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Messages - Grahar

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1
I had something like this, too. I think this was because stuff happens on other sites than your fortress, too. Maybe some other site pissed them off enough. Is your fortress the mountainhome?

I don't know exactly if you can ignore the lumber limit. It may weaken the chances of a peace agreement. On the other hand, they won't send any diplomats to make a new agreement, so sooner or later, you will have no choice.

Attacking an elve's site can be worth it. They may have books and other artifacts, and they may have tamed giant wilderness creatures that you can steal and breed in your fortress. On the other hand, this will probably worsen the conflict.

If you decide to attack, train your squad's military skills on a weak target first. Tactical superiority is worth a lot, and sites with a low population are less likely to have a great tactitian. And if they do, they don't have that many soldiers, so the tactical advantage is not worth as much.

Be careful with the number of inhabitants displayed on the world map, though. War beasts are not counted here. The forest retreat with a population of ~10 may seem weak, but if they have 2957 giant tigers, you will probably lose.

2
DF Gameplay Questions / Re: Death on unretiring
« on: April 10, 2019, 12:20:33 am »
There weren't any necromancers left in the tower after I taught them the secrets of death.

I could go to the tower with another adventurer to see if I can find the mortal remains of the first adventurer, but I'm afraid that this very act will end the life of the first adventurer (if he is still alive). The tower is still full of zombies (the zombie population does not decrease no matter how many times I destroy all of the zombies), so the first adventurer will likely be killed.

3
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?

4
Ok, I gave up. I sent the dwarf that was left over on several missions, he completed all of them, but the others never returned. I was not even able to remove them from the squad, since they were still marked as travelling. In the end, I just disbanded the whole squad and created a new one.

The rescue missions for the former militia commander on the other hand have been fruitless so far. She is still marked as prisoner and still did not defect to the goblins of The Little Menace. Every rescue mission so far was unsuccessful. The rescuer always manages to slip into the dark fortress undectected, but comes back either emptyhanded (if I only allow him to rescue someone) or with an artifact. But this is another story.

5
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?

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 01, 2019, 01:14:03 pm »
A wererhinozeros attacked my fortress. The first defender on the scene was one of my spearmasters. He still had his ordinary-quality (named) copper spear that he used to kill a forgotten beast a year before. The wererhinozeros got a lot of wounds, but eventually bit the spearmaster's right thumb off.

The spearmaster, a disciplined warrior, did not let that stop him. He continued to fight, the werebeast's blood splattered all over the place. Then the werebeast landed another hit and bit the spearmasters left hand off. Unable to use his weapon anymore, the spearmaster continued dodging. When the spearmaster finally collapsed from exhaustion, the werebeast bit off the other hand as well and the spearmaster bled to death. Only then reinforcements arrived, and the beast was quickly dispatched by my swordmaster.

Maybe I should not have nicknamed the spearmaster "Handy" after a previous hand injury. It was probably a bad omen.

7
That sounds like a bug, maybe you didnt thoroughly explore the fort enough?  normally it works fine.

Turned out the fortress had a slightly different layout each time I visited it. Sometimes, stairs where replaced with bedrooms and the forges where inaccessible in adventure mode. When I left the fortress and entered it again, additional rooms (the forges) where accessible and I was able to find the hydra.

8
How do I find the Megabeast (in this case a hydra) that destroyed a fortress?
My adventurer travelled to a fortress that was destroyed by a hydra over thousand years ago. According to the legends exports, the hydra was still there.
I searched everywhere but did not find the hydra. I made a copy of the savegame, let the adventurer starve and used legends mode again to verify the hydra was still there. It was.
I reclaimed the fortress and tried to find out where hydra was. I searched everywhere, I breached the caverns but I found no hydra. After retiring that fort the legends export still list an outcast hydra as resident of the fortress.
Any ideas? Did this happen to anyone else?

9
DF Adventure Mode Discussion / Re: How do I find anything in a town?
« on: July 24, 2016, 02:16:58 am »
Thanks, that works. I still haven't found the vampire I was looking for, but everything else.

10
DF Adventure Mode Discussion / Re: How do I find anything in a town?
« on: July 23, 2016, 08:51:13 am »
Thanks! I did not knew the 'm' thing.

Still, how do I find specific persons?

11
I can confirm that zombies reappear even if no necromancers live in the tower anymore.

12
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?

13
DF Gameplay Questions / Re: Human traders still unloading
« on: June 12, 2016, 11:49:46 pm »
My Depot is accessible. I have not checked if there are Items that possibly belong to the missing wagons of the caravan, but I would have a hard time doing this, since I would need to discriminate from the caravan items that belong to the traders that actually appeared.

14
DF Gameplay Questions / Re: Human traders still unloading
« on: June 12, 2016, 03:15:10 pm »
  • Wagons do not get scuttled, they don't show up at all.
  • I play version 43.02
  • It is now autumn, so it it too late to go back to before the human caravan. The human caravan left before finishing to unload. The dwarven caravan came later, also without wagons, and also stuck unloading.

15
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?

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