never mind, i slacked off on the brewery front and filled up too many barrels with food at a crucial moment of immigration. queue thirst, death, abandon fortress.
Always make 2 stockpiles, one for food with barrels not allowed, and one for booze.
Battletag BYToady#1454
0
Amikron DevaliaI didn't ask for this title.Registered Userregular
edited March 2012
0.34.07 Released!:
Download
Here is another set of bug fixes. Be warned that some animals had their tiles changed to match the size convention.
Major bug fixes
(*) Stopped crash from some odd creatures transforming into werebeasts
(*) Fixed crash from sites on the edge of the map
(*) Fixed old adv mode save imports
(*) Slab to missing allowed, once missing status has been announced (unless from reclaim, then you can always do it)
(*) Made animated corpses that collapse still count toward putting down ghosts
(*) Stopped undead from getting werecurses -- generally made animation/ghost/acquired tags count for more (*) Removed negative clothing thoughts for children
Other bug fixes/tweaks
(*) Stopped people from dropping random crafts/weapons on edge of map again
(*) People should more consistently bring axes, picks, crossbows, quivers, ammo
(*) Temporarily made amulets/backpacks etc. have no layering info (was screwing up clothing, will return to it)
(*) Limited number of hunting/vamp crafts
(*) Flux check in site finder should match with text now (*) Stopped vamps from bragging about their kills
(*) Lists ghost/slab number/burial state in memorial list and stuck announced ghosts without slab item on the very top
(*) Fixed blank memorial names
(*) Husks have more information removed (pasture/pet/some job targeting/etc)
(*) Opposition to life now overrides peace with wildlife
(*) Stopped dwarves leading animals from going moody
(*) Imported saves from 34.05 and earlier will have eggs that produce tame hatchlings
(*) Option between skill/unit based profession setting in d_init (*) Made initial equipment based on profession setting rather than unit type
(*) Fixed broken animal overall training scrolling
(*) Mood dwarves no longer ask for "rock bars" and it says "bones" instead of "body parts"
(*) Displayed medical dates correctly (they were a day off)
(*) Season announcement appears with correct date
(*) Correct year will show up on announcement screen
(*) Displayed gender for some items that were showing up as duplicate entries
(*) Gender in kill list (duplicate entries again)
(*) Fixed some mannerism pronouns
(*) Various raw fixes (see file_changes) -- highlight is that various underground animal men have attacks again
jdarksun: oh yeah, that's an unusual but KNOWN and ADVERTISED problem.
Toady specifically stated that you can't use an old save with the new bodypart raw file from 34.04 or 05 I don't remember.
So just update all the raws but keep the old bodypart file.
I just came off a Fort I've decided to nickname "UpFucker of Goblins". Seriously, everytime there's a Goblin ambush, three more arrive in succession. So far I've been able to stave them off with old fashioned Steel and Bolt, and it actually feels rather nice fucking them up every time they try to start some shit. I've got Legendary Marksdwarves and a Master Axedwarf running around with an Artifact Battleaxe chopping up the Goblinite as it arrives.
The front gates and execution cells are a mess, but hey, it's for the greater good.
Also, the Count of the Fort has command of his own squad, and I've found that you can offset his traumatization of how good the other Dwarves live by making him partake in plentiful righteous slaughter. One of the Dwarves made an artifact stone bracelet about that one time the Count jammed a Copper Bolt through the skull of a Goblin Thief.
The Goblin is making a plaintive gesture, and the Count is laughing.
Zephiran on
Alright and in this next scene all the animals have AIDS.
I don't have a trained military yet. This should be interesting.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
SarksusATTACK AND DETHRONE GODRegistered Userregular
This game gives you so many reasons to fear the night. I'm surprised anyone even goes outside with all of these legendary creatures filling the hills and the lore.
I feel like there needs to be a mode where you build one fortress expressly to build an army to reclaim a zombie-claimed fortress. When I dropped in a collection of seven dwarves all kitted out to be armor-wearing sword-users, they lasted maybe two minutes before being overwhelmed by the zombified ex-dwarves from prior colonization attempts. The crew before that lasted a lot longer, though it was because they spent a lot of time running away.
