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Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1859803 times)

westamastaflash

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10560 on: April 06, 2013, 02:26:05 pm »

I'm having trouble getting Thin Suede stored in a stockpile. I can dump it to a pile and then point the pile at a leather works in order to make suede bags, but my dwarfs never take it to a leather stockpile (even one set to "all" leather)...

Additionally, it makes "Thin Suede Chest" - does this work the same as a bag?
« Last Edit: April 06, 2013, 02:32:47 pm by westamastaflash »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10561 on: April 06, 2013, 02:59:19 pm »

Yes, chests and bags are the same item.

The two issues are very much related. The fact that it makes a chest instead of a bag means that thin suede, due to some oversight, isn't actually leather.

Cato

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10562 on: April 06, 2013, 03:52:35 pm »

@Shininglight Did you try turning the TrueType font off? I'm running the current mac release on 10.6.8 but I did have to turn TrueType off to avoid it crashing.
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Labraid

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10563 on: April 06, 2013, 04:23:02 pm »

@Twiggie
That's pretty much best armour you could possibly get. EDIT: Not sure about it being the top of the list but it's still epic.
Just give it to the best one of your soldiers. Just make sure you don't send him to fight near lava or deep water bodies or atom smashers, so in case of unfortunate bolt to the eye or some other mishap you can just scrape the remains of previous owner out and present it to the next best soldier.
« Last Edit: April 06, 2013, 04:26:08 pm by Labraid »
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Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10564 on: April 06, 2013, 06:25:57 pm »

--SKIP THIS TO READ THE QUESTION--

That's a sad situation. You know, every now and then someone is drained of blood. They die. Who cares. They feed my elite Legionaire, leader of my mighty 3 dwarf army (the two other are there for decoration purposes), champion of delerlilar, bringer of rain and so forth. Killed 3 goblin sieges on it's own, dodging like a monkey gone apeshit. So, this mighty vampire, actually, couldn't help me.

Here's the trouble I ran in: I was really looking forward to trade with gnomes. They finally came to my fort, under the protection of my vampire military leader who beat off the goblins, the gnomes passed the gates to my fort when suddenly... A human caravan came! Holy moly, am I popular with the merchants! So I watched them come in too and wondered if they were going to queue up for my trading depot.

They did not.

As soon as the Imperial Guardsman saw the first gnome he went bat shit crazy and started to kill any gnome, and the gnome-mounts too! All dead, in a matter of seconds, and nothing my vampire Legionaire could do about it.

Now, that is sad, isn't it?

On the other hand, I guess I can keep what the gnomes brought along? I guess they don't mind... I embrace further trades with the humans, but still this is kind of extreme, for human standards that is. I mean, competition and all that stuff, I get it, they all want my gold crafts. But this is kind of extreme. (Yes I know, _human_ youtubers are even more extreme when they play crusader kings 2 as some mad swedish trader... :p)

--QUESTION HERE--

Human caravan guards attack gnome merchants on sight.
Is this a bug?
Do they attack all gnomes, or did they attack them to "clear" the depot (claimed by gnomes) for their human merchants to unload?
I like action, but I'd appreciate if my merchants didn't kill each other^^
« Last Edit: April 06, 2013, 06:27:32 pm by Molay »
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The best alternative to having a functional steel industry is to have a really, really, really good hospital. And a lot of coffins.

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10565 on: April 06, 2013, 07:31:34 pm »

are the humans and gnomes at war?
(c)ivilizations menu, scroll down to highlight either one of them, it will display their state of war or peace with others

>>  did they attack them to "clear" the depot
 
no
« Last Edit: April 06, 2013, 07:50:59 pm by smakemupagus »
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Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10566 on: April 06, 2013, 08:43:53 pm »

are the humans and gnomes at war?
(c)ivilizations menu, scroll down to highlight either one of them, it will display their state of war or peace with others

Ah yes! They are indeed at war. I always forget about the Civilizations menu - it would not have come to me to look there^^ Thanks!

