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Topics - Citizen of Erl

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1
DF Dwarf Mode Discussion / Dwarves refusing to grab the goods.
« on: June 21, 2016, 12:20:50 pm »
So I had a merchant die or drop some goods or something near the edge of my map, including some lovely things like steel bars and the like. However, my dwarves refuse to go get these items. They are not forbidden, I had stockpiles set aside, they just don't want to grab the goods. They'll take other things from outside, so that's not forbidden.

Any ideas, or are these things just forever out of reach? I am getting mad watching keas steal it all.

2
DF Dwarf Mode Discussion / A Mountain on Stilts
« on: September 18, 2006, 08:50:00 pm »
It took a week and one hold reclaiming to achieve, but it was worth it. There's nothing like a contingent of legendary miners dashing in to rape the earth.

 Table Stretching is bad.  

The most interesting challenge was that my flooding stopped, thus bringing an end to my obvious Nile-Style shenanigans. Thus, I was forced to live upon a combination of puppies, caravan offerings, gathered plants, and the 2000 or so plump helmets I had in storage.

The demons, thankfully, weren't much of a problem; I had marksdwarves in platemail at the bridge, and at the time there was only one shaft (I dug right to the pits from the river).

A fun feature I found, which lamentably lack of farming didn't prompt me to abuse enough, was the mobility of this hold. As nothing has a room, there's no reason not to relocate things at one's convenience. Still, I had no problems plopping a craftsdwarf shop in the middle of a lot of loose stone and setting it to repeat for a season. When I got magma smelters going, I had more than enough loose metal to keep them permanently busy.

The last thing I did, before mining the adamantite, was cut down the front wall; before that the entire place was enclosed. Right after doing that, the goblins invaded =[

Luckily, though, natural attacks were rare. Only a few alligators on the map, and attacks from the river, chasm, and magma were fairly rare. If things were more aggressive, this probably would not have worked for me. As it stood, though, defense wasn't usually a problem.

Were it not for the lack of floods, I could have kept this baby running forever.

As a final note, upon crushing the demons and setting to work on the final leg of the task, a craftsdwarf went into a fey mood, and created this. I think the name is very fitting.

 

[ September 18, 2006: Message edited by: Citizen of Erl ]

[ September 18, 2006: Message edited by: Citizen of Erl ]


3
DF Gameplay Questions / Gathering fallen weapons
« on: August 31, 2006, 03:06:00 am »
Of late, Kobolds have been trying to break into my hold and steal from the horde. They get what they deserve. In the process, they often leave shiny copper daggers behind. While I would like to have these daggers, my dwarves had no interest in picking them up, even after setting up some weapon racks.

The problem is, I have four such daggers on my road, which seems to disuade humans from bringing in their wagons.

Thus, how do I move them?


4
I've recently gotten a sheriff, and with much expense, set up a couple of cages. My understanding is that a Sheriff will arrest those throwing a tantrum, and lock them away so they can't hurt anyone.

Yet. mine has ignored fullscale riots.

How does one put a sheriff to use? Also, will patrols and such deal with angry dwarves as well? If so, how? I've never really been able to get my recruits or sworddwarves to do more than idle about.


5
DF Bug Reports / Infinite Eating/Resting loop for the Injured.
« on: November 24, 2007, 07:53:00 am »
In the latest version, that is 33c I believe, I have an injured dwarf who is hungry, so he decides to go eat. Then he decides to go rest his injury. Then he decides to go eat, all in an unending loop of red messages and getting nowhere.

I thought the problem was that I had no rooms, just beds out there. But creating a room did not solve the problem.

The injury is a yellow upper body wound. And I notice he's not flashing an injury cross, either.

I can send a save if needs be, but it's kinda a pain, since I'm on dial-up, thus not offering it up immediately.


6
DF Bug Reports / Peasants from thin air?
« on: September 02, 2006, 05:52:00 pm »
I was beginning a new hold, and the original seven were hard at work. As is my custom, I let them do their work and went to some other things, checking in periodically. I came back in time to see the metalsmith arrive, and I looked over the hold to see what was happening withit and where to put him to work.

Lo and behold, there was a peasant running around with the seven. I have no clue where he came from. The announcements have no record of him coming at all.


7
DF Bug Reports / Vermin or Fish? Such a choice...
« on: August 30, 2006, 06:35:00 pm »
My plant and meat stocks have run out; this sort of thing happens, it was a bad winter. But, I have barrels upon barrels of fish. Yet no one seems interested in this, and a Ihave a few people hunting for vermin now. I also notice it is not open for cooking, either. Are my dwarves not cleaning it?

8
DF Bug Reports / Lazy Possessed Dwarf
« on: August 30, 2006, 01:39:00 am »
I'm uncertain if this has been reported, as there are a lot of possessed dwarf threads.

But anyways, my mason was possessed, and took over a craft shop. He then began to gather materials. Soon, he was demanding turtle shell. But, there had been some lovely shell sitting just outside the fort.

