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Author Topic: Dwarf Fortress 0.44.12 Released  (Read 227260 times)

FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #30 on: July 17, 2018, 05:01:22 am »

I haven't personally had a invalid economic link whilst playing dwarves for the 1 i was egible for pre baron (with the changes to land owner correlating to naturally settled hillocks around you) because i settled nearish to my own civ in range of some suitable candidates, im working off the other person's information so apologies.

I 'assumed' that they couldn't be raided or called, so my mistake in that respect.

And im almost certainly sure cave sites since the artifact arc have been invisible to the (c) map except explicitly when you send dwarves out to recollect a stolen item from it, in which they will auto locate it, travel to a hidden site and return again without the option to return or gather any more information where they've been.
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Shonai_Dweller

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Re: Dwarf Fortress 0.44.12 Released
« Reply #31 on: July 17, 2018, 06:01:09 am »

I haven't personally had a invalid economic link whilst playing dwarves for the 1 i was egible for pre baron (with the changes to land owner correlating to naturally settled hillocks around you) because i settled nearish to my own civ in range of some suitable candidates, im working off the other person's information so apologies.

I 'assumed' that they couldn't be raided or called, so my mistake in that respect.

And im almost certainly sure cave sites since the artifact arc have been invisible to the (c) map except explicitly when you send dwarves out to recollect a stolen item from it, in which they will auto locate it, travel to a hidden site and return again without the option to return or gather any more information where they've been.
Yeah, reveal caves is a worldgen option. They're invisible normally. But the holdings display is new (and sometimes gaining cave sites right now) so was wondering if anyone had seen them show up there.

Right now you get to look at regular non-civ / non-conquered economically linked sites on the holdings display, but the only option is the regular raiding options No messenger options. Send dwarf away gets you the full list of 'holdings' including those you can't send messengers to (yet). Basically functions the same as exile. Probably end up fighting for the site when you do send troops to take over properly.
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dnf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #32 on: July 17, 2018, 10:05:30 am »

I'm not talking about made up grudges, I am mean when it says WAR in the civs screen.
.....
With the introduction of libraries, temples and inn, nobody goes anymore to wells, zoos, statue gardens, and almost none goes to the new museum. Passing near a constructed ☼furniture☼ does not trigger a good thought as it used to. There is no more breaks or parties. So my Urist McLegendaryHammerlord is sad because he couldn't acquire anything lately (when nothing impedes it), lacks decent meals (surrounded by tons of ☼prepared meals☼) .....

I want to build mega-projects, fight mega-beasts and squash invaders with unnecessary complex traps, not to micromanage ridiculously fragile metro-sexual dwarf sensitivities. Maybe I'm wrong. Sorry to bother.

<rant>
I can relate to this.
We are in war, so every dead goblin is good goblin. Moreover, they ale constantly drunk, so who would bother? Apparently, everyone, including military dorfs, who must have known they will be killing dirty gobbos. Because it is not olympic games, it is war! Good thing we have magma, so my military is now only for parades and laugh. In the case of danger, they must hide like grandma's bingo gathering, and Gobbos are melted down in my traps, so no sensitive would-be-dwarf is touched by the need to kill them.
I have everyone in green mood, I have no problem with it, using good ol' "just max everything" tactics. But I'm also really annoyed by the dorfs ignoring my super meals and complaining then. It went so far that i have small dining room with ☼prepared meals☼ on each busy spot, but still, single plant on the other side of the fortress (+restricted pathway to all non-prepared meal stockpiles) is obviously better, and then they complain about it. Same with the rooms. Zoo and statue garden is useless. The only one who use musical instrument at least occasionally is my goblin mercenary(!) I made some dorfs with high musicality as entertainers, and it simply doesn't work. All my golden instruments with astronomical prices are good for trade. At least that. Last party I have seen was good couple of versions back.
Maybe it is on my side, and I'm missing some little bits here and there, to make them use the stuff they used back in old days. But meh, we have magma, so we have a solution for everything.
And sorry for the rant :)
</rant>
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DG

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Re: Dwarf Fortress 0.44.12 Released
« Reply #33 on: July 18, 2018, 12:45:14 am »

dnf & petela, consider adding a detailed post regarding your concerns here:

http://www.bay12forums.com/smf/index.php?topic=34311.0

It's the "What turns you off about DF?" thread. It was originally aimed at people who try to but can't get into the game, but I think "So what is frustrating you the most about Dwarf Fortress?" from ThreeToe in the op covers what you have spoken about. The last post was six years ago but I don't think a necro would be out of line. An up-to-date idea of player concerns could be useful considering how much the game has (and hasn't) changed in that time.
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PatrikLundell

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Re: Dwarf Fortress 0.44.12 Released
« Reply #34 on: July 22, 2018, 02:46:14 am »

@Toady: The latest dev report contained a lot of interesting reading. I'm looking forward to seeing the deviltry resulting from this...
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LoSboccacc

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Re: Dwarf Fortress 0.44.12 Released
« Reply #35 on: July 26, 2018, 06:24:07 pm »

a dwarf just got attacked by its own equipment, is this normal? what could have triggered this?

