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Topics - SpiralDimentia

Pages: [1] 2 3 ... 16
1
DF Gameplay Questions / Greaves, Breastplates, Mail Shirts.
« on: December 27, 2014, 10:30:00 pm »
For whatever reason, I cannot make any of these. Every time I queue some up, there's a short ''cancels because job item lost or destroyed'' message and then it cancels them all. I do not know why. Copper is available. Iron is available [though im trying to make them out of copper for now]. Coke AND Coal are available. They are not forbidden. The metalsmith is not claimed, forbidden, blocked, or otherwise unusable for any reason. I can make shields, helms, gauntlets, low boots, and weapons without issue from the same material. So why the hell can't I make body armor?

2
DF General Discussion / Dwarf Fortress Hilarity
« on: December 18, 2014, 03:29:51 pm »
I don't even know how this happened. 
 
I was running a very good Fort this time. Everything was going smoothly. I had a bit of a problem getting drinks because I'm a perfectionist, but I got through it and everything was fine. Everyone was happy. I had three squads training year round. No metal, so they were still in the wood shield/training axe/bone helm phase of deployment, but some of them were legendary fighters and the like. Everything was fine. 
 
But then it wasn't. 
 
A werelizard came. Killed two civilians before my military could beat him to death. He wounded two soldiers. One recovered, apparently unaffected, but the other had contracted the disease. My Fort has a long hallway to traverse before getting into the base proper in the mountain, and my military trained near the entrance so they could hold off anything trying to get in. Well, right as a Hauler was walking by, the second soldier morphed intoa  werelizard and gutted him. My military descended upon him and after a brutal fight [legendary fighters, and all.] they downed him. Suddenly I had more dead civilians and wounded military. Then I noticed they kept fighting. Civilians began punching either other. A stoneworker and a brewer got into a fist fight in the hallway. An axedwarf and a farmer teamed up against an Axe Lord, who handed them their asses on a plate. My three doctors, undisturbed by the violence, would run in, grab the wounded, and haul them off to my hospital which was barely even functional at this point. As more and more combatants were transported, the fighting slowly migrated to the hospital. The majority of my military is now dead or dying, my civilians are either horrified, suffering from emotional shock, or are punching each other. The stoneworker and brewer from earlier both passed out, were dragged to the hospital in beds beside one another, woke up and went back to punching each other in the head. They've tired, and severely wounded, but refuse to give up their little feud. 
 
I don't even know how this happened, but I love it.

3
DF Gameplay Questions / Named Weapons/Shields
« on: February 24, 2014, 01:25:25 pm »
Recently I've upgraded my dwarves. They were decked out entirely in Iron, and have been training in it for most of the.. 8 or 9 years this Fortress has been operational. Then I found some flux stone while mining iron, and decided I would start churning out some steel. My first squad [of 3] have been outfitted in their new steel gear, and as a result dumped their old stuff for the other two squads to fight over. However, this meant they dropped their shields and weapons, nearly all of which had been named. This is bothering me, as it's cluttering my fortress. I tried to create a stopckpile that accepts artifact level iron weapons and shields, but the items are ignored. I checked them, they don't seem to be owned, so I'm not entirely sure what the problem is.

4
DF Gameplay Questions / Bugged Merchants[Solved]
« on: February 04, 2014, 04:05:34 pm »
I may have broken my merchants. My current fortress is going to be made of iron, assuming I have enough on the map, so of course I need temporary shelter. I made this small and out of wood. On one side is a mountain, and the other a river. So, I placed a trade depot above and below my walled in area. Then the merchants came.

At first I was like cool, but then I noticed they came from two directions. The merchants went to the north depot, and the wagons moved towards the south. Then Kea Men came. I moved some things to the depot and waited for them to finish setting up. But the Kea kept making one of the merchants run around in terror. I removed some of my walls so the wagons could get to the north depot.

Then comes my problems. The wagons never moved, even once they had a clear 3x3 minimum path to the other depot. Annoyed, I decided to trade without the wagons. Then I noticed the north depot now said ''No merchants are trading.''

