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Messages - celem

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241
This has been pointed out.  Thats what they've been saying this last page.

The [FLIER] bug is not the direct cause of no invasions, and has now been properly registered as separate on the bug-tracker.  Toady has acknowledged the difference.

The flier bug causes fliers to not path and means they tie up wild animal slots preventing new *animals* entering the map.  Removing it causes them to walk and they leave as normal.  They may get stuck up trees by climbing like any animal, thats a seperate issue with workarounds known.

While it may or may not be a factor in the lack of invaders beyond 1 goblin squad very early, it is not the direct cause of the invader bug and removing the tags is not a fix.  You will get FBs and were's, not invader sentients.  Have not tried provoking seiges through caravans but it may well be broken if it's using the same code as hostile invaders, which makes sense thinking about how groups move on the world map in 40_xx

Odd point is that I have seen a few kobold snatcher/thief style things.  Outcasts maybe.

242
DF Gameplay Questions / Re: Any downsides to playing 34.11?
« on: August 05, 2014, 06:08:29 am »
Yeah, I think enough has been fixed by now with 40.06 that you can probably start a fortress no problem without running into any problems. And unless a serious bug ends up being found you should be able to transfer the save forwards, meaning you get even more bug and optimization improvements as you go along.

Its stable yes.  So many bugs are gone, so many others minor.  But lack of invaders is a deal breaker to many many players.  DF without invasions bores me to tears.

I reverted back to 34.11 a few days back to await the 40 line getting fixed up.  If you do want to play 40 versions then remove all the [FLIER] tags to fix flier pathing and therefore wild animal respawns and prepare to yawn.  Seriously, after the first year goblin squad you will see very little beyond wildlife and traders (though ive spotted a few were's/fb's).  Removing FLIER lets new wild animals enter the map but is not the direct cause of no invader sentients.  Animals can still get stuck up trees and tie up the wildlife respawns, but can usually be scared down with the new discipline system just by putting a dwarf close-by, or build a tower to shoot them out of the tree-tops.

34.11 wasnt that bad to be honest.  You've got some milestone bug fixes in that release. 

Your hospital already 'works' since 0.31 though your chief medical ought have no labours other than diagnose (and other medicals) to get it running promptly, picking him based on personality traits is key, crutches should work though hospital stockpiling/candy sutures may be broke without dfhack fixes. 

Your kill orders clear themselves, dwarves wont wall themselves in when constructing enclosed spaces and the military uses its carried food/drink more often while not counting as naked despite armor.  Archery training does work in 34.11.  A marksman squad needs a regular barracks somewhere set for training in addition to archery targets also set to train.  Then they will shoot sometimes, drill melee (hammer) and other skills the rest of the time.  They will not shoot without both rooms assigned (i think it still works like that tbh, i always have both rooms as a throwback and can never not get them to shoot.  Absolute no-skill archers may not shoot, seems to need a little skill so i let non-hunters hunt for a season before squadding them).

You've also got the night creatures revamp (including vamps), the newest animal training system with civ knowledge and minecarts plus the hauling system revamp and claimed item expiry, all epic updates. 

One of my favorite 34 updates was the fix to make immigrants after first 2 waves more often be historical figures.  So migrants with some skill in a field and warriors from civs-at-war rather than dozens of randomly generated adaquate milkers/threshers.

Really all you lose is the 'active world'.  Which does us no favors right now with invaders being borked somewhere as all this awesome is happening out there and the closest you can come is listening to the liaison tell you about it.  In addition 34.11 is exceptionally well supported by modders, Masterwork is still running off that, so maybe an opportunity to experiment a bit while you wait for a more challenging vanilla release.

243
DF Gameplay Questions / Re: Wagons bypassing even though there is a path
« on: August 05, 2014, 05:38:06 am »
Are you absolutely certain that you built the road to the edge humans normally arrive from?

