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DF Dwarf Mode Discussion / Re: ...er...JUSTICE spiral!?? Dead dwarves everywhere!?
« on: May 31, 2012, 01:17:38 am »
Sounds like you have a loyalty cascade on your hands.. what happened before this?
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Confirmed on my end, traps block wagon access in 0.34.10.Since the wagons can no longer go over trapfields in 34.10,...
Whoa! Is this true? I haven't seen anything about this. It's not on the wiki - that I can find, at least.
Are you sure about this? Is it all traps, or just some types of traps?
I'm waiting for the Lazy Newb Pack before upgrading, but it will take me some time to remove/reposition my traps if the caravans can't cross them now. (I haven't actually used the traps, most of them. They're mostly for backup.)
Can anyone confirm this, please?
Hmmm.. interesting. I've released quite a few trained ravens from their cages to a training zone, and they haven't fallen too far below trained status. Although there is the issue of the hatchlings which have reverted to semi-wild.. retraining them as we speak though.In my somewhat limited experience of training captured wild animals: you don't even need to set up a training zone. Use the z-screen to select trainers for wild animals in the Animals tab. Animal trainers will automatically go to the cage with the wild animal in it and train it.question 1: You don't need a kennel any more, just a training zone. Go to z->Animals and select the animal to train. Hit t and select the trainer (or pick any trainer, which is what I usually do) and hit enter. Then hit w or h to have that animal trained as a war or hunting animal. Wait for a dwarf to get around to it.
Just to be clear, the animal has to be in the training zone. The trainer won't take the animal there (that's been my experience, anyway). For dogs, just make the training zone an animal pasture, too, and pasture the dogs in it.
For wild animals you want to tame, you can place a training zone over your animal stockpile. But for dangerous animals which might not be easy to tame (my tame alligator just went wild again), I'd build a small, separate room with a door, construct that particular cage there, and make the whole room a training zone/pasture.
Once the animal is tame, you can pasture it there. Leaving the door closed to animals will keep it from escaping if it turns wild again (at least, until you build cage traps outside the door to catch it).
That will get you the initial raise from Wild to some level of trained, but to improve it and to keep it from falling back to Wild, they need to come out of the cage and be trained normally.
Course, it might not be a bad idea to let them keep reverting to Wild and keep re-training them, if one wants to improve their familiarity with an animal type. Need to try that sometime.
In my somewhat limited experience of training captured wild animals: you don't even need to set up a training zone. Use the z-screen to select trainers for wild animals in the Animals tab. Animal trainers will automatically go to the cage with the wild animal in it and train it.question 1: You don't need a kennel any more, just a training zone. Go to z->Animals and select the animal to train. Hit t and select the trainer (or pick any trainer, which is what I usually do) and hit enter. Then hit w or h to have that animal trained as a war or hunting animal. Wait for a dwarf to get around to it.
Just to be clear, the animal has to be in the training zone. The trainer won't take the animal there (that's been my experience, anyway). For dogs, just make the training zone an animal pasture, too, and pasture the dogs in it.
For wild animals you want to tame, you can place a training zone over your animal stockpile. But for dangerous animals which might not be easy to tame (my tame alligator just went wild again), I'd build a small, separate room with a door, construct that particular cage there, and make the whole room a training zone/pasture.
Once the animal is tame, you can pasture it there. Leaving the door closed to animals will keep it from escaping if it turns wild again (at least, until you build cage traps outside the door to catch it).
Dear Urist McDoctor,
WHY U NO HEAL?
Sincerely,
Dying Dorf
Found the great magma sea and the first cavern layer before I've even made my bedrooms.Tis a common sight in my forts, my first order of business when setting up a new fort is to dig down, and dig deep.
This should be fun.
You'll have to catch the vampire yourself. The residents will report crimes and witnesses will step forward, but you're the judge, jury and executioner.Spoiler: Caught a vampire (click to show/hide)
For stone and metal related workshops put a stockpile RIGHT next to them with a wheelbarrow or two, with orders to take from a larger stone stockpile.Also, with the change to mining drop rate, you're better off using blocks for constructions, otherwise you find yourself running out of stone for construction.
And a note for constructions: USE BLOCKS! They are lighter(so haulers move them faster), and you get more than one per stone.
Kill is attributed to the thrower. Although there was the curious case of the oak log attributed with a kill..Is there any legitimate benefit to the justice system? Seems like other than trying to avoid bad thoughts in nobles, which is a sucker's game, it doesn't actually do anything but hurt. Am I missing something?Technically we are the justice system. I don't know any other game in which you are allowed to convict a dead chicken of murdering someone.
Hey, if a strong enough thrower is having a tantrum and the dead chicken is the nearest object...
Is there any legitimate benefit to the justice system? Seems like other than trying to avoid bad thoughts in nobles, which is a sucker's game, it doesn't actually do anything but hurt. Am I missing something?Technically we are the justice system. I don't know any other game in which you are allowed to convict a dead chicken of murdering someone.
Ah. That makes sense.So are they for me, but as Bay12 is etched into my mind I can do naught but find it strange they are sane even though I know it isn't....I now consider it normal for forums to be as insane as this one has become.I can't, other forums I visit are pretty sane.
...I now consider it normal for forums to be as insane as this one has become.I can't, other forums I visit are pretty sane.
I have Human caravan wagons trying to leave while Dwarven caravan wagons are trying to enter, through a 3-wide corridor attached to the edge of the map. They aren't just moving slowly, they aren't moving at all. It may be the two ramps leading down are too close together for the wagons travelling in two directions to pass over/under each other. I haven't found anything I can dig out, or bridges I can lower, that fixes this. Anyone want to have a try at at?This problem sounds oddly familiar slink.. might want to try widening the corridor next time
Here's my save: http://dffd.wimbli.com/file.php?id=6392