Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Dwarf Fortress 0.22.107.21a Released  (Read 21801 times)

Riemann

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #15 on: October 03, 2006, 02:48:00 pm »

Just out of curiosity is the Rewalling req anywhere on the horizon? Love the game, that just happens to be the one I am looking forward to the most.
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #16 on: October 03, 2006, 03:33:00 pm »

People will curse rewall if I don't do that part where the floodgate builder doesn't get locked inside a small room.  That one is simple enough, but it's annoying to code...  so I haven't done it yet.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Riemann

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #17 on: October 03, 2006, 03:35:00 pm »

I'm a coder up to my ass in bugs myself so I know how it is. I was expecting a response along the lines to "10 minutes before the heat-death of the universe" so this is good news.
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #18 on: October 03, 2006, 09:19:00 pm »

The totems do seem to be working now...  and I've fixed the valuation problem.  It was feeding the fact that they were made out of bone as their race, which happens to line up with "griffon".  Griffon skull totems are quite valuable.
Logged
The Toad, a Natural Resource:  Preserve yours today!

bbb

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #19 on: October 04, 2006, 01:43:00 am »

good thing i played with skulls last night.. (did a rushed job on bone bolts making before season skip... and rushed it just a bit too much)

plenty of totems now from the dead reclaim ambushers.

losing hunters/haulers to gorillas though.. bah. if only hunters work in groups... or if i can set dwarf military escorts (as opposed to dog escorts)

ps.. any idea why abandoning a fortress and then reclaiming it seems to "rewind" the fortress a bit? maybe i should try saving then abandoning

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #20 on: October 04, 2006, 09:31:00 pm »

re...  what?  Is there some strange reclaim phenomenon that hasn't been reported yet?  Things should be as they were, just a little more scattered.
Logged
The Toad, a Natural Resource:  Preserve yours today!

bbb

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #21 on: October 05, 2006, 12:51:00 pm »

well, i've only reclaimed twice (same fortress.. abandoned, reclaimed... a bit miffed with the squads... abandon and reclaim again) ..

seem to remember having a dining room completed before the 1st abandon (as in all furnitures installed)  .. can't say how long it was completed before abandoning though

... but the 1st reclaim had the room with some of the more recently installed chairs/tables back in the furniture pile (i think)

unfortunately there was no before/after savegame..

--------
ps.. i'm pretty sure i reached summer before the 1st abandon - metalsmith arrived with anvil...  i might even have had the forge completed... before abandoning.. but the forge wasn't there when reclaiming. (the anvil is..)

anyway.. i think reclaim started at spring 1053... well spring anyway.. as it just turned summer. (time travelling??)

---
another thing to ask.. you know the rash noble (however it's spelt) comes when coffins are used... does that apply to dead meat from "previous" abandons?.. a bit tempted to kill off more of the current dwarves..

during reclaiming... why do filled coffins start as a tomb (ie set as an unclaimed room).. i have to free the room every time i reclaim (this was one of them mass graveyards that i built.. lots of coffins in 1 room thing)... wonder what will happen to noble tombs... mind you.. never had a noble that needs a tomb.. let alone for him to die... to see what happens normally...

....
another somewhat irritating thing is that food/etc are chucked out of their containers

-------
funny.. late summer 1053.. got a message saying metalsmith arrived with 1st anvil...

[ October 05, 2006: Message edited by: bbb ]

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #22 on: October 05, 2006, 10:50:00 pm »

Reclaim pushes the clock forward to at least the next Spring.

Your furniture was probably scattered around by the new inhabitants, though they usually don't move things that are too heavy.  They do make quite a mess though.

I don't think the rash noble counts old deaths...  but it's possible there's an error.

I'm not sure what the actual tomb behavior is during reclaim -- are the coffins no longer the resting place of whoever was there?

Logged
The Toad, a Natural Resource:  Preserve yours today!

bbb

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #23 on: October 06, 2006, 03:08:00 am »

they are... once you free the tomb.. i think.
if there was a corpse in the coffin, they'll start off as a tomb.. but not assigned to anyone. once you free the tomb.. it'll be the "resting place or blah blah blah"

---
every time i reclaim, i get more squads... are there any down side? eg animals getting stronger maybe?

---
what happens to the artifacts when you abandon/reclaim? a bit tempted to get dwarves killed then abandon.. when i get fed up the next time... i know that the pet/strays are all dead if they are lying around.. no idea about caged stuff. but the dwarves don't die and leave corpses when they abandon..

... what happens if all the dwarves die? any difference between that and abandoning?
---
to answer myself... it does skip to the next spring...
animals are all dead, caged or not...
-

ps.... waterfalls disappear as well..

[ October 06, 2006: Message edited by: bbb ]

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #24 on: October 09, 2006, 09:18:00 pm »

You get more squads based upon the expected opposition, although there might still be that issue where it counted your dead dwarves in the tally, I'd need to check the notes.

Lots of things can happen to artifacts...  I think if you abandon the holder might wander off with it.  If the item is on the ground it'll be moved around unless it's part of a building.  Lost artifacts (chasm etc) will be placed somewhere inside as well.

Logged
The Toad, a Natural Resource:  Preserve yours today!

Karnaugh

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #25 on: October 10, 2006, 12:36:00 pm »

I tried searching in the forums, but what is meant by bustling town arc?
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #26 on: October 10, 2006, 12:53:00 pm »

It's here:
V1 Goals

Somewhat based on:
These

Which is part of:
THIS

Logged
The Toad, a Natural Resource:  Preserve yours today!

Karnaugh

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress 0.22.107.21a Released
« Reply #27 on: October 11, 2006, 03:51:00 am »

Good grief! I always say, it's good to set the goals high so you have plenty of room to compromise :-).
Logged
Pages: 1 [2]