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Topics - peterb

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DF General Discussion / MacOS X 10.8 "Mountain Lion" DF crashes
« on: June 12, 2012, 08:58:41 pm »

Hi.  Can anyone else reproduce the crash I'm seeing on the 10.8 Developer Preview?

http://bay12games.com/dwarves/mantisbt/view.php?id=6011

Thanks

2
DF General Discussion / Dwarf Fortress on Mac OS X Lion problems Redux
« on: February 18, 2012, 09:47:41 am »
I'm seeing the exact same problem described in http://www.bay12forums.com/smf/index.php?topic=90246.0 with 0.34.01, that was supposedly fixed by the launch script change.  Is anyone else seeing this as well?

3
DF Community Games & Stories / A Tale of Two Dwarves
« on: July 30, 2008, 10:36:59 am »
I figured I would share this story here.  Enjoy.


4
Two questions:

(1) Is continuing a Fortress mode game from 0.27.176.38c in the new version plausible, wise, unwise, pointless, or a good idea?
(2) I hear people talking about the history mode -- does that have any effect at all on Dwarf Mode, or is it just a completely separate thing that happens during world gen?  Please explain to my simple mind.

Thanks!

-peter

5
DF Dwarf Mode Discussion / Plump Helmet spawn missing in setup?
« on: November 11, 2006, 02:45:00 pm »
Hi.  I just started a game with the latest build, and prepared for a journey.  I couldn't find any plump helmet spawn in the list of things to buy.  Were these intentionally removed, or is there a bug, or am I just blind and didn't see them?

Thanks,

peter


6
DF Dwarf Mode Discussion / Protecting Visiting Caravans?
« on: February 29, 2008, 01:05:00 pm »
I have an interesting fort right now, "Ropedanced".  Through a lucky placement and some careful digging, I have just one entrance to the fort, access to magma, I'm working on access to running water through a long-term engineering project and -- most importantly -- there is only one map edge, the northwest corner, from where caravans and enemies can reach me.

This allowed me to build a large-ish wall around a wide swath of land, giving me somewhat protected area for outside activities.  I built a channel with a bridge and a sort of 'baffle' area to put the trade depot, and then a trap labyrinth behind that.  All of this is outside of the fortress proper. There's some risk of course that flying creatures could bypass all of this, but I'm willing to treat that as a separate problem.

Here's the issue:  I don't have a strong enough military yet to mount regular patrols to the map edge without losing dwarves.  For two seasons running now, the goblins have assaulted incoming caravans.  They completely slaughtered the elves, took out the human Merchant Baron, and then were killed by the caravan guards.

My question is:  is there any reasonable way (sort of sprinkling traps around the map, which I am doing) to give the caravan some cover without actually exposing my military to unreasonable risk?  Or are they simply going to have to fend for themselves?


7
DF Gameplay Questions / Freeing goblins
« on: March 05, 2008, 09:46:00 am »
I don't get it.

Goblins in cage traps go into my animal stockpile.

I b)uild the cage in my jail.  I surround the cage with my soldiers.  I select the cage with q), choose a)ssign,  unselect the goblin (so the "+" is not next to him).  This creates a "Release large creature" job.  That seems to result in the dwarves moving my goblin back to the animal stockpile, still in the cage.

What am i doing wrong?


8
DF Gameplay Questions / The Case of the Missing Finished Goods Bins
« on: March 03, 2008, 07:41:00 pm »
I have a huge, successful, wealthy fortress.  The dwarven caravan just arrived for the third year running.  I am overflowing with goods (and goblin armor) to trade.

In issuing my "Bring goods to depot" orders, I noticed something funny.  I have several finished goods bins that are sitting in Finished Goods stockpiles.  They're there.  They are full of stuff.  They're accessible.  But they don't show up at all on the "Bring goods to depot" UI.

What gives?  Anyone else ever see this?


9
DF Gameplay Questions / Well 6 z-levels over a channel
« on: March 02, 2008, 05:47:00 pm »
The wiki indicated that a well can be multiple z-levels over a source of water.  it said further that a channel was an OK source.  So I dug a huge channel from a brook and built a well over it, but now it says that the well is "dry", even though the channel still has water.

Anyone have any ideas what I did wrong?


10
DF Gameplay Questions / Determining initial caravan location?
« on: March 02, 2008, 01:50:00 pm »
Is there any way to know a priori what direction a caravan is going to arrive from, before the first one arrives?  I just wasted a huge amount of time in my last fort because I guessed "A" and they came from "B".

Inquiring minds want to know.

[ March 02, 2008: Message edited by: peterb ]


11
DF General Discussion / Brief DF for Mac commentary
« on: February 28, 2008, 02:12:00 pm »
Just wanted to link to my weblog post talking about the release of DF for Mac, and how much it means to us OS X folks.

http://tleaves.com/2008/02/25/dwarf-fortress-for-mac/

-peterb


12
DF General Discussion / "Need lye-bearing item" madness
« on: November 20, 2006, 09:24:00 pm »
I have a world that was created with a fairly old version, that I am using with the latest version of DF.

I've made a bunch of lye at the ashery, and it is absolutely stuck there.  There are 15-something buckets of lye in the ashery.  I can't make soap with it:  "need lye-bearing item."  I can't make potash with it.  "need lye-bearing item."  I have plenty of empty barrels around.

What do I need to do to get this stuff out of my ashery and into some useful form?  Is there some hauling job that should be happening that isn't? What's the deal?

-peterb


13
DF General Discussion / Dwarf Fortress article at Tea Leaves
« on: October 17, 2006, 09:53:00 pm »
...written by yours truly :-)

Heigh Ho, Heigh Ho

Enjoy,

peterb


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