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Author Topic: so.. can we actually invade other fortresses now?  (Read 2752 times)

leontas2007

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so.. can we actually invade other fortresses now?
« on: January 14, 2018, 08:20:02 am »

Hello!

I haven't played dwarf fortress over a year and I saw the changelog of the last dwarf fortress. It was the feature that I wanted to see for a long time and I have even writen about it.

The changelog says that if you press "c" you can see other civilizations and see the world map and attack other sites. The problem is that I have just embared and the only civilization that I see with "c" is my civilization.

So is this feature work now or its for a future release?
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Stormfeather

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Re: so.. can we actually invade other fortresses now?
« Reply #1 on: January 14, 2018, 09:19:26 am »

If you downloaded the current version, you should be able to press "C" and get a world map. You sure you didn't click on the wrong .exe for the wrong version?
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leontas2007

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Re: so.. can we actually invade other fortresses now?
« Reply #2 on: January 14, 2018, 10:13:28 am »

well I am playing the latest version 0.43.05

I am playing the masterworks version but then I tried the original game just to be sure, and the same happened, there is only my civilization when I hit "c"... I don't know what I am doing wrong..
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Encrtia

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Re: so.. can we actually invade other fortresses now?
« Reply #3 on: January 14, 2018, 10:22:26 am »

43.05 isn't the latest version.

44.02 is the version that raids appeared in.
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leontas2007

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Re: so.. can we actually invade other fortresses now?
« Reply #4 on: January 14, 2018, 10:23:28 am »

... oh............... that's a shame...... I have to start all over again....

Thanks for the reply
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Encrtia

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Re: so.. can we actually invade other fortresses now?
« Reply #5 on: January 14, 2018, 10:27:12 am »

The latest version is 44.04, mind you. The LNP is only up to 44.03.

The main difference (for me) between the two patches, is that Semi-Megabeasts & Megabeasts can't path-find in 44.03, which is quite unfortunate.
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PatrikLundell

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Re: so.. can we actually invade other fortresses now?
« Reply #6 on: January 14, 2018, 11:39:12 am »

Personally I stay on 0.44.03, because one of the fixes in 0.44.04 apparently causes arriving visitors to become some kind of zombie hauler citizens, similar to gremlins, and it doesn't look like they will revert on an update (i.e. new ones will be OK, but present hauler zombies sound like they'll remain in that state). I don't know if DT allows you to control the zombie haulers the way you can with gremlins, though.
And I believe the civ screen is still invoked with lower case "c": it's just a very much improved version we get.

To answer the original question: No, we can't invade other sites, but we can raid them for prisoners, artifacts, and to goad them into attacking. The off site squad options are set to be improved during this arc, but not into full invasion.
« Last Edit: January 14, 2018, 11:41:16 am by PatrikLundell »
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lethosor

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Re: so.. can we actually invade other fortresses now?
« Reply #7 on: January 14, 2018, 03:41:41 pm »

43.05 isn't the latest version.

44.02 is the version that raids appeared in.
0.44.01, not 0.44.02
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Shonai_Dweller

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Re: so.. can we actually invade other fortresses now?
« Reply #8 on: January 14, 2018, 04:14:07 pm »

And to confuse matters 44.05 is due out today... :)

Incidentally, as to the op's question, no you can't invade other fortresses in this version. You can raid them (steal their stuff and get into incidental fights when spotted), rescue prisoners from them (If that's working properly yet, perhaps not) or send squads to recover specific artifacts from them (and they'll keep hunting if its already moved on).

Possibly further on in this cycle there'll be an option to directly attack a site head-on. Personally think that seems a bit daft before armies are introduced, but it's a popular request that Toady's apparently considering. Not sure if that would ever result in the actual taking over of a site though.
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Paralyzoid

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Re: so.. can we actually invade other fortresses now?
« Reply #9 on: January 14, 2018, 05:59:43 pm »

Wait, so for the new versions if we copy our old 44.02 worlds into 44.05 will they have the proper bugfixes and not be affected negatively?
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Encrtia

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Re: so.. can we actually invade other fortresses now?
« Reply #10 on: January 14, 2018, 06:05:49 pm »

Wait, so for the new versions if we copy our old 44.02 worlds into 44.05 will they have the proper bugfixes and not be affected negatively?

Most of the time, yes. For example, I've been copying my 44.03 save into a 44.04 game folder so that the mega-beasts regain path-finding, then go back again because 44.04 hasn't been LNP-ified. As far as I'm aware, save compatibility between versions is a high priority as well, only breaking on a few occasions (as per a list I saw a while ago).
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CaptainArchmage

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Re: so.. can we actually invade other fortresses now?
« Reply #11 on: January 14, 2018, 06:09:04 pm »

... oh............... that's a shame...... I have to start all over again....

