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Topics - Dame de la Licorne

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76
DF Suggestions / multiple dwarves can cage large animals into the same cage
« on: November 19, 2008, 04:03:54 pm »
Currently, if you designate a pit, you can assign several animals and many dwarves will show up with the job "pit/pond large creature" simultaneously.  I'd like to suggest that the same be true when cramming animals into cages, have multiple dwarves carry out the job simultaneously.  Right now, it can take forever depending on how many animals you want caged and how big the fortress is.

77
DF Gameplay Questions / digging question
« on: November 12, 2008, 06:08:46 pm »
So I'm trying to build ramps to access an upper level with the following setup:

Z-level 0:


Z-level +1:


My dwarves built the upward ramps on the first level, channeled out the level above just fine, but now they won't mine the squares on the upper level unless I build a stairway to access that level.  Is there something wrong with my setup, or is this a bug?

78
DF Community Games & Stories / The Histories of Scarbasement
« on: October 13, 2008, 10:19:45 am »
This is going to be a story fort, although if anyone wants to join and make it a community fort, they're welcome to, and they can post their dwarf's views if they so desire.  I will be running it as a generational fort, as much as I am able, so keep that in mind.

-----------------------------------------------------------------------------------------------------------------

We are the Pillars of Lashing, the last and only hope of Olon Thasdoth, the Gears of Exaltation.  That such a great and mighty civilization should be forced so low as to depend upon us lowly citizens...but I digress.  I shall begin at the beginning, where all stories must. 

I am Durien, and I was born and have lived all my life in the great Mountainhome of Olon Thasdoth.  By trade I am a lowly clerk, assigned to aid the nobles with whatever bookkeeping they require.  About eight years ago, Olon Thasdoth's King Besmar Searchstaff tired of the constant border disputes and began a war against the nearby goblins of Tuxumstozu.  The war lasted until last fall. 
On the morning of the 13th of Sandstone in the year 200, I was taking a break when I heard the cry, "A vile force of darkness has arrived!"  The goblins had, of course, come to attack.  I wasn't particularly concerned, for our military had pushed them back many times before. 

But this time was different.  The Tuxumstozu goblins had banded with another group, and thus were twice as many as usual, and the second group had brought trolls and beak dogs.  They soon overpowered our not inconsiderable military and breached our defenses.  All was chaos as panicked dwarves fled hither-thither searching for a safe place as the goblins poured down the great halls and through the chambers, striking down any and every dwarf they found.  I found myself running as well, not knowing where I was going, only knowing that I couldn't stay, and eventually ended up in a rough tunnel I was unfamiliar with.  There I met a miner I knew but slightly and a smith I had never met before who knew of a secret entrance, and followed them through a secret entrance and out of the Mountainhome.  I found myself in a rough cave whose entrance was well-hidden by thick bushes and some young trees.  I was relieved to be away from the immediate danger, although even the thick stone separating us from Olon Thasdoth was not enough to completely silence the screams.  Ablel, the miner, insisted on returning inside, to search for her family in spite of our pleas for her to remain in relative safety.  While we waited for her return, two fishery workers burst out of the tunnel, and nearly died of fright when they saw us, and the smith and I spent much of the rest of the wait calming them down. When Ablel returned late in the night, she was accompanied by two other dwarves, an apprentice brewer and a lowly hauler who had been fortunate enough to end up in the same tunnel that I had, and the news that no one else could have survived.  Out of nearly a thousand, only the seven of us remained, and we looked at each other in silence and despair.

The next day we took a vote and it was decided that we would leave, and find another place where we could live in safety, and we left while the goblins were still deep in the mountain, looting our treasures and drinking our booze.  The drink was perhaps the hardest thing to leave, but none of us were willing to venture back into the mountain in the hopes of liberating a barrel.  Not far from the fort, we found two young puppies cowering by their mother's body.  Though we did not have the time to bury the dog as she deserved, we took the pups with us.  We also came upon a horse and a one-humped camel near a soldier's body and an injured cat near another.

79
DF Bug Reports / [40c MAC] really slow compared to Windows version
« on: September 05, 2008, 11:28:56 am »
So I'm having problems with my windows machine (nothing I can't fix but it'll take a while), and decided to try out the Mac version in the meantime.  The first thing I noticed was that once I've embarked (with 7 dwarves), it takes ~7-10 minutes to go through 4 days of game play.  Since the FPS counter doesn't work, I don't know what my FPS is, but to give you some idea in my windows XP games, I wouldn't have it this slow until I had about 100 dwarves or so + countless animals (both domesticated and wild).
I run the XP DF on the Mac as well, through Parallels (which is the program I'm currently having to troubleshoot, won't bore you with details), so it's nothing different as far as processor, memory, etc.
If there's anything I can add, let me know, and I didn't see this on the bug list, so if it's been reported before, my apologies.

80
DF Gameplay Questions / missing tag?
« on: August 04, 2008, 05:01:39 pm »
So I bought a tame alligator from the elves, and it bled to death a few seasons later.  Since none of my other animals have had any issues, I checked the raws on a hunch.  It turns out that alligators are missing the [HOMEOTHERM:#####] tag.  Before posting this in the bug reports, does anyone know if this is an oversight or deliberate?

