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Met posted:For your typical demigod, this is what I like to run: You can jump over most rivers now, so swimming is not essentail as it used to be.
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# ? Jul 26, 2014 14:10 |
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# ? May 27, 2024 18:04 |
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I forgot that jumping and climbing were both implemented in this latest release. That is how my fortress died.
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# ? Jul 26, 2014 14:19 |
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LeJackal posted:I forgot that jumping and climbing were both implemented in this latest release. That is how my fortress died. So who jumped in?
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# ? Jul 26, 2014 14:30 |
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LeJackal posted:I forgot that jumping and climbing were both implemented in this latest release. That is how my fortress died. wait...can Bronze Collossi climb and jump?
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# ? Jul 26, 2014 14:46 |
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I asked earlier, but i didn't get a answer. So i googled, but i couldn't find any good answer to it so I'm gonna try asking a last time before i just jump in myself. Are marksdwarves still bugged? I couldn't get them to shoot half the time last time i played.
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# ? Jul 26, 2014 14:54 |
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Beats me. In my latest fort I have a squad of 10 marksmen and they shoot metal bolts and train with wooden ones at my archery ranges.
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# ? Jul 26, 2014 15:03 |
They're not so much bugged as obtuse. If they don't have a normal barracks to bullshit about punching and armor in, they won't use the ranges. Every archery target must be designated separately into its own "stall".
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# ? Jul 26, 2014 15:15 |
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scamtank posted:They're not so much bugged as obtuse. If they don't have a normal barracks to bullshit about punching and armor in, they won't use the ranges. Every archery target must be designated separately into its own "stall". Do you think you could take the time to write a detailed description of what i have to do make them play nice? I don't quite follow.
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# ? Jul 26, 2014 15:27 |
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Dongattack posted:Do you think you could take the time to write a detailed description of what i have to do make them play nice? I don't quite follow. Worked through this yet? http://dwarffortresswiki.org/index.php/DF2014:Archery If so, it would help to explain what specifically isn't working.
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# ? Jul 26, 2014 15:34 |
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deathrat posted:Got DFHack to compile for new version(0.40.04) Two of the plugins I really wanted with dfhack -- prospect and dig -- aren't included with this build. I have pretty much zero experience working with a tool of this complexity. Is there a way I can jam those plugins into this build? Or do they need to be rebuilt for the current version? *EDIT* Looks like no. I tried throwing ones from an earlier version in there and they farted out a no-go message. Gus Hobbleton fucked around with this message at 17:12 on Jul 26, 2014 |
# ? Jul 26, 2014 17:05 |
So after squandering goondorfs.net for a couple years, I'm going to let the domain expire. If anyone wants to use it for whatever, I'd happily transfer it so that it doesn't have to go back into the pool and get squatted by some bot. You just gotta promise to do something interesting (and maybe keep the great dworacle running (after cleaning it up: looks like someone (unsuccessfully) tried to run a few injection attacks at some point. )
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# ? Jul 26, 2014 17:32 |
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Bad Munki posted:So after squandering goondorfs.net for a couple years, I'm going to let the domain expire. If anyone wants to use it for whatever, I'd happily transfer it so that it doesn't have to go back into the pool and get squatted by some bot. You just gotta promise to do something interesting (and maybe keep the great dworacle running (after cleaning it up: looks like someone (unsuccessfully) tried to run a few injection attacks at some point. ) I don't have any good ideas for it at the moment, but I'd take it over just to keep the Gemclod archive alive if nobody else steps up.
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# ? Jul 26, 2014 17:49 |
Oh, I totally forgot Gemclod was on there. All right, I'll PM you about getting a transfer sorted out unless somebody else flips out for it today.
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# ? Jul 26, 2014 17:50 |
Hey, I'm thinking of getting back into the game after a few years. Last time I played was before they created the expanded military organization. Last time I kept track of the game vampires had been introduced. What are systems have been updated that I need to familiarize myself with and what other nifty things has Toady added since then? I took a look at the changelog but it's all foreign to me now.
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# ? Jul 26, 2014 18:29 |
3D MINECRAFT TREES MOTHERFUCKER. CLIMBING. JUMPING. TEMPORARILY RETIRING FORTRESSES TO AI CONTROL AND COMING BACK LATER. SHOUTING OBSCENITIES AT GOD IN A CROWDED MARKET
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# ? Jul 26, 2014 19:09 |
IT IS TERRIFYING
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# ? Jul 26, 2014 19:15 |
Real talk; not to much has changed for fortress mode this update.
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# ? Jul 26, 2014 19:23 |
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Gamerofthegame posted:Real talk; not to much has changed for fortress mode this update. You mean, other than critical bugfixes and enemies being able to climb?
