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Messages - Flanderbland

Pages: [1] 2 3 ... 6
1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 23, 2013, 03:56:05 am »
I think there's a bug related to cave-ins...

I've previously mined out a large chunk of rock, and I used controlled cave-ins to do it (went faster that way), and everything went fine at first. It wasn't until I breached the caverns things started getting... weird.

This is what happens everytime I load the game:
Spoiler (click to show/hide)

Made no sense at first, I haven't dug in the place this happens (or anywhere near it) for like three years. It's no big deal, since all that happens is that some of my dwarves are knocked unconscious (it indirectly hits my statue garden), but it's quite annoying.

Well, now I noticed why this was happening:
Spoiler (click to show/hide)

There's mud. In an open space (several tiles of it actually, you just don't see it). The game doesn't seem to mind, except when you load it, because then it collapses (the mud remains though). It only started happening after I breached the caverns though, which also made plants start growing in those tiles. So now I got floating plants as well. Great. At least they disappear in the cave-ins.

On an unrelated note: Does anyone know a good way to reduce the amount of cats/kittens? As you can see in the second picture, close to the upper left corner, there's about a zillion cats (there are more than one/square). I'm butchering them as fast as I can, but the problem is that the sneaky bastards are getting tricky on me. They've figured out that if they "adopt" a dwarf, I can no longer kill them, so now they do that pretty much as soon as they're born. It's quite frustrating.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 19, 2013, 12:02:10 pm »
Things are calm in Splashcanyon. The second Tidal Wave Weapon is under construction, despite the shortcomings of the first one. It's not like I have anything better to do, and it does kill some goblins each siege after all. Amusing to watch, if nothing else. The new one will cover the fortress' eastern approach, just like the other one covers the south. They will also be capable of re-supplying one another, so that I can pack some extra punch on one flank, if needed.

The demands from the nobles have calmed down, for now. They are now just annoying, rather than being unappeasable. My baron is constantly demanding bolts, mixed with the occasional bracelet. Fine by me, bolts are used all the time, and bracelets are useful for trading. Having a supply of 2000 iron bolts for 6 marksdwarf/hunters is, however, somewhat excessive in my mind. Yet he seems to be preparing for the end of days, where hordes upon hordes of goblins will come rushing up the mountain.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 15, 2013, 06:09:35 pm »
Nothing. He's still not pleased. I'm seriously considering offering him to Armok right about now.

Are you sure it was the right room?

Also, the demand won't disappear when it is satisfied, it'll just turn .. um... I think it turns white, been awhile since I had a demanding noble.

Yeah, I'm pretty sure. He says Throne Room/Study, and he only has that one. Besides, replacing those three doors also replaced the only doors leading into his other rooms (dining room and bedroom), so now all of his doors are trifle pewter. I've never had a demanding noble neither, but the demand is still coloured (red now), so no luck :(


Is the door actually in his study, or is it occupying a doorway in his study? I seem to remember reading something about dwarves not counting the door if it was being used as a door - maybe place it in the study and set as internal?

Or perhaps he actually wants Pewter Door Trifle. Like trifle, but with pewter door instead of sponge fingers. Given how hard killing sponges is in DF, this may be more achievable.

I was thinking that as well, that he might want it as a useless piece of decoration. But I'm not going to give in to that, that would mess up my floor plan! Better have him cranky then.
It might make sense that he would want trifle though, I mean, this IS Dwarf Fortress after all. I'll ask the cooks to whip some up.

I hope the bastard chokes on it.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 15, 2013, 05:45:46 pm »
Getting mighty tired of my nobles right about now, especially my mayor.

He INSISTS on mandating large gems, all the time. And I can't for the life of me get any from the gem-cutting. Very, very frustrating.

But that's one thing, I'm getting used to that. Now, he got it in his thick skull to demand a Trifle Pewter Door in his study. I immediately panicked at this, since I had no tin, nor any copper. Luckily enough though, a dwarven caravan was visiting at the time, so I got some of the bars I needed from them, and melted misc stuff for the rest.

Made a door, placed it, and... nothing. He's still demanding a door. Wtf? Ok, so he has three doors in his study, maybe he wants all three changed, or I just didn't change the correct one. You know how nobles are. Anyway, said and done, I ordered two more doors, and placed them.

