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What about the character you control as an adventurer still possessing emotions? The emotion code that makes everyone else scream at the drop of a hat is apparently still active even in your adventurer, but since the unit is being controlled by you, it can do nothing but watch silently and cry as you slowly butcher the entire world's population through its body.
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# ? Jul 27, 2014 01:12 |
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# ? Jun 7, 2024 15:20 |
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Spoggerific posted:What about the character you control as an adventurer still possessing emotions? The emotion code that makes everyone else scream at the drop of a hat is apparently still active even in your adventurer, but since the unit is being controlled by you, it can do nothing but watch silently and cry as you slowly butcher the entire world's population through its body. That's really the most poignant new mechanic. I guess when you retire them they regain control, and are a wreck afterwards. Has anyone done behavioral studies on them? You could do a before and after study from the perspective of a secondary character.
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# ? Jul 27, 2014 01:14 |
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So a minotaur showed up at my fortress, and I sent all 32 of my militia out to encourage him to leave. Uh, I didn't know that could happen Now poor Zefon has his own axe stuck in his neck and even though he's asleep he's somehow still moving in the direction of the hospital. His spine is broken, his neck is cloven open and his zombie walk along with the horrific injury is causing every dwarf nearby to flee in terror. This is fantastic.
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# ? Jul 27, 2014 01:15 |
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Subjunctive posted:This survived light testing on my OS X machine with 40.04: https://www.dropbox.com/s/xjzjxntrobe2b6s/dfhack-osx-40.04.tar.gz Updated to include dig, digginginvaders, dwarfmonitor, and siege-engine per deathrat's actual work.
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# ? Jul 27, 2014 01:55 |
Hesh Ballantine posted: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 Clearcutting isn't even a solution, trees grow SO FAST that you'll literally bury your fortress in piles of wood. On the upside, powering a dozen furnaces and making everything in your fortress out of wood isn't a problem. Unrelated, what do you do about pasturing grazing animals? Seems like they inevitably slowly eat all the grass and it never grows back.
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# ? Jul 27, 2014 02:31 |
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Can kobold's ambush on their own now or do they have to always steal something? Because I never saw a kobold thief but now I have some kobolds camping somewhere in the NE of my map. edit: new devlog quote:A crash that could occur when looking at the adventure mode log while traveling was handled, and another strange crash involving pressing v-p on armed dwarves in the arena was also handled (it was looking for non-present fort info). Animal people and giant animals had a frequency rewrite (thanks to ab9rf for looking at that closely). Quietust had found a few other problems (mid-level maps could be regenerated in an inconsistent fashion causing world gen to drift from the seed, law dwarf did not complain about lack of chains/cages properly) and those are fixed now. Running some extra tests in the hopes of catching any trouble that might have slipped through the bug-fixing party, and this version'll probably see the sun outside its cave tomorrow. Lawman 0 fucked around with this message at 03:06 on Jul 27, 2014 |
# ? Jul 27, 2014 02:43 |
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Indecisive posted:Clearcutting isn't even a solution, trees grow SO FAST that you'll literally bury your fortress in piles of wood. On the upside, powering a dozen furnaces and making everything in your fortress out of wood isn't a problem. As far as I'm aware, there has been no change to grass growth, otherwise ignore me. First off, some animals like elephants actually hunger faster than they can feed, so don't even try to keep them for long. War-train them and smash them into cave life or some such. For other animals, you'll just have to designate larger areas so that the growth rate can keep up by volume. Note that traffic on a tile can trample grass, hindering growth and feeding. Make sure that the grazed, empty tile is still soil or muddied. Also, try to keep separate pastures for each individual. The wiki has a list of recommended pasture sizes. They're larger than one may think.
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# ? Jul 27, 2014 03:11 |
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New plugins download here. Got prospector working, and plants is half-working too(only plants create, none of the other commands yet).
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# ? Jul 27, 2014 04:56 |
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welcome to the candy land.
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# ? Jul 27, 2014 05:04 |
So this just happened. A werepanther just "arrived" directly in the middle of my fort next to a major up/down staircase system. He promptly killed three dwarves, then transformed into a human that showed as "friendly" and started to walk around the fort and check things out. I had set my militia on him before her changed -- once he changed they stopped the kill order. I then reaffirmed the dispatch order and dealt with him anyways. This game.
