Dwarf Fortress - Addiction in ASCII - Page 71
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Aylear
Norway3988 Posts
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Pennyblue
United Kingdom11 Posts
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Millitron
United States2611 Posts
Apparently when fruit falls from a tall enough tree, it explodes when it hits the ground. It also apparently counts as a cave-in, because it can punch holes in the ground and can knock dwarves out. I just had a dwarf die from a bunker busting plum. | ||
batsnacks
United States4466 Posts
On July 23 2014 11:39 Millitron wrote: Anybody else have the exploding fruit problem? Apparently when fruit falls from a tall enough tree, it explodes when it hits the ground. It also apparently counts as a cave-in, because it can punch holes in the ground and can knock dwarves out. I just had a dwarf die from a bunker busting plum. No but I am having a problem with dwarves climbing/falling asleep in trees. Actually it's not sleeping in trees that's the problem, it's waking up and forgetting they are in a tree, rushing out of said tree, falling and breaking their legs that is the problem. Dear Urist McDrunkclimber, Please stop drinking so much that you fall asleep in a tree. You have a bedroom, why are you sleeping in a tree? Next time I am leaving your legs broken, then you won't be able to climb at all. | ||
Flameberger
United States226 Posts
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r.Evo
Germany14076 Posts
Holy shit these patchnotes. I think the new version can be considered stable, sadly MW will take till around autumn to update. I think as soon as my current fort explodes I'll swap over myself though. <3 PS: Stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag) ...the mere fact that a bug like this can happen on accident makes me so damn happy that a dev like Toady exists. <333³ | ||
Logo
United States7542 Posts
Stopped ghosts from being able to realize dreams after they are dead fixed problem with squid skin coloration gave crabs, horseshoe crabs, oysters and mussels blue blood fixed various broken eyelash color/descriptions | ||
BobMcJohnson
France2916 Posts
I'm also looking for screenshots to include in the OP, if you have some good one could you upload them to imgur and post links here? Glorious ASCII and Tilesets alike | ||
Qbek
Poland12923 Posts
dwarves should no longer have a preference for eating the various fruit trees (the whole tree, not the fruit). Now that's a DF bug | ||
gTank
Austria2537 Posts
What packs/mods would you suggest for beginners? | ||
BobMcJohnson
France2916 Posts
Its launcher allows you to easily install tilesets and lauch Dwarf Therapist plus options like sound and population cap. There are also a lot more options/utilities that come with it but I wouldn't worry too much about them at first. The Quickstart guide on the wiki (see OP again) is a good starting tutorial. It'll help you establish the vital functions of a fortress, and the rest of the wiki will help you with anything more advanced. edit: while digging for screenshots, I found a pic of my last 0.34.11 fortress that I tried to build mostly on a single level (warning huge) + Show Spoiler + It's not exacly the last iteration, I then diverted the river above, to action a pump stack to get magma up there, but I got bored from waiting the construction of the 60 or so pumps that I needed to complete it. plus fps death was starting to kick in | ||
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United States7542 Posts
On August 26 2014 18:43 gTank wrote: Is it time to start again? :O What packs/mods would you suggest for beginners? 40.10 is in pretty good shape. There's still a few bugs around things like dwarves being counted as enemies if they free caged prisoners, but otherwise it runs pretty well and saves are expected to be forward compatible at this point. | ||
CoughingHydra
177 Posts
I'm curious though, does anyone know whether the whole world updates at every frame locally (i.e. there exists precise local coordinates for every object/creature, etc.) or there's just some kind of global heuristic model, and also is it the same with world generation. I presume yes, but I couldn't find the answer anywhere explicitly. | ||
BobMcJohnson
France2916 Posts
In fortress mode, your embark zone (or at least the explored part of it) updates every tick. For the rest of the world, since 0.40, the whole world updates while you play but not every tick (a bigger interval - month? season?). In versions preceding 0.40, the world would update in-between games (when you lose/abandon a fortress). Adventure mode, no clue. edit; 40.13 is out btw. things are getting pretty stable now | ||
Millitron
United States2611 Posts
On September 23 2014 22:58 CoughingHydra wrote: I just found out about this game, watched a few youtube videos; the game seems awesome, the legends mode stories are cool, etc.. I'm curious though, does anyone know whether the whole world updates at every frame locally (i.e. there exists precise local coordinates for every object/creature, etc.) or there's just some kind of global heuristic model, and also is it the same with world generation. I presume yes, but I couldn't find the answer anywhere explicitly. The whole world is never simulated as precisely as any local area (fort or adventurer). Not in world generation or mid-game. Whatever abstractions happen work pretty well though. I've seen people have previously-retired adventurers show up to their fort as an immigrant. I've seen dwarves from previous forts move in. That's actually got a minor problem with it. Dwarves from previous forts remember their mood. So if you lost a fort to a tantrum spiral and some of the survivors show up as immigrants to your next fort, they'll still be pissed off. | ||
CoughingHydra
177 Posts
On September 24 2014 00:21 Millitron wrote: The whole world is never simulated as precisely as any local area (fort or adventurer). Not in world generation or mid-game. Whatever abstractions happen work pretty well though. I've seen people have previously-retired adventurers show up to their fort as an immigrant. I've seen dwarves from previous forts move in. That's actually got a minor problem with it. Dwarves from previous forts remember their mood. So if you lost a fort to a tantrum spiral and some of the survivors show up as immigrants to your next fort, they'll still be pissed off. Ah, ok, thanks, that makes more sense. | ||
Logo
United States7542 Posts
On September 24 2014 00:21 Millitron wrote: The whole world is never simulated as precisely as any local area (fort or adventurer). Not in world generation or mid-game. Whatever abstractions happen work pretty well though. I've seen people have previously-retired adventurers show up to their fort as an immigrant. I've seen dwarves from previous forts move in. That's actually got a minor problem with it. Dwarves from previous forts remember their mood. So if you lost a fort to a tantrum spiral and some of the survivors show up as immigrants to your next fort, they'll still be pissed off. Also during fortress play (and perhaps adventure mode?) all invasions are successful which sort of leads to goblins spreading like wildfire and/or possibly killing off your civilization. | ||
D2HLC
Cook Islands22 Posts
I was wondering whats the best way to play? multiplayer or single? | ||
BobMcJohnson
France2916 Posts
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United States10328 Posts
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