For referece, this shop was just across the river, and a straight road leads from it to the gate and where the shell was stored. No one else was using it, as I don't make thing with shell.


9
DF Bug Reports / Baby = Error
« on: August 29, 2006, 10:43:00 pm »
One of my farmers recently had a baby, and out of curiosity, I tried to look at it's profile. Upon doing so, the game froze and crashed, and cost me about three hours worth of progress. The profile did not seem to have anything written in it.

10
All of these are on the latest version.

-When I designated a large region in which to place stone, I did not think twice about using one "box" to designate areas on both sides of the channel. However, when my dwarves started drowning, I got curious. It seems that some of the stone placement area was put into the channel, as there were also stones resting there. It cost me two dwarves. =(

-I've had different craftmen go into Fey Moods (Well, one mood, one posession) and find the craft workshop in use. Thus, they go outside and stop moving at all, even when the shop is freed up.

-Due to a madman running through the dining hall, one dwarf lost his wolf meat. It sat on the table, ignored, until it rotted and began to give off miasma. No one would pick it up, and I had to wait for it to decay. I'm not certain, but I think the dwarf who claimed it was wounded, and went right to bed afterwards, ignoring the meat.


11
DF Bug Reports / Schrodinger's Floor.
« on: October 31, 2007, 07:13:00 am »
So I began to dabble in making a tower. My first mistake seems to have been leaving a space for the doors. After building up the second floor, it tells me that I can't make walls above where the doors are because there is a construction there already.

This is mildly vexing, to say the least, so I wall over the door spaces one at a time, and try to build a wall above them. It still says there is a construction occupying the area. So, I try to remove the floor. This quickly results in dwarves trapped in the resulting open space, along with the bit of rock that made up the old floor. I can refloor to get the dwarves out, though.

I find that I have to knock out the wall under them to make it so that the dwarf can leave. When I look at it with the K button, I'll see the dwarf, the stone, and open space. Sometimes, however, I'll also see floor there along with the open space; I am not sure why.

Edit: Also, is it not supposed to be possible to build walls upon floors? I imagined it was due to the floor not being directly supported from below, but I am not so sure. If that is the case, may it be possible to buttress floors so as to allow building upon them?

[ October 31, 2007: Message edited by: Citizen of Erl ]


12
DF Bug Reports / Bug or Feature?: The Cave River stopped flooding
« on: September 13, 2006, 11:58:00 pm »
In my current hold, I have taken to maintaining vast tracks of Nile-Style farms, just letting the river flood and leave me a bounty of fresh mud and future towercaps. This has worked very well for me, as I emphasize food production greatly, until recently.

For the last year and a half the river has not flooded. The last time it did flood, it only seemed to go about a third of the mountain's length, as it stopped at the very edge of my farmable zone. Since then, it's been two summers since my last cave flood. My hold is a fairly old one, if reclaiming counts, so I am uncertain if floods are supposed to stop so long into a hold's life, or what.

Thus far, I've survived fairly well thanks to a lot of cooking and slaughtering many mnay puppies, but things are gonna be bleak if I can't get my floods back. =[

A save will be happily given if you wish, of course.

Edit: This is with the newest version. I'm not sure if the flooding stop coincides with switching over.

[ September 14, 2006: Message edited by: Citizen of Erl ]


13
DF Suggestions / Dwarves probably shouldn't stand on the floors that the
« on: November 27, 2007, 12:17:00 am »
It tends to lead to unavoidable fatalities if the floor has any real height above the ground.

Perhaps they can stand off to the side, like how miners ofte do when making a channel?


14
DF General Discussion / Humans sure are slow traders
« on: August 20, 2006, 12:23:00 am »
I like to trade, so I run my colony very much as a merchant outpost, making as many tradables as I can.

Thus, on my third year, I was pleased to see the humans come, using the roads and bridges I so laboriously built up. They park their wagons at the depot outside my gate (Made one just for them, as the wagons don't fit in my halls), and they start unloading.

And Unloading.

And unloading.

I get a message, the traders are about to leave soon. But, they are still unloading, and I've yet to be able to trade with them.

Here is a screenshot, if that helps at all. I've stopped the game before they can leave.


15
DF General Discussion / World Generation Curiosity
« on: August 18, 2006, 04:33:00 am »
First off, let me say what a wonderful game you've created, Toady. I really have no proper words to describe how interesting it has been. Even when Unicorns raided my first truly successful fort on the tail of the merchant caravan.

There has been something that I have been wondering. Namely, how does the World Generator work? I am something of a writer, and I found that I really enjoyed watching it create a world region by region, then fleshing out civilization details.

I noticed it went through and rejected a number of regions before settling in on one. What are the criteria for rejection and acceptance? How does it decide how to make rivers, and readjust terrain? How are the various regions fleshed out (I noticed mine had an Elven land called The Artificial Forest, which very much piqued my interest).

I'm starting to run over at the keyboard a tad. Thank you for the excellent game, Toady.


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