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Topics - Pukako

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61
DF Dwarf Mode Discussion / Deathlabor...
« on: December 15, 2010, 05:42:54 am »
That's a good name, I though, when it came up randomly.  Should give a normal fort that cynical edge...

Simple site.  After gorging myself on magma cliffs and craters, this is a flat plain where two rivers meet. Not haunted, terrifying or anything like that...

Seven dwarves arrive, with two war dogs. The war dogs killed the zombie buzzards, but the zombie carp and pike triumphed.  All the dwarves were running around in a panic, so I drafted the miners into a makeshift militia - they sorted out the zombie fish problems, and started on the zombie alligators, until one was separated and struck down.

Drafted the farmer as a new miner, ignore the complaints and bad moods, and start digging...

Two seasons later, a master armourer is the first fey dwarf - usually it's a jeweller or craftsdwarf... Built a forge, and he claims it and screams out for bronze.  Have to build a woodburners, a smelter, dig 12 layers down, discover a cavern I didn't need quite yet, sidestep it (to find tin ore), and then smelt it, and he goes and makes ....

...a bronze shoe.  At least I have a legendary armourer now. (sigh).

PS Cavern, in keeping with the theme, has a zombie pondgrabber

62
DF Dwarf Mode Discussion / Trogs stealing weapons?
« on: December 10, 2010, 01:04:42 am »
Just opened up a cavern layer, and set about dealing with the inhabitants.

No issues, until I see one trog going toe-to-toe with a militia commander - have a look - what the %^# is the trog doing with a steel spear? And the commander is just starting to get ahead, by beating it with a bronze shield.

Turns out the trog had grabbed the dwarf by the <steel spear> and had actually got hold of it and starting fighting with it.  Never seen that before.  Next thing they'll be complaining about the noise from their neighbours and have a better grasp of jewel setting that my dwarves...

63
DF Dwarf Mode Discussion / FB swimming through magma???
« on: December 03, 2010, 02:01:34 am »
So a huge three horned ankylosaurid with lidless eyes wandered into a cavern, and is now happily swimming across my (very wide) magma moat.  Is this sort of thing possible, or even normal?

Edit - it is now starting to melt.  I think the damn thing committed suicide - that's how depressing Windtunnels is...

64
DF Dwarf Mode Discussion / Worst Migration Wave Ever?
« on: November 27, 2010, 12:02:23 am »
Well, I've had wave of peasants and legendary fisherdwarves, but my second migration has;

Two children, and a talented thresher.  No other skills. 

At least one can carry stuff, but the kids? :-[

Any other migrant waves that rather than just disappointing, have actually made you stare at the screen and shocked you?

65
DF Gameplay Questions / WTF? Dwarf in a cage
« on: November 24, 2010, 05:39:40 am »
So Urist McMason builds a wall without any support, it collapses, he's got a broken leg or two, and on the way to the hospital, he gets caught in a cage trap.  How does this happen, and how do I release him so he doesn't die in there?

66
DF Gameplay Questions / Forgotten Beast Breath...
« on: November 22, 2010, 02:24:17 am »
Is it usual for a FB to be immune to it's own breath?

One has (finally) intruded into my mines, but in between beating a wrestler with his own arm and being crippled by the rest of the squad, it seems most affected by it's own boiling breath. 

It managed to kill 2 dwarves, but was killed by it's own breath.  Strange.

67
DF Gameplay Questions / Lazy, not injured dwarf...
« on: November 19, 2010, 03:00:34 am »
Invasion, spanked a few goblins but had some injuries.

Two dwarves died eventually, but one hangs on in the hospital, asleep in bed.

Have a look, and she is my legendary metalcrafter and the best weapon and armoursmith about.  She also has 'a small curving scar' on one foot.  I have actually removed all the beds from the hospital, as I removed the one she was in, to see what she would do.  She moved to the next one.

I just removed the hospital zone.  She has left the room, and is curled up in a bed in the barracks next door instead.

How do I have her work (labours are enabled, and there is smithing work begging to be done...)

By the way, she name is Ral Labourfancied...  Work that one out.

68
DF Gameplay Questions / Marriage, Musk Oxen and Magma
« on: November 12, 2010, 04:12:39 am »
Several questions that have appeared recently.

