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Author Topic: Dwarf Fortress 0.47.02 Released  (Read 72491 times)

TomiTapio

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Re: Dwarf Fortress 0.47.02 Released
« Reply #75 on: February 11, 2020, 03:12:07 pm »

I suppose its a bit of trivia moerso related to this version particularly, but has anybody firsthand been able to have a inter-race lover couple in fortress mode?
DFHack: assign spouse. http://www.bay12forums.com/smf/index.php?topic=147779.0

Dwarf who is married to a goblin-named dwarf: (dwarf site got conquered, kids got goblin names)  http://www.bay12forums.com/smf/index.php?topic=154506.0
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FantasticDorf

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Re: Dwarf Fortress 0.47.02 Released
« Reply #76 on: February 11, 2020, 06:42:40 pm »

I suppose its a bit of trivia moerso related to this version particularly, but has anybody firsthand been able to have a inter-race lover couple in fortress mode?
DFHack: assign spouse. http://www.bay12forums.com/smf/index.php?topic=147779.0

Dwarf who is married to a goblin-named dwarf: (dwarf site got conquered, kids got goblin names)  http://www.bay12forums.com/smf/index.php?topic=154506.0

I was referring to the vanilla allocation of the new lovers type rather than doing it by force, but I only knew a little bit about how DFhack had artificially paired up people in the past as marital partners, while now it doesn't seem like such a thing is nessecary as long as they're mutually attracted to one another on a few malfunctions of recognising each other's race.

Goblin named dwarf is set culturally, as much as two elves on as site rearing a child with a Dwarven name who will inevitably grow up into maturity with a head full of basic dwarven ideals, customs and facial hair probably spurning their own parents for being nature lovers.

  • By precedent; necro/demon experiment's parents are refered to as 'an human father' and 'an human mother' (for a tracable former human experiment of not unknown parentage) in the past tense, which is a typo but a important distinction on whether this occurence is legends supported.
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Orkel

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Re: Dwarf Fortress 0.47.02 Released
« Reply #77 on: February 12, 2020, 01:49:03 am »

I wish there was a penalty and punishment for the villains/agents when they fail a corruption attempt. Right now they just keep corrupting dwarves and you don't notice it until one of your artifacts disappears.
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PatrikLundell

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Re: Dwarf Fortress 0.47.02 Released
« Reply #78 on: February 12, 2020, 03:36:32 am »

I wish there was a penalty and punishment for the villains/agents when they fail a corruption attempt. Right now they just keep corrupting dwarves and you don't notice it until one of your artifacts disappears.
It would make sense if at least some of the failure would result in reports, yes. That would make it possible for you to actually foil a plot. Very good point!
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delphonso

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Re: Dwarf Fortress 0.47.02 Released
« Reply #79 on: February 12, 2020, 09:38:07 am »

Hmm. So here's an odd one.
I will note that I generated this world while using Lovechild's All Races Playable mod - which could be the cause of this.

Some kobolds took control of a necromancy tower and seemingly populated it with kobold corpses. The game seems confused on whether they are historical figs or not.



Untrustedlife

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Re: Dwarf Fortress 0.47.02 Released
« Reply #80 on: February 12, 2020, 10:47:58 am »

Hmm. So here's an odd one.
I will note that I generated this world while using Lovechild's All Races Playable mod - which could be the cause of this.

Some kobolds took control of a necromancy tower and seemingly populated it with kobold corpses. The game seems confused on whether they are historical figs or not.






That has happened, even in previous versions. You will get like nameless undead alligator men living in sewers that were "animated by unknown forces". Interesting that the kobolds are explicitly raising kobolds though.
« Last Edit: February 12, 2020, 10:49:52 am by Untrustedlife »
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Loci

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Re: Dwarf Fortress 0.47.02 Released
« Reply #81 on: February 12, 2020, 08:20:55 pm »

Some kobolds took control of a necromancy tower and seemingly populated it with kobold corpses...

Perhaps some kobolds took control of a necromancy tower, died, and were reanimated by the evil biome as kobold corpses?
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delphonso

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Re: Dwarf Fortress 0.47.02 Released
« Reply #82 on: February 12, 2020, 08:25:57 pm »

That has happened, even in previous versions. You will get like nameless undead alligator men living in sewers that were "animated by unknown forces". Interesting that the kobolds are explicitly raising kobolds though.

