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DF Dwarf Mode Discussion / Food hauling crisis unavoidable?
« on: January 21, 2007, 07:56:00 pm »It seems to me that the first problem was that, having placed my farms near the river, everyone would drop the harvested plants in the middle of the hall when hauling everything to the big food stockpile in the heart of the fortress, because they ALWAYS decided midway that they should do something else. An entire crop withered this way. I could (and can, and will) build new farms after the chasm in my next fortress, but still, how annoying - and it won't solve the greatest food-related problem with post-chasm fortresses, which is that buying food becomes useless - apparently all that meat bought at premium price from the human caravan will always rot, unless one transforms the entire main hall of the fortress in a series of food stockpiles with the "take from" option, hopefully, making the haulers bring it all the way to the kitchen. Now, that wouldn't be a problem if the human caravan brought food in barrels - I really wouldn't like to lose 100+ pieces of meat this way again.
Anyway, I got so annoyed that I opened the pits and watched every single stupid dwarf burn. But hey, at least I got to see my top wrestler, not yet elite, strangle a demon to death - and become elite in the process. Alas, he was torn apart seconds later when trying to take on two demons at once.
EDIT: I forgot to add that, after a point, my cook started to hunt for ingredients fortress-wide instead of taking what was right next to him. Maybe because I had a seed stockpile near the farms, and had allowed cooking plump helmet spawns?
[ January 21, 2007: Message edited by: j.brigante ]
DF Gameplay Questions / Booze thieves?
« on: January 29, 2007, 06:22:00 pm »DF Gameplay Questions / Ahh, what a lovely da-BLEAAARGH
« on: January 27, 2007, 04:16:00 pm »DF Gameplay Questions / The Elite Wheelchair Division
« on: January 25, 2007, 06:48:00 pm »EDIT: OK, so just because I found that odd, now I've got two brand new non-elite (but very promising) dwarfs with spinal injuries, so it's all even again. The RNG *always* strikes twice. Still, it only reinforces the alarming trend of crippled soldiers.
[ January 25, 2007: Message edited by: j.brigante ]
DF Bug Reports / "Owned" food rotting again and again and again
« on: January 30, 2007, 02:50:00 pm »EDIT: ok, so apparently it finally deteriorated away when I wasn't looking. scratch that one.
[ January 30, 2007: Message edited by: j.brigante ]
DF Bug Reports / Dwarves running to the top left corner
« on: January 30, 2007, 11:30:00 am »And what's even more odd- that has been happening for a while. I remember one dwarf walking in that direction not long after starting the game. For a while I thought they were going to snatch some random refuse from outside, but I already turned "gather refuse from outside" off for a while and not much changed.
Could it be that some items, for some reason, are creating "out-of-borders" placement information, and prompting dwarves to look for them in the first valid tile? Or maybe some pathfinding loop, which passes through tile [1,1] or near it?
EDIT: ok, so now there's a dwarf coming back from the top corner with an iron shield... which, I'm 99% sure, wasn't there. there is a lot of caravan-guard and goblin-sieger equipment near the road, but nobody ventured that far up north - some were elephant-stomped south of the road, but not to the north.
I'm not sure if I'm understanding it at all anymore.
[ January 30, 2007: Message edited by: j.brigante ]
DF Bug Reports / Aborting "make raw clear glass" wastes sand
« on: January 24, 2007, 10:10:00 pm »I had a dwarf haul a bag of sand all the way from the other side of the fortress, get the pearlash, start working and then suddenly stop for a drink. Since this was a must-have-clear-glass-NOW situation (glassmaker mood), I immediately assigned the nearest peasant to glassmaking - and he went off in the opposite direction. "What the hell", I thought, so I checked the magma furnace: pearlash and an empty bag.
Now, I know sand is an infinitely renewable material and all, but I believe that if materials don't go to waste if a dwarf decides to stop for a drink in the middle of something extremely important, then materials shouldn't go to waste no matter how abundant they are. Bug?
DF Suggestions / "I want this done NOW"-order... at a price
« on: January 28, 2007, 08:19:00 pm »This, I believe, would give players some much-needed additional control in critical situations (deadlines for ridiculously difficult demands, drawbridge/moat lever-pulling during attacks, squad positioning when military dwarves are eating/drinking/sleeping), while still keeping the game from becoming a walk in the park for dedicated micromanagers, and - I believe - whitout having to crank up the AI to absurdly high levels of complexity.
Also, as of now, the manager doesn't switch already-estabilished queues around - I don't know if that's intentional, or if it simply has no sensible workaround (I can imagine a lot of potential problems with auto-switching queues), but of course, if there are (or there'll be, at least) ways to guarantee that a job bumped to the first line of the manager screen will get absolute 100% top priority without any additional input from the player, this entire proposal is somewhat pointless.