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# ? Jul 26, 2014 19:27 |
scamtank posted:3D MINECRAFT TREES MOTHERFUCKER. CLIMBING. JUMPING. TEMPORARILY RETIRING FORTRESSES TO AI CONTROL AND COMING BACK LATER. SHOUTING OBSCENITIES AT GOD IN A CROWDED MARKET Ooo. Excellent. I'm glad that the retiring feature was finally initiated. What some of insane bugs have occurred due to it?
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# ? Jul 26, 2014 19:28 |
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my dad posted:You mean, other than critical bugfixes and enemies being able to climb? And the entire world simulating while you play? And invasions actually coming from neighboring civs? And pissing off a liaison possibly leading to an invasion? And all sorts of other poo poo.
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# ? Jul 26, 2014 19:29 |
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I have a still on the surface that can brew drinks no problem, and one underground (nearer to my food pile) where both brew options are red. There are empty barrels near the underground one as well; am I hitting some sort of weird DF2014 pathing bug, or just forgetting some other detail? edit: they're also hauling the plant reagents from the underground food pile. Meat Street fucked around with this message at 20:06 on Jul 26, 2014 |
# ? Jul 26, 2014 19:53 |
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Donkringel posted:Ooo. Excellent. When you unretire it entities are put into holes sealed in the ground and their inability to path destroys the FPS.
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# ? Jul 26, 2014 19:53 |
Donkringel posted:What some of insane bugs have occurred due to it? Let me think, everybody help me out here. Creatures with smell-blooded-creatures-through-walls sense climbing up trees to get away from the horrible underground creatures they can sense leagues below the earth. Groups of animal people in the wilderness not defending themselves, instead commenting on every attack you make on them as a historical fact and repeatedly introducing themselves to you and each other as [TRANS_NAME. Foreign goblins with the ethic KILL_ENEMY:REQUIRED accidentally infiltrating towns and markets of other civilizations, causing massive 30-man free-for-all carving knife fights whenever you enter the area. Underground mushroom trees not giving a gently caress and straight up smashing through cave ceilings to grow. Computer-generated fortresses furnished with endless rows of anvils where chairs should be. Diving birds like owls and falcons overshooting their dive paths due to trees somehow, smashing straight into the rocks and killing themselves. Everything and everyone being horribly scared of violence, goblin invaders and apex predators included.
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# ? Jul 26, 2014 19:59 |
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scamtank posted:Let me think, everybody help me out here. Creatures with smell-blooded-creatures-through-walls sense climbing up trees to get away from the horrible underground creatures they can sense leagues below the earth. Groups of animal people in the wilderness not defending themselves, instead commenting on every attack you make on them as a historical fact and repeatedly introducing themselves to you and each other as [TRANS_NAME. Foreign goblins with the ethic KILL_ENEMY:REQUIRED accidentally infiltrating towns and markets of other civilizations, causing massive 30-man free-for-all carving knife fights whenever you enter the area. Underground mushroom trees not giving a gently caress and straight up smashing through cave ceilings to grow. Computer-generated fortresses furnished with endless rows of anvils where chairs should be. Diving birds like owls and falcons overshooting their dive paths due to trees somehow, smashing straight into the rocks and killing themselves. Everything and everyone being horribly scared of violence, goblin invaders and apex predators included. My favorite was the two sponge-men someone encountered in a river. The spongemen hated each other, each demanding the other to surrender and screaming insults at each other for all of eternity. But they never actually fought each other, because sponge men are permanently anchored to the river floor and can't move. Not sure whether or not it's actually a proper bug, but it seems worth mentioning again anyway.
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# ? Jul 26, 2014 20:13 |
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Gus Hobbleton posted:Two of the plugins I really wanted with dfhack -- prospect and dig -- aren't included with this build. I have pretty much zero experience working with a tool of this complexity. Is there a way I can jam those plugins into this build? Or do they need to be rebuilt for the current version? I want those plugins too. Once I get the Mac stuff sorted this afternoon I'll take a swing at those. It will probably be terrifying.
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# ? Jul 26, 2014 20:29 |
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I haven't used DFHack or any of the extended features of Masterwork in so long that I've entirely forgotten how to use plugins or enable things like embark anywhere and it's driving me up the wall.
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# ? Jul 26, 2014 20:30 |
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Erm should boogeymen be making desperate raids on dwarven civic halls in the night? Because I went to sleep with those weird hill dwarves to try and avoid this very situation!
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# ? Jul 26, 2014 20:38 |
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hepatizon posted:Worked through this yet? http://dwarffortresswiki.org/index.php/DF2014:Archery Saw through that yeah and i can't find any mention about the issue where they just wrestle with their bows instead of firing, so i guess it MIGHT be fixed? But i also see that they are pretty hosed still so EH, i'll wait another 4 years or until i want to make a fort with just a line of angry and armored dwarves as the ultimate defense.
