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Topics - Voyager

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DF Dwarf Mode Discussion / Finding flux?
« on: May 30, 2011, 07:48:06 pm »
Site finder is broken, and keeps flagging sites that have no flux.  Also, I don't seem to be seeing flux stone layers on the world viewer anymore. Currently, it looks like the only way to find flux stone is to embark at random sites, and dfhack them for their mineral lists. Unfortunately, flux does not appear to exist in the world I genned, which is really weird.

Any way to fix this?

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DF Dwarf Mode Discussion / Fort #3: Game hanging
« on: January 30, 2011, 11:32:17 pm »
So of course, just before I finally get the well started, the game frame rate takes a dive and starts hanging.  Some time ago I revealed the first cavern level, and dropped some cats in to explore it.  At some point soon, one of them will reveal a new chunk of it.  Also, I've got dwarf bits scattering the countryside, and a berserk Elf on the loose.  Last save was before the deployment of the 'Dwarf Harassment Suit'  I've just banned Soap in an effort to cut down on the "Dwarf Cancels Cleaning: Area Inaccessible" spam.  For whatever reason, the butcher isn't butching, despite both a butchery, designated animals, and assignments all being active.  The DF.exe is also taking up 1.7GB of ram.

Basically, I've saving every 5 frames or so, just to keep going forward.  If I wash the world, will that delete all the mud?  Remudding my farm region could be problematic.

Harry Voyager

Addendum:  At this point the fort has a hang after about ten seconds of run time.  Sometimes the hang frees up in a few seconds, sometimes it doesn't.

Addendum 2:  Now the fort hangs 1 second of game time after the most recent save.  This may be the 2nd for to die due to perma-crash

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DF Dwarf Mode Discussion / Berserk Traders??
« on: January 29, 2011, 08:22:05 pm »
One of the traders in the dwarven caravan just went berserk just as they were leaving.  They can do that?  What causes it?

For context, I've got a roaming goblin ambush outside that I've buttoned up to avoid, and the traders have been sitting on the edge of the map waiting for me to open the doors.  Current guesses are, failing to trade makes traders unhappy, he doesn't like the outdoors, or he happened to be the luck recipient of this year's strange mood, with he autofailed because he can't build anything.

Harry Voyager

Addendum:  Now his mule is berserk, which is oddly awesome in a way, because it's carrying steel anvils.

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DF Dwarf Mode Discussion / Fort #3: Using the Magma Sea?
« on: January 29, 2011, 07:45:48 pm »
So the stream of Goblin invasions and the comatose armoursmith have taken their toll.  All that remains of my army is the awesome Soapmaker (who is about the only guy to have survived more than a single Goblin wave), and I have a party of Goblin Spearmen roaming the countryside.  Where they are, I do not know.  As such, I have sealed my fort until I have some sort of functional army again.  That's going to be a while.

I've got coal, but it will be a while before I can get the tree farm going, so I'm thinking it'll pretty soon be time to make a go at bringing up Magma from the magma sea to power some Magma forges.  How does one approach this is a militarily weak fort?

Harry Voyager

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Ok, so this is going to be fun.  The traders are leaving, and they've left all the stuff behind in my Depot.  It's Elves, so it could be worse, but what just happened?

My initial guess is that it has something to do with mass forbidding the depot.  I was going through my inventory list to clean up forbidden items that shouldn't be when the Traders were in the depot, and I accidentally unforbid some trader items, so I did a mass forbid over the depot.  Either that or it has something to do with the active Goblin ambush, but the last batch of traders during an ambush functioned normally.

Any thoughts?

Harry Voyager

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and ignoring the entrance to the maze of head cracking hammers.

See, there is a path into my fortress, that runs the gauntlet of Ugly Traps, but the Goblins are just sitting right next to the entrance of it, doing nothing.  And the managed to catch my squad of marksdwarfs (who wouldn't train archery no matter what I did) outside, so my combat capable units are dead.  Aside from that, all but one of my surviving dwarves are inside, the doors into the fighting area are locked (so the idiot dwarves don't run back out), and the fort is more or less self sufficient.

Now what?

Harry Voyager

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DF Dwarf Mode Discussion / Getting a diagnosis?
« on: January 22, 2011, 06:44:48 pm »
Alright, Fort #3 here.

