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Author Topic: DF 2012v0.34 question and answer thread  (Read 888733 times)

knutor

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Re: DF 2012v0.34 question and answer thread
« Reply #2310 on: June 21, 2012, 09:10:41 am »

How do you get the necromancer in and out of the cage, to reanimate?  I've tried this, but once I caged the necromancer, he never came out, unless pitted to a cavern, and then I got lots of undead in the floor of my pit, which open to the cavern 1.  Didn't turn out so well for me, when I tried this.  I'm curious to see the designs of your training and hardening program.

We need more intel on the bronze-clad hammerdwarves, like their skill levels, to determine if any wrongdoing occured.  After seeing a screaming noob kill a 1343 yr old female dragon in legends as his FIRST fight, nothing surprises me.  If those two dwarfs didn't have skills in armor and shield, I would imagine the armor you gave them was more a penalty, than a boon.  But I dunno. 

I lose a ton of recruits, did you look back in the action reports?  That's how I determine things, I miss at first glance.  One thing also, to consider, is those caravan guards are lv6 in skills, at least.  And an axe is a full sized weapon.  Hammer is not.  Mace would be.  Good luck, Knutor
« Last Edit: June 21, 2012, 09:12:17 am by knutor »
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #2311 on: June 21, 2012, 09:58:44 am »

link the cage to a lever to release the necromancer when you want to. Break line of sight for necromancer at will by raising a bridge in his face (try not to smash him)
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Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
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Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #2312 on: June 21, 2012, 11:00:21 am »

Bridge, fortification, window, necromancer is the given order, I think. The window is there to protect the necromancer, the fortification is there to protect the window, and the bridge is there to block line of sight as necessary.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Tirion

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Re: DF 2012v0.34 question and answer thread
« Reply #2313 on: June 21, 2012, 12:43:28 pm »

I built a closed circle of windows, surrounded by a closed circle of lever-linked raising bridges. Then pitted him in from above. Works fine, though I have yet to have any building destroyer zombies.

Military was 2-4 levels in hammer and dodging, maybe armor too, equipped with copper helm, breastplate, mail shirt, gauntlet, high boot, greaves. They had wooden shields. They got mobbed by the goblin corpses and were stunned early in the fight.
« Last Edit: June 21, 2012, 01:15:39 pm by Tirion »
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Xheia

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Re: DF 2012v0.34 question and answer thread
« Reply #2314 on: June 21, 2012, 06:26:26 pm »

Dwarves and fluids can travel diagonally in a horizontal plane, but can they also travel diagonally in the vertical direction?

That is:
z=1
Code: [Select]
...
.0.
...

z=0
Code: [Select]
0..
...
...

Where 0 is an open space (or ramp in the case of dwarves), and . is a floor. Also z=0 could have an open space in the top middle, for example if that makes a difference.
Will the floor stop movement in this direction? (This would be really useful to know when digging under rivers and magma seas.

I believe I was able to move in such a way in adventure mode, between two open spaces, horizontal and downwards.
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Xen0n

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Re: DF 2012v0.34 question and answer thread
« Reply #2315 on: June 21, 2012, 06:35:41 pm »

Dwarves and fluids can travel diagonally in a horizontal plane, but can they also travel diagonally in the vertical direction?

That is:
z=1
Code: [Select]
...
.0.
...

z=0
Code: [Select]
0..
...
...

Where 0 is an open space (or ramp in the case of dwarves), and . is a floor. Also z=0 could have an open space in the top middle, for example if that makes a difference.
Will the floor stop movement in this direction? (This would be really useful to know when digging under rivers and magma seas.

I believe I was able to move in such a way in adventure mode, between two open spaces, horizontal and downwards.

AFAIK, diagonal vertical motion can only occur when using ramp tiles, so I think in your example, the floor should block movement.
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Uggh

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chance for traps?
« Reply #2316 on: June 22, 2012, 03:59:52 am »

Accidentally I got a draltha loose in my fort. I set up a cage trap but the draltha does not get caught, even though is has passed the trap several times now. The draltha is wild and entered directly from the caverns, so it has never been tamed. Any reason for this?
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Tirion

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Re: chance for traps?
« Reply #2317 on: June 22, 2012, 05:57:09 am »

Accidentally I got a draltha loose in my fort. I set up a cage trap but the draltha does not get caught, even though is has passed the trap several times now. The draltha is wild and entered directly from the caverns, so it has never been tamed. Any reason for this?

