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Dwarf Fortress: Knowing no mercy, Toady One destroyed our lives!

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Posts

  • Curse-TenCurse-Ten Registered User regular
    edited April 2009
    Okay so my dwarves are nearly done with getting the goods to the deopt and my broker is there (the diplomat can go screw himself because I want to trade first) I hope I do okay but they seem to be taking forever to unload thier goods.

    Curse-Ten on
  • Curse-TenCurse-Ten Registered User regular
    edited April 2009
    DARN IT! I though pressing o next to an item made the item next to it trade, I just offered ALL my object and now can't get them back!

    I restarted...

    Curse-Ten on
  • ButtcleftButtcleft Registered User regular
    edited April 2009
    Archonex wrote: »
    So I just had a "Die Hard" moment using the Fallout total conversion. Pure badassness is contained in the spoiler below.
    I was playing as the Vault Dwellers in Fortress Mode when a siege of Super Mutants showed up. They caught my meager little band of vault dwellers outside, and a massive fire-fight ensued, with lots of disembowelments and whatnot. In the midst of the fight, the two miners, who were married, apparently, were fighting the Super Mutant Master, which is the equivalent of a demon in the conversion.

    Unfortunately, they were fighting over my unfinished aboveground water reservoir, which was about four or five stories deep. Each floor was eventually going to be channeled out so that the water could fill it up, for a near infinite supply of water to my above-ground VDers. At some point, the Supermutant Master knocked the wife off of the ledge that lead to the reservoir's lowest level. Unfortunately, I had only just started to channel out the necessary areas, so the floors below that were all...Well, floors. She literally made a hole in each of the floors as she plummeted down to the lowest level, dying on impact.

    The other miner was, understandably, enraged. He full on tackled the Master over the edge of the ledge, crashing through each of the floors, making a hole in each level and triggering a cave-in as they fell, the two of them duking it out as they fell with their fists. When they landed, he ended up with two bum legs and numerous other minor injuries, but he still kept crawling, eventually reaching the Super Mutant Master, bringing him to his knees, and slowly strangled the life out of him. Once the Master was dead he passed out next to his corpse.

    I don't know if that's what triggered it, but the rest of the Super Mutants got the hell out of dodge once the Master was dead. Maybe it was a coincidence, but i'd like to think that they shat their pants at the prospect of fighting a Vault Dweller that just tackled a man off the edge of a four story drop, crashed through at least three floors, survived a cave-in while falling, and proceeded to murder their leader with his bare hands.

    Okay.

    First of all, Where can we get the fallout mod?

    and second of all

    HOLY FUCK THAT IS THE MOST AWESOME FUCKING STORY EVERY TO BE TOLD EVER ABOUT ANYTHING :!!:

    Buttcleft on
  • MightyMighty Omeganaut '15 '16 '17 NebraskaRegistered User regular
    edited April 2009
    Archonex wrote: »
    So I just had a "Die Hard" moment using the Fallout total conversion. Pure badassness is contained in the spoiler below.
    I was playing as the Vault Dwellers in Fortress Mode when a siege of Super Mutants showed up. They caught my meager little band of vault dwellers outside, and a massive fire-fight ensued, with lots of disembowelments and whatnot. In the midst of the fight, the two miners, who were married, apparently, were fighting the Super Mutant Master, which is the equivalent of a demon in the conversion.

    Unfortunately, they were fighting over my unfinished aboveground water reservoir, which was about four or five stories deep. Each floor was eventually going to be channeled out so that the water could fill it up, for a near infinite supply of water to my above-ground VDers. At some point, the Supermutant Master knocked the wife off of the ledge that lead to the reservoir's lowest level. Unfortunately, I had only just started to channel out the necessary areas, so the floors below that were all...Well, floors. She literally made a hole in each of the floors as she plummeted down to the lowest level, dying on impact.

