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It's been ages since I've played this game. I fired up a new world and went to work building a fort, remembering some stuff I used to do along the way. I recall I was once able to build underground Trade Depots and have tried to create such a thing in my current fort but the traders don't have access. I've made a path and ramps which are 3x? wide and there should be access. I have a few rows of traps along the path. Could they be blocking access for traders?
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# ? Sep 20, 2014 23:42 |
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# ? May 24, 2024 19:44 |
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bobthedinosaur posted:It's been ages since I've played this game. yes. trapped tiles block wagon travel. e: note that RETRACTED upright spears/spikes do not.
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# ? Sep 20, 2014 23:50 |
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Excelzior posted:yes. trapped tiles block wagon travel. Thanks, that seems to have done it. When did it change to block travel?
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# ? Sep 20, 2014 23:56 |
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Is anyone else having an issue with garbage dumps not properly generating dump jobs? I have multiple boulders designated for dumping, and a nearby active garbage dump zone. For some reason it's not generating jobs. I can't find a bug on the tracker, and only one reference on the Bay12 forums which received no replies.
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# ? Sep 21, 2014 00:06 |
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Aethernet posted:Is anyone else having an issue with garbage dumps not properly generating dump jobs? I have multiple boulders designated for dumping, and a nearby active garbage dump zone. For some reason it's not generating jobs. I can't find a bug on the tracker, and only one reference on the Bay12 forums which received no replies. Are the boulders outside?
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# ? Sep 21, 2014 00:23 |
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bobthedinosaur posted:Thanks, that seems to have done it. When did it change to block travel? Couple years ago maybe? With a good airlock system, all you have to worry about is the caravan getting ambushed along the way.
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# ? Sep 21, 2014 00:30 |
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Aethernet posted:Is anyone else having an issue with garbage dumps not properly generating dump jobs? I have multiple boulders designated for dumping, and a nearby active garbage dump zone. For some reason it's not generating jobs. I can't find a bug on the tracker, and only one reference on the Bay12 forums which received no replies. There is a chance if the boulders are outside you might have "dwarves ignore outside refuse" turned on. It is on by default. This is the simplest possibility I could think of which might be causing your problem.
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# ? Sep 21, 2014 01:16 |
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bobthedinosaur posted:It's been ages since I've played this game. For any future trade depot pathing problems, there's a screen - I believe it's shift D - that shows the path to your trade depot and what squares are or are not passable. The path originates from the trade depot and fills out to the edge of the map, with the path showing a different color if there's no accessible route.
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# ? Sep 21, 2014 06:31 |
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Unfortunately they're not outside. It's very odd; I've never seen this behaviour before. Edit: Resolved. Apparently dump zones need to be on stone rather than soil/sand, even if said soil/sand is inside. Odd. Aethernet fucked around with this message at 11:17 on Sep 21, 2014 |
# ? Sep 21, 2014 08:23 |
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so it turns out all those strange mood dwarves I had that wanted "metal bars" actually wanted "metal bars that are right next to the workshop" instead of ones that are in a stockpile in some other part of my fort loving rear end in a top hat dwarves.
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# ? Sep 21, 2014 11:24 |
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Dreggon posted:so it turns out all those strange mood dwarves I had that wanted "metal bars" actually wanted "metal bars that are right next to the workshop" instead of ones that are in a stockpile in some other part of my fort Yeah, I've noticed that more in this version, or maybe it's because my forts are more sprawl-y than ever before: dwarfs don't seem to recognise materials unless they're within a certain (fairly generous mind you) distance of the workshop.
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# ? Sep 21, 2014 12:26 |
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are there any updated tools that let me edit my dwarves' stats? want to make my smelter never get tired so he GETS ON WITH HIS loving JOB
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# ? Sep 21, 2014 13:30 |
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A Minotaur approached my fort and I was worried because I haven't fought one before. And my drawbridge had been destroyed by a tantruming dwarf. The Minotaur entered, dodged a single trap, and then the battle was over before it began: That was the entire battle. I wish I could have posted the head as a trophy in my barracks.
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# ? Sep 21, 2014 16:11 |
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reading posted:A Minotaur approached my fort and I was worried because I haven't fought one before. And my drawbridge had been destroyed by a tantruming dwarf. I like to imagine it's like when you stub your toe and freeze up for a moment before you start swearing, except worse.
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# ? Sep 21, 2014 16:14 |
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it's a well known fact that a minotaur's third toe, right foot is its weak point
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# ? Sep 21, 2014 16:15 |
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reading posted:A Minotaur approached my fort and I was worried because I haven't fought one before. And my drawbridge had been destroyed by a tantruming dwarf. Minotaurs and giants show up naked, so they are usually less trouble than a single squad of properly armored goblins. Bit of a disappointment.
