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Messages - tourettedog

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16
DF Bug Reports / Re: Stockpiling Stone Behaviour
« on: September 08, 2006, 02:58:00 pm »
I get horrendous slow-down when I have non-square stockpiles, or ones interrupted by lots of unmined pillars and suchlike.

I reached the point where I pretty much decided to hollow out the mountain, and started dropping stockpiles in the incomplete excavations, giving them really irregular shapes, and the game became almost unplayable as long as I had stone hauling turned on.  Replacing the stockpiles with unbroken square ones helped a lot.


17
DF Bug Reports / Re: Dwarves Starving Despite Abundant Food
« on: July 20, 2007, 08:52:00 pm »
I ran into this issue when I set the "Dwarves stay indoors" option.  It seems like (not that I've tested it a lot) if you have any part of a stockpile outside when you set that, they sometimes have trouble eating.  I let them back out, wiped all my stockpiles, and made sure that they were all inside before resetting the "stay indoors" option, and it seemed to fix it.

18
DF Bug Reports / Re: Problems with workshop supply
« on: September 04, 2006, 10:31:00 pm »
Just make it so that if an item is in a workshop, it checks to make sure its not required for the topmost job in the workshop queue before it creates a 'store item' job.  Sure, this might lead to the odd instance where you have a few extra items left in the pile, but I'd rather than than the current idiocy of idle dwarves stealing all the raw materials out of the workshop the second the guy goes for a drink.

19
DF Bug Reports / Crash: posessed metalsmith killed by demons
« on: August 30, 2006, 02:49:00 pm »
Pretty much what it says; I had a posessed metalsmith who'd begun his mysterious construction.  I happened to break through to the demons around the same time, and they ran in, killed his dogs, and then knocked him out of the forge and killed him whereupon the game crashed.

20
DF Bug Reports / Re: Dogs not in the mood?
« on: August 30, 2006, 03:11:00 am »
Update: with an animal population down to 87, I'm getting puppies again; still no kittens.  Maybe an animal (or dogs and cats in particular) can only get knocked up when the population is under 90 or 100 or whatever, and the excess over 100 was a result of lag from that?

21
DF Bug Reports / Re: Dogs not in the mood?
« on: August 30, 2006, 01:10:00 am »
The total animal population at the moment is 109, down from a peak of around 130 or so.  I haven't noticed any cats breeding lately either, but cows and horses are

22
DF Bug Reports / Dogs not in the mood?
« on: August 29, 2006, 06:31:00 pm »
I had a pretty good pack of wardogs at one point, but recently they've started dying of old age and they aren't breeding any more.  I don't have any assigned to people, and a fairly small portion of them chained to something.  I've had more dogs than this in the past, and I've had more dogs that continued to breed.  I've checked and there's a decent mix of male and female ones among the loose ones, and I haven't preferentially chained any one age group, but yet haven't seen a single birth in the past two years or so.

23
DF Bug Reports / Let's all look at the rope! Huzzah!
« on: August 28, 2006, 02:32:00 am »
For some reason, a closed room with a spider silk rope seems to be attracting half my idling dwarves.  Every time I've looked in there it's had at least four dwarves (and as many pets) all just hanging out in there.  It's a pretty out-of-the-way place, and they're all ignoring identical rooms on either side to go to that one room in particular.  I looked closer and the only difference between the attractive one and the ones they were ignoring was that the one rope was -not- assigned to justice use.

I have no idea what's going on, but it's persisted for about half an hour now, and seems like wierd behavior to me.


24
DF Bug Reports / Vanishing war dogs
« on: August 27, 2006, 03:51:00 pm »
Without any sort of attack or ambush that I can see, I just got the message "The stray war dog (tame) has been struck down" three times in a row.  The corpses vanished, nowhere to be found.

I think what happened, and this is largely guesswork on my part, is that they died of old age while assigned to a rope, which for some reason mande them poof (I'm guessing this since a few others dropped from old age around the same time).


25
DF Bug Reports / Butcher shop becomes bowyer after fey mood
« on: October 21, 2006, 05:55:00 pm »
I just had a carpenter seized by a fey mood.  I only had one carpentry shop up, so I plopped down the blueprint for a second so I could keep making beds to deal with my horde of immigrants, and watched in bemusement as the carpenter walked right past the one working carpentry workshop I had and claimed a butcher shop.  He dragged two logs into it, and a little while later emerged with a legendary blowgun and somehow managed to change my butcher shop into a bowyers shop.

I've got a save game handy if needed.


26
DF Bug Reports / Cosmetic bug: pond displays under the 'k' function
« on: August 25, 2006, 05:01:00 pm »
I dug out a channel, turned it into a pond, and filled it.  I then dug out the rest of a 3x3 block, and now when I look at the channel using the 'k' key, the original square (upper left) shows ten channels being there, one in dark blue and nine in aqua.  Below that, nine: one blue one and eight aqua.  Below that, seven; one in blue and six in aqua, and so on in this pattern (number of extra aqua channels shown):

943
852
761

It doesn't seem to affect my captive fish swimming around, but is a kind of odd display.


27
DF Suggestions / Work gangs
« on: September 08, 2006, 04:16:00 pm »
Just to make macro-micro-managing possible, is there any way that (maybe under guild representatives) nonmilitary workers could be grouped in a way similar to the military screen, and their orders changed collectively?

For instance, if you have Adam, Bob, Charlie, and Don, in a heirarchy like this:
Adam
 Bob
 Charlie
   Don

Then any changes to Charlie's jobs should affect Charlie and Don, while any changes to Adam's jobs would affect all of them, and changes to Bob would only affect Bob.

This would make things like adding and removing the 'haul stone' job from farmers depending on the season a lot easier.


28
DF Suggestions / Penalty for destroying a support
« on: August 30, 2006, 05:14:00 pm »
23 days for potentially causing a cave-in seems a little light, honestly.  Especially when it's the same as what you get for trashing a bed or a table.

29
DF Suggestions / Additional screen movement hotkeys
« on: August 29, 2006, 03:16:00 pm »
Could the 'G' hotkey be expanded to a double-stroke one once you've hit the river/chasm/lava?  So, for instance, instead of hitting 'g' to go to the gate, hit 'g-g' for the gate, 'g-c' for the chasm, 'g-l' for the lava, etc.  Have it lock to the same y-coordinate as the gate, maybe.

30
DF Suggestions / Foreign/local switch for finished good stockpiles?
« on: June 26, 2007, 08:48:00 pm »
Once problem I keep running into in my larger forts is what to do with the unholy mounds of crap that a goblin seige will leave behind.  It would be nice to specify that all of the goblin gear go in one pile, where I can melt it down later, and the stuff I actually want to keep somewhere else.

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