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Messages - Grahar

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46
DF Dwarf Mode Discussion / Re: Guard army unattached from parent army
« on: February 08, 2015, 01:53:54 pm »
I have five legendary fighters, and fifteen fighters in total (two of them are marksdwarves). They have high-quality steel equipment, but on the other side are 40 armed(!) undead goblins (4 crossbowmen).
They are stronger than living goblins and they know no pain. I doubt my military could take them down. Right now, I'm thinking about releasing a nasty forgotten beast on them (one that has killed at least to other forgotten beasts). Sadly, its deadly dust may be not very effective on undead, and its teeth are gone.
If I get rid of this army, will the next army be buggy as well? Is there maybe a dfhack (yes, I am desperate) script or command that attaches this "guard army" to a dummy army so that it works again?

47
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?

48
DF Dwarf Mode Discussion / Re: Question Regarding Urist and Spears
« on: January 25, 2015, 05:28:47 am »
The greatest danger of upright spikes for my dwarfs if my forgetfulness. I usually link my upright Spears/Spikes to a lever, and when enemies are around, I set the lever to repeated pulling. Then I open the gates to kill whatever is left, and see my own soldiers and dogs being killed by the upright spikes, because I forgot to stop the pulling of the lever.

If you did not connect the spikes, or never issued the lever to be pulled, you should be safe.

49
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?

50
DF Dwarf Mode Discussion / Re: Holes in my roof
« on: January 14, 2015, 07:50:24 pm »
Ok, at least in my case it is confirmed: cutting down a tree if there is no wall below results in a hole in the ceiling.

51
DF Dwarf Mode Discussion / Re: Holes in my roof
« on: January 14, 2015, 07:20:35 am »
No, it's annoying when a dragon sets above ground area on fire and trees start plummeting down many levels wrecking your workshops, farms and stockpiles and killing your dwarves with cave-ins (tree-ins?).
That sound very !!annoying!! to me.
Creating the pastures more than one level below the surface is not an option, since there is only one layer of soil. So I guess I will go with the roads to block tree growth. Thanks for the tips!

52
DF Dwarf Mode Discussion / Re: Holes in my roof
« on: January 13, 2015, 09:55:59 pm »
Hmm... at least for the extension of that underground pasture, I am quite sure there were no trees above (since I already suspected those evil wooden things to be the root of the problem... or are the roots the root of the problem?). Maybe overlooked one.

I am right when I say that trees don't grow if there is no space for roots, right?

53
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?

54
DF Modding / Re: Resetting permuted tiles
« on: January 08, 2015, 06:32:53 pm »
The Problem with that is: I do not remember the DF-Version I created this world with, but I know there have been some modifications to the raws since (gelding etc.). Is it dangerous to replace the old raw files of this savegame with the new versions?

55
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?

56
DF General Discussion / Re: Funny names of things
« on: August 12, 2014, 05:56:11 pm »
Dwarven civilization: "The Crazy Gravel". They had a vampire queen and a vampire queen consort.

57
DF General Discussion / Re: Dwarfiest stone?
« on: August 12, 2014, 05:28:26 am »
Granite. Definitely granite.

58
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.

59
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.

60
I had a problem with keas once.
Steel shield? Why not. Forgotten beast bone shield? You're on. Steel armor? Nor problem. Gold-studded steel spear? Nice for the personal collection. War dog? Splatter his blood all over the Baron's throne room!
Fortunately, the method of catching enough keas and then letting them range free in an enclosed space with no escape was hinder new keas from spawning.

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