Either modded to be [TRAPAVOID], of the cage trap wasn't loaded.


Question: do neighbouring Towers ever run out of Necromancers? They appear to be historical figures, their numbers should be limited...
« Last Edit: June 22, 2012, 06:03:10 am by Tirion »
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #2318 on: June 22, 2012, 08:29:52 am »

I think there are also randomly generated necromancers, but anyway, I don't know how many necromancers are in a tower on average. Maybe the boss was a very popular teacher?
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

vonduus

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Re: DF 2012v0.34 question and answer thread
« Reply #2319 on: June 22, 2012, 10:28:22 am »

I have secured a part of the caverns and have now set the loom to collect webs automatically from the orders menu. But no collect jobs are created. I can create a collect job myself, and some dwarf strolls along and gets the job done. But no new auto collect order is created. The webs are located some 15 z-levels below the loom.

Why is this? And how do I get the auto collect to work?
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Laurin

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Re: DF 2012v0.34 question and answer thread
« Reply #2320 on: June 22, 2012, 10:30:38 am »

Maybe you turned it off? By default it should be on ...
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vonduus

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Re: DF 2012v0.34 question and answer thread
« Reply #2321 on: June 22, 2012, 10:44:45 am »

No, it was off earlier due to a forgotten beast, but after I dealt with that I turned it on again. I am sure it is on, I just checked. To get to the webs my collector has to go through a quite elaborate labyrinth of traps, could this be f**cking up the path finding? But why should it, when the dorfs can find their way if I manually order them?

It is no big deal, I can manage this myself if I have to, but it makes me curious.
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Xen0n

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Re: DF 2012v0.34 question and answer thread
« Reply #2322 on: June 22, 2012, 01:03:49 pm »

No, it was off earlier due to a forgotten beast, but after I dealt with that I turned it on again. I am sure it is on, I just checked. To get to the webs my collector has to go through a quite elaborate labyrinth of traps, could this be f**cking up the path finding? But why should it, when the dorfs can find their way if I manually order them?

It is no big deal, I can manage this myself if I have to, but it makes me curious.

Sorry, no idea what's going on o.0  It might make the manual managing easier if you just queue up about ten "Collect webs:30" jobs from the manager menu, and wait until it starts giving you cancellations so you know you've collected them all.  Since using "Collect Webs: Repeat" from the loom may disappear if a dwarf cancels it due to you sealing off the caverns, setting a military alert, getting interrupted etc.
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knutor

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Re: DF 2012v0.34 question and answer thread
« Reply #2323 on: June 22, 2012, 10:12:13 pm »

@vonduus, When you toggled it off, when the FB arrived, the tasks may have lingered in the job list.  Now they are bugged.  When you turn it back on, with the new entries, postceding the older bugged entries from before the FB's arrival.  The old ones are bugged because they didn't clear off the list in a timely manner, because of lag, or what-have-you.  This old ones could be clogging up the autoloom feature.  What I would do, is rebuild the loom.

I've had this issue, with pathing.  And have opened up my caverns density slightly, in worldgen, to compensate.  It also helps with hunters, and trapping small animals /R.  There is a way to cage and setup a silk farm, but I don't wanna spoil your discovery fun, and come right out and tell you that.  HEH! 

In 34.11, I'm having some issues with my Noble not performing their civilian tasks.  Is the Weaver also a noble?  Sounds like its the bugged job list problem however.  Those tasks, linger in there, and I'm not sure if the AI priority checks it enough times, before establishing a dorf to No Job.  *shrug*  Knutor
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Shark Dentistry, looking in the Raws.

Loud Whispers

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Re: DF 2012v0.34 question and answer thread
« Reply #2324 on: June 23, 2012, 04:23:32 am »

I've got an issue currently in my fort where the [SIEGE] tag is remaining even after I've killed every single elf corpse and necromancer that showed up on my fort. I also fed any captured necromancers to my resident Giant Desert Scorpion. Nothing.
One thing to note is I do have a large amount of undead milling about inside a pit - is there any chance that the game is treating those undead as part of the siege for some reason? Any way I can get rid of this [SIEGE] tag?
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