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Author Topic: DF 2012v0.34 question and answer thread  (Read 879772 times)

Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #3750 on: January 05, 2013, 05:14:06 pm »

...How many times I have to say it?
I have set both bridges to raise. And both just dissapear. I have A LOT of retracting bridges in my fortress and all work just like they should. They change from 3x3 "floor-like bridge" to 3x1 "wall-like bridge" But these two, intended to protect my military from my own ballista bolts just change from "floor-like bridge" to "nothing-like nothing"... I think I will just deconstruct them and make them retractable, I never had any problem with them.

I think I mentioned it in various threads: I'm pretty good at the basics and I still mess up sometimes, pressing keys too fast, not paying attention, etc. That is most likely what happened if you know perfectly well how to make various bridges. So yes, deconstruct, rebuild, we all make mistakes sometimes.

I hope that next time you'll try that first. If it looks like a bridge and acts like a retracting bridge, it probably is one, regardless of what you thought it was. Most often, 'errors' in the game can be attributed to player made mistakes (PEBCAK: problem exists between chair and keyboard). You're human after all and allowed to make mistakes. That's why the advice is always to check and double check before starting up a "destroy the map but leave fort standing" device

edit: though the dwarf way is to pull the big red lever anyway and see what happens
« Last Edit: January 05, 2013, 05:18:23 pm by Garath »
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Quote from: Urist Imiknorris
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JAFANZ

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Re: DF 2012v0.34 question and answer thread
« Reply #3751 on: January 05, 2013, 05:18:58 pm »

when building constructions, what do "enable auto-mat select" & "enable auto-type select" do?
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☼!!Troll Fur Sock!!☼

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Re: DF 2012v0.34 question and answer thread
« Reply #3752 on: January 05, 2013, 05:36:22 pm »

Yeah, but... retracting bridges don't DISSAPEAR...
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #3753 on: January 05, 2013, 05:41:44 pm »

are you talking about reality or the game? Because if I accidentally (or on purpose) place a retracting bridge and pull the lever it looks as if it dissappeared

and imagine what the wiki says:
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears
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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.

FuzzyZergling

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Re: DF 2012v0.34 question and answer thread
« Reply #3754 on: January 05, 2013, 06:24:01 pm »

Yeah, but... retracting bridges don't DISSAPEAR...
Um, they kind of do.
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Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #3755 on: January 05, 2013, 08:19:35 pm »

I have A LOT of retracting bridges in my fortress and all work just like they should. They change from 3x3 "floor-like bridge" to 3x1 "wall-like bridge"
Those are raising bridges you have there.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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.

☼!!Troll Fur Sock!!☼

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Re: DF 2012v0.34 question and answer thread
« Reply #3756 on: January 05, 2013, 08:26:41 pm »

"I have set both bridges to raise. And both just dissapear. I have A LOT of retracting bridges"
Derp.  ???
I have set both bridges to retract. And both just dissapear. I have A LOT of raising bridges


Well, it looks like it was my fault... But I still don't understand where. Let's just forget about it... I have made such a fool of myself ;_;
« Last Edit: January 05, 2013, 08:28:35 pm by ☼!!Troll Fur Sock!!☼ »
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Quote from: Necrisha
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Therefore, starve your metalsmiths for maximum gains.

Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #3757 on: January 05, 2013, 08:38:46 pm »

Maybe it's a wording issue (I've typed 'left' when I meant 'right', or vice versa). You said that you were going to tear down your disappearing bridges and replace them with retractable ones for the purpose of protecting your military from projectiles. That's not going to work out so well. :P

Just tear it down and rebuild it, making absolutely sure you're seeing one of those arrows. There's no way of checking afterwards, after all, though at least unlike track stops you can observe their behaviour with a pull of a lever.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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.

foil

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Re: DF 2012v0.34 question and answer thread
« Reply #3758 on: January 06, 2013, 01:53:58 am »

Hey there,.

Ive just had my 1st what i think megabeast appear on my map, it was announced with big red text filled box appearing.

It was a named Werepanda that after a while changed into a Serpent Woman.  Was this mutation a random thing or a tactic to swim up my water processing areas?..