1.  I've seen a few mentions of marriage announcements for the dwarves.  I've seen nothing resembling this - is it 'cos I work them too hard with no socialising time, or do I need to enable something somewhere? Or is it all a myth?

2.  Curiously, I seem to have started my current fort (Sizzlebridge) with a pair of Musk Ox.  There are now several musk ox foals roaming around, and I just noticed both adult musk ox are males.  I'm beginning to think that having two of an animal enables reproduction regardless of sex or anything else.

3.  (Tactical Question).  Sizzlebridge has a volcano - and I was pleasantly surprised to find a plain with a crater, with magma two z-levels down.  As my previous two forts have died to untimely goblin ambushes, I put up a square wall completely surrounding the magma crater, nad my downward stairs.  Now, to be worthy of the fortress name, I want a bridge over the magma. 

How do I do this?  The crater is way wider than a bridge is long, and 'stacking' bridges doesn't work if you're raising and lowering them at all.  How do I have a (reusable) bridge over the magma?

Or, if that doesn't work, should I channel magma around the outside of the wall and bridge that?

69
DF Gameplay Questions / Starting at 0 FPS?
« on: November 11, 2010, 03:19:00 am »
Started a game on a new world - set the world gen for (hopefully) lots of volcanoes, using tips on DF wiki.

No volcanoes to be seen, but I thought I'd persevere, and chose a site with a nice waterfall and some limestone. 

Started, with huge delay issues, at between 0 and 2 FPS!!! What gives? I've got a decent computer (new in June), and past forts have tended to bottom out in the teens when I have around 160 dwarves, even with waterfalls galore.

Is 31.16 way more demanding for fluid movement, or could I have stuffed up something with world gen? (Or is Windows 7 being difficult once again...) Either way, not being able to embark near waterfalls is rather constraining.  Anyone else having this sort of issue?

70
DF Gameplay Questions / Lever not working?
« on: October 10, 2010, 02:49:00 am »
Okay, searching for 'lever problems' in this thread brings up so many plans, ideas and other great but not useful things.

Force of Darkness has arrived, run the gauntlet of traps, and is now standing on my bridge, connected to a lever in my dining room.  The other bridge, which no-one is standing on, works fine, and goes up and down, wafting a nice breeze over them.  But the useful bridge does not work.  Checked with 't't - still mechanisms in both, and it worked fine last siege. None of the trolls have made it that far, but could a building destroyer break it, leaving the bridge intact?

Ideas welcome.

71
DF Gameplay Questions / "R" menu - building/room list
« on: September 28, 2010, 02:55:59 am »
So I finally discovered the R menu, which gives a list of rooms and 'buildings'.  Seems straightforward, but as always, there are questions.

What does it mean when one of the rooms or objects are coloured red?  Good? Bad? Muddy?

Any tips or advice on this welcomed.

72
DF Dwarf Mode Discussion / Trading goods missing
« on: September 26, 2010, 06:39:21 am »
Just developed this issue in latest fortress - at first with Dwarven Traders, now with Humans.

In the list of goods to bring to the depot, the 'normal' things (gems, crafts, toys, etc) don't appear.  Well, a few of each do, but none of the hundreds I have in bins, in my finished goods stockpile.  I've tried removing the stockpile, but they just won't appear as 'trade goods ready to move'.

It means my wonderfully expensive gem encrusted mugs sit around for another season, and I have to trade incredibly expensive horse tallow stews instead...  Up till now it's occurred occasionally, and it's back to normal with the next trader.

Any ideas?

73
DF Gameplay Questions / DF2010 lever issues
« on: August 28, 2010, 02:03:32 am »
Hi everyone

I've tried searching various forums for help, but any search with the term "lever" in it only gives me thousands of post-game stories about releasing water/magma/elephants/kittens...

My problem is that I can't link any levers to my drawbridges, or if I do, they don't work - haven't been able to for the last few fortresses.  The bridge opens the right way, the setup with the lever goes well, the mechanisms are used and in place, but using the 'q' option on the lever doesn't give me an option to pull it, but I can't re=link to the bridge.

Anything obvious I've missed? I'm a beginner but seem to have most of the basics sorted, and this one is annoying me.

Cheers

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