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31
DF Gameplay Questions / Re: what does he want?
« on: February 07, 2012, 07:28:41 am »
Is the cloth tied up in the hospital?

32
DF Gameplay Questions / Re: Disturbed by shooting gallery
« on: February 04, 2012, 06:33:16 pm »
Do you have any stairs linking ypour shooting gallery to the rest of your fortress? Dwarves can see hostiles on different z levels if they are near a staircase. The same applies to ramps and channels.

This must be it, I guess. It's definitely not even close to a realistic line of sight but whatever. The goblins are 2-5 tiles from fortifications which themselves are 7 tiles from the stairs. But it is that same staircase that connects to all the guys that were disturbed. Some of the disturbed guys were 10 floors up and even a little ways from the stairs. But I guess that's DF geometry.  :)

Usually when I find my marksdwarves refuse to train with archery targets, its because the direction is not right.

to be thorough:
 make a target
 make a room from the target
 pick a direction (using "awds" it should say "shooting from left to right" or something) <-- this step is my #1 cause for refusal to train
 then - / + to the squad you want to train there and "t". Should show a light blue T next to their squad's name

...

Yeah, I've tried these things. Thanks though. I can get one guy to do archery practice every now and then but that's it (it's not always the same guy and it's quite rare). All the target directions are solid. There's a blue T next to the squad name, etc. I've tried it with just one target designated as a room that encompasses all the targets and I've tried it with each target designated as a room. I've tried it with small rooms in case there was a max range and I've tried it with large rooms in case there was a min. I've given them numerous move orders. Tried assigning lots of bolts or just a few. I've made sure that there's no forbidden bolts on the stocks screen. I've let them use any bolt so they don't fall prey to the classic wrong-bolt-so-I'm-paralyzed bug. I've taken them off duty for a while and then back on. No luck.

I can get them to spar like any other squad though but this only builds their hammer skill.

I often find that most of them don't have any ammo though. Yet they do have the green symbol next to the ammo types in the military ammo screen as if it's equipped. I wait and wait but they just stand around with empty quivers.

I can't train them as hunters because I've long since eradicated all wildlife. So there are no hunters to take ammo away from soldiers and there is no ammo assigned to these non-existent hunters. But when I did have hunters, they leveled up on wildlife quite quickly.

I haven't tried disbanding the squad yet. I guess I'll try that. Thanks for the suggestion.

33
DF Gameplay Questions / Re: Disturbed by shooting gallery
« on: February 04, 2012, 11:50:53 am »
They definitely hadn't escaped. There was only one way out and it was a locked door that was in the middle of my view the whole time. And the exit from the z-level (also in my view the whole time) couldn't be reached without going melee with a squad of marksdwarves. And, the scores of "disturbed by" announcements started immediately after pulling the lever before goblins even had time to go 3 tiles let alone get to the locked door.

As for line-of-sight, my !science! begs to differ. After an announcement "Planter stops plant seeds: Interrupted by goblin..." I paused right away and zoomed to that announcement. It was 10 z-levels upstairs in the farm between the seed stockpile and the plot. I look a long look and there was not a single goblin on the whole level.

What ended up happening was that production pretty much stopped on the whole fortress. Idlers went from 1 (the medical dwarf) to 45 (out of 82) within about 2 minutes. So I sent the hammermasters down. I put them in the airlock, unlocked the goblin door and wiped out the goblins. The announcement spam stopped as soon as the last one was brained by a hammer.

It's discouraging because I just want to train marksdwarves. I've failed with the archery ranges despite reading every archery-training -problem thread and trying every combination I can think of for active/non-active/designating range/designating multiple ranges/C and T bolts/etc./etc. So I thought, to heck with the ranges, I'll just train them on live targets. But now that won't work because it shuts down the rest of the fortress.

All I can think of is building a shooing gallery in a completely walled-off, independent outpost on the other side of the embark map. Oh well. Another big project just to try to give the shooters some xp.

34
DF Gameplay Questions / Re: Disturbed by shooting gallery
« on: February 03, 2012, 07:35:26 pm »
No one walks by. It's just the marksdwarves and the goblins down on that floor. Everyone else is at least a few floors away. Some are 20 tiles from a stair that's 10 floors above. Maybe they're bothered by the distant sound of goblin screams.

35
DF Gameplay Questions / Disturbed by shooting gallery
« on: February 03, 2012, 06:56:10 pm »
I set up a shooting gallery to train my marksdwarves. I built a whole bunch of goblin cages connected to a lever behind pits and fortifications with shooters on the other side. Someone pulled the lever and marksdwarves started leveling up. Yay!

But wait... now I'm flooded with announcements that my workers have stopped work because they've been interrupted by goblins and the target practice guys are the only goblins around. Even some farmer 10 floors up is bothered.

How do I get the workers to chill about the target practice downstairs?

36
DF Gameplay Questions / Re: Dwarven caravan in summer
« on: February 03, 2012, 06:30:55 pm »
But would war and/or siege account for their disappearance from the c screen?

No.  Being at war with a civilization doesn't cause it to disappear from the c screen, and having sieges at your fortress doesn't cause civilizations to disappear from the c screen.  In fact, as far as I can tell, nothing can cause a civilization to disappear from the c screen.  If you can reproduce this behavior reliably, I'd like to see before and after screens, or a save of a game where it's happened.