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# ? Sep 21, 2014 16:31 |
What the hell was that artifact that cracked his skull in? Also, devlog:Toady One posted:Last few days have reminded me why I put this thought rewrite off until after the big release... but the thought to circumstance+emotion conversion is going well. I have some new text and so on to write up, and I'll also have to hit the happiness code, so we'll see how fortress-wide meltdowns are affected.
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# ? Sep 21, 2014 16:32 |
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Dreggon posted:are there any updated tools that let me edit my dwarves' stats? want to make my smelter never get tired so he GETS ON WITH HIS loving JOB I don't know of any. Smelter is an unskilled job though, being good at it just makes them a little faster. I usually build several smelters give most of my unimportant dwarfs smelter duty, stuff gets done fast.
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# ? Sep 21, 2014 16:34 |
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Dreggon posted:are there any updated tools that let me edit my dwarves' stats? want to make my smelter never get tired so he GETS ON WITH HIS loving JOB Do you mean physical attributes? https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua More info at http://dwarffortresswiki.org/User:Vjek#Comments_for_DF_.26_DFHack_0.40.x
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# ? Sep 21, 2014 17:42 |
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RE: Devlog I 'm super hyped for the dwarf thought rewrite which we probably won't see for another 10 months. Honestly I'm just looking forward to the new bugs. We've already established that adventurers are locked into a "I have no mouth and I must scream" situation, so I'm anxious to see what sort of horrors are accidentally unleashed onto our dwarves' collective psyches by the rewrite.
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# ? Sep 21, 2014 18:06 |
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Well, if morale-affecting events will have an effect on dwarf happiness, then expect your bonecrafters to lose their poo poo often. Maybe the constant emotional trauma from turning dead things into random jewelry will establish a new meta where bonecrafters make the best hard-as-gently caress militia. Maybe jewelry made from dead things will still be flagged as scary, so you'll see people running around terrified of the ¤dog bone amulet¤ around their neck. It'd be neat if the integration between morale and happiness could have an effect on strange moods, so that traumatized dwarves are more likely to say "gently caress it, I'm turning one of these dead goblins lying around into a snazzy chair". I can't remember the last time I saw a Macabre or Fell mood, if ever. I'm really excited for when the conversation system will make it into dwarf mode, just so I can listen in on dwarven parties and hear them talking about the nearby beasts and the news from the mountainhome (). Eventually they might have dwarf mode-specific things they can talk about, like what they think of the new mayor, or seeing two dwarves have an argument over which kind of cheese is the best, leading to a brawl that eventually engulfs the whole fortress into an extended slapfight. AKA, a successful dwarven party.
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# ? Sep 21, 2014 21:57 |
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Elth posted:Maybe jewelry made from dead things will still be flagged as scary, so you'll see people running around terrified of the ¤dog bone amulet¤ around their neck. I was pretty disappointed, back when I started playing this game, to find that totems didn't do this. I mean it's literally just a skull, why can't I set that poo poo up to strike fear in the hearts of my enemies?
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# ? Sep 21, 2014 23:16 |
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reading posted:A Minotaur approached my fort and I was worried because I haven't fought one before. And my drawbridge had been destroyed by a tantruming dwarf. I like that the Minotaur and the recruit are in a tense contest of strength and skill, the Minotaur having briefly seized her opponent's shield, when an axedwarf just dives in and rips off a toe with their teeth and then a hammer lord wanders over and starts the curb stomp. It's nice that they let the rookie have a little fun before getting serious.
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# ? Sep 21, 2014 23:32 |
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Pvt.Scott posted:I like that the Minotaur and the recruit are in a tense contest of strength and skill, the Minotaur having briefly seized her opponent's shield, when an axedwarf just dives in and rips off a toe with their teeth and then a hammer lord wanders over and starts the curb stomp. It's nice that they let the rookie have a little fun before getting serious. Yeah that rookie got lucky. When a soldier gives a name to a weapon and causes it to show up in the artifacts list, does that mean it now has the insane damage modifier that a regular artifact has? Also, I played this game for a long time before noticing that if you check out an engraved and installed slab using [t][enter], you can read a really touching procedurally generated epitaph. "Here lies Urist Forumsuser / Friend of many / Killed by the Forgotten Beast Pageerrors the Forumsmaintenance in 208 / Lover of cranberry wine"
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# ? Sep 22, 2014 03:06 |
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In other news: my "notice" screen ([a]) has a buffer that has gotten smaller as my fort has become older. Now it only saves the last couple lines of announcements. Is there a way to expand this? Same thing with the combat logs, it seems to ditch the combat log of specific fights after the most recent couple.
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# ? Sep 22, 2014 03:10 |
reading posted:Yeah that rookie got lucky. Artifacts don't have a damage modifier after the material rewrite, now I believe they have a skill bonus. Wiki says artifact armor has a deflection bonus. Don't know whether either applies to items that get named.
