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Topics - Grahar

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1
DF Gameplay Questions / Death on unretiring
« on: April 06, 2019, 04:20:02 pm »
Hi! Can someone helpt me with a problem I have unretiring an adventurer?
I retired this adventurer and played a fortress for five years. Then I retired the fortress. I found out that the adventurer migrated to a necromancer's tower just after retiring, even though the adventurer is no necromancer (he probably migrated because he declared himself lord oft this tower when he encountered the necromancers).

When I try to unretire the adventurer, I cannot do anything, I just read the message "You are deceased" and can save and unload the world again. I have no idead why I deceased. The adventurer was not that old. Interestingly, after the adventurer died, he is still marked as alive in legends mode and I can try to unretire him again, with the same results.
Also, when I unretire him, I see a hut of a human hamlet on the screen, as if I unretired in a human hamlet and not in the tower. The tower is still the last known location of the adventurer in legends mode.

Has anyone encountered a problem like this?

2
I have a strange problem. I lost my militia commander in a raid of a goblin fortress, where she got captured, so I tried to send the rest of her squad to rescue her.

When the squad eventually returned, only one of the spearmasters actually returned (empty-handed). The rest of them is still marked as travelling. I made a copy of the work, retired the fortress and looked up where they are. Apparently, they settled in a human hamlet literally on the other side of the world (way to the goblin fortress: four days south to north, way to the hamlet: nine days travel from east to west).

Nothing in their mission report mentions this. I would expect them to at least be removed from the squad when they settle elsewhere. I tried to send the remaining squad member on the rescue mission again, hoping the others would return once he returns, but again he returned alone. He didn't even rescue the militia commanderf (even though he managed to slip in and out of the goblin fortress undetected).

So what did happen here? I read about similar cases, where the whole party did not return because of some war dog that stayed behind, but in these cases, no one returned and they did not settle elsewhere. How do I get my elite squad back, and how do I rescue my militia commander?

3
DF Adventure Mode Discussion / How do I find anything in a town?
« on: July 23, 2016, 08:13:54 am »
I begin to become desparate. How do I find anything in a human town?
I want to look for a temple. I graze all over the town, and finally find a temple ruin by accident.
Entrances to the sewer? No chance.
Specific people (other than the ruler)? Absolutely impossible. If I ask anyone for direction to a specific person, they redirect me to another person who may know where the first person is, but they do not know where the second person is.
The goddamn town tavern? "The Dessert of Apples is northwest". Great. This is a big town.
The Market? "Ten other villages utilize the market here" - but where is it?
And where is the place I can buy important things like crutches and unwritten quires/scrolls?

Is there way to navigate in a city that I am unaware of?

4
DF Gameplay Questions / Human traders still unloading
« on: June 12, 2016, 11:13:39 am »
A few weeks ago, human merchants arrived at the dwarven metropolis Idbal. There was the usual message that the merchants arrived, and no message that their wagons bypassed the site, since the trade depot is accessible.

However, no wagons arrived. The traders with pack animals walked to the trade depot and started unloading... but never finished unloading. All of the traders and pack animals arrived at the depot some days ago, but I still can't trade. My guess is that they are waiting for the wagons.

Is this a (known) bug? How can I fix it?

5
DF Gameplay Questions / Undead wildlife in non-evil regions?
« on: May 16, 2016, 03:35:31 am »
I recently started a fortress in a newly-generated 43.02 world. It is located on the border of two "untamed wild" regions. I expected dangerous wildlife (aligators, giant elephants, etc), but in the middle of the first summer, I was visited by a flock of undead giant kea. Well, everyone knows how annoying regular keas are, and most people know how dangerous giant keas are, but the undead version? That's too much. Luckily, they got bored after killing my cattle, a fisherdwarf and my chief medical dwarf.

But I wonder: why did they appear at all? It was not a necromancer attack (there are no towers nearby, and the attack was not announced). The region is not evil. It rains dwarf blood all the time, though.

