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Author Topic: DF2014 Question and Answer Thread  (Read 460935 times)

Detros

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Re: DF2014 Question and Answer Thread
« Reply #2745 on: April 17, 2016, 11:24:23 am »

I just resumed playing after a long break, got a fort up and running, and was pumping out tradegoods like mad... and then I traded a bunch of masterwork crafts to a human caravan. And the moment they left the map, I got a ton of announcements about "A masterwork has been lost" x80... Is this a bug? Or am I really supposed to never sell anything masterwork? Is there a workaround?

How bad is the "lost masterwork" bad thoughts for that matter? I haven't had any tantrums yet, but I'm paused right after the masterwork lost spam... I'm worried I'm in for some Fun.
The caused damage of lost items is supposedly divided by the amount of items that dwarf has crafted. So losing one of three masterworks is much bigger hit then losing 20 arrows from 1000 made by that dwarf.
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nimbus25

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Re: DF2014 Question and Answer Thread
« Reply #2746 on: April 17, 2016, 11:51:06 am »

Dwarves are having issues putting on armor, yet again. I've tried disbanding the squad, replacing clothing, exact match, stripping all clothing away and reassigning the armor, and nothing works. There also seems to be no pattern to how much they equip - 5 dwarves have all their equipment, one is only missing greaves, one is missing one high boot, greaves, and a helm, etc. Any fix?
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2747 on: April 17, 2016, 12:20:45 pm »

Dwarves are having issues putting on armor, yet again. I've tried disbanding the squad, replacing clothing, exact match, stripping all clothing away and reassigning the armor, and nothing works. There also seems to be no pattern to how much they equip - 5 dwarves have all their equipment, one is only missing greaves, one is missing one high boot, greaves, and a helm, etc. Any fix?

First ensure you actually have enough gear to go around. Then activate the squad. It seems active squads are more diligent in picking up their uniform.
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gordy

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Re: DF2014 Question and Answer Thread
« Reply #2748 on: April 18, 2016, 06:53:27 pm »

So, what happens exactly when you retire a fortress then reclaim it? We had serious weredeer issues that left all 20+ inhabitants (including local law maker and King) unconscious or resting. Funnily enough all the kids were away safely playing make believe at the time. I had none on their feet to recover wounded so I retired and came back. They seem to have healed in the meantime and I brought some new arrivals with me?
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gordy

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Re: DF2014 Question and Answer Thread
« Reply #2749 on: April 18, 2016, 08:11:35 pm »

How can you ensure marksdorfs always have bolts available for combat? How many can a quiver hold?

If you can only train with bone or wood, do you need to sourdough both combat bolts (any) and training bolts? Sick of stationing the marksdorfs and finding they have no ammo.
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Uggh

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Re: DF2014 Question and Answer Thread
« Reply #2750 on: April 19, 2016, 06:34:40 am »

How can I specify the creation of statues of gods? Historical figures?
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2751 on: April 19, 2016, 11:25:14 am »

How can I specify the creation of statues of gods? Historical figures?

They're in historical figures, yes.
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Loci

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Re: DF2014 Question and Answer Thread
« Reply #2752 on: April 19, 2016, 11:29:51 am »

How can you ensure marksdorfs always have bolts available for combat? How many can a quiver hold?

If you can only train with bone or wood, do you need to sourdough both combat bolts (any) and training bolts? Sick of stationing the marksdorfs and finding they have no ammo.

Sourdough bolts don't sound particularly deadly...

Getting marksdwarves to carry ammo can be a pain. Each dwarf should carry 30 or so ammunition in their quiver. You should allocate ammunition in the military menu; 30 x (number of dwarves in squad) for each marksdwarf squad. Storing ammunition in bins may prevent dwarves from reloading; disabling bins in ammo stockpiles is recommended. Due to a longstanding bug, dwarves will report for combat with training bolts and training with combat bolts, so you should set all bolts for training and combat use. Finally, when possible you should order your marksdwarves to station out of sight of the enemy so they will reload if necessary.
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greycat

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Re: DF2014 Question and Answer Thread
« Reply #2753 on: April 19, 2016, 02:57:16 pm »

How many can a quiver hold?

I believe the practical upper limit is 49.

