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Author Topic: Dwarf Fortress 0.47.03 Released  (Read 86314 times)

ZM5

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Re: Dwarf Fortress 0.47.03 Released
« Reply #75 on: February 22, 2020, 08:57:03 am »

Is there a way to detect units that have gone invisible outside of high observer skill? Noticed the hide interaction actually hides them in adv mode now too.

Silverwing235

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Re: Dwarf Fortress 0.47.03 Released
« Reply #76 on: February 22, 2020, 10:58:38 am »

Is there a way to detect units that have gone invisible outside of high observer skill? Noticed the hide interaction actually hides them in adv mode now too.
Curious comment... you mean something like this,maybe?
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ZM5

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Re: Dwarf Fortress 0.47.03 Released
« Reply #77 on: February 22, 2020, 12:45:43 pm »

Is there a way to detect units that have gone invisible outside of high observer skill? Noticed the hide interaction actually hides them in adv mode now too.
Curious comment... you mean something like this,maybe?
Yeah thats what I mean, noticed it on some modded creatures with modded hiding interactions too.

Ziusudra

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Re: Dwarf Fortress 0.47.03 Released
« Reply #78 on: February 22, 2020, 03:51:55 pm »

Is there a way to detect units that have gone invisible outside of high observer skill? Noticed the hide interaction actually hides them in adv mode now too.
Curious comment... you mean something like this,maybe?
Yeah thats what I mean, noticed it on some modded creatures with modded hiding interactions too.
I doubt that even high observer skill would make them visible - the dwarf in that save I uploaded has Professional Observer.
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Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #79 on: February 22, 2020, 05:56:57 pm »

Has the tavern keeper been toned down a bit in 47.x? I keep mine pretty busy to help mitigate "accidents", being manager and chief medical dwarf, but I realized that I haven't actually seen him try to force drinks at people in...I can't remember how long. At all maybe? He'd certainly start rushing about noticeably with purple-text Serve Plump Helmet Wine! every so often in 44.12.

In fact the only Dorf I've lost to alcohol poisoning so far is actually the tavern keeper in 47.01 or 02. He somehow managed that feat by himself.
« Last Edit: February 22, 2020, 05:59:14 pm by Shonai_Dweller »
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HungThir

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Re: Dwarf Fortress 0.47.03 Released
« Reply #80 on: February 22, 2020, 09:43:04 pm »

adventure mode, investigating an * on the world map, i came across a group of 3-4 "death stalkers" (human and dwarven soldiers, armed), a single human lasher "grave one", and a single corpse.  i guess "death stalker" and "grave one" are autogen'd necro cult positions or something? they [l]ooked like normal humans and dwarves

i dropped out of travel mode before they could ambush me, and we ended up within line of sight of one another, but not hostile.  i greeted one of the humans, and their whole gang immediately turned invisible (except the corpse) and started beating the shit out of each other.  i hung around watching the combat announcements, and eventually the last two(?) turned on me and horsey.  i tried to leg it, but they got one of lorbam's hooves and she couldn't move faster than dwarf speed, so i tried to hop off and sprint for it, but it turned out i'd already taken a leg hit too, so i scrambled for a bit and then the lasher got me in the head and that was the end of that

anyway, it was weird that a) they weren't hostile immediately, unlike an ambush? and b) they turned on each other first?

combat log, in case it's useful somehow (expires in 180 days)

reviewing the log, they were still on each other when they started attacking us, so i guess it was just a free-for-all and when it rolled over to us, we started copping it too
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ZM5

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Re: Dwarf Fortress 0.47.03 Released
« Reply #81 on: February 23, 2020, 04:29:59 am »

I'm wondering, does [IE_MAKE_PET_IF_POSSIBLE] not prevent hostility from the owner's end? Noticed a modded megabeast summoning a creature and then immediately attacking it - I'm kind of wondering if this'd occur with vanilla creatures too, particularly demon lords given the goblin civs having KILL_NEUTRAL set to REQUIRED.

clinodev

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Re: Dwarf Fortress 0.47.03 Released
« Reply #82 on: February 23, 2020, 05:05:27 am »

Following up on my previous reddit-sourced migrant concerns, now that tools and graphics are out and many more folks are playing 47.03, I'm also seeing a concern about a much higher rate of legendary-skilled migrants.
As bugs go it's not the worst thing, but I wonder if it's all connected together.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #83 on: February 23, 2020, 05:10:40 am »

Following up on my previous reddit-sourced migrant concerns, now that tools and graphics are out and many more folks are playing 47.03, I'm also seeing a concern about a much higher rate of legendary-skilled migrants.
As bugs go it's not the worst thing, but I wonder if it's all connected together.
There seems to be a lot more actual historical figures in migrant waves for some reason. It's probably related to that.
If you think about it, it's not at all strange that someone who was a butcher for 90 years before heading to your fortress is now a legendary butcher. Only takes a fortress dwarf a year or two of butchering at most to reach that level. And there's a whole lot more fighting going on that fighty dwarves are involved in before they head to your fortress in this version. Now, all that does lead to balance issues of course, which is the concern I guess. Time to slow down skill rate altogether?   
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FantasticDorf

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Re: Dwarf Fortress 0.47.03 Released
« Reply #84 on: February 23, 2020, 05:17:16 am »

Has the tavern keeper been toned down a bit in 47.x? I keep mine pretty busy to help mitigate "accidents", being manager and chief medical dwarf, but I realized that I haven't actually seen him try to force drinks at people in...I can't remember how long. At all maybe? He'd certainly start rushing about noticeably with purple-text Serve Plump Helmet Wine! every so often in 44.12.

