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Messages - toker606

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31
DF Gameplay Questions / Re: No militia captains
« on: June 21, 2010, 01:44:39 pm »
Just solved it I think, My first squad was still under the leadership of my old (dead) militia commander, rebuilt the squad and now have a free militia captain spot. We'll have to see if everyone starts following their schedule now.

32
DF Gameplay Questions / Re: No militia captains
« on: June 21, 2010, 01:32:15 pm »
Actually, not just that, my military doesn't seem to be following it's schedule anymore either, is this looking like a lost cause?

Edit - I think this may have all started when my original millitia commander died from injuries in the hospital.

33
DF Gameplay Questions / No militia captains
« on: June 21, 2010, 10:59:33 am »
I have a militia commander and a captain of the guard, which allows me to make 2 squads, but I have no militia captain slot in my nobles screen and cannot make anymore squads. I'm pretty sure there used to be a captain slot on my nobles screen, but how can it go missing?

34
DF Gameplay Questions / Military issues
« on: June 20, 2010, 07:14:21 am »
My arsenal dwarf seems to have stopped doing his job at some point, I equipped my dwarves with training weapons earlier on and have managed to switch a couple of them out to real weaponry, but the rest are holding on to the training gear. I've switched them for specific weaponry on the militray screen and my arsenal dwarf isn't busy with anything. Another thing that keeps happening is when I assign my squad to attack an incoming ambush half of them just keep running in and out of my fortress, do scheduled orders (patrol, train, etc) interfere with direct orders (attack)?

I'm guessing this is all just glitches but I wanted to check, my fort has ground to a halt until I can deal with one tiny little goblin ambush, and my dwarves are trying to bruise them to death with bits of wood or just running around like idiots.

35
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 20, 2010, 05:04:46 am »
Also, in the (o)rders (F)orbid screen, you can choose options for what gets forbidden. Like spent ammunition, corpses, the things dropped by dead people, and suchlike. Or is the part about dropped items not applicable to the clothing of suddenly dead folk?

Ah, there we go, forbid your dead and forbid your death items in there, that should do it. Was thinking that forbid on the orders menu was just the forbid selector in select building / item properties so didn't check it, thanks very much.

36
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 19, 2010, 07:03:35 pm »
Under the stocks menu, in animals, mark them to be butchered. The rest will take care of itself.

Ah, beautiful, I think you may have just solved another half dozen questions I had at the same time, I forgot about the stocks menu.

37
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 19, 2010, 06:51:13 pm »
My dwarves are running outside to pick up bodies / clothing of recently killed brethren only to get killed by goblins themselves, in the old version I you can just stop them from going outside in the orders menu, that has been removed now, so what am I supposed to do to stop them getting slaughtered? I can still order them to leave bodies alone, but not clothing without forbiding it as it drops. Halp plz :(

EDIT - Oh, and while I'm here, what's the deal with butchery now? Can't order from the workshop to have all my stray kitties killed...

38
DF Gameplay Questions / Re: No more seeds?
« on: June 16, 2010, 06:10:01 pm »
Hrm, so based on what you are saying, you were able to grow plump helmets at one time, but now you cannot?  or have you ever been able to grow them?

The reason I ask is because in the current version of DF there is a fairly well known bug where all surfaces must be muddied in order to allow subterranean plants to be sown there.

Maybe you happened to smooth the floors underneath your farm plot thus removing the mud thus disallowing plump helmets to be planted, or maybe you have never been able to plant them?, I cant really tell from your initial post.  Regardless, if the ground under your plots is not muddy, that will definintely keep you from planting anything there, so I would check that for sure.(K and move the cursor over the plot, you should see some mention of mud if it is there).

Didn't think that was a bug, thought it was new gameplay. Yes, muddied the earth before I laid down a farm plot, was growing plump helmets for a while, now told there are no seeds that can be planted on the plot, can't find any plump helmet seeds anywhere, don't ever see them when plump helmets get consumed.

39
DF Gameplay Questions / Re: No more seeds?
« on: June 16, 2010, 05:43:04 pm »
Have you accidentally cooked all your seeds ?
Quote
" I have seeds enabled in my food stores"..

  Do you mean the kitchen menu? If so, then you may well have cooked up all your seeds.  Check the stocks screen and see if there are any seeds listed.

The only place I can think of that one can 'enable' seeds is that kitchen menu, and enabling them there means that your dwarves are now able to use them when cooking meals, which can lead to having no seeds if you don't carefully monitor your seed stocks.

No, I mean there's a place to store seeds that should be getting produced by plump helmets being eaten or brewed, they aren't enabled in my kitchen menu.

40
DF Gameplay Questions / No more seeds?
« on: June 16, 2010, 05:33:35 pm »
Just started playing again since the latest version came out, starting to remember that long lost felling of poking at dwarves with sticks and wondering why they won't do what I want them too. Current problem is that plump helmet spawns have suddenly stopped producing seeds upon eating / brewing in the middle of a game. My farm has dried up and I'm just being told there are no seeds available for planting, or something similar. I have seeds enabled in my food stores, is this some other change made to farming now?

41
DF Adventure Mode Discussion / Finding quest givers
« on: December 19, 2009, 07:35:18 pm »
Is there an easier way to locate people within settlements who give you jobs to do? The room by room approach has become very tedious, very quickly.

42
DF Adventure Mode Discussion / Re: Finding a shop
« on: December 19, 2009, 12:26:21 pm »
Thanks for the help.

43
DF Adventure Mode Discussion / Re: Finding a shop
« on: December 19, 2009, 11:36:10 am »
Shops are in human settlements, close to roads if there is one that passes through.  They're medium sized buildings with one door.

Thanks, now what sort of areas would I find human settlements in? :)

44
DF Adventure Mode Discussion / Finding a shop
« on: December 19, 2009, 11:18:08 am »
Just started up my first adventure after abandoning my first fortress, have had some luck in taking out a giant and looted everything nearby, but I can't find anywhere to sell it all off. I've completely searched through 3 dwarven settlements and even a couple of elven ones, spoken to everyone I could see just in case but I haven't seen hide nor hair of a shop, is this normal? Is there something really obvious that I'm missing or do I just need to keep searching?

45
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 02, 2009, 05:43:13 pm »
After finally completing the 12 story hammer made entirely of gold in my courtyard I thought it was about time I pulled the plug in spectacular fashion. As my fortress was mostly located on one level at the surface I set my dwarves to dig out all the rock below and then channel a complete circle around the fortress. It took a solid 5 minute pause for my computer to calculate the entire cave-in, around 170 dwarves were crushed instantly. All that's is a gigantic crater with a wall around it. the hammer still stand in the now defunct courtyard as testament to the glory days of the great fortress Matchedpillar.

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