...

Nothing. He's still not pleased. I'm seriously considering offering him to Armok right about now.

5
Or get rid of the ramps leading into the lake.

Wha......

WHY did I not think of this?! STUPID STUPID STUPID.

Alright, I think that will solve my problem... Thanks a lot for the tips though, I guess the simplest solution is often the best ;)


6
I know it's simplistic, but have you concidered building a bridge so they won't enter the water and die?

Yeah, I have a bridge right next to it, designated as a High Traffic Area. The bridge is over a river that is feeding my artificial lake, which is emptied from time to time to wash away goblins. So most of the time the lake is full, no problems. But the problem occurs when the lake is being refilled, and at those times the dwarves sometimes pass right by the place where the river empties into the lake (which is by that point a waterfall) rather than using the bridge, and are swept away.

Also traffic restrictions do not prevent dwarves from wandering into an area, try looking at burrows instead.

Yeah, I'm now using burrows when the lake is refilling, as well as around the time the ice melts (to prevent them from going across the surface when that happens). It works, but it's tedious since I get LOTS of cancellation spam, and mapping every area that you need is a chore. It's bad enough to map the critical areas for a siege burrow.

7
I recently lost a number of dwarves due to being swept along with a human caravan wagon down a waterfall into a lake. And then a couple more (all my miners, in fact) when I tried to dig the ice searching for the bodies, since some water spilled out and insta-froze my miners.

Okay, so I finally got some new miners assigned and dug out the frozen remains of my previous ones. After that, I started searching for loot from the human caravan wagon which spilled into the lake prior to its freezing.

And I found a cage. With a chicken inside. Which, by the looks of it, is still alive. After having been submerged in water for ~2 months, and then encased in ice for another 2 months.

This raises two questions, which I hope someone will be able to answer:

1. Does being caged really protect creatures from drowning and freezing? I mean, I know it works with chickens (apparently), but I'm doubtful it would work with, for example, dwarves. I know that things can starve to death inside cages, but not so sure about the previously mentioned "ailments".
2. If the answer to #1 is "Yes", is there a way of setting cage traps that would catch your own dwarves? I'm guessing no, but hey, it's better to be certain.

The reason I'm wondering this is because I've lost more dwarves to drowning and freezing than to invaders, and the reason for this is that they refuse to obey my designated Traffic Areas. Mostly it's because they go to fetch something, and the "Ooh look a shiny!"-mentality prevents them from seeing the big ass sign saying "Don't walk in front of the waterfall!".
So being able to set cage traps to catch them when (or before) they go into the water would be real nifty, if they really do survive inside it that is.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 14, 2013, 02:35:07 pm »
Ok, back up! Is this even possible?!

I got word that the human caravan which spent the siege inside my walls had left. Fine, no problems.

Shortly after I heard that one of my dwarves had drowned. Again, it's a nuisance, but it happens from time to time when the lake is refilling.

But then I take a look, and see not one, not two, but THREE dwarves at the bottom of the lake, along with what appears to be the contents of a caravan wagon. The combat report logs are filled with dwarves, humans and horses taking damage from crashing into things, and I have no idea what happened. My first thought was cave-in, but since there's no evidence of this, I'm thinking one of two things:

1. The wagon, with my dwarves walking alongside it, took the wrong route. Instead of going over the bridge, it went across the mouth of the river (which is only 1/7 or 2/7 right now) and got swept down into the lake, taking my dwarves with it. I guess this seems most likely.
2. The "driver" of the wagon somehow lost control, and drove it into the lake, taking my dwarves with it. Not sure if this is even possible.

I'm unsure about scenario #1 though, since water doesn't seem to sweep creatures along when I'm using my tidal wave weapon, so not sure if it would do it here.

Any theories?

EDIT: Dammit, is the "Traffic Area"-system just a suggestion or are my dwarves retarded?! I've set the entire lake to restricted (all z-levels, max cost), and the edges around it to high, but they STILL insist on wading across the damn river mouth. Almost lost four more just now, before I reacted and ordered them all to burrow inside.