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# ? Jul 27, 2014 05:30 |
12x12 pasture for 1 mule? lol gently caress grazers, kill em all for meats
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# ? Jul 27, 2014 05:56 |
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xylo posted:So this just happened. I keep meaning to ask this, how are you changing the font here? Is this part of a graphic pack or can the font be modified separately ?
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# ? Jul 27, 2014 06:33 |
unicr0n posted:I keep meaning to ask this, how are you changing the font here? Is this part of a graphic pack or can the font be modified separately ?
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# ? Jul 27, 2014 06:54 |
Indecisive posted:Unrelated, what do you do about pasturing grazing animals? Seems like they inevitably slowly eat all the grass and it never grows back. I'm encountering this problem too, I have acres of exposed peat now. I had to take drastic measures and butcher everything that wasnt a breeding pair or a pet. I'm also experiencing a 'bug' where my dwarfs set off their own traps. I have several memorialised dwarfs who were crushed by stone fall traps in the entryway and i have some permanently crippled limping about after long stays in hospital after they ran afoul of weapon traps. Have others seen their dwarves get mangled by their own traps?
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# ? Jul 27, 2014 09:23 |
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Kommando posted:I'm encountering this problem too, I have acres of exposed peat now. I had to take drastic measures and butcher everything that wasnt a breeding pair or a pet. If you dig out a pasture in an underground soil/clay/etc layer the moss that grows there seems much hardier than surface grass. I moved some herbivores to a room near a farm and they seemed to not starve to death unlike when they were penned on the surface. Kommando posted:I'm also experiencing a 'bug' where my dwarfs set off their own traps. Unconscious dwarves trigger traps, possibly when they're carried across the tile by someone else?
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# ? Jul 27, 2014 10:32 |
moller posted:If you dig out a pasture in an underground soil/clay/etc layer the moss that grows there seems much hardier than surface grass. I moved some herbivores to a room near a farm and they seemed to not starve to death unlike when they were penned on the surface. I dont think so, I had some traps surrounding my trade depot and looking at the reports the dwarves were conscious the whole time.
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# ? Jul 27, 2014 11:19 |
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I had a clumsy dwarf get hit by one of the stone-fall traps, so I just assumed that was that. He was just carrying some wood and then wham! one dwarf less to feed.
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# ? Jul 27, 2014 11:20 |
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scamtank posted:Shields aren't that essential, I don't think. Weapon skills also govern how good you are at parrying poo poo. If this is fact, it needs to be edited into the wiki.
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# ? Jul 27, 2014 13:05 |
The Observer stuff? UristDaVinci proved that there is a "reaction check" that rolls against that skill whenever you take a charge to the face. The special string "Goblin 1 looks surprised by the ferocity of Dwarf 1's onslaught!" happens specifically when the defender fails the save. The rest has been common knowledge for a good while now, I think.
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# ? Jul 27, 2014 13:16 |
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Zomborgon posted:The wiki has a list of recommended pasture sizes. They're larger than one may think. Based on this it looks like sheep can't be beat. They require very little grass and supply you with milk, cheese, wool, and the usual meat/leather/bones when butchered. No wonder my yaks are always beating the crap out of each other, I guess they're fighting over the last blades of grass in their pasture.
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# ? Jul 27, 2014 13:33 |
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If you don't mind cheating, the dfhack command "regrass" works in the latest version. All those muddy bare spots will be grassy again instantly.
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# ? Jul 27, 2014 14:19 |
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PassingPie posted:Based on this it looks like sheep can't be beat. They require very little grass and supply you with milk, cheese, wool, and the usual meat/leather/bones when butchered. Llamas are also pretty good too as you get more meat from them but they still take way less grass than cattle. Indecisive posted:12x12 pasture for 1 mule? lol gently caress grazers, kill em all for meats Unironically the most realistic part of dwarf fortress agriculture since plump helmets are so incredibly efficient. Lawman 0 fucked around with this message at 15:01 on Jul 27, 2014 |
# ? Jul 27, 2014 14:59 |
Somehow, the strangest thing I've encountered so far is my chief medical dwarf actually doing his job in a timely and efficient manner. It's bonkers. Edit: Strike that. Now the strangest thing is a tree collapsing on my wagon, and the reports telling me my sheep were caught in clouds of boiling magma. Maybe leaves just burst into plasma as soon as they fall from a tree, I don't even know. StrangeAeon fucked around with this message at 15:12 on Jul 27, 2014 |
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# ? Jul 27, 2014 15:02 |
Aydjile posted:welcome to the candy land. Ted sounds like a loving perv.
