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Author Topic: Dwarf Fortress 0.31.01 Released  (Read 122072 times)

Owlbread

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Re: Dwarf Fortress 0.31.01 Released
« Reply #240 on: April 02, 2010, 12:49:49 pm »

Fantastic. Truly fantastic. That is the only response that I can give to this.

However, I understand that no graphics sets have been created that can be used effectively with this version, correct? I mean, it's only been out for a day. It's not like we're expecting them to update a tileset on a vast scale in a day.

As I find it difficult to understand the current ASCII format, I shall amuse myself by inspecting the wiki on a variety of features, most likely the new military positions and whether or not Generals actually exist, as opposed to militiamen.

I must also ask as to what the Forced Administrator is, as one of his functions appears to be "LAW_MAKING", and seems to control a "conquered region"?
Graphics are different from tilesets and the difference is really quite simple: the tileset is a file with a bunch of (mostly) two color shapes on it for drawing the whole ground. Default game takes everything from a tileset called curses. The mayday pack used one similar to Belial.
These are just a single rectangle image of mostly pink squares (in d## versions you could use png files that had actual tranparency instead of pink fill.)

Graphics are used exclusively for living things that move around the map except for vermin. A text file specifically directs any animal/person to a full color image file and says what square of space in it to use. You could make graphics shaped like letters if you wanted but they don't automatically get adjusted to yellow or red or such.
This works very much like a tileset but it just isn't as hard coded.

But who am I kidding? You weren't interested in learning how it works  ::)

Oh come now, being sarcastic like that is just really unfair. I'm not an idiot, although thank you for explaining it to me. I did give it a chance originally, but because I already knew about Mayday's graphics, I decided that trying to learn it wasn't really worth my while when I could get something that looked a lot better to me.
I also have to say that Mayday did really well with that new version, and I must thank Darkerson several times for sending it to me. I mean, that opening sequence looked like someone had just carved that out of stone.

Out of curiosity, have some of the nobles like advisors and consorts been removed or were they simply not added to the DF2010:Noble page on the wiki?
« Last Edit: April 02, 2010, 12:57:46 pm by Owlbread »
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Footkerchief

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Re: Dwarf Fortress 0.31.01 Released
« Reply #241 on: April 02, 2010, 12:51:33 pm »

Where's damblock?
How can i make my goblins much stronger?

DAMBLOCK is gone since you can now directly adjust a race's attributes.  Goblins already have some attributes that are higher than average, and some that are lower:

Code: [Select]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +
[MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]             ++
[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   --
[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                    --
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500]                       ---
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++

And you can further adjust those to make them tougher.  The full list of attributes is here (many of the goblins' attributes are currently left to default values).

I don't know if anyone's asked this, but are there eventual plans to put it large doors? Like say, 3 tiles across, perhaps even 2 tiles high?

It's been suggested a couple times, yeah:
http://www.bay12games.com/forum/index.php?topic=50011.0
http://www.bay12games.com/forum/index.php?topic=35888.0
http://www.bay12games.com/forum/index.php?topic=4530.0
« Last Edit: April 02, 2010, 12:54:01 pm by Footkerchief »
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Murgen

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Re: Dwarf Fortress 0.31.01 Released
« Reply #242 on: April 02, 2010, 12:53:42 pm »

Any ETA on the mac release?

because I'm superdwarvenly jealous
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Diablous

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Re: Dwarf Fortress 0.31.01 Released
« Reply #243 on: April 02, 2010, 12:56:48 pm »


Code: [Select]
   [MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
A goblin never forgets.
 
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Deathworks

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Re: Dwarf Fortress 0.31.01 Released
« Reply #244 on: April 02, 2010, 01:01:26 pm »

Hi!

So at the moment, farming is impossible without somehow irrigating?

Underground farming requires irrigation in all cases. Surface farming works without irrigation right from the go.

Deathworks

P.S.: Diablous, thank you for checking on unliving immortality.
So, I guess all we need now is to invent high output flamethrowers for our dwarves :) :) :) :)
« Last Edit: April 02, 2010, 01:03:40 pm by Deathworks »
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Rainseeker

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Re: Dwarf Fortress 0.31.01 Released
« Reply #245 on: April 02, 2010, 01:03:50 pm »

PLEASE... make a linux port!!!

with wine it craches during world generation ;_(


p.s. seems like it crashes only in graphics mode. hmm.

Try using a non-alcoholic beverage when generating a new world!  ;)
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Footkerchief

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Re: Dwarf Fortress 0.31.01 Released
« Reply #246 on: April 02, 2010, 01:04:27 pm »

Any ETA on the mac release?

because I'm superdwarvenly jealous

There is no release date yet, no, but as Toady said, the merge is a "high priority."
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JamesP

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Re: Dwarf Fortress 0.31.01 Released
« Reply #247 on: April 02, 2010, 01:07:20 pm »

Anyone else having issues with vermin remains not decomposing after a few years?
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Olith McHuman

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Re: Dwarf Fortress 0.31.01 Released
« Reply #248 on: April 02, 2010, 01:15:28 pm »

Any ETA on the mac release?

because I'm superdwarvenly jealous

Try this: http://www.winehq.org/
It's an emulator (ok, not technically an emulator) that can run windows programs on non-windows machines.
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Footkerchief

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Re: Dwarf Fortress 0.31.01 Released
« Reply #249 on: April 02, 2010, 01:19:46 pm »

Anyone else having issues with vermin remains not decomposing after a few years?

Everyone is, yes.  The problem is that, currently, vermin remains are composed of the most abundant material in the creature's body, which often ends up being an unrottable material like bone or chitin.  Toady knows this approach isn't working out.
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Lytha

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Re: Dwarf Fortress 0.31.01 Released
« Reply #250 on: April 02, 2010, 01:25:29 pm »

Everyone is, yes.  The problem is that, currently, vermin remains are composed of the most abundant material in the creature's body, which often ends up being an unrottable material like bone or chitin.  Toady knows this approach isn't working out.
Uh... well, at least those dozens and hundreds of dead rats and roaches won't produce any miasma then.  ;)
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greenwatering

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Re: Dwarf Fortress 0.31.01 Released
« Reply #251 on: April 02, 2010, 01:40:02 pm »

how come animal products don't show up in the cooking screen. my dwarves won't cook the 20 units of meat i have because there aren't any cookable objects? WTF?!
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Owlbread

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Re: Dwarf Fortress 0.31.01 Released
« Reply #252 on: April 02, 2010, 01:50:14 pm »

I must say that I have ran into trouble with my Mayday tileset, as I appear to be missing certain characters at certain times. For example, in the arena mode, goblins appear as black squares and sasquatches are shown as the default S. I have also noticed that several numbers will dissapear during the world regen screen, as will the E in ESC. Would anyone know the cause of this?
« Last Edit: April 02, 2010, 01:54:21 pm by Owlbread »
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Footkerchief

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Re: Dwarf Fortress 0.31.01 Released
« Reply #253 on: April 02, 2010, 01:50:40 pm »

how come animal products don't show up in the cooking screen. my dwarves won't cook the 20 units of meat i have because there aren't any cookable objects? WTF?!

It's a bug.  Don't worry, they'll still eat them uncooked.
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Lord Shonus

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Re: Dwarf Fortress 0.31.01 Released
« Reply #254 on: April 02, 2010, 02:02:27 pm »

Minor, but all the fish are duplicated on embark. Is this something to do with castes, or a system oddity.
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