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Messages - anewaname

Pages: 1 ... 133 134 [135] 136 137 ... 177
2011
DF Dwarf Mode Discussion / Re: bug (maybe)
« on: March 14, 2018, 12:13:49 pm »
Each goblin site should have a settlement date. If you look at those dates and sort them, you could determine if the sites were settled progressively away from the goblin dark fortress or if they were created in a scattered manner, slowly filling in the two tile wide area. While it looks buggy, maybe there is a mechanic governing it, such as the goblins are attempting to stay n tiles away from the dwarf sites.

Unbeknownst to everyone else on the continent, the goblins in those civs have a thriving trade industry involving hauling ice blocks north and hauling tasty fruits south.

2012
DF Dwarf Mode Discussion / Re: My first Siege
« on: March 14, 2018, 06:50:55 am »
Of the suggestions, I think I'm going to go with pasture walls just because gaming the system to build it underground seems a bit off.  I'd rather not take advantage of a strange bug that will probably eventually go away.

Thanks though for all the comments so far, they do help.
1-z walls around the pasture will block line of sight and protect your animals, but be aware that nearby hills may allow invaders line of sight down into the pasture (goblin archers will start shooting at the animals). Blocking line of sight is the most important thing, since aggressive creatures that can see the enemy will climb to reach them, and aggressive creatures that cannot see the enemy will not climb to reach them.

Flying animals like buzzards will fly close to attempt to steal things and this may startle your animals, who will jump away and may end up on top of the wall. For this, include a ramp on the inside of the pasture wall, so they do not become trapped up there.

To access the pasture, you could put a door in the walls to be locked when the enemy arrives or you could have a tunnel below the pasture If you have a tunnel, add a floorhatch over the stairs down, so you can lock access to the tunnel.

There are other risks with open-air pastures, but the ramp and the door/floorhatch will solve most of them.

2013
DF Dwarf Mode Discussion / Re: Embark Profiles and Why
« on: March 12, 2018, 04:31:00 pm »
Lye is also useful. Bringing it allows you to skip the wood burning and lye-making process, which provides soap sooner. This works well with the live turkey, which provides the fat for the soap.

2014
DF Dwarf Mode Discussion / Re: job designation
« on: March 12, 2018, 04:27:50 pm »
When I need a dwarf to start new with a skill like weaponsmith, I take time and choose a dwarf that is creative and would make a good weaponsmith. When I need a dwarf to begin working a skill like cheesemaking, I pick a dwarf that is of no great importance.

All of my dwarfs are in the military. Dwarf Therapist allows you to sort by squads and if a dwarf is not in a squad, I put him in one. I have three categories of military squads:
the full-time military:
    squads that are scheduled to train 2 months per season, and have the best equipment.
    During one month per season, they do civilian work like milking, wood burning, and plant gathering. Sometimes I
    deactivate that squad's schedule when I need to resolve a production bottleneck (need to mill a lot of dimplecups or
    burn a lot of wood).
the crafting militia:
    squads that have no scheduled training, but have a barracks for individual combat drills and a cheap uniform.
    Most of the time they are at a workshop, because they are the ones that produce the high-quality weapons, goblets, and rock tables.
the civilian laborers:
    squads that have no schedule, no barracks, and no uniform.
    These are the miners, woodcutters, and hunters, and are only in the military for my organizing.

All migrants are sorted into those three categories based on incoming skills or needs.

I rarely pay attention to their dreams and ambitions because there is always a shortage of bedrooms, armor, and rock blocks that needs attention first.

Hauling is eventually turned off for the crafting militia squads.

2015
I don't know that tileset, but are those workshops partially constructed? Maybe the workshop construction was suspended for some reason like an item in the tiles could not be moved?

2016
DF Gameplay Questions / Re: Selective Breeding
« on: March 12, 2018, 01:22:01 am »
Usually once they are trained, they move from the Units|Other screen to the Stocks|Animals screen and can be butchered. You did not mention if they were trained. Are they?

2017
Can anyone help me interpret this console output? DF crashed with
Quote
Dwarf_Fortress: src/g_src/ttf_manager.cpp:139: ttf_details ttf_managerst::get_handle(const std::list<ttf_id>&, justification): Assertion `pixel_width >= ttf_width' failed.
Aborted (core dumped)
DF is vanilla DF 44.06 with no mods or utilities involved. The OS is Ubuntu 14.04. I only modified the init.txt/df_init.txt settings for autosaves, some caps, and added FPS display, and turned off engravings. No display settings were changed. I searched and can see that some issues existed in Mantis with similar errors, but do not know enough to determine if I need to update something or if this is a bug. I cannot recall if I had Truetype rendering enabled (it was late, I was sleepy, and I often toggle F12 depending on what I am doing). I recall that my finger was on the mouse's zoom wheel from just zooming and that I clicked a menu key at the point of the crash.

