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Messages - JasonMel

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61
DF Gameplay Questions / Re: Moody child ignores gems
« on: July 20, 2012, 09:24:38 pm »
You've already done the first two items on the list? Are you sure your existing gems aren't just forbidden or behind a locked door?

In that case, kill a tiger, obviously.  8)

Failing that, you might have to do some exploratory mining. You might first double-check the stocks screen under rough gems and cut gems to make sure that you already have an excess of both, and that they're not forbidden or set to be dumped. You could also look around the map, since you might have uncovered some gem clusters already somewhere.

62
This is strange. Just a few minutes ago, I loaded the backup save, unpaused, waited a while -- maybe a couple of game days, and canceled the alert by selecting the "Inactive" alert which has no active burrow. The dwarves' feet seemed to come suddenly unglued from the ground. I then re-selected the civilian alert, and everybody aboveground properly made a beeline for safety. So pathfinding can't be the problem.

I restored the backup again just to try the same thing, and it didn't work at all. The only possible difference was in the timing of the alert selections.

This has got to be a bug, then. I figure it's related to Issue 733 at the tracker, but I would feel weird reporting this or adding it to an existing report, just because 31.25 is an old version now.

63
Yes.

To me, there are a lot of ways of cheating. Building an indoor wood furnace, because dwarves should die of prolonged smoke inhalation. Using bridges as anything other than an elevated path. Perpetual motion machines. Throwing ammo. Using traps. Compared to the average player on these forums, I have a pretty broad notion of what constitutes cheating.

64
DF Gameplay Questions / Re: Moody child ignores gems
« on: July 20, 2012, 04:31:26 pm »
I can think of a couple of things.

  • Make sure the moody kid isn't in a burrow, because it won't gather materials outside its burrow.
  • Make sure you're satisfying all its requests that come before the gem request in the request sequence.
  • Check its material preferences for gem varieties. It might be possible that they actually want a specific gemstone variety.

65
DF Gameplay Questions / Re: Can Dwarves shoot down?
« on: July 20, 2012, 04:13:40 pm »
It should be possible to create an overhang of grating for marksdwarves to walk on and shoot through (of course protected by fortifications both from below and from the side), eliminating that blind spot. I tried this in 31.25 and it didn't work, but one of the recent updates is supposed to allow dwarves to see down through gratings.


SIDE VIEW

  D+
||+
||
||g

Where
D is dwarf, standing on an installed grating
+ is fortification
| is wall
g is goblin

66
But wait, the civilian alert does more than just assigning dwarves to a burrow, doesn't it? I can do that myself, after all, without messing with the military screen. And I've had an underground meeting area forever (the dining hall).

67
DF Gameplay Questions / [31.25] Help needed forcing civilian alert
« on: July 20, 2012, 07:29:47 am »
I've set up civilian alerts before, and I could swear that it worked those times. This time, I don't know what it is, but when I set the alert active, complete with an active underground burrow, the civilians only drop their jobs ("Urist cancels job: Forbidden area.") but then merely stand there. Aren't they supposed to actively move their bodies into the civilian alert's designated burrow?

Only one alert has an active burrow, and that alert says "[CIV]" after it. At the top of the military screen, it indicates that the civilian alert is active. So I don't know what is going wrong. Am I doing something wrong, or is the game just bugged?

I've uploaded my save, too, if you want to take a look yourself.

68
DF Suggestions / Re: Burrow improvements
« on: July 19, 2012, 05:52:22 am »
Also, there should be a screen somewhere showing a list of all burrows a dwarf is assigned to, preferably accessible from unit <v>iew.

69
DF Suggestions / Re: Suggestions on doors, plants and artifacts
« on: July 19, 2012, 05:39:46 am »
I thought it would be a nice addition to the game if you could set doors to only allow passage for certain dwarves.
The problem I have with this is that the more different ways you have of specifying who can be where, the more confusing it can become when the user is trying to figure out why someone seems unable to go somewhere. That's one reason why I favor the forbidden burrow concept to keep people out of places -- all such rules would be found under burro<w>.

Quote from: Szkeptik
If a dwarf happens to create a foreign artifact, he should be able to manufacture that kind of equipment from then on.
That seems reasonable in theory. I think that the crafter should only get this benefit if they gained skill experience from it; i.e., possessions should not confer this knowledge. But I disagree that the whole civilization, or even the whole fort, should gain the same benefit. I have no answer for how the interface would allow this.

