Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Finn

Pages: [1] 2 3 4
1
I'm wondering if no one else is seeing this problem because it seems to make the game unplayable for me after about an hour.

I am playing the linux version, plain vanilla, no df_hack, no dwarf therapist, no tile-set.  I have modified init.txt to set TRUETYPE:NO.  I have a simple hole via ramp down one z-level and some rooms dug out.  As soon as I create a large (9x9) stockpile and chop down some trees I experience this problem.  Dwarves will begin to haul the wood successfully.  Then they start issuing the announcement "[name] cancels Store Item in Stockpile: Drop-off inaccessible"  Often this happens just before they reach the stockpile and they will drop the log on the ground and go get another.  After a while less and less dwarves are working.  Pretty soon every dwarf is standing around with No Job status, even though there are plenty of other tasks designated, constructing workshops, mining, etc.

There are no doors, no burrows and I've never touched the forbid command.  This does not seem to be a pathing or ramp problem as dwarves can and do move freely in and out of these areas.  If I erase the stockpile and place it in a different room the same problem occurs, dwarves begins to move items, move some successfully, then start slowly increasing the rate of this message generation until they all stop working entirely. 

I have generated several worlds and embarks and see the same issue.  It happens relatively early and pretty much breaks the game.  I can't find any mention on google or here int he bug report forum.  Am I the only one experiencing this?  I think I must be since I would expect there to be more of a discussion if I weren't. 

If you have encountered this situation and can help I'd appreciate it.  I suppose the next thing I will try is compiling dfhack and seeing if this is some known problem that has been patched away there.

Thank you.

2
I've found a lua script on the web which will allow me to marry two dwarfs, however I am supposed to pass it a unit id.  My search-fu is not revealing to me how to find a dwarf's unit id.  Can anyone tell me?

3
DF Dwarf Mode Discussion / I've gone back to 34.11...
« on: July 26, 2015, 02:12:52 am »
...just wondering if others have too?  It seems a lot more stable than 40.24.   

4
DF General Discussion / Merry Christmas Everyone
« on: December 25, 2013, 11:10:32 am »
Wishing everyone a Merry Christmas!  May your dwarves find lots of new warm socks under their beds!

5
DF Gameplay Questions / Odd wealth accounting discrepancy (obscure?)
« on: November 30, 2013, 01:21:28 am »
Here's something I didn't expect:

Let's say I construct a carpentry shop using an imported log (base value 3).  My Imported Wealth stays the same, presumably because the log isn't destroyed.  My created wealth goes up by 3 in the category "architecture".

Now let's say I also have a log I produced by cutting a tree.  It is in the stockpile and adds 3 to my created wealth in the "Other Objects" category.  If I build a carpentry shop with this log, my created wealth goes up by 6; 3 in architecture and 3 in "displayed".

So basically, when building a workshop, I get the materials value credited in "displayed" if I use local materials, but I do not get that credit if I use imported materials.  That seems odd to me, because....

If I build a chair using an imported log, I lose 3 from my imported wealth (presumably because the log is destroyed and cannot be recovered).  My created wealth goes up by 10, in the furniture category.   However if I place it in my dining hall, I get another 20; 10 in architecture and 10 in displayed.  This happens regardless of whether the log was imported or not. 

Seems like a discrepancy.  Maybe I don't understand the "displayed" category?






6
DF Gameplay Questions / In what biome will I find turkeys
« on: November 28, 2013, 11:47:57 am »
I want to make a turkey feast to celebrate Thanksgiving.

7
General Discussion / Happy Thanksgiving!
« on: November 28, 2013, 11:44:59 am »
I wish Tarn and Zach, all the american DF players, all non-american DF players who are in America today for some reason, and anyone else who is celebrating this holiday for any reason, a Happy Thanksgiving!!!

Everyone playing DF today must make a turkey feast if possible in their fort.

8
Other Games / Woot! Tomb Raider tomorrow!
« on: March 05, 2013, 02:37:45 am »
I hope it is good.

9
DF Gameplay Questions / Pump Stack Processing Order
« on: February 19, 2013, 06:31:16 pm »
Quote from: The Wiki
Pumps operate in the reverse order in which they were built-- the most recently built will try to pump, then the next recent, and so on.

The word "build" here seems ambiguous.  Does anyone know if this means the order the pumps were designated using the (b)uild menu, or the order in which the dwarves complete their construction?

10
DF Modding / Help modding seeds
« on: February 16, 2013, 11:34:10 am »
I looking for help doing something that I hope is relatively easy.  I'd like to change seeds such that only 10 or so will fit in a bag. Should that be as simple as changing their size?