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Starver

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Re: Dwarf Fortress 0.44.12 Released
« Reply #36 on: July 26, 2018, 06:34:31 pm »

That's not the result of a fall, or other high velocity movement curtailed, is it? The messages from landing on hard ground always did have strange relativism to the what-injured-what, as I recall.
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LoSboccacc

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Re: Dwarf Fortress 0.44.12 Released
« Reply #37 on: July 27, 2018, 05:00:50 am »

maybe, I have no idea because I just saw the combat report in fortress mode. squad was attacking some troglodyte at the moment and z-ing to place goes to a flat portion of the cave.
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FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #38 on: July 27, 2018, 06:32:27 am »

Well i've got a administrator finally settled in this update handling another conquered site and there's some thing's i've noticed from my vanilla game experience. Forced administrators once they are chosen from the conquering squad usually taking your most well trained and highest organisers, just dissapear into worldgeneration pops and are never mentioned ever again or even interactable at a later date.

Just some broad questions in relation to messengers/civ screen for this version since its nice and stable.

Quote
Q:Is the lack of interaction with post-conquest administrators a oversight? because they do not fufill a future purpose other than preside over the site inaccessibly, neither mentioned as a civilisation noble, and conquered tributary relationships (see (l) for legend when viewing civ screen) require bullying of the site explicitly beforehand instead of just ordering a puppet ruler to send tribute or some other useful interaction to denote your control over it besides requesting people. Elsewise once the administrator is installed you cannot go back, and possibly lose out on value to extract from a industrious and large site or stop tribute if you're feeling swamped by game-objects.

Q: Also for low population sites of your own or targeted for a raid, does productivity (replenishment of loot & stockpile) scale with the professions or/and? populations of sites when factoring in goods to take in raids/tribute? Because that suggests that sending more people out to hillocks would in turn make them productive and sending out specialists would increase the typified amount and type of goods returned to you given the case sometimes squads return from tiny sites empty handed compared to the deep pockets of large settlements

Just some nuances that i can't request that the cheese makers i send off to a owned or captured site with some heads of cattle can't send me back some brie.
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carewolf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #39 on: July 27, 2018, 07:28:28 am »

a dwarf just got attacked by its own equipment, is this normal? what could have triggered this?



That usually happens when they get flushed through a drain. I had one dwarf killed by being punshed by pieces of horse (a leaving caravan decided to take a short-cut through the moat I was draining, and some citizen dwarfs thought it would be fun to join the drain ride).
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Loci

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Re: Dwarf Fortress 0.44.12 Released
« Reply #40 on: July 27, 2018, 02:19:54 pm »

a dwarf just got attacked by its own equipment, is this normal? what could have triggered this?


A soldier going off-duty will drop his equipment if either a) you told him to on the schedule screen or b) he has the mining, woodcutting, or hunting labor enabled. If he happens to be climbing, jumping, swimming, flying, standing on a floor hatch, etc. then his equipment may fall and injure anyone below.
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HollowKnight

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Re: Dwarf Fortress 0.44.12 Released
« Reply #41 on: July 28, 2018, 03:14:14 am »

Can someone help me out, I'm not a long player but after downloading the PeridexisErrant's Starter Pack 0.42.12-r02 there was a change in how the mouse would move the map when u hover at the edge of the screen. I've highlighted the "Laptop with mouse text" on the Lazy Newb Pack before the "Play Dwarf Fortress". I also have highlighted "Mouse Controls" in DFHack at Lazy Newb Pack. Tried Quiting and then relaunching the game again but something has changed. Before the updating to this current one. The mouse when i hover it to the edge it will move around the edge. But now as of the current game it will only move when i hover it to the top or left side and not on the right or down edge. Unless I click on the map making the "X" icon appear and pausing the game in the process can i move on all side when i hover over the edge. This wasn't what happens on the previous Starter pack i had that was like for "Dwarf Fortress 40.10"

The previous version of the starter pack i can still hover my mouse without left clicking or pausing game. I can use the arrow keys to move around instead but it just takes away the use of the mouse.

I don't know how to do with the keybindings

I tried searching around google but can't find any or its complicated to understand. But what do i do to change the way the mouse is?
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FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #42 on: July 28, 2018, 06:28:19 am »

Ask on PeridexisErrant's forum thread (<-linked) in #DFGeneral Discussion please, this is the wrong place to discuss that topic not pertaining mostly to vanilla 44.12 @Hollowknight.
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KingEdwarf3890

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Re: Dwarf Fortress 0.44.12 Released
« Reply #43 on: July 29, 2018, 01:02:51 am »

So IDK where to post this, but in the next release with the new adventurer "starting party" system, I do have to wonder what happens if the original party members(which you can switch control between) suddenly have a reason to be hostile to one another... For example if one of them walks into the room while the other is having a vampiric feeding, or if one of them turns into a werebeast and the other does not, or simply the player causes one of them to attack the other. Would they still aggro on each other, and would you still be able to switch control between them even though they're now enemies?
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FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #44 on: July 29, 2018, 02:41:05 am »

So IDK where to post this, but in the next release with the new adventurer "starting party" system, I do have to wonder what happens if the original party members(which you can switch control between) suddenly have a reason to be hostile to one another... For example if one of them walks into the room while the other is having a vampiric feeding, or if one of them turns into a werebeast and the other does not, or simply the player causes one of them to attack the other. Would they still aggro on each other, and would you still be able to switch control between them even though they're now enemies?

You can try slipping it into the FotF discussion thread which is used for question probing future content with monthly replies by Toady, so only a response within 3 days time along with everyone else's questions.
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