above me aren't it.

21
Deconstruct the well first.

The wells weren't set up as water sources, only ponds that needed to be filled. I did, however, set a massive portion of my moat and my brook as a water source, which apparently they are ignoring.  I tried deconstructing the wells, made no difference.

22
So I'm trying to get my dwarfs to fill a empty well with water, I have a massive zone set up as a water source that encompasses a large chunk of my brook as well as part of my moat which contains running water, yet I am still constantly spammed with the "Urist McDwarf cancels fill pond: no water source" message, and its getting quite annoying.

23
DF Gameplay Questions / Re: engravings... happy little trees
« on: June 06, 2009, 10:42:44 am »
sidenote:   i just noticed the name of my fortress is "HelmedPearl".

does that mean my fortress is a clitoris?!

No, but now you have an interesting design plan to work off of.

24
DF Gameplay Questions / Re: Tower Caps for Fun and Profit
« on: June 06, 2009, 10:37:52 am »
well, if you look at my thread about planters not planting, its apparently still there.

25
DF Gameplay Questions / Re: Planters ignoring seeds
« on: June 05, 2009, 09:47:04 pm »
ok, I made a no-barrel seed stockpile and moved my seeds there, it is now a 3-tile walk from the farm plot to the nearest plump helmet spawn, I have at least 6 people with the farm fields labor enabled, but the plot still frickin says "No seeds available for this location."

Edit: found the problem, my muddy stones dried out after a year I guess...

26
DF Gameplay Questions / Re: Planters ignoring seeds
« on: June 05, 2009, 04:17:08 pm »
They started dumping a ton of seed bags into one barrel, how do I get rid of the barrel in my seed stockpile?

27
DF Gameplay Questions / Re: Planters ignoring seeds
« on: May 30, 2009, 07:47:02 pm »
they have farming enabled, there is still a bunch of space in my food stockpiles, I don't think I ever forbid the use of them, I know I restricted cooking to both plump helmets and plump helmet spawns...

28
DF Gameplay Questions / Re: Planters ignoring seeds
« on: May 30, 2009, 07:31:52 pm »
Try the following:
A: have a few more idlers, this will leave more people for hauling
B: move/build future dining rooms near a food stockpile
C: move/build future stills near food stockpiles
Those should reduce hauling time greatly, thus making a smaller % of your seeds hauled at any given point in time.

its no more then a 25 square walk from my food stockpiles to my dining hall, same shorter for my still/farm.

29
DF Gameplay Questions / Re: Planters ignoring seeds
« on: May 30, 2009, 07:07:35 pm »
well my planters don't have anything to do, there are clear plump helmet spawns in my food stockpile not being used, and the plots still say that there are no seeds available...

30
DF Gameplay Questions / Re: Planters ignoring seeds
« on: May 30, 2009, 06:44:38 pm »
tasked for hauling.

how does I fix?

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