Bay 12 Games Forum
- April 18, 2024, 06:47:40 am
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News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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DF Gameplay Questions / Re: Resident Ambush
« on: February 07, 2008, 08:19:00 pm »So they get spotted by EVERYONE,
.
DF Gameplay Questions / Re: New version sieges?
« on: February 07, 2008, 09:25:00 pm »Humans will siege you if you kill off caravans though.
DF Bug Reports / Re: 33b Merchants won't leave depot [save included]
« on: November 19, 2007, 02:05:00 am »Maybe I'm just lucky?
DF Bug Reports / Re: Latest version, same old fish.
« on: November 17, 2007, 02:34:00 am »And you said you did it from a fresh start, so they wouldn't have been legendary swimmers yet anyway.
DF Bug Reports / Re: Trade depot destroyed - free goods!
« on: March 07, 2008, 04:31:00 pm »DF Bug Reports / Re: [38a] Suddenly, cave spider!
« on: February 11, 2008, 10:56:00 am »DF Bug Reports / Re: [38a] Suddenly, cave spider!
« on: February 11, 2008, 10:48:00 am »
.
DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 07:12:00 pm »DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 07:09:00 pm »DF Bug Reports / Re: [38a] Dwarf's Scared of fish on a bridge
« on: February 08, 2008, 06:55:00 pm »i.e.
code:
...--@----...
###~~f~~~~###
(side view, @ dwarf, f fish, # wall, . surface ground, - bridge)
To be safe, you need to be two levels up:
code:...--@----...
### ###
###~~f~~~~###
DF Bug Reports / Re: Ice and brook 'floor tiles' bug?
« on: February 08, 2008, 02:59:00 pm »DF Bug Reports / Fleeing Merchants? (33b)
« on: December 25, 2007, 12:37:00 am »
. I haven't seen this noted before though.The human merchants were coming for the first time, when a kobold appears. They quickly dispatched the kobold, but then all the merchants, the wagons, the escorts, and the diplomat fled as fast as they could off the map, leaving all the items they were going to trade on the ground.
What could convince them to drop all their trade goods and leave for no apparent reason, before they even got to the depot?