So what are the rules for undead wildlife appearing? Did I miss something? Do I have to expect undead giant elephants, too (there are living giant elephants from time to time)?

6
Happening right now. The Mountainhomes Volalrërith, "Whitechaos" is experiencing enormous amounts of cave-ins. The reason? A forest fire.

Just beneath the surface are indoor pastures with sheep. Directly one layer down: more sheep and kangaroos. Next: Giant Tiger pens. Then: A spacious corridor, the main entrance to the fortress. The next three levels belong to my central hall, with masterwork statues and everything. Next: Graves. Next: mausoleums for nobles and legendary warriors and other professions. All those collapsing surface falls all the way down, taking livestock, dwarves, masterworks with it, while spraying yellow sand everywhere.

The biggest lost may be the natural floor, because it can't be replaced, constructed floors cannot be engraved. But my defense is weakened as well: Almost all of the wooden cages in the traps overground burned down, my roof has holes in it.

The cause for all this: Cobim Ruluebbak Tul Luto, an ancient dragon, older than time (which makes her at least 432 years old). She appeared on the map, lit a small fire on the edge and walked right into one of my cage traps. I thought it was my lucky day, I finally caught a live dragon (the only previous dragon that attacked one of my fortresses (in DF2012) was only about hundred years old and unceremoniously stabbed to death by two human caravan guards (they didn't even take a scratch or a blister). Only that the small fire turned out to be a lot worse than I thought.

Right now the fire is moving towards the dragon, who is IN A WOODEN CAGE. Since dragons are fireproof, I suppose there will be a dragon outside of my base in the near future, and most of my cage traps are uncharched, so I would have to let her come into my entrance hall, where I have a few more traps.

So remeber: Only you can prevent forest fires. Unless a dragon comes around.

7
DF Dwarf Mode Discussion / Death causes on memorials.
« on: May 30, 2015, 06:04:16 pm »
Recently, two of my better soldiers died. When I engraved memorials for them, I noticed that one apparently died by an infection he git from a Zombie goblin, he slew four years ago, while the other died by an infection he got from a serpent man/werelizard (which was still alive, but caged at that point.

However, I am rather sure that this infection was not the primary death cause. I am pretty sure they died because of blood loss after every external organ they had rotted away. They spent more than a month in the hospital, blind (because their eyeballs were rotten, too) and spraying miasma all over the place. They didn't even get a relative quick death, because somehow their lungs weren't rotting.

Why were they rotting? The reason was a rather nasty poisonous gas from a forgotten beast. They killed the beast very quickly, but started rotting immediately. At first, they were fit enough to carry on with their business (e.g. naming the axe that slew the beast), and were even able to bring themselves to the hospital. From there, it went downwards.

Now why doesn't this forgotten beast get any credit for those kills? How does the game decide what caused a beings demise?

8
So after four years of playing dwarf fortress, I finally got a dwarf with a macabre mood. He demands "things... certain things". The first thing he took was a skull, so no surprises here. The wiki says "certain things" includes skulls and vermin remains. I have other skulls in my stockpiles, and one outside stockpile has different vermin remains, such as honey bee remains, large roach remains, blue jay remains and green tree frog remains. Those apparently do not satisfy his needs. What else could he want? Bones, shell, hooves and teeth are available, too.

9
DF Dwarf Mode Discussion / Guard army unattached from parent army
« on: February 07, 2015, 06:30:21 pm »
Hi,
I currently use version 40.24, with a world that has been around since 40.4.  Right now, an undead army laid siege on my fortress. More or less. They are led by a living goblin maceman, and apparently no Necromancer (Though there might be a necromances that has not yet revived anything).

This army of about 40 to 50 undead goblins is lurking around the map edge, doing nothing, just as described in this bug. A short look in the error log reveals spamming of "guard army unattached from parent army".