11
DF Gameplay Questions / Training War Grizzlys
« on: January 31, 2013, 08:35:51 pm »
I have never used War Animals before, but I have a pair of grizzly bears in my current fort so I thought I'd give it a try.  I think I have everything set up correctly but no training is happening.  I don't know if I've done something wrong or if I'm just not being patient enough.  Here's the setup.

I have two dwarfs with the Animal Training labor enabled.
I have two tame grizzly bears.
I have an animal training zone and the two bears are chained in that zone.
In the stocks screen for animals I've indicated that the bears should be trained and selected the two trainers.
The trainers definitely have access to the bears.

The trainers are lounging around in their rooms with "no job".  On the jobs list there is no entry for animal training.  Am I missing something here, or do I just need to wait longer?

12
DF Dwarf Mode Discussion / I have a dragon!
« on: January 14, 2013, 03:33:11 am »
I'm not new to DF, I've been playing for a few years, but...I've never seen a dragon.  Not once in what's probably been 30 or more forts.

I was so excited when one showed up I jumped out of my seat. 

The front gate was closed, and I definitely wanted to trap him rather than fight him, so I sounded the civilian alert and ordered the military squad that barracks in the courtyard to station inside beyond the cage traps.  While I was waiting for everyone to get clear so I could open the outer drawbridge I noticed the dragon was moving. 

That's odd, I thought.  Then I noticed that he was chasing a dwarf!  WTF!?  How is there a dwarf outside?  It's not possible! 

Then I realize it's the liaison who's been waiting patiently forever for me to open the gates.  Now he's running from the dragon but headed straight towards my gate.  "OPEN THE GATE!" I yell.

I give the order to pull the lever.  The liasion reaches the closed gate.  The fastest dwarf in the kingdom reaches the lever and pulls.  The dragon arrives and...

...belches heavenly, glorious fire all over everything!  The liasion is instantly incinerated; there is nothing left of the drawbrige but a lone mechanism; everything is on fire or ashes.  I've never seen anything so beautifully awesome.

The dragon walked into the courtyard, destroyed the barracks there, destroyed the trade depot, and then marched directly into a cage trap.  (Hey, I said it was my first dragon, not my first game.)

I'm so giddy with excitement, I'm beside myself.  I'm going to build a "dragon gate" to welcome the next seige!  OMG, what fun!

(Now if I can just find it a mate...)

13
DF Gameplay Questions / Artifacts and Stockpiles
« on: January 13, 2013, 04:28:47 pm »
I have an artifact amulet laying on the floor.  I have created a stockpile nearby that accepts only amulets with core and total quality of artifact.  Should this amulet be moved to that stockpile, or am I misunderstanding something?

14
I'm calling into question some conventional wisdom about Population Cap and migration waves.  Lately I've been seeing repeated on these forums the idea that the next years migration waves are determined by the liaison at them time that he/she visits the map.  This is also what it says in the wiki (although there is a "verify" tag after the paragraph).  Specifically the section reads:
Quote
If the fortress population exceeds the population cap when the dwarven liaison is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year.

My experience (most recently with 34.11) does not support this premise at all.  For example, in my current game I have been playing with a Population Cap of 1 and a population of 34.  There have been no migration waves for several years.  In early spring, long after the liaison had come and left, I set my POP_CAP to 40.  By mid-spring I received a new migration wave.

I would like to know if anyone else would like to test and verify what I am seeing?  It should be simple to do if you are currently playing a fortress that has reached it's population cap and stopped receiving migrations.  Raise the cap mid-year and see if you receive new migrants before the next liaison visit.

Also, does anyone know where the concept that migrants were related to the liaison's visit originated?  Viewing the source of the idea may reveal further information.




15
DF Gameplay Questions / Unexpected Hauling Behavior [Solved]
« on: December 13, 2012, 06:20:20 pm »
I am seeing some hauling behavior that I have not noticed before and it is puzzling me.  I am missing something.  I am playing 34.11 with the Modest Mod.  Here is what I notice:

I have 4 stockpiles. 

Stockpile #42, #43 and #50 accept goods from links only and allow 0 bins.  Each of them is linked to the Clothier shop.  Each accepts only one type of Finished Good: Armor, Legware and Footware respectively.

Stock pile #49 is next to my Trade Depot, it will take from anywhere and is not linked to anything.  It allows bins and is limited to Goblets, Armor, Legware and Footware.

In previous fortresses this worked perfectly.  New clothing would end up in the stockpiles near the clothier, and discarded clothing would be transported to the depot's stockpile for eventual trading. 

In my current fortress, new clothing is correctly placed in the stockpiles near the clothier, but shortly thereafter a dwarf will show up with a bin, pack them all up and carry them off to the trade depot stockpile. 

??

Pages: [1] 2 3 4