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Author Topic: Dwarf Fortress 0.21.93.19b Released  (Read 1504 times)

Gedsaro

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #15 on: August 11, 2006, 01:28:00 am »

Ok, so they can have non leathal fights thats good!
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Toady One

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #16 on: August 11, 2006, 01:34:00 am »

Yeah, though it took a while...  there were so many problems with that.  Like, they used to get into fist fights, and then accidentally use their axe once, or they'd get into fights, and as soon as a wrestling move happened they switch into lethal mode and start eye gouging.  This civil war bug was the latest.  Maybe it's perfectly fine now!

[ August 11, 2006: Message edited by: Toady One ]

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karnot

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #17 on: August 11, 2006, 02:35:00 am »

quote:
You can use your old "data/save" folders, but try not to just copy over the new folder on the old one. There are often small changes and so on that make that bad news. So extract this into a new folder, then move over "data/save" and whatever else you like.

Um, i fail to see the difference in methods. The "save" folder is the only thing that is not in the archive initially, so what small changes are you talking about exactly ? If i move the save folder in the new place it would be the same as if i just overwrote it.

Am i missing something ?

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Toady One

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #18 on: August 11, 2006, 05:12:00 am »

Well, this was referring to one specific instance in fact -- I had split an object file into two at one point, and if the old one was still there, there were residual objects in the old format.  Now I recommend using a new folder as a safe practice.  I could warn you about times when it's absolutely crucial, but I might forget.

[ August 11, 2006: Message edited by: Toady One ]

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karnot

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #19 on: August 11, 2006, 05:16:00 am »

Now i see. Thanks for the warnings.
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Aristharus

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #20 on: August 11, 2006, 07:02:00 am »

From the changes list:
quote:
restricted cat adoptions to locals

How about doing the same to other animals? A merchant just took all my dogs. I had them available but no-one in my fortress liked dogs, I guess. Then the merchants came, and now the dogs are owned by one of them.

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karnot

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #21 on: August 11, 2006, 07:06:00 am »

quote:
A merchant just took all my dogs. I had them available  

How is that ? I had mules, horses, cats and dogs, and all of them but dogs were on the "Animals" screen. They werent.
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Aristharus

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #22 on: August 11, 2006, 07:12:00 am »

Uhh.. My dogs are there. Dunno.

And it seems the dogs didn't follow the traders.. As soon as they left, the dogs became available again, and returned to my fortress, so no problem. Sorry to bother you, Toady.

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I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.

Toady One

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #23 on: August 11, 2006, 10:31:00 am »

Still, the Evil merchant shouldn't be able to do that.  It's probably checking race instead of site affiliation or something.
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Raistlan

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #24 on: October 30, 2007, 05:10:00 am »

I've been searching for this one, but how do I change it so that the dwarves look like they used to, with faces instead of all looking like @'s?
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huhu

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #25 on: October 30, 2007, 06:54:00 am »

I see the default items on embarking includes an anvil. Does this mean there's no blacksmith joining mid-summer, and leaving the anvil out results in a dead-end of sorts?
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Jaqie Fox

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Re: Dwarf Fortress 0.21.93.19b Released
« Reply #26 on: October 30, 2007, 06:57:00 am »

You can trade for one later.
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