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Is the army of The Evil Ghoul hiring? They seem like they're going places.
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# ? Jul 23, 2014 18:54 |
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# ? May 24, 2024 06:49 |
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What motivates a faction to send out an army? When do they stop? How do they select targets? Is there a history of The Evil Ghoul that describes the original motivation for war?
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# ? Jul 23, 2014 19:11 |
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GreenMarine posted:What motivates a faction to send out an army? When do they stop? How do they select targets? Is there a history of The Evil Ghoul that describes the original motivation for war? There's no explicit reason for the wars that I can see, but goblin and elfin civilizations seem to have been born in the same region of the tiny world, and they went to war almost immediately. I don't think anybody ever has peace with goblin civilizations because their ethics put them strictly at odds with the other three species. EDIT: OH APPARENTLY I DON'T KNOW ANYTHING you can actually see more details about wars: Apparently the very first war in the history of the world, that took place in year 1 and began The Evil Ghoul's conquest of the whole world, was started over truthfulness. So there we have it. Mu. fucked around with this message at 20:26 on Jul 23, 2014 |
# ? Jul 23, 2014 20:09 |
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Nice one, Dungskulls.
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# ? Jul 23, 2014 20:12 |
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Everything was running smoothly, and now I'm getting like 0.3 FPS and an error log filling up with path fail -> Flee from Opponent Fake Edit: Oh poo poo I'm using .02 Is .02 compatible with .04? apparently not Uncle Jam fucked around with this message at 20:54 on Jul 23, 2014 |
# ? Jul 23, 2014 20:44 |
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Cross-thread update: Lizard Wizard's Oblivion Train has derailed into discussions of how DF and The Elder Scrolls have similar mechanics, especially those that work in the former but not the latter.
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# ? Jul 23, 2014 20:55 |
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I've never watched a horde of dwarves desperately try to run from/punch a horrible mass of animated blood twisted into the form of an animal to death as they all get slaughtered because it breathes nerve gas in the elder scrolls, while the makes up about 90% of my dorfing experience, the other 10% being setting the entire fortress on fire with magma. I'm not sure where the crossover would lie. Edit: Other than in the character emoting system, of course. It is Terrifying. OwlFancier fucked around with this message at 21:40 on Jul 23, 2014 |
# ? Jul 23, 2014 21:37 |
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Mu. posted:EDIT: OH APPARENTLY I DON'T KNOW ANYTHING you can actually see more details about wars: Apparently the very first war in the history of the world, that took place in year 1 and began The Evil Ghoul's conquest of the whole world, was started over truthfulness. So there we have it. If you press enter on the yellow line (or any yellow line in legends) you can dig down deeper. It'll tell you what battles composed the war, then you can dig into that and it will tell you how many fought on each side and if any extraordinary events took place during the battles. It would be cool if you could easily fastforward time by some amount between games (more than 2 weeks). Then you could go on a quest to destroy the demonic leadership of The Evil Ghoul or try to force them into capitulation and then fast forward and see what happens to the world after 200 years. I've seen some crazy battles like 200 zombies vs 199 bears and 1 elf where everyone dies on both sides except 1 bear. Some of the sites populations are very strange in this build. GreenMarine fucked around with this message at 21:45 on Jul 23, 2014 |
# ? Jul 23, 2014 21:43 |
Oi, you lot:fricy@bay12 posted:Please someone test this:
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# ? Jul 23, 2014 21:43 |
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Toady has been busy today patching plenty of ancient minor issues. http://bay12games.com/dwarves/mantisbt/changelog_page.php e. or maybe I should say that he's been implementing bug fixes that Quietust suggested 1-3 years ago. Kennel fucked around with this message at 21:49 on Jul 23, 2014 |
# ? Jul 23, 2014 21:45 |
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Kennel posted:Toady has been busy today patching plenty of ancient minor issues. "Fat dwarves eating causes lag." HOW. Some of the bugs in this game make me question everything I know about game development.
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# ? Jul 23, 2014 21:46 |
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GreenMarine posted:"Fat dwarves eating causes lag." One one hand I'm glad that Valve doesn't run into things like that, but on the other it'd be interesting to see what might happen if Source was anything like DF's coding.
