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Messages - celem

Pages: 1 ... 85 86 [87] 88 89 ... 92
1291
DF Gameplay Questions / Re: moods and imported materials
« on: October 25, 2010, 05:11:32 pm »
good advice above, bear in  mind that even with (q) to see what he's asking for/drawing you cant be sure of the order, and they collect in a strict order

() denotes an imported good {}is forbidden

1292
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 25, 2010, 05:06:35 pm »
I use a system for keeping pets out of danger rooms, not pretty but never impaled a puppy since...

Basically 4-5 doors back-to-back all set pet impassable, since theres no space between doors for them to stop in they can only go as far as there are open doors and i cant imagine theres ever enough traffic to cause all to be open long enough.

Not sure what happens if they make it partway, never happened to me

C
CDDDDD Room
C

C-corridor
D-Door

1293
DF Gameplay Questions / Re: Game Crash [Vista 32bit]
« on: October 25, 2010, 05:00:59 pm »
Incidentaly what graphics pack?

Im on win 7 64-bit and ever since .16 i've started crashing.  Been using the 'unofficial' mayday tileset and getting unhandled win32 errors

Switched to phoebus with .16 and all good so far

1294
DF Dwarf Mode Discussion / Re: Weapons and the material they are made of.
« on: October 25, 2010, 12:32:43 pm »
Also as i understand it, the mace swings a little faster than the whammer......likewise though i dont know enough to crunch numbers and say why 1 > other

1295
DF Modding / Re: Stonesense - Official thread - Now with .16 support
« on: October 25, 2010, 09:29:27 am »
Just fired this up for the first time and was hugely disappointed..

It's a mess, a godamn awful looking jumble..

Not your app, my fortress, I must abandon immediately and build something more aesthetically pleasing.

Thankyou Stonesense devs for pointing out how ugly anarchy can be

1296
DF General Discussion / Re: Justifying embark sites
« on: October 25, 2010, 08:44:55 am »
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

I lol'd

Ive generally justified somewhat dubious sites with *broken-down wagon*
Or
The starting 7 are being punished for failing to make rope reed furniture for the picky king.  It was the terrifying Jungle of Assorted Doom on the shore of the equally terrifying Ocean of Abandoned Hope........... or the Hammerer

1297
DF Dwarf Mode Discussion / Re: Dwarf has grown attached to an object.
« on: October 25, 2010, 07:39:48 am »
Dwarves can grow attached to items with no kills on them, the amount of time spent wearing/weilding the item before bonding seems to vary widely.  Ive seen anything from 1 to 5 years.

Naming of the item also varies widely, they will only name it after being attached to it, however I have named items with 0 kills so that is not the sole factor if relevant at all.

Ive seen bonding with weapons, shields and armours, so far though i've only seen naming of shields and weapons, might be coincidence.  Anyone had a dwarf dub a piece of armor or clothing?

1298
DF Gameplay Questions / Re: Crashing DF (Win32)
« on: October 24, 2010, 05:07:19 pm »
Bah its unplayable as it is.  gonna revert to .12 and see if it goes away.  game crashes every 3-4 months right now and i rarely remember to save my work

1299
I have a tendancy to begin horizontal to get my first rooms up with all my stockpiles outside the entrance scattered about the surface.  About 6 months in i wall it all off and create vertical stairs.  Traps are in a snake-like maze of walls leading into the walled off courtyard, often with a slope down then up again and bridges like vetinari posted.

1300
DF Dwarf Mode Discussion / Re: Weapons and the material they are made of.
« on: October 24, 2010, 03:42:04 pm »
On the note of difficulties smelting pig iron/steel.  Thats a known bug where for apparently no reason it will fail to show up in the smelter menu.  It can be caused as said by items needed being tasked...but it can also be this bug.  Its actually possible to have 2 smelters where one has the option and the other doesnt.  Manager will always get you through :)

Better even than silver are gold and platinum (with plat being best), these will require a lucky mood however.

If you dont have silver then copper works too iirc

1301
DF Gameplay Questions / Re: Crashing DF (Win32)
« on: October 24, 2010, 12:32:18 pm »
nah im playing off my pc harddrive, executable is on the desktop

yes theres a stream source in one corner of the map, maybe the carp are down there

1302
DF Gameplay Questions / Re: Crashing DF (Win32)
« on: October 24, 2010, 11:52:37 am »
hah what a noob, never even thought of looking for an error log

Spoiler (click to show/hide)

I imagine the top ones about carp are unrelated...all the crashes i described have happened on a map where ive never seen a carp.  Nagaman is definatly relevant as thats a critter from the specific mod im playing with this map (FD II)

The very last entry confuses me greatly.  It talks about individual skill drills but then mentions a mill.  I've never built a mill (in any fortress...ever)

1303
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 24, 2010, 11:21:16 am »
Since theres been a bit of a cave-in trend on this page...

My first cave-in.

Decided the mountain just 15 tiles south of my cliff-face entrance is really blocking the wonderful view from the windows built into the cliff above the tunnel.

Sent out a pair of legendary+5 miners and ordered them to dig out the entirety of the top layer of the mountain.  cave-in predictably ensues and my miners are sent sprawling though both survive.  Confused a little at why the top z-level should collapse yet reassured by lack of injuries i decide cave-ins are nifty but harmless and order the digging of the next layer down........2 dead McLegendarys.

Head to wiki and learn about 'floors' between levels left over by dig commands

1304
DF Dwarf Mode Discussion / Re: "Brewer" doesn't brew?
« on: October 24, 2010, 11:13:46 am »
Also..if a dwarf immigrant is skilled in 2 or more jobs theyll often only have the highest one selected by default on arrival.  Sometimes as said they have none, and often if two skills are equal they will have both...its just not reliable and i tend to manually inspect/assign each immigrant as they cross my bridge.

1305
DF Gameplay Questions / Crashing DF (Win32)
« on: October 24, 2010, 10:32:21 am »
Ok so i've been playing DF now for about 3 weeks, never had any stability issues with it.

At first i generated .12 worlds and played them in .14, recently i migrated to .16

Since moving to .16 i've started getting game crashes where a just-in-time debugger window pops up and tells me about some unhandled win32 exception necessitating DF to close.

Now this mainly happens when i save manually (almost everytime) the game saves correctly and the save file is not corrupted, but the game crashes once saved, this doesnt occur with an automatic seasonal save.  This wouldnt be such a problem in itself however its also started crashing when not saving.  Ive not noticed any common factors when this occurs but its starting to drive me a little mad as it regularly costs me most of a season's worth of work.

Any ideas or advice?
If it continues im going to install a visual studio debugger i think to try and catch one of these for more details

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