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Messages - BoogieMan

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301
your adventurer has a very strange love life

 But.. Corpses don't say no or judge. And I don't have to sit on my arm and make it numb to give myself the stranger, I can simply animate a hand....

 ..Or a head.

302
DF Adventure Mode Discussion / Re: Boring,
« on: January 15, 2013, 09:13:42 pm »
It's a bit of a leap saying he wants to be railroaded to fun. Adventure mode IS repetitive right now, yes it is incomplete, but it's still true. Saying otherwise would be a lie. You have to find your own way to spice it up for now.

Genning a hostile world with a lot of titans and mega beasts can be fun. Sometimes you have to try and change some things to still give the other races a chance to expand though. Playing a different race differently, or modding a race can be a nice change of pace.

303
Wrong button, meant edit not quote.

304
DF Adventure Mode Discussion / So, a mummy bit one of my back teeth out.
« on: January 15, 2013, 07:50:32 pm »
 ???


 Hehe, it wasn't attacking me, I guess since I was a Necromancer. So I calmly walked up and started chatting with it. It told me about it's life a little, how it spent 5 years as a Thresher or some such nonsense and so forth. I asked it to join me and she's like "I would rather not." So I attacked. It attacked back, bit, and latched on to my back right tooth and yanked it out. Can you say ouch? And more importantly, how in the hell???  :o

So yeah, I sorta made out with a mummy.

305
Do you have profile settings for your smithys with a minimum skill of 'novice' or better? Dwarfs with 'rusty' skills will only work in shops which allow users with 'dabbling' skill. To make matters worse, high skill ratings (high master and above i think) never display the (rusty) note, even when the skill is rusty and prevents the dwarf from using the workshop.
How did you determine this?

Not scientifically, but well - my dwarfs with "competent (rusty)" skill will reliably work in workshops with a maximum skill permission of "novice" and will not work in shops with a minimum skill requirement of "adequate". I think i first started to work it out when some "rusty" metalworker just wouldn't take a job in the smithy until the minimum skill requirement was entirely removed. I might be in error on the details, but i can confidently say that rusty skills combined with minimum skill workshop profiles are a great way to prevent work from getting done. Managed to prevent any wax crafts from being made for a full season until i checked the workshop profile and removed the "adequate" minimum setting, so my "adequate" and "competent" but rusty wax workers got back to work...

And "legendary" dwarfs who never used their legendary skill for a long time eventually become "Grand Master" and less without ever displaying the (rusty) tag.

Some of them are indeed rusty since I was having trouble finding more metals. That may very well be it, thanks!

 I think a combination of this the and issue with a Dwarf becoming a Baron getting ultra lazy for a few years is the source of my problem here.

306
DF Dwarf Mode Discussion / Re: Going to be in a car for 8 days...
« on: January 10, 2013, 04:29:55 pm »
It is a far drive, but how can it take 8 days? Even with one driver I can't imagine it taking that long.

307
I just realized I didn't post this in the DF Questions forum, sorry about that. Feel free to move it to the appropriate section.

 Thanks for the training advice, that makes sense. I do have a follow up question though, does adding multiple squads to a single item (like a weapon rack) mean they will cross-train with each other or observe each others demonstrations? Is there any reason to have more than 1 item per barracks other than happy thoughts from good craftsdwarfship?

And for them refusing to craft the Iron chests and pipe sections, yes they were in the queue at the forges and I do have skilled Dwarves with blacksmithing and some very skilled ones with all the metalworking skills active. In addition to them refusing to make these items I am commonly finding my important crafters Penning/Pasturing animals instead of doing their jobs even when the only hauling skill they have enabled is Burial.

I do have a lot of Dwarves with good social skills, but when I set it to anyone may trade it seems just the nearest guy who isn't busy is selected and it keeps being a guy with no social skills at all. It just can't work like this, because I can't see any item values, and when they want 5+ thousand in free goods it's bad this early for the fort. I'm actually running out of STONE because it seems like at best 1/5 squares cleared with my legendary miners leaves anything behind so my crafting if farther behind than usual.


308
Question 1:

I am curious exactly how training is supposed to work.

If I select a rack or armor stand and assign a unit to train there, that's ALL they do. I was under the impression that if they were set to Train, but the unit wasn't active they'd come here and do drills in their off time or if they had nothing particular to do. But they never leave but to eat, drink, or sleep. And I've been slowly training and gearing up sort of militias so my average citizens can defend themselves but they don't often do their normal jobs. Then they complain "about long patrols" when they haven't been active. I heard that was a bug and I recall someone mentioning a way to fix that?

Without using non standard training lessons, my Dwarves also skill up insanely slow. I see talk of people training Axelords and such, but I've only seen that maybe twice in 15 forts. And they only get it by surviving combat. I can have 3 fully equipped melee and 2 ranged squads set to train almost full time for years and they're lucky if they see Proficient without combat.

What am I doing wrong? I'm making a large room and putting in racks and pressing R to make the room nice and big, and them set T for training for each squad. I also have archery targets for my ranged squads but they don't often seem to use them. I have them set the correct direction. I usually make the room very nice with engraving and statues to help them get happy thoughts.