Makes sense - I probably just ran into it because of the increased number of towers in this release.

Perhaps some kobolds took control of a necromancy tower, died, and were reanimated by the evil biome as kobold corpses?

This makes a lot of sense. Note, it doesn't list how they died, only that they came back.

pikachu17

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Re: Dwarf Fortress 0.47.02 Released
« Reply #83 on: February 12, 2020, 08:30:39 pm »

PTW
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.02 Released
« Reply #84 on: February 13, 2020, 04:16:42 am »

Great to see Adventurer bugs squashed!
Were those unretire crashes at all related to the weirdness that is #11019.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11019

While it's nice to be given a historical figure to player in vanilla DF, I don't think it was meant to be like this.  :)

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« Last Edit: February 13, 2020, 08:39:54 pm by Shonai_Dweller »
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charming.snark

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Re: Dwarf Fortress 0.47.02 Released
« Reply #85 on: February 13, 2020, 09:56:22 am »

I experienced a worldgen crash pretty early in the process and thought it would be interesting to make a bunch of <100 year worlds to see if I could reproduce the crash. I generated worlds for 10 hours or so and had 5 crashes, so it seems somewhat rare for this to happen.

I've run each of these 3 times to rule out cosmic rays. It's a default/basic world except END_YEAR is 100.

df_47_02_win

Year 36:
http://vpaste.net/vmUO4

Year 46:
http://vpaste.net/UAKz6

Year 51:
http://vpaste.net/h3BFW

Year 78:
http://vpaste.net/5IID4

Year 80:
http://vpaste.net/DYobG

I also did the same on my Mac, and found plenty of seeds but none that also crashed the windows build, so I won't bother with those.
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Harry Blargle

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Re: Dwarf Fortress 0.47.02 Released
« Reply #86 on: February 13, 2020, 03:04:43 pm »

I've tried 2 forts with the new release so far but none of the organised religions gain any members. In the latest fort all organised religions have exactly 1 member except 1 religion that has 2 members and the earlier fort was similar. Is that just bad luck for me or is something wrong there?
Also my dwarves seem to have a hard time keeping up with all the worshipping now that they all worship 10+ gods. By the time they get to the 10th god they feel bad about ignoring the first one and so on.

Guildhalls seem to work fine, the farmers petitioned for a regular guildhall and later a grand guildhall. I even saw some demonstrations happening.
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FantasticDorf

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Re: Dwarf Fortress 0.47.02 Released
« Reply #87 on: February 13, 2020, 03:23:07 pm »

I've tried 2 forts with the new release so far but none of the organised religions gain any members. In the latest fort all organised religions have exactly 1 member except 1 religion that has 2 members and the earlier fort was similar. Is that just bad luck for me or is something wrong there?
Also my dwarves seem to have a hard time keeping up with all the worshipping now that they all worship 10+ gods. By the time they get to the 10th god they feel bad about ignoring the first one and so on.

Guildhalls seem to work fine, the farmers petitioned for a regular guildhall and later a grand guildhall. I even saw some demonstrations happening.

Yeah i already have my bit said about the reasons behind the severe excess of religion formation in my issue report, even with a singular pantheon in a single entity (rest of the world being atheist*) with a single sphere to worship there's like 15 different varied sphere worldwide religions has lead me to believe that prophets founding new religions are defective or possibly on the offchance that the phoney prophets might be being regarded seriously with real religions being formed.


(*I hadn't actually tried to see if prophets would work spontaneous with no pantheons, mentioned gods or religious denominations (and no goblin towers or dig deep events for subverted introduction that way either))
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vjek

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Re: Dwarf Fortress 0.47.02 Released
« Reply #88 on: February 13, 2020, 03:48:20 pm »

Not sure if this is new to everyone else, or this version, or not?  It definitely seems odd (and is new) to me.
Spoiler: "I attacked me" (click to show/hide)
This is in 0.47.02, Adventure mode, across a wide variety of worlds.

ZM5

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Re: Dwarf Fortress 0.47.02 Released
« Reply #89 on: February 13, 2020, 04:56:22 pm »

That one's been in for a while, yeah. "I attacked me" is common with animal people that you find in the wild which arent histfigures.
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