    The other miner was, understandably, enraged. He full on tackled the Master over the edge of the ledge, crashing through each of the floors, making a hole in each level and triggering a cave-in as they fell, the two of them duking it out as they fell with their fists. When they landed, he ended up with two bum legs and numerous other minor injuries, but he still kept crawling, eventually reaching the Super Mutant Master, bringing him to his knees, and slowly strangled the life out of him. Once the Master was dead he passed out next to his corpse.

    I don't know if that's what triggered it, but the rest of the Super Mutants got the hell out of dodge once the Master was dead. Maybe it was a coincidence, but i'd like to think that they shat their pants at the prospect of fighting a Vault Dweller that just tackled a man off the edge of a four story drop, crashed through at least three floors, survived a cave-in while falling, and proceeded to murder their leader with his bare hands.
    The hell? how did they punch holes int he floors? magma doesn't even do that!

    Mighty on
    Twitch: twitch.tv\dreadmighty
  • hmxmosshmxmoss Registered User regular
    edited April 2009
    Mighty wrote: »
    The hell? how did they punch holes int he floors? magma doesn't even do that!

    If you dig out empty space, not with channels but just digging underneath, and leave only the floors... well, floors are thin. Heavy, falling objects go through them.

    hmxmoss on
    burning.jpg
  • BartinyouBartinyou Registered User regular
    edited April 2009
    hmxmoss wrote: »
    Hmm.
    TinankUtEk, Sneersscale, a turtle shell chain.

    It is decorated with turtle shell and kobold bone. On the item is an image of a diamond in kobold bone.

    I guess your dwarves are a little short on real diamonds for their bling?
    Weapons traps = sieges pretty easy

    Bartinyou on
  • BahamutZEROBahamutZERO Registered User regular
    edited April 2009
    hmxmoss wrote: »
    Mighty wrote: »
    The hell? how did they punch holes int he floors? magma doesn't even do that!

    If you dig out empty space, not with channels but just digging underneath, and leave only the floors... well, floors are thin. Heavy, falling objects go through them.
    That's not true in the regular version of DF at all. Floors are invincible except to mining. I also doubt something like that could be hacked in by anyone but toady himself.

    BahamutZERO on
    BahamutZERO.gif
  • ArkanArkan Registered User regular
    edited April 2009
    ^^^^^ not true, collapse a wall onto a floor with no wall beneath it and the wall will punch a hole in the floor and keep going

    Oh god, I just struck adamantine in my first year purely by accident- I was digging a channel for a tower cap farm and the channel exposed a tile. I'm still in the first year, I haven't even gotten migrant waves yet.

    Arkan on
    Big, honkin' pile of WoW characters
    I think it's hard for someone not to rage at mario kart, while shouting "Fuck you Donkey Kong. Whose dick did you suck to get all those red shells?"
  • Delicious Toad!Delicious Toad! __BANNED USERS regular
    edited April 2009
    I've had cave collapses penetrate unsupported floor tiles. I throw my weight in with Arkan on that one. When all was said and done, seemingly at random there were some holes in the one floor and mineable wall tiles had appeared on the floor underneath (which was also cleared out, simply separated by the wafer-thin floor).

    Delicious Toad! on
    frogsig.png
  • ArchonexArchonex No hard feelings, right? Registered User regular
    edited April 2009
    Buttcleft wrote: »
    Archonex wrote: »
    So I just had a "Die Hard" moment using the Fallout total conversion. Pure badassness is contained in the spoiler below.
    I was playing as the Vault Dwellers in Fortress Mode when a siege of Super Mutants showed up. They caught my meager little band of vault dwellers outside, and a massive fire-fight ensued, with lots of disembowelments and whatnot. In the midst of the fight, the two miners, who were married, apparently, were fighting the Super Mutant Master, which is the equivalent of a demon in the conversion.

    Unfortunately, they were fighting over my unfinished aboveground water reservoir, which was about four or five stories deep. Each floor was eventually going to be channeled out so that the water could fill it up, for a near infinite supply of water to my above-ground VDers. At some point, the Supermutant Master knocked the wife off of the ledge that lead to the reservoir's lowest level. Unfortunately, I had only just started to channel out the necessary areas, so the floors below that were all...Well, floors. She literally made a hole in each of the floors as she plummeted down to the lowest level, dying on impact.