Also if this is a megabeast, will i be able to track it through the Legends mode, if so then how would i be able to track it using the Legends mode?  I used it in past but was a bit confusing, tho was probs 200 hours DF time ago lol..

Can i also possibly track a vampire thats in my fort atm through Legends mode to try and single them out?  Im running low on dwarfs and would like to catch the guy or etc etc to put end to his lulz of draining randoms about every 5 mins about the fort.

Thanks, foil.
« Last Edit: January 06, 2013, 02:09:52 am by foil »
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Telgin

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Re: DF 2012v0.34 question and answer thread
« Reply #3759 on: January 06, 2013, 02:22:56 am »

That's normal.  What happened is that during worldgen a serpent woman was either cursed by a god to become a werepanda, or was bitten by a werepanda and survived.  She then contracted the werecurse and transforms into a werepanda on occasion.

The game ran a check for semi megabeasts and it chose to have that werecreature attack your fortress.  She arrived and it gave you the announcement.  At some point after arriving the werecurse wore off (a few days probably passed during her stay) so she changed back into a serpent woman.  She'll probably just run away without causing any more trouble.

I'm not sure about legends mode.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #3760 on: January 06, 2013, 05:09:49 am »

yep, legends mode can be used to find out all about your fort and various visitors, just make a copy of the region since you need to abandon to view legends mode

have you tried all the familiar ways of vampire spotting yet?
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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.

Vyro

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Re: DF 2012v0.34 question and answer thread
« Reply #3761 on: January 06, 2013, 10:56:08 am »

Hmm, am I the only one to find the latest patch changes concerning the bin policy a bit odd? Yes, I am talking about the 0.34 version. Where instead of eagerly picking up bits and bringing them to stockpile to store into said bins dorfs eagerly grab a bin (full of masterwork killsticks, I might add), haul it Outside, get spooked by a stray undead creature, soil their xpig tail trousersx, throw the stuff they carried around the place in panic, cancel a dozen work orders, try to leg it, fail at it, get eaten, attract a dozen more eager dorfs with bins and a Champion, who's looking for his favorite RapeKill The Warhammer, get those dorfs killed in the same fashion, cancel a hundred more work orders, wreck a complete chaos around the fortress, where are the killsticks when I need them, what the hell is going on in this hellhole let me outta here! Well, or something like that. Not only this is extremely confusing and counterproductive and cancels work orders constantly just because all the seeds are in this freaking barrel six farmers constantly strive for, but it can be quite dangerous as well, as you can see.
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Telgin

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Re: DF 2012v0.34 question and answer thread
« Reply #3762 on: January 06, 2013, 12:53:39 pm »

The bin changes definitely have their quirks, but overall I like the change.  The biggest problem is cancellation spam because someone picks up a bin (or has marked a bin for a hauling job) and it's needed for something like planting seeds or making clothes.  One solution is to have a smaller stockpile that doesn't accept bins or barrels and a larger one that holds overflow.  It will help cutdown cancellation spam and still take advantage of the improved hauling.

Having haulers get murdered while hauling bins is another problem, but if you've got haulers running around outside it's probably a good idea to have armed escort for them to help prevent needless deaths.
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foil

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Re: DF 2012v0.34 question and answer thread
« Reply #3763 on: January 06, 2013, 01:43:57 pm »

Ah thanks, what is the usual ways to find vampires in a fort?

I remember seeing a few people over 120 years old but idk if this age is standard in DF, tho they were in the fort almost since start and only recently have i started getting people drained of blood.

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Vyro

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Re: DF 2012v0.34 question and answer thread
« Reply #3764 on: January 06, 2013, 01:45:43 pm »

You have a point there.
Yet the problems run a bit deeper. Cancellation spam is just an annoying aftereffect, these are the workers that cancel useful tasks literally for no reason and go haul stones from miles away. Some economy models do not suffer much from it, but mine experimental one does a lot. Disregarding bins is an option, but a hardly usable one, with tons upon tons of things usually scattered around.
Besides, I find it simply unreasonable to drag the whole barrel full of stuff with you just to pick up some bits!
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