Thanks for the reply

All saves made at and after 0.40.03 are compatible with the later versions. Editing and DFhacking may be needed to add in new items and raw-related features such as stepladders, adventure mode reactions, books, scrolls, parchment, etc, to varying degrees. These can probably be all added in by adding in all the new raws and using the devel/inject-raws command, so all these saves can be updated to DF2017 and this will continue until at least the next large release (because you'd have a world without a starting myth or magic, unless the game auto-generates that from the stored seeds on load - which wouldn't be so much of a problem because it sets the background and doesn't require altering any other part of worldgen).

Note that it will take time for new locations like libraries, maybe kobold caves, and museums to appear in play because civilisations and entities have to actually build them after the fact.

Wait, so for the new versions if we copy our old 44.02 worlds into 44.05 will they have the proper bugfixes and not be affected negatively?

If you are not using mods, you can copy over the raws for the latest version and that will bring your game mostly up to date. There have been raw changes since 0.44.01 that are more minor (they edit reactions to fix hotkeys) but you still need to check those.

If you use the latest version of DFhack (best wait until DFhack is updated to 0.44.05) you can update your raws using the devel/inject-raws command. You won't be able to get pedestals and display cases until you do this, but after you do, the world is effectively completely up to date for DF2017 (and you can build pedestals and display cases).

You'd need to update the raws and then load the game. Without unpausing, type the following into the DFhack command line:
Code: [Select]
devel/inject-raws tool ITEM_TOOL_PEDESTAL tool ITEM_TOOL_DISPLAY_CASE reaction "MAKE WOODEN DISPLAY CASE"BACK UP YOUR SAVE BEFORE DOING THIS

You then immediately save without unpausing, and when you load up if it loads fine you should be able to make and use the new items.

Once up to date the world and civilisations within it will start to use things brought in with DF2017, but as stated before it might take some time to pass.

With regards to the first question:
You will be able to immediately launch invasions, but may have difficulty claiming artefacts. In the worlds I have updated, a lot of artefacts say "location unknown", and it seems if items are held by an individual and not stored in a fort storeroom they cannot be claimed. But you can still launch raids, yes. If other artefacts are made, you will probably have an easier time getting them.
« Last Edit: January 14, 2018, 06:20:02 pm by CaptainArchmage »
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lethosor

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Re: so.. can we actually invade other fortresses now?
« Reply #12 on: January 14, 2018, 08:38:27 pm »

Some bugs can't be fixed in existing saves - for example, the one bug fixed in 0.44.05:
Ah, that sucks.  I've fixed the 10517 visitors-from-same-civ-are-buggy-residents bug and will probably release that tomorrow, since it's reasonably serious and the broken dwarves are unpatchable.  Hopefully the petition/returning residents/visitors grouping will finally work correctly -- I just tried all the combinations I could think of after the patch and they all performed correctly and the logs all check out.

However, saves generally won't be negatively affected by migrating them, unless there are bugs in the newer version, so you might as well wait a couple days (in general) and upgrade.


Wait, so for the new versions if we copy our old 44.02 worlds into 44.05 will they have the proper bugfixes and not be affected negatively?

Most of the time, yes. For example, I've been copying my 44.03 save into a 44.04 game folder so that the mega-beasts regain path-finding, then go back again because 44.04 hasn't been LNP-ified. As far as I'm aware, save compatibility between versions is a high priority as well, only breaking on a few occasions (as per a list I saw a while ago).
I'm assuming "go back" meant without saving, because you can't move saves to old DF versions once you've saved them in newer versions.
« Last Edit: January 14, 2018, 08:40:14 pm by lethosor »
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Encrtia

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Re: so.. can we actually invade other fortresses now?
« Reply #13 on: January 14, 2018, 08:49:57 pm »

Some bugs can't be fixed in existing saves - for example, the one bug fixed in 0.44.05:
Ah, that sucks.  I've fixed the 10517 visitors-from-same-civ-are-buggy-residents bug and will probably release that tomorrow, since it's reasonably serious and the broken dwarves are unpatchable.  Hopefully the petition/returning residents/visitors grouping will finally work correctly -- I just tried all the combinations I could think of after the patch and they all performed correctly and the logs all check out.

However, saves generally won't be negatively affected by migrating them, unless there are bugs in the newer version, so you might as well wait a couple days (in general) and upgrade.


Wait, so for the new versions if we copy our old 44.02 worlds into 44.05 will they have the proper bugfixes and not be affected negatively?

Most of the time, yes. For example, I've been copying my 44.03 save into a 44.04 game folder so that the mega-beasts regain path-finding, then go back again because 44.04 hasn't been LNP-ified. As far as I'm aware, save compatibility between versions is a high priority as well, only breaking on a few occasions (as per a list I saw a while ago).
I'm assuming "go back" meant without saving, because you can't move saves to old DF versions once you've saved them in newer versions.

Yes, I lacked clarification there. (Been testing traps on a Webbed-Megabeast whereby he actually path-finded to my base instead of camping at the edge of the map)
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