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Messages - Laguana

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1
quote:
Originally posted by Shurhaian:
<STRONG>Did you happen to save the picture/data for that build? I'd quite like to know that seed and roughly where you were...</STRONG>

I created the world in 32a, so i don't know if it'll be exactly the same. I did make a picture, so the file says [SEED:2359934179]

The fortress location is on the middle left of the map, on a volcano next to a brook.


2
I managed to find a volcano right on the edge of a mountain range, and with careful placement of my map, i have:

a brook
sparse trees (better than nothing)
sand (yellow _and_ black!)
fuel (both coal and lignite)
magma
marble and chalk (pretty sure they count as flux, right?)

I'm not sure how trade's going to work, so i've got my miners digging a tunnel through the mountain, since the outside world is on one side, and my brook is in a valley. Also, the black sand biome lists an aquifier, but the large mountains (They're pretty tall, especially on one edge) have plenty of minerals in them, and the sparse woodland biome doesn't list an aquifier, so i'm hoping i can dig down anyway.

But yeah, i just looked around and happened to find this volcano tile at the edge of the mountain.


3
DF Gameplay Questions / Work order validation
« on: November 02, 2007, 08:08:00 am »
My fortress just made it above 20 dwarves, so now i understand that i have to get my work orders validated by the outpost manager. First off i had a planter as my manager and broker, as people've said they use similar skillsets, however i noticed that my work orders (in the [m] menu) weren't being validated, so i figured that my dwarf was too busy.

So, i made some peasant into my manager, gave him a room and a study, so his requirements are met, turned off all his labour, and let him loose. Now he's listed as No Job, and my work orders still aren't being validated.

What am i doing wrong?


4
DF Bug Reports / Re: Empty cages not considered empty
« on: June 12, 2007, 01:20:00 am »
As far as i could tell, yeah. Once i made a new cage, it went on there straight away, and people could walk to the stockpile to get at the other cages fine.

5
DF Bug Reports / Re: Empty cages not considered empty
« on: June 11, 2007, 04:28:00 am »
quote:
Originally posted by Veroule:
<STRONG>The ones with seeds are not considered empty for the trap.  They are considered empty for a stockpile though.  Cleaning of cages is on the bug list.

Cages that have bones or shells can be cleaned by bringing them to the trade depot.  Those that have seeds won't clean when brought to the depot, you will have to trade them away or destroy them.

Cages that are built are a building.  You have to unbuild them for them to be used again.  I prefer to leave 1 cage built, more if my carpenters make masterpiece cages.  Then move the captured animals from the trap cage to the single built one.  Then you can release them if you want.  The benefit of this is that moving the creatures is a job a noble can handle.</STRONG>


Yeah, I'm aware of all this. Sorry that i didn't make it clearer, but the cages i'm referring to are entirely empty, and they're also not a building, and they're sitting in a stockpile.

I can build them into cages if i wanted to, and there's nothing in them, either flashing or when looking inside it.


6
DF Bug Reports / Empty cages not considered empty
« on: June 10, 2007, 03:27:00 am »
I searched for this, and didn't see anything, so i hope i didn't miss anything.

I set up some cage traps, caught some animals, then tamed them.
Some of the cages had seeds etc in them, but some didn't, and just had tame animals in them.

I built the cage, released the animal by un-assigning it, then unbuilt the cage, so now it is an empty cage again: loo[k]ing at it shows nothing in it, and nothing flashes on it. However, those cages aren't used in my cage traps. I've got about 4 of these pre-used empty cages, yet my mechanics keep cancelling resetting the cage traps due to a lack of cages.


7
DF Bug Reports / Re: Human Caravan Crash
« on: June 04, 2007, 03:51:00 am »
Ahh well. Thanks for the reply.

8
DF Bug Reports / Human Caravan Crash
« on: June 04, 2007, 12:20:00 am »
I just started playing this recently (Great game, by the way), and after finally getting a fortress which isn't starving to death, i'm getting a repeatble crash when the human caravan arrives.

I've had them arrive in a previous fort, and nothing happened, but now it crashes every time.

I've got a save which is about 30 seconds before they turn up, if it'd help.

[Edit] I abandoned to start another game, and had a look at legends. It says i have 6 of 12787 historical figures.... I think i may've messed something up.

[ June 04, 2007: Message edited by: Laguana ]


9
DF Bug Reports / Distance overflow?
« on: November 08, 2007, 02:40:00 am »
I was digging a passage to get magma to my fort, so i didn't want dwarves deciding to hang out in it, and so i marked it as restricted. However, it had some minerals in it from when i dug it out. I went to build something, and at the top of the list was one of those minerals, with a distance of -1456, possibly more since it ran into the next number.

I think it was adding up a lot of restricted tiles, leading to a really big number which overflowed into a really small number.


10
DF Bug Reports / Another cause of lag?
« on: November 05, 2007, 05:50:00 am »
I loaded up my fort, and noticed that it was lagging rather a lot: i'd get dwarves moving about 3 steps, then a second or two delay, then a few steps, then a second or two delay. Luckily i had a save pretty close, so i decided i'd abandon the fort, then copy over the older save.

When i abandoned the fort, dwarf fortress crashed with a generic crash message. After i copied the save over and tried to load it again, as soon as it loaded i was sieged by goblins. Could be that it somehow failed to load the siege properly, and that caused the lag?


11
DF Bug Reports / Re: Fish no longer give bones?
« on: October 31, 2007, 12:23:00 am »
I must've misremembered then. I thought the fishery did that. Sorry.

12
DF Bug Reports / Fish no longer give bones?
« on: October 30, 2007, 06:55:00 am »
I've got a fisherdwarf finding plenty of turtles and the occasional fish, and i've got another dwarf working in the fishery processing them. However, it doesn't seem to be generating any bones or shells, unlike in the previous version. Is this a bug, or am i missing something?

13
DF Bug Reports / Re: Big bug: dwarves getting stuck in water!
« on: October 30, 2007, 07:45:00 am »
That doesn't make sense in light of my experiences...

I dug down several levels, using up/down staircases as the only access between levels, and my dwarves were fine with carrying mined out rock between levels.


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