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Messages - BoogieMan

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136
DF Dwarf Mode Discussion / Drafting EVERYONE in to the military...
« on: November 27, 2015, 11:21:06 pm »
I was thinking about drafting everyone into the military in my next fort, and I have some questions about the behavior of inactive, but still "military" Dwarves.

How do they behave if they are inactive and not given station or attack orders? I've played quite a bit, but never really had military squads inactive during attacks. Will they flee from danger, unless activated and/or directed to station or attack?

If they are assigned to a barracks, but not specifically told to go train, I know some dwarves will go practice on their own, but what if they have active applicable jobs available? Will they train until the current session is complete, or will they break early to go do work? Would you need to avoid assigning them to keep them focused on civilian duties?



I was hoping to avoid the clothing decay issues and the messes that follow, as well as make use of lower quality armor and weapons to give "civilians" more of a fighting chance if cornered and to provide some protection against accidents. If fully armored, I imagine it will slow everyone but the strongest down but it will train their strength, right? How much can the strength training counter the speed loss without much, if any, armor user training?

For anyone who has attempted this, what are your thoughts on it?

137
DF Dwarf Mode Discussion / Re: Which tileset do you like best?
« on: October 22, 2015, 11:22:40 pm »
I need to try more out, but I like Ironhand and Phoebus sets quite a bit.

I can't take the Ascii, makes me feel like I'm getting eye raped by a BBS.

138
I've been experiencing random crashes in the current version, while I have never experienced them ever before in the 4-5 previous years playing.. May be the fault of third party tools, however.

139
I seem to remember reading somewhere that it takes a high ranged combat skill to shoot through fortifications without being immediately next to them.  While skilled marksdwarves could shoot through from a distance, newbies would have to be point blank with the fortifications to shoot through them.

Any chance that is playing a role here?

140
DF Dwarf Mode Discussion / Re: No undead/elf/human sieges?
« on: August 13, 2015, 10:40:56 pm »
It seems pretty erratic. I had a fort not long ago that got sieged twice in 3 years by undead. The second one must have had at least 30.

141
DF Dwarf Mode Discussion / Re: Nothing more to catch... in the ocean?
« on: July 31, 2015, 12:48:08 pm »
You can in theory use the dfhack region-pops command set to replenish the fish. I've never had a ton of luck with using it properly though.


I did pop boost the one fish population I still found washed up on the beach (Squid) from 10k to 20k but it didn't make any difference for the local fishing. However I think most of what they were catching was some kind of Ray, and I didn't see any under the various populations. Perhaps had there still been some left I could have boosted their population before they went extinct, or locally extinct.. Not sure which is the case here. Maybe that could prevent them from overfishing. Hmmm, may have to look in to that in the future.

142
DF Dwarf Mode Discussion / Nothing more to catch... in the ocean?
« on: July 30, 2015, 02:04:13 pm »
In my current ocean embark, within 2 to 2 1/2 years, just 3 Dwarves fishing emptied the local ocean of fish.

...Is that supposed to happen? I can't imagine 3 people using small scale fishing (no boats, large nets etc) should be able to do that. Bug?

Is there any way (DFHack?) to replenish it?

143
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r14
« on: July 26, 2015, 01:20:11 am »
Anyone know what can be done about the crashing? It crashes so often during saving that it's to the point I can't even play any more, lose too much time. Compressing save game or not doesn't seem to change anything.

I don't recall having saving crashes before. I've had the random gameplay crash here and there, but never as often as now. Sometimes it crashes on save on the last step (cleaning something or another) but still seems to successfully save. But when it crashes before that point during the saving process the save will still load but is essentially a rollback to my last successful save prior to that one. I lost about two hours of time last night with 4 crashes. Any suggestions on what to try?

So to recap:

Occasional crash during gameplay. Can be twice in 30 minutes, or one in two hours. I think it's mostly happened when I've viewing the surface.

Crash on save. Sometimes still saves successfully, other times it does not.

Tried on two different PCs and two different embarks

Disabled Workflow, Mouse Control, Automatic Job Assignments, Stonesense

Ironhand graphics set, and otherwise default settings other than population cap adjustments.

144
In one of my earliest games, I was attacked by a very large siege that I wasn't remotely ready for. It didn't take long for most of the poorly trained militia to get cut down. However, one of my random melee dwarves who was in no way remarkable ended up being the last standing warrior, surrounded by all his dead comrades and still upwards of 9-12 Goblins and 3 Trolls. I saw the green ! start flashing on him as he entered a martial trance. Afterwards he proceed to just chop one head off after another, dodging blow after blow. He alone, without any particularly high combat skills ended the entire siege. I don't think he even got hurt. I just sat there completely dumbfounded as he just strolled off to have a drink in the dining room alone.

