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Author Topic: Dwarf Fortress 0.31.18 Released  (Read 74629 times)

Vicid

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Re: Dwarf Fortress 0.31.18 Released
« Reply #30 on: November 16, 2010, 03:22:09 pm »

Does this work for Goblins too?

Toady,
My biggest question is: Can we expect dwarves and elves to get settelments any time soon ? Like before Christmas or by the end of the year ?
Provided you don't mind them being copies of human settlements, you can have them right now by modding entity_defaults.txt to CITY instead of TREE_CITY or CAVE_DETAILED.

Right now, I (a human) walked in on an elven town and they were treating me like a criminal so I obliged their perceptions: ignored all the wooden goods on display and went straight for the shop coffers and took all their (metal) coins - after killing the shopkeeper of course.
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mnjiman

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Re: Dwarf Fortress 0.31.18 Released
« Reply #31 on: November 16, 2010, 03:43:53 pm »

W0000 go Toady!!!!!!
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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

zxcvmnb

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Re: Dwarf Fortress 0.31.18 Released
« Reply #32 on: November 16, 2010, 04:00:08 pm »

=D Awsome new release
Toady > Notch
I'm still curious about something though: I noticed that with aiming strikes, all that matters is where you strike, and not how you strike. Is this a bug, or a simple case of Not Yet Implemented?
Are you sure? In my experience, weapon skill makes strikes of a given difficulty more likely to succeed. So an adventurer with 'dabbling hammerdwarf' but 'great speardwarf' would be far more likely to succeed with a spear strike to the head than with a hammer strike to the head, even though both would be listed as 'difficult' (in an 'objective' sense - a piece of piano music might be easy to a professional concert pianist, but still be considered fairly difficult).

Maybe that's not what you meant... I do think it should be easier to stamp on someone's foot than to punch them there; I don't know how much more calculation that would require, though...
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VPellen

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Re: Dwarf Fortress 0.31.18 Released
« Reply #33 on: November 16, 2010, 04:30:40 pm »

Are you sure? In my experience, weapon skill makes strikes of a given difficulty more likely to succeed. So an adventurer with 'dabbling hammerdwarf' but 'great speardwarf' would be far more likely to succeed with a spear strike to the head than with a hammer strike to the head, even though both would be listed as 'difficult' (in an 'objective' sense - a piece of piano music might be easy to a professional concert pianist, but still be considered fairly difficult).

Here's what I'm referring to, specifically:
Spoiler (click to show/hide)
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Eagle_eye

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Re: Dwarf Fortress 0.31.18 Released
« Reply #34 on: November 16, 2010, 04:36:18 pm »

I think the aiming is more of an indicator of how far away that part is or how close it is to their shield, as I typically seem to have most difficult shots blocked and dodged, rather than missed.
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Halconnen

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Re: Dwarf Fortress 0.31.18 Released
« Reply #35 on: November 16, 2010, 05:05:15 pm »

VPellen, despite it displaying like that, you are still more likely to hit with a weapon you have great skill with, than with a weapon you don't.
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FuzzyDoom

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Re: Dwarf Fortress 0.31.18 Released
« Reply #36 on: November 16, 2010, 05:06:54 pm »

All Glory to the (Hypno) Toad!
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Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

forsaken1111

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Re: Dwarf Fortress 0.31.18 Released
« Reply #37 on: November 16, 2010, 06:44:22 pm »

And I have seen, once or twice, my axe strikes showing 'easier strike' while my shield bash et al show 'normal strike'. It doesn't show up often. I'll screenshot it next time.
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Psieye

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Re: Dwarf Fortress 0.31.18 Released
« Reply #38 on: November 16, 2010, 07:57:30 pm »

Does this work for Goblins too?

Toady,
My biggest question is: Can we expect dwarves and elves to get settelments any time soon ? Like before Christmas or by the end of the year ?
Provided you don't mind them being copies of human settlements, you can have them right now by modding entity_defaults.txt to CITY instead of TREE_CITY or CAVE_DETAILED.

Right now, I (a human) walked in on an elven town and they were treating me like a criminal so I obliged their perceptions: ignored all the wooden goods on display and went straight for the shop coffers and took all their (metal) coins - after killing the shopkeeper of course.
Yes, and I've personally witnessed it work for kobolds too.
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Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

forsaken1111

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Re: Dwarf Fortress 0.31.18 Released
« Reply #39 on: November 16, 2010, 08:08:40 pm »

Does this work for Goblins too?

Toady,
My biggest question is: Can we expect dwarves and elves to get settelments any time soon ? Like before Christmas or by the end of the year ?
Provided you don't mind them being copies of human settlements, you can have them right now by modding entity_defaults.txt to CITY instead of TREE_CITY or CAVE_DETAILED.

Right now, I (a human) walked in on an elven town and they were treating me like a criminal so I obliged their perceptions: ignored all the wooden goods on display and went straight for the shop coffers and took all their (metal) coins - after killing the shopkeeper of course.
Yes, and I've personally witnessed it work for kobolds too.
With kobolds do you need to remove the local_banditry tag? I was of the impression that this made everyone hate you.
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Vicid

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Re: Dwarf Fortress 0.31.18 Released
« Reply #40 on: November 16, 2010, 08:48:31 pm »

New goal: get 20 followers and RAID GOBLIN TOWN  :D
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godisdead132

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Re: Dwarf Fortress 0.31.18 Released
« Reply #41 on: November 16, 2010, 09:22:14 pm »

this all sounds great just wish i could get it to work im running a macbook os 10.4.11 any news on when it should be working again? still keep up the good work toady sounds fantastic. :)
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may your lånem nentuk & zodost i hope your rÜsh is dezrem & serkib
1. Start DF
2. Mainline Whiskey untill it all makes sense (even dwarven behavior)
3. Pass Out.

madjoe5

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Re: Dwarf Fortress 0.31.18 Released
« Reply #42 on: November 16, 2010, 09:27:57 pm »

New goal: get 20 followers and RAID GOBLIN TOWN  :D

I was thinking the same thing. Anyone know if you kill all of the goblins in a town, does anything in legends really change? Like will that town be recorded as destroyed or something?

AbacusWizard

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Re: Dwarf Fortress 0.31.18 Released
« Reply #43 on: November 16, 2010, 09:36:17 pm »

New goal: get 20 followers and RAID GOBLIN TOWN  :D

Down, down, to Goblin-Town
You go, my lad!
Ho-ho, my lad.

Mission Objective: rescue little brother from the goblin king.


this all sounds great just wish i could get it to work im running a macbook os 10.4.11 any news on when it should be working again? still keep up the good work toady sounds fantastic. :)

I quite agree. It's getting kind of depressing still playing 0.31.12 while everyone else gets to have fun with the new stuff.
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Silent_Thunder

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Re: Dwarf Fortress 0.31.18 Released
« Reply #44 on: November 16, 2010, 10:29:28 pm »

Ok, Mac users, I direct you to this http://davidbaumgold.com/tutorials/wine-mac/ It teaches you how to use WINE on Mac, it'll let you run the windows version of, well anything really, on a Mac.
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