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# ? Jul 23, 2014 21:48 |
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GreenMarine posted:"Fat dwarves eating causes lag." Obviously due to some kind of
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# ? Jul 23, 2014 21:48 |
Kennel posted:Toady has been busy today patching plenty of ancient minor issues. UristdaVinci posted:A melee weapon of weight 0.999999 has roughly 2x the momentum of a weapon of weight 1.000001 scamtank fucked around with this message at 22:00 on Jul 23, 2014 |
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# ? Jul 23, 2014 21:50 |
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scamtank posted:He fixed the goddamn weight fraction velocity downround bug! Crossbow bolts lighter than lead shouldn't be railgun projectiles now! Yeah, I was about to comment on that. Some of these minor changes are pretty major. Long patrol duty bug finally solved!
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# ? Jul 23, 2014 21:51 |
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Is that why all ranged weapons are bizzarely lethal when loaded with even common bolts?
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# ? Jul 23, 2014 21:52 |
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Is this the end of an era? An era where crossbow bolts punch through skulls in the blink of an eye and can take out even the most intangible forgotten beast?
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# ? Jul 23, 2014 21:53 |
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GreenMarine posted:"Fat dwarves eating causes lag." Reading the bug report, it was actually a pretty innocent bug -- the game recalculates a dwarf's insulation when it crosses some threshold of fat, and the maximum fat value of a dwarf sits exactly at that threshold, meaning that any time that dwarf ate, it was constantly running the code to recalculate insulation needlessly, wasting CPU cycles every time the digestion of food attempted to convert the nutrition value to dorf-fat. The fix was just to reduce the max fat value by 1 so that never happens.
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# ? Jul 23, 2014 21:54 |
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Oh, good. At least it is fixed permanently and will never crop up again in an unexpected fashion.
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# ? Jul 23, 2014 21:56 |
OwlFancier posted:Is that why all ranged weapons are bizzarely lethal when loaded with even common bolts? The weight of the bolts, which is pretty small, is for some bizarre reason stored as a whole integer that's rounded down instead of a, say, floating point. This means that whenever a bolt is lighter than silver or maybe even bronze, instead of using the SHOOT_FORCE that's supposed to make the launcher shoot lighter things faster and heavier things slower, the weight of the bolt is figured as zero and it bolt zips off at the highest possible MAX_VEL the missile launcher can muster, making even featherwood bolts instantly shatter adamantine breastplates. Chainmail is, bizarrely, the choice protection against bolts because its material still needs to be specifically defeated and cut apart by the bolt before it can penetrate.
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# ? Jul 23, 2014 21:58 |
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scamtank posted:The weight of the bolts, which is pretty small, is for some bizarre reason stored as a whole integer that's rounded down instead of a, say, floating point. So crossbows in the current version are actually railguns now?
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# ? Jul 23, 2014 21:59 |
Yes. Yes they are. But even if it isn't fixed now, he's looking at it and it's very likely a stupid small oversight that's easily straightened out!
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# ? Jul 23, 2014 21:59 |
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Here's two projectile related bugs for those who want to know more: http://bay12games.com/dwarves/mantisbt/view.php?id=5516 http://bay12games.com/dwarves/mantisbt/view.php?id=6262 quote:Projectile (bolts, arrows, blowdarts) velocities appear to be calculated using the formula: quote:Plate armor provides abolutely no protection from metal bolts/arrows.
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# ? Jul 23, 2014 22:17 |
I feel like boogeymen should only exist in evil biomes. That makes the most sense to me. Also I settled near goblins and never saw them do anything against me. I got bored cuz it seemed nothing was trying to kill me.
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# ? Jul 23, 2014 22:24 |
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Glory of Arioch posted:Reading the bug report, it was actually a pretty innocent bug -- the game recalculates a dwarf's insulation when it crosses some threshold of fat, and the maximum fat value of a dwarf sits exactly at that threshold, meaning that any time that dwarf ate, it was constantly running the code to recalculate insulation needlessly, wasting CPU cycles every time the digestion of food attempted to convert the nutrition value to dorf-fat. The fix was just to reduce the max fat value by 1 so that never happens. I love this game
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# ? Jul 23, 2014 22:43 |
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Kennel posted:Here's two projectile related bugs for those who want to know more: I think the entire reason bugs like this happen is because Dwarf Fortress' interface is so obtuse. If it was actually a game with 3D graphics you'd notice immediately that all projectiles were moving at the dwarf equivalent of the speed of sound. As is, the only hint you get that something is wrong is that crossbow bolts zip through basically all types of armor equally, with no real hint as to the cause. I can't fathom how someone who has been programming as long as Toady could make that sort of mistake with integer division, though. That's something you learn in programming 101. Maybe he was trying to do a thing with fixed point but messed up horribly or something.