EDIT2: Ok, I think I've just about had it with this fortress now. I waited until winter to recover all the bodies and stuff by digging in the ice. Then I noticed that, of course, some of it had ended up in the ONE pocket of water that doesn't freeze. Fine, I think, I'll just dig out the wall and drain it, it's just a 4x4 square. Easier said than done, since the stuff freezes instantly... But the water level DOES drop every time this happens, so, I figure, it's just rinse and repeat! Piece of cake!

End result: I have no miners. They have all gone missing, mysteriously. Someone mentioned that they'd seen an ice wall resembling them, but I don't know... This is the second time in the history of this fortress that I'm out of miners.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 14, 2013, 02:02:16 pm »
Splashcanyon just had its second siege for the year, it seems like the last one was just to test the waters (if you pardon the pun), since that consisted of only around 20 invaders, whereas this one numbered in the fifties.

I got to test the Tidal Wave Weapon once more, and I'm pleased to say that it worked much, much better this time, thanks to improvements made (like removing slopes in certain locations so the goblins have a harder time escaping) and some parts luck (like the fact that half a dozen goblins crawled up into my drainage ducts, right next to the floodgates, where they could not escape). Total kills by drowning came to at least 18, it was hard to count since the bodies scatter everywhere, and there was a second force of invaders somewhere else fighting some unlucky merchants that got trapped outside, which made the "Dead/Missing" screen hard to go by.

The fact that there were two separate forces of invaders were kind of a miscalculation on my part, since the weapon relies somewhat on timing to work correctly, and funnelling two separate forces up the mountain at the same time would require some... orchestrating. The second squad ran off after having witnessed the awesome power of my water, which is kind of an disappointment, but I guess it's ok, since they will spread the word of my harnessing of the forces of nature!

The fact that they ran away might have something to do with a horse and a human guardsman killing an entire squad of trolls as well, but I like to think it was the water.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 12, 2013, 05:02:46 pm »
SplashCanyon just experienced its first siege in 5+ years (only had one before, I guess climbing up the mountain is a less enticing prospect even for goblins).

I was thrilled, since it, finally, gave me a chance to test my tidal wave weapon!

End result: Big, big disappointment. The goblins took my intended path up the mountain, so far, so good. I waited for them to get into perfect position, and then I pulled the lever. And sure, they were drowning and all. Occasionally. I had discounted the fact that goblins, it seems, swim rather well, even when being drenched by three z-levels of 7/7-deep water. Just enough to get up to take a breath which allows them to stay alive, at least. The fact that they had slopes to stand on (I left them to be able to lure the goblins up the mountain) might have helped them some in this, not too sure how that affects things. Either way, I was half expecting the wave to swoop them down the mountain, which sadly didn't happen, it just seemed to knock them into stuff, stunning them. I clearly need to rethink this... There has to be a way to make it work (apart from substituting water with magma).

Something that did work well though was my line of weapon traps, originally intended on keeping snatchers out.

End kill score: Tidal Wave Weapon (which I spent 3+ years working on): 2, Weapon Traps (took me a season, at most): 6...

One honourable mention however is one of my inexperienced (proficient) swordsdwarves with only three goblin snatcher kills to his name before the siege.
After most of the goblins were dead, and the rest had retreated, they left a Voracious Cave Crawler milling around the mountain, seeming lost (he moved three tiles and then back again). So, I sent my squads out to kill him, telling them to gather at a safe distance.

One dwarf, however, thought it'd be a good idea to charge the enemy alone, with the rest of the squads far from in position. Great, he's dead (or so I thought). Sure enough, it started poorly with him trying to cut the crawler in the head, the blow doing no damage whatsoever, and in turn he got smacked into the mountain. But lo and behold, he managed to turn it around, and in the end he stood as victor, with NO damage done to him whatsoever (he only got stunned during the battle).

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 11, 2013, 03:23:30 pm »
It's a sad day in Splashcanyon. We were ambushed, which normally is no problem since all gates are well protected by enough traps to kill pretty much anything, and it's in the middle of winter so the fisherdwarves have no reason to go outside the walls (since everything is covered in ice).

But alas, the hunters do... All my hunters are legendary (I only have five though), which made me panic even more when one of them stumbled upon the ambush. He got away and headed for the fortress... and ran straight into another ambush. Amazingly enough though, he managed to, yet again, run away, and soon reached the relative safety of the walls.