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# ? Jul 26, 2014 21:14 |
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Gus Hobbleton posted:Two of the plugins I really wanted with dfhack -- prospect and dig -- aren't included with this build. I have pretty much zero experience working with a tool of this complexity. Is there a way I can jam those plugins into this build? Or do they need to be rebuilt for the current version? I got dig to compile(along with digginginvaders, dwarfmonitor, and siege-engine) which you can download here, I'll try to see if I can get prospector working.
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# ? Jul 26, 2014 21:26 |
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This survived light testing on my OS X machine with 40.04: https://www.dropbox.com/s/xjzjxntrobe2b6s/dfhack-osx-40.04.tar.gz LMK if you have problems and I'll make confused and helpless faces in return.
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# ? Jul 26, 2014 21:36 |
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scamtank posted:Let me think, everybody help me out here. Creatures with smell-blooded-creatures-through-walls sense climbing up trees to get away from the horrible underground creatures they can sense leagues below the earth. Groups of animal people in the wilderness not defending themselves, instead commenting on every attack you make on them as a historical fact and repeatedly introducing themselves to you and each other as [TRANS_NAME. Foreign goblins with the ethic KILL_ENEMY:REQUIRED accidentally infiltrating towns and markets of other civilizations, causing massive 30-man free-for-all carving knife fights whenever you enter the area. Underground mushroom trees not giving a gently caress and straight up smashing through cave ceilings to grow. Computer-generated fortresses furnished with endless rows of anvils where chairs should be. Diving birds like owls and falcons overshooting their dive paths due to trees somehow, smashing straight into the rocks and killing themselves. Everything and everyone being horribly scared of violence, goblin invaders and apex predators included. Don't forget swarms of evil babies appearing for no reason, babies sometimes coming into the world with knives in their possession, butchers being horrified into uselessness upon butchering things, dorfs swarming caravans to steal all their medical supplies, and traders immediately climbing trees and promptly going batfuck insane.
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# ? Jul 26, 2014 22:27 |
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Also horrendous lag when generating worlds and passing time in the calendar, resulting in an inability to make or use worlds larger than Small without massive lag.
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# ? Jul 26, 2014 22:46 |
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Angry Diplomat posted:traders immediately climbing trees and promptly going batfuck insane. Hell, everyone climbing trees and being unable to get down. I had a child gain Armor User skill by climbing a tree, falling off, and having his clothing deflect the Earth's blow.
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# ? Jul 26, 2014 22:50 |
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scamtank posted:Everything and everyone being horribly scared of violence, goblin invaders and apex predators included. Also becoming the lord of a town is as simple as saying that you are, and then killing the old one, which is not hard considering that they're all basically unguarded.
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# ? Jul 26, 2014 23:10 |
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cock hero flux posted:Also becoming the lord of a town is as simple as saying that you are, and then killing the old one, which is not hard considering that they're all basically unguarded. Has anyone used this to grind out dominion over the world yet?
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# ? Jul 26, 2014 23:19 |
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It's no better in Fortress mode, where with the current emotion system, difficulty is binary; either your dwarves have sufficient Discipline to not even flinch at the sight of their best friend getting disemboweled by a giant fire-breathing tortoise, or they cower in fear at the sight of a fluffy wambler there is no middle ground.
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# ? Jul 26, 2014 23:19 |
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Are spontaneously collapsing trees occurring for anyone else?
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# ? Jul 27, 2014 00:16 |
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scamtank posted:Let me think, everybody help me out here. Creatures with smell-blooded-creatures-through-walls sense climbing up trees to get away from the horrible underground creatures they can sense leagues below the earth. Groups of animal people in the wilderness not defending themselves, instead commenting on every attack you make on them as a historical fact and repeatedly introducing themselves to you and each other as [TRANS_NAME. Foreign goblins with the ethic KILL_ENEMY:REQUIRED accidentally infiltrating towns and markets of other civilizations, causing massive 30-man free-for-all carving knife fights whenever you enter the area. Underground mushroom trees not giving a gently caress and straight up smashing through cave ceilings to grow. Computer-generated fortresses furnished with endless rows of anvils where chairs should be. Diving birds like owls and falcons overshooting their dive paths due to trees somehow, smashing straight into the rocks and killing themselves. Everything and everyone being horribly scared of violence, goblin invaders and apex predators included. Maybe not a true glitch, but I did enjoy leaving an elven commune in adventure mode only to find dozens of elves who had broken every bone in their bodies jumping out of their treehouses.
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# ? Jul 27, 2014 00:39 |
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Hesh Ballantine posted:Are spontaneously collapsing trees occurring for anyone else? toadys solution was to have trees that grow too fast spontaneously re-collapse
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# ? Jul 27, 2014 00:41 |
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# ? May 27, 2024 18:04 |
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Verviticus posted:toadys solution was to have trees that grow too fast spontaneously re-collapse what a terrible solution, I'm in a jungle biome and my surface dwarves keep getting knocked out by collapsing trees. I guess I'll clear-cut
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# ? Jul 27, 2014 01:08 |