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# ? Jul 23, 2014 22:50 |
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Isn't a related bug what causes copper whips to behave like lightsabers?
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# ? Jul 23, 2014 23:03 |
scamtank posted:Oi, you lot: Yessssssss Haven't done anything but fired it up, but it appears to be working at very first glance. I am excited.
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# ? Jul 23, 2014 23:04 |
We just arrived. The farmer is fighting! The farmer swears an oath of celibacy!
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# ? Jul 23, 2014 23:11 |
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Someone was talking about screenshots a few pages back. I have my Dropbox configured to store them there as soon as I take them via prtsc, but I don't remember how I did it.
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# ? Jul 23, 2014 23:12 |
Xand_Man posted:Isn't a related bug what causes copper whips to behave like lightsabers? Oh, no. The system is working fine there. It's the design and the numbers themselves that are all sorts of hosed. The main points of the problem are that the contact area is teeny teeny tiny, the velocity (a magic number that does nothing except increase the amount of energy in a hit) is massively overblown and unlike how you'd expect from a metal whip or a scourge, doesn't break the skin. The "whip" is more like a blunt super-pick that instantly shatters bones. Give it a bigger contact area, make it an edged weapon with a very low penetration depth and get rid of the 5x velocity multiplier. It'd be great if you could make weapons cause more bleeding than the wound width/depth determine, but oh well.
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# ? Jul 23, 2014 23:14 |
GreenMarine posted:"Fat dwarves eating causes lag." Side note, is anyone having issues with dwarves not using bins in finished goods stockpiles? I've had two games now where they just won't use them and when it comes time to trade I need to select 304952345 items to move to the depot rather then say 20 bins.
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# ? Jul 23, 2014 23:40 |
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xylo posted:Side note, is anyone having issues with dwarves not using bins in finished goods stockpiles? I've had two games now where they just won't use them and when it comes time to trade I need to select 304952345 items to move to the depot rather then say 20 bins. Check to make sure you don't have any reserved bins (in the stockpile interface). I had that problem last week and it turned out my stockpiles were set to reserve ie ignore the first 101 bins. You want that at 0 for bins (barrels may be a different story).
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# ? Jul 23, 2014 23:45 |
Zurai posted:Check to make sure you don't have any reserved bins (in the stockpile interface). I had that problem last week and it turned out my stockpiles were set to reserve ie ignore the first 101 bins. You want that at 0 for bins (barrels may be a different story).
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# ? Jul 23, 2014 23:46 |
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xylo posted:Thanks I'll check that tonight. Did the default behavior of created stock piles change? I don't ever remember having to worry about this. I don't think so, but I certainly never intentionally set my stockpiles to reserve 101 bins. It's possible that I accidentally hit whatever the shortcut key is to maximize the setting, though.
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# ? Jul 23, 2014 23:52 |
And after Kennel's forewarning comes Toady's debriefing. Good man.Toady One posted:I started today thinking I'd do some of the binary patch bugs (that is, bugs that were already fixed in older versions by other people making small changes to the executable), and I ended up doing some other smaller issues as well as I wandered around the bug tracker. Here is a list of most of today's haul. The bug tracker has more names -- I generally just credit people that produced patches or other key code observations here.
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# ? Jul 24, 2014 00:36 |
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So will the reenabled elven diplomat/liaison allow us to order things from the elves?
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# ? Jul 24, 2014 00:48 |
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I finished my custom-groups patch for Dwarf Therapist, and it sounds like Splinterz will take it. Lets you create any number of custom groups and put dwarves in one or more of them. Then you, uh, group by custom group so you can easily pick out all your haulers or militia or people with no useful skills or people who like to be outside, etc. https://github.com/splintermind/Dwarf-Therapist/pull/29 if anyone wants to help find stupids before Splinterz does.
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# ? Jul 24, 2014 00:55 |
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Today One posted:gave crabs, horseshoe crabs, oysters and mussels blue blood I can't think of a single way this currently impacts the game, but goddamnit I love it. Is blue blood a requirement for certain moods or cooking recipes? Can a plucky adventurer utilize the unique nature of a blue blooded horseshoe crab to escape certain death? Only time, and future updates will tell!
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# ? Jul 24, 2014 01:00 |
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# ? May 24, 2024 06:49 |
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Mygna posted:
Maple eh? Is there something about maple that the Canadians are keeping secret?
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# ? Jul 24, 2014 01:07 |