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Author Topic: Dwarf Fortress 0.34.07 Released  (Read 98515 times)

MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #135 on: April 09, 2012, 05:54:33 pm »

They fixed that a while ago.

Pity, guess I'll just have to set up a cart to the magma mines and ship them off manually.

Will creatures (dwarves) be able to ride in (empty?) carts or will they require cages (entirely for their own safety)?
"Urist McCravesExcitement has cancelled BoringTask, Taking Joyride!"
You're better off asking these questions in the 'Future of the Fortress' thread.
http://www.bay12forums.com/smf/index.php?topic=100851.0

And in the last batch of Toady Answers, we learned that Dorfs riding in Minecarts is on the docket, but not necessarily for this release.
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LoSboccacc

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Re: Dwarf Fortress 0.34.07 Released
« Reply #136 on: April 10, 2012, 01:04:10 am »

since I'm really terrible at using the search on mantis, I guess I'll talk about this there.

it's not really a bug, because everything is working as intended; however it feels strange and weird when compared on how cages works

if you pasture an animal, then assign it to a chain, the animal is taken back and forth from the chain and pasture because it doesn't get unassigned from the pasture. at least the pasture shows a nice chain symbol near the animal so you can 'unpasture' it

also, if you assign a work animal to an hunter and it's pastured, it won't follow the hunter in the same way that the pet's doesn't follow the owner. probably intended behavior, as well.
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HiEv

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Re: Dwarf Fortress 0.34.07 Released
« Reply #137 on: April 10, 2012, 01:18:26 am »

if you pasture an animal, then assign it to a chain, the animal is taken back and forth from the chain and pasture because it doesn't get unassigned from the pasture. at least the pasture shows a nice chain symbol near the animal so you can 'unpasture' it
Known bug:
Bug #4475: Animals with two location assignments -> Infinite hauling

also, if you assign a work animal to an hunter and it's pastured, it won't follow the hunter in the same way that the pet's doesn't follow the owner. probably intended behavior, as well.
I assume that this is intended behavior so you can choose whether you want it to follow the owner or not.
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spiderpig040

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Re: Dwarf Fortress 0.34.07 Released
« Reply #138 on: April 10, 2012, 03:18:13 pm »

guys, im new to this game. can you give me advice or tips on this game? give me an idea on what this game is all about. really want to try it out. thanks.
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greycat

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Re: Dwarf Fortress 0.34.07 Released
« Reply #139 on: April 10, 2012, 05:12:56 pm »

There are various tutorials stickied at the top of the Gameplay Questions forum.  The Dwarf Fortress Wiki is an excellent reference, and also has a few introduction-for-new-players pages.
« Last Edit: April 10, 2012, 05:31:45 pm by greycat »
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Farmerbob

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Re: Dwarf Fortress 0.34.07 Released
« Reply #140 on: April 10, 2012, 05:37:12 pm »

guys, im new to this game. can you give me advice or tips on this game? give me an idea on what this game is all about. really want to try it out. thanks.

This is a good place to start.  It's a bit dated but still a great place to start.

http://www.bay12forums.com/smf/index.php?topic=31928.0
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Earthfiredrake

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Re: Dwarf Fortress 0.34.07 Released
« Reply #141 on: April 10, 2012, 06:52:48 pm »


You're better off asking these questions in the 'Future of the Fortress' thread.
http://www.bay12forums.com/smf/index.php?topic=100851.0

And in the last batch of Toady Answers, we learned that Dorfs riding in Minecarts is on the docket, but not necessarily for this release.

Curse my failing memory, I knew there was someplace for those, just couldn't remember where. Urist McCravesExcitement is mildly disappointed, is taking up skydiving... being more patient, I'll look forward to the release.
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tahujdt

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Re: Dwarf Fortress 0.34.07 Released
« Reply #142 on: April 11, 2012, 01:46:32 am »

Toady posted that haulers can jump onto the back of the minecart they just pushed. DwarfTrak FTW!
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Re: Dwarf Fortress 0.34.07 Released
« Reply #143 on: April 11, 2012, 05:46:19 am »

Toady posted that haulers can jump onto the back of the minecart they just pushed. DwarfTrak FTW!
What could possibly go wrong?

Urist McHauler: WHEEEEE!!!
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Rose

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Re: Dwarf Fortress 0.34.07 Released
« Reply #144 on: April 11, 2012, 05:59:56 am »

Spoiler: Whee? (click to show/hide)
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khearn

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Re: Dwarf Fortress 0.34.07 Released
« Reply #145 on: April 11, 2012, 10:32:56 am »

I wonder how many rotations of Japa's helix a cart will go before picking up enough speed to fly off the tracks at a corner? I guess we'll find out when the next release is out.
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spiderpig040

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Re: Dwarf Fortress 0.34.07 Released
« Reply #146 on: April 11, 2012, 01:08:56 pm »

guys, im new to this game. can you give me advice or tips on this game? give me an idea on what this game is all about. really want to try it out. thanks.

This is a good place to start.  It's a bit dated but still a great place to start.

http://www.bay12forums.com/smf/index.php?topic=31928.0

thanks. i'll get right into it.
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Buttery_Mess

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Re: Dwarf Fortress 0.34.07 Released
« Reply #147 on: April 13, 2012, 07:17:53 am »

With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
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MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #148 on: April 13, 2012, 06:36:23 pm »

With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.
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http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
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Buttery_Mess

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Re: Dwarf Fortress 0.34.07 Released
« Reply #149 on: April 13, 2012, 10:13:27 pm »

With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.

Idk, body parts seem to fly in arcs...
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