In fact the only Dorf I've lost to alcohol poisoning so far is actually the tavern keeper in 47.01 or 02. He somehow managed that feat by himself.

Dwarves are better with self limiting the behaviours now, wheras on 44.12 etc they'd endlessly over-fill the same need so i guess perhaps since the tavern keeper is serving out drinks to dwarves with a need, he summarily forgot himself or had extra left over alcohol sloshed into their own mug when he went to drink. Its something i'll have to try, i definitely think drinking is one of those needs that wouldnt need over-filling if dwarves are already in a cycle of occasionally quenching thirst from alcohol stockpiles, and only if they'd been drinking water out of nessecity for a while id wait for the 'frustration' to pass by before i let the tavern keeper continue serving.

[snip]
As bugs go it's not the worst thing, but I wonder if it's all connected together.
There seems to be a lot more actual historical figures in migrant waves for some reason. It's probably related to that.
If you think about it, it's not at all strange that someone who was a butcher for 90 years before heading to your fortress is now a legendary butcher. Only takes a fortress dwarf a year or two of butchering at most to reach that level. And there's a whole lot more fighting going on that fighty dwarves are involved in before they head to your fortress in this version. Now, all that does lead to balance issues of course, which is the concern I guess. Time to slow down skill rate altogether?   

I've had 7 year old children arrive with weapon skills, it could honestly be better but its really reflective at this stage of the peace-time opportunities to apprenticeship mixed with dwarf lifespan. As opposed to a Dwarf civ struggling and marching soldiers all the time due to the alliance system being a little distended, where the kind of over-prevalence of spear-men & marksdwarves training comes from which i've seen in multiple places.

I dont think a human could seek the same kind of opportunities as a dwarf (mixed with buggily making off map artifacts under no name because its culled for some reason even though the artifact exists) without being drafted in the military at some point or being very old.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #85 on: February 23, 2020, 05:32:37 am »

Not sure if anything's changed regarding needs since 44.12, but I just made a quick check of my tavern full of stressed dwarves and, with one exception, every single dorf is somewhat focused due to met needs.

The one single dwarf who is unfocussed needs excitement, crafting, something to do, and something to acquire. This is a result of me banishing him to the tavern and turning off all his labours to cure his stress. Have given him some crafting and hauling which should fix him up.

So really, no real micro needed there at all. Gotta stop sending everyone out at once to clean up pieces of invaders though. That's really getting everyone down.

--
And was completely trivial to cure the dorf of distraction. One trip to the craftshop removed his yellow arrow, one more and a bout of socialising and now he's back to somewhat focussed again.
« Last Edit: February 23, 2020, 06:45:30 am by Shonai_Dweller »
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Orkel

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Re: Dwarf Fortress 0.47.03 Released
« Reply #86 on: February 23, 2020, 06:49:50 am »

With bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 fixed, does it also simultaneously fix the issue with Marksdwarves dodging through fortifications or is it a different cause for that bug?
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FantasticDorf

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Re: Dwarf Fortress 0.47.03 Released
« Reply #87 on: February 23, 2020, 09:23:19 am »

Not sure if anything's changed regarding needs since 44.12, but I just made a quick check of my tavern full of stressed dwarves and, with one exception, every single dorf is somewhat focused due to met needs.

[snip] and something to acquire.

Apparently aquisition is seperate to extravagance (seperate need filled by equipping crafts like clothes & earrings) and much harder to achieve according to issue reports made about it along with other simply inaccessible needs (like races who cant eat needing to dine on fine meals without being force-fed), though i thought the behaviour was picking up finished goods they like, which might lean to them being over-specific again.

Providing meals made specifically of favourite ingredients as a necessity rather than a additional flair of liking it (such is similar to drinking, favorite alcohol shoots the need to full) is still quite possibly the hardest mundane need in the fortress.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #88 on: February 23, 2020, 09:28:20 am »

Not sure if anything's changed regarding needs since 44.12, but I just made a quick check of my tavern full of stressed dwarves and, with one exception, every single dorf is somewhat focused due to met needs.

[snip] and something to acquire.

Apparently aquisition is seperate to extravagance (seperate need filled by equipping crafts like clothes & earrings) and much harder to achieve according to issue reports made about it along with other simply inaccessible needs (like races who cant eat needing to dine on fine meals without being force-fed), though i thought the behaviour was picking up finished goods they like, which might lean to them being over-specific again.

Providing meals made specifically of favourite ingredients as a necessity rather than a additional flair of liking it (such is similar to drinking, favorite alcohol shoots the need to full) is still quite possibly the hardest mundane need in the fortress.
Still, does it ever actually become necessary to meet every single need?
As I said, my dorf was distracted, he crafted a couple of times and chatted with his mates now he's somewhat focused. He lost distraction the very first time he made a stone craft. Yeah, he's still missing fine meals and some other impossibilities, but, who cares?
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FantasticDorf

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Re: Dwarf Fortress 0.47.03 Released
« Reply #89 on: February 23, 2020, 10:00:11 am »

Its artificial handicap over having the setup and infrastructure to supply amenities, therefore leading to improved performance (in all fields like creativity, speed, fighting, learning) which is being denied then its probably unintentionaly, because it negates how good any fortress could be if ran in absolutely the best most professional way.

Veteran players can well enough identify the places to deliberately scrimp for additional challenge or dismantle their fortress from the inside for their own entertainment, but if you send out focused non sunlight dizzy soldiers to do activities like raids (being dizzy applies a debuff to fighting, its not recommended especially for cave/phantom or recluse bite sufferers) they're going to do significantly better.
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