It seems like you really, really need massively overwhelming force to deal with more than one or two zombies at a time.
I feel like there needs to be a mode where you build one fortress expressly to build an army to reclaim a zombie-claimed fortress. When I dropped in a collection of seven dwarves all kitted out to be armor-wearing sword-users, they lasted maybe two minutes before being overwhelmed by the zombified ex-dwarves from prior colonization attempts. The crew before that lasted a lot longer, though it was because they spent a lot of time running away.
It seems like you really, really need massively overwhelming force to deal with more than one or two zombies at a time.
I apparently got lucky. When I reclaimed, there were only a few zombies hanging around AND the Necromancer. As soon as he went down, the resurrection stopped and I was able to focus on rebuilding. (and moving things underground) Of course a few seasons later it crashed and I have to do it again, but so it goes.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Genned a little pocket world where it appears humans and goblins joined the only dwarven civ.
On the world made where you normally see omega for where your civ's forts are, I also saw the symbol for goblin (or dark?) fortress in blue. No goblins on the neighbours listing in any spot in the world, and at war with the elves. I checked the history for the dark fortress in question, and it was mostly elves, dwarves and humans devouring animals and each other.
So it is cool for elves to kill, then eat goblins, but I can't butcher them to make armour out of their skin?
Also generated a 1050 year history max size world while I was out today.
Reclaimed my fort (and saved this time) It took a couple sets of reclamation squads (warhammers are the weapon of choice for undead, holy crap).
Eventually I got some migrants who can work to get all the shit that's spread all over the map inside the fortress while the last three militia dwarves go completely mad, rambling about zombies and necromancers.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I'd love to be able to butcher goblins, or at least use their bones for stuff. At least the creatures they ride are edible. My fort is drowning in Cave Dragon and Giant Olm products.
Weapon traps seem to have been improved since last I played, or maybe the quality of the Mechanisms matters more than I thought. Typically I use weapon traps to make goblins dodge into a deep pit for easy looting/atom smashing, but now most of them die to the traps (made of assorted crappy copper weapons) and my dwarves have to manually dump all their stuff.
I should try out one of these zombie biomes. Nothing interesting going on in this lakeside forest (aside from a bugged ghost I'm unable to bury/memorialize, and the ever present threat of a tantrum spiral). Even the caverns seem empty; all I've seen is one Amphibian Woman waging a lonely guerrilla war against my web collectors, harassing them with darts that don't seem to penetrate clothing.
Maybe I should dig a bit deeper in that adamantine vein...
Question about the [m]ilitary -> [a]mmunition screen. I figured out how to set my crossbow squad to use wood/bone for training and metal bolts for combat, but what the hell does the amount in the parenthesis mean? I can change the amount with -+/* but I don't understand what exactly that amount is for...
Alien imposter. Pretender. I'll keep you safe now. Close to my heart.
The amount means how much ammo the whole squad can possess at the same time. If you set it to 100 and four guys each have 25 bolts in their quivers, none of the others will get any bolts.
I usually set it to 300 for a 10-dwarf squad, just to be safe.
Man, I cannot get Marksdwarves to train anymore. I've got a squad set with the Archery uniform, bone bolts (set to training), and 11 archery dummies set up with the squad set to train on them. Their schedule alternates between Train (5) and off duty. What am I missing?
Do you actually have any Bone Bolts in stock though? They tend to make very short work of 'em, so it's not entirely unlikely they used them all up while you weren't looking if you didn't have that many of them to begin with...
Here's the (in my opinion) reasonable checklist:
[ ] Is the right squad assigned to the range?
[ ] Does the squad have access to Quivers?
[ ] Does the squad have access to Crossbows?
-> [ ] Could they be using foreign ranged weapons for which there is no (assigned) ammo?
[ ] Is the Archery Range shooting direction correct?
If none of the above apply, then there's something Dwarfy afoot. As in, then we have to dig deeper.
Alright and in this next scene all the animals have AIDS.
Make sure that none of them are assigned other jobs, especially "hunter." It tends to cause equipment conflicts, and they often stop picking up ammo altogether.
