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Topics - dexxy

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1
DF Gameplay Questions / Liaison leaves if you don't want a baron
« on: August 05, 2014, 09:22:08 pm »
So the liaison noticed what a fantastic fort Ucatrorung is, and asked if somebody would like to be baron. Okay I thought, and went to the select a baron window. Then i realised that I didn't know who to choose, what if they like pig iron daggers and keep making wacky mandates. So I chose abort. The liaison left immediately, without discussing a trade agreement. Shouldn't he do a trade agreement even if I didn't choose a baron?

Next year he arrived again and said what a great fort Ucatrorung is and how fantastic it would be if we had a baron. But we already have the queen and a mayor, so why do we need a baron? We told the liaison that we don't need no baron. He left immediately, without discussing a trade agreement. If he was an elf or something he could get killed for that.

The next year the liaison arrived yet again and suggested quite strongly that it might be a good idea to have a baron. This time we said yes. Not because we wanted a baron, but because we wanted a trade agreement. Which the liaison then kindly gave us.

Shouldn't a city be able to refuse a baron and still get a trade agreement?

2
A human caravan arrived, but i had forgotten to open the drawbridge, so the wagons skipped off to somewhere else. The other merchants arrived and traded and departed.

On the way out, one crossbowman got into a fight with a dreaded kea, and ended up with a broken arm and passed out. Maybe he fell out of a tree who knows.

The caravan then hung around on the north edge of the map. This happened in year 7.  They never left.

Unfortunately no invaders are turning up, so now it's year 13 and they are still there. No more human caravans arrive probably because of them still being here.

Now they are having babies...

Is there any way to get them to go home? Maybe I should just attack them. At least then humans might come and attack to make up for the missing goblins.


3
Those soldiers have been training non-stop for months. None of them seem to be mad about long patrol duty. Did this get changed?

4
Open the squads thingy with "s". I have 11 squads. I can select the squads by pressing a to j, and by scrolling down and pressing j for the 11th squad.

With the squad list scrolled all the way to the top, press "p" for select individuals. Press "a" for 1st squad, the squaddies' names come up. The keys a-j can select each one. This works for squads a-i with the squad list scrolled to the top.

However, pressing "j" doesn't select the 10th squad. Nothing seems to happen.

To select the 10th squad, I have to scroll down the squad list so that the 10th squad gets the letter "i" and the 11th squad is "j". Then the 10th squad can be selected with "i". However, the list of soldier names is scrolled and the squad captain can't be selected because he's not showing. And the list can't be scrolled. And the letters displayed aren't right either, the 2nd member of the squad is displayed in the list as letter "a", but to select him you have to press "b".

The squad captain can be selected by pressing "a" but it doesn't show on screen. And then after killing the terrifying barn owl, the captain went off duty, back to civilian, despite the squad having orders for 10 to train.

Also, I can't select the 11th squad to give individual orders to, because pressing "j" appears to do nothing when using "select individuals" on the main squad menu. Presumably I have to create a 12th squad if I want to be able to individually order members of the 11th squad, by scrolling the 11th squad up to "i" where it can be chosen.

Is this normal? Has anybody else noticed this strangeness?


5
DF Gameplay Questions / Auto-arena fort design
« on: July 29, 2014, 11:05:01 pm »
An arena is a good way to train dwarfs in fighting. But all that setting cage traps, then collecting the cages, stockpiling, building cages, building levers, it's too much work.

What would be a good way to design a fort so that invaders automatically walked into the arena area? Then dwarfs can shoot them down or run in and attack if they want.

It probably shouldn't be underground, so it won't get miasma problems.

Farmers and other dwarfs should have safe access to where they want to go without entering the arena.

It should be close to the barracks so that dwarfs don't have to walk to far to get to the arena.

What techniques would you use to build an auto-arena fort?

6
I got this error message when trying to load a fort:

"One of the compressed files on disk has errors in it.  Restore from backup if you are able."

I think it was caused by the hard disk being full when saving the game. In case that helps somebody else.


7
DF Gameplay Questions / HUH HUH HUH here come the human traders!
« on: June 28, 2012, 06:23:17 am »
HUH HUH HUH here come the human traders! Does anybody else giggle when they see the "HUH HUH HUH" human traders coming?

