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Difference between revisions of "40d Talk:Reclaim fortress mode"
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== Magma == | == Magma == | ||
− | In my old fortress (before reclaiming) I discovered a magma pipe. After I reclaimed this fortress, I couldn't build any of the Magma Forge, Magma Smelter, etc. workstations. Probably because the dwarves haven't "found" the magma pipe. | + | In my old fortress (before reclaiming) I discovered a magma pipe. After I reclaimed this fortress, I couldn't build any of the Magma Forge, Magma Smelter, etc. workstations. Probably because the dwarves haven't "found" the magma pipe. ---[[User:Cool2485|Thomas]] |
Revision as of 16:32, 15 July 2009
Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?
Preparation
Have not verified if the immediate grant of competent appraiser happens only if you've marked the dwarf as the outpost's broker first, or will happen even if you allow any dwarf to trade. --Mike the stout
Section Caps
Unless someone's decided to enforce it without discussing or amending Rule N, only Pages fall under the first cap, rest lower.
Ambush when old dwarf hunts?
I recently reclaimed a fortress that had still living dwarfs there. One of which was a hunter
and seems to continue hunting after reclaiming by bashing things with her crossbow.
However every time she engages an animal I get my screen redirected and game pausing with the
message "An ambush! Drive them out!". Just reporting this in case it was unknown o.O my 2cents i guess
--Scrangos 02:20, 24 June 2008 (EDT)
Intro on page slightly inaccurate.
The intro on this page states that it is possible to start with as many as 35 dwarves. I just started a game on a map that I previously had abandoned immediately after arriving and I started with 70 dwarves. (The map was mostly Evil and Savage and had a lot -far more then 70- evil critters all over it due to a chasm where a lot were taking up residence.) – unsigned comment by Frewfrux
- Then double-check, and if your observations are indeed correct, edit the article! It's a wiki for a reason. --GreyMaria 18:24, 19 October 2008 (EDT)
I am unable to edit the intro paragraph. There is no edit button. Edit: nvm, I'm dumb. While there is no edit button for intro sections on a page I just figured out how you go about it.
Can't get them to do anything...
Just reclaimed a fortress, and they're all mooing around where the wagon is. I reclaimed everything, including individually in the fortress's workshops, and it all shows as claimed... but even with stationing and patrol routes, they're just standing there. I tried deactivating them, and they remain standing... The now deconstructed wagon (the one thing they've actually done) is profoundly well protected, but it doesn't seem like they're all that ambitious about doing anything else... --Azaram 02:50, 8 December 2008 (EST)
- Well, the rangers are happily denuding the forest of its wildlife, and a metalsmith is butchering them, but everybody else is all standing around doing nothing. I deactivated them, activated them, tried stationing squads over the lava pit to plink at the fire imps that destroyed the forest last time, and squat. Except now the mayor is demanding that they make something out of nickel that we don't have... Hopefully, he'll go nuts and wake the rest of them up, I guess. --Azaram 03:11, 8 December 2008 (EST)
- you have to activate all of their non-military skills, even the ones they have as their profession, they start out with no labors enabled, for some strange reason. Oh, and is this the same fort as the one on your talk page? If so, good luck this time.--Destor 22:08, 8 December 2008 (EST)
- I did that... Like I said, the rangers are ranging, and the butchers are butching... but everybody else has a bad case of thumbuppis hisazz... they won't even do military stuff, like patrolling or stationing. Only the outside ones are doing anything at all. And yes, it's the same fort. I was doing pretty well before the fire imps set the whole world on fire. :-p I want it back. --Azaram 02:02, 9 December 2008 (EST)
- Are you trying to get them to use workshops? The workshops may still be forbidden: check their items screen and remove an "F" next to the top items (those that have [B] -- this are the items used to build the workshops). Or just build new workshops. BTW, They'll only do military stuff while activated, and civilian stuff while deactivated.--Maximus 11:56, 9 December 2008 (EST)
- And, while I'm sure you already know this, they'll only do their patrol and station points when on duty (through the Military screen View Squad) and will only spar when off duty. -Fuzzy 12:24, 9 December 2008 (EST)