It's not uncommon for different races' merchants to arrive on differant edges as they are coming from differing directions.  If you build a trap-lined road out to one map edge then that should force wagons from that edge to spawn on and follow it.  (if theres no way to join the road without crossing traps other than to spawn on it then they should spawn right there.)  If you've lined this road with traps however then it's likely impossible for a wagon to join the road *except* right there at the edge, so if it's the only road and the wagon spawns on any other map edge you are stuck.  Is your Depot accessible to every edge?  Play around a bit more with 'D' and see if you can find a culprit.

Unless this is 40_06 you are playing and the toad has brought in a new bug...wagons cross bridges just fine, whether they be constructed or built as a proper bridge.  They wont cross traps but sounds like you know that.

Remember, playing with accessibility can force visitors to appear on specific sections of a map edge.  But which edge is determined by the wider geography of your world.

244
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: August 02, 2014, 06:15:24 am »
Having a devil of a time getting souls to store in hourglasses.  Made some rock hourglasses at the craftsdorf, built a soul-syphon, built Graveyard.  Set a 'lock searching for souls on repeat.  Problem is that when the soul generates in the Graveyard it never gets tasked.  The 'store soul' is an auto-generator it seems but none of the warlocks/witches in my little enclave will do that job even with all other labours off.  It sits there till it withers.  Will try using them directly next.

What am I missing here to get them to actually do this storing?  Checked with Therapist and the praying labour is there as it should be, syphon is accessible as are hourglasses.

245
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: August 01, 2014, 11:50:00 am »
Hmm I cant seem to reproduce this.  May have got the versions mixed up and got it working in _04.

Tried digging pits in a very deep soil embark.  Ran a control 9x9 of 1z, then another with 1z clear above and a third with 2z headroom to try and find needed height.  2 Years and no growth from any saplings :(

246
DF Dwarf Mode Discussion / Teleporting Mood Items
« on: August 01, 2014, 09:07:55 am »
Anyone else see this lately?

Something has changed with moods, for starters I think i've noticed moody dwarves claiming a workshop before they reach it if it's currently empty, which is new yes?  If it's busy they arrive and claim, im sure they always used to go to the workshop before claiming and that they can now remotely claim a free workshop.

That aside i've noticed another trick with them summoning mood items, definately new.  Example: My craftsdwarf just went moody and claimed the crafts shop, wasnt paying attention to see when he made his claim...regardless.  He wants wood, rock and rough gem.  I've not mined any gems, so he stalls out.  I notice and designate a gem tile to be mined.  Tile flashes yellow, miner arrives and starts work.  Before I even register the tile break and the gem spawn I get announcement, recentre and pause for mood construction start, he teleported that damn gem across 40 z-levels.  Spotted it the other day with bone but it was a very short distance and was barely paying attention so wrote it off.

Known?

247
This could work, hard to tell until it's built.

If I understand it right you want to push critters round the loop, which is presumably a trap-corridor.  Yes your pump should be able to push critters with the water pressure.  You tend to get an even stronger push by having a multi-z water cistern with floodgates on the ground-floor to trigger the flooding however, water pressure rises properly when draining the bottom of a large tank.  1-tile width ought to be fine if you are pressurising, it's just too slow for natural-flood style designs as water spreads pretty slow down a 1xN corridor

The questions therefore are going to be: is the pump generating fast enough flow to push the critters, and will the water path the way you want to swirl the badguys round the loop without getting stuck somewhere?

The answers will come by building it, son!  Toss items into it and watch how they move.

Getting items stuck in the walls is a pest sure.  But I never much bothered about it.  It does eliminate some cunning attempts to move your own goods with water-pressure.  Dwarven Engineers were trying that long before minecarts and wheelbarrows were a twinkle in the Toad's eye and the bug does break it.  Its not much of an impact on a trap mainly there for it's lethality, though getting food items stuck like this does generate perpetual miasma until you dump them out of oblivion so 'push-drowning' an entire caravan is a bad idea.  Might want to avoid the usual serrated discs in favor of blunt traps just to avoid loads of severed limbs embedded in the moat walls.

248
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: August 01, 2014, 06:52:50 am »
Your underground tree-farms are still viable guys.

