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edit: forums fuckery Is there a condensed changelog somewhere for the planned features in the new version? Looking at the development page just shows a few adventure mode changes and I'm assuming Toady hasn't spent two years working on that alone. Catts fucked around with this message at 21:20 on Jul 1, 2014 |
# ? Jul 1, 2014 21:15 |
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# ? May 30, 2024 13:52 |
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Catts posted:edit: forums fuckery Here you are, sir. EDIT: There seems to be a lot of penises in there.
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# ? Jul 1, 2014 21:43 |
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markus_cz posted:Here you are, sir. Someone is fixing it now.
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# ? Jul 1, 2014 21:50 |
Let me try:
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# ? Jul 1, 2014 21:54 |
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scamtank posted:Let me try: Is that just adventure mode, or will invaders start climbing over walls and stuff?
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# ? Jul 1, 2014 22:02 |
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Those two right there are huge when it comes to creating a consistent long-term game. We can now run succession worlds rather than succession fortresses, where the things a goon does in one fort affect what happens in a later fort, and an adventure LP can then explore those living sites.
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# ? Jul 1, 2014 22:04 |
Yeah, forgot the biggest ones. Oops.Subjunctive posted:Is that just adventure mode, or will invaders start climbing over walls and stuff? To an extent, yeah. We do know that you can't climb smooth stone/brick walls, but the AI goblins might not overstrain themselves trying to leap across big moats. Toady has kept pretty mum about actual irl details.
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# ? Jul 1, 2014 22:08 |
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My bet is that it'll be like flying. If you can reach somewhere by foot, regardless of how far and unconnected, then they'll be able to jump and climb in order to reach you faster. If jumping and climbing DO ignore the connectivity map, I'll be flabbergasted and amazed and it will mean that he has everything he needs for multitile creature pathfinding.
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# ? Jul 1, 2014 22:11 |
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I wonder if the (on-site) forestry becomes infeasible. I mean the real life trees take like 50 years to grow.
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# ? Jul 1, 2014 22:11 |
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Does anyone know about the underground "trees"? Will they still be single tile? Will I still be able to clear out entire soil layers after breaching the caverns for unlimited wood?
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# ? Jul 1, 2014 22:16 |
Oh, no. We got huge-rear end mushrooms. I don't have a reason to believe he's torn out the spore propagation thing, either.
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# ? Jul 1, 2014 22:18 |
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Maybe we'll be able to use tallow to grease walls so that they're hard to climb. And then set them on fire.
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# ? Jul 1, 2014 23:02 |
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Does anyone recall which version of the game Gemclod was made in? I just finished reading the LP and now I want to wander around the ruins in adventure mode.
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# ? Jul 2, 2014 00:27 |
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All I really have to say at this point.
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# ? Jul 2, 2014 01:36 |
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markus_cz posted:Here you are, sir. Much obliged That seems like mostly adventure mode changes though, which is a bit saddening.
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# ? Jul 2, 2014 02:12 |
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Adventure mode changes and the ability to non-destructively retire fortresses, which is a pretty loving major change to dwarf mode all by itself.
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# ? Jul 2, 2014 02:44 |
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Mister Bates posted:Does anyone recall which version of the game Gemclod was made in? I just finished reading the LP and now I want to wander around the ruins in adventure mode. I'm not positive but it started in 2010 so I'll assume DF2010. If you aren't playing with the GemClod SoundSense pack I have no idea what you are doing http://gemclod.goondorfs.net/Update%20293/index.html should be the correct link. You will eventually want to turn most of the songs with singing off, they are fun but they get a bit headache-y after several days of playing.
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# ? Jul 2, 2014 02:50 |
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I hope someday we see the ability to perform some fortress mode functions in adventure mode. I'd love to be able to play an adventurer, take some jobs, kill some bandits, buy an axe and some food, head into the woods, cut down some trees, construct a carpentry, build a little house, mine out a basement, etc.
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# ? Jul 2, 2014 03:05 |
Tirius posted:I hope someday we see the ability to perform some fortress mode functions in adventure mode. I'd love to be able to play an adventurer, take some jobs, kill some bandits, buy an axe and some food, head into the woods, cut down some trees, construct a carpentry, build a little house, mine out a basement, etc. Look up "advfort"
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# ? Jul 2, 2014 03:27 |
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That is on the features list for future development. The ability for your adventuring party to become its own entity is a step in that direction.
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# ? Jul 2, 2014 06:48 |
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If I could switch to adventure mode, construct a couple of walls without standing right the gently caress where I'm building them, and switch back, that would be super.
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# ? Jul 2, 2014 06:56 |
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Mister Bates posted:Does anyone recall which version of the game Gemclod was made in? I just finished reading the LP and now I want to wander around the ruins in adventure mode. Doesn't the final save file include the whole game? (I haven't checked.) Anyway, it should work in any current version of DF. Save compatibility hasn't been broken recently so just grab the newest version. As long as you're not trying it in the version that will come out next week, it should be fine.
