|
Dante posted:Is it just me or did Dwarf Therapist remove Feed Patients/Prisoners from the Labours list in the update? Yeah, I think it's not in the default list anymore, you have to turn it on in a customized view. Looks like it might get reverted, though.
|
# ? Aug 12, 2014 20:16 |
|
|
# ? May 11, 2024 19:10 |
To memory, the "fix" for crossbow (and assorted ranged) dwarves is that you do the archery and barracks, as said, but also to just wait. Their prioritize getting sparring practice until they reach a certain level before working on their shooting abilities.
|
|
# ? Aug 12, 2014 21:00 |
So retiring and unretiring a site will leave most things in place, but it will shuffle around a few objects. Weirdly enough even built objects, because I had to restock the mayor's room with cabinets after unretiring. What also got shuffled around was the forgotten beast that was previously safely sealed in the first caverns and was now on the surface eating all the random merchants that had decided to hang around, including one of my civ's barons. It bit off on of my guy's arms, but otherwise didn't damage anything important and as soon as they drag its corpse to the pile we'll be eating giant turquoise beetle steaks for years. As with every important thing my military kills, it gets an engraved slab stuck in the barracks.
|
|
# ? Aug 12, 2014 21:28 |
|
Dashticle posted:Crossbow dwarves need: AND ANOTHER THING: Make sure the squad has available ammunition assigned to them. AND ONE MORE loving THING Delete all ammunition assigned to hunters! Your dumb dorfs won't use ammunition assigned to hunting for combat and vice versa.
|
# ? Aug 12, 2014 21:58 |
|
Fargo Fukes posted:Delete all ammunition assigned to hunters! Your dumb dorfs won't use ammunition assigned to hunting for combat and vice versa. The default 100 bolts for hunting isn't that much, only 4 stacks of metal bolts, but if you don't plan on hunting you can do this too. Another thing I do is specify 100 bone bolts for training and 250 metal for combat for each squad. Now that there's so much wood everywhere though it might be a good idea to use wood bolts instead of bone for training. But then again bowyer is pretty much a worthless profession while bone carvers decorate stuff too with the skill they get from making a ton of bolts.
|
# ? Aug 12, 2014 22:08 |
|
Is there any way to keep them from filling their quivers with wooden bolts and one or two metal bolts so they go outside, miss a goblin, and are instantly useless?
|
# ? Aug 12, 2014 22:10 |
|
Dashticle posted:Crossbow dwarves need: I think also part of it is that I've seen basically every possible set of instructions for this (including that they only train when set to Inactive) and that there are a few known bugs with Crossbow training already (training ammo vs. war ammo, for instance).
|
# ? Aug 12, 2014 22:12 |
|
I've had dramatically more success getting dwarves to ACTUALLY PRACTICE THEIR ARCHERY by specifically NOT setting the crossbow squad to be active. Seriously, try it - my range is busy as can be as long as the marksdwarves do not have any other labours enabled. As an added bonus, the only non-archery practice they can do while inactive is Individual combat drill - no useless Kicking Demonstration bullshit. e: Also, make sure every single archery target is designated as an archery range. Spare ones do not "count" when the dwarves check to see if the range is available for practice. Excelzior fucked around with this message at 22:15 on Aug 12, 2014 |
# ? Aug 12, 2014 22:12 |
|
Apropos ammochat: how do people work around http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 ? It seems annoying, though I've only had it hit me once so far.
|
# ? Aug 12, 2014 22:12 |
|
ProfessorGroove posted:The default 100 bolts for hunting isn't that much, only 4 stacks of metal bolts, but if you don't plan on hunting you can do this too.
|
# ? Aug 12, 2014 22:15 |
|
ProfessorGroove posted:The default 100 bolts for hunting isn't that much, only 4 stacks of metal bolts, but if you don't plan on hunting you can do this too. Admittedly it's a more important piece of advice for anyone playing Masterwork (and other mods?) that automatically assign way more ammunition to squads/hunters.