Another common cause is storing bolts in bins. Apparently this causes problems, so you should always designate your ammo stockpiles with a max of 0 bins.
Also if they have metal bolts set for combat, and have managed to fill their quivers with metal bolts, they won't pick up bone bolts for training.
In other news, I've started drafting plans for a Haunted fortress, where every precaution is taken to prevent a zombie apocalypse. It will be fun.
I will tell you from personal experience, once you are inside, never open that door back up. Head right down to the caverns, wall yourself a section of it and never look back.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
You could theoretically build some sort of aboveground bunker, the only problem with that being that you're so incredibly vulnerable during the building phase that it's not even funny. You'd be exposed to general Dwarf retardedness and Goblin ambushes in normal cases, but in that kind of biome you've got all the other FUN things to worry about on top. Any large scale building projects out in the open are bound to cast your Fort into despair, so just Hobbiting it up would seem preferable, yeah.
Alright and in this next scene all the animals have AIDS.
I will eventually start trying nightmare biomes, but I'm still working out a design for how to get migrants safely into the fort. I'm thinking a series of 'airlock' rooms lined with arrow slits and traps. At least then you are only risking the lives of the migrants.
Trading would be right out, unless the wagons can travel via Cavern layer.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
at the end of my first year, the dwarf caravan came..but I forgot to build a depot in an attempt to get everyone underground. Well, apparently that did not go over well with the caravaners because one of them went crazy and got put down by another caravaner.
I ignore this and deal with my liaison, not knowing that ANY sentient death causes ghosts (Thought it was just my dwarfs), next thing I know I have a pissed off ghost ripping people in half in the grand dinning hall.
Well shit, I built a coffin in a hole far away from my fort and chuck the caravaner corpse in there to get rid of him, and go about cleaning up my bifurcated dwarvish horror show..and Migrants show up.
Dozens of them, I don't know how many, cause I was distracted by other things, but my fort population was well over triple what it was before, and apparently they all arrived starving and raided my kitchen stores.
Now I have a load of dwarves with almost no food.
I guess its a good thing Lassie just had puppies.
Oh and I am about 80% certain I have a Vampire, somewhere.
The amount means how much ammo the whole squad can possess at the same time. If you set it to 100 and four guys each have 25 bolts in their quivers, none of the others will get any bolts.
I usually set it to 300 for a 10-dwarf squad, just to be safe.
whaaaaat
how could I have been trying to figure out how the new military system works this entire time and STILL not have known this, after ALL THE MONTHS
You could theoretically build some sort of aboveground bunker, the only problem with that being that you're so incredibly vulnerable during the building phase that it's not even funny. You'd be exposed to general Dwarf retardedness and Goblin ambushes in normal cases, but in that kind of biome you've got all the other FUN things to worry about on top. Any large scale building projects out in the open are bound to cast your Fort into despair, so just Hobbiting it up would seem preferable, yeah.
An above-ground bunker would be do-able, provided you don't get some horrible wildlife. Just channel out a moat around a sizeable area, remove all the ramps you can, then build something over the top of the last ramp (you'll end up with at least one if you want to get the dwarves out of the ditch). Won't protect you from arrows or flying creatures, but at least you'll be protected enough to build something if you get lucky.
No idea why you'd want to build an above-ground fort in a haunted area, though. Heading underground right away is a lot safer. I could see a haunted fortress surviving, provided you went to great pains to avoid any sort of dead living things getting inside the fortress proper. Then once you get everything nice and set, you can get that military built out of immigrants.
That would be one way to do it. Build a central, zombie-proof fort to churn out weapons, armor, and food, then draft all the incoming immigrants into the military except for a few to do the work out there to keep the military housed. Separate the food/armor/weapon production area from the poor suckers outside via an airlock system, then let them deal with whatever shows up out there.
Heck, if you wanted to get really crazy, you could set up a whole network to allow them access to certain parts of the fortress while protecting the important members of the fort. That way you could still expand the fortress downward and have a way to deal with hostiles down there.
