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Messages - Voyager

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31
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

32
That explains quite a bit, actually.  See the traps are Steel Hammer Traps with 10x Steel hammers apiece, and as it turns out, hammer traps generate knock-back just like wielded hammers, and when the first two Goblins stepped in the traps, they got hammered into the channel I dug to keep my drawbridge out of reach.  So right now, two of the Goblins are wandering around in the ditch below my bridge.

If I'm understanding the drawbridge mechanics, if I drop it, it will atomize them and their stuff, but, it will let the other Goblins in through the open path.

This is going to be fun.

Harry Voyager

33
Actually now that I think about it, I've got piles of wood outside, a dwarf that they are ignoring (who is sitting around mourning that he has nothing to do), and a walled in back entrance.

I'm going to build a lid, and open up my old front door, until I train up an army that can fight them.

Can you get additional ambushes while the first is still active?

Harry Voyager

34
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

35
DF Dwarf Mode Discussion / Re: Getting a diagnosis?
« on: January 22, 2011, 07:11:40 pm »
So, is there something that influences how quickly the diagnostician gets around to diagnosing?

I'm currently expecting this patient to stave to death before the CMD shows up (given that the CMD, bless his pointy little head, is currently acquainting himself with a keg), but in the future it would be nice if the patients did die before the CMD got around to looking at them.

Harry Voyager

Addendum: What also floors me, is I've also assigned the guy "Feed Patients" in his job list, and he isn't doing that either!

36
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

37
DF Dwarf Mode Discussion / Re: Woah.... I think I went too far.
« on: January 21, 2011, 12:54:00 pm »
I once played a game where my fortress was next to a volcano, except the volcano had no magma in it.  So, it was effectively a hundred or so z-level shaft of empty space down to the magma sea.  At the top of the shaft was the entrance to my base, which was two drawbridges over the chasm.  I like to think that traders would get woozy looking down (I also had my trade depot suspended over the magma sea down near the fortress proper, so all trading would be done next to a couple z-level fall into magma), and that when goblins and trolls and other various monstrosities rushed over the drawbridges that were inevitably raised as they charged, they would scream the entire way down, through the caverns where my dwarves worked, and past the forges.  To give you an idea of how long they fell, it took about 20 frames for them to go from top to bottom.

So instead of a waterfall, your fort came with a Goblinfall?  I wonder how hard it would be to rig up a catchment and an array of pumps to pump them back through again.  Maybe a pit at the bottom, with a flight up stairs leading up to a bridge that "ajoins" your fort, with a couple rows of resetting pitfall traps that drop them back into the catchment.  The only problem I can see if tuning the goblin attrition rate, such that you don't run out of Goblins before the next raid comes, but you don't also find yourself overflowing in goblins either.  Collecting the goblinite at the bottom may be a bit tricky as well.  Perhaps an off switch of extending spikes at the bottom, to temporarily halt the flow.

38
DF Dwarf Mode Discussion / Re: Fuel for the fire
« on: January 21, 2011, 12:16:12 pm »
So what do you do when the Wood Furnace decides it won't burn wood?  I've assigned people to burn wood in the furnace, but for some reason nobody seems to be doing it, and the workshop title is in red.

Any ideas on what's going wrong/not set right here?

Harry Voyager

Addendum:  Nevermind.  The titles of furnaces are naturally red, and it was just that none of my dwarfs were even remotely interested in making fuel for all of the metalwork that they aren't doing.  Naturally.

39
651: When you see the layout of an RBMK-1000 reactor, and the first thing that runs through your mind is "I bet I could build one of those in my fort."

40
DF General Discussion / Re: The tale of Emalrigoth: Newb's Dwarf Fort #2
« on: January 21, 2011, 12:11:21 am »
Conclusion to Day 3:  The Fun is Escaping!

Conclusions from the day's adventures:
It is, in fact, possible to crash a Linux install.
The ghost in my RAID may be malicious.
The cat has apparently learned how to execute commands with his posterior.  This is, incidentally, what happened to the previous post.
The crash on unpause seems to be limited to Emalrigoth.  A new fort on a new world does not have the crashing problem.  Given that this same world also had one embark that simply crashed to desktop, I suspect it may be a world issue.

Thus end  the tale of my second fort, destroyed through planetary anomalies and feline missintervention before a single hole has been dug, and even before Mrs. Troll used my dwarves in her own person game of nine pins.  I would suspect that this might be a record for rapidity of downfall, except this is Dwarf Fortress.  Somebody, somewhere has had an even more rapid and catastrophic downfall to their for than Emalrigoth.

41
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.

42
DF Dwarf Mode Discussion / Re: The Wrath of Armok: A Cautionary Tale
« on: March 26, 2009, 03:08:31 am »
See, my first experiment with water involved first building a 31x3x9 cistern (not a typo), feed by a 1x wide channel that passed through three fortifications, the automated primary flood gate, and a manually controlled emergency cut-off.

Granted, it was 8 z-levels below the input river, and this was my first attempt at working with an unlimited water source, but my glorious water source stays at a fairly steady 4/7 on the bottom floor, and I didn't think to build any split-off lines, or a maintainance cutt-off so I could plump in the lines to an obsidian farm.

Of course I can smooth an carve the walls out without actually needing to shut down my water supply.  Or if I felt like it, I could over-ride the safeties, and fill up the tank a bit more.  Then again, that has Chernobyl written all over it, given how conveniently placed the well it feeds is for my living quarters.

Harry Voyager

Doh!  Does help te remember which page I'm reading from when I get the urge to randomly post something. 

43
DF Gameplay Questions / Re: Drawbridges too good?
« on: March 22, 2009, 10:20:25 pm »
One of hte tutorials had a double drawbridge system.  The first drawbrige was there to cut off the short route into the base, sending everyone coming in through the maze of sharp pointy traps and crossfire zones, and the second drawbradge was there to slam in the face of any hostiles that survived the maze.

I tried it on my fort, and it actually works really well.  I just had my first siege, and the assorted goblins didn't even make it fully into the maze before they were cut to giblettes.

Harry Voyager

44
DF Gameplay Questions / Re: Baked Beer
« on: March 22, 2009, 02:23:17 am »
Proper fruitcakes involve reconstituting the dried fruit in rum, and basting the finished cake in burbon.

Really good stuff, though it does tend to crumble easily.  Keeps forever too.

Harry Voyager

45
Are you equiping them with chain or plate?   Marksdwarves can only shoot when in leather or lighter armor.

I've got this wonderful steel factory running right now, so I'd kitted my marksdwarves out in steel plate.  Took me forever to figure out why they weren't practicing.

Harry Voyager

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