|
# ? Aug 12, 2014 22:21 |
|
tonberrytoby posted:Aren't wooden bolts made by woodcrafters? Maybe it's been so long since I've made them since I'm in the habit of using bone I just assumed it's the bowyer. Woodcrafters are slightly more useful than bowyers at least. atomicthumbs posted:Is there any way to keep them from filling their quivers with wooden bolts and one or two metal bolts so they go outside, miss a goblin, and are instantly useless? edit: I was wondering why they get hung up on single bolts and looked at the wiki, I think this is why "In adventurer mode, arrows and bolts picked up from the ground will automatically be placed in the first quiver worn, which can hold any amount of these ammo types. If filled with the put command, it can hold up to an indeterminate limit of combined items. For examples: a quiver can hold 20 5lb raw or sharpened rocks, or 20 1lb bolts and arrows, but only two weapons or three articles of clothing of any combined weight." So if it works the same in fortress mode and they have a stack of training bolts and a single metal bolt that was picked up after battle they can't hold anymore. ProfessorGroove fucked around with this message at 22:43 on Aug 12, 2014 |
# ? Aug 12, 2014 22:27 |
|
Moridin920 posted:Masterwork got an update to include 'Hermit' mode. Sounds neat, what are the details?
|
# ? Aug 13, 2014 00:58 |
|
I just make a metric gently caress-ton of bolts and let god sort them out. Nobody hunts because that is a waste of dorfs that know how to shoot. That thing about dwarven inbreeding is horrifying.
|
# ? Aug 13, 2014 01:15 |
|
What's the threads opinion about the Genesis mod?
|
# ? Aug 13, 2014 01:58 |
|
I found a way to get archers to practice. There is a ghost parked in my main crossroads, and the hunters and marksdwarfs are shooting at it. How? Why? They aren't hitting it, of course, but that doesn't seem to matter. It is also surrounded by war dogs and soldiers, while everyone else refuses to get within 30 tiles of it. I think the problem is that it is a hostile dwarf ghost. It is from a "goblin" vile force of darkness that had no goblins. When they died the dwarfs in the party didn't get sent to the refuse pile, but to the rarely used (y) Corpses stockpile. Usually only friendlies get sent to the graveyard, bodies lingering there means I need more coffins. Except this dwarf can't be put in a coffin, because he's hostile. He doesn't show up on the slab engrave list either. And of course the first few idiots that saw him dropped what they were carrying, so all the doors in the area are propped open and everyone is freaking out. Anyone else seen this?
|
# ? Aug 13, 2014 03:31 |
Moridin920 posted:Masterwork got an update to include 'Hermit' mode.
|
|
# ? Aug 13, 2014 03:35 |
|
Angela Christine posted:I found a way to get archers to practice. There is a ghost parked in my main crossroads, and the hunters and marksdwarfs are shooting at it. How? Why? They aren't hitting it, of course, but that doesn't seem to matter. It is also surrounded by war dogs and soldiers, while everyone else refuses to get within 30 tiles of it. You got lucky. My hostile dwarf ghost materialized in my dining room. I had to abandon and reclaim.
|
# ? Aug 13, 2014 03:41 |
|
dragon_pamcake posted:You got lucky. My hostile dwarf ghost materialized in my dining room. I had to abandon and reclaim. I guess the strategy here is to try to catch the hostile dwarfs in cage traps, and then just ignore them? If they can't die, they can't haunt.
|
# ? Aug 13, 2014 04:23 |
|
Just found a vampire in my fort who the people immediately elected mayor. Trying to decide if the death toll (around a body per year) is an acceptable loss. Kind of like the thought of keeping him around as a full time civil servant. Also learned that many of my haulers would rather portage mine-carts than boot them down the tracks. Only sometimes though.
