Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Return to DF  (Read 881 times)

4kn

  • Bay Watcher
    • View Profile
Return to DF
« on: December 11, 2014, 09:11:53 am »

Hi there, fellow dorfmasters!
After 2,5 years pf waiting im finally back to DF 40.19.
the game has changed alot, but still is as addictive as hell.
after running a fortrees for a year ive noticed alot of changes and got some questions on the gameplay. would appreciate your advice on those.

1. new breeding.
definitely no more catsplosion and stuff. after a year of chilling in separate pens a pig couple and sheep couple did not have any offspring. they definitely was wandering on adjusted titlen, still - no piglets and lambs. same with wandering cats and dogs. also my 6 types of domestic ploutry has layed eggs, but only ducklings have hatched. no chicks, keets, gooslings... i wonder is this a feature or a bug.
2. savagery doesn't happen.
i've embarked on 4*4 place with 3 biomes (mtn, swamp and conf forest) all of thos are untamed wilds. still - havent noticed any aggressive creature. just a gaint wombat and a fox...
3. no nasty neighbours.
i've embarked with humans, elves, dwarves, gobbos and tower around. a year has passed. human and elven caravans arrived, but no sieges, no snatchers, no nothing.
4. climbing.
introduction of climbing has just crushed the concept of walling off. however i wonder- how hard for invaders is it to climb over 1z stone block wall?  is there a point in walls (making paved roads around the walls, to prevent climbing over trees. would 2 or 3 z block wall mean practically impossible to climb over?

thanks for your tips!
Logged

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: Return to DF
« Reply #1 on: December 11, 2014, 09:19:15 am »

Well, since 0.34 there has been a ton of new animals. Most of them introduced due to a sponsor program, and people randomly adding stuff to DF. Therefore, the outside wildlife is a mess especially in savage biomes and the animal RAW's need to be pruned.

Breeding is now done by touch instead of spores.

0.40 seems to be rather peaceful in sieges. You must wait for sieges to come longer, I think.

Climbing doesn't completely kills walling off... just now your walls need to be bigger. Also, moats.

It gives even more incentive to have dwarves inside all the time, though.
« Last Edit: December 11, 2014, 09:22:36 am by Naryar »
Logged

Psieye

  • Bay Watcher
    • View Profile
Re: Return to DF
« Reply #2 on: December 11, 2014, 09:46:24 am »

Breeding requires touch-range now. If this is still too much, you can geld (read: castrate) males.

Walling off is still valid, it just changes how you wall. I tend to go all the way and build a ceiling. No, for me the real game changer is jumping. Take the two together and a "dodge-me" trap is much harder to design now.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Aslandus

  • Bay Watcher
  • Slowly descending into madness
    • View Profile
Re: Return to DF
« Reply #3 on: December 11, 2014, 09:47:38 am »

Walls are still useful for making sure your dwarves don't get shot by archers from halfway across the map, but you can't just stop all entry with a 1 z level wall anymore (in fact, I think invaders can jump on top of a 1 z level wall without even climbing)...

Also rehashes for justice and medical care and tons of new aboveground plants (as well as fruit you can gather from trees), but that doesn't matter if you never grow or use anything but plump helmets...

Because of the new system for sieges armies could take years to show up or could attack you in the first season if they happened to be in the area (YMMV on that one)...

Military is tougher with cave adaptation being cruel again (pain, stunning, vomiting, the works) and with fear being introduced so if you just conscript an undisciplined civilian militia to fight zombies they'll spent 90% of their time screaming and running in circles...

I think the elves have some change with their trade goods, now they bring "grown" wood and plant stuff, but I don't know if that actually makes the stuff more useful...

4kn

  • Bay Watcher
    • View Profile
Re: Return to DF
« Reply #4 on: December 11, 2014, 09:54:08 am »

so what is the normal time for domestic animals to breed? they are wandering in the same pen for a year, touching each other hard.
why dont eggs hatch?
Logged

Aslandus

  • Bay Watcher
  • Slowly descending into madness
    • View Profile
Re: Return to DF
« Reply #5 on: December 11, 2014, 11:32:03 am »

so what is the normal time for domestic animals to breed? they are wandering in the same pen for a year, touching each other hard.
why dont eggs hatch?
It takes about a season for eggs to hatch, but there's a bug where the first clutch laid won't hatch

other animals will just keep breeding as long as there are non gelded males that can reach females (gestation time as well, but you aren't told when an animal or dwarf is pregnant)...

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Return to DF
« Reply #6 on: December 11, 2014, 03:06:21 pm »

There's a glitch with animal sexuality, about 1/4 won't breed. I use Note++ to replace [FEMALE] with [FEMALE][ORIENTATION:MALE:5:0:95][ORIENTATION:FEMALE:95:0:5] and [MALE] with [MALE] with [MALE][ORIENTATION:FEMALE:5:0:95][ORIENTATION:MALE:95:0:5] and bring it into balance.