    The other miner was, understandably, enraged. He full on tackled the Master over the edge of the ledge, crashing through each of the floors, making a hole in each level and triggering a cave-in as they fell, the two of them duking it out as they fell with their fists. When they landed, he ended up with two bum legs and numerous other minor injuries, but he still kept crawling, eventually reaching the Super Mutant Master, bringing him to his knees, and slowly strangled the life out of him. Once the Master was dead he passed out next to his corpse.

    I don't know if that's what triggered it, but the rest of the Super Mutants got the hell out of dodge once the Master was dead. Maybe it was a coincidence, but i'd like to think that they shat their pants at the prospect of fighting a Vault Dweller that just tackled a man off the edge of a four story drop, crashed through at least three floors, survived a cave-in while falling, and proceeded to murder their leader with his bare hands.

    Okay.

    First of all, Where can we get the fallout mod?

    and second of all

    HOLY FUCK THAT IS THE MOST AWESOME FUCKING STORY EVERY TO BE TOLD EVER ABOUT ANYTHING :!!:


    Here's the link to the Fallout Mod topic on the DF forums.

    http://www.bay12games.com/forum/index.php?topic=22554.0

    Be aware that the newest version includes wasteland map generation, with no rivers. If you want to have water/trees in any sort of decent quality at all, either get the rivers version, or find a site that's an "oasis" or has lots of scrap piles (New terrain feature that acts as wood, since trees are pretty damned rare in a desert world.).

    I'd include a direct link to the mod, but i'm not sure how the mod maker uploads it, though I know he updates the OP in the topic when he releases a new version.


    Also, update on the badass miner.
    He's recovered, and apparently, there's now a maple tree growing where the wife hit the floor at the lowest level thanks to the holes having a direct line of sight to the surface (Also, I think the blood muddied the ground, allowing trees to grow, but don't quote me on that.). I'm kind of tempted to leave it. It's kind of a poetic ending to the whole thing.

    Edit: Here's some pictures of the holes and trees, too, because why the hell not.
    my.php?image=dwarf1.png
    The lowest level of the resevoir, which i'm beginning to suspect won't work, since I don't understand how aquifiers work.
    my.php?image=dwarf2.png
    The level above that one. Note the two holes below and above the X.
    my.php?image=dwarf3.png
    And the level above that one.

    Archonex on
  • OhtsamOhtsam Registered User regular
    edited April 2009
    Arkan wrote: »
    ^^^^^ not true, collapse a wall onto a floor with no wall beneath it and the wall will punch a hole in the floor and keep going

    Oh god, I just struck adamantine in my first year purely by accident- I was digging a channel for a tower cap farm and the channel exposed a tile. I'm still in the first year, I haven't even gotten migrant waves yet.

    Yeah that happened to me on my first fort
    It ended in hilarious tears when the carp ate all of the demons and then my last dwarf

    Ohtsam on
  • ArkanArkan Registered User regular
    edited April 2009
    Oh fuck no, I'm not touching the stuff at all for a while.

    Arkan on
    Big, honkin' pile of WoW characters
    I think it's hard for someone not to rage at mario kart, while shouting "Fuck you Donkey Kong. Whose dick did you suck to get all those red shells?"
  • littwentythreelittwentythree Registered User regular
    edited April 2009
    Alright, I'm getting back into this. It's time to do what I've always wanted. It's time to beat the carp.

    The goal for this game is to capture as many carp as possible and turn them into some type of weapon. There is no other goal.

    littwentythree on
    newsig.png
  • littwentythreelittwentythree Registered User regular
    edited April 2009
    Hey, no, no. get away from that
    hugahgghg.png

    I've been here for five fucking minutes. he was overzealous

    this place is going to have some interesting engravings

    littwentythree on
    newsig.png
  • Future BluesFuture Blues Registered User regular
    edited April 2009
    Vic wrote: »
    It is Mayday's tileset.

    http://mayday.w.staszic.waw.pl/df.php

    Edit: Looks like he has updated it since I downloaded it though.

