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Messages - Pukako

Pages: 1 ... 34 35 [36]
526
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 10, 2010, 11:16:22 pm »
Burrows issue.

Suddenly two of my better craftsdwarfs head out to replace traps in the path of the goblin invasion and Urist McWFT? (fish dissector) heads out with no job to wander the wilderness.

What am I doing wrong? How do I make them just stay in the burrow?

I've heard it said that what a burrow actually means is "Nothing outside of this burrow is usable for any jobs you need to do."  Rather than "You must remain within this burrow."  So, a dwarf with No Job can still go wandering randomly anywhere his stupid little heart leads him.

Clearly the answer to that is to give them more work.  Lazy little nuggets.  For example, it's obviously extremely vital to your fortress that this whole quantum stockpile of mica be moved over there.  Immediately.

Good ideas - moved everything on lowest level. Put down drawbridge to lure goblins into traps.  F%^$#!!! 8 CHILDREN SPRINTED OVER THE BRIDGE!!! Why are they as dumb as maggots? Also one of my few remaining legendary miners (cave-in issues last night).

Please, please, please bring back the 'stay inside' command, as it shouldn't be this hard to stop the little twerps from charging out and playing next to a squad of invading trolls.

527
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 10, 2010, 04:28:00 pm »
Burrows issue.

Suddenly two of my better craftsdwarfs head out to replace traps in the path of the goblin invasion and Urist McWFT? (fish dissector) heads out with no job to wander the wilderness.

What am I doing wrong? How do I make them just stay in the burrow?

I've heard it said that what a burrow actually means is "Nothing outside of this burrow is usable for any jobs you need to do."  Rather than "You must remain within this burrow."  So, a dwarf with No Job can still go wandering randomly anywhere his stupid little heart leads him.

Clearly the answer to that is to give them more work.  Lazy little nuggets.  For example, it's obviously extremely vital to your fortress that this whole quantum stockpile of mica be moved over there.  Immediately.

Thanks.  Could explain things. Still, lost 4 dwarves (two militia, two random fisherdwarves) in the battle, and immediately got 23 migrants, so am actually ahead of where I started....

528
Parties can be eliminated completely by NOT setting the dining hall as a meeting area, instead designating a zone and setting that as meeting hall instead. Same effect, no parties. *insert evil cackle*

Thank you very much. A dwarf of mine just went in to the secretive strange mood and has now been sat in the dining room for a long time. Why haven't they taken over a workshop?

I'm still learning (more so than most) but have had this happen.  Before he/she goes mad and kills random diners, it's probably because you don't have the right workshop.  Go and build one of everything and it will probably occupy one of them.  Also, if you're using magma glass forges, they won't use them and you've got to build a non-magma one.

Then it's just a matter of them pining for stuff you don't have... Mind you, I've just had a masterful rope fibre dress produced. Another legendary weaver.  Yay.

529
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 10, 2010, 07:05:25 am »
Burrows issue.

I thought I finally had the hang of them, and for the previous two sieges, all dwarves head inside and are safe.  Now, alert activated, confine civilians to burrows - sweet.  Suddenly two of my better craftsdwarfs head out to replace traps in the path of the goblin invasion and Urist McWFT? (fish dissector) heads out with no job to wander the wilderness.

What am I doing wrong? How do I make them just stay in the burrow?

Just managed it, actually - no idea how.  Issue now is when I order the nicely assembled squads to kill the goblins just over there, they all sprint inside, away from the goblins, except for poor old Dekol, now mincemeat.  Suggestions?

530
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 06, 2010, 06:26:05 am »
Dwarf.  Injuries.  Infection.  Even though I have many expert medical types, bucketloads of soap, and all the gizmos, the dwarf is going to die of infection, like all the others.  But this one's my legendary miner.  How do I get this fixed??? Many, many threads about this issue with no solution. 

Can we just get rid of soap, as it's unnecessarily complicated, buggy, produces too much spam and doesn't seem to work anyway?

531
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 06, 2010, 05:37:24 am »
Hi

Not sure if it's a bug, a feature, or something already covered (searches gave me nothing), but whenever I zone a hospital greater than about 5x5, the game crashes.  Any ideas if this is a normal thing, or if I've got something weird happening?

Just lost a 5 year old fortress after fighting off a siege in a cunning network of tunnels - sigh...

5 year old fortress and no backup files?

Yes, but the anguish of going through the siege again isn't worth it.  Started a new fortress on the side of a volcano. Magma = Awesome!!! I'm thinking of going all Boatmurdered on the next goblin siege...

532
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 04, 2010, 12:05:49 am »
Hi

Not sure if it's a bug, a feature, or something already covered (searches gave me nothing), but whenever I zone a hospital greater than about 5x5, the game crashes.  Any ideas if this is a normal thing, or if I've got something weird happening?

Just lost a 5 year old fortress after fighting off a siege in a cunning network of tunnels - sigh...

533
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 29, 2010, 04:51:09 am »
Thank you!  :D

One axedwarf had wandered near it, in a mined out section of the forges, and spent a long time being wailed on by the FB (I think he's lost a leg or two, but she's one of the few with full steel armour).  10 seconds after the squads got near the FB, the cook is hauling it away somewhere.  Hopefully not straight to the kitchen, but it wouldn't surprise me...

534
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 29, 2010, 04:27:02 am »
And to top it off, the whole squad went and slaughtered some goblin ambushers when I asked them to, but still refuse to do anything about the main threat to the fortress.  Painful, painful, painful...

535
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 29, 2010, 03:58:09 am »
Hi - not sure if this should be here or somewhere else.

Third forgotten beast rampaging through my fortress.  Last two have been sorted by my squad without too much problem when I order them to kill it.  Trouble is, they are not attacking this one, and all have the "Soldier; cannot follow orders" tag.  ALL of them are conducting individual training drills, despite me having a maximum of 4 at a time training.

I just turned off the barracks, and now they are going emo in their rooms with the same order while one animal trainer is going toe-to-toe with the beast.  Tried cancelling and reissuing the order, everything I can think of, but they are not doing anything. Very annoying.  Seen this complaint a few times but no real answers.

Any ideas how to get these axedwarves moving in the right direction?

536
DF Gameplay Questions / Re: DF2010 lever issues
« on: August 29, 2010, 03:48:07 am »
Thanks guys - yeah, didn't look in the right menu! The inconsistency of the menus is both one of the problems (where is that dame command) and one of the best features (sense of accomplishment when I do remember it)

Tested it straight away on the bridge and crushed a tame cat and dog. Well, collateral damage...

537
DF Gameplay Questions / Re: DF2010 lever issues
« on: August 28, 2010, 02:12:51 am »
So the lever is now linked to a door next to it.  The door states it is controlled by mechanisms (good) but no option to do any actions with the lever.

Which means I dug a 7 level deep pit under my entrance bridge for no reason.  Oh, well.  But I would like to be able to use the odd levelr...

538
DF Gameplay Questions / Re: DF2010 lever issues
« on: August 28, 2010, 02:08:58 am »
Nope - [P] is 'workshop profile'.  Trying to link it to the door next to it now to see if this doesn't work for everything...

539
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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