I checked my announcements, they never said they were leaving. I saw them there, and the wagons still unmoving. Then I got the announcement that they would be leaving soon, so I gave up. It was after I got the message that they left that I noticed it was bugged harder. They still stand in the depot, and the wagons havent moved. Somehow a trader is down south, but he too isn't moving. They're just standing around. I don't want them to go berserk and me have to kill them, and I certainly don't want all their garbage. Is there anything I can do to fix them?

[Nevermind. Deconstructing the second depot made them all pack up and leave without losing their stuff. Proooooobably should've tried that first.]

5
DF Gameplay Questions / Making the Bloodguard
« on: January 30, 2014, 05:00:18 pm »
My newest fortress is made entirely of Cinnabar blocks. A bloodred fortress in honor of the God of Blood. I intended to also armor my military in red armor, but when I look at dyes... I'm not sure it's possible. Is there any way I can dye armor that isn't on the wiki? Encrust is with rubies [assuming i find any]? I havent found a way, and it's seriously hurting my need for a Bloodguard.

6
DF Gameplay Questions / How to make it Harder
« on: December 10, 2013, 01:22:02 pm »
I haven't been playing much DF recently, only started two forts, and deleted both fairly quickly. I seem to suffer from the ability to make me forts completely self sustainable, and hardy. Either [1] The ambushes and invaders and stuff cleanly and quickly get liquified by my military, and any civilian losses are minimal/negligible, or [2] If something DOES happen to my military [unlikely.], then I have a system of defenses in place that lock my dwarves up nice and tight, with no reason to go outside anymore.

The last Fortress I made, I embarked on a major river. All my rivers had been 4 tiles wide, but I'd read they get bigger, so I searched until I found one. Well this one was... quite wide. Maybe 30-35 tiles wide. I built a large square platform over it, surrounded it with walls [no roof, so flyers could still get in. Intentional.] and had an above ground [....well, above water..] fortress. One of the corners was over the ground, dug down for fungus farms and storage. My military trained at both doors, the two bridge entrances on the north and south walls. Two squads of 10, fully equipped in iron [No flux stone on map. =[  ] and able to obliterate entire sieges. Various were-things, a minotaur, a forest titan, and zombies fell to my dwarves. It was too the point where I didn't even both to protect my civilians anymore. I didn't raise bridges or use my alarm burrows. No one went outside anymore, I had all the wood I'd need and I had 3 open 3x3 squares in the floor for fishing, which I don't think my fishermen even did anymore, successfully. If invaders of any flavor came in, be they kobold thieves, goblin snatchers, ambushers, or raiders, they always met a group of angry metal beards first and got the tradition dwarven hello.

I was wondering, if there a way to make it more difficult, aside from not using walls/bridges at all? I like to make traditional-dwarveny holds [Think... Mithril Hall, or Moria.] but nothing ever seems to be a threat. I think the closest was when a necromancer showed up, but I buzzsawed his troops with one group and hunted him down with the other. I lost maybe... one dwarf? A thresher who I don't even know why he was outside? One thing I'd like to do is crank up sieges. Have them... more often. Or more importantly, have them send more. My 20 beards can hack apart 40 goblins... but could they take 80? 100? 200? I'd also love to actually go to war with people. I steal exotic animals from elves then butcher them for laughs, but they never want to shoot at me. They just keep sending more. The humans seem uninterested in war with me, but from what I hear they just hang out at the edge of the map anyways. You know what would be cool? Siege engines. Units, like wagons, that attack walls. A moving catapult that they have to load with stones brought in on a wagon, and makes my wall go from a [Gabbro Wall] to [xGabbro Wallx] to [XGabbro WallX] to [XXGabbro WallXX] to destroyed, leaving behind a stone [or not, as per the way mining is done.] Once two or three holes open up, they pour in with like 500 dudes and just start massacreing everyone. Maybe I'm getting ahead of myself with that number, but oh well. It gets boring waiting for the next siege. =[

7
DF Gameplay Questions / 5 Ambush Pile-up
« on: August 24, 2013, 05:05:00 pm »
Something... odd just happened. I was doing my thing, throwing some cavern-captures into a hole. Suddenly, an ambush. Then another. Then another. Then another. Then another. Then something odd happened. I noticed one of them, instead of ''An ambush! Curse them!" it said "A goblin has sprung from an ambush!" Then, immediately, all the little ambush squads killed their own leaders. A group of lashers Jedi'd their hammer man. Swordmen turned on their Axeman. A crossbowman was hacked apart by axemen.