    What is required to get this running on my mac?

    Future Blues on
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  • BahamutZEROBahamutZERO Registered User regular
    edited April 2009
    To get fancy shmancy graphics like a real man without using a pre-packaged installer like the mayday thing, download a character set and a graphics set+associated graphics_example.txt from the DF wiki:
    http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets
    http://www.dwarffortresswiki.net/index.php/List_of_user_character_sets
    Make sure the character set you use matches the sprite size of the graphics set, most of the graphics sets use 16x16 sprites.

    Then put the character set image in the \data\art folder in your DF folder, put graphics_example.txt in \raw\graphics, and put the custom graphics images into the \raw\graphics\example folder. I am just assuming macs use the same file structure since I haven't used the mac version. Also, if you're using the test version .40d11 you can use .png format images for all of this, but I don't know if that works in the current release version .40d, you may have to convert the .png images to .bmp format to get it to work.

    Finally open init.txt and edit the graphics parts (don't use these values exactly, these are just the ones I use):

    [GRAPHICS:YES]
    [GRAPHICS_WINDOWEDX:1280] This number should be listed with the graphics you got, usually 1280.
    [GRAPHICS_WINDOWEDY:800] This number should also be listed with the graphics, usually 400, but I personally double it and double the vertical number of tiles displayed.
    [GRAPHICS_FONT:Guybrush_square_16x16edit.png] This is the character set you got. In my case it's the guybrush 16x16 square character set with a few tweaks I made.
    [GRAPHICS_FULLSCREENX:1280] These should be the same as windowed mode unless you feel like calculating the closest resolution to your monitor's fullscreen resolution you can get with 16x16 tiles or whatever the graphics you're using are, then modifying the tile grid size to fit that.
    [GRAPHICS_FULLSCREENY:800] Ditto above.
    [GRAPHICS_FULLFONT:Guybrush_square_16x16edit.png] Same as for windowed mode.
    [GRAPHICS_BLACK_SPACE:YES] Leave this on so that things won't get stretched if your full screen resolution doesn't match up with your monitor's aspect ratio.


    [GRID:80:50] Windowed mode tile grid size. Default is 80x25 tiles displayed. I have the Y number doubled along with the resolution listed earlier to make the window be twice as tall and show more tiles.
    [FULLGRID:80:50] Fullscreen mode grid size, default is also 80x25.

    BahamutZERO on
    BahamutZERO.gif
  • FoefallerFoefaller Registered User regular
    edited April 2009
    Alright, I'm getting back into this. It's time to do what I've always wanted. It's time to beat the carp.

    The goal for this game is to capture as many carp as possible and turn them into some type of weapon. There is no other goal.

    Its seems fitting to repost this again...
    Foefaller wrote: »
    IvanIssacs wrote: »
    Buttcleft wrote: »
    If you want terror.

    Set up a gene lab and cross Elephants with Carp.

    No one will survive.

    Terrifying Carp/Elephant creations coupled with the inevitable zombie war has pretty much sealed the fate of this planet.

    13th Granite, 236:

    We are the last ones alive in the mountainhome, perhaps in the whole world... Our ambitions for the ultimate defence against Goblins and Demons has created a mostrosity. The zombie carp-elephant hybrids now cover the entire hill and most of the caverns we once called home, and our last glimpse of the surface showed them lumbering off into the distance. The Goblin invaders couldn't stop them. The Humans, seeking revenge for their lost caravans couldn't stop them. Not even the Demons we unleashed within the darkest depths of our home, could do more than make a dent. We haven't heard nor seen any sign of any of these peoples, or any other salvation for almost 20 years. Instead the only sounds we hear are the unerving sounds these... abomonations make at all times, and all we see are the monsters which promise only doom...

