Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zaik

Pages: 1 ... 13 14 [15] 16 17 ... 41
211
DF Gameplay Questions / Re: Stopping Migrants
« on: October 11, 2010, 11:20:22 pm »
The first two waves are hard coded.
Make sure you changed the pop cap of the save, not just the default.

To minimize migrant waves, keep wealth down, of kill off the last wave. This will scare them off.


Pop cap is in d_init.txt, i don't think saves have specific init files. And we're like 4 years later now, so the first two are long dead.

Skeletal and Zombie Elephants are out killing migrants as they come, but they just keep on coming nonstop. Also i've yet to let in a caravan to even steal from, much less trade with, so i've got no exported wealth. Can't check created wealth yet, but i've done nothing but set up a nice bedroom, dining room, and work on building walls and whatnot, so i can't imagine it's too high.

212
Aw, i got demoted

213
DF Gameplay Questions / Stopping Migrants
« on: October 11, 2010, 11:01:23 pm »
So, i embarked in a terrifying tropical moist broadleaf forest, 6 dwarves died before i managed to secure an area, and i decided to start a hermit fortress. I immediately closed DF entirely and set the population cap to 1, then re-loaded my game.

I've been getting regular migrants for several years now every time i drop to 1, and they're not stopping. Is there something i need to do in-game, like meet with an outpost liaison or something? Bit worried it might be hard-coded to get migrants when you're down to one dwarf :/

214
DF Dwarf Mode Discussion / Re: Enemy of...?
« on: October 11, 2010, 08:01:31 pm »
It sounds like a Kobold name.

Anyway, the only time i've ever seen "became an enemy of" is in engravings where an animal or something earns a name from a civilization and it shows up in engravings. With all the weird bugs with immigration it's plausible you got a dwarf that had existed before coming to your fort and had been to a kobold area and killed a few, though I really have no clue.

215
DF Dwarf Mode Discussion / Re: What do i do with...
« on: October 11, 2010, 08:01:50 am »
That would have made them survive a bit longer.

216
DF Dwarf Mode Discussion / Re: Captured Vermin in a cage
« on: October 11, 2010, 01:37:01 am »
Oddly, it works even if your temperature is off, they just disappear.

Or they did, memory is a little fuzzy, i just started checking elf caravan cages for vermin before stealing them.

217
Also, a War Elephant Wrestler just had War Elephant Calves that I can also tame. I assume they're going to behave the same though.

Try it anyway for Fun! I kinda hoped that the taming of the children of sieging races would result in pets because the civ of the babies shouldn't be the same as the civ of the parents.

The fort in question was running on single digit fps and before i thought to try relesing them i went downstairs and the clowns wiped out my military with syndromes that caused bleeding deaths despite the dwarves not actually bleeding out anywhere visible.

218
Pretty cool, however it opens the question of where exactly your migrants are going to come from.

I always thought it was from your respective Mountainhome(or former Mountainhome, if your ruler moves to your fort), but....if you're there, then...

219
DF Dwarf Mode Discussion / Re: How would you describe your fortress?
« on: October 10, 2010, 10:08:21 pm »
boringly efficient.


I think i'm going to try a mountain with no flux or trees, having 2k logs in stockpiles and tons more laying around for when i come up with an excuse to use it is getting old.

220
DF Dwarf Mode Discussion / Re: Backpacks and wineskins
« on: October 10, 2010, 10:06:43 pm »
Instead of interrupting training six or so times a season for trips to the food stockpile, you can have them carry 3 drink and two food with them, which is enough for all their food and all but 1 of their drink requirement per season.

Helps with training a bit and for long sieges where they're chasing a lot of fleeing stuff around.

221
DF Dwarf Mode Discussion / Re: What do i do with...
« on: October 10, 2010, 09:25:09 pm »
Well, those suck.

one little group of like 4 sieges within a few seconds dropped the rainbow unicorn master's flock from 45 to 19 :/

HE went from super-ecstatic to miserable SO fast.

222
DF Dwarf Mode Discussion / Re: What do i do with...
« on: October 10, 2010, 08:56:46 pm »
Well, i've decided:

Spoiler (click to show/hide)

Also later i'll probably kill him and re-cage them and link them to a lever and dig for clowns and use them as the first trap.

Won't be for a while though, i've still got a ton of raw blue stuff to thread out first.

223
DF Dwarf Mode Discussion / Re: Soldier not following military orders
« on: October 10, 2010, 08:44:11 pm »
This sounds like any one or more of the equipment issues with the military.

Check if:

A: Woodcutting is enabled at all(Disable it if it is)

B: Mining is enabled at all(Disable it if it is, it doesn't cause nearly the same issues woodcutting will, but etter safe than sorry)

C: The dwarf isn't wearing some weird conflicting civilian clothes(This generally only applies if you are using "over clothing" in the equipment screen, but it could if you equip obviously incorrect stuff, like 5 mail shirts and a breastplate, or leggings and greaves, or gloves and gauntlets, or shoes and boots). Occasionally i'll draft a dwarf wearing something like a robe and a toga and a shirt and he will only equip either a mail shirt OR a breastplate, and he will either freak out and switch back and forth over and over, or stand in the meeting hall screaming "WHAT THE HELL DO I DO?!?!?!?". To fix this, i'd recommend switching him to "Replace clothing" and "Exact Matches" in the equipment screen, make him a dress or robe, and have him wear a dress/robe, mail shirt, and breastplate from body armor. The rest functions normally.

D: The dwarf is set to "Exact Match" and something you told him to equip isn't available. A thief could have stolen it, it could have been accidentally forbidden, could have been accidentally melted down, a woodcutter could have grabbed an axe, a weapon/armor crafter might have been short materials and given a job cancellation notice that got buried under a million Urist McRetard cancels Store Worthless Trash Item in Stockpile: Grizzly Bear Eating Face. To fix this you just need to look at the equipment screen for the militia commander position, if something is missing it won't show a little green mark on the far side. You just need to make something for that slot and they'll grab it and go off to training like the rest of the dwarves.

224
DF Dwarf Mode Discussion / Re: Metal Doors?
« on: October 10, 2010, 08:06:54 pm »
Most of the time when a building is "destroyed", it's actually just deconstructed, so it's more like having the hinges popped off the wall rather than tearing the door apart, material wouldn't matter much in that case anyway.

225
DF Dwarf Mode Discussion / Re: The magic disappearing Pig Tail seeds
« on: October 10, 2010, 07:53:37 pm »
a farm plot generates a "Plant xxx seeds" job for every available tile that can be planted on, if you're getting that a lot it means there are no free, accessible pig tail seeds. Either you actually literally ran out of the seeds, or more likely you are backed up on hauling jobs and you have all your remaining seeds sitting under a workshop that will get moved sooner or later. They'll show up on the stockpile screen but your farmers can't use them until the haulers that claim to be moving them get caught up with what they are actually doing and then move them to a stockpile.

Pages: 1 ... 13 14 [15] 16 17 ... 41