What the sweet unholy hell just happened?

Edit; Okay, bit of an update. After their commanders were all dispatched, they uhh.. turned on each other. They killed a few of themselves then left the map. Another thing, these ambushes all popped up on the edge of the map, without being seen by anything. All my beards were within the fortress. I'm not sure why they got exposed.

8
DF Gameplay Questions / KaoliNOT
« on: August 17, 2013, 05:43:27 pm »
Started a new fortress. Things in my previous one went.... awry. Anyways, I dig down some and find Kaolinite. I don't get this stone often for some reason, but i figured a dark red fortress is fine. I throw up a mason shop and tell them to crank out as many blocks as they can.

They promptly tell me to fuck off.

Tried twice, same results. I check the wiki, but it says nothing about not being able to chop this stuff into sections, so i'm confused. Why can I not make blocks out of kaolinite?

9
DF Gameplay Questions / Tame Train has no Brakes
« on: August 17, 2013, 12:43:31 pm »
I am taming a group of naked mole dogs, and some elk birds, because why not. So far, a few things have happened;

1. I read that Elk birds are grazers, but i'm fairly certain they've been caged for a year and haven't died. [I'm not very dilligent.] Will they, for some reason, survive indefinately while caged?

2. My naked mole dogs are breeding inside their cages, and most of them are either (semi-wild), (trained), or (-trained-). However, a couple of the puppies seem to have acquired the (tame) tag, which I was under the impression was impossible. How did I do this? Does this mean they won't need retraining?

3. uhh.... pretty sure that's it. This is the first time i've really done anything with training, normally i just murder whatever shows up. Anything else you feel I should know, please by all means, lay it on me.

10
DF Gameplay Questions / Strange Cage Behavior
« on: August 17, 2013, 10:08:38 am »
I recently downloaded DF for the Mac. GF's cats poured water on my PC so I'm having to make due with what I have. Other than not being able to backspace [to my ETERNAL frustration.], it's been fairly smooth. I started a fortress in the caverns, and have managed to capture four mole dogs [three male, one female] and two elk birds [one male, one female] and am saving them for breeding later. Figure why not, under ground fortress, under ground animals. Not like i have anything else to do. Well, i'm also placing flooring over the water edges in the cavern, so i can hopefully filter any pond grabbers or cave crocodiles into a narrow channel for capture. This takes a bit of building and deconstructing to get it perfect, and while doing so, I noticed something. Every time I deconstruct a floor or wall, ALL of my cages from my cage stockpile teleport to where ever the deconstructed material appears. So instead of say, one basalt block, what appears is one basalt block and six cages. Is this something I can fix, or..?

11
DF Gameplay Questions / Halt, Hammerzeit!
« on: June 29, 2013, 11:40:23 am »
So, my barbarian fortress is quickly coming to a close. Apparently there's a downside to not using much good armor, and not making any real weaponry aside from what I get from my dead enemies. On the upside, all of my military dwarves are atleast proficient at 4 or 5 different weapons.

