Dio wrote:Another weird one: my combat dwarfs only spar and demonstrate when 'no orders' are selected. If I put them in 'Train' mode then they just do individual combat drill.
Yeah, definitely something screwy with that fortress.
My current one is very close to both human and dwarf settlements, so I don't even get raids, but I get the odd big creature every now and then.
It's been gradually escalating; first, it was a cyclops, and I didn't have a military established, so it took down 3 dwarves.
But since then, I haven't lost a dwarf to either of the others that came visiting (a hill giant and a Bronze Colossus, who now decorates the pub). Every time something tries to attack one of my dwarves, they've been training so long, they're virtually all legendary dodgers, so nothing ever hits.
I kind of miss kobold thieves and goblin snatchers, but in their place, I get the occasional stupid human who tries to sneak in to steal an artifact, always yelling something like "You'll never keep me from The Crests of Worshipping (or whatever the artifact they're fixated on might be called)!"
It's nice of them to announce themselves. It gives whatever squad is closest something to kill.
This map also doesn't have any wind, which is a pain, as I usually rely on that for power. But it does have a river, so I've created a stupidly long axle from waterwheels on the river to my pub mist generator.
What I have also discovered is that sometimes, the trackstops powering QSPs can revert back to default dumping direction (don't know why yet), which explains the occasional one grinding to a halt. Thankfully, I've discovered that I actually can change a trackstop's dumping direction without having to recreate it by going into it's programmable settings in the Hauling list.
Oh, and I also have bobcat people hanging out in the pub, who are totally adorbs.
Also, am I missing something, or is it no longer possible to see a weapon's list of kills?