The dwarf I had previously designated at my Chief Medical Dwarf (CMD) got his leg torn open.  He is now resting in the dorm, bleeding profusely.  I have designated the Dorms as a hospital area, removed him from the CMD post, and designated a new drawf as CMD.  I have removed all jobs from the new CMD, except for Diagnose Dwarf (DD).  Th new CMD is currently sitting in the legendary dining hall complaining thta he doesn't have any work to do, while mydwarf is bleeding out in "his" hospital.

What am I missing, and how do I fix this?

This is doubly annoying because he is currently sleeping with my near legendary accountant, and while I have never seen a legendary accountant rampage, I don't really want to.

Harry Voyager

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DF General Discussion / The tale of Emalrigoth: Newb's Dwarf Fort #2
« on: January 19, 2011, 11:31:32 am »
Day One:  I've lost my Dwarves.  Can you help me find them?
Upon embarking, a cave-in occurred, and my dwarves are no no longer on my screen.  This could be a problem.

Day Two:  They have a Cave Troll.
So, the zoom to item fixes the missing dwarves problem, and I have located them all standing around the wagon, next to a frozen lake.  This will be fun when it thaws.

Now to scout the area, and select a good building point for my dwarfy home.  Ooo: Lignite exposed on the surface.  Ooo: Bituminous Coal exposed on the surface.  Huh, someone has already built a cave here.  I wonder what's with all the stuff lying around.  One corpse, two corpse, one Twilight thing?  Now I know why I fear the night: they have a Twilight Troll.  It was at this point that I decided I should record the tale of my Fortress of the Soon to be Devoured, preferably before the Devouring takes place, as a lesson and a warning to others, or at very least entertainment, preferably before my dwarves are devoured by Mrs. Nabsiztamed, and her husband if he ever shows up.

Well, let the fun begin.

Day Three: Windows is Dead!  Long Live Windows!

We have resolved to press on, even with the discovery of the Troll, (mostly because none of us can out run it, and we might be able to dig in before it finds its way out of the snow).  Now to dig in.  Digging appears to crash the game.  It also appears to be repeatable.  This might be a sign, but I've never been one for those.  I've been talking about trying Linux for a long time now, so presents a perfect opportunity.

Download to fun started.

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I've been playing through the After Action Reporter tutorial for DF, and I've hit the point where the author goes over building a new, fortified, entrance lnk,  and it struck me, how does one go about sealing off an old entrance?  I could pave over the roof, and put a wall up over the old door, but anything that attacks fortifications is still going to be able to go through it with relatively little difficulty, unless I put up fairly heavy entreachments there as well.  Of course, I could simply point a ballista down my old front hallway, but even that will still be the easier path into my hold.

This bought to mind another questions, namely, how does one defend against enemies that dig?  I don't know that there are any yet, but it is classic for dwarves to being fighting something for control of their tunnels, but that would seem to me to be a tactical nightmare.  How would one keep orcs from digging into any room they pleased?

Harry Voyager

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So my cook just became possesed, and Tinothmidor needs a shell...

I looked in my stocks, and supposedly, I have 1 turtle shell.  I have no idea where it is, and she doesn't go running off to find it when I unlock the door, but supposedly I have one.

So, how do I get her what she's looking for?  And, assuming I don't, what do I do with the body?  The last one that went nuts, just sort of got left where he died until he rotted to miasma.

Thanks in advance,

Harry Voyager

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DF Gameplay Questions / Building light shafts?
« on: March 15, 2009, 12:13:01 am »
So, I'm one of the flood of PA newbies that you all are likely getting right now, and I was wondering if anyone has any advice on building light shafts.  My searches aren't turning anything up; I've probably don't have the right keywords.

There are a couple of things I would be using these for.  The first is as a protected garbage dump, in case of seige, with the capacity to put a fair sized dump on every active level.

The other would be for major junctions or thoroughfares, to keep the dwarves reasonably accustomed to sun.  In fact, I'm having this vision of a shaft with obsidian floors and statuary and/or engraved columns (probably columns now that I think of it) and some sort of drain at the bottom for when someone accidentally diverts the river into it.  I'll probably need some sort of fortification up topside as well, so invaders can't use it as a handy entrance to everything.

This game doesn't have earthquakes, does it?

How does one go about building something like this?  What sort of fortifications should I put in to keep the entrance safe from invaders?  What sort of construction techniques should one use?  What am I not thinking of?

Thanks in advance,

Harry Voyager

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