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Topics - rawr

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DF Bug Reports / My dwarves won't use coffers - NVM
« on: January 27, 2007, 02:48:00 am »
I've put coffer + cabinet + bed in all my standard rooms, but my dwarves won't use the coffers for some reason. Cabinets work fine. As can be seen;
   
even my nobles would rather use the floor even though they all have coffers.

[ January 27, 2007: Message edited by: rawr ]

[ January 27, 2007: Message edited by: rawr ]


2
DF Bug Reports / Reassinging dogs of the dead is impossible
« on: October 30, 2007, 12:41:00 am »
It seems that dogs assigned to someone ([v]-[p]-[e]) do not get "released" from their assignment, when the dwarf they're assigned to dies, so they'll bundle up at the corpse. This obviously makes them sorta useless.

To give some background info, I set my starting site to be at a bunch of pink pi's (iirc) to see what it was. I put all points into Wrestler skills, leather armor and war dogs -  got about 40 dogs. I put the dwarves in a squad, and assigned the dogs to 3-4 different dwarves, then sent my squad out to kill goblins.

The lack of a real fortress may cause the problem.

Screenshot of problem:

   

Bonus pic:

   

Edit: It seems that this isn't a new problem.

[ October 30, 2007: Message edited by: rawr ]


3
DF Bug Reports / no plants from "2nd hand water" - answered, ig
« on: September 18, 2006, 02:33:00 pm »
I wanted to make an indoor forest, but I also wanted some hallways "going thru" the forest in case I needed or wanted the space above the forest;

   

resulting in no plants in the rooms that get water channeled into them.

I doubt this is intentional, but you never know ;o

[ September 18, 2006: Message edited by: rawr ]


4
DF Suggestions / Simplifying water/flow
« on: February 11, 2008, 06:51:00 am »
Right now, the game checks whether there is one less "water depth" in a neighbouring tile, then moves 1 water to the tile if that is the case. This causes the depth of the top tiles of a pond to constantly fluctuate if one or more depth of water gets removed (ie. if one of your dorfs "gives water"). I imagine this is quite the CPU hog.

To solve this somewhat, I suggest the game checks whether there's 2 less depth rather 1, and moves one water to the tile if that is the case. There won't be "waves" in a pond any more, but I think that's ok if it takes some work off the CPU.

e: Oh yeah, sorry if this has already been suggested.

[ February 11, 2008: Message edited by: rawr ]


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