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Messages - anewaname

Pages: 1 ... 157 158 [159] 160 161 ... 177
2371
Reading your announcements was tough, but it looks like none of your dwarfs were seen by the undead yet. I'm noting this because a dwarf that is fleeing from a hostile is too busy to respond to the alert, they need to get some distance from the enemy before they will start heading to the burrow.

One thing about dwarfs in the military... If their squad is on active orders ('s'quad screen's Move/Kill or 'm'ilitary 's'chedule's Active orders, they are damn aggressive and will chase after anything they consider hostile that they can see). So moving a squad using a Move order will not work for that dwarf that is in sight of the enemy.

You might also try defining a meeting area in your alert burrow (if you haven't already); when dwarves have nothing else to do they will usually congregate there.
This is important. If your fort has no 'm'eeting area (a zone, dining room, or your wagon), then dwarfs and unpenned animals will wander all over the place. Once you create a meeting area, they will go there when their current "taking a break" activity ends. Which usually will be a short while, but can be a long time if they are a kid playing Make Believe, out in the woods, alone. But this only applies if there is no civ alert. They should respond fairly quick to the civ alert.

So, no certain answer to your situation, but info that may help.

2372
DF Gameplay Questions / Re: Bone crafts decaying in workshops
« on: May 19, 2017, 02:40:58 pm »
The point is to establish the truth, irrespective of personal habits, future changes, etc.

.

It's one thing to say "I think X" whether with or without evidence, it's another to unequivocally declare "X" then proceed to become angry when someone contradicts you, and offers evidence to back it up, then asks (quite reasonably) if you have any evidence to the contrary.
Well said.

If NullForceOmega and/or Loci were to consider spending the time to create a 43.05 test embark and find out... everyone reading the post would benefit.

2373
DF Gameplay Questions / Re: Unarmed combat questions
« on: May 19, 2017, 02:30:23 pm »
But no. It's a big robot creature with murderhands.
"Murderhands". Besides being a good name for a fort, that reminds of those FBs that fight humanoids by picking them up in one hand and pulling their arms and legs off with another hand. Having armor is just so useless then.

2374
DF Dwarf Mode Discussion / Re: Off Map Forest Fires?
« on: May 18, 2017, 07:25:40 pm »
Dwarf Fortress.. the only game that makes me consider, "Is the enviroment so Scorching that natural brush fires or spontaneous combustion might have occurred?".

2375
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 18, 2017, 11:35:46 am »
I think I prefer tantrum spirals to "fine(128)". There doesn't seem to be much reason for half the mechanics to exist these days. I'm there going all to the hassle of setting up soap production or something and they'd probably still be "fine" sleeping in a damp cave with raw plump helmets and water forever.
"These days" may change next version.

You can still get a lot of unhappy dwarfs by playing in an animating biome, having a tavern for socializing and friend-making, then letting your dwarfs haul their dead companions up to the refuse pile where they will be attacked by the animated head of some other previously slain friend. Here are 5 "Very Unhappy!" dwarfs and 1 "fine" dwarf (who is guzzling booze).
They have soap, it is not enough.

2376
DF Gameplay Questions / Re: Caravan Safe Traps
« on: May 17, 2017, 08:58:48 pm »
https://www.youtube.com/watch?v=VpBHrQLzoDo&feature=youtu.be
In your vid it looks like there is a trap downward and to the left blocking the route. The path needs to be three wide, orthogonally.

Then the wiki is wrong and needs to be updated.
I have moved the traps and indeed, it looks like the caravan cannot move diagonally through 3 wide space.
The wiki says, "Caravans need 3-wide corridors, but that corridor does not need to be straight." This probably is intended to mean that the wagon can be forced to move one west, one north, one west, one north, one west, one north, and so on... But the wagons do need to move orthogonally, unlike dwarfs.
EDIT: I actually looked at the wiki example... Yes, that first example will not work. The center path would need to be several squares wider so that wagon could move properly.

2377
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 17, 2017, 08:52:55 pm »
Question on hauling optimization;
I have observed many times that when a (craftsdwarf) workshop is very full of items and a stockpile with space and bins is readily available, dorfs generate a hauling job for every item individually, rather than sending one dorf WITH a bin to collect however many happen to fit in the bin.

