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Messages - Malicus

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766
DF Gameplay Questions / Re: Depot problem?
« on: October 14, 2009, 11:44:07 pm »
The green wagon pathing starts from the edge of the map and then heads to your depot, it won't be green radiating from the depot - this might mean that there is no wagon usable path to your depot from the edge of the map due to trees/cliffs/boulders but you can't find out where the blockages are because it doesn't path backwards.

Wrong, wrong, WRONG!  It radiates from the depot.  Whoever told you otherwise is a dirty liar.

767
DF Gameplay Questions / Re: Depot problem?
« on: October 14, 2009, 09:44:40 pm »
Re-read my (well, mostly Magua's) reply.  THAT is likely your problem, and you have not stated that you have checked into it.

768
DF Gameplay Questions / Re: Depot problem?
« on: October 14, 2009, 08:53:54 pm »
Wait.  That's odd.  Shouldn't the depot be flashing "inaccessible depot", not "no wagon access"?

Yes, maybe what Magua said.  Actually, upon testing, probably exactly what Magua said.

769
DF Gameplay Questions / Re: Volcanism Settings
« on: October 14, 2009, 07:17:27 pm »
The parameters you're looking for are volcanism X-variance and volcanism Y-variance.  Though...  did you save the settings in your old version of DF?  You can get them from world_gen.txt in the data/init folder, if you didn't completely delete the old version.  Heck, if you still have an old save that used those world gen parameters, you can get them if you open the fortress, press escape, choose "export local image", choose at least one z-level (some should already be selected), and export.  Along with the images will also be a text file with the world gen parameters.

770
DF Gameplay Questions / Re: A difficult game
« on: October 13, 2009, 09:29:19 pm »
Is there a question here?  If you're looking to increase the difficulty, you could go look at various mods, such as the orc mod.

771
DF Gameplay Questions / Re: Few minor questions
« on: October 13, 2009, 08:26:20 pm »
1. No, but I believe this will change in the next release.

2.  As for what Jude says, the main reason a dwarf would consider an item immovable is if it is already tasked for a job.  The most frequent situation is that it is tasked for building a nearby part of a wall or floor, if you tasked several tiles at once on top of building materials.  If you really want to avoid this, if you're building constructions on top of the materials that will be used for them, then build them one tile at a time, starting with the tiles that already contain that material, so you can easily choose to use the material that is RIGHT THERE.  This will prevent the cancellation situation I mentioned.  It's a bit painstaking to do this, though.

I believe that the bulk-build commands will avoid this problem, but if you're placing walls one-by-one, it's an easy mistake to make.

Other way around, actually, provide you take care when doing it individually.  But bulk WILL cause this problem, almost always.

3.  And as for what Jim Groovester says, yes, you can floor over the sand...  but why would you want to, really?  Once you get used to it being just another type of floor tile, it probably shouldn't bother you as much.  Also, if it's just "sand" or "(color) sand", then it can be used for making glass at a glass furnace.

Last question though. I have two wells inside my fortress that some of my dwarfs use but others are intent on running half way across the map to the river. Is there any way I can tell them to stop drinking fish water and just use the wells?

Dwarves do stupid things in relation to water.  The problem may be that TOO MANY are using the wells, so they go somewhere else.  They really ought not be drinking water unless they're wounded, though.  Make them more booze!

772
DF Gameplay Questions / Re: Problems with Retarded Dwarves -New Question-
« on: October 13, 2009, 03:03:10 am »
Or if you don't want to reclaim but you still want another shot at the same chunk of land...  open your fortress, press escape, choose "export local image", select at least one z-level to make an image of, and press 'e' to export the image.  However, it's not the image you care about, as this also produces a file named "(FortressName)-param-(the folder the save was in -- probably region#)-(the year)-(I don't know what the last number means).txt" in your DF folder (the text won't actually be in parentheses).  Exit DF.  Copy and paste the text in that file to the bottom of the (DF folder)\data\init\world_gen.txt file (though you may want to change the title in what you are copy/pasting to something else so you know exactly what it is), start DF, go to "design new world with parameters", then choose the world generation parameters you just added to the world gen file (it should be the bottom selection) and generate the world.  It will be the same one that your old fortress was in.  Find where the fortress was in this world and embark there again.

If you're having trouble finding it, you could back up the save folder of your original fortress, then abandon and reclaim to find out where it is, THEN embark there in the freshly generated world.  I suppose it's a bit longwinded just to get a fresh start in the same place, honestly.

773
DF Gameplay Questions / Re: Mansons
« on: October 12, 2009, 11:38:27 pm »
If you (q)uery a workshop and view its (P)rofile, you can allow only certain dwarves or dwarves within a certain skill range to work at the workshop.

774
DF Gameplay Questions / Re: Destroying Floors?
« on: October 12, 2009, 05:17:23 pm »
It's under the designate menu, remove construction, <d,n> I believe.

775
DF Gameplay Questions / Re: Why is my depot inaccessable?
« on: October 12, 2009, 04:35:24 pm »
Hrm.  Does the road extend to the edge of the map?  If not, then maybe a tree popped up somewhere to block it.  Honestly, I don't really know now.

776
DF Gameplay Questions / Re: Why is my depot inaccessable?
« on: October 12, 2009, 04:29:34 pm »
@Malicus: The caravan should still spawn on the accessable side of the river, so it shouldn't really matter.

Not always.  I've tried to figure out what was going on with somebody's save where this was NOT happening.  Though it may have had to do with the mountains on that person's map, so I dunno.

Mr. Svinlesha: Make sure that the green Ws can get to the edge of the map.  The bisecting the ramp thing you say should happen doesn't happen, as far as I know.

777
DF Gameplay Questions / Re: Why is my depot inaccessable?
« on: October 12, 2009, 04:23:55 pm »
His depot IS accessible.  He just thought that it wasn't because the top of the ramp tiles are red.  However, on that level, that is technically open space, so a wagon couldn't be THERE.  It -can- get to the ramp below, though.

However, a caravan bypassing you...  curious.  It should be able to access your depot.  Do you have any rivers on your map?  That is, the kind that block patching, not brooks that you can walk across.

778
DF Gameplay Questions / Re: Why is my depot inaccessable?
« on: October 12, 2009, 04:17:39 pm »
...wait.  I don't see the problem now after you posted the access image.  The green comes OUT from your trade depot, it doesn't come from the edge of the map.  Make sure it can get to the edge of the map.

779
Other Games / Re: QWOP... Or, "How I run?"
« on: October 12, 2009, 04:14:24 pm »
Someone SHOULD do a live feed of this.  However, in my opinion, failures are even funnier when the person actually CAN make some progress then fail horribly.  Random flailing is only funny for so long.

Addition instead of replying to self:

I just need to share this picture.  It is...  I dunno.  I think the picture speaks for itself.

Spoiler (click to show/hide)

780
DF Gameplay Questions / Re: Why is my depot inaccessable?
« on: October 12, 2009, 03:35:03 pm »
Maybe something is wrong with THOSE particular ramps.  Maybe there are trees or boulders you didn't notice, or maybe you somehow made them unable to be used by digging out the wrong thing.  Some screenshots of the area around the ramps on both z-levels would be helpful, if you can't find the problem.

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