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Messages - Torgan

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1
Masterwork DF / Re: Frost wyrm ice breath vs. Dragonfire
« on: July 10, 2013, 07:06:13 am »
Not sure if this was fixed but a while ago I had a frost wyrm appear outside my fort and chased a kitten around the map for ages, and it was actually causing itself to bleed by (I guess) running through it's own breath attack. If that's possible, there was nothing on the combat report. It seemed to heal itself before much damage was done though.

2
Had the first frost giant siege in around a year of playing MW, around 15 of them. They were all wrestlers apart from a sword lord who had the normal zweihander/bracer/helm/breastplate combo. Are the wrestlers meant to be naked and/or wrestlers? Just made them quite easy to defeat as my fortress was around 5 years old and I had steel/mithril plate armour and volcanic/welded mithril weapons so my military tore through them without stopping. I know volcanic is meant to be do extra damage to giants but even so. The sieging frost giants seemed a bit squishy too, even bone bolts seemed to be wounding them which I was surprised at as when I've had frost giant thieves in year 1 my military with steel weapons spend ages beating on them as nearly all blows glance off or just bruise the muscle. I guess that's a lot to do with low weapon skills and worse weapons  at that point though.

Possibly armoured giants would be too tough though, on a previous world where I had Jotun enabled my welded mithril weapons really struggled to get through their leather armour. Is that maybe because the Jotun are massive so their armour is similarly bigger/thicker so even though the material isn't great that makes up for it? I think I had some legendary fighters at that point and their axes and swords were constantly deflected by chitinplate cloaks or something.

Anyway doesn't matter now as I hit hell on my second mined piece of adamantine :(

3
it seems to spawn magma on the square that the spawn location itself was on, as well as on any surrounding squares that have floors but not walls.  so spawn location in 3x3 hole then drop something (e.g. a floor tile) onto it, might work better than spawn location on a pillar that is surrounded by air.

Hm. I have magma-safe flasks. I have magma smelters and such. But I still don't get an option to fill a magma bottle. If I use the manager, the order just sits there, verified.
It's not an option at every magma building. I have it as an option on magma arc furnaces, blast furnaces and crucibles but that appears to be it. Haven't built any rune buildings yet but I think I have all other magma buildings. You don't need magma safe flasks, my dwarves used a leather waterskin for it. I couldn't seem to get it to work properly with the spawn point on top of a support though, maybe have to try that dropping a floor on top of the spawn point as suggested by Smake.

Dwarf73 - there's a bug with DFHack (I think) that causes boiling rock reactions (which I think is most of the transform reactions) to deconstruct the workshop. It's been mentioned a few times recently.

4
Just make a weapons stockpile that only accepts certain types of weapons (ie steel battleaxes) and have it (t)ake from your main weapon stockpile. Then make it (g)ive to your Rune Weaponry. You'll also need to set up a stockpile to (g)ive metal bars for the runes to the weaponry as it will now only take from those stockpiles.

It's about the best way I've found to use all the rune/non rune armoury and weaponry buildings. So it means you'll only turn steel breastplates into steel platemail and not every shitty large gold breastplate from an ogre. Actually not sure if that's a big deal but you can use wrong size items in those buildings and get dwarf sized plate out of them, although invaders usually have crap material armour so it's not usually worth it. It is a nice way of making caravan armour and weapons useful though, I never used to bother buying it after the first year as it's low quality.

5
I will check the padded mittens, I think that's an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.
Padded boots and boots don't seem to stack either, I think they should according to the manual as padded boots aren't shaped. But it's not a huge deal.

6
Are you sure they're just not replanting quickly enough for you to not see the helmets themselves grow?

It's possible, but should I see them being harvested and then added to my stockpiles?
Well you should if you're constantly watching your farm plots but it doesn't take long to harvest. If you check the z stock screen for plants press tab to expand the list and any plants you have you produced or gathered yourself should be brown, any you have bought from caravans or looted will be in grey font. You can also press t over a plot tile to make sure there's a seed but you should be able to see graphically.

I'm the same as smake, all underground plants are set to sow every season and never have any problems.

7
I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

I have actually always had problems brewing a certain kind of booze. My Still will show all Red options for specific kinds of booze, but selecting generic Brew makes a dwarf grab stuff and get started. Never been sure why that is.
It's actually mentioned in the manual -  "NOTE: Due to an unfixable, hardcoded bug I do have to use large pots for this. I cant use barrels, which only hold 20 units of drinks. Toady himself actually cheats 25 units or more into barrels, but modders cant do that."

Edit: D'oh, just scared off a huge human caravan, two and a half pages of merchants and animals. Last month a red dragon appeared, easily dispatched but the only damage he did was to set a graphite boulder alight. I just left it smoking away in my entrance hall as it was kind of cool. Unfortunately the first human wagon walked over it and died so the rest are now fleeing my fort. God dammit it was a stationary object. Sent all my military outside to save them from an orc ambush as well. Also this fort seems amazing for naming weapons and shields for some reason, I've never really had many but nearly all my soldiers have named their weapons.

