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Messages - IronStorm

Pages: 1 [2]
16
DF Gameplay Questions / Goddamn Bookkeeper
« on: September 05, 2006, 07:33:00 am »
So, I managed to get to the abyss and kill the demons without minting a single coin and so never got this guy. I decided to try to get the other nobles and to the king so I made a whole bunch of coins. Now though, I have some problems-

Most of my rooms (actually, nearly all of them) have been detailed by legendary etchers. Most of my workers were ecstatic, I had a dwarf lose a baby to the chasm and only went down to 'happy'.

But, once the broker came most of the rooms emptied out. I realized my mistake and stopped collecting the rent on all the rooms I ad. However none of my laborers are even claiming any of them back! I've got over 150 dwarves sleeping on the floor of my barracks and none of them seem to be reclaiming their princely rooms-

Since my barracks is on the other end of my fort while many of my farms and workshops reside at the other end, a lot of jobs are being abandoned halfway through and taking forever to complete. In addition- my workers are just 'content' or happy now- doesnt sound like a big deal- but I like to have a big cushion against tantrums.

Should I have stopped the rent collection when he first came then? But what about the immigrants? I'd like to for them to have nice bedrooms.

Am I doing something wrong? Or is my game screwed and I have to make sure my dwarves live in filthy hovels?

Also- is the wiki wrong and maybe I don't need him to get the king? I'd prefer to have my WORKING dwarves living in luxury rather than those nobles.

I can't believe how stupid the keeper is; he actually takes away significant choices from the player and adds next to nothing in benefit. Assigning specific rooms to cut down on haul/down time is a lot better than getting piddly amounts of gold- trading goods is not exactly short in supply in the game.

P.S. I drowned the little bastard in lava, but I can't stop his effect.

[ September 05, 2006: Message edited by: IronStorm ]


17
DF Bug Reports / Re: Master Bug List/Standardized Forms?
« on: October 17, 2006, 11:58:00 am »
Well, I was also thinking of an accessible list where the people who post bugs could go to see if its been addressed / known and maybe could add more information to it.

The one in the wiki could work, but I don't know how many people who check the bug report boards here go there also.


18
DF Bug Reports / Master Bug List/Standardized Forms?
« on: October 17, 2006, 12:29:00 am »
There seems to be a fair amount of overlap when reporting bugs- I think maybe it would be nice if we had a stickied post where we could post a more standard way of reporting bugs and where those that were fixed could be deleted? I'm sure it would help Toady out- the buglist on the dev side seems to be massive, as it also contains suggestions.

i.e. something like:

Poster name:
DF version: [22.107.21a]
Original Link to Forum:
Priority: [CRITICAL] [NON-CRITICAL] [ANNOYING] [TRIVIAL]
Description:
Reproducible: [YES] [NO] [HOW]
Links to similiar bugs:
Fixed: [NO] [IF YES -> [DF VERSION] ]


So instead of a confusing mishmash we could have something like (using examples from the last page)


POSTER: Mechanoid
DF VERSION: 22.107.21a
ORIGINAL LINK: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=000469
PRIORITY: [TRIVIAL]
DESCRIPTION:  

quote:
Job screen fails to terse past the [title], and ends up placing the job name PAST the status of the job. "Encrust finished goods with rose quartz" and equally long job names cause this issue.

REPRODUCIBLE: [YES] : Graphical bug on the job menu
LINKS TO SIMILIAR: [N/A]
FIXED: [NO]


Poster name: Rylen
DF version: 22.107.21a
Original Link to Forum: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=000455
Priority: [NON-CRITICAL]
Description:  

quote:
Last year my dwarves kept planting seeds until winter came around and destroyed the plots. This year, I didn't want to waste any effort on uncessary work so, mid-autum, I converted the fields to fallow (z), deselecting any crop. This didn't stop them, though. They kept generating and filling plant seed commands. I tried going into the unit screen and removing workers from the farming jobs. They kept signing back up.

I didn't turn off Growing in all the dwarves. It would probaly work but is too inefficient and I might not manage to get all of them to turn them back on.

Rylen



Reproducible: [YES]
Links to similiar bugs:
Fixed: [NO]


Poster name: silsor
DF version: [22.107.21a]
Original Link to Forum: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=000461
Priority: [TRIVIAL]
Description:  

quote:
I accidentally flooded one of my earlier fortresses yesterday and all my dwarves but one died. The last peasant stood on the door of his bedroom where he had woken up, spamming drink cancellations from underwater, as he had foolishly filled his own doorway and bedroom with water. He never died and I just abandoned the fortress.

Reproducible: [?]
Links to similiar bugs:
Fixed: [NO]

I know there's a few bugs that's been brought  up that I consider 'critical' that I don't see here that might have been lost in the mishmash and that might be nice to put front and center- i.e. Dwarves dying in jail, Sherrif/Captain/Hammerer killing dwarves, Aquaduct channels, etc..


19
DF Bug Reports / Retroactive trade mandates
« on: October 10, 2006, 05:10:00 am »
I had already traded with an elven caravan when a bunch of nobles came in with an immigrant wave. Just as the caravan was about to hit the edge of the map and dissappear, a guildmaster made a trade mandate that apparently had a bunch of my dwarves penalized with hammerstrikes. 3 of them bled to death from the subsequent punishment, afterwhich the hammerer met a gruesome end when a door failure accidentally locked him inside of his room and he was left to starve to death.

Could you do something about these mandates that occur retroactively? This probably happens more frequently the more nobles one gets, and its practically a death sentence should the hammerer be assigned to mete out punishment.