|
# ? Aug 13, 2014 04:30 |
The outpost Liaison from my home civilization is a goblin. I just got to the fall of my first year and when the dwarf caravan showed up it declared that the goblin liaison had arrived and I was very confused for a moment.
|
|
# ? Aug 13, 2014 04:38 |
|
ghetto wormhole posted:The outpost Liaison from my home civilization is a goblin. I just got to the fall of my first year and when the dwarf caravan showed up it declared that the goblin liaison had arrived and I was very confused for a moment. It used to be possible (and it probably still is) to gen an incredibly tame world where everyone ends up friendly, and thus the goblins will show up to trade with you. I've embarked on a volcano in a tundra. There is no water,period. I guess the gameplan here is plump helmets all day everyday. One day I want to do a sober fortress.
|
# ? Aug 13, 2014 05:06 |
|
A White Guy posted:It used to be possible (and it probably still is) to gen an incredibly tame world where everyone ends up friendly, and thus the goblins will show up to trade with you. You can melt ice with magma. It's a really bad idea, but you can do it. The ice multiplies. http://dwarffortresswiki.org/index.php/DF2014:Glacier#Volcanoes_and_Glaciers
|
# ? Aug 13, 2014 05:12 |
|
I noticed a dwarf was very unhappy and checked out his mood too see why "He suffered through his spouse's miscarriage recently" haha what? Is that new?
|
# ? Aug 13, 2014 05:19 |
|
ProfessorGroove posted:I noticed a dwarf was very unhappy and checked out his mood too see why "He suffered through his spouse's miscarriage recently" haha what? Is that new? If a pregnant dwarf sleeps on the ground she can have a miscarriage. loss.jpg edit: oh the wiki says it only happens if they get starving, dehydrated or injured. Huh, I could of sworn it was related to sleeping on the ground. http://dwarffortresswiki.org/index.php/DF2014:Miscarriage
|
# ? Aug 13, 2014 05:30 |
|
Angela Christine posted:If a pregnant dwarf sleeps on the ground she can have a miscarriage. loss.jpg Never had seen that before. Strangely his wife appears to be missing, and it's a dwarf when I saw the message I had no idea what had happened. It was quite awhile after the others missing from being kicked into the magma forges by a forgotten beast were announced so I don't think that was it. I haven't gotten a migrant wave for awhile either so I don't think its a vampire just starting to kill people now. Oh well, life goes for Stodir the marksdwarf.
|
# ? Aug 13, 2014 05:48 |
|
There's a pretty story about that earlier in thread.
|
# ? Aug 13, 2014 06:12 |
|
Angela Christine posted:You can melt ice with magma. It's a really bad idea, but you can do it. The ice multiplies. http://dwarffortresswiki.org/index.php/DF2014:Glacier#Volcanoes_and_Glaciers That's the problem - there is no ice. It's basically a volcano in a hill, and that's about it. Still going good so far. I've got so much gold that I'm literally making bins out of the stuff. Solid-gold bins .
|
# ? Aug 13, 2014 08:20 |
|
Well I got a Werebeaver dwarf now to add to my Weregecko one, both are walled into adjacent hospital beds. Bizarrely, the new Werebeaver got a strange mood while walled in a critically injured, and it's absolutely murdered my FPS (probably something to do with repeated ko checks and pathing fails), so he needs to die. I'm trying to mine in underneath them so I can make them fight on the next full moon without getting the hospital all bloodied , but it's taking forever due to FPS crawl. Still though, love this game. edit: he went into beaver form but is still showing as in the mood and my FPS is still stuck at 4. Its really frustrating, but does that mean that a werecreature dwarf in a mood would still try to make his object? Tiocfaidh Yar Ma fucked around with this message at 10:08 on Aug 13, 2014 |
# ? Aug 13, 2014 09:09 |
So during the first winter two necromancers showed up with 35 undead in tow. I was obviously not prepared! They shredded my tiny military almost immediately(though they managed to chase the necromancers off the map!) After that it was either wait to starve in a couple seasons or open the gates and welcome (un)death. Guess I'll never be embarking within range of a tower ever again!