Toady needs to add a secure way to move goods. Dumbwaiter or something.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I dunno how hard it would be for him to add elevators and the like. I suppose it wouldn't be impossible; projectiles are coded into the game, after all. But I don't think you'd be able to have something crazy like a freight elevator loaded down with dozens or hundreds of items; Toady would have to make (or apply, if this already exists) some sort of special case to all those objects while in transit so they don't bring a computer to its knees as it tries to track the progress of all those objects at once.
Right now, you could probably make a workable solution with a stockpile blocked by floodgates/drawbridges on both sides, controlled with levers.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Yeah, I've always used something like that for my depot. Floodgates on both sides, letting me allow the caravans in, seal them off from the outside for trade and moving goods, then sealing the fortress back up while they pack up and leave. I like to have my bases covered.
RE: elevators. It might even happen very soon. The next couple of releases will be a hauling overhaul (pun not intended). Potential features include wheelbarrows and minecarts, so why not elevators as well?
Posts
But not too deep, or too greedily.
New DFHack is out too: http://www.bay12forums.com/smf/index.php?topic=91166.0
You can move worlds easily.
Copy the old df/data/save/ to the new df/data/
copy the NEW df/raw to df/data/save/region*
Toady specifically stated that you can't use an old save with the new bodypart raw file from 34.04 or 05 I don't remember.
So just update all the raws but keep the old bodypart file.
The front gates and execution cells are a mess, but hey, it's for the greater good.
Also, the Count of the Fort has command of his own squad, and I've found that you can offset his traumatization of how good the other Dwarves live by making him partake in plentiful righteous slaughter. One of the Dwarves made an artifact stone bracelet about that one time the Count jammed a Copper Bolt through the skull of a Goblin Thief.
The Goblin is making a plaintive gesture, and the Count is laughing.
I got a little excited when I saw your ship.
Nothing but an axe between 7 dwarves. No skills.
It certainly makes setting up the embark easy.
I don't have a trained military yet. This should be interesting.
The harder the rain, honey, the sweeter the sun.
The harder the rain, honey, the sweeter the sun.
time to reatreat inside and wait for the human caravan guards to kill them.
-edit-
Elf Zombie Siege. Son of a...
DEAR GOD. My refuse pile just came to life! Mussel shells are attacking my cows!
-double edit-
I may be in trouble here. Most of my stockpiles are still outside.
-triple edit-
Yup, zombie apocalypse. I'll try reclaiming.
The harder the rain, honey, the sweeter the sun.
I dont know if this is insulting or surprisingly apt.
I feel like there needs to be a mode where you build one fortress expressly to build an army to reclaim a zombie-claimed fortress. When I dropped in a collection of seven dwarves all kitted out to be armor-wearing sword-users, they lasted maybe two minutes before being overwhelmed by the zombified ex-dwarves from prior colonization attempts. The crew before that lasted a lot longer, though it was because they spent a lot of time running away.
It seems like you really, really need massively overwhelming force to deal with more than one or two zombies at a time.
I apparently got lucky. When I reclaimed, there were only a few zombies hanging around AND the Necromancer. As soon as he went down, the resurrection stopped and I was able to focus on rebuilding. (and moving things underground) Of course a few seasons later it crashed and I have to do it again, but so it goes.
The harder the rain, honey, the sweeter the sun.
On the world made where you normally see omega for where your civ's forts are, I also saw the symbol for goblin (or dark?) fortress in blue. No goblins on the neighbours listing in any spot in the world, and at war with the elves. I checked the history for the dark fortress in question, and it was mostly elves, dwarves and humans devouring animals and each other.
So it is cool for elves to kill, then eat goblins, but I can't butcher them to make armour out of their skin?
Also generated a 1050 year history max size world while I was out today.
Eventually I got some migrants who can work to get all the shit that's spread all over the map inside the fortress while the last three militia dwarves go completely mad, rambling about zombies and necromancers.
The harder the rain, honey, the sweeter the sun.
Weapon traps seem to have been improved since last I played, or maybe the quality of the Mechanisms matters more than I thought. Typically I use weapon traps to make goblins dodge into a deep pit for easy looting/atom smashing, but now most of them die to the traps (made of assorted crappy copper weapons) and my dwarves have to manually dump all their stuff.