Question 2:

For and entire year, I had some Magma Forges set to make Iron Chests and pipes, and a Craftsdwarf shop set to make wooden and bone bolts for training. However, despite skilled laborers and abundant supplies of all these materials, they never got made. My manager set them up as jobs, too. What gives? The forges and such all work because I've fully geared up about 40-50 military Dwarves.

Question 3:

This is an extremely tiresome issue that I've had since I first started playing years ago. After maybe 3 or 4 years, and I guess after becoming a Baron my Leader/Broker won't do jack other than sleep or take breaks for entire freaking seasons. But he always has the best stats for trading and does it well for the first few years. Sometimes I've assigned him to a burrow on the depot and he'll still mill around on break. And he so commonly decides to do this right before/after a caravan arrives. This last game, combined with question 1, he will train until his breaks come around. He simply refuses to go trade. He has good stats for being responsible, energetic, etc.

This time I tried changing my broker to my manager, and guess what? He wants to screw around too. I request him to go trade, and double check only broker may trade, and I'll see him pasturing animals when he has NO hauling labors, over and over he'll do this and not trade. However, the burrow did work but why does this keep happening? It's driving me crazy, to watch them screw around and ignore important time sensitive tasks for menial labor that there are 20 other idlers available. I don't really like letting anyone trade because half the time you'll get someone who can't even give you a guess at item values, even if they can, the traders insist on obscenely lopsided deals.  >:(

 At this point I'm ready to accept some DFHack script or just about anything to find a way to deal with this. Any way to cancel sleep/breaks or just get the dummies to do their jobs?

One more side question, what is everyone's stance of females in your military? If I'm good on laborers I usually just put anyone with the right skills/attributes to be soldiers. But it can be nasty when they pop out a baby and carries them into battle which seems more and more common as time goes on. Outside of emergencies I'm beginning to wonder if I should only allow males into my military.

309
I couldn't find anything. I went to an old backup and will try again.. Thanks for the tips, maybe it just glitched.

310
So I just got my 3rd Siege by year 4 or so. I only survived because they've had minimal ranged Goblins and my Marksdwarves picked them off one by one from walls. And one Minotaur.

 However, this 3rd siege had about 25 Goblins, with an Axelord and a Bowlord, and about 12 of them mounted with a mounted Elf leading them along with about 7 Trolls.

 I shot them from the walls until most either lay dead or retreated. I've scoured the area with 5 squads and can't find anything, yet it still says "Siege". I was under the impression this will make caravans pass you up. And it doesn't seem to be fixing itself.

 Previously to deal with this I'd use Runesmith to locate the invaders and teleport them into lava or in a swarm of my warriors but as far as I know that's not being updated.. So, how can I fix this?

EDIT: Now that I think about, some general siege advice would be nice. The problem is unless I invite them into my fort with a clean and easy path, they just screw around the map edge most of the time. Every time I am forced to lower a bridge to get them to move which risks casualties.

The only way I've gotten it to work without this is to make my entire fort a burrow and assign everyone to it so I can leave it open full time but not have anyone run outside and get themselves killed. And instead line a corridor with tons of traps. But that's hardly sporting so I was hoping to have to actually use my Dwarves this time to fend off attacks but it's not very practical so far. The burrow method can help, but it gets very tedious to remove people from the burrow so they can venture out to scavenge the corpses and then re add them when they are done. 

311
DF Dwarf Mode Discussion / Re: Dwarven Housing?
« on: January 08, 2013, 09:38:56 pm »
My Dwarves each get a 3x3 room and at least a cabinet, bed, and door. If things go well enough for long enough sometimes a chair, table, and smoothed stone.

312
DF Dwarf Mode Discussion / Re: Dwarf Fortress.. Just not fun anymore?
« on: January 04, 2013, 10:21:35 pm »
Alpha, sure. But a long, long alpha. The earlier the game opens to more people the more coverage and support it will get.

313
DF Dwarf Mode Discussion / Re: Dwarf Fortress.. Just not fun anymore?
« on: January 04, 2013, 03:48:08 pm »
It also happens to me some times, but it's calling me back again. I think the user interface is one of the top things in the game that really needs some optimizing. If simply "doing stuff" wasn't so complicated and cumbersome I'd bet money that the number of people who play the game would increase as would how often they come back to play more. Half the difficulty curve of Dwarf Fortress is dealing with the interface. How to use it, and finding out where things are and weird key bindings for some things. It's very time consuming and tedious at times.

My second most pressing issue is simply getting started. As in, getting a decent embark site. It really, REALLY sucks when you dump a bunch of time into a Fort only to find very little of interest as far as available materials, cave systems, or ambient beasties goes. A little more freedom in embark rules would be nice so you can customize your initial set up for challenges or just a simple change from the norm.

I really think Mineral Scarcity needs to be split into two settings. Diversity, and Vein size. As it is now, if it's highish, then you get resource starved or just a boring lack of variety. Too low and you get chaotic layers and veins of all kinds of stuff everywhere that doesn't "feel" right. Finding a good middle ground has been very difficult.

314
DF Dwarf Mode Discussion / Re: Adding War Animals?
« on: January 04, 2013, 03:47:30 pm »
A tame Golem? wtf?

 Are you using some kind of mod? Any game I start in the current version never EVER has ANY unusual pets any more or even a variety.

315
This is relevant to my interests.

 Thank you.

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