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Messages - Grahar

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61
I once had a vampire queen who arrived along with her vampire queen consort.
The queen drained a legendary woodcrafter (nephew of my duchess), so I put her in jail. The queen consort drained my manager/bookkeeper (one of my first seven dwarves). I also put him in jail, as well as making him the new manager and bookkeeper. For his crimes, he should be locked away for eternity, doing paperwork. I walled up his cell. He hated it. He took over a year to update the stockpile records and then another year to create some work orders. After that, I let him out of his cell and built him a lockable luxus apartment (with drawbridges). He did not get any faster and eventually went melancholic from all this paperwork (or maybe it was the missing clothes, but that is irrelevant). More than ten years later he reappeared in another fortress, still melancholic, but that is a different story (I used him as vampire blood source for future adventurers).
Oh, and the queen had an accident with a minotaur in her cell. I have no idea how the minotaur got in there, and you can ask all the mechanics, none of them hooked a minotaur cage in the queen's cell to a lever.

62
DF Gameplay Questions / Re: Wagons bypassing even though there is a path
« on: August 05, 2014, 11:56:11 am »
Thanks. I removed two cage traps (so the caravan was not forced to appear on the other side of the river), and the dwarven caravan brought their wagons. Now I just have to make the route as short as possible.
However, with the dwarven caravan, another problem occured: They arrived, and when they were at the depot, all of them left again, without doing anything. There was no fighting, and they didn't even take long to get to the depot. They just left when they arrived.

63
DF Gameplay Questions / Re: Wagons bypassing even though there is a path
« on: August 05, 2014, 08:23:16 am »
Back in DF2012, the edge were the traders arrived changed every year, and I was able to make the way to the depot a lot shorter by forcing them to appear on the road. And no, the road is not on the edge they usually appear on, since the edge the road connects to was blocked off by a river before.
I think I will try to rearrange the path to another edge. What confuses me is that the 'D' menu tells me my depot is accessible.

64
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?

65
DF Gameplay Questions / Re: Mass Pitting in 0.40.xx
« on: August 03, 2014, 03:58:18 am »
Yesterday, toady posted this:
Quote
stopped led creatures from wandering away from leader
I think thhis means the bug is fixed in the nect version.

66
DF Dwarf Mode Discussion / Re: Scared yaks hinder elves from leaving
« on: August 01, 2014, 06:13:13 am »
All went well. In the autumn, a minor goblin siege arrived. The killed some of my grazers, dogs and the berserk yak before they found the elf, who was climbing on a cliff above a river. After killing the merchant, they panicked. Apparently the mangled body scared them off. So the scare mechanics have their good sides, too.
I imagine the goblins had an "Oh Armok, what have I done?"-moment.

67
DF Dwarf Mode Discussion / Re: Scared yaks hinder elves from leaving
« on: July 31, 2014, 06:36:59 pm »
Thank you for this wonderful advice. One Elf left. The other one went berserk eventually. The yak also went beserk. This could lead to fun.

68
DF Dwarf Mode Discussion / Scared yaks hinder elves from leaving
« on: July 31, 2014, 01:46:04 pm »
I know this topic has been discussed a lot, but somehow I can't find any threads related to it.
I started a fort in the late summer, so when the elf merchants arrived, there was only a makeshift trade depot outside of the fortress. The elven merchants started to trade when a werebeast showed up. The Werebeast scared everyone of (including the elve's yaks, but not the merchants). The werebeast bit one of my yak bulls until full moon was over and the beast turned back into a goblin (the yak survived, the only fatality was a migrant who supposedly dropped into a river and drowned).
After this incident, the elves proceeded to trade with me, but now it is late spring and they still haven't left. On further inspection, I found out that the merchant's yaks were not at the depot but somewhere else.
So how do I get rid of those elves without making their civilisation angry? I want to deconstruct the depot (in favour of a more secure depot inside), but those stupid merchants stand on the wooden(!) depot and do not go after their yaks.

69
DF Gameplay Questions / Re: Can't find the person crying for help
« on: July 29, 2014, 05:31:04 pm »
There are no tracks besides my own ones.
I left the deserted town to chase another vampire (I found a vampire serpent man, but the blood did not turn me into a vampire). When I got back, the phantom captain was still around. I was only away for a few days, but now there are trenches everywhere. I fought off some goblin patrols the first time I visited, and another two this time, but the town does not belong to them. The only official inhabitant is the phantom captain vampire goblin.

70
DF Gameplay Questions / Re: Can't find the person crying for help
« on: July 29, 2014, 05:05:56 pm »
Actually, this vampire has no kills at all (Oh, apparently I was mistaken, the town was destroyed before he was cursed). My Adventurer, however, has a legendary observer skill. She should have seen someone sneaking around.
Oh, and I haven't thought about the tracking skill yet. It will be the first time I will actually use it (it has gone legendary without ever using it actively)

71
DF Gameplay Questions / Can't find the person crying for help
« on: July 29, 2014, 11:38:14 am »
My adventurer recently entered a deserted town to find a vampire that supposedly lives there. According to the Legends, he is the only inhabitant of this town and used to be the leader of a bandit gang located in the catacombs of this town.
The town was destroyed long ago, only the keep and a few abandoned shops and a warehouse are left. Nothing is left of the temple, which was profaned by said vampire long before the town fell, but with the temple, the entrance to the catacombs is lost, too. The temple is shown on the fast-travel map, but as I said, no buildings are left.
While wandering around to find the entrance to the catacombs, I suddenly heart cries for help: "Help! Save Me!" and "I must withdraw!"
I have no idea where this voice comes from, but apparently, a captain spoke this words. I guess the captain is the leader of the bandit gang and thus the goblin vampire I am looking for but... I can't find him. I can hear his voice, but I have no idea from which direction it comes. Maybe even from underground.
How can I find him? Is it possible that the catacombs still exist, even if there is no entrance anymore? Or is the entrance just well hidden?
Oh, and he's not on the trees either.

72
DF Gameplay Questions / Re: Mass Pitting in 0.40.xx
« on: July 28, 2014, 06:55:28 am »
*has always pitted tiefs along with normal goblins all the time prior to update*
Lucky you. My first experience with thief pitting was an unarmed thief who somehow separated one hand from my best fighter.
(Needless to say, my fighters usually suck. I've been playing this game for three years now and still haven't figured out how to get my military dwarves to train regularly.)

73
DF Gameplay Questions / Re: Updating savegame raws
« on: July 28, 2014, 06:50:11 am »
Toady answered to this in another thread. Apparently copying the raws might work if I leave out the language files. I think I will just try it with both solutions and post the short-term results here.

74
DF Gameplay Questions / Re: Mass Pitting in 0.40.xx
« on: July 28, 2014, 05:13:49 am »
Does this happen with regular goblins, or just with goblin thieves? Thieves were always un-pittable, but if this happens with regular goblins, it might be a bug.

75
DF Gameplay Questions / Updating savegame raws
« on: July 27, 2014, 06:41:03 pm »
I did not find anything about this, neither in the wiki nor in the forum: So the new 40.05 update has some changes to the raws compared to 40.04. If I created my world with 40.04, do I need to update the raws of this world in some way? Does this happen automatically? Or is it entirely unnecessary?
Also:
Quote
Made king cobra people legless like other snake people
What happens to a savegame where a cobra man got a leg cut off or injured?

The last update where I needed this knowledge was more than two years ago, and I have no idea what I did back then (other that apparently mine carts and wheelbarrows worked pretty well after the update, but I do not know if I did anything to the savegame).

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