Anyways, I got to thinking, and I might try again, assuming I cannot salvag my current fortress [14 Dwarves remain, 2 miserable, 1 unhappy, military doesn't give the slightest damn.] and this time I may try to atleast attempt to equip my dwarves with weaponry. Though I got to thinking, and I always go the axe, sword, or spear dwarf route. What about hammers? Or better yet, maces? Can youhave a decent military using just those? I know I won't be severing anything, but pounding a goblin or cyclops into paste is fine too

12
DF Gameplay Questions / Here, there be SPOILERS.
« on: June 27, 2013, 03:05:46 pm »
So, I'm trying to dig down to the circus so this fortress can go out ina  blaze of glory and I can get my barbarianing on. I found the Spire and was digging my way down through it, when suddenly my dwarves stopped. I can't figure out why. They have a clear path to te designations, there's nothing blocking them, no burrows, jobs turned on, equipment able [clearly, seeing as how i was able to get this far] but for some weird reason, they won't dig down any further. Could it have something to do with LNP? Begining to think this thing is more trouble than it';s worth.

13
DF Gameplay Questions / Urist the Barbarian
« on: June 27, 2013, 02:14:11 pm »
So, I have this idea for a fortress. Once I manage to destroy my current home, i'll start it up. I know it's been done a bazillion times, but I still have questions. Here's what I'm thinking: Above ground, no wall or bridge or channel or any defence. Small wooden shacks for the beards to sleep in. I'll work mainly with what wood i can find, and maybe, MAYBE, have a ''mine'' that I use for stone, but only digging out what I need when I need it. And only if it can't be done with wood. My military would wear nothing BUT bone armor, and maybe some leather. Plus a group of archers, crossbow/bolts obviously but switching to Bow/arrows if I can somehow get some arrows. My questions are, what should I look out for, how can i set my military up for maximum carnage and most importantly, what weapon would my military use? I wish I could make bone clubs, but sadly that's not an option.

14
DF Gameplay Questions / Necromancer Training
« on: June 22, 2013, 08:36:50 pm »
So, I managed to randomly capture a necromancer during an undead siege. I safely locked him away while I dealt with his buddies, and now I want to make a 'Doomsday Device' with him. I've read on the wiki you can put them on restraints and they'll raise dead, so i built a 4 part hallway. A room for the necromancer, with bronze chain, bed, cabinet, and chest [for looks.], then a second room seperated by a bridge where I have a hatch above for dumping body parts in, then a third room also seperated by bridge where my military can muster and do training if they want. Though probably not since they got to Lords in less than a year. Which I still blame LNP for.

Anyways, everything is set up and ready to go, but.. I cannot assign the necromancer to the chain. I can assign the goblin snatcher I have captured, but not the necromancer. Is it maybe because he's a dwarf?

15
DF Modding / Am I... Am I cheating?
« on: June 20, 2013, 03:40:56 pm »
So, downloaded Lazy Newb Pack after playing vanilla for two years, wanted a graphics pack and this was the easiest way, yadda yadda..

My problem is this. This fortress is 3 years old. I've never had a seige. Well, 4 undead but my crossbowdwarves klled them so they don't count for this point. I have 7 military dwarves. My population cap is low right now cause I was messing with LNP. Anyways, I don't use danger rooms, I consider them an exploit. I don't have cage trap hallways for the same reason. Usually, if I can avoid cage traps at all, I will. This fort, however, I wanted to do something I'd never done before; capture wild animals and train them. I was going to catch an alligator snapping turtle but he wandered off, so I settled for a flock of ravens. I places cages, about 8 or 9 of them, around the plains around my fortress. Spaced very ar apart from one another. With them, I caught 5 ravens. Success!

However, I also think I've captured every goblin snatcher to enter my map. Plus revealed a few ambushes with them. This is less of a problem, i mena taking out 1 goblin from the fight isn't that big of a deal. I normally just throw the captured goblins to my military and let them kill them in a few hits. However, like i said I'm on my third year, and I have FOUR Lords. Another fortress of mine, the military is decked out just as well [master work copper, compared to the cage fort's average quality iron.] but doesn't use cage traps, and it's.. something like 8 years old and I maybe have one Lord? Is live target training really THAT much better? Cause th fact that I'm only three years in but any two of my military dwarves can break a siege is kind of ridiculous, and I'm wondering if it's the cage traps and live training, OR, if maybe something in LNP is causing my dwarves to train much faster than usual.

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