Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 36

Author Topic: Dwarf Fortress 0.31.19 Released  (Read 171468 times)

Korva

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #60 on: February 16, 2011, 01:55:15 pm »

W-o-w.

Pens/pastures? New animals? New industries based on said animals?

Awesome!

Now let's see if the curse of the odd numbers strikes again. ;) But even if it does, I'm positively gleeful.
Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #61 on: February 16, 2011, 01:58:28 pm »

I can confirm the kobolds dying off thing.  On year 4 every kobold genned died of starvation, 3 worlds in a row. 

And although it is probably expected, [CARNIVORE] tag on a custom civ is a surefire way to kill them off early in worldgen.  Just like goblins they need [NO_EAT] [NO_DRINK] to survive.  Kind of a buzzkill for me, but I know workarounds.
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #62 on: February 16, 2011, 02:01:18 pm »

Hmmm, the elves can't work with honey?  Is that to prevent them from making mead?

ETA: Also, why aren't beekeeping and wax-working among the permitted jobs?

They are for me.
Logged

Khym Chanur

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #63 on: February 16, 2011, 02:04:05 pm »

ETA: Also, why aren't beekeeping and wax-working among the permitted jobs?

They are for me.

They're among the PERMITTED_REACTION in entity_default.txt, but not among the PERMITTED_JOB.
Logged

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #64 on: February 16, 2011, 02:05:17 pm »

ETA: Also, why aren't beekeeping and wax-working among the permitted jobs?

They are for me.

They're among the PERMITTED_REACTION in entity_default.txt, but not among the PERMITTED_JOB.
They show up in fort mode...
Logged

thvaz

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #65 on: February 16, 2011, 02:07:51 pm »

I can confirm the kobolds dying off thing.  On year 4 every kobold genned died of starvation, 3 worlds in a row. 

And although it is probably expected, [CARNIVORE] tag on a custom civ is a surefire way to kill them off early in worldgen.  Just like goblins they need [NO_EAT] [NO_DRINK] to survive.  Kind of a buzzkill for me, but I know workarounds.

Some people had surviving kobolds. Maybe kobolds civs without acess to other civilizations (to steal) die off in world gen?
Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #66 on: February 16, 2011, 02:13:34 pm »

Heh now all the forum cutebold lovers will get angry when folks put animals in front of their front gate.  Denying their entire civilization of much needed food.
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #67 on: February 16, 2011, 02:27:45 pm »

My first 999 year world had, like other said, no surviving kobolds after year 4. Most civilizations seemed to have died of in year 3. My second world-gen, however, came back with these results:

Quote from: site&pop info
1644: Trokokokulgus, "Trokokokulgus", camp
   Owner: Stadadlilgis, kobolds
   5 kobolds
1645: Teengis, "Teengis", camp
   Owner: Plukuchiris, kobolds
   5 kobolds
1646: Jladafraydus, "Jladafraydus", camp
   Owner: Shlokoloplomer, kobolds
   5 kobolds
1647: Tobokofuldus, "Tobokofuldus", camp
   Owner: Pikikislilmus, kobolds
   7 kobolds
1648: Shrilis, "Shrilis", camp
   Owner: Pilikus, kobolds
   8 kobolds

Obviously, some kind of koboldocalypse had taken place, leaving only a few struggling survivors.
Logged
Love, scriver~

G-Flex

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #68 on: February 16, 2011, 02:30:07 pm »

Is it possible worldgen is just placing some kobold civs too far away from other civs, making it impossible for them to survive?
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

tolkafox

  • Bay Watcher
  • Capitalism, ho!
    • View Profile
    • Phantasm
Re: Dwarf Fortress 0.31.19 Released
« Reply #69 on: February 16, 2011, 02:32:25 pm »

Not sure if I read this right or if this is already said somewhere, but would the new caravan arc affect immigrants, say if the only economy my dwarven civ has is farming and metalworking could I expect immigrants to arrive with mainly these skills? Or would immigration skills be purely random?
Logged
It was a miracle of rare device, A sunny pleasure-dome with caves of ice!

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #70 on: February 16, 2011, 02:34:55 pm »

Is it possible worldgen is just placing some kobold civs too far away from other civs, making it impossible for them to survive?


According to this quote provided by the Footster, that shouldn't be a problem:
Quote from: Glanzor
Will elf, goblin and koblin civilizations be integrated into the new economy system as well?
If yes, how will they get their food seeing that they don't do farming?

The elves pretend farm right now.  Goblins don't need to eat.  Kobolds forage for vermin.  They should be part of the new economy, although kobolds are just parasitic.

But maybe things got changed somehow? Or verminaging just isn't enough to make a decent living out of. That kinda makes sense, too.
Logged
Love, scriver~

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #71 on: February 16, 2011, 02:35:25 pm »

Wow, did DF always have the First Age of Myth, Second Age of Myth, etc? That's a cool addition if it is one.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #72 on: February 16, 2011, 02:37:35 pm »

How long are those ages?
Logged
Love, scriver~

Aydjile

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #73 on: February 16, 2011, 02:40:22 pm »

Yay Toady, thanks for update! if i was beautiful female - i would gladly become your sexual slave!
Logged
Reality exists is only in our imagination.

Мой канал о жизни крепостей из Дварф Фортресс - https://www.youtube.com/user/Aydjile

Sarudak

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.31.19 Released
« Reply #74 on: February 16, 2011, 02:40:53 pm »

I want to try this but I'm addicted to phoebus and therapist! Curse my dependencies!
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 36