Meanwhile, I had ordered my military squads to station INSIDE the trap and walls perimeter. They must've misheard me though, because one axedwarf immediately charged outside and died. Followed by (and this is where I got sad) my marksdwarf militia captain, who also bit the dust... To avoid more losses I had to cancel the station command, at which point they finally stopped sacrificing themselves.

After that, the ambushers started running into the traps and hail of bolts from the rest of the marksdwarves, so by then it was just mop-up operations.

EDIT: Oh, and I just noticed that while all this was happening, I seem to have caught two goblin snatchers in my cage traps. I know just what to do with them. Revenge... Sweet, sweet revenge...

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 10, 2013, 04:07:56 pm »
Splashcanyon is doing fine. Food is still plentiful (I've got the stills and kitchens deactivated for all but one season per year, since the stockpiles are overflowing, even when I'm using pots instead of barrels). Everyone is happy or better, with the sole exception of my military who's grumpy because their clothes are worn. Which is odd, since I have plenty of clothes, and odder still since I've got them set to "Replace clothing with armor". But they just won't discard their old clothes, or replace them with new, even if there's plenty of everything (for example, I have 20+ iron glove pairs in stock, but only ONE of my dwarves have them equipped...). Quite frustrating, especially if they were to die fighting because they didn't wear enough armor.

I've completed the tidal wave weapon by using walls to try and "lure" invaders into taking a specific path up the mountain. Still haven't been able to try it though, since I haven't had a siege for more than two years now. Not even an ambush, just the odd thief.

13
After having sobered up a bit (which may or may not having involved a nap on the couch, which in turn may or may not have been accidental), I'll try to sum up my turn. For this post, it's spell-check ON, even if it'll take a while to write. I'm not sure I remember all of it since I'm still pretty dizzy from my nap, but then again, not that much happened (apart from everything going to hell in a handbasket that is).

- It's hell. No, really. I mean HELL. From reading the previous posts I thought that it'd be pretty calm, but the fortress got a life of it's own straight from frame one. And by life, I mean batshit-crazy, tantrum-throwing, fiery life. It looked good at first, but then this one guy was burning (god knows why), which in turn ignited the stocks where every single dwarf was at that moment, which in turn led to 10+ dwarves dying. And THAT in turn led to the most insane tantrum spiral I've ever seen. I mean, a child got a freakin' barrel thrown at him. Which got stuck in his skull. Seriously. Who does something like that?!

- The world itself posed no problem for me (regarding crashes, lag etc), but then again I only got about 1,5 months in before giving up, so who knows what would happen later. The fort CAN be saved, if someone who's good at this sort of thing (crisis management) picks it up, since I seem to have a vague memory of Dwarf Therapist telling me there was a handful of happy dwarves left (this was, I think, about halfway into my turn though, so might've changed). Doing this might be hard while drunk though, but anyways, it's probably possible. I sure as hell didn't have the skills, the sobriety nor the patience for it.

- I didn't get anything major done. I removed all beds from the dorm they were sitting in, and placed them all in what I assumed was to be the living area. I think about 50% got placed, the rest were suspended due to tantrums etc. I also tried to make a nice waterfall near the trade depot (might not have been the best idea) to spread some gentle feelings around, but this was a huge failure. It ends three z-levels from the surface, where I also built a wall with a door in case there's a flood. I don't THINK it floods anything, but I'm not sure since I completed it just before I quit (and yes, channeling two 5x3ish blocks took about 1hr real time, that's how much tantrum there was going on). Either way, I doubt it'll calm people down enough to matter.

Oh, and I also moved the refuse pile and removed one of the butcher shops (at least I designated it to be removed), due to miasma clogging up one of the entrances.

14
Alright, let's do this!

I'll update this post as I go. [pic] means that you'll have to wait for pics to give you the whole picture. I'll upload pictures when I'm done.

-- Log start --
Spoiler (click to show/hide)

Save: http://dffd.wimbli.com/file.php?id=7468

15
Yeah I believe the title refers to us leaving the previous world+save (due to crash frequency) and gen of a new world for the next booze-soaked era.

Ok, so that's why.

Should I go with the old world, or gen a new one?

Note: I've only ever genned one world, so IF the answer is gen a new one, don't come asking for "advanced parameters" or other mysterious stuff, because I'm not sure I'd be able to sort that out even sober.

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