    Most of the survivers had gone mad. There is only 7 of us left now... the same number that started our expedition... Fortunatly, we had baraccadied ourselves in the irigated farms and food storage, and the things have yet to find an entrance to the underground river that supplies it... yet... Dispite this, however, and the apparent futility of contiuing to live, I refuse to give up hope. Perhaps, one day, our Dwarven Brothers will rescue us, perhaps the hybrids are only here, perhaps I can fi- wait, Urok has entered a strange mood. A pity, the rest of the stores and workshops are beyond the door, beyond the mostrosities... he is doomed to go mad... What? he's going for the door?! STOP HIM!! FOR THE LOVE OF ARNOK STOP HIM! WHY AM I WRITING WHAT I'M YELLING RIGHT NOW?! DON'T OPEN THE DOOR UROK, YOU'LL KILL US ALL!! DON'T OPEN TH-*the rest has been ripped off*

    Foefaller on
    steam_sig.png
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited April 2009
    Man, my world has some awesome reigon names. My favorites being 'The Jungle of Seizures' and 'The fingers of Punching' (mountian reigon).

    Hotlead Junkie on
    tf2_sig.png
  • BorogoveBorogove Registered User regular
    edited April 2009
    Curse-Ten wrote: »
    EDIT AGAIN: HOw do you know which of your dwarves is the expedition leader?

    He'll be purple.

    You can see who the expedition leader is (who becomes mayor after you get a certain number of dwarves) on the nobles/administrators screen, 'n'.

    Borogove on
  • BorogoveBorogove Registered User regular
    edited April 2009
    jdarksun wrote: »
    Borogove wrote: »
    He'll be purple.
    Color is linked to job specialty for non-Nobles. He'll only be purple if he's more experienced in Record Keeping (or whatever).

    Your expedition leader could be a mechanic, which would make him red.

    Ahh, you're right, my bad. He'll be purple ONE DAY!

    Borogove on
  • TagTag Registered User regular
    edited April 2009
    Hrm, can't find a prepared meal stockpile option. :-/

    Tag on
    Overwatch: TomFoolery#1388
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  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2009
    jdarksun wrote: »
    Tag wrote: »
    Hrm, can't find a prepared meal stockpile option. :-/
    I thought it was in the lower right hand corner, like bags of sand and usable / unusable weapons and armor.

    Yep, you toggle it with 'u'.

    FunkyWaltDogg on
  • TagTag Registered User regular
    edited April 2009
    Ah totally missed that, wonder why its not just in the main list.

    So just toggle everything off except that right?

    Edit: Yep seemed to work, thanks all.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • Darkchampion3dDarkchampion3d Registered User regular
    edited April 2009
    Tag wrote: »
    Hrm, can't find a prepared meal stockpile option. :-/

    Under food stockpiles it's at the bottom right (hit 'u' to toggle)

    EDIT: Beat'd hard.

    Darkchampion3d on
    Our country is now taking so steady a course as to show by what road it will pass to destruction, to wit: by consolidation of power first, and then corruption, its necessary consequence --Thomas Jefferson
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited April 2009
    Is there something I should know about floor construction? My dwarves are efficient at it but they leave some random tiles unbuilt here and there. There's no lack of material and these tiles are just like the ones next to them (the ones that work).

    Honk on
    PSN: Honkalot
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    Vic wrote: »
    It is Mayday's tileset.

    http://mayday.w.staszic.waw.pl/df.php

    Edit: Looks like he has updated it since I downloaded it though.

    dwarves32.jpg

    Baby Jesus up in this motherfucker!

    Henroid on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited April 2009
    Honk wrote: »
    Is there something I should know about floor construction? My dwarves are efficient at it but they leave some random tiles unbuilt here and there. There's no lack of material and these tiles are just like the ones next to them (the ones that work).

    If you're building walls it happens a lot because a stone under a wall-to-be gets tasked for another wall so it can't be moved out of the way. I'm not really sure why it happens with floors as well, but usually you can just wait 'till they finish the others then unsuspend or redesignate as needed.

