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Author Topic: Dwarf Fortress 0.31.01 Released  (Read 122051 times)

Wolenber

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Re: Dwarf Fortress 0.31.01 Released
« Reply #195 on: April 02, 2010, 03:10:48 am »

Oh no, eats up more RAM than this computer has! It was an April fool's joke after all!

Oh well, I'll just have to wait till work tomorrow so I can use a computer with more than a gig of RAM.
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Deathworks

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Re: Dwarf Fortress 0.31.01 Released
« Reply #196 on: April 02, 2010, 03:20:35 am »

Hi!

Not knowing where else to post this, I want to report that I am not having any problems with the speed of the game on my laptop (about 1 year old running Windows XP SP-3). 14 dwarves and maybe 9 animals at 140 to 180 FPS, and a yet uncovered animal men civ listed in the civ screen.

Medium world with 3x3 embark zone.

So, the speed issues seem to me not so bad for me.

Deathworks
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Ottofar

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Re: Dwarf Fortress 0.31.01 Released
« Reply #197 on: April 02, 2010, 03:21:20 am »

Gaahhh... 5x4embark... too... heavy... fps running straight from the embark with 5-6...

Too many new objects... Arena... Megabeasts...

Going to try 2x2 next.

Whoa, man. You can set your embark points.
« Last Edit: April 02, 2010, 03:29:51 am by Ottofar »
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PeterTheEvilBastard

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Re: Dwarf Fortress 0.31.01 Released
« Reply #198 on: April 02, 2010, 03:41:28 am »

Holly crapolla! DF AND Mount & Blade Warband in the same goddamn week! And the start of a week long holiday!... And my girlfriend just left to her parents place for the week as well, and as much as I love her... I'm a happy man... :'( ;D
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Graven

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Re: Dwarf Fortress 0.31.01 Released
« Reply #199 on: April 02, 2010, 03:41:48 am »

Ah, damn, I can't play this :( I got severe lag spikes from the very embark on, to the point of having 15 fps with just 7 dwarves. Guess I'll have to wait a bit and watch all you smug bastards reek of joy :( That is on the Tileset version from the Wiki, though, so I'm not sure whether or not it has anything to do with that. Hopefully, yes.

That said, HELL YEAH NEW VERSION!!! I admit, I also took it for an April Fool's joke, and with the forums down... suspicious, is what I'm saying :) But I did download the ascii version and OH GOD DWARVES. And with the worldgen going to 1050 years...

Well, can't wait to actually play the thing, and until then, spread the dwarven science forth!
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Deathworks

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Re: Dwarf Fortress 0.31.01 Released
« Reply #200 on: April 02, 2010, 03:45:21 am »

Hi!

Ah, damn, I can't play this :( I got severe lag spikes from the very embark on, to the point of having 15 fps with just 7 dwarves.

I suggest making a smaller world with a history of fewer centuries (at least in previous versions, the length of history had impact on file size and slightly on speed). Also picking a smaller embark may help. And, there are settings for your z-levels in the world gen parameters, so you may try to reduce the vertical size of your map for the time being (although I am not quite sure yet about what all the settings mean (^_^;; ).

Deathworks
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HOTMACHINA

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Re: Dwarf Fortress 0.31.01 Released
« Reply #201 on: April 02, 2010, 06:10:21 am »

Thank you for all the effort Toady,

Donation on its way.
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Haspen

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Re: Dwarf Fortress 0.31.01 Released
« Reply #202 on: April 02, 2010, 07:05:48 am »

Well, my initial eagerness and curiosity both passed out, so I can go back to 40d and wait for more stable version :3

Great work anyway, Toady ^^
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axus

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Re: Dwarf Fortress 0.31.01 Released
« Reply #203 on: April 02, 2010, 07:50:12 am »

As always, not having flowing water on your map helps a lot.  I selected a spot by accident (mis-press), and my dwarves started at the top of a cliff, next to a beautiful 8-story waterfall :)  Great location, but my old computer didn't handle it so well.
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st0rmforce

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Re: Dwarf Fortress 0.31.01 Released
« Reply #204 on: April 02, 2010, 08:26:00 am »

I've been playing the new version for just over an hour now.
not stopped smiling yet ;D
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Proteus

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Re: Dwarf Fortress 0.31.01 Released
« Reply #205 on: April 02, 2010, 09:04:16 am »

I will try it today (i.e. aside fro Arena which I already tried...)
already picked a spot for a new fortress,
but now I am stuck with selecting skills...
in earlier versions it was more clear what job I would give to each of my first dwarves
and what skills s/he would get.
Looks like now I first should rethink everything and maybe read a little  bit about the new skills  in the wiki, before continuing (for example I now think about letting one of my first dwarves become a medic... it would make sense for a group of dwarves venturing into the unknown)

:)
« Last Edit: April 02, 2010, 09:08:32 am by Proteus »
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mostevil

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Re: Dwarf Fortress 0.31.01 Released
« Reply #206 on: April 02, 2010, 09:10:27 am »

Oh my, the underground is indeed interesting... a small army of variously sized critters from an excellent underground cave system put down my fort fairly quickly.  130+ z levels... that's a really big world, much more usefull minable stuff though, excellent!

No clue how to work the military schedule screen though, can't seem to set orders that stick, and did crash it once by renaming one of the seasons tasks from train and then trying to edit it.  But couldn't reproduce it.

I suspect I'll be taking a few specialist soldiers along to the next fort.

It sure is hungry, good luck with the merge, Baughns super MT graphics code should speed things up and hopefully can be a kickstart for some much needed parallelism.
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Zared

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Re: Dwarf Fortress 0.31.01 Released
« Reply #207 on: April 02, 2010, 09:15:20 am »

Quote
It's obvious you have not played yet, or else you would have noticed the doctors, and the arena, and the new military screen, and..., and..., and..., and...
After two years the LEAST i expected are some interface improvements, not "doctors" and further growth of unplayability. Arena ? Military ? Who needs it if the dwarves dont attend to their tasks anymore ? I waited for 5 minutes real time for a mechanic to stop lazying around and start making the f-ing mechanisms.

You might want to check the individual temperments of your dwarves. It may be that you just got a dwarf that was really lazy and your only mechanic  ;) ;D

No, it's a bug.  When I started my fort, I dug out some rooms, and designated workshops as they were opened up.  None of my dwarves started building, even though they had the right task enabled.  When my miner and woodcutter had finished their tasks, they paced right were they were standing, and also would no longer start any new tasks, including eating and drinking. 

This was fixed by saving and reloading, causing all dorfs to proceed as normal.

I've submitted it to the  bugtracker, but I don't know what steps trigger it, if any...and since saving and reloading fixes it, I doubt my save is any help, either ;)
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Stormrage

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Re: Dwarf Fortress 0.31.01 Released
« Reply #208 on: April 02, 2010, 09:29:10 am »

How deep is the standard UG? I dug 51 layers and still haven't got there. There are more then 250 layers I see.


EDIT:101 layers and nothing, only olivine and serpentine!
« Last Edit: April 02, 2010, 09:34:17 am by Stormrage »
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Kaelem Gaen

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Re: Dwarf Fortress 0.31.01 Released
« Reply #209 on: April 02, 2010, 09:35:49 am »

Not entirely sure but in my first fortress I have 3 Cavern systems ... or maybe it was two, I just know I dug passed a couple and then I hit the level with the HFS.   I stopped digging promplty as I am not ready for HFS.  I also sealed off the entire underground with a hatch set to forbid.
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