|
|
# ? Aug 13, 2014 09:46 |
|
ghetto wormhole posted:So during the first winter two necromancers showed up with 35 undead in tow. I was obviously not prepared! They shredded my tiny military almost immediately(though they managed to chase the necromancers off the map!) After that it was either wait to starve in a couple seasons or open the gates and welcome (un)death. Yeah, I'm not finding necromancers fun right now. If they bring even a single armed and armored zombie there is basically nothing you can do the first year. It might be a fun challenge in adventure mode, but in fortress mode it isn't fun at all. So when a I gen a new world I set "secrets" to none. No secrets, no necromancers.
|
# ? Aug 13, 2014 10:27 |
Angela Christine posted:Yeah, I'm not finding necromancers fun right now. If they bring even a single armed and armored zombie there is basically nothing you can do the first year. It might be a fun challenge in adventure mode, but in fortress mode it isn't fun at all. Uh, is there a way I can use the basic world generator and also change secrets to zero because I just looked at the advanced parameters and holy poo poo
|
|
# ? Aug 13, 2014 10:48 |
|
I also just started a new fort in a freezing tundra volcano and managed to get a necromancer invasion in year 2. Fortunately I prioritised my magma death trap constructions over sensible things like farming
|
# ? Aug 13, 2014 11:16 |
|
So masterwork did a neat thing in the newest update. It's a new race where you play as only one character. Sort of like advfort in Masterwork but with a crazy old man and indirect control of him. Seems like a neat challenge, and i'm guessing if it's a race you can find random hermits in the world now.quote:The Hermit. This is the sole addition of the update, I did not change any content on any other race, manual or utility. The GUI had the liquid spawner and clay oven buttons fixed by Splinterz, as well as a selection for the hermit added. Archonex fucked around with this message at 11:24 on Aug 13, 2014 |
# ? Aug 13, 2014 11:21 |
|
I really wish dwarves get their testicles back soon. I'm itching to start that .40.x LP and I don't think it'll be interesting to write about dwarves just seizing up at the sight of dead vermin.
|
# ? Aug 13, 2014 11:55 |
|
Danny Glands posted:I really wish dwarves get their testicles back soon. I'm itching to start that .40.x LP and I don't think it'll be interesting to write about dwarves just seizing up at the sight of dead vermin. I took your first sentence 100% literally for the longest time.
|
# ? Aug 13, 2014 12:33 |
|
Danny Glands posted:I really wish dwarves get their testicles back soon. I'm itching to start that .40.x LP and I don't think it'll be interesting to write about dwarves just seizing up at the sight of dead vermin. Alternatively, you roll with it and play it perfectly straight that all dwarves are cowering wusses until they see their fiftieth dead body.
|
# ? Aug 13, 2014 13:20 |
Militia drills also include Discipline as part of the skill curriculum. oh dang, there's also a devlog: Toady One posted:Yesterday's temperatures didn't allow for sleep, so today was lackluster, but here are a few things I managed. scamtank fucked around with this message at 13:31 on Aug 13, 2014 |
|
# ? Aug 13, 2014 13:24 |
|
Archonex posted:So masterwork did a neat thing in the newest update. It's a new race where you play as only one character. Sort of like advfort in Masterwork but with a crazy old man and indirect control of him. Seems like a neat challenge, and i'm guessing if it's a race you can find random hermits in the world now. That sounds absolutely loving awesome
|
# ? Aug 13, 2014 13:55 |
|
|
# ? May 11, 2024 19:10 |
Fall rolled around, the dwarven caravan showed up, and I got the message, "No outpost liaison? That's curious..." or something to that effect. What gives? Is there no mountainhome or something?
|
|
# ? Aug 13, 2014 14:22 |