81
DF Bug Reports / No liaison? [39e]
« on: August 02, 2008, 07:36:25 pm »
So I just genned a new world in 39e, found a site and embarked.  Autumn rolls around and the dwarven caravan arrived...without the liaison.  Not game-breaking, but since I'm in an area with no flux, a bit problematic.

82
DF Gameplay Questions / He is a hardened individual?
« on: July 30, 2008, 12:12:01 pm »
One of my marksdwarfs (the champion) recently added this line (above) at the end of his profile where normally you would see "he doesn't care about anything anymore.  Is this new and does it act as an alternative to the standard line?

83
DF Suggestions / Dwarven Age
« on: July 29, 2008, 08:58:30 pm »
I searched for this topic, but didn't find it so my apologies if it has already been mentioned.

I'd like it if there were some way to view a dwarf's age while in fortress mode.  This would be especially useful for children (migrant children more so) to give the player an idea of when the kid will be ready to become a contributing member of society.

84
DF Bug Reports / odd choice of clothing?
« on: July 28, 2008, 08:00:35 pm »
I found one of my dwarves with the following in her inventory, a narrow raccoon leather left glove on her right hand.  I'm running 39c, but I didn't see anything in the more recent dev notes, so it may still be a problem in later versions.  The only mods I've included are a few extra farm animals, sheep and pigs, in everything else it's vanilla DF.  It's the last item in the following list.


85
DF Gameplay Questions / Installing Python/companion
« on: July 23, 2008, 10:05:52 pm »
I'm trying to get df companion to work, for which I'm installing python, but I keep getting the following error message when I try to open companion:

"This application has failed to start because libglib-2.0-0.dll was not found.  Re-installing the application may fix this problem."

I've gone through the df wiki page for companion, and installed the following programs in this order:
  • Python 2.5.2 Windows installer
  • glade-3.4.3-win32-1.zip
  • df companion (version 0.12-any)*
  • pycairo-1.4.12-1.win32-py2.5.exe
  • pygobject-2.14.1-1.win32-py2.5.exe
    • pygtk-2.12.1-1.win32-py2.5.exe
    • pygtk-2.12.1-2.win32-py2.5.exe
    • df companion*

    * I installed companion first before adding the other files, and then tried re-installing everything with companion last.

    Any ideas as to what I'm doing wrong?  This has me totally confused.

86
DF Suggestions / Baby Recovery
« on: July 21, 2008, 10:40:05 am »
So I just had an injured resting dwarf give birth, and the baby is crawling away.  Three dwarfs have gone right past it and I was thinking that it might be a good idea if a dwarf (possibly the father) could grab the baby and return it to the mother when she gives birth while hurt.

Edit: I also just noticed one of my health care dwarfs give the baby water when it got thirsty, so the recover baby job shouldn't take too much more work.  Maybe this kid will survive.

Edit2: he also really likes my (dry) moat, keeps jumping in, crawling out and jumping in again.  If it had been full, he would be dead by now.  I really want a baby return job that involves non-mom dwarfs.

Edit3: The kid got snatched away. :-\

87
DF Suggestions / Display noise levels
« on: July 17, 2008, 03:09:09 pm »
A thread in gameplay questions sparked this idea, so I'm posting it here.  How about a display showing noise levels throughout the fort?  The display might be something similar to the cliff screen on embark, with different numbers indicating different noise levels, with 0 being the lowest and 7 or 10 being the highest, depending on how Toady's coded it, and accessed in a similar way to the depot accessibility display.  Since the game already keeps track of the noise level, adding a display shouldn't take too much work, hopefully.

Edit: Didn't realize this was in the bloats.  Ignore this then.

88
DF Bug Reports / [38c] bronze colossus plural
« on: July 14, 2008, 10:44:54 pm »
I'm reporting this 38c bug, since I assume it won't have been changed in the new release.  The proper plural of colossus is colossi, I noticed that in the prefstring of one of my dwarves the plural is stated as colossuses.  Nitpicky little detail and unimportant for gameplay, yes, but I just thought I'd mention it.

89
DF Bug Reports / Animal children are counted as dwarf children?
« on: July 01, 2008, 06:07:38 pm »
I searched through the reported bugs and didn't see this one posted, so if it's there, I apologize.  In my current fort I have several married dwarves, as well as a male-female pair of both gorillas and bonobos.  Since the gorillas and bonobos started having offspring, my married dwarves have stopped producing children, and killing the animals off solved the problem.  I think the baby/child cap is counting the offspring of humanoids (ie. gorillas and bonobos, possibly other monkey/ape types) towards the cap.  If this is the case, I'm pretty sure it's a bug.  Perhaps an easy fix might be naming the animal offspring something different?  Like, baby gorilla, or young gorilla, or something along those lines?  Anyway, thought I'd mention it.  :)

90
DF Bug Reports / 'd' menu default doesn't always make sense
« on: June 25, 2008, 03:10:36 pm »
A quick search hasn't turned this up, so if it's already been posted, my apologies.  The two defaults in the 'd' menu are 'chop down trees' ('t') and 'mine' ('d').  For the most part these defaults are correct, where 't' is selected when above-ground and 'd' is selected when below-ground.  However, occasionally pressing 'd' below-ground will bring up the default 't' option, when it should be the default 'd' option.  Probably an easy little thing to fix, and certainly not game-destroying, but I just thought I'd mention it.

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