A quiver has no actual capacity limit, as far as I can tell.  It can hold "one more stack" as long as it currently has fewer than 25 bolts.  So if your quiver has 24 bolts, and you pick up a new stack of 25 (metal), then you've got 49.  I believe the largest stack you can make is 25, hence this answer.

On the other hand, if you've got 20 bolts right now, and you pick up a new stack of 5 (bone), then your quiver now has 25, and you can't (or won't) put any more in.
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indyofcomo

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Re: DF2014 Question and Answer Thread
« Reply #2754 on: April 20, 2016, 09:13:35 am »

In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?
Obviously 42.06 is the current version, but I'm still back playing 42.04 since the improvements don't outweigh the bugs and I'm not sure the mods are caught up.
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greycat

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Re: DF2014 Question and Answer Thread
« Reply #2755 on: April 20, 2016, 09:21:38 am »

In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?

Yes, bug 1451 is still around.  But you're miscontruing it.  You don't need "2 picks".  You simply shouldn't put a Miner in a squad at all.  A Miner has to be a full-time civilian, period.  If you want to turn him into a military dwarf later, disable his Mining labor.  Don't try to make the two things coexist.  They can't.  Because of the bug.
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2756 on: April 20, 2016, 09:59:08 am »

Yeah, I always give my miners and woodcutters specific profession titles so I'll remember not to draft them. :V
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2757 on: April 20, 2016, 11:31:35 am »

I have no trouble with miners in my citizen milita.  When not mining, they are in uniform, when mining they swap to civilian clothes.  The reason it's said you need two picks per miner is if you assign your miners a pick as a weapon.  I generally avoid the situation by making miners wrestlers.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2758 on: April 20, 2016, 12:42:13 pm »

In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?

Yes, bug 1451 is still around.  But you're miscontruing it.  You don't need "2 picks".  You simply shouldn't put a Miner in a squad at all.  A Miner has to be a full-time civilian, period.  If you want to turn him into a military dwarf later, disable his Mining labor.  Don't try to make the two things coexist.  They can't.  Because of the bug.
Well they can.  And do in my fortresses.  I usally have my starting miners train as a last resort squad.  The issues come when they kitout and dekitout.

-They spend days getting civilian clothes and vice versa, so if you do put them in a squad give them ample time to kit up.

-Make sure you do have extra picks laying around.  Or axes, ftm, though training axes usually work fine for civilian labor, due to the risk of them designating wooden axes as war weapons make sure you specify a metal one.  The lumberminers will dedicate 1 tool their 'weapon' and use that for combat.  Period.  So make sure they store it in a place they can reach it quickly.  i.e. their room should be close to their whatever.

-They show a definitive preference for training that borders on the ridiculous.  They will ocassionally take a break from training to go dig out 1 square or cut 1 tree, then travel all the way back to train more.  The issue is that they will train alone if you allow them.  So make sure you disable their barracks to send them to work.

-They might get pissy if they dont have an article of clothing to change into going into and out of their uniforms for work and war.  Make sure you have extra laying around and/or that they are suitably lightly equipped.

-I dont bother with lumberjacks in the militia, or if I do I designate whole squads of them and give them all axes to train with and treat them as 75% on duty squads so their lose is less felt, and they fight better and carry a shield on them at all times and I usually keep a few fulltime lumberjacks anyway so *shrug"

-Same with miners, I usually keep the crippled miners and newbie miners as civilians, and when newbie miners gain legendary status I train them and add them to a squad.


No, it can be done, with some microing.  And particularly the miners make good fighters.  I never have to escort my miners in the caves because since civilians were allowed to get pissed and fight in 40.x they've put down things easily enough.  Once a pack of 3 BCOs tried to get cute with a miner.  The miner put that down quick.  GCS/FBs are about the only things Id hesitate to allow them near unwatched.  And magma crabs, honestly.  Magma crabs are deadly.
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2759 on: April 20, 2016, 02:33:10 pm »

I have no trouble with miners in my citizen milita.  When not mining, they are in uniform, when mining they swap to civilian clothes.  The reason it's said you need two picks per miner is if you assign your miners a pick as a weapon.  I generally avoid the situation by making miners wrestlers.

This is actually a bigger problem than the "need two picks" issue. I frequently graduate to giving my civilians basic uniforms instead of clothing, but miners refusing to mine while in uniform prevents me from totally eliminating the need to ever produce replacement clothes.
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