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Messages - Scarpa

Pages: 1 ... 28 29 [30] 31 32 ... 40
436
DF Dwarf Mode Discussion / Re: My First Kiloproject
« on: June 30, 2009, 09:52:17 am »
I wanna see a 3Dwarf shot, especially with that 'spine' design you have. Very nice!

437
DF Gameplay Questions / No Dwarf caravan?
« on: June 30, 2009, 09:45:43 am »
I seem to have lost my Dwarf traders at some point. I noticed that I have only seen U and E caravans for a few years and the last trade agreement was 5 years ago. I don't think I've seen them since.

I also am not getting any immigrants any more, for roughly the same time period. My pop is around 110, I have no nobles except for Philosopher and Dungeon Master.

Now, I had some issues with dying caravans and ambushes but I'm pretty sure that was only the Elves. Another time the caravan 'glitched' and got stuck halfway into the depot and I had to deconstruct the depot to get them to leave. I forget if that was Humans or Dwarves. Finally, I played for quite awhile with a pop cap and invaders off but those have since been turned back to default.

Could any of those have affected it? It's not a huge deal but I'd like more bauxite. I'm at least getting sieged plenty and I don't really miss the nobles nor want an economy...

438
DF Gameplay Questions / Re: Downslopes without upslopes, help!
« on: June 29, 2009, 11:52:28 am »
Ah so simple! And I didn't even need to maim my poor metalcrafter.

Worked perfectly. thanks!

439
DF Gameplay Questions / Downslopes without upslopes, help!
« on: June 29, 2009, 11:41:57 am »
I have an area 2x3 tiles in size that just says "Downward slope" on each tile. There are no upward slopes on the z-level below so I can't use designations to remove them. I just tried collapsing a floor onto them and that just maimed a metalcrafter. I'm annoyed because they are going to mar my wonderful new indoor lakeside recreation area.

440
Look in the 'o'rders menu, then 'F'orbid submenu.

If you have "Forbid other death items" set, then when goblins die their stuff is automatically forbidden.

You can use 'd'->'b'->'c' to mass claim their stuff or use 'k' over the actual tiles to pick out the iron and giant cave spider stuff and leave the rest for the racoons.

441
DF Dwarf Mode Discussion / Re: Wrong Lever - Rivers of Blood
« on: June 28, 2009, 10:52:25 am »
Doppel: Yeah I guess it was the right lever after all :)

I'm planning a second bridge just inside the red one that will seal the fortress in case I want to shut the water off while the walled area is still flooded.

Just captured 2 Dragons too! This is turning out to be my best fort.

The tileset is Dorten's

442
DF Dwarf Mode Discussion / Re: Wrong Lever - Rivers of Blood
« on: June 27, 2009, 11:12:16 pm »
Oh, mighty wrong lever, you senceles bi**!

I hate when this happens. Luckily we can use diferent colors ofr levers with diferent functions.
Well no, it sounds like he thought levers sent toggle messages instead of just sending a flat on message or off message.

I was aware of how the levers worked, my "logic" was that I could never have the floodgates open at the same time the bridge is down. The problem was when I wanted to stop the flood. ;) Good thing it was my champions stuck out there.

443
DF Dwarf Mode Discussion / Re: Wrong Lever - Rivers of Blood
« on: June 27, 2009, 05:00:00 pm »
Yup that's pretty much right on. Except I thought I was clever and hooked opening the floodgates and closing the inner bridge to the same lever. I tried to let the champions (the second is down a z-level in that pic) back in and that's how the depot got flooded. They ended up learning how to swim while drowning, getting out onto the plateau and then taking joy in slaughter. I'm sure they are both ecstatic.

444
DF Dwarf Mode Discussion / Wrong Lever - Rivers of Blood
« on: June 27, 2009, 04:13:32 pm »
I was going to write up a detailed explanation of what happened here. But a picture is worth a thousand words...



445
DF Dwarf Mode Discussion / Re: ASCII advantage?
« on: June 27, 2009, 11:23:36 am »

Seriously, what's your point? To experienced Ascii users both pictures are practically the same!

I think that *was* his point.

A better comparison though would be to tweak the grid size to show how much more of the fort you can see in a given window size using ASCII.

Maybe it's because I play windowed on a laptop but I can't stand a default gridsize now. 125:70 is what I run lately.

446
So that's what I was thinking, the many dev notes about squad, entities, burrows, etc. confused me.

Seems like the entity stuff laid a lot of groundwork for more advanced features later on. Some of the recent notes definitely had a lot of 'this will be possible someday' content.

447
Are you running Vista? If so you have to disable ASLR on the Dwarf Fortress executable file.

See here: http://www.bay12games.com/forum/index.php?topic=30859.msg564232#msg564232

448
DF Gameplay Questions / Re: Giant Cave spiders.
« on: June 26, 2009, 01:32:07 pm »
Embark on sites with chasms and bottomless pits. Run all your dwarves into them first thing to see if the GCS is there.

If they all die, reclaim. If not, you're set!

449
DF Gameplay Questions / Re: Dwarves refuse to contruct walls
« on: June 26, 2009, 12:20:19 pm »
Were the walls suspended?

Check the ones uncompleted with 'q' to see their status.

Sometimes they'll suspend a wall if they're scared, thirsty, hungry, forgetful, amorous, spacey, lazy... some of those might be made up


450
DF Gameplay Questions / Re: Noobhelp: inventory vs gathering/hunting
« on: June 26, 2009, 12:50:15 am »
What happens if i set these tasks to a dwarf and this equipment isn't available to them?

Miners and woodcutters won't take jobs until the equipment is available. Hunters will go wrestle their prey. I have an embark profile that I often use that relies on my making the picks and axes right off. Because I doubled up the hunter/woodcutter role the guy starts out with no weapons and runs off to hunt if I don't forget to disable the hunting labor. I've lost that dwarf on various forts to Giant Rats, Giant Eagles, Unicorns and Elephants.

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