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Messages - Rexfelum

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496
maybe? The order of civilizations listed is as such:

unnamed Reptile man civilization
Elven
Goblin
Human
Dwarven

More statues (science!) should clarify then, because I should get more statues of elves than humans, right?

As far as I know, the order of listing has nothing to do with distance.  However, my game has the dwarves listed above the other three main races, so I'm not sure what the difference is.

--Rexfelum

497
DF General Discussion / Re: Endless Siege removal?
« on: November 11, 2010, 12:38:57 pm »
After a while, a lack of caravans became annoying - fort is self-sufficient but it would be nice to trade.
Is there a possibility of reversing the siege tag (aside reclaiming - there is far too many items!)

Wait: since when does the siege tag prevent caravans from entering the map?  I don't recall seeing this.  All those caged goblins sitting around (waiting for execution) would have ruined caravan after caravan, if true.

--Rexfelum

498
Shift Priority upward as much as possible in an attempt to enter the waiting room.

You can escape at risk of dying and being put on the end of the list (with a freshly increased number), though I don't know the exact rules on that.

Sure, but ReDeadEr is also just four positions away from the waiting room.  Might as well not risk a loss.

Unless ReDeadEr likes living on the wild side.  Who can say?

--Rexfelum

499
DF Gameplay Questions / Re: Possible Way to Remove Mud Needed To farm?
« on: November 10, 2010, 07:05:14 pm »
Consulting the 40d page for murky pools helps.  I'd rather check the current version, but for all I know the rules are the same: "To de-murk those tiles, simply build a paved road on top of them, and then remove it. The floor covered by the road will become standard soil once the road is removed."

Or you could channel through the thing, or you could cover it with constructions like walls, or so on.  I'd advise just blocking it off from your farm (like with walls), since you might want to get water from the pool again some day.

--Rexfelum

500
DF Gameplay Questions / Re: Possible Way to Remove Mud Needed To farm?
« on: November 10, 2010, 06:31:04 pm »
I don't think we have enough information.  Did you use your initial ideas, or Astramancer's, or vogonpoet's?

Also, your question is vague.  Are you asking how to stop dwarves from drowning, how to stop murky pools from filling with water in the rain, or how to stop water from flowing somewhere?  You stop water flow with doors, floodgates, or other methods, as vogonpoet advised.  You can't stop murky pools from filling with water in the rain without destroying the pool completely (but destroying it does, in fact, work).  You stop dwarves from drowning by making sure they are trained in swimming, or by learning from past mistakes and not letting them get in the water in the first place.

--Rexfelum

501
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 10, 2010, 06:21:38 pm »
They never clean mud, ever.

I am almost completely certain that dwarves do, in fact, clean mud off of underground smoothed/constructed floors.

If they do, it could be interesting.  My most recent farms were, in fact, made on underground smoothed-then-muddied stone.  However, it also could be that they clean mud incidentally if they want to clean less useful contaminants (such as blood) from nearby tiles.

And in any case, they're definitely not cleaning in YellowPebble's situation, and the wiki does not yet have discussion of exceptions.  "Cleaning" currently states "dwarves clean interior and non-muddied subterranean floors," and "mud" lists the construction option only.

--Rexfelum

502
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 10, 2010, 05:55:33 pm »
Let me try.

* Due to an unfortunate design flaw in my well, my entire dining room is now covered in mud (it could have been much worse). However, no one seems interesting in cleaning it- how do I get dwarves to clean off the mud?

They never clean mud, ever.  It has nothing to do with the type of floor.  You have to construct/deconstruct something to clean it manually (which is also a good strategy for force-cleaning pools of poison).  Wiki page on cleaning, wiki page on mud.

Forbidding the bolts will clearly work, but I was hoping for an explanation for why the ammunition settings don't seem to work. Is the feature bugged, or is there anything I'm likely to be doing wrong?

It is bugged.  Wiki page on archery.

* Do dwarves ever actually use coffers and cabinets in their bedrooms for anything? If so, what?

Wiki page on containers (including both coffers and cabinets).  I've only seen coffers used, but that's probably because all the clothes have rotted off of my dwarves and they refuse to claim new ones.  Oh, wait . . .

How does a dwarf come to own clothes that they're not actually wearing?

Yeah, there's an annoying bug.  See everyone else's posts.  We're hoping it will get fixed.

Edit: whoops, it seems no one has directly answered this one.  The bug is that dwarves don't reliably claim new clothes.  You might note the various discussions of people finding dwarves have no clothes in their long-standing forts, despite thriving textile industries.

* How do I let animals out of cages or put them into them?

People handled this already, but here's the wiki page on cages, just to continue my wiki-linking theme.

I'm now imagining a little internet gnome with a name tag and hairnet saying "Thank you for choosing 'the wiki' for your question-answering needs."

--Rexfelum

503
DF General Discussion / Re: Saving the Game
« on: November 10, 2010, 11:46:32 am »
Okay, I'm going to say something, and it will sound rude.  However, please accept it as a statement about the situation and not an effort to insult you.  The apparent rudeness is a by-product of an earnest attempt to help.

As you can see from the photo's all the save button does for me is, essentially, exit the game without saving.

What I see is that you do not understand how the operating system manages folder information.

(There!  That's it!  No more rudeness!)

Everything else these folks have said to you is true, but you will be delighted to know that the game has saved: it's just that the Windows operating system (not Mac) doesn't change the "date modified" entry on a folder when the folder's contents change.  Really!  Test it for yourself by making some other folder, putting a file (like a .doc) into it, then modifying the file.  Nothing happens.  Are you perhaps accustomed to a Macintosh system where the folder "date modified" entry does change?

