Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Spoggerific
May 28, 2009
What about the character you control as an adventurer still possessing emotions? The emotion code that makes everyone else scream :iit: 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.

Adbot
ADBOT LOVES YOU

Locus
Feb 28, 2004

But you were dead a thousand times. Hopeless encounters successfully won.

Spoggerific posted:

What about the character you control as an adventurer still possessing emotions? The emotion code that makes everyone else scream :iit: 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.

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!
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 :stare:

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.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

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

LMK if you have problems and I'll make confused and helpless faces in return.

Updated to include dig, digginginvaders, dwarfmonitor, and siege-engine per deathrat's actual work.

Indecisive
May 6, 2007


Hesh Ballantine posted:

:psyduck: 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.

Lawman 0
Aug 17, 2010

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 :woop:

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

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

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.

Unrelated, what do you do about pasturing grazing animals? Seems like they inevitably slowly eat all the grass and it never grows back.

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.

deathrat
May 25, 2010
New plugins download here.

Got prospector working, and plants is half-working too(only plants create, none of the other commands yet).

Aydjile
Oct 13, 2013

Survive Adapt Improve
welcome to the candy land.

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

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.

Indecisive
May 6, 2007


12x12 pasture for 1 mule? lol gently caress grazers, kill em all for meats

unicr0n
Sep 8, 2003

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 ?

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

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 ?
Mouse wheel zoom in until you get to the last 3 zoom levels and you'll get the non fixed width font.

Negative Entropy
Nov 30, 2009

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?

moller
Jan 10, 2007

Swan stole my music and framed me!

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.

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?

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.
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?

Unconscious dwarves trigger traps, possibly when they're carried across the tile by someone else?

Negative Entropy
Nov 30, 2009

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.


Unconscious dwarves trigger traps, possibly when they're carried across the tile by someone else?

I dont think so, I had some traps surrounding my trade depot and looking at the reports the dwarves were conscious the whole time.

SubNat
Nov 27, 2008

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.

Zesty
Jan 17, 2012

The Great Twist

scamtank posted:

Shields aren't that essential, I don't think. Weapon skills also govern how good you are at parrying poo poo.

Low Observer means you are easily caught off-guard and toppled by a sudden charge attack. Armor Wearer doesn't give you extra protection, but it makes you less encumbered by worn poo poo - speed is life. Wrestling also gets some extra mileage out of the now incredibly lethal strangulation.

If this is fact, it needs to be edited into the wiki.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


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.

PassingPie
Aug 18, 2013

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. :(

Outcast Spy
May 7, 2007

How could you be both?
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.

Lawman 0
Aug 17, 2010

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.

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. :(

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. :v:

Lawman 0 fucked around with this message at 15:01 on Jul 27, 2014

StrangeAeon
Jul 11, 2011


Somehow, the strangest thing I've encountered so far is my chief medical dwarf actually doing his job in a timely and efficient manner. :psydwarf:

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

Macdoo
Jul 24, 2012

Bad Tabletop Opinions Haver

Aydjile posted:

welcome to the candy land.



Ted sounds like a loving perv.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


StrangeAeon posted:


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.

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.

Zesty
Jan 17, 2012

The Great Twist

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.

The rest has been common knowledge for a good while now, I think.

Maybe for people who keep a real close eye on everything related to the game. For the rest of us, we use the wiki. :jerkbag:

Jazzimus Prime
May 16, 2002

The Brothers Autobot

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.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


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

The Moon Monster
Dec 30, 2005

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,

Aydjile
Oct 13, 2013

Survive Adapt Improve

Macdoo posted:

Ted sounds like a loving perv.

dogstile
May 1, 2012

fucking clocks
how do they work?

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.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


OH DAG :frogsiren: VERSION 40.05 ALL UP ONS

Toady 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.

Major bug fixes

Fixed several large slow-down culprits
Stopped trees from growing through floors
Fixed a problem causing the suspension of constructions (old saves with affected jobs will still need to restart them) (ag)
Fixed a few problems with hospital code causing them to overstock item (ag)
Fixed problem stopping underground fishing (UristDaVinci/Quietust)
Made cultures that oppose intruders more lax when in places controlled by less wary groups (one cause of marketplace knifefights)
Made adventure-mode ambushers somewhat more in tune with their task
Made master soldiers stop reverting back to corresponding regular soldier type
Fixed crash that could occur when looking at adventure log while traveling


Other bug fixes/tweaks

Stopped clearing professions upon achieving master soldier type
Fixed the population cap
Made it possible to detect plantings too late in the season again (Quietust)
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...
Fixed problem with non-entity armies/travelers failing to evaluate nearby creatures properly
Tried to improve prioritization for creatures trying to handle many targets, especially w/ extra senses (caused combat AI paralysis)
Stopped fliers from wanting to jump (and sometimes colliding mid-air)
Added some basic climbing skill to wg/etc. soldiers, esp. thieves
Vermin can escape from non-artifact containers properly (Quietust)
Caravans check weapon type properly for material selection (Quietust)
Diplomats that wanted bodyguards should get them now (Quietust)
Stopped aquarium check from turning off other vermin code (Quietust)
Fixed crash that happened in the arena when doing v-p on a dwarf with a weapon
Creature art value considered properly by civs now (Quietust)
Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
Can now melt metal chests (Quietust)
Handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
Made children get full list of default labors upon growing up and respected any existing skills
Stopped migrant historical children from receiving labors
Made underground populations properly respect layer size (the numbers can get very high, but blame the giant under-ocean caves in part)
Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)
Fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
Allowed egg-laying critters without baby/child state to have viable eggs
Stopped listing dead non-fort animals/etc. as missing
Fixed a rounding error with projectile calculations (Pirate Bob/UristDaVinci)
Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
Fixed a problem causing saplings to grow up 10x as fast as they should
Stopped sparring from being placed in combat reports
Displayed proper key for viewing agreements in civ screen
Stopped dwarves from swiping hospital goods from the caravan
Made the game respect more circumstances whereby medical inventory items are removed (fixing the crutch speed bug, for instance)
Stopped ghosts from being able to realize dreams after they are dead
Fixed problem where tools made from adamantine wafers required the wrong material amounts (Quietust)
Fixed problem with seed initialization for mid-level maps that could cause inconsistency (Quietust)
Fixed broken lack of cage/chain thought for law dwarf (Quietust)
Adjustments to animal people frequencies (see file_changes.txt)
Made king cobra people legless like other snake people
Fixed a problem causing the tortoises not to appear
Made random creature spines connect up properly
Fixed material values for obsidian (UristDaVinci)
Various typos fixed (see file_changes.txt) (thanks to Gorobay for finding most of these)
Re-added elven diplomacy, though it is still unchanged from its first incarnation

Moridin920
Nov 15, 2007

by FactsAreUseless
"Urist cancels construct wall: creature in the way"

And people say nothing is changed about fortress mode.

my dad
Oct 17, 2012

this shall be humorous
For some reason, I lack sound in the new version.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
I've got sound, but, uh...

Shadowlz
Oct 3, 2011

Oh it's gonna happen one way or the other, pal.



Nice chunk of fixes. I hope he works on terror next so I can switch over the the new versions.

Imapanda
Sep 12, 2008

Majoris Felidae Peditum
2 week calendar screen confirmed being much quicker.

WarpZealot
Nov 25, 2005
Yes, I've played Starcraft.
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?

Synthbuttrange
May 6, 2007

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. :psydwarf:

Adbot
ADBOT LOVES YOU

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

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.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply