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Messages - Stormfeather

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226
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 15, 2014, 06:20:11 pm »
Also, make sure that a) you haven't mass-forbid your mechanisms in the shop somehow by accident, that b) you didn't accidentally forbid the stockpile from taking certain materials/quality items while you were forbidding the item types, and that c) your stockpile is actually accessible. Oh, and d) that you haven't accidentally made the stockpile use a wheelbarrow, if you don't have any free.


227
DF Gameplay Questions / Re: Weapons are bugged
« on: May 05, 2014, 08:44:48 am »
What, and not even a mention of the Wii nunchaku?

228
DF Gameplay Questions / Re: breeding from egg-laying invader mounts?
« on: December 20, 2013, 11:27:04 am »
Looking forward to results, because this particular bit of bugginess drives me nuts.

229
DF Gameplay Questions / Re: Problem with canceled jobs
« on: December 19, 2013, 12:41:16 am »
The big thing to check first is what's causing the cancellations. A lot of things you'll see get canceled (if you have a lot of notifications set anyhow) because of dwarves getting hungry or thirsty or sleepy and going off to take care of those needs.Things like "item no longer available" (I don't think that's the right message, but it's something along those lines) proooobably aren't a huge deal, since they can happen from various causes, and I don't usually seem to notice them causing a big problem.

Generally though if you get things like they can't find a route, or area inaccessible or something, then you might need to go look and make sure you didn't break a necessary route. You also need to watch out for job cancellations that won't automatically be re-queued - usually orders you queue up in the workshops are a big one (unless you have them set through the manager screen). If say you don't have any food for a cook to make prepared meals with, it'll cancel out any "create food" orders in the kitchen and you'll have to requeue.

Pretty much any job that uses items in a barrel, bag, or other container are a huge pain. Seeds, food stored in barrels, stuff you've got stored in bins... they're all annoying, because one dwarf will go grab the container to gather up new items to put in it, and that makes the items unavailable to any other dwarf. -_- Things like seeds being planted will requeue themselves, but like I said, other things like cooking you'll need to reset manually.

230
DF Gameplay Questions / Re: Geting bodies from ponds...
« on: December 09, 2013, 03:13:45 pm »
And if it's outside and can get refilled by rain (or don't natural ponds refill themselves naturally over time anyhow?), you could skip the whole pump issue, and just widen the pond a bit by channeling the ground surrounding it, layer by layer. If you do it all quick enough, the water level will get lower as it spreads out, eventually getting low enough that your dwarves will climb in and get the stuff.

231
DF Gameplay Questions / Re: HALLLP!
« on: December 09, 2013, 12:07:08 am »
Yay, glad you got it fixed!

And looking at the pick... it looks like on the lower level, there's an empty space blocking off access to the up ramps. Those two little dots just north of your stairs, too small to be normal terrain - those are empty ground, so you dug a channel or something caved in, or something. So your dwarves couldn't get to the ramps. :) If you decide you want to still use them, construct a floor over them or something.

232
DF Gameplay Questions / Re: HALLLP!
« on: December 08, 2013, 11:59:12 pm »
Make sure none of your stairs further up got obliterated/blocked off? Because the "won't go more than one z level up" sounds like some sort of pathing issue, offhand.

And it doesn't look like the pick is forbidden... Forbidden items have little curly brackets around them. Like {copper pick}. At least, I think it's curly brackets. Don't have a game open atm to check. Hitting "f" toggles it between unforbidden and forbidden.


233
DF Gameplay Questions / Re: No caravans from other races
« on: November 29, 2013, 05:20:58 pm »
How long did you play each time? In the first year of your fort, you'll get two hard-coded migrant waves and then the dwarf caravan in late Fall. (Not sure if that always comes even if you're not near an active dwarf civ.)

After that, you should continue to get migrant waves (as long as you're not at cap) as long as you have an active dwarf civilization with a leader close enough, and elf caravans should start showing up in late Spring while human ones show up in late Summer (with or without a diplomat).

When you're selecting the location for your Fort on the world map, press the Tab key to toggle between info about the location. In the section where normally it lists what the site has (Aquifier, clay, metals, etc.), instead it'll show other information for each Tab press, and one of the screens shows which of the main civilizations are close enough to interact with your fortress. (Dwarves, elves, humans, and goblins, not sure if any others can show up there.) I try to remember to check that out each time, although that won't help you in a game you've already started. (Unless you mess around doing things like backing up the save file, abandoning your fort, then going to reclaim/rebuild in the same spot, then going back to the backup save.)

234
DF Gameplay Questions / Re: jobs priority ?
« on: November 17, 2013, 10:16:21 am »
Good point. Although there are other things I'd love to tweak or have tweaked as a default... like trading. Grrr... If you are my broker, and the only one I'm allowing to trade, then darnit I do not want you traipsing off constructing a road when I have like 8 dedicated masons or something like that, and multiple architects. I do not want you leading animals around pastures. I do not want you deciding that this is the PERFECT time to go traipsing clear across the above-ground map to put that totally dreamy goblin sock you claimed earlier away in your cabinet. (And this goes for you too, military-on-duty.) I want you to, y'know, trade. Before the impatient little merchants wander off again.

That being said, I realize that this being Dwarf Fortress, there's a good chance they'll just do all that ANYWAY. But at least this way I'd have the illusion of some sort of control over them. And would have a few extra buttons to click angrily at them when they misbehave.


235
DF Gameplay Questions / Re: How do I use nest boxes properly?
« on: November 17, 2013, 09:53:48 am »
You've absolutely sure the hens aren't laying? The dwarves can be pretty quick to run and grab the eggs sometimes to stock them once they're laid.

236
DF Gameplay Questions / Re: Giant Cobra Pet and War Dogs
« on: November 16, 2013, 02:25:13 pm »
One other thing I've noticed: If you assign a war/hunting animal to a dwarf, then you should hit "g" to go back to the dwarf's general screen before moving to another dwarf and assigning another animal. Otherwise, the next dwarf you select starts off displaying the war animal you just assigned, even though it's not technically assigned to them.

(I don't think this has any effect to the actual act of assigning the animals, but it makes it a bit annoying to try to figure out which military dwarves/hunters/whatever already have an animal assigned, and how many, if you forget to switch off the preferences screen and switch back.)

237
DF Gameplay Questions / Re: jobs priority ?
« on: November 16, 2013, 01:22:51 pm »
Also, on the discussion that developed from this...

My own two cents is that I've long wanted to see some sort of priority system that we could set. It wouldn't have to be 100% dwarves will definitely do that, I mean, they don't anyhow even with the current coded priorities. I don't see how it would detract from anything, more than the fact that there are priorities associated with jobs currently does.

Heck, it could even give a use for one of the other currently useless nobles. Let the expedition leader/mayor/whatever be able to change priorities of jobs in your fort, they don't take effect until the noble actually sits down and does it, sorta like the manager currently. And perhaps you could only have a certain number of priorities set, depending on the nobles level in some skill(s).

Or at the very least, I hope they change the priorities in some things, like taking care of wounded and feeding/watering prisoners/the sick.

238
DF Gameplay Questions / Re: jobs priority ?
« on: November 15, 2013, 10:20:38 am »
One other thing you could do is assign 1-3 wheelbarrows to the stockpile(s) in question. That would limit the current number of haulers to however many wheelbarrows are in play.

Assuming of course you already have the wheelbarrows made. Otherwise you could follow one of the other suggestions until you get some made and assigned, then revert back and use the wheelbarrows to have slow but steady hauling going on while other dwarves do other things.

239
DF Gameplay Questions / Re: Fish
« on: May 05, 2013, 10:13:07 am »
Obviously they're annoyed that they're not considered as dangerous as they used to be, so they've added a new trick to their repertoire.

240
DF Gameplay Questions / Re: Unbuildable square
« on: May 03, 2013, 02:56:48 pm »
Well, I can't speak for anyone else but I've had the once-a-wall-is-cancelled-it's-unbuildable issue, where I have to cancel it completely and re-designate, or else the Dorfs will keep saying they can't buuuiiiiild it *whine whine*. And I have no mods, not even DFHack (large gasp from the audience).

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