Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 ... 29

Author Topic: ☼Gnomes☼ - Everything Gnome Mode  (Read 80405 times)

Rubicon

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #120 on: June 13, 2014, 10:46:50 pm »

If they can be trained, it's not obvious how to do it.

They seem to be missing some fields, or something.  They show up as citizens of the fortress (rather than animals), but they have "(Tame)" in their profession, and they don't perform jobs.  I guess they're like Tigermen, sort of.  They can't be assigned to military squads, but they can be pastured.  However, if they are pastured in the Advanced Animal Training Area, they cannot be taught combat techniques.  The code that looks for a "work animal" to give combat skill doesn't find them.


Hi, I have trained mechanical war animals. I have a mithril elephant who is a master wrestler ;).

Have you trained them as war animals before you try and give them combat skills? I did that with all of mine.

My procedure, roughly:

1) Construct animal
2) Pasture in a zone on top of advanced animal training workshop.
3) Train for war
4) Train in fighting skills.

NB: The trainer obviously has to have reasonable skills in the area you want to train them.


Logged

omniclasm

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #121 on: June 13, 2014, 10:50:42 pm »

Seems training mechanical animals should be more mechanical than druidic.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #122 on: June 14, 2014, 07:05:23 am »

However, if they are pastured in the Advanced Animal Training Area, they cannot be taught combat techniques.  The code that looks for a "work animal" to give combat skill doesn't find them.

1) Construct animal
1.5) Save and reload the game.
2) Pasture in a zone on top of advanced animal training workshop.
3) Train for war
4) Train in fighting skills.

I'll try that next time I have access to a Gnome fortress. ;)
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #123 on: June 14, 2014, 01:04:18 pm »

As previously mentioned, they must be a 'work' animal; you have to train them for war (or hunting) first.

I suppose it would make sense to have them use a different system than non-mechanical animals, but the truth is that having constructs be trainable at all was an oversight to begin with.  I may or may not change it.

omniclasm

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #124 on: June 15, 2014, 05:41:13 pm »

Anyone played with the gadget gear after the itemsyndrome fix?

They are hella fun now that they actually work. Military gnomes as strong and fast as Orcs, miners with rocket boots clearing out giant swathes of stone in seconds, etc.
« Last Edit: June 15, 2014, 05:52:30 pm by omniclasm »
Logged

SharpKris

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #125 on: June 15, 2014, 05:51:55 pm »

didn't think about giving my miners rocket boots  :o
Logged

omniclasm

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #126 on: June 15, 2014, 05:56:05 pm »

Yeah, my last gnome fort, I was having a hella good time, had an assembly line set up with workflow pumping out gadget materials, two incredibly trained sword gnomes with mithril vibroblades and full suits of gadget gear, a couple iron dragons etc.

But I only had 18 gnomes, and apparently gnomes died off in world gen or something because trying to call a caravan didn't work, said the civ id was bad. So I ended up just suiciding.
« Last Edit: June 15, 2014, 05:59:27 pm by omniclasm »
Logged

SharpKris

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #127 on: June 17, 2014, 01:52:59 am »

is bone carving bugged? i seem to be unable to use any shells i find even after i clean them at the tanners workshop
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #128 on: June 17, 2014, 02:50:40 am »

is bone carving bugged? i seem to be unable to use any shells i find even after i clean them at the tanners workshop

What were you trying to use them for?  I didn't have any trouble with them.  Maybe check your burrows?

SharpKris

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #129 on: June 17, 2014, 04:41:58 am »

is bone carving bugged? i seem to be unable to use any shells i find even after i clean them at the tanners workshop

What were you trying to use them for?  I didn't have any trouble with them.  Maybe check your burrows?
Didn't set any.
was trying to make shell craft then it told me no shells were available. cleaned them at the tanners but still nothing.
i've got a heap of shellplate and mussel shells and nothing to do with them
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #130 on: June 17, 2014, 05:26:15 am »

is bone carving bugged? i seem to be unable to use any shells i find even after i clean them at the tanners workshop

What were you trying to use them for?  I didn't have any trouble with them.  Maybe check your burrows?
Didn't set any.
was trying to make shell craft then it told me no shells were available. cleaned them at the tanners but still nothing.
i've got a heap of shellplate and mussel shells and nothing to do with them

Odd.  Whatever it is though, it shouldn't be exclusive to gnomes, since those are general reactions.

greycat

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #131 on: June 17, 2014, 08:10:21 am »

Which kind of shells are they?  I ended up with a whole heap of unusable "crayfish shell", while other shells (mussel primarily) worked just fine.  I reported it a while back, I thought.  Also, searching for "crayfish" in the Masterwork DF subforum finds 13 mentions, none of them mine.  Weird.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

SharpKris

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #132 on: June 17, 2014, 12:14:10 pm »

well my mistake apparently is that shellplate is a type of lether.
but the crayfish shells are still unusable 
Logged

Repseki

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #133 on: June 18, 2014, 06:54:14 am »

I'm having trouble figuring out of the Seismic Telegraph is working or not.

Both the first time embarking, and after restarting from the initial save once I had figured out some of the basic machine stuff, I haven't seemed to get it working. Are there any tricks, or special conditions, to getting the message through?

Logged

greycat

  • Bay Watcher
    • View Profile
Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #134 on: June 18, 2014, 09:26:03 am »

I'm having trouble figuring out of the Seismic Telegraph is working or not.

Both the first time embarking, and after restarting from the initial save once I had figured out some of the basic machine stuff, I haven't seemed to get it working. Are there any tricks, or special conditions, to getting the message through?

In my Gnome fortress (which was in version 5.05) I consistently got a message like "There is no response" the first time I used the Seismic Telegraph each year, and then "A caravan is already on its way" the second time each year.

I did not test "Only use it once and see if a caravan comes."  I always did the double sending.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz
Pages: 1 ... 7 8 [9] 10 11 ... 29