8
DF Gameplay Questions / Is it possible to stockpile cut rock stones?
« on: June 28, 2012, 04:06:23 am »
Is it possible to stockpile cut rock stones? At a jewellery workshop, a gem cutter can cut stones such as mica or basalt into "rock gems". But how do you stockpile these gems? I can't figure that out.

I want to stockpile them so that I can link the gem setter's workshop to a masterwork furniture stockpile, so that the setter can encrust top quality furniture. Currently the setters seem to prefer to encrust barrels and sand bags, but I'd like them to encrust beds, doors, chairs, and stuff like that.

9
DF Gameplay Questions / Dwarfs are amazing at identifying things
« on: June 27, 2012, 08:45:54 pm »
Dwarfs are amazing at identifying things. For example, a one-humped camel bone bolt. How do they know the bone isn't from a two-humped camel? Amazing!

Or a pool of female dog blood. How do they know it's from a female just by looking at it? Amazing!

Dwarfs should get a job with CSI since they are so good at identifying things!

10
Do monsters all spawn at ground level on the edge of the map? Due to very high wilderness values, my fort gets a lot of monsters coming in. A lot of them can fly.

I was thinking that if I built a floor one level up from ground level all around the fort from the outside of the wall to the edge of the map, then if monsters spawn at ground level, all the flying monsters won't be able to fly through the floor above them. They will have to try to walk through the gatehouses which contain soldiers, if they want to get into the fort.

I was also thinking about building the wall all the way up to the top of the sky to keep fliers out, and the dwarfs are currently building a roof over the outside area inside the wall.

Will building a roof over the part of the map outside the wall control fliers and stop them from flying up and down? Or will they just spawn on top of the next level up, on the constructed floor?

11
DF Gameplay Questions / Disposing of rubbish in lava or magma
« on: June 26, 2012, 06:58:52 pm »
Here is a video of people disposing of rubbish by throwing it into lava. All dwarf lovers and magma lovers should watch it!

http://www.youtube.com/watch?v=kq7DDk8eLs8


12
I've got a few weapon lords in my fort. I just watched a mace lord beat up a giant echidna. When he was finished, he went off duty. But he didn't get an unhappy thought about being a lord taken off duty. Does that unhappy thought still happen? Has anybody seen it in 34.11?

13
DF Gameplay Questions / Duchess unhappy with improper dining room
« on: June 25, 2012, 10:26:14 pm »
The Duchess Tekkud complains that she "dined without a proper dining room lately". I assume this means she wants a fancier dining room?

However, the requirement shown on the nobles screen is "Grand Dining Room", and she has a "Royal Dining Room". So surely that is good enough? The dining room has tables, chairs, traps, statues, bags, weapon racks,  smoothing, and engraving, so I can't figure out why she doesn't like it. I don't really want her to have a nasty accident, because she pretty much only demands that crossbows be made, which is not much trouble.

Could she be unhappy because her dining room is a mere 10x33 squares, whereas the meeting hall dining room is much bigger, about 30x30? Would it work if I assigned her the huuuge dining room, will the other dwarfs still eat there if it is a meeting hall too?

14
DF Gameplay Questions / Can dwarfs build diagonally now?
« on: June 25, 2012, 07:10:36 am »
Can dwarfs build diagonally now? I built a grate on the end of a finger of floor above the ground so they could stand there and build the corner fortifications. Two dwarfs came out with blocks and built the corner fortifications without standing on the grate. Both of them stood in a diagonal position to do the building.


15
DF Gameplay Questions / What is the maximum range of a crossbow?
« on: June 24, 2012, 11:36:26 pm »
What is the maximum range of a crossbow? The wiki says 20 squares. But I have seen marksdwarfs shooting much longer range than this, such as about 50 squares.

http://dwarffortresswiki.org/index.php/Crossbow

Also, i gave all my soldiers crossbows. I ended up with about 40 marksdwarfs and 7 elite marksdwarfs. However, the silly dwarfs had very low melee skills, even after 10 years of training. It seems they would just shoot their crossbows and hardly ever go into melee combat, so they were hopeless at melee.

One elite marksdwarf had both his arms ripped off by a giant grey langur. He didn't even go do hospital, just stayed there at the barracks training, blinking the wounded signs. If he had melee skills, maybe his arms wouldn't have got ripped off? So I made him attack something else, and he bit and kicked it to death. He was going great. Until that goblin lasher hit him in the head from behind with an iron whip. Oh well!

So maybe it's a bad idea to give all soldiers a crossbow. It stunts their melee abilities, which they might need later.

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