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Author Topic: Dwarf Fortress 0.31.19 Released  (Read 171246 times)

Korva

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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.
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Greiger

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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.
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Vorthon

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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.
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Khym Chanur

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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.
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Vorthon

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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...
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thvaz

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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?
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Greiger

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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.
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scriver

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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.
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G-Flex

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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?
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tolkafox

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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?
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scriver

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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.
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darkflagrance

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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.
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scriver

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Re: Dwarf Fortress 0.31.19 Released
« Reply #72 on: February 16, 2011, 02:37:35 pm »

How long are those ages?
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Aydjile

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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!
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Sarudak

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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!
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