8
Not really a huge deal but I've got two Breath of Armok gems through using an old chest or relic (I think) at the Archaeologists. Not really a big deal just a waste as they're not useful for anything other than another gem when you get them that way.

I noticed I have slag bars under the bars menu and also slag bars under the tools bar in the z-stock menu. Again not a huge deal as they both seem to be used at the slag pit! Was that just to try and stop unhappy thoughts from destroyed masterwork slag bars (massive)?

Molay if you find a Tear of Armok gem it can be used at the Alchemists to fill a waterskin, this can then be used at a spawn point to spawn water when it is deconstructed. Or just dwarf up and breach the caverns, what's the worst that can happen?  ;D I never find the caverns that scary, just noticed I'd left a hole for fliers for several years and nothing had come through.

9
You can already incinerate remains and vermin for ash in the Crematorium, and turn it into potash at the Ashery.

MW lets you butcher invaders so yep if you have lots of sieges you end up with lots of meat, leather and bones. Just make lavish meals on repeat and you've got enough trade goods for everything. Loads of bones for bolts, lots of leather for whatever.

ElenaRoan-you can build a fishing pond workshop or just let an underground lake through a fortification and in to a cistern and you can fish from there. You can combine it with building wells too. The fortification should stop any creatures getting in.

10
Blueprints can be ordered from merchants under Miscellaneous goods, or you can send expeditions from the outfitters to old ruins to try and find some, or try and make them at the architect's study. Merchants are probably the simplest assuming you have plenty of trade goods, they tend to be about 5-10k I think.

Find all the buildings under either b->w for workshops or b->e for forge stuff, same as vanilla. You can page up down the menus with */ on the numpad if you don't know.

Also just noticed one reason why my Temple of Armok may have deconstructed, placed a spawn point for magma two z levels up but the cave in punched through the floor and on to the temple. >_>

11
> Trying to heal in the fountain of youth deconstructs that too, something is up!

Are you using flammable building components?  I had this problem in Kobold Camp where building are much more likely to be made of wood and, due to the way in which the boiling boulders are used to create the reaction, these parts burn and cause the whole workshop to deconstruct.
That might be the problem, the temple needs totems and the fountain needs logs, buckets, barrels, seeds and all that is left of both buildings seems to be the blocks. In the same fort I have successfully used the ward reaction in the temple but this time it deconstructed so just seems odd.

12
Every time I use the Church of the Dark Depths it vanishes, and DFHack reports that autosyndrome couldn't find building xxx.

Intended?
Someone posted above the Temple of Armok deconstructs when some reactions are run, it might be the same issue whatever that is. I rebuilt mine with olivine (magma safe) blocks and the same thing happened. I managed to run the 'turn in to ward' reaction ok but I was also trying to sacrifice warlock items so I think it was one of those that caused the problem.
Um actually scratch that, just tried the turn into ward reaction again and the temple deconstructed. It definitely worked last time as I got the pop up message saying the priest had transformed.

Trying to heal in the fountain of youth deconstructs that too, something is up!

13
Every time I use the Church of the Dark Depths it vanishes, and DFHack reports that autosyndrome couldn't find building xxx.

Intended?
Someone posted above the Temple of Armok deconstructs when some reactions are run, it might be the same issue whatever that is. I rebuilt mine with olivine (magma safe) blocks and the same thing happened. I managed to run the 'turn in to ward' reaction ok but I was also trying to sacrifice warlock items so I think it was one of those that caused the problem.

Quote
Posted last week that the game crashes when I go to the equip (e) screen of my military page.
Pretty sure it's caused by a mod, but not quite sure which one. Anyone getting the same error, or know how to fix it?
I had the same thing happen but not sure if it's a vanilla bug or not, couldn't seem to find stuff on google. I think I pinned it down to when I place dwarves in to a squad on the military screen I was pressing e to equip them when over their name in the rightmost column, the one that lists all dwarves. When I selected the centre column that has the squad members and hit e it worked ok. Had to replay one season four times before I noticed what I was doing though >< Haven't had it happen since then.

Also small bug (possibly) - gnome traders are naked.

14
So, um, another hopefully not dumb question. I've been trying to spawn magma using the spawn point. According to Meph a few pages back it should give 8 tiles of 7 deep magma. When I deconstruct it (spawn point on a floor on a support, pull lever to deconstruct support and get the cavern floor has collapsed message) I only get about 4 tiles of 1 deep magma which soon evaporates. I couldn't get it to work in 2g either but assumed that was just the spawn point not always working correctly, I'm playing 2h now and still can't seem to get it to work. Do you only get a lot of magma by using the Blood of Armok gems at the alchemist to fill a flask?

15
Crystal glass takes rock crystal and pearlash in vanilla too.
Sorry I can't read. :/

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