I don't even remember his name, but that dude was a badass.

145
DF Dwarf Mode Discussion / Items being left at Trade Depot?
« on: July 24, 2015, 06:54:25 am »
Okay this has been an issue as long as I can remember and the more successful my fort is the worse it gets.

After trading, many items will be left at the trade depot. I can have Dwarves idling, but they won't clear all the items that I purchased. They seem to always remove the unsold items sent the depot, but leave some purchased items there. Often things in barrels, gems, and clay for example. There are appropriate stockpiles with available space that are accessible.

The only way I can reliably get a depot clear of items is to deconstruct it and build a new one. One the items are on open ground they immediately being hauling them.


Anyone else have this issue? Can you offer a way to stop this from occurring?

146
DF Dwarf Mode Discussion / Re: Best time to retire a fortress poll!
« on: July 24, 2015, 06:36:28 am »
I've never retired a fort. All my games come down to either FPS death or broken game file. I really wish we can get rid of these problems in the future.


Same, it's always been FPS death for me. Never had broken game files though.

147
DF Dwarf Mode Discussion / Re: An all female start
« on: July 24, 2015, 06:34:10 am »
I've never experienced that, but I have noted that on average more than half of my Dwarves are female. I'd guess that at minimum 65% are always female even if I use startdwarf to embark with 10-20 Dwarves.

148
DF Dwarf Mode Discussion / Supergiraffe
« on: July 22, 2015, 06:55:38 pm »
Okay so the Elves brought a Giraffe with them so naturally I bought it. And trained it into a War Giraffe, cool.

 Then I noticed when I finally took a minute to look at it, that it moves EXTREMELY fast. Like super speed. The distance it can move in 1-2 seconds would easily take any of my Dwarves at least 10. I have a Cheetah that is envious. When not pastured it darts around crazily like a meth head on crack high.

 I checked the wiki and there is no bug listed for them, is it just this one?? I've never seen anything move that fast, not even bolts fired from crossbows.

149
force siege EVIL
I've never gotten it to work, either it does nothing or crashes the game.  If there's an updated version I'd love to hear about it.

There is not, I wrote that, it hasn't worked since 0.40.01, no idea where boogie is getting info, a fix is completely impossible for me to make at this point due to limited knowledge about army controllers

EDIT: actually, uh... i had a working force siege script that I've been sitting on because it's utterly stupid (it just sends every single world army of enemy civs to you at once, since some of them don't besiege when placed to move to your fort for some inscrutable reason)

I appear to have deleted it at some point... yikes.

here's something similar:

Code: [Select]
function entityIsEnemy(entityId)
    local entity=df.historical_entity.find(entityId)
    if entity then
        local entityRawFlags=entity.entity_raw.flags
        local playerEntityFlags=df.historical_entity.find(df.global.ui.civ_id).entity_raw.flags
        return (playerEntityFlags.BABYSNATCHER ~= entityRawFlags.BABYSNATCHER) or (playerEntityFlags.ITEM_THIEF ~= entityRawFlags.ITEM_THIEF)
    else
        return false
    end
end

for k,army in ipairs(df.global.world.armies.all) do
    if army.controller and entityIsEnemy(army.controller.entity_id) then
        local fortress=df.world_site.find(df.global.ui.site_id)
        print('forcing army #'..army.id)
        army.unk_pos1.x=(fortress.global_min_x+fortress.rgn_min_x)*3-2
        army.unk_pos1.y=(fortress.global_min_y+fortress.rgn_min_y)*3
        army.unk_pos2.x=army.unk_pos1.x+1
        army.unk_pos2.y=army.unk_pos1.y
        army.controller.pos_x=army.unk_pos1.x
        army.controller.pos_y=army.unk_pos1.y
        if #army.unk_pos_x>0 then
            army.unk_pos_x[0]=army.unk_pos1.x
            army.unk_pos_y[0]=army.unk_pos1.y
        else
            army.unk_pos_x:insert('#',army.unk_pos1.x)
            army.unk_pos_y:insert('#',army.unk_pos2.y)
        end
        --[[
        oh god i have no idea if this'll work
        ]]
    end
end

testing on a medium world revealed that it probably doesn't work even though near-identical code worked in the past

not sure hwat i'm missing

maybe it's... nothing??? and armies are just finicky

I think it was some random Reddit thread I happened across. I forgot to check the date. Looks like we'll just have to wait for a patch that addresses this issue.

150
Thanks for the detailed information, looks like I have some experimenting to do!

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