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Dwarf Fortress - Addiction in ASCII - Page 71

Forum Index > General Games
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Prev 1 69 70 71 72 73 75 Next
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
July 21 2014 19:55 GMT
#1401
Aw man! Well, that's an interesting bug.
TL+ Member
Pennyblue
Profile Joined June 2014
United Kingdom11 Posts
July 21 2014 23:56 GMT
#1402
Loving the 'Axedwarf stands up' picture haha. I always see loads of DF stuff online. Haven't made a proper effort to learn it before, planning to play a bunch when I reformat my laptop in the next couple of days. There's just too much humour to miss out on it
Professional Carebear. 'Life is just a combination of Magic and Pasta' - Federico Fellini
Millitron
Profile Blog Joined August 2010
United States2611 Posts
July 23 2014 02:39 GMT
#1403
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.
Who called in the fleet?
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
Last Edited: 2014-07-23 04:21:27
July 23 2014 02:59 GMT
#1404
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
Profile Joined March 2010
United States226 Posts
July 23 2014 03:30 GMT
#1405
I wouldn't classify exploding fruit or drunk dwarves falling out of trees to be problems. Sounds like a good day in Dwarf Fortress to me.
An engine of annihilating power.
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2014-07-28 15:08:58
July 28 2014 15:07 GMT
#1406
http://www.bay12games.com/dwarves/

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
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 28 2014 15:22 GMT
#1407
There are some other good gems in there too:


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
Logo
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2014-08-26 07:52:02
August 26 2014 07:49 GMT
#1408
0.40.10 is out, I updated the OP with links to 0.40 versions and utilities.

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
Romanes eunt domus
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
Last Edited: 2014-08-26 09:10:20
August 26 2014 09:10 GMT
#1409
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
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
gTank
Profile Joined January 2011
Austria2602 Posts
August 26 2014 09:43 GMT
#1410
Is it time to start again? :O
What packs/mods would you suggest for beginners?
One crossed wire, one wayward pinch of potassium chlorate, one errant twitch...and kablooie!
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2014-08-26 11:54:36
August 26 2014 11:46 GMT
#1411
Get the starter pack linked in the OP, it includes everything you need to start and more

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 +
[image loading]

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
Romanes eunt domus
Logo
Profile Blog Joined April 2010
United States7542 Posts
August 28 2014 17:17 GMT
#1412
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.
Logo
CoughingHydra
Profile Blog Joined May 2012
177 Posts
September 23 2014 13:58 GMT
#1413
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.
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2014-09-23 14:41:44
September 23 2014 14:39 GMT
#1414
If I remember correctly it's something like

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
Romanes eunt domus
Millitron
Profile Blog Joined August 2010
United States2611 Posts
September 23 2014 15:21 GMT
#1415
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.
Who called in the fleet?
CoughingHydra
Profile Blog Joined May 2012
177 Posts
September 23 2014 16:38 GMT
#1416
On September 24 2014 00:21 Millitron wrote:
Show nested quote +
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.

Ah, ok, thanks, that makes more sense.
Logo
Profile Blog Joined April 2010
United States7542 Posts
September 24 2014 20:38 GMT
#1417
On September 24 2014 00:21 Millitron wrote:
Show nested quote +
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.


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.
Logo
D2HLC
Profile Joined February 2011
Cook Islands22 Posts
October 16 2014 15:48 GMT
#1418
Thinking of starting this game, looks like its worth playing for a long duration.

I was wondering whats the best way to play? multiplayer or single?
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
October 16 2014 15:57 GMT
#1419
There's no multiplayer mode
Romanes eunt domus
]343[
Profile Blog Joined May 2008
United States10328 Posts
October 16 2014 18:45 GMT
#1420
there's fortress mode and adventure mode, though
Writer
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