I should try out one of these zombie biomes. Nothing interesting going on in this lakeside forest (aside from a bugged ghost I'm unable to bury/memorialize, and the ever present threat of a tantrum spiral). Even the caverns seem empty; all I've seen is one Amphibian Woman waging a lonely guerrilla war against my web collectors, harassing them with darts that don't seem to penetrate clothing.
Maybe I should dig a bit deeper in that adamantine vein...
The harder the rain, honey, the sweeter the sun.
I usually set it to 300 for a 10-dwarf squad, just to be safe.
I guess you could call them true humanoidtarians in that respect. Vegetarians eat vegetables, humanoidtarians eat...
I got a little excited when I saw your ship.
Do you actually have any Bone Bolts in stock though? They tend to make very short work of 'em, so it's not entirely unlikely they used them all up while you weren't looking if you didn't have that many of them to begin with...
Here's the (in my opinion) reasonable checklist:
[ ] Is the right squad assigned to the range?
[ ] Does the squad have access to Quivers?
[ ] Does the squad have access to Crossbows?
-> [ ] Could they be using foreign ranged weapons for which there is no (assigned) ammo?
[ ] Is the Archery Range shooting direction correct?
If none of the above apply, then there's something Dwarfy afoot. As in, then we have to dig deeper.
I got a little excited when I saw your ship.
In other news, I've started drafting plans for a Haunted fortress, where every precaution is taken to prevent a zombie apocalypse. It will be fun.
Another common cause is storing bolts in bins. Apparently this causes problems, so you should always designate your ammo stockpiles with a max of 0 bins.
I will tell you from personal experience, once you are inside, never open that door back up. Head right down to the caverns, wall yourself a section of it and never look back.
The harder the rain, honey, the sweeter the sun.
I got a little excited when I saw your ship.
Trading would be right out, unless the wagons can travel via Cavern layer.
The harder the rain, honey, the sweeter the sun.
I ignore this and deal with my liaison, not knowing that ANY sentient death causes ghosts (Thought it was just my dwarfs), next thing I know I have a pissed off ghost ripping people in half in the grand dinning hall.
Well shit, I built a coffin in a hole far away from my fort and chuck the caravaner corpse in there to get rid of him, and go about cleaning up my bifurcated dwarvish horror show..and Migrants show up.
Dozens of them, I don't know how many, cause I was distracted by other things, but my fort population was well over triple what it was before, and apparently they all arrived starving and raided my kitchen stores.
Now I have a load of dwarves with almost no food.
I guess its a good thing Lassie just had puppies.
Oh and I am about 80% certain I have a Vampire, somewhere.
whaaaaat
how could I have been trying to figure out how the new military system works this entire time and STILL not have known this, after ALL THE MONTHS
So how would you go about getting your guys to start using the right bolts again? I think I may have run into this issue myself.
An above-ground bunker would be do-able, provided you don't get some horrible wildlife. Just channel out a moat around a sizeable area, remove all the ramps you can, then build something over the top of the last ramp (you'll end up with at least one if you want to get the dwarves out of the ditch). Won't protect you from arrows or flying creatures, but at least you'll be protected enough to build something if you get lucky.
No idea why you'd want to build an above-ground fort in a haunted area, though. Heading underground right away is a lot safer. I could see a haunted fortress surviving, provided you went to great pains to avoid any sort of dead living things getting inside the fortress proper. Then once you get everything nice and set, you can get that military built out of immigrants.
That would be one way to do it. Build a central, zombie-proof fort to churn out weapons, armor, and food, then draft all the incoming immigrants into the military except for a few to do the work out there to keep the military housed. Separate the food/armor/weapon production area from the poor suckers outside via an airlock system, then let them deal with whatever shows up out there.
Heck, if you wanted to get really crazy, you could set up a whole network to allow them access to certain parts of the fortress while protecting the important members of the fort. That way you could still expand the fortress downward and have a way to deal with hostiles down there.
The harder the rain, honey, the sweeter the sun.
Would still be cool, though.
The harder the rain, honey, the sweeter the sun.