Well, I don't intend on starting a new fortress for a while.

Are old saves preserved or written over? I have assumed that unless you go out of your way to save elsewhere, that they aren't preserved. In which case, I can't get you a before and after.

The first time happened with the dwarves. They stopped coming after about 5 years. No traders, liaisons, or migrants. I checked the c screen and dwarves were missing. I searched around on this forum and discovered that quite a few people had experienced it. The main explanation people gave was extinction. I abandoned that and a later fort for this reason. When it happened in my current fort with humans, I thought I'd start this thread rather than abandon again.

So I don't know what to say. Apparently, others have experienced it.

37
DF Gameplay Questions / Re: Dwarven caravan in summer
« on: February 03, 2012, 03:33:50 pm »
I don't know why they would be at war with me. I've usually been as polite as can be and left them with 300% profits. Maybe my parent civ had a problem with them.

As for sieges, they always show up with a caravan and are disposed of before the next season. So that wouldn't be it.

But would war and/or siege account for their disappearance from the c screen?

38
DF Gameplay Questions / Re: Dwarven caravan in summer
« on: February 03, 2012, 02:17:48 pm »
Really!? It's happened to me in about a third of the fortresses I've had. Usually it's the dwarves that dissappear but in this case it's the humans. I could show you a screenshot of the c screen I guess. But that wouldn't confirm that they traded with me in the beginning. Could you settle for my word on it?

Is there some explanation other than extinction for why caravan's stop coming coinciding with a disappearance of the corresponding civilization on the c screen? I've always given huge profits to the traders. So I couldn't imagine it would be that they are upset.

39
DF Gameplay Questions / Re: Dwarven caravan in summer
« on: February 03, 2012, 01:04:44 pm »
In my case, the humans traded for a few years then stopped coming. They no longer appear on the c screen.

40
DF Gameplay Questions / Re: Dwarven caravan in summer
« on: February 02, 2012, 05:54:14 pm »
I don't know anything about programming, but based off of the apparent pattern, I should replace [ACTIVE_SEASON:AUTUMN] with [ACTIVE_SEASON:AUTUMN:SUMMER] in the region's save file.

Is this correct?

41
DF Gameplay Questions / Dwarven caravan in summer
« on: February 02, 2012, 03:46:07 pm »
The humans vanished from the world quite a few years back. Trading is such a vital part of my fortress that I miss them.

Is there a way to get dwarven traders to come in the summer as well as the fall?

42
DF Gameplay Questions / Re: Sieges prohibit trading
« on: February 01, 2012, 02:31:34 pm »
You could dig down to the first cavern layer, then you'll get trees spawning on every underground dirt tile.
I suppose digging much further would be easier if you don't mind the FB's etc.

I did that actually. Those trees grow awfully slowly too. I have a whole bunch of underground saplings. So maybe someday my dreams will come true. There's only one layer of soil here (not counting the surface). And I use a 3x2 embark to keep my Jurassic computer's FPS reasonable. So the arboretum is limited.

You can also start an underground tree farm by getting stone wet.

I did not know that. Thanks for the tip. I presume it only works for rough stone?

43
DF Gameplay Questions / Re: Sieges prohibit trading
« on: February 01, 2012, 05:38:50 am »
The other half get behind my walls until the battle is over and then promptly depart without ever setting foot in the depot.

Do they have access to the depot when they are here behind the walls? If yes, why not make business DURING the battle?
I thend to build a "trading outpost", with drawbridges at the entrance, and in the tunnel between the tunnel and the fortress. That way, the depot can be accessed without endangering the fort. When the merchants are at the depot, close the gates, open the access tunnel, dispose of any intruder that might have followed the merchants, and trade safely.

Thankfully it's a moot point. Since I took the advice upthread of controlling where the caravan spawns, the traders walk safely in without bother from the hoards.

But back when it was a problem, they wouldn't trade. If one or two traders managed to escape the slaughter, they would just cover behind the walls until the danger passed. If I went to the depot, it would say that there were no traders trading now. Believe me, I wanted their precious cargo and would have been happy to trade during battle. It seems that once the caravan gets attacked, trading is off the table.

I like your outpost idea though.

44
DF Gameplay Questions / Re: A mysterious thirst
« on: February 01, 2012, 04:24:36 am »
OK. Problem solved. I'm an idiot. His neighbors started getting thirsty. I checked more closely. When I built a floor to seal the cavern below, it took out the stairs on that level. I didn't realize it would do that. So I sealed up a floor of bedrooms.

Thanks for the help guys.

45
DF Gameplay Questions / Re: Sieges prohibit trading
« on: February 01, 2012, 03:12:32 am »
You could dig down to the first cavern layer, then you'll get trees spawning on every underground dirt tile.
I suppose digging much further would be easier if you don't mind the FB's etc.

I did that actually. Those trees grow awfully slowly too. I have a whole bunch of underground saplings. So maybe someday my dreams will come true. There's only one layer of soil here (not counting the surface). And I use a 3x2 embark to keep my Jurassic computer's FPS reasonable. So the arboretum is limited.

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