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Messages - NecroRebel

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376
DF Dwarf Mode Discussion / Re: Channeling water
« on: March 13, 2012, 11:48:24 pm »
Though you need to put them in a constructed resivoir, if I remember correctly.
A myth. The truth is that tiles are marked as salty or murky when they get salty or stagnant water in them. A tile that has had tainted water in it will taint any water that enters it, and tainted water will taint all other water that touches it. The pump simply needs to pump into somewhere that has never been dampened before and it should be fine.

377
DF Gameplay Questions / Re: bin <#??> - bugged/broken bin??
« on: March 13, 2012, 09:54:28 pm »
Every stockpile is numbered. When a bin is assigned to a particular stockpile, it inherits the number and has the number placed after its name in <>s as you describe. Eventually, they should be dragged to the pile they're assigned to. Each stockpile with at least 1 allowed bin will claim a bin whenever they have fewer assigned bins than they have allowed and they have 0 empty bins assigned to them.

378
DF Gameplay Questions / Re: Remove a ghost?
« on: March 13, 2012, 09:51:09 pm »
Try a blanket reclaim order (d-b) over the square where the corpse originally was and the square you magicked it to, have both tiles be accessible, and have a coffin available and set to allow burial of citizens. You may have to build multiple coffins, but eventually the ghostly dwarf will be set as the inhabitant of a coffin. If this all happens, if you're lucky your dwarves know where the body is even if you can't find it and will be able to pull it out of nothing in one of the aforementioned locations and will drag it to the coffin and inter it, thus putting the ghost to rest.

379
DF Dwarf Mode Discussion / Re: What the necromancer?
« on: March 13, 2012, 07:04:11 pm »
None of this sounds bugged to me. Necromancers can arrived stealthed, like ambushes, and can reanimate things without breaking stealth. Hair being difficult to kill is... unfortunate, but a natural outgrowth of the combat system and their total lack of everything. A bladed weapon should be able to kill it if you get lucky, though.

Also, magma probably wouldn't help much. For whatever reason, magma and fire still kill by means of massive bleeding, even if they're now less survivable than previously. Undead cannot die from bleeding out, however, so dumping magma on it would just leave you with flaming unkillable hair. The only advantage to using magma on undead is that when killed after being set alight they tend to stay dead.

380
DF Gameplay Questions / Re: Dragon turret question!
« on: March 13, 2012, 04:02:10 pm »
Is there any stone?  In order to do this i would need mechanisms *and* doors that are firebreath proof.  This is a harder plan than I thought!
If anything besides spoiler-stone or spoiler-metal worked, it would be steel. Note that you can make mechanisms out of weapons-grade metals, though you have to give the orders manually at a forge. Mechanisms are under Trap Components.

381
DF Gameplay Questions / Re: Dwarf with all yellow body parts
« on: March 13, 2012, 12:14:45 am »
Didn't I just answer this question earlier today? Ah yes, I did:
You very recently got a migrant wave. That dwarf was part of said migrant wave. For unknown reasons, believed to be related to injuries in world generation, occasionally a dwarf will show up that is wounded as you describe. They'll heal right around when they first need to sleep and all of those injuries will disappear. It's probably a bug of some sort, though as they do heal it's a pretty benign one.

Alternatively, and less likely, you've fought a forgotten beast, titan, or other syndrome-causing creature or have evil rains or fogs that cause injuries like that. Probably not, though, or you wouldn't have had to ask.

382
DF Gameplay Questions / Re: On Break... In the wilderness??
« on: March 12, 2012, 09:14:58 pm »
When dwarves idle, they go to a meeting area, a room they own, or the last place they had a job. Dwarves on break are basically idle but not accepting new jobs. If those dwarves had jobs out in the wilds, such as if they're soldiers, herbalists, hunters, or woodcutters, it's perfectly normal for them to go out there on break.

383
DF Gameplay Questions / Re: Externally removing ghosts?
« on: March 12, 2012, 09:00:02 pm »
Start new forts, then immediately abandon, ~150 times and the ghosts should all die of old age.

Runesmith hasn't been updated because it needs new offsets for the program to locate the data points that it uses to do what it does. Previously, the DFHack crew would find all of the offsets and everyone else would just use theirs, but because of changes to the way DFHack works with memory it no longer has a memory.xml file that Runesmith needs. Runesmith's maintainer is working on a dissertation and doesn't have time to seek the offsets himself.

384
You very recently got a migrant wave. That dwarf was part of said migrant wave. For unknown reasons, believed to be related to injuries in world generation, occasionally a dwarf will show up that is wounded as you describe. They'll heal right around when they first need to sleep and all of those injuries will disappear. It's probably a bug of some sort, though as they do heal it's a pretty benign one.

Alternatively, and less likely, you've fought a forgotten beast, titan, or other syndrome-causing creature or have evil rains or fogs that cause injuries like that. Probably not, though, or you wouldn't have had to ask.

385
Most domestic animals become sexually mature at age 1 year, but don't reach full size until age 2. A just-barely-adolescent turkey may be too small to give any meat, especially if they're particularly small specimens. Geese may be better for meat for that reason, as they reach full size at age 1 and sexually mature at the same time and are only slightly smaller than turkeys.

386
DF Gameplay Questions / Re: Necromancer in hiding?
« on: March 12, 2012, 12:45:07 pm »
I'm not sure if there's a size requirement on necromancer attacks. I had necromancers come stealthed when I had ~30 dwarves IIRC, and they came openly at ~50.

387
DF Gameplay Questions / Re: Necromancer in hiding?
« on: March 12, 2012, 12:39:34 pm »
Was the giant louse a corpse when it killed most of your animals? If so, it's probably just the biome. Necromancers usually don't show up for a time after you embark, so depending on when you're talking about it's probably not that, and if it was a necromancer you'd be able to see that there was a necromancer present in the combat reports, even if you couldn't tell where it was. Also, not every evil biome has evil rains or evil clouds.

388
DF Gameplay Questions / Re: Updating game-save from 34.01 to 34.05??
« on: March 11, 2012, 08:01:29 pm »
Replicating the world should be possible, though as always when using seeds through different versions it might turn out slightly different.

389
DF Dwarf Mode Discussion / Re: Irrigation IN DF34.05~
« on: March 11, 2012, 06:21:33 pm »
Irrigation has not been changed since before 40d.

390
DF Gameplay Questions / Re: Updating game-save from 34.01 to 34.05??
« on: March 11, 2012, 06:11:58 pm »
34.01 to 34.02 and later doesn't work. Toady claims, and he should know, that there was a corrupted-save bug in 34.01 that causes an inevitable crash. Since it's the save that actually causes the problem, switching versions wouldn't help, so he just made the saves incompatible.

You're going to have to start a new fort if you update.

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