Quote from: Szkeptik
Some biome specifications could also be extended to underground plants. Maybe temperature has an effect on them as long as they are above x depth.
The think the underground biome is its own biome because it doesn't differ significantly between latitudes in real life. Not subject to weather, a cave is a cave is a cave; that's why you can grow the same underground stuff everywhere.

Soil type planting restrictions are an interesting idea, though, for both above- and below-ground plants.

70
DF Suggestions / Re: Automatically generated burrows
« on: July 19, 2012, 04:53:22 am »
I think this would be a lot more practical if the landscape weren't so dynamic and deformable. But even if it were, my current underground burrow, assigned to a civilian alert, begins at z = -4, below the level containing the underground farm. That's where the inner invasion barriers begin, so that's generally the burrow's upper limit. But there are exceptions here and there even to that.

The demarcation between underground tiles and aboveground tiles is not always the same as the safe interior; in fact, I would go so far as to say they're almost never the same. Such an automatic burrow would almost always require extensive editing, which is where most of the creation time goes. Thankfully burrows are easy both to create and to edit.

71
DF Suggestions / Re: Semi-military and civilian squads.
« on: July 19, 2012, 03:59:21 am »
Oftentimes, I need dwarves to do things related to fortress defense, such as firing siege weapons or pulling levers, that do not involve swinging actual weapons. Civilian squads would be very useful for this if they had exactly two properties:

  • Expect its members to perform their jobs, if any, in the face of danger rather than running away. (Modulate this with personality if desired.)
  • Make its members exempt from civilian alerts.

You could define a civilian squad on the <m>ilitary screen, but be unable to assign them equipment. Also, it would not appear on the <s>quads screen or the military schedule rotation, since they do not engage in combat like a normal squad would, and would therefore be unsuitable for "kill" orders, patrol routes, training and so forth.

I see no reason for more than one civilian squad to be creatable, as long as it accepts an essentially unbounded number of members.

72
Only a couple years into my current fort, a migrant from the home civilization arrived with very high combat skills, making her the best warrior in the fort by a comfortable margin. A professional fighter, dodger, armor user, and biter (she was obviously fleeing a former life), I immediately put her in the active-duty squad. She fought bravely in her first goblin siege, but never managed to score a kill. Instead, in the course of facing down a goblin axe lord beside her lesser comrades in arms, just before the goblin was brought down, the monster managed a lightning-quick riposte and lopped off her entire right hand, which flew free of its owner straight up in a high arc and landed at the very top of a tower which was under construction. As its new perch among the tower rafters was inaccessible to the construction crew, the hand was left where it lay, and still today forms part of the tower.

Her name? Erush Erushendok. Her last name translates as "Handleattic."

73
DF Suggestions / Re: Limited blood tracking?
« on: July 15, 2012, 03:56:01 pm »
But the player can direct the dwarves based on that player's knowledge, so player knowledge effectively is dwarven knowledge. That's why I don't think we should get into the habit of making distinctions between the two.

74
DF Suggestions / Re: Limited blood tracking?
« on: July 15, 2012, 03:37:57 pm »
A bit off-topic, but it's also a bit silly that the dwarves can always tell which smears came from which individual's blood. I don't have a problem with the game keeping track of this information internally, which is pretty cool, but once the blood is tracked from its original spill, the dwarves shouldn't be able to distinguish Urist's blood smear from Monom's blood smear, especially when there are 14 smears and pools of various kinds of gore in the same tile. Maybe a dog could, but probably not a dwarf.

75
DF Suggestions / Re: Limited blood tracking?
« on: July 15, 2012, 03:19:59 pm »
I agree, blood should dry and not be spreadable, and there should be a limit on the number of generations of smears a single spillage can generate, based on its type. I don't know how blood tracking works currently, or whether this includes all the types there are in the game, but just as an example,
  • A pool should dry in a month or six, and be able to generate at most N spatterings, after which it should downgrade to a spattering itself.
  • A spatter should dry in about a month, and should be able to generate M smears, after which it should downgrade to a smear.
  • Smears should dry right away and be unspreadable.

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