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# ? Jul 27, 2014 15:18 |
StrangeAeon posted:
Sorry to burst your bubble, but getting hit by soil caveins being mistakenly reported as "boiling magma" is an old and well-documented bug. The (existent or non-) trees collapsing on their own is a whole another story, though.
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# ? Jul 27, 2014 15:48 |
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scamtank posted:The Observer stuff? UristDaVinci proved that there is a "reaction check" that rolls against that skill whenever you take a charge to the face. The special string "Goblin 1 looks surprised by the ferocity of Dwarf 1's onslaught!" happens specifically when the defender fails the save. Maybe for people who keep a real close eye on everything related to the game. For the rest of us, we use the wiki.
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# ? Jul 27, 2014 16:31 |
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scamtank posted:The Observer stuff? UristDaVinci proved that there is a "reaction check" that rolls against that skill whenever you take a charge to the face. The special string "Goblin 1 looks surprised by the ferocity of Dwarf 1's onslaught!" happens specifically when the defender fails the save. When you're "surprised by the ferocity", etc., etc., does that make it more likely that you get knocked over and/or stunned by the charge? I assume that it would, but just want to be sure.
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# ? Jul 27, 2014 17:56 |
I think that's a separate chance dependent on body size disparity, much like the success of wrestling moves. I can't remember if the actual Wrestling skill is involved. At least in the previous version, the AI charged any time it figured having that slap-you-around advantage. If anything, it's a great indicator that wrestling won't do much against that opponent while he's still conscious. Stunning also got a bit of a refurbishment (hits to the head now have a chance to stun/knock out no matter how little tissue is actually damaged), so I can't be sure if it works exactly the same way. scamtank fucked around with this message at 18:03 on Jul 27, 2014 |
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# ? Jul 27, 2014 18:01 |
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Indecisive posted:12x12 pasture for 1 mule? lol gently caress grazers, kill em all for meats Pretty much. Masterwork has a nice system for feeding them farmed plants, but just letting them graze isn't remotely worth the effort. Especially considering non grazers still eat nothing,
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# ? Jul 27, 2014 18:15 |
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Macdoo posted:Ted sounds like a loving perv.
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# ? Jul 27, 2014 18:22 |
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Macdoo posted:Ted sounds like a loving perv. I took it as "lust makes children, so ted likes making sure the world is full of children by infecting the adults with lust". Its much nicer that way.
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# ? Jul 27, 2014 18:53 |
OH DAG VERSION 40.05 ALL UP ONSToady One posted:This is a bug fix and optimization release, which is probably something we should get used to for a while, since there is a lot left to do! I've tried to make it possible to play in larger worlds again, but there's also more that can be done.
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# ? Jul 27, 2014 23:46 |
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And people say nothing is changed about fortress mode.
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# ? Jul 27, 2014 23:54 |
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For some reason, I lack sound in the new version.
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# ? Jul 27, 2014 23:59 |
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I've got sound, but, uh...
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# ? Jul 28, 2014 00:19 |
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Nice chunk of fixes. I hope he works on terror next so I can switch over the the new versions.
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# ? Jul 28, 2014 00:23 |
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2 week calendar screen confirmed being much quicker.
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# ? Jul 28, 2014 00:30 |
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I've played a very small amount of DF before and want to get back in. Should I download the old version with the mods in the OP (and if so, which ones?) or version 40.05?
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# ? Jul 28, 2014 00:46 |
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Stopped migrants from retaining certain adv/etc. flags harmful to their integration into the fort (making them 'hostile') Note: those from old saves might take off articles of clothing and store them and other strange things, since the integration could not be made complete easily... Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag) One of these solves a mystery. The other one just adds more questions.
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# ? Jul 28, 2014 01:45 |
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# ? Jun 7, 2024 15:20 |
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skasion posted:I've got sound, but, uh... I get that too when I run it directly, but something about fricy's starter pack makes it work properly, so there's an init file tweak in there that you (we) want.
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# ? Jul 28, 2014 02:03 |