This full console output is here.
Spoiler (click to show/hide)

2018
DF Gameplay Questions / Re: Why do I suddenly need a manager?
« on: March 10, 2018, 02:57:48 am »
I assigned a manager and in spite of him not having an office the issue resolved.
Your manager will not need an office until you have about 15+ dwarfs. At that point, if you still have not given him his office, he will no longer sign off on work orders. That has been active since 43.05 or earlier. This does mean you can assign a manager as soon as your wagon arrives and use the job manager immediately.

2019
DF Gameplay Questions / Re: Alternative equipments settings
« on: March 09, 2018, 04:07:44 am »
Leather armor and breastplates are different items (with different body coverage) and they cannot be worn at the same time, so short answer is you cannot get them to reliably drop a leather armor when a metal breastplate becomes available, even though a uniform item like "gauntlets" will upgrade from bone to copper to steel when the item becomes available.

But, you are equipping 160 guys and are likely working with squads of 10 all the time, so try this...
Make two uniforms that are almost duplicates, one with leather armor and one with metal breastplate. Everything else in the uniform would be whatever-material, so the gauntlets would be "gauntlets", not "metal gauntlets". Then craft metal breastplates in groups of 10 using the job manager. When you see an order for 10 metal breast plates is done, go to a squad that has the leather armor uniform and assign the entire squad the metal breastplate uniform. They will replace the leather with the metal and keep the rest of their stuff (because the rest of their stuff is already the "most valuable" of whatever-material).

If you do this, I'd suggest having a minecart QS stockpile for all armor and weapons, because some military dwarf will haul a corpse to the refuse stockpile, and as the first step of his next job of upgrading his exceptional steel helm to a masterwork steel helm, he will drop that exceptional steel helm on the refuse pile and leave you cursing when you find it has become a Xexceptional steel helmX after sitting on the refuse stockpile for a while.

2020
DF Gameplay Questions / Re: Unhappy Children
« on: March 05, 2018, 10:38:32 am »
If you used burrows to pull units away and then the fight continued for a long time, this might be why the units were not drinking/eating. There is a buggy thing when a fight is happening and burrows are used to pull some of the units away. The units that were pulled away will not do other jobs, including eating and drinking, until the fight has stopped (line of sight is broken between the units or something like that). I had used burrows to pull dwarfs away from an unkillable wool but there was a trade liaison also involved in the fighting, so I walled him in with the wool. Then I found my starving dwarfs standing around the meeting area and then found the bug report for this issue.

2021
I seem to always do something like this...

Month 1 or 2:
Put most of the starting dwarfs in a squad (all but the woodcutter and miners). Give each a wood shield and wood axe. This is the "emergency response squad" for chasing down predators like crocodiles or giant olms. The shield allows them to block many attacks and the wood axes hit hard enough against unarmored opponents. The key thing is to bring the squad in together so there is more than one dwarf in the fight. Since these are crafter dwarfs, their squad is taken out of use as soon as enough migrants arrive.

Month 10 to 12:
A replacement "emergency response squad" is formed from migrants and given metal weapons and any armor that I can make in that fort. This squad is used for all future "go kill them" orders and eventually becomes the elite squad.

2022
DF Dwarf Mode Discussion / Re: what vermin make good pets?
« on: March 04, 2018, 10:58:15 pm »
Also see the section on vermin pets. I would set the turtles to be "available" as pets and let the dwarfs take them if they desire. Then you can have happier dwarfs.

2023
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 04, 2018, 12:59:30 pm »
...so that could have been a reason why it sometimes just dropped. does this also apply to other creatures being stuck anywhere?
Not most creatures. A sheep stuck in a tree will not cause it, but you know how a dwarf finishes a job then has a "?" over him, then starts a new job? If you see a unit repeating that "?", then it is repeating the pathing attempt. One of your fort's animals can get stuck outside a pet-locked door and it will have a repeating "?", and that will hammer FPS. I haven't seen the "military dwarf in tree that is trying to catch up with raiding units that already left the map", but it probably does the same thing.

2024
DF Gameplay Questions / Re: How to deal with caged animals and goblins
« on: March 03, 2018, 08:22:12 am »
apparently one of the badgers "reverted to a semi wild state".
The message indicates the badger was partially trained then forgot some of the training. That can happen if your animal trainers were busy with other work for too long. Adding a few animal trainers should ensure the badger's training level stays up there.

2025
Only 29 pages in that book, he should have brought a bigger book! How much does the book weigh?

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