    FunkyWaltDogg on
  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited April 2009
    Honk wrote: »
    Is there something I should know about floor construction? My dwarves are efficient at it but they leave some random tiles unbuilt here and there. There's no lack of material and these tiles are just like the ones next to them (the ones that work).

    They were probably suspended by the Dwarves because there was an item in the way. This makes paving (building floors indoors to get rid of excess rock) really frustrating because they'll suspend construction even if the thing blocking the way is just the rock that they were going to use to build a different section of floor.

    Look at the unbuilt floor with q and you can unuspend it.

    If it's not that, then they just have a weird way of deciding what to build first. In my human town, they always start with the most distant walls, then the floors on the highest z-level, and finally the floors on the ground level.

    Behemoth on
    iQbUbQsZXyt8I.png
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited April 2009
    Thanks! I was able to unsuspend the tiles that weren't being built, when I also designated a temporary dumping site for the stone it started to flow again.

    Also, building in flint is really sweet, it feels like it goes a lot faster to dig through then granite for instance and it leaves nice walls.

    Honk on
    PSN: Honkalot
  • gjaustingjaustin Registered User regular
    edited April 2009
    Archonex wrote: »
    Also, update on the badass miner.
    He's recovered, and apparently, there's now a maple tree growing where the wife hit the floor at the lowest level thanks to the holes having a direct line of sight to the surface (Also, I think the blood muddied the ground, allowing trees to grow, but don't quote me on that.). I'm kind of tempted to leave it. It's kind of a poetic ending to the whole thing.

    Maybe it's like Speaker of the Dead and she IS the tree...

    gjaustin on
  • HamHamJHamHamJ Registered User regular
    edited April 2009
    Henroid wrote: »
    Vic wrote: »
    It is Mayday's tileset.

    http://mayday.w.staszic.waw.pl/df.php

    Edit: Looks like he has updated it since I downloaded it though.

    dwarves32.jpg

    Baby Jesus up in this motherfucker!

    That looks awesome.

    HamHamJ on
    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited April 2009
    Any kink to removing smoothed walls? I accidentally smoothed a wall tile where my door should go...

    e: Digging seems to work :)

    Honk on
    PSN: Honkalot
  • Delicious Toad!Delicious Toad! __BANNED USERS regular
    edited April 2009
    t Honk -- yeah, every stone type technically gets dug through at a different speed. I guess it's because of the density of the stone?, or something like that. It's most noticeable with weaker/lesser-skilled workers. You can see the same principle if you have two Dwarves with no strength attributes trying to haul different kinds of rocks; the one carrying granite instead of flint is going to be moving much more slowly.

    t Behemoth -- Dwarves build constructs in a last-in, first-out order (a stack, as opposed to a queue). From the sounds of it, this just means you're designating (logically) the lower floors, and then the higher and more distant stuff; as long as you do that, your Dwarves will always work 'backwards.'

    t the some floors not being built topic -- yeah, if there's an item on the tile that's trying to be constructed-on, even if that item is queued to be moved (or especially if that item is queued to be moved, for some item types), that construction will get suspended. The other quirk is that, when mass-designating constructions, only a single piece of the entire designation needs to be reachable in order for the entire thing to appear valid. With floors, this is less noticeable -- by definition, building that one reachable floor tile means that every other floor tile is eventually reachable because mass-designations are always contiguous.

    With walls, however, the game seems to follow this same principle despite the fact it doesn't always apply -- the Dwarves can only build walls orthogonally (the cardinals, not the half-points), and mass-designation of walls sometimes creates situations where a Dwarf completing a wall makes impossible the completion of other segments. This comes up a lot if you're building rectangular shapes; the corner piece becomes unreachable if it's not completed before the adjoining segments, and the ways that Dwarves stack construction tasks typically mean it's always stacked after them. To avoid the issue, I manually pre-suspend walls adjoining corners until after the corner itself is finished.

