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Author Topic: Dwarf Fortress 0.40.06 Released  (Read 43057 times)

Berserkenstein

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Re: Dwarf Fortress 0.40.06 Released
« Reply #30 on: August 04, 2014, 05:09:37 am »

Spoiler materials still show up in preferences, apparently the cloth type spoiler mats were overlooked.
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YAHG

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Re: Dwarf Fortress 0.40.06 Released
« Reply #31 on: August 04, 2014, 06:11:10 am »

Thanks again for the update.

lethosor

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Re: Dwarf Fortress 0.40.06 Released
« Reply #32 on: August 04, 2014, 06:54:21 am »

Is this release save-compatible with 40.05? I have a fortress (started Yesterday..) in 40.05... :(
Yes, as far as I can tell - loading saves from 0.40.04 and 0.40.05 works.
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Boltgun

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Re: Dwarf Fortress 0.40.06 Released
« Reply #33 on: August 04, 2014, 10:57:03 am »

Quote
Removed special materials from dwarf prefs

No more slade mandates? And after modding no more 'Urist likes exploding dfhack dickery' ?

Spoiler materials still show up in preferences, apparently the cloth type spoiler mats were overlooked.

Aww, at least if that take out the inorganic materials this severely reduce the problem.
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Toady One

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Re: Dwarf Fortress 0.40.06 Released
« Reply #34 on: August 04, 2014, 12:46:08 pm »

Spoiler materials still show up in preferences, apparently the cloth type spoiler mats were overlooked.

Was it the material or the clothing item type?  I'm seeing the check for the material itself in 0.40.06, but the items were overlooked, and I've now fixed that for next time.
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vjmdhzgr

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Re: Dwarf Fortress 0.40.06 Released
« Reply #35 on: August 04, 2014, 09:26:38 pm »

So, sparring is still broken (trains wrestling only)?  I don't see any bug fixes related to it.
I have a fortress in 0.40.05 and my dwarves seem to be sparring fine. Well, I haven't really paid attention to their skills and they already had military skills when I drafted everybody, but the military's been going for about two years and they're all pretty high level at their weapon skills (Most of those two years they were without weapons which is why they're not legendary or anything) and none of them are rusty so it probably works okay.
Removed requirement that a creature have a baby/child state to breed

Nice.  This will make modding in creatures that undergo metamorphosis much easier.
Also, WHOA! How are you doing that?! I came up with a few ideas about it myself, but I was pretty sure it would be impossible.
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crossmr

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Re: Dwarf Fortress 0.40.06 Released
« Reply #36 on: August 04, 2014, 10:37:05 pm »

So, sparring is still broken (trains wrestling only)?  I don't see any bug fixes related to it.
I have a fortress in 0.40.05 and my dwarves seem to be sparring fine. Well, I haven't really paid attention to their skills and they already had military skills when I drafted everybody, but the military's been going for about two years and they're all pretty high level at their weapon skills (Most of those two years they were without weapons which is why they're not legendary or anything) and none of them are rusty so it probably works okay.
Removed requirement that a creature have a baby/child state to breed

Nice.  This will make modding in creatures that undergo metamorphosis much easier.
Also, WHOA! How are you doing that?! I came up with a few ideas about it myself, but I was pretty sure it would be impossible.

These days when they spar they only wrestle. They gain weapon skill from individual combat drills. If they do that a lot, they get a high weapon skill.
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Footkerchief

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Re: Dwarf Fortress 0.40.06 Released
« Reply #37 on: August 05, 2014, 12:38:20 am »

These days when they spar they only wrestle. They gain weapon skill from individual combat drills. If they do that a lot, they get a high weapon skill.

(report)
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DizzyCrash

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Re: Dwarf Fortress 0.40.06 Released
« Reply #38 on: August 05, 2014, 09:08:14 am »

When will you be patching the problem with world generation that half of every worlds generated have a large portion of the civilizations killed before they even get started by mega beasts?  I have to turn mega beasts to practically Zero to ensure it doesnt happen, so its not really balanced at this point.
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Footkerchief

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Re: Dwarf Fortress 0.40.06 Released
« Reply #39 on: August 05, 2014, 09:46:29 am »

When will you be patching the problem with world generation that half of every worlds generated have a large portion of the civilizations killed before they even get started by mega beasts?  I have to turn mega beasts to practically Zero to ensure it doesnt happen, so its not really balanced at this point.

Generally, the best way to get bugs fixed is to make a report on the bug tracker.   There doesn't seem to be an existing report -- the closest I could find is kinda the opposite problem: 0005621: megabeasts die in world gen way too often
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thvaz

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Re: Dwarf Fortress 0.40.06 Released
« Reply #40 on: August 05, 2014, 10:27:35 am »

When will you be patching the problem with world generation that half of every worlds generated have a large portion of the civilizations killed before they even get started by mega beasts?  I have to turn mega beasts to practically Zero to ensure it doesnt happen, so its not really balanced at this point.

Generally, the best way to get bugs fixed is to make a report on the bug tracker.   There doesn't seem to be an existing report -- the closest I could find is kinda the opposite problem: 0005621: megabeasts die in world gen way too often

They still die too often, so I wonder what the real problem is.
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TomiTapio

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Re: Dwarf Fortress 0.40.06 Released
« Reply #41 on: August 05, 2014, 11:17:31 am »

Might the civilians die because they have zero discipline, possibly switching to flee mode during most fights?
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Knight Otu

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Re: Dwarf Fortress 0.40.06 Released
« Reply #42 on: August 05, 2014, 11:51:35 am »

I don't think the Discipline skill is a factor in world gen battle...
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IndigoFenix

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Re: Dwarf Fortress 0.40.06 Released
« Reply #43 on: August 05, 2014, 03:11:03 pm »

Removed requirement that a creature have a baby/child state to breed

Nice.  This will make modding in creatures that undergo metamorphosis much easier.
Also, WHOA! How are you doing that?! I came up with a few ideas about it myself, but I was pretty sure it would be impossible.
The basic principle is to make a creature with two castes, a common 'child' caste and an 'adult' caste with a very low POP_RATIO (it would be nice if we could make castes with a POP_RATIO of 0 so that they never appear naturally, but that still doesn't work), and give the child caste a self-targeting interaction that transforms it into the 'adult' caste after a certain amount of time.

You can even make coral-like organisms with a mobile juvenile stage and an immobile adult stage, if they mate while they are still mobile they can give birth even as immobile adults (but only once - it would be nice if immobile creatures could breed normally, but they can't).  I've made creatures like this, but they require a 2 year delay between generations since they would need to grow up first before advancing to their adult stage.  Now that the CHILD tag is no longer needed, multi-stage animals with a fast reproductive cycle should work too.

Dante

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Re: Dwarf Fortress 0.40.06 Released
« Reply #44 on: August 06, 2014, 02:08:41 am »

The basic principle is to make a creature with two castes, a common 'child' caste and an 'adult' caste
You can even make coral-like organisms with a mobile juvenile stage and an immobile adult stage, if they mate while they are still mobile they can give birth even as immobile adults (but only once - it would be nice if immobile creatures could breed normally, but they can't).

Can creatures mate before they reach adult stage? Huh.
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