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Author Topic: Dwarf Fortress 0.31.09 Released  (Read 52573 times)

TooMuchPete

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Re: Dwarf Fortress 0.31.09 Released
« Reply #45 on: July 10, 2010, 10:44:07 pm »

I get crashes on worldgen about 50% of the time, no rhyme or reason. Win7-64bit
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shibdib

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Re: Dwarf Fortress 0.31.09 Released
« Reply #46 on: July 10, 2010, 10:44:16 pm »

And the circle of bugs continues, everlasting, never changing.

Its not a bug, its the fix to catsplosion
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Sphalerite

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Re: Dwarf Fortress 0.31.09 Released
« Reply #47 on: July 10, 2010, 10:52:58 pm »

Further testing reveals that tame animals and friendly units attack each other on sight now.  This appears to apply both to games copied from earlier versions and ones created in 31.09.  This is pretty bad - you can either trade and meet with diplomats, or have tame animals, but not both.  Makes the game unplayable with my current fortress.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

James.Denholm

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Re: Dwarf Fortress 0.31.09 Released
« Reply #48 on: July 10, 2010, 10:54:19 pm »

I guess it's on to hammers!
Urist McHammer stops: Hammer time.
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Imagine a combination of power goals 44 and 45: The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns. Instead of waiting for them to finish their drinking session, you walk in and crush a goblet while berating their disgusting behaviour and general incompetence.

smjjames

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Re: Dwarf Fortress 0.31.09 Released
« Reply #49 on: July 10, 2010, 10:55:11 pm »

Heh, I wonder what the heck happened that is making the merchants do that......

I think we'd better get Toady in here.
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arghy

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Re: Dwarf Fortress 0.31.09 Released
« Reply #50 on: July 10, 2010, 11:00:13 pm »

hahaha dear god the fort was going so good till the liaison appeared with the caravan and it then announced 'urst the hammerer has arrived!' then the great slaughter began of my massive horde of dogs--had like 30 puppys with 10 war dogs the liaison was covered in puppy entrails at the end.
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existent

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Re: Dwarf Fortress 0.31.09 Released
« Reply #51 on: July 10, 2010, 11:01:05 pm »

As bad as this bug is, I must admit it's quite hilarious.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

smjjames

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Re: Dwarf Fortress 0.31.09 Released
« Reply #52 on: July 10, 2010, 11:01:55 pm »

Man, I'm mulling on sending a moderator report just to get Toadys attention, but don't want to get into trouble.....
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arghy

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Re: Dwarf Fortress 0.31.09 Released
« Reply #53 on: July 10, 2010, 11:12:31 pm »

Someone go check out the raws maybe its in there
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shibdib

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Re: Dwarf Fortress 0.31.09 Released
« Reply #54 on: July 10, 2010, 11:13:35 pm »

Someone go check out the raws maybe its in there

Already did, didnt see anything that could have cause it. Who attacks first, the merchant or the animal?
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smjjames

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Re: Dwarf Fortress 0.31.09 Released
« Reply #55 on: July 10, 2010, 11:15:16 pm »

From the bug report on the bug tracker, looks like its sometimes the animal, and sometimes the liason or the traders.

Maybe it has something to do with the liason and traders not recognizing the animals as belonging to your civ.
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Sphalerite

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Re: Dwarf Fortress 0.31.09 Released
« Reply #56 on: July 10, 2010, 11:16:38 pm »

Someone go check out the raws maybe its in there

Already did, didnt see anything that could have cause it. Who attacks first, the merchant or the animal?
In the combat reports, it appears that the tame animal always attacks first, although after being attacked a few times the caravan guards started chasing down and attacking/getting attacked by animals.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

smjjames

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Re: Dwarf Fortress 0.31.09 Released
« Reply #57 on: July 10, 2010, 11:18:00 pm »

Sudden onset rabies maybe?
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CaveLobsterShell

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Re: Dwarf Fortress 0.31.09 Released
« Reply #58 on: July 10, 2010, 11:20:36 pm »

It ended up being a case of TOO much regulation and berueracuracy.

berueacuracy

I think "accuracy" is the farthest thing from what was going on.

It's bueareaucuaraacy.

Also, huzzah new release! Now on to fixing the dead-squad-member bug.
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The funniest part being a dwarf actually butchered the stupid thing.  Necrotic poison is the tastiest of spices.

Toady One

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Re: Dwarf Fortress 0.31.09 Released
« Reply #59 on: July 10, 2010, 11:21:19 pm »

If I remember, the only part I messed with there was the thing to get soldiers to go after their kill targets correctly, instead of getting sucked in by wild animals.  Something must have gotten crossed up there.  I'll be able to check in a few hours.  If I can figure it out, I should be able to get up another release tonight.  Assuming the forum isn't corrupted again or something.  I'll check the tracker for other stuff, but we'll have to balance getting something up quickly with fixing more problems.

The hole-skipping thing is a combat log that somehow got into release mode.  Must have used the wrong logging stuff for that one.
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The Toad, a Natural Resource:  Preserve yours today!
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