Here, just go back into Dwarf Fortress and load up region1-sum-251-win-win-252.  You will see (and I guarantee it) that your game has advanced one day.

In the future, be sure to do as Quietust advised and just use "region1."  It makes it easier to remember which of the unchanging-"date-modified"-info folders is the right one.  You use the seasonal backups only if there has been a problem with your main save.

--Rexfelum

504
((Come on now, folks, you had over two days to post your turns. Let's try to be a bit more rigorous next time, then.))

Don't worry, Dwarfaholic.  I'm posting.  I'm posting to inform you that I do nothing, since I have used all my AP.  But I'm posting.

--Rexfelum

505
DF Gameplay Questions / Re: how to diagnos
« on: November 08, 2010, 05:29:39 pm »
Alright . . . IRRELEVANT checklist time, because you just said it worked:

Are you sure you even need diagnosis?
--Is there currently a dwarf lying in the hospital?
--Is that dwarf listed as doing "rest" for a job?  (View the dwarf with "v.")
--Are you sure the dwarf hasn't already received a diagnosis?  Check the medical history of the dwarf through the dwarf's profile: view the dwarf with "v," go to the profile with "z," and look around for health information (I forget what to do).  See if your dwarf really needs diagnosis.

Do you have the "diagnosis" labor activated on your dwarves, including the Chief Medical Dwarf?
--View with "v," go to preferences with "p," then labors with "l," and/or use Dwarf Therapist to check.
--Do these dwarves have other labors activated?  Deactivate non-medical labors to keep them from wasting their time.

Can your diagnosis-enabled dwarves physically reach the hospital?
--Are there walls, ditches, magma pools, or locked doors in the way?
--Have you been using burrow settings?
--Are your diagnosis-enabled dwarves . . . not currently injured?

Have you waited and watched to see what your diagnosis-enabled dwarves are doing?
--Are they "on break"?  Then there's nothing you can do except enable diagnosis on different dwarves, or wait.

. . . Yeah, that was a long list for little result.  Maybe the next person will find it useful.

--Rexfelum

506
DF Gameplay Questions / Re: how to diagnos
« on: November 08, 2010, 04:59:20 pm »
The healthcare page on the wiki is helpful for a lot of this:

http://df.magmawiki.com/index.php/DF2010:Healthcare

Feel free to ask for clarification.

--Rexfelum

507
Waitaminute:

without their war leader they probably won't have access to animals anymore.

That's the first I'd heard of this.  If true, it would explain a bunch.  But do you have any reason to believe it is?  When a leader is responsible for "taming the whatevers" (as can be seen in legends mode), does that leader need to stick around in order for the civilization to use the "whatevers"?

Don't other people in the civilization tame animals, too?  Or, whenever I see an engraving of "taming giant eagles," do I now have a guarantee that the person doing it was a leader?

--Rexfelum

508
Thank you, that helped... but it turns out that this Lizard Devil is also the ruler of the town/nation/whatever... I'm going to give up playing adventure DF all together now and wait for a new fixed version...

Just so long as you're not under the mistaken impression that "demonic overlord" is something that needs "fixing."  There have been mentions of having civilization rulers follow more complex code (based on motivations and such), but their existence is not itself a glitch.  And, as you discovered, it can bring great amounts of "fun."

--Rexfelum

509
DF Gameplay Questions / Re: Merchants not leaving
« on: November 07, 2010, 06:17:48 pm »
When the mayor is kept busy , the merchants should be able to leave before the outpost liaison starts talking. Otherwise it would be impossible to get promoted to barony.

I can only report what happens, not what is supposed to happen. My fortress, according to the known criteria, should have had a baron many dwarf years ago but the delegate has never suggested it. There's a bug apparently, perhaps the overstaying merchants are another.

This is referring to the peculiar workaround that lets you get a barony.  It depends on the caravan leaving before the liaison conversation begins.

Overstaying merchants, as discussed, may just be loading an excess of loose goods.  This is a known annoyance and needs to be considered before declaring there's a "bug."

--Rexfelum

510
DF Gameplay Questions / Re: Merchants not leaving
« on: November 07, 2010, 04:04:30 pm »
As far as I know they are not packing up their goods, they are just standing there. The outpost liaison has already left. If they go insane and I have to salughter them, will I be at war withy my parent civ?
EDIT: Thank Armok they're leaving, I have no idea why it took them this much time.

The way to know if they are packing up their goods is to look at the items inside the trade depot (with "t"), just as you do with other buildings.  You would see the list of items shrink over time.

It probably took them a long time because of what you traded them.  Did you give them a thousand loose items that weren't in bins?  Or did you trade entire bins all at once?  Just like how bins make things easier on hauling jobs inside the fort, they make it easier on merchants, who always pick up "one item" at a time.

Merchants are chilling in the Trade Depot, while they should have left some time ago. I even got the message that they have embarked on their journey, even though they did not.

Quick note: have you watched much trading in general?  You get that message when they start to pack up, not when they finish.  They always hang around after that message for awhile.

For some reason, once you get the 'embarked on the journey' announcement, if you open up the designations menu, 'd', and hold down the mouse button, they'll pack up their goods quickly without game time passing.

I don't know the details, but this has to do with several things in the game advancing on mouse-click despite the pause.  They just break the laws of time.  Job changes based on military activation are one I often see, and I believe pet adoption is another.  In short: beware of abusing that until someone more experienced explains it better.

--Rexfelum

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