Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Em3rgency

Pages: 1 2 3 [4] 5 6
46
DF Gameplay Questions / Re: necromancer embark question
« on: April 20, 2013, 05:51:43 am »
As said above, to be positive, when you think you find your spot on the embark screen, push TAB a few times until you get your neighbors list and see if the tower is there.

47
DF Gameplay Questions / Re: Can't view my own goods at the trade depot
« on: April 20, 2013, 05:48:57 am »
I'm guessing because you're fresh to DF you just didn't move your goods.

q>move cursor over depot>g
Navigate the menu and select all the goods you want to trade with enter. Leave the menu.
Wait for your dwarves to haul everything to the trade depot.
q>cursor over depot>t>do the actual trading (select goods on your side and theirs and hit t to attempt a trade. Adjust offer if needed)

As said above, there has to be a path from your goods to the depot. And because you say you've entered the trade screen, I assume you don't have problems with getting your broker/any other dwarf into the depot to do the actual trading.

48
DF General Discussion / Re: Even their babies are tough!
« on: April 20, 2013, 05:40:46 am »
Constructive topic derailment: I noticed that if I re-size my screen, it gets rid of that pesky visual "missing letters mid sentence" bug. In case you didn't know. Not sure what to do if you're playing full screen though.

49
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2013, 02:42:09 pm »
Yes well, while my civ might SOUND like a lesbian into bdsm, I googled it and sadly its nothing that fun:

Dike may reffer to:
A natural or artificial slope or wall to regulate water levels, called levee in American English
A ditch, a water filled drainage trench
A regional term for a dry stone wall
Dike (geology), a subvertical sheet-like intrusion of magma or sediment

50
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2013, 11:43:00 am »
So, decided to check out the local civs. Turns out my King is a...

Spoiler (click to show/hide)

Would it be too unreasonable to expect similar awesomeness to this?

51
DF Dwarf Mode Discussion / Re: Post flooding quantum items
« on: April 19, 2013, 07:15:25 am »
Maybe its the water? I had a necromancer die in a pool of water and drop a book. I can see it on my (l)egendary items list, but when I loo(k) at the spot, its just water and mud... -.-

52
Hurrr durr... Yeah. Its RIGHT THERE and I did not see that. Thanks!

53
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 17, 2013, 07:59:51 pm »
Got ambushed by goblins, didn't have any military worth mentioning, ordered everyone inside and battened down the hatches. So the goblins spend a couple of months outside in the cold and rain. Then a dragon, of all things, shows up! Goblins charge it, dragon charges back, 3 breaths later, deep fried goblin! Dragon took some hits from the bolts though.

Again, couple of months later, zombie siege! Now THAT was amazing to watch! Of course all the zombies charge the dragon from all sides (they spawned all over the edges of the map), dragon keeps running around willy-nilly breathing fire on everything. I look up at the unit list for the necromancers, find 2, zoom to them, both are in pools of water! O.o I did not know the game was that smart. I keep observing the necromancers, sure enough, they keep darting from water to water only, resurrecting anything they see. Meanwhile, the zombies trigger another ambush. So now there is a GOD DAMN three-way as all the parties are hostile to each other. I break out the popcorn. Goblins put on a good fight, but get overpowered. Meanwhile the dragon eventually catches both necromancers (serpent men) out in the opening, and once the source is gone, the rest of the zombies get cooked. Dragon did take a beating though. Plus all his fat is gone from every body part. I'm guessing it melted in its own firebreath heat. (DAMN I love this game).

Dragon chills around for another 6 months, I get a migrant wave. Because there is no entry into my fort, due to the mother f-ing dragon, they just stand on the edge, while the dragon rushes in. One migrant manages to get a bolt off before all the migrants are roasted. The dragon has trouble breathing! I hope it suffocates. That would make it SO awesome, all my problems would've solved themselves.

All the gray areas are ashes due to dragons fire breathing.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

54
DF Gameplay Questions / Prepared meals messing up my food stockpiles
« on: April 17, 2013, 07:20:04 pm »
Bookkeepers be damned! I tend to create separate stockpiles almost for everything and keep an eye on my resources that way. So I have 4 separate stockpiles for food: seeds, drinks, fat, everything else.

Now the problem is... My Urists store all the bloody prepared meals into either seeds or drinks. All other food items are stored where they should be. Now, because more than half of my food is currently prepared, and we're talking ~3000 units here, this screws up everything!

Has anyone ran into a similar situation? Any known fixes?

55
DF Gameplay Questions / Re: Millitary not equipping some gear?
« on: April 17, 2013, 07:14:34 pm »
CAN he equip a mace? Maybe he has lost his hands? Or has grasping impaired? Check under his health if you have a chief medical dwarf, if not, looking at his body parts/wounds screen might give you an idea if hes injured.

56
DF Gameplay Questions / Re: Possibly dumb armor question
« on: April 17, 2013, 07:11:27 pm »
Not sure if your peasants would keep the armor if you disband/remove them from the squad. As for the hunters, you can have them in a squad, set it to wear armor when off duty, and make sure the squad is always off duty. They will wear their armor and continue with their normal lives. This works for all civilians, if you don't mind creating and keeping a new squad for every 10 citizens.

57
DF Gameplay Questions / Re: Immigrants! Immigrants everywhere!
« on: April 17, 2013, 03:26:11 pm »
I suggest you build some sort of killing device at the entrance to your fort. Like an atom smasher. Then make a burrow on the kill zone and assign your unwanted migrants to it. Smash em. Its common practice to get rid of unwanted migrants. Said atom smasher can also be used in defense when sieged or just to wall yourself off from the world. As long as you have a good enough stockpile of wood, you can survive underground indefinitely (even without wood, you can chop down mushrooms in the caverns!).

58
DF Gameplay Questions / Re: Adventurers into Fortress Mode
« on: April 17, 2013, 03:21:35 pm »
Not without modding, no. Because you always get 7 peasants and then assign skills to them yourself using your starting points. Getting legendary anything at the start would be cheating.

59
DF Gameplay Questions / Re: Millitary not equipping some gear?
« on: April 17, 2013, 06:54:07 am »
Perhaps you were playing an older version? :)

60
DF Gameplay Questions / Re: Millitary not equipping some gear?
« on: April 17, 2013, 03:22:32 am »
Specify the uniform to be worn replacing clothing and, of course, make sure to assign it. m>e>U>select uniform and squad>shift+enter

Pages: 1 2 3 [4] 5 6