However, the linked bug is marked as resolved, so they should at least try to get into my fortress. I suppose they don't because this world or this fort was generated before the bugfix (40.7). Is there a way to get those undead moving?

10
DF Gameplay Questions / Secrets after world generation
« on: January 18, 2015, 02:33:59 pm »
Since the 0.40-version last year, history in the whole world changes while playing. Though I have never found any account about whether or not new secrets (about life and death) are revealed, werebeast/vampire curses are placed Village/fortress founding (other than reclaiming) are founded or tombs (i.e. pyramids) are built during play. So, for example if I start a world in year 2, will I get Necromancers, werebeasts and vampires eventually?

11
DF Dwarf Mode Discussion / Holes in my roof
« on: January 13, 2015, 09:44:59 pm »
In my fortress, I have dug out a large area directly below the surface. My goal was to create an underground pasture, where I can put my livestock without it being eradicated every time I get sieged.

But when the first siege arrived, some goblins entered my fort. I quickly found out why: There where holes in my roof. I have no idea why, but apparently the goblins use them to climb down into my fortress. After the siege, I darned the holes, but six months later, at the next siege, three new holes where abused for entering my fortress.

Now... why are there holes? Do goblins finally know how to dig/channel? Are those artifacts from trees? I had no collapses on the surface, so that is not an option. Has this happen to anyone else?

12
DF Modding / Resetting permuted tiles
« on: January 08, 2015, 04:12:17 pm »
I currently have a succession game with a friend running, and said friend uses a texture pack. I rather like to play without any texture packs or different tilesets, which should be no problem, but when I received the savegame from him, I found out that a lot of tiles are permuted (e.g. instead of "Ö" there is "ÿ" for wheelbarrows). Large pots are replaced with something else, as are most of the rough wall tiles.
I have searched around the web and the wiki, but have not found a simple instruction how to reset these changes back to the default. So how do I do it?

13
DF Gameplay Questions / Dwarves don't haul ☼crystal glass portal☼
« on: August 11, 2014, 04:47:35 pm »
    My dwarves refuse to haul a ☼crystal glass portal☼.
    • There are idle dwarves with furniture hauling active
    • dwarves are ordered to gather furniture
    • There is one stock pile that allows several types of masterwork furniture, including crystal glass and doors
    • All other furniture stockpiles don't allow masterwork items, except for my mechanism stockpiles
    • All other furniture is hauled without problems
    • it does not matter if the furniture stockpile is linked to take from the glass furnace or not (but once the stockpile is linked to take, the link cannot be deleted; links that give to workshops on the other hand can be deleted)
    • the stockpile will take from everywhere

So why are my dwarves idle instead of bringing this door to the furniture stockpile?

Update: I found a workaround: When I build the door and the deconstruct it, it will be hauled to the stockpile.

14
DF Dwarf Mode Discussion / Possessed gem cutter does not finish
« on: August 11, 2014, 06:06:58 am »
So... a month ago or so, my best (and only) gem cutter got possessed and claimed a jeweler's workshop. He took one rough sapphire and begun a mysterious construction. And he keeps muttering Irolmeng, but he does not finish his project. When I looked into the 't'-menu of the workshop, the saphire he acquired is gone. I have no idea why, but I suppose this is the reason for not finishing the mood.
What happened?
Update: now he went berserk. What the? he had everything he needed, he even started and I have not deconstructed the workshop.

15
DF Gameplay Questions / Wagons bypassing even though there is a path
« on: August 05, 2014, 05:24:22 am »
I spent the last winter of my fortress improving the path to my trade depot, i.e. I installed traps next to the road so that the wagons would be forced to take the road and not appear somewhere else on the map.
Now it is summer, and the human caravan arrives. "Their wagons have bypassed your inaccessible site". When I press D, it says my depot is accessible, and the green markings go all the way to the border.
The new road, however, leads over a bridge above a river, and my fortress would be inaccessible without that bridge from the other side.
How do I make the Depot accessible?

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