Remember however, that with the 40_05 update and the ceiling-poke fix you now need a proper multi-z hall for tree-farming underground.  If you just have a single z level dug out in soil then you will get saplings taking root but they will not mature (as they can no longer punch the ceiling and a 1z tree is non-viable.)  Channel out 2 or more z levels together and it works, build a mini-cavern!

If you dont have enough soil layers to make a multi-level tree hall then you are gonna have to muddy some stone.

I've not seen much wood on caravans either, but I wonder how they are being filled these days.  Once upon a time they checked your stocks list when they reached your map and instantly morphed to be carrying lots of what you were low in, this was very visible with wood trading in DF2012.  I imagine this is gone is 2014 since all these items we are being brought should have been properly produced somewhere.  You dont see many woodcutter immigrants, so i guess the sites are all strapped for wood.  Theres always plenty of fish, plants and meat available, but then most dwarves are farmers, rangers or fisherworkers.

249
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 01, 2014, 06:38:20 am »
I think its the 'made of chrysoprase' that he's whining about.  Quite right too, only thing worse than rock/gem beasts is the metal ones.

My fort is being retired.  It bored me.  With goblins not working properly i'm gonna have to embark somewhere much nastier to keep the challenge.  I managed to learn a lot about taming a huge range of giant beasts from my time in the joyous wilds swamps, built a 35z iron pumpstack that i never used and created a 4000 power-unit watermill on a diverted river which only ever ran a single millstone in the end.

Oh, and 5x 'trade good' artifacts, sceptres, rings, such nonsense...  mainly on kids and mainly through possession.

Onwards!

250
DF Dwarf Mode Discussion / Re: dogs not breeding?
« on: August 01, 2014, 06:26:53 am »
Seen this a couple of times in this latest version. 

I embark with 4 sheep, 2 goats and 4 dogs.  Sometimes all breed, sometimes only 1 or 2 of the species will breed.  In one fort none of the 3 animals bred.  With a fort that had non-breeding dogs I slaughtered both (embarked with them) then replaced them from the caravan and they started breeding.  Migrants pets, wild captures and traded pets all seem to behave themselves, I'm noticing this mostly with 'embarked-with' animals.  Doesnt seem much you can do except slaughter the defective animals and replace them.

251
DF Gameplay Questions / Re: Dwarves falling down stairs
« on: August 01, 2014, 06:21:21 am »
Yes, dwarves can fall down a staircase.  Any creature that goes unconscious (or i think also webbed) on a stair tile will 'fall'.

Note that the game calculates falling down a stair by acting as if the entire staircase didnt exist.  I also often have a large centre stair leading all the way to the surface, I have seen dwarves pass out from exhaustion battling goblins in the courtyard only to fall 65 z-levels (makes a big splash).  I also once lost an entire squad of axe lords when they got hit by a knockout syndrome-cloud and all fell asleep on a stair, bodies landed on the forge deck

252
DF Gameplay Questions / Re: Help. I am an incompetent noob. DF 40.05.
« on: July 31, 2014, 01:39:56 pm »
Q1.  That bug is as old as time, Mouse designation doesnt work out to the edges of the screen.  Not much to do but work around, no  idea why it is so, but has always been (as long as i've been here)

Q2. Playalong vids may be short in supply for this version, its very new and this game has been in dev a loong time, many of the players fade in and out.  Shouldnt matter much if you are watching older videos.  look for .34 ideally, much of the work since then has been bug fixing and stabilising (apart from the latest active world stuff)

Q3 underground water in the caves is fine if it reaches a map edge, otherwise its not infinite.  You wont need that much just for wells and such though.  Embarking with surface water can help, its all a bit moot if you dont run out of booze/injure a dwarf, so however works for you.  Aquifers off saves you the heartache of breaching them, but if cavern water were removed (which it can be through modding) then your dwarves become unable to grow underground crops (they never surface farm in worldgen) and you get worlds with no dwarves (which cant be played without a lot of modding effort)

Q4.  The flashing when designating is I guess the damp stone/earth tiles.  They are blinking to let you know that water is adjacent to them (if you imagine a 3x3x3 cube with a tile of water or magma in the centre then all the other tiles would flash warm/damp).  If you are mining deep underground this is often the only warning you get before emptying an entire cavern lake into your fort.  A miner will cancel a designation on a tile that he discovers to be damp or warm and it will blink thereafter in the designate menu.  If you redesignate the job then he will carry it out regardless of the consequences, beware.

