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Author Topic: Dwarf Fortress 0.31.06 Released  (Read 108402 times)

Hippoman

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Re: Dwarf Fortress 0.31.06 Released
« Reply #300 on: June 13, 2010, 06:01:56 pm »

I crashed while looking at liquids in stockpile. Already known?
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Footkerchief

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Re: Dwarf Fortress 0.31.06 Released
« Reply #301 on: June 13, 2010, 06:28:48 pm »

What would be the effect of turning invaders off after embark, if any, and could it be turned back on in a later version and still work? Anyone know?

I don't think there are any long-term effects from turning it on/off.
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Ratboy

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Re: Dwarf Fortress 0.31.06 Released
« Reply #302 on: June 13, 2010, 06:40:19 pm »

What would be the effect of turning invaders off after embark, if any, and could it be turned back on in a later version and still work? Anyone know?

I don't think there are any long-term effects from turning it on/off.

Yeah, I sort of meant would take affect or would I need a new fortress each time as I might turn it off for the time being and get used to the 2010 version and then import the save into 07 or 08 or whenever the crossbowdwarves get fixed, then turn invaders back on.
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smjjames

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Re: Dwarf Fortress 0.31.06 Released
« Reply #303 on: June 13, 2010, 06:43:43 pm »

It works the same as it would in 40D, so you can toggle it on and off at will and independent of saves. It'll take a little bit for the invasions to start up again when you turn it back on.
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Footkerchief

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Re: Dwarf Fortress 0.31.06 Released
« Reply #304 on: June 13, 2010, 06:44:28 pm »

Yeah, I sort of meant would take affect or would I need a new fortress each time as I might turn it off for the time being and get used to the 2010 version and then import the save into 07 or 08 or whenever the crossbowdwarves get fixed, then turn invaders back on.

If you turn it on, it should immediately prevent any more invaders from arriving.  If you turn it off, it should immediately start allowing more invaders to arrive.  IIRC.
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Ratboy

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Re: Dwarf Fortress 0.31.06 Released
« Reply #305 on: June 13, 2010, 06:55:04 pm »

Cool, thanks!
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It doesn't matter whether you're right or wrong, consistency is the key.

Toady One

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Re: Dwarf Fortress 0.31.06 Released
« Reply #306 on: June 13, 2010, 07:08:24 pm »

I'm not sure, but looking at it, it seems like an invasion that is already scheduled might be able to slip by if you change the settings for an active game, so you might get one additional attack once you turn it off, if you turn it off on a mature fort.  Of course, I could change that.  I don't think I was thinking of active forts when I wrote this.  And yeah, since it turns off scheduling, there's a delay for attacks to start up again (unless one was already scheduled due to multiple init flips in a short time).
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Hippoman

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Re: Dwarf Fortress 0.31.06 Released
« Reply #307 on: June 13, 2010, 07:09:57 pm »

Why is the dwarf fortress window 1 pixel by like 20 pixels?
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smjjames

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Re: Dwarf Fortress 0.31.06 Released
« Reply #308 on: June 13, 2010, 07:11:14 pm »

Why is the dwarf fortress window 1 pixel by like 20 pixels?

You must have nuked your settings or something. If its the SDL one, you should be able to drag it out and make it bigger.
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Hippoman

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Re: Dwarf Fortress 0.31.06 Released
« Reply #309 on: June 13, 2010, 07:13:46 pm »

Spoiler (click to show/hide)

So here's what I did. Footkerchief wants me to put my save over to the DF .06. I've never done that before, so I tried making a folder and putting the save in there. It didn't work, so I copied Data and raws and placed it in there, full well knowing it was a bad idea.

Well it was, when i tried to open DF it would sit there for a while and try to load, then FATAL ERROR would appear and it said that it needs index in the data folder to run.

Sure enough index is sitting right there. So I extracted another index from .o6 and placed it there. Now i see this.

EDIT:Ok fixed it. Just had to unzip a new .06 on top of it.
« Last Edit: June 13, 2010, 07:17:05 pm by Hippoman »
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smjjames

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Re: Dwarf Fortress 0.31.06 Released
« Reply #310 on: June 13, 2010, 07:17:27 pm »

How about installing it like this? C:\DF folder

If C isn't your main directory, replace it with the letter of the directory that is.
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Hippoman

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Re: Dwarf Fortress 0.31.06 Released
« Reply #311 on: June 13, 2010, 07:19:20 pm »

What would that do?
« Last Edit: June 13, 2010, 07:21:49 pm by Hippoman »
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Ratboy

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Re: Dwarf Fortress 0.31.06 Released
« Reply #312 on: June 13, 2010, 07:19:51 pm »

Spoiler (click to show/hide)

So here's what I did. Footkerchief wants me to put my save over to the DF .06. I've never done that before, so I tried making a folder and putting the save in there. It didn't work, so I copied Data and raws and placed it in there, full well knowing it was a bad idea.

Well it was, when i tried to open DF it would sit there for a while and try to load, then FATAL ERROR would appear and it said that it needs index in the data folder to run.

Sure enough index is sitting right there. So I extracted another index from .o6 and placed it there. Now i see this.

I get that if I hit the maximize button  while a save is loading, I think you can minimize it and use the right click menu on it.
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It doesn't matter whether you're right or wrong, consistency is the key.

Hippoman

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Re: Dwarf Fortress 0.31.06 Released
« Reply #313 on: June 13, 2010, 09:26:21 pm »

I seriously broke the arena. Video so it did happen.
http://mkv25.net/dfma/movie-2206-brokethearena
Can't go any further left than shown.
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Meanmelter

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Re: Dwarf Fortress 0.31.06 Released
« Reply #314 on: June 13, 2010, 10:10:40 pm »

I seriously broke the arena. Video so it did happen.
http://mkv25.net/dfma/movie-2206-brokethearena
Can't go any further left than shown.
I seriously broke the arena. Video so it did happen.
http://mkv25.net/dfma/movie-2206-brokethearena
Can't go any further left than shown.
I find this epic.
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