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Messages - Sphalerite

Pages: 1 ... 17 18 [19] 20 21 ... 470
271
DF Gameplay Questions / Re: nude kid goes berserk
« on: April 30, 2012, 06:27:52 pm »
You can't do anything about a kid who has already gone berserk.  You need to kill him somehow.

You also can't do anything about your dwarves getting unhappy about not having clothing.  That's hard-coded now.  Better start mass-producing clothing.  The spare clothing you say you have is probably already owned, or the wrong size or type.

272
This is strange. I channeled through the Eerie pit to the most bottom layer of the map, which is -16 on this embark. But I can't do any deeper. I can't even remove the ramp on this level.
This sounds similar to the old behavior in 40d, where you could dig down to the bottom of the map, and then simply couldn't dig any further down.  The map simply didn't exist deeper than that.

273
DF Dwarf Mode Discussion / Re: Easiest method of child removal?
« on: April 30, 2012, 06:11:11 pm »
Wait 12 years. They won't be children anymore.

274
DF Gameplay Questions / Re: Weird Embark Stuff
« on: April 30, 2012, 06:09:17 pm »
Duplicate material raws?

275
Whales still beach themselves even when tame?

This bodes poorly for my plans for a war whale army.

276
DF Dwarf Mode Discussion / Re: So, picking war animals here.
« on: April 30, 2012, 05:13:15 pm »
I just checked a vanilla download of DF 34.07.  CREATURE:LION_GIANT is defined in creature_savage_tropical.txt, and does not use the creature variation system.  My archive copy of DF34.02 vanilla is the same.  I don't think you're using vanilla raws.

277
DF Gameplay Questions / Re: What can cause dwarves to IGNORE a job?
« on: April 30, 2012, 05:09:28 pm »
There used to be a bug in an older version of DF where building workshops would cause the global pathfining connectivity map to get broken and cause all dwarves to not think they could reach anywhere.  Savind and reloading fixed it.  That was fixed, but you might have somehow triggered something similar.

278
Don't build an upward ramp where your dwarf is.  Instead, build an up-down stair on the tile above him.  You can temporarily enable the Masonry skill on him to get it done.

279
DF Gameplay Questions / Re: What can cause dwarves to IGNORE a job?
« on: April 30, 2012, 04:53:20 pm »
Did you assign them to a burrow and forget?

If you upload a save somewhere we can take a look at it directly and see.

280
DF Dwarf Mode Discussion / Re: So, picking war animals here.
« on: April 30, 2012, 03:51:05 pm »
Tweaking the creature raws a tad so that gigantification doesn't delete pet, pet_exotic, and trainable, (allows giant versions of trainable creatures to be trainable) I now have Giant War Lions!

Haven't had the chance to see how goblin munchie they are yet, since invaders are off until population improves (no migrants, ever. Long story.)  But from what I see, it should be glorious.

Giant Lions have always been trainable as much as lions
Giant animals have a "copy tags from base animal", and have some tags added or removed. If lions are trainable, so are giant ones.

Actually, Giant Lions are one of the few giant creatures that don't use the creature variation templates.  They've been around since before creature variations were put in the game, so they are still defined from scratch.  And they do have [TRAINABLE], so you can have War Giant Lions without modding.

281
I thought it was even impossible to embark on such a large square.

In theory, the game lets you embark on sites up to 16x16.  In practice, that is usually impossible due to memory use restrictions.

I haven't had a chance to download and test your save yet.  Should be able to tonight.  It sounds like you have discovered a new and exciting form of bugged embarks.  I recommend opening a bug report at the mantis bug reporting page and posting a link to your save there.

ETA:  Ok, I downloaded it and looked.  That is a very broken map.  The whole bottom three-quarters is mostly some black void that not even dfhack reveal can penetrate, except for the strip you've mined into, which appears to be a handful of normal-looking stone layers with open sky above and below it.  The open sky under it goes below hell.  Yeah, make a bug report on mantis and link to the save.

282
DF Gameplay Questions / Re: howto make lead bolts?
« on: April 30, 2012, 02:57:18 pm »
You can't make ammo or any weapon out of lead without modding.

283
DF Gameplay Questions / Re: Marksdwarves and fortifications
« on: April 30, 2012, 02:17:52 pm »
Why not just use restricted traffic zones on where you don't want them standing.   This works good for me.   No need to worry about them having to step forward because you've listed the high traffic zone against the fortifications and the restricted traffic zones at other locations.
Although I haven't tested this, I would be astonished if it works that way.  So far the only thing traffic zones are known to affect is pathfinding costs.  When I have a chance I'll test this further.

284
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 30, 2012, 02:16:43 pm »
What does it mean when a Dwarf's name is flashing?
They're legendary.
Or on fire.  It depends on what color their name is flashing.

285
Clearly, I'm going to have to start modding some of these creatures to be war-trainable.

Starting with the cavies.

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