    Floors should only be canceling because of objects filling the space, though. Although Dwarves will sometimes move some kinds of items out of the way so that they can build something (an unplaced chair obstructing the construction of a doorway is moved to the side, while a stone will not be), the axiom seems to be that they'll never move stones. Fucking Dwarves. :(

    Delicious Toad! on
    frogsig.png
  • codechinocodechino Registered User regular
    edited April 2009
    alright, this has been driving me nuts. how can i make my dwarves build walls from a certain side to prevent them from locking themselves on the side i dont want them to be on? it seems they always go out of their way to annoy me. restricted traffic zones dont work.

    codechino on
  • BartinyouBartinyou Registered User regular
    edited April 2009
    codechino wrote: »
    alright, this has been driving me nuts. how can i make my dwarves build walls from a certain side to prevent them from locking themselves on the side i dont want them to be on? it seems they always go out of their way to annoy me. restricted traffic zones dont work.

    One tile at a time? May seem like a waste of time, but that's how I always build channels as dwarves love to dump their mining buddies into channels to die. . .

    Bartinyou on
  • Delicious Toad!Delicious Toad! __BANNED USERS regular
    edited April 2009
    codechino wrote: »
    alright, this has been driving me nuts. how can i make my dwarves build walls from a certain side to prevent them from locking themselves on the side i dont want them to be on? it seems they always go out of their way to annoy me. restricted traffic zones dont work.
    I have yet to find a solution to this. :cry:

    Delicious Toad! on
    frogsig.png
  • ButtcleftButtcleft Registered User regular
    edited April 2009
    I had a dwarf jump into surface magma because he just HAD to build the wall from that particular side.

    I never mourned his death.

    Buttcleft on
  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited April 2009
    t Behemoth -- Dwarves build constructs in a last-in, first-out order (a stack, as opposed to a queue). From the sounds of it, this just means you're designating (logically) the lower floors, and then the higher and more distant stuff; as long as you do that, your Dwarves will always work 'backwards.'

    Ohhhhhhhhh, okay. That's very good to know.

    Toady has said that he's still working on the AI for constructions, it still takes a lot more micromanaging than it should. But then, the game is designed so that you should be building everyone underground, which works much better, so you can't fault him with having his priorities mixed up.

    Another thing to be careful of, which I learned in my latest fortress, is to be careful when removing floors. If you mass designate floors to be removed, it will cause cave-ins. In my case, in managed to drop a section of floor right on top of my miner/expedition leader, killing him instantly.

    Behemoth on
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  • AimAim Registered User regular
    edited April 2009
    Bartinyou wrote: »
    codechino wrote: »
    alright, this has been driving me nuts. how can i make my dwarves build walls from a certain side to prevent them from locking themselves on the side i dont want them to be on? it seems they always go out of their way to annoy me. restricted traffic zones dont work.

    One tile at a time? May seem like a waste of time, but that's how I always build channels as dwarves love to dump their mining buddies into channels to die. . .

    I think someone suggested creating a wall parallel to the one you want to construct, and suspending construction before a dwarf starts building it. Apparently dwarfs don't like standing where a wall is supposed to be build. After your wall is built, you can cancel the parallel wall.

    Aim on
  • FendallFendall Registered User regular
    edited April 2009
    Only way I know is the way I do it with floodgates. Build a door next to the wall then forbid entrance. Probably a bit labour intensive for large walls though.

    Also, I just had an elite wrestler go berserk in the barracks and I don't know why. On getting the message I checked him out and he was Very Drowsy. I figured he would get smacked down, being surrounded by my 6 strong off duty Axe Lords and all. Sadly for some reason my Legendary engraver was in there and got both her arms pulled off. Literally the wounds screen shows upper and lower arms, elbows, shoulders, wrists, hands and fingers as lopped off.

    Sometimes I wonder what the point of having a stupidly complex body system is, especially since it looks like the update will be even more complicated. Then stuff like this happens and I have visions of a berserk dwarf holding up someone by there arms and pulling.

    Fendall on
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