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Messages - Tacroy

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31
DF Gameplay Questions / Re: Forbidden bolts?
« on: January 02, 2008, 03:37:00 am »
Since haikus were brought up, I feel obligated to share this:

quote:

Haikus are really cool
But sometimes they don't make sense
Refrigerator.

--Demetri Martin


32
DF Gameplay Questions / Re: Problem building metalsmith's forges and wells
« on: September 09, 2007, 11:00:00 pm »
Ohhhhh. That explains so much. Thanks a lot!

I was thinking that the user interface in this game could be improved a lot by adding in some dependency algorithms - like for instance, if you want to build a workshop somewhere where there isn't enough clear space, mining tasks should be queued up to clear the space... or in this case, you should be able to automatically queue up a stone block task from that screen. Or something.

Also it would be neat if you could set task priorities either in stockpiles, globally, or per-dwarf so that (for instance) your dwarves will only haul stone if there's absolutely nothing better to do.

I'm sure most of those have been mentioned before though.


33
DF Gameplay Questions / Problem building metalsmith's forges and wells
« on: September 09, 2007, 10:45:00 pm »
I seem to have a weird problem with buildings that require a non-stone item. I first noticed it with wells; no matter how many buckets I had my carpenter make, I could never build one - I'd always get the screen saying "Wells require a bucket and a block of stone", or something like that. At first I didn't care, because I can get a still running before I run out of my initial supply of alcohol, but then once the metalsmith shows up I'm unable to build a workshop from him; I get that same message, except this time it says that I need an anvil even though the thing is right there.

Note that I can build most other workshops, as well as things like bridges and levers, just fine.

Is there some subtlety to the construction of these things that I'm missing, or should I just re-install DF?

(edit: I realized that since the game is in alpha, I should probably have a more descriptive title than "weird problem")

[ September 09, 2007: Message edited by: Tacroy ]


34
DF Gameplay Questions / Re: trick to carving out large 3d areas
« on: April 04, 2008, 03:32:00 am »
Keldor: Unless something's changed recently, the up/down stairs in your diagram should support the floors just as well as the supports. When I'm making a borehole, I use the following pattern:

code:

Top level:

########
#>>>>>>#
#>....>#
#>..>.>#
#>....>#
#>>>>>>#
########

Mid levels:

########
#XXXXXX#
#X....X#
#X..X.X#
#X....X#
#XXXXXX#
########

Bottom level:

########
#<<<<<<#
#<....<#
#<.I<.<# <- Link this support to a lever you won't forget about.
#<....<#
#<<<<<<#
########


Once it's dug out, you can safely channel through that ring of floor tiles surrounding the center. It's well connected at all times, so you never have any problems with dwarfs digging themselves into a corner or being unable to reach the area you want.

Once you're done with that, remove the single upward stairway in the bottom center and pull the lever. The whole thing will collapse cleanly, leaving only a ton of rocks. I like pouring a bit of lava in there to clean things up, but I'm a bit obsessive about clean floors.


35
DF Gameplay Questions / Re: Can Siege Engineers go fey?
« on: May 20, 2008, 02:11:00 pm »
Miners can go fey, though. The skills listed here are not valid fey mood skills. If your Siege Operator goes fey, DF will pick another profession at random for him to become legendary in.

36
DF Bug Reports / Re: Nobles and doors
« on: May 16, 2008, 04:01:00 am »
It may possibly be intentional. If you pay attention to what happens to non-internal doors, you'll notice they're not included in the green area that appears when you assign a room. Thus, a non-internal door wouldn't be considered "in" the guy's room.

37
DF Bug Reports / Human wagon and z-levels
« on: November 13, 2007, 07:10:00 pm »
I've searched through the forums and I haven't found any mention of this, so I might just be lucky.

My first human caravan arrived, and their wagons were slooooooowly inching their way towards the depot. Much to my surprise, a few minutes later one of them popped into existence in my food storage space, which is one z-level down and definitely not wagon accessible. This was incredibly weird, so I immediately saved and copied the file.

Anyway, from the time of the saved game onwards, the human caravan flips between ground level, z-1 and z-2. Fortunately it eventually finds its way up and over to the trade depot.

The only odd things I've done that I can think of are moving this save file from .32a to .33a, and using the Reveal utility.


38
sorbius: I asked if you were sure that your dwarf only wants rocks and gems because demands are listed in order, and it loops at the end. The problem is, you don't know when it loops - so if the list of stuff the dwarf wants is, for instance:

  • shell
  • rocks
  • gems
  • rocks
  • gems
  • rocks
  • gems

then when you look at the workshop, it might look like you've seen all of the dwarf's demands, when in reality you haven't.

Anyway, like I said before: if you want to know what's going on with the dwarf, get a copy of Dwarf Companion. With it, you can see exactly what items the dwarf wants, and in which order. Here's a link even: http://www.dwarffortresswiki.net/index.php/Dwarf_Companion


39
Are you sure he just wants cut gems and rock? He might need shells or something else you don't have, as well as tons of cut gems and rock. Also, sometimes people confuse the demand for rocks with the demand for blocks - they're a bit similar. Try cutting some and see if he takes them.

Honestly though, random strange mood demands you just can't fulfill are part of the game. If you really want to know what he requires, get Dwarf Companion; you can find out exactly what he wants with it.


40
DF Bug Reports / Wagon corpse option in refuse stockpile
« on: November 27, 2007, 05:23:00 pm »
This might be because I'm not playing a clean install, but for some reason in this save I've migrated from .33b to .33c "Wagon" is now a valid option under "Corpses" and "Body Parts" in the refuse stockpile.

I kind of want to make wagon leather boots, just to freak out the elves.


41
Just because the file you open updates doesn't mean that it's actually been written to disk; you could be opening the version of it in memory. Of course, it's possible that Windows is retarded enough for that to really be the case, but I wouldn't know. In any case, keeping such things defragmented is honestly not DF's responsibility; the OS should be handling that.

42
DF Bug Reports / Re: Impossible trap components available at embark
« on: April 17, 2008, 02:33:00 am »
Yeah, I'm pretty certain you can make trap components out of wood. I believe that this is at least partially so that you can make screw pumps entirely out of wood, which is necessary on maps entirely covered by aquifers.

43
DF Bug Reports / Re: [38a] Fire imp climbed through wall?
« on: February 07, 2008, 03:53:00 am »
For future reference, use # for walls and . for open floor; it's pretty much Roguelike standard, and easier to do than the characters DF uses. Also, don't put spaces between tiles, they're unnecessary.

Anyway, fire imps can fly. If you have any channels dug for magma usage, they can fly up through those. Also, they're pretty good at sneakin' about, so if there's any connection at all between your fortress and the magma, he could have gotten in through there and just shown up where he is now.

[ February 07, 2008: Message edited by: Tacroy ]


44
However, you can get seemingly buggy behavior out of it; I once had a jeweler seize a Carpenter's Workshop and turn it into a Jeweler's workshop, which for some reason had two "Make Bed" tasks. My carpenter happily lugged a couple of logs into the Jeweler's Workshop and made the pair of beds. I think it was because there were some "Make Bed" tasks in my manager queue that got assigned between the fey mood-er releasing the workshop and the workshop changing, as generally fey moods will clear all workshop tasks.

45
DF Bug Reports / Re: Millstones Cancel All Jobs (33g)
« on: January 30, 2008, 05:21:00 am »
It seems like the millstones are losing power or something; magma workshops exhibit the same (equally irritating) behavior when they don't have enough magma.

Maybe millstones are more of a drain when in use? Try adding moar powar and see if that helps, though honestly with two waterwheels you shouldn't have a problem.


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