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Messages - mwoody450

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181
DF Gameplay Questions / Re: Channel Designation + Engraving safety
« on: February 08, 2008, 01:51:00 pm »
Basically, I'm building a 3-high room for my king, with a border around the edge of the upper levels like many nice hotels.  I already have the first floor, which I've foolishly engraved already, including several walls within the room itself.  Now that it's time to build the channels to knock out the floor above and open it up, it occurs to me that since channels technically try to dig out the "wall" space below it, I could possibly end up destroying some engravings below thanks to the weird "engravings can be destroyed by digging near them" rule.

And since more than 50% of my engravings are masterpieces (my engravers are probably 5xlegendary by now, since I detail everything) losing even one engraved wall is extremely dangerous.

[ February 08, 2008: Message edited by: mwoody450 ]


182
DF Gameplay Questions / Channel Designation + Engraving safety
« on: February 07, 2008, 11:35:00 pm »
I know that digging out a space next to an engraved wall has a small chance to destroy the engraving, sending the artist into insanity.  But I'm about to channel out the 2 levels above my kings' enormous throne room, and I'm worried about the hundreds of engravings below.

Will digging a channel from the level above destroy an engraved floor below?

Will falling rocks possibly destroy these engravings?

What about channeling a space that is above and one space over from an engraved wall, since that's technically mining out a space next to a wall?


183
DF Gameplay Questions / Re: Catapults?
« on: February 08, 2008, 05:59:00 pm »
For the most part, catapults are just for training your dwarves' attributes and possibly destroying stone (if they're firing into a wall).  As a weapon, they're ridiculously difficult to aim and operate in a useful manner, particularly since enemies in range will quickly begin to scare away your operators.

184
DF Bug Reports / Re: [.33b] no more outside contact
« on: November 18, 2007, 04:36:00 am »
Same here, playing a save from before the upgrade (the one I posted earlier as having the Merchant Prince crash bug).  It didn't crash, and the humans showed up, but they were the last thing to ever do so.  Now I'm 2+ years later and I've not seen so much as an immigrant wave (I have 86 dwarves in my fortress, with the max pop at the default 200) since.  No traders, no sieges, a couple random animals but no humanoid attackers.

185
DF Bug Reports / Re: Dumb humans put wagons in wrong depot
« on: November 16, 2007, 05:28:00 am »
I'd say fix this by limiting players to just one depot.

186
DF Bug Reports / Re: DF Crashes when human caravan comes, save inc.
« on: November 14, 2007, 08:34:00 pm »
http://mwoody.com/region13.zip

Same problem, crashes every time.  Save is about 5 seconds before the caravan arrives.  I'll try it in the new version and post the results here, once it's available; I already had it uploaded before reading this thread, so I figured I'd post the link anyway.

I should note that this is the third time the caravan has arrived.  The first time it came by itself, the second time they actually met with my leader to discuss what they'll bring next time like the dwarves do, and this third time supposedly they were bringing a merchant prince, according to the gamelog.


187
DF Bug Reports / Re: one fortress save keeps crashing- any idea why?
« on: November 15, 2007, 08:38:00 pm »
Before you start e-mailing save games, look in your DF directory for "gamelog.txt."  It contains a blow-by-blow account of everything that happens in the game, and you can usually figure out what's causing the crash by the last entry.  Most likely, it's a trade caravan - particularly a human one with a merchant prince - that's causing the crash.

188
DF Bug Reports / Re: Detail job cancelations
« on: November 14, 2007, 09:37:00 pm »
I've noticed the same thing.  It happens most often (but not exclusively) on corner tiles, in my experience.  Indeed, at first I thought that you couldn't smooth corners, until I realized it had been done elsewhere, so I just set the tile to be smoothed (again) and they did it.

It's a very minor annoyance, of course, but reporting for completeness.


189
DF Bug Reports / Re: Engraving Defacement Bug
« on: November 18, 2007, 10:57:00 pm »
Hunh, I've had some bizarre problems with supposedly defaced engravings when I wasn't digging out any masterwork tiles, eventually driving my legendary detailer into a tantrum that would prove to be fatal once the captain arrived.  They were, however, digging a ways west of some very finely detailed stone.

190
DF Bug Reports / [33g] Strange mood + magma forge - magma = instant insan
« on: January 19, 2008, 08:44:00 pm »
Just had a metalcrafter enter into a strange mood.  Unfortunately, though I have a magma forge built (the only forge on the map), the magma is taking its sweet time creeping along the supply channel below the forge.  As a result, the instant he claimed the workshop, he immediately went melancholy.  While I suppose this could be working as intended, I'd rather see them go nuts at the normal time, since the magma probably would have activated the forge in the time it would take him to go insane.

191
DF Suggestions / "Mine Ore" designation
« on: January 21, 2008, 08:39:00 pm »
Would it be possible to add a new designation: mine ore?  It would be functionally the same as the current "mine" designation, with one exception: If a miner goes to mine a visible tile that's not either a gem or a currently restricted economic stone, he cancels the tile designation.

As it stands, once I find an edge of a vein of ore or collection of gems I want, I have to manually sit there and pause/unpause and designate what I want cut out, since I don't like mining out huge square areas just for a little ore.  This way, they'd just mine out the vein with relatively simple logic, and I can go do something else.


192
DF General Discussion / Re: Fey moods
« on: November 12, 2007, 06:03:00 pm »
I dunno, I keep hearing about how people hate fey moods and such, but I just don't see it.  Over my past 3 fortresses I've seen about 14 fey moods and I only failed to provide the required mats once.  And I'd have managed that one (needed clear glass) if I hadn't forgotten about him until he was almost insane.

I mean, perhaps I'm just getting lucky, but maybe people need to be more expansive in their construction.  I've never, for example, had a fey mood require a workshop that I hadn't built, because I always have at least one of everything before they start to show up.


193
NiN's new instrumental album Ghosts.  Best background gaming music ever made.

194
DF General Discussion / Re: Guards in the Wiki
« on: January 25, 2008, 06:29:00 pm »
There really is no reason to have guards, ever.  They do nothing you can't accomplish with regular military, and there are problems if you need to remove them from it for any reason or if they hit hero/champion while in the guard.

195
DF General Discussion / Re: Most expensive tastes ever?
« on: December 11, 2007, 05:51:00 pm »
I have a count demanding adamantine items; I'd pay good money for one who only wanted cheap stuff like obsidian and electrum.  :P

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