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Author Topic: Haven't seen anyone else ask... what's new with 31.17?  (Read 27728 times)

LoSboccacc

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #135 on: November 13, 2010, 12:22:13 pm »

I'm not sure if it was there before or not, but now you can "dwarves gather refuse from outside" has an ignore vermin remains option
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rephikul

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #136 on: November 13, 2010, 12:51:00 pm »

I'm still playing .12. I skipped skipped .13 .14 .15 and .16 due to reported stability issues and lack of noticable improvements.
Is .17 stable enough? Would anyone recommend it over .12?

Oh and does atom smashing corpses solve any ghosty issues?
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USEC_OFFICER

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #137 on: November 13, 2010, 07:59:41 pm »

Oh and does atom smashing corpses solve any ghosty issues?

No, as far as I can tell from reading this thread, only placing bodies in coffins or engraving slabs to the ghosts work.
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forsaken1111

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #138 on: November 13, 2010, 08:06:24 pm »

Smashing the body doesn't really do anything to deter ghosts, it just makes it impossible to inter the body.
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HebaruSan

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #139 on: November 13, 2010, 08:11:48 pm »

Keep your cavavans and caravan guards safe, if you can. Their names don't show up in the slab engraving list.
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Mel_Vixen

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #140 on: November 13, 2010, 10:29:58 pm »

Ok this maybe i dumb question but aretheredifferences for good/evil biomes? Also if a dragon reghosts will it have its breath weapon?

edit: Has somebody tried a cage-trap?
edit2: And what happens to them if you visit a dead fort in adv mode?
« Last Edit: November 13, 2010, 10:36:20 pm by Heph »
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Dante

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #141 on: November 13, 2010, 10:39:33 pm »

I checked legends mode for the fort I just started, and as far as I can tell the Dwarves are pulled out of thin air. Which is somewhat annoying, but at the same time I guess it gives you more artistic liberty.
You've always been able to see their age in fortress mode, which is an indicator that the game stored birthdates somewhere.

I wonder, if your fort is utterly destroyed by an invasion that leaves many dwarves unburied, and you then reclaim or visit it in adventure mode, whether the next visitors to the site will be haunted by unnamed ghosts.
I just reclaimed an old fortress that crumbled into ruins. Its old inhabitants are ghosts now, they don't seem to haunt anyone, though. They just kinda hang around in the front yard.

Edit: Oh, wait, they do haunt. Time to make rock slabs I guess.
Neat! Were they there as soon as you embarked?
... Will they show up in adventure mode(!)?

Ok this maybe i dumb question but aretheredifferences for good/evil biomes? Also if a dragon reghosts will it have its breath weapon?

edit: Has somebody tried a cage-trap?
edit2: And what happens to them if you visit a dead fort in adv mode?
- I've only tested in evil biome.
- Has anyone actually seen creatures (like dragons) spawning as ghosts? Or do they only show up as engravable, for no particular reason?
- Also, ghost AI is clearly specially written, and ghosts don't make attacks as such, so I doubt a dragon would have its breath weapon.

Mel_Vixen

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #142 on: November 13, 2010, 10:45:18 pm »

Damn anyway i think we need a codeword for them. I suggest "traveling salesman".
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fivex

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #143 on: November 13, 2010, 11:36:00 pm »

Damn anyway i think we need a codeword for them. I suggest "traveling salesman".
In a different thread people started calling them "Parties" or "Partygoers"
Anyways, I just had a possessed dwarf claim a clothiers workshop.
Which would be normal, except for the fact that he had no moodable skills
This indicates that either:
A. Dwarfs with no moodable skills now get a mood in a random moodable skill when they get a strange mood.
B. Possessions are actual possessions
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Emily

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #144 on: November 13, 2010, 11:40:56 pm »

Damn anyway i think we need a codeword for them. I suggest "traveling salesman".
In a different thread people started calling them "Parties" or "Partygoers"
Anyways, I just had a possessed dwarf claim a clothiers workshop.
Which would be normal, except for the fact that he had no moodable skills
This indicates that either:
A. Dwarfs with no moodable skills now get a mood in a random moodable skill when they get a strange mood.
B. Possessions are actual possessions
I thought that A was how it worked to begin with.  Seeing as I've gotten children to have fey moods, and they can't really learn anything but farming.  (And most definitely not woodcrafting, which I never use)
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fivex

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #145 on: November 13, 2010, 11:45:30 pm »

Damn anyway i think we need a codeword for them. I suggest "traveling salesman".
In a different thread people started calling them "Parties" or "Partygoers"
Anyways, I just had a possessed dwarf claim a clothiers workshop.
Which would be normal, except for the fact that he had no moodable skills
This indicates that either:
A. Dwarfs with no moodable skills now get a mood in a random moodable skill when they get a strange mood.
B. Possessions are actual possessions
I thought that A was how it worked to begin with.  Seeing as I've gotten children to have fey moods, and they can't really learn anything but farming.  (And most definitely not woodcrafting, which I never use)
before when they didn't have a moodable skill they got either a stonecrafting, woodcrafting or a bonecrafting mood
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Urist Imiknorris

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #146 on: November 13, 2010, 11:46:17 pm »

Yeah, it defaults to stone/wood/bone.

Was your dwarf a weaver? Surprise - weaving is moodable.
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fivex

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #147 on: November 13, 2010, 11:56:35 pm »

Yeah, it defaults to stone/wood/bone.

Was your dwarf a weaver? Surprise - weaving is moodable.
Nope
All he has is social skills and fighter and dodger. All at dabbling.
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Internet Kraken

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #148 on: November 14, 2010, 12:00:54 am »

I checked legends mode for the fort I just started, and as far as I can tell the Dwarves are pulled out of thin air. Which is somewhat annoying, but at the same time I guess it gives you more artistic liberty.
You've always been able to see their age in fortress mode, which is an indicator that the game stored birthdates somewhere.


True, but that doesn't mean it didn't just randomly generate those birthdates either. Speaking of which, does anyone have Dwarves less than 50 years old, excluding children and dwarves born in the fort? That seems to be the lowest age I've found in my forts.
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DKS

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Re: Haven't seen anyone else ask... what's new with 31.17?
« Reply #149 on: November 14, 2010, 01:25:45 am »

I'm curious if children or babies can become "partygoers."
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