Is it possible to stimulate smarter bin usage or is it just not part of the current hauling logic?
There are two sets of jobs being generated. The stockpile itself creates a separate "single item" hauling job for every empty square on it when there are no bins on the stockpile (you will see a mob of dwarfs each get one item when you create a new stockpile), and if there is a bin on that stockpile then it will create one job to gather a list of items and put them in that bin (you will see one dwarf wander off and collect many items and bring them to the bin). You can see this in the 'j'obs menu by looking for the "store item in Stockpile" and "store item in Bin" jobs, and then hitting 'j' again to see the details of that job (to see what items the job involves). That is the rough of it. The system is different than last version and may change again. :p

2378
DF Gameplay Questions / Re: How do I fish?
« on: May 17, 2017, 07:37:44 pm »
You might want to channel an inlet close to your fort, cover it with floorgrates, and place a zone there for fishing (also set 'o' 'z' 'f' to zone-only). Then make sure you do not have "raw fish" enabled in your regular food  stockpiles.

This ensures your fishery workers have shorter distances to haul the raw fish, and prevents the fisherdwarf from being startled by wildlife and falling in the ocean.

2379
DF Gameplay Questions / Re: Caravan Safe Traps
« on: May 17, 2017, 06:53:12 pm »
https://www.youtube.com/watch?v=VpBHrQLzoDo&feature=youtu.be
In your vid it looks like there is a trap downward and to the left blocking the route. The path needs to be three wide, orthogonally.

2380
DF Gameplay Questions / Re: Refuses to chop trees!
« on: May 17, 2017, 06:13:05 pm »
Is that woodcutter in a squad? Was his squad given any order (move/patrol/kill, or a barracks set to 't'raining for that squad). If yes, that is the problem.

Miners, woodcutters, and hunters have problems with the civilian job uniform conflicting with military uniforms and if they are in a squad and get squad orders (Move/Kill) or have a barracks with their squad set to train, they will drop their civilian labor tool, equip their military uniform (even if they have 'no uniform', it still goes into effect). and then no longer respond to the civilian labor.

I put miners, hunters, and woodcutters in a squad with no uniforms, but I do not give them squad orders or a barracks to train at.

To fix it, get him out of the squad. Disabled the woodcutter labor then enable it.

EDIT: Another thing to check, is that axe forbidden? Also, there is no known way to get a dwarf to use the same axe for both a military uniform and a woodcutter uniform.

2381
DF Gameplay Questions / Re: Announcements
« on: May 16, 2017, 10:15:48 am »
I have noticed this happen as well, though I do not know why it happens. I had assumed there was a clearing of log entries based on seasons. Also 43.05.

2382
DF Dwarf Mode Discussion / Re: Rogue block won't move
« on: May 13, 2017, 08:07:39 pm »
If the block was not counted when you try to build walls or floors, then it was already assigned for another task. Probably not a hauling task since that would have happened quickly, but something like a bridge or workshop construction that required a certain labor, and all the guys with that labor were busy, so the job took a while.

2383
DF Dwarf Mode Discussion / Re: Domestication Help
« on: May 13, 2017, 07:45:36 pm »
They cannot be completely domesticated like horses and dogs, but so long as you do not remove the "train this critter" flag, your trainers will keep them from reverting to wild (just make sure you have enough trainers to work on them occasionally).

2384
DF Dwarf Mode Discussion / Re: Trade question.
« on: May 12, 2017, 11:46:47 pm »
I remember being able to easily trade food when merchants came but now I cant ever seem to find food barrels in the trade menu when they arrive. I have loads of flour and no use for it myself yet I cant trade it away.
You have "loads of flour"... That needs to be baked in a kitchen before it is a prepared food. But if it was baked and you still cannot see it when searching for "prepared", then does toggling "Culling on mandates" show the food?

2385
DF Dwarf Mode Discussion / Re: Any way to Butcher an enemies mount?
« on: May 12, 2017, 11:15:43 pm »
If hammered with a dozen wooden crossbow weapon traps, the kea might even get hurt. Yaks will not notice.

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