20
DF Bug Reports / Re: Immigration population cap: Definetely NOT at 200
« on: October 08, 2006, 11:37:00 pm »
Holy Armok!~

That means I'll keep getting immigration waves as long as their 'nobles'? I hope that 'soft' cap is really soft- this might be fun to see how big I can get  :D


21
DF Bug Reports / Immigration population cap: Definetely NOT at 200
« on: October 08, 2006, 11:00:00 pm »
I was playing around with an old save that had 205 dwarves, and to my surprise, I had an immigrant wave of peasants/miners come in with some nobles. It's been stated several times that the population cap is 200, so this is probably a bug.

A couple of names were in purple, so this might have something to do with that particular bug:

Here's the pop at 209 (I had to take it when the immigrants first arrived)-

purply names:

and the final tally:


22
DF Bug Reports / Re: Upper limit to items/jobs ingame?
« on: October 03, 2006, 03:20:00 am »
Solved-

The problem turned out to be on my end (oops- my apologies). It was a graphics card driver problem, and updating my drivers seems to have solved the crashing issue. Looks like those ascii graphics were too much!

Also, updating my drivers seems to have somehow speeded up the game <!>. If anyone finds that their game seems to be crawling, it might help if you did the same, it seems to help~


23
DF Bug Reports / Upper limit to items/jobs ingame?
« on: October 01, 2006, 07:26:00 pm »
I finally reached 200 population in my new fortress, and have noticed that it now crashes quite frequently and seemingly at random. I used to have 130+ dwarves and 140+ animals (now down to less than 40 animals after I butchered them all to speed the game back up) and it ran without crashing, so I thought pathfinding wouldn't be a problem for 200 dwarves if I toned down the animals a bit. Right now I barely have 30 animals, and half of them are aging wardogs that should be dying of old age soon.

One thing I thought might be crashing the game is that there's perhaps too many items in my game. I have 35+ dedicated farmers, a quarter of which are either legendary or master, and the rest are at least proficient. This has resulted in a MASSIVE influx of all five crops which are being converted to crafts/cooking items. I also always trade for more items to every caravan that passes by~ I don't think the screen below counts the fairly sizeable pigtail thread/cloth cache I have as plants.

The other thing I thought might be happening is too many jobs are being called for. I have all my dwarves set to harvest, since I can't harvest my plots without them rotting if I only have farmers harvest.

In addition, I never got the bookkeeper until around 195 dwarves (I hate the little bugger) so I've got several hundred unmelted items laying around due to the various sieges I fended off, and probably a thousand dinky little items scattered around the outside of the fort. Stocking the shops I just built might be pushing it to the edge. Plus, the noble spam of 'adjusting prices' has gotten insane.

I'm leaning towards the bookkeeper doing SOMETHING to the game to make it crash, since  I was playing fine at 180 dwarves and 4000 food without it crashing once.

Of course, it might be my computer too- right now, I'm playing it on a:

Athlon 64 3200+
1.5 GB RAM
windows XP pro (updated to newest patch)
ATI 9600XT 256 MB (Omega Drivers)

(It's an old setup, but DF only uses ~40-70% of the CPU to run depending on what I'm doing)

Anyway, just giving you a heads up on this.
This probably isn't a priority bug since I doubt anyone gets to 200 dwarves without beating the game first. But, if you want the savegame I can send it to you.

I'm planning to start a new fortress anyway, as my real goal was to see if I could get to 200 dwarves without the fortress imploding on itself. The conclusion? Unexpected TOTAL success, the fortress runs smooth as silk with almost no danger of 'critical mass misery chaining'. (Hell, I can probably push it to 250 or higher even with the bookkeeper and every noble in the game if I can get it to quit crashing on me)


24
DF Bug Reports / Re: Aquaducts, still/again.
« on: September 25, 2006, 10:45:00 am »
You can still test it if you haven't opened your floodgates next to the aquaduct yet. Just place either 2 channels or two statues next to the floodgates in the aquaduct.

25
DF Bug Reports / Various Bugs
« on: September 24, 2006, 04:15:00 pm »
I think some of these might have been mentioned before. Sorry for any redundancy.


Aquaduct channel pathfinding:

Dwarves seem to treat the aquaduct channel of both water and magma as empty. I've had a mechanic drown trying to install a floodgate mechanism next to the channel, then several dwarves leap into (the then) magma filled channel trying to get his stuff before I managed to seal off the aquaduct with doors.

Siege Operation spam:

Building a ballista and having no ammo produces a potentially machine crashing message spam about no ammo. The game crawled to a halt and it reached over 14,000 messages before I managed to locate everyone with siege operation on.

Chasm Pathfinding

This one was kind of strange. I thought breaking the chasm refuse pathfinding involved multiple bridges- I built only 1 5 x 5 bridge over the chasm (didn't build any others over the chasm before it) but I still got the 'can't find path' spam when I set to chasm skulls.

Goblins 'Trap':

I'm 90% sure this is NOT a bug, but... a couple of goblins killed an elven caravan near the edge of the map in an old game of mine and just hung around it, waiting for my dwarves to pick up the cloth and armor that was dropped. I sealed up my fortress for around 3 seasons I think, before deciding to venture out to try to kill them with disastrous results. I had my soldiers run at the goblins 1 at a time, making for a slaughter line that anhilated my army.

Just wanted to know if goblins hanging around dead caravans is a bug, or a nasty little trick they have for the item-greedy dwarves~


26
DF Suggestions / ASCII art for detailed tiles
« on: September 01, 2006, 04:09:00 am »
This is a minor gripe and has probably been suggested before, but is there anyway to change the ascii art on the 'detailed' tiles so they arent gray blocks of confusion? How about just changing it to the smooth tile art but green or a lighter/darker gray?

I like the look of smooth tiles on the fortress, but detailing smooth tiles for noble rooms or dining halls gives me a headache every time I look at it.


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