Now that a warlock set the whole map on fire and burnt any chances for precious wood (aka coal), I feel like a few dead gnomes is the least of my problems.
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The best alternative to having a functional steel industry is to have a really, really, really good hospital. And a lot of coffins.

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10567 on: April 06, 2013, 09:49:58 pm »

Cool.  Well, I don't know what you can do about it to keep them separated, but maybe try 2 depots with a series of gates or something?  normally multi traders can use the same depot, you just select who to trade with from a little list that pops up.

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10568 on: April 07, 2013, 05:44:43 am »

If I readed well changelogs and future feats, the "seems-upcoming" next vanilla version of DF will have improvements in the (c)ivilization menu.

It happened to me also to have them at war and killing each other on sight, well, I just looked and looted :)
The problem starts with fire and explosions IN the depot, like mines / turrets and dragons.

westamastaflash

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10569 on: April 07, 2013, 09:34:55 am »

Yes, chests and bags are the same item.

The two issues are very much related. The fact that it makes a chest instead of a bag means that thin suede, due to some oversight, isn't actually leather.

Thanks. So I guess no 3x leather bags then, oh well, I've got lots of chitin and scale from my fisherdwarves.

And a bunch of thin suede trousers and shirts.
« Last Edit: April 07, 2013, 09:38:31 am by westamastaflash »
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Rainbows

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10570 on: April 07, 2013, 09:51:28 am »

Is there a way to stop warlocks trading?
Quite often one of their merchants will be a necromancer, this necromancer will proceed to raise any body  parts lying around ( of which there are a lot of (Welded mithril Dai Katanas make a big mess)) and end up destroying the warlock and often other (usually goblin) caravans.

Or more unhelpfully some sort of firemancer tries to put down his friends new pets.

Twice now the map has also been reduced to ash by  warlocks. If I put my depot in my castle (the depot is always the first thing to get singed) a passing kobold will trigger them and bring my castle crashing down. If I place the Depot outside a random bit of wildlife makes them burn about a 1/3 of the map  down.

Do I just seize all their stuff till they stop coming?

Edit: Yes it is on Orc fortress.
« Last Edit: April 07, 2013, 09:59:47 am by Rainbows »
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Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10571 on: April 07, 2013, 09:55:20 am »

I assume you're talking about orc fortress, which is the only time I've had the problem you're describing.

You can disable the warlock civ in the configuration GUI. I believe the orc fortress manual even recommends that as they aren't good trading partners (primarily due to the problems you describe).

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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10572 on: April 07, 2013, 10:24:50 am »

Question about the libraries/scriptorium: What's the difference between books and textbooks, and is there a way I can get a specific dwarf to read stuff rather than just whoever wanders on by?
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Rainbows

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10573 on: April 07, 2013, 11:00:06 am »

Press P while the library is selected, you can choose who can use the workshop.

Does anyone know what weapons available to orcs can pierce bifrost?
There is a bifrost FB running around the 1st cavern. It has poisonous breath that causes asphyxiation, drowsiness and other unpleasantries ending in death.
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Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10574 on: April 07, 2013, 11:23:34 am »

Question about the libraries/scriptorium: What's the difference between books and textbooks, and is there a way I can get a specific dwarf to read stuff rather than just whoever wanders on by?

The library system is complex, but powerful to those who can figure it out. :)

I'll explain the process as best as I've figured it out so far. May be some corrections needed.

Create a book, and a textbook, and an essay.

You take the book and the essay and you make a TOME in the scriptorium.

Then in a specific library (a military library if you made a military tome) you will now have enabled the ability to study the tome.

When you study the tome, the dwarf selected in the workshop profile (the P that Rainbows mentioned) will study the tome and then use the textbook as part of the study.

So the reaction recipes:

paper + ink = an essay, a book, or a textbook
essay + book = tome
tome + textbook = study


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