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# ? Sep 22, 2014 03:12 |
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reading posted:In other news: my "notice" screen ([a]) has a buffer that has gotten smaller as my fort has become older. Now it only saves the last couple lines of announcements. Is there a way to expand this? Same thing with the combat logs, it seems to ditch the combat log of specific fights after the most recent couple. While it's not ideal, everything should be saved to the gamelog.txt in the folder with "Dwarf Fortress.exe". No timestamps are saved with it so have fun making it useful!
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# ? Sep 22, 2014 03:40 |
reading posted:Also, I played this game for a long time before noticing that if you check out an engraved and installed slab using [t][enter], you can read a really touching procedurally generated epitaph. "Here lies Urist Forumsuser / Friend of many / Killed by the Forgotten Beast Pageerrors the Forumsmaintenance in 208 / Lover of cranberry wine" If you check the pointless [R]ooms listing and press Enter to view the details on any sort of building that was overseen by an architect, you see who designed it, who built it and how well they did their jobs. The executable has unique description lines just for this screen.
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# ? Sep 22, 2014 08:17 |
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scamtank posted:If you check the pointless [R]ooms listing and press Enter to view the details on any sort of building that was overseen by an architect, you see who designed it, who built it and how well they did their jobs. How very Toady of Toady to do that.
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# ? Sep 22, 2014 10:24 |
TWBT in support of version .13! This is a pretty weird release, too. The basic and nextgen branches are now this one package and the plugin must be activated by using a special PRINT_MODE in the inits: TWBT or TWBT_LEGACY.
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# ? Sep 22, 2014 13:10 |
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I managed to corral the undead horse head into a seldom-used hallway and seal it off. It's now safely in a cage in the basement, but I'm worried if it gets out again that it will bother disciplined dwarves to death once more. (It apparently has no "parts" which can be exploited to deal it a death blow.) I'm tempted to have a few dwarves fight it in a room with some ready cage traps. Before their deaths from a combination of exhaustion, sleep deprivation, and thirst, the dwarves occupied with fighting the somehow animate horse skull developed excellent combat skills. The downside was that it obsessed them so much I had no means of stopping them from trying to kill it. They refused to call a draw. I don't know if being in a cage would even affect their compulsion to defeat the skull. I suppose maybe being confined in a cage and then thrown into lava might remove their "kill horse" job? The undead skull, I mean. Of course if the dwarves were thrown into lava they'd finally stop fighting. Of course, my current plans are to just store the skull cage until I have an "invaders only" hallway to place it in. Let those jerks become obsessed over it. Has anyone seen vampires lately? They used to be regular migrants to a fortress and they were one of my favorite additions. (Remember the golden update where there were vampires and hospitals and soap mostly worked correctly?) I miss my shifty bloodsuckers.
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# ? Sep 22, 2014 13:19 |
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I just discovered that zombie giant sperm whales can be killed by a couple of dedicated axedwarves. For some reason, they have 'necks' that are fairly easy to cut off (relatively speaking).
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# ? Sep 22, 2014 13:24 |
Have never seen this before - "leads crossbow demonstration" and "lead archery demonstration". Is it a new thing?
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# ? Sep 22, 2014 14:04 |
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Archer training has always been hit and miss but now it seems if you give the Archers a Training Room and an Archery Room to train in they'll go to the sparring room and learn the theory before being allowed to go shoot things on the range. It's a nice change to having to get them to do it in their free time through wizardry. Dunno when they added it, but it's a lot easier thank god.
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# ? Sep 22, 2014 14:24 |
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I'm desperate to play this game but the ASCII hurts my tiny brain and the graphic packs in the lazy newbz don't seem to work with the current version. Has anyone got a recommendation for a decent graphics pack?
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# ? Sep 22, 2014 14:30 |
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Bernard McFacknutah posted:I'm desperate to play this game but the ASCII hurts my tiny brain and the graphic packs in the lazy newbz don't seem to work with the current version. Has anyone got a recommendation for a decent graphics pack? I use this one. Give it a shot. It's so delightfully square as opposed to those imperfect rectangles that come with the base game.
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# ? Sep 22, 2014 14:46 |
I have something weird happening to my current (unretired) fortress. No more migrations, but I'm getting 10-15 births a year, when I never saw more than 4-5 previously. What's up with that? Civ's got 5000 dwarves or so, I have 118 dwarves of which 30! are babies (all born in the first 3 years) and about 15 children (ditto). canepazzo fucked around with this message at 15:05 on Sep 22, 2014 |
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# ? Sep 22, 2014 15:01 |
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I seem to have a weird thing with births where all animals and dwarves will give birth at the exact same time. It's a little creepy.
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# ? Sep 22, 2014 15:05 |
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Penultimatum posted:RE: Devlog Future bug fix: Game AI spontaneously gains sentience. Fixed.
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# ? Sep 22, 2014 15:05 |
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# ? May 24, 2024 19:44 |
TheCIASentMe posted:Future bug fix: Game AI spontaneously gains sentience. Fixed. Dwarf Cancels taking control of NORAD : looking for baby.
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# ? Sep 22, 2014 15:17 |