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Author Topic: Dwarf Fortress 0.31.19 Released  (Read 171223 times)

tolkafox

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Re: Dwarf Fortress 0.31.19 Released
« Reply #75 on: February 16, 2011, 02:42:53 pm »

I want to try this but I'm addicted to phoebus and therapist! Curse my dependencies!

d_inits/inits file is your friend...as well as curses_16x16.

Don't know what to say about therapists, but new things are worth the extra effort I guess.
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darkflagrance

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Re: Dwarf Fortress 0.31.19 Released
« Reply #76 on: February 16, 2011, 02:46:32 pm »

I just came across an entire dwarf civ that starved to death in year 4, like the poor kobolds, who are extinct in Legends.
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Lovechild

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Re: Dwarf Fortress 0.31.19 Released
« Reply #77 on: February 16, 2011, 02:54:18 pm »

The first town I walk into as an adventurer has about 30 shops... and 7 shopkeepers. That's economy for ya.

EDIT: Looked up the town in the legend, and it turns out that everyone who lived there starved to death a century ago. I wonder where the shopkeepers came from?
« Last Edit: February 16, 2011, 02:59:54 pm by Lovechild »
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Rumrusher

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Re: Dwarf Fortress 0.31.19 Released
« Reply #78 on: February 16, 2011, 02:56:48 pm »

Well looks like adventure breeding JUST GOT A LOT HARDER, or not at all all depends if having the tame tag causes issues like having to constantly Feed pets/tame creatures in a pen with only Grass and not butchered meat. Man sucks to those to be those 'Bolds maybe you all should make them eat on Emergency rations add on from the Protection of Fictional Creatures so that they won't starve to death.
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foop

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Re: Dwarf Fortress 0.31.19 Released
« Reply #79 on: February 16, 2011, 02:56:58 pm »

Holy cow!  This is great.  But, at the same time, scary.  I predict much fun, broken pots, and angry bees.
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G-Flex

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Re: Dwarf Fortress 0.31.19 Released
« Reply #80 on: February 16, 2011, 03:07:43 pm »

The first town I walk into as an adventurer has about 30 shops... and 7 shopkeepers. That's economy for ya.

EDIT: Looked up the town in the legend, and it turns out that everyone who lived there starved to death a century ago. I wonder where the shopkeepers came from?

I just came across an entire dwarf civ that starved to death in year 4, like the poor kobolds, who are extinct in Legends.

Judging by what people are saying, civs are just generated as if they've existed for a while, yet with no/little respect for whether or not they're sustainable. As such, civs that don't survive (due to lack of food sources) look as if they lived for a long time and then vanished, even though they should never have had a chance to become established in the first place.
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zach2good

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Re: Dwarf Fortress 0.31.19 Released
« Reply #81 on: February 16, 2011, 03:33:47 pm »

YESSSSSSSS! Time to ignore my crippling fear of bees!
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Dante

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Re: Dwarf Fortress 0.31.19 Released
« Reply #82 on: February 16, 2011, 04:05:16 pm »

Hmmm. The first map I embarked on had skeletal rhinocerouses. Unfortunately(?), my miners could take them down with a snap of their fingers.

LAYS_UNUSUAL_EGGS looks set to be the magic modders' new best friend. I'm already planning magma-dwelling creatures which eat a HUGE amount of grass, compress it into pure carbon in their stomachs and lay lumps of coal, with the occasional diamond.

In my first worldgen, The Scintillating Band of the Ordered Kingdoms constructed a market called The Vanished Beers.
The name may have had something to do with a neighbouring kingdom, where a group called the Thief of Rivers established a market called The Infinite Whisky...

I can confirm the outside-grass-in-excavated-soil bug, and the megabeast-killed-but-lives-again bug:



My skeletal cavies are also bleeding on the map.

Kogut

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Re: Dwarf Fortress 0.31.19 Released
« Reply #83 on: February 16, 2011, 04:15:16 pm »

I suggest to post in on mantis.
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Pwnzerfaust

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Re: Dwarf Fortress 0.31.19 Released
« Reply #84 on: February 16, 2011, 04:22:12 pm »

Oh sweet. I can't wait to get home now...
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Tarran

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Re: Dwarf Fortress 0.31.19 Released
« Reply #85 on: February 16, 2011, 04:47:48 pm »

Oh wow, great improvement to the Site Finder. Also a lot of other nice stuff. Thanks for the update, Toady.
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penco

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Re: Dwarf Fortress 0.31.19 Released
« Reply #86 on: February 16, 2011, 04:51:27 pm »

Sounds very neat, but I will check back in a week when the bugs are squished.
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madk

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Re: Dwarf