- I'm trying to get them to use workshops, but I did go through and unforbid everything. Nothing was showing an F, that I remember, it all had parens or braces around it ( or {; hard to tell in the font. I'd hit F and at the bottom it would switch from "F: claim" to "F: Forbid", and the paren would disappear, so: from "(Thing)" to "Thing". I'd figured that bit out from trying to nab the stuff from a goblin thief that had gotten flattened in a stonefall trap in my previous fort, the one with the waterfall. I went through the entire fortress, reclaiming everything, including loose rocks on the floor. I'd thought that part of the problem was that I'd forgotten to reclaim the closed floor hatches covering the entrance, which was true at one point, but didn't change after. I'd deactivate them and they'd happily get naked, dropping all their gear and dancing around the wagon, but that's about all the reaction I got out of any of them... I'll see about putting them on duty, but one would think that not being soldiers anymore would get them going on their crafts... --Azaram 22:35, 9 December 2008 (EST)
- And, while I'm sure you already know this, they'll only do their patrol and station points when on duty (through the Military screen View Squad) and will only spar when off duty. -Fuzzy 12:24, 9 December 2008 (EST)
- Are you trying to get them to use workshops? The workshops may still be forbidden: check their items screen and remove an "F" next to the top items (those that have [B] -- this are the items used to build the workshops). Or just build new workshops. BTW, They'll only do military stuff while activated, and civilian stuff while deactivated.--Maximus 11:56, 9 December 2008 (EST)
- Use t on the workshops to make sure the workshops themselves are not forbidden, as I outlined above.--Maximus 17:50, 10 December 2008 (EST)
- I did that... I was about to give up on it and abandon, and suddenly they started moving. I guess the military just needed a couple of days to get their collective stuff together. :-p The miners are mining, the cooks are cooking, the carpenters are carping and the mayor is announcing silly mandates like 'don't export animal traps'... I have no idea what set it off, I was just sitting there looking at the big group of dwarves, when finally they just started streaming down the stairs. --Azaram 21:07, 10 December 2008 (EST)
- Use t on the workshops to make sure the workshops themselves are not forbidden, as I outlined above.--Maximus 17:50, 10 December 2008 (EST)
- Hm! Interesting. I guess there are still some subtle bugs with the tasking code (or inexplicable holdups, anyway). Glad it's resolved.--Maximus 22:10, 10 December 2008 (EST)
- When I reclaimed my old fort just now I realized that all of my dwarves had their respective professions activated - except for the miners! I had to activate them manually. Can anyone confirm/deny any changes to pre-activated labours after reclamation? --Liqum 13:50, 4 February 2009 (EST)
Reclaiming
I have recently reclaimed the same fortress three times in quick succession. It appears that some items and constructions that get "spread about" by the invaders and what-not sometimes get bugged. They cannot be used, dumped or removed. I don't know if this is a particular problem with multiple reclaims. --Liqum 17:59, 5 February 2009 (EST)
I have a bunch of friendly hostiles just chilling around my fortress, and a few of them near my depot. They've been scaring away traders, and I think it may have been because they were caged when the fortress was last abandoned. --Sphexx 19:28, 22 March 2009 (UTC)
Relationship Differences from Normal Fortress Mode
(I'm not sure if this is an actual difference or if my memory is just coloured by the vast difference in the number of dwarves between regular mode and reclamation mode.) All of your starting dwarves start off as Friends, so the loss of several starting dwarves plus a lack of happy thoughts will quickly drive your entire fortress insane. I'm watching the slow devolution of my fortress, starting from ~80 dwarves, now at about 23, all in the bleak winter season, triggered by the fiery death of a military squad leader while walling in a magma pipe. Granted, if I had paid more attention to keeping my fort's happiness up, instead of moving from one grand project to the next, this probably wouldn't have happened.
Magma
In my old fortress (before reclaiming) I discovered a magma pipe. After I reclaimed this fortress, I couldn't build any of the Magma Forge, Magma Smelter, etc. workstations. Probably because the dwarves haven't "found" the magma pipe. ---Thomas