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# ? Jul 2, 2014 08:07 |
Are you positive? I thought that version 34 hosed everything big time. Since Gemclod went on the air on September 19th in '10, the tippy-toppy latest version it could've possibly been is v0.31.13, which came out 4 days prior (and 4 days before v0.31.14, oddly enough). The hospitals were notably screwed at this time.
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# ? Jul 2, 2014 08:19 |
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Is there any way to change the text highlight colors for some of the menus? I'm using the Lazy Newb pack for the first time and with Mayday installed it's nearly impossible to see what is actually highlighted in any given menu. For example: Catts fucked around with this message at 09:17 on Jul 2, 2014 |
# ? Jul 2, 2014 09:12 |
You could try making the color white more stark instead of the wallowy natural white meant to relax your eyes. Open up \data\init\colors.txt and crank up all the RGB values of white to 255, the default.
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# ? Jul 2, 2014 09:31 |
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Subjunctive posted:If I could switch to adventure mode, construct a couple of walls without standing right the gently caress where I'm building them, and switch back, that would be super. DF v.45.01.9.4c Update Minecarter: San Fortsisco - You can now take control of any [INTELLIGENT] entity that is a member of your fortress at any time. You can jump from overview to dorf to dorf and back all with a simple key. StealthArcher fucked around with this message at 10:21 on Jul 2, 2014 |
# ? Jul 2, 2014 10:18 |
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scamtank posted:Are you positive? I thought that version 34 hosed everything big time. Looking back through my Gemclod collection I found that all of the saves I was able to get my hands on do, indeed, include the entire game. Apparently we didn't stick to one version: the earliest save I've got is after Leperfish's turn, which I saved on October 14th, 2010, and the release notes show version 0.31.14, while the last one is titled "Gemclod End", from March 23rd 2011, which is listed as 0.31.20/21. Can't remember why Toady listed the version like that, I assume there was a quick second release that day to fix some showstopping bug.
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# ? Jul 2, 2014 10:27 |
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Honestly, I'm really happy to see a succession fort that doesn't have to end with it's complete annihilation. I mean, not that complete annihilation is bad, but a change would be nice now and then!
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# ? Jul 2, 2014 11:59 |
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scamtank posted:You could try making the color white more stark instead of the wallowy natural white meant to relax your eyes. Open up \data\init\colors.txt and crank up all the RGB values of white to 255, the default. This worked pretty nicely, thank you. I'm still hoping for a UI overhaul in my lifetime
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# ? Jul 2, 2014 12:28 |
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Am I going to do this again? Am I really going to do this again? Jesus how does all this fucken bbcode work again
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# ? Jul 2, 2014 19:07 |
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So it looks like my new succession fort will be in the 2014 version. Now the question is do I start out on the buggy first relase or wait a month for bug fixes?
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# ? Jul 2, 2014 20:16 |
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Danny Glands posted:So it looks like my new succession fort will be in the 2014 version. Now the question is do I start out on the buggy first relase or wait a month for bug fixes? You already know the answer to this one, and it's the answer that provides comedy, at the expense of possibly losing savefiles.
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# ? Jul 2, 2014 20:17 |
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Is there a way to filter stockpile permissions based on decorated or not?
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# ? Jul 3, 2014 03:26 |
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I've been playing this game for about half a year but I haven't played adventure mode yet. With the new update so close to being out is it worth playing it or just waiting to get to enjoy all the new
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# ? Jul 3, 2014 04:31 |
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Adventure Mode is pretty much always going to be a clusterfuck, so I doubt that waiting will change much.
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# ? Jul 3, 2014 04:34 |
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scamtank posted:That'd be a pretty enormous oversight, but I admit I've never once thought how it would work in fortress-time. I'll have to wade through some FotF posts. Actually on this note, do you happen to know if there's an upper limit to the size trees can grow? It'd be pretty neat to arrive at Yggdrasil and chop it down just to upset the Elves, or indeed to play like Elves and live in the tree's boughs and branches and hollowed-out trunk.
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# ? Jul 3, 2014 05:36 |
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My guess; pathfinding madness where dwarves get stuck in loops, and keep trying to take paths that wind up breaking all their bones, causing other dwarves to fall down whatever chasm they tried to climb in order to claim the precious socks.
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# ? Jul 3, 2014 05:42 |
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Dwarfs in the same tile add their body temperature together, if two dwarfs are sick with fevers and enter the same tile they ignite.
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# ? Jul 3, 2014 05:43 |
Sieging goblins issuing crafting mandates.
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# ? Jul 3, 2014 05:48 |
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# ? May 30, 2024 13:52 |
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True or false: Thistleknot is mentally ill.
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# ? Jul 3, 2014 05:55 |