253
DF Gameplay Questions / Re: Best Uniform?
« on: July 31, 2014, 01:32:25 pm »
Lots of good suggestions here.  I've had the same go-to armor set forever which combines leather layering without going to the full stacking extremes of multiple mails/cloaks.

Melee:
Metal Helm, Leather Cap, Leather Hood
Metal BPlate, Metal Mail, Leather Cloak
Metal Gauntlets, Leather Mittens
Metal Greaves, Leather Leggings
Metal Low Boot

You can squeeze leather socks in but its generally more hassle than it's worth due to old bugs, I think its leather leggings...might be trousers, the non shaped one.  I forget what I once decided about the high/low boot decision, theres a better ubstep on the highboot (it protects legs too) but I seem to remember discarding them for some reason.

Archers get a full leather set with metal helm and mail for survivability

254
DF Gameplay Questions / Re: Damn Crundles.
« on: July 31, 2014, 01:21:34 pm »
My suspect is your surface critters.  You normally have 7-10 of them at a time.  Yes the fish are occupying some of these slots.  Fishing however is not dependant on or related to these aquatic critters, you ougt to be able to hit them with marksdwarves from the banks.  The corpses can in theory be butchered if you can get to them, but just killing them with prompt new arrivals.

Seiges may be right out of the window at the moment, still not seen one in _05.

Im also inclined to agree with the above thought that cavern and surface pops are independant.  They both work much the same, more wont spawn till the last vanishes in some way but are not connected to each other.

255
DF Dwarf Mode Discussion / Re: Chaos in the fort
« on: July 31, 2014, 06:59:14 am »
It might not be a bad idea to pave the barracks floor with some lightweight wood to soften the landings, but I haven't bothered.
The material used in a Construction doesn't make any difference.  Adamantine, Featherwood, and Slade are all treated exactly the same when used for floors, walls, ramps, stairs, and fortifications.

Are you certain? I've seen numerous mentions of soft materials reducing damage from falls.

And you are both right....ish.  GirlinHat more-so, but thats fairly normal.  Constructions don't behave themselves and have their own rules, which is why wooden walls ignore dragonfire.  They dont retain material properties beyond appearance/value and are not really buildings in a code-sense.  Landing on a super light-weight floor *does* seem to cushion fall damage, you did read that somewhere and from the limited testing i've managed this last week it works...just not with 'C'onstructions for reasons mentioned.  Try building a paved road b-o (which I use extensively as b-C-f replacements) from featherwood and then dropping onto it.  Im still not sure how much effect its having, been too long since I routinely dropped many critters and need to test more.  (As a rule the paved road is an awesome build, it prevents sapling growth, looks like a Constructed floor, will go over a Constructed floor, uses half the mats and compresses dozens of jobs into a single arch/build pair)

All that said I dont think it will help on a barracks floor to prevent wrestling throw damage, I would imagine the mechanics are seperate and that being thrown does not count as a 'fall' given that the victim does not move on z-levels.

On the OP:  A perfect game of DwarfFortress, sounds like a laugh a minute.  Next time try to watch the drink stock like a hawk, dry forts are unhappy forts.  Most of your reactions seem sound, its just not easy to recover from since dwarves dont cooperate with you as a rule :p  Dont ever sally to meet goblins unless your guys are all geared up properly.  Even if you cover them in iron a dabbler/novice fighter is fodder vs a decent goblin.  You only need 1 or 2 decent fighters for a little rush like that, just drag and funnel the hostiles across some cages/discs and have your dwarves sweep the wounded once their rush stalls.  Also marksdwarves ftw vs early attackers which generally wont include a decent sniper.  Your layout is key here, you need to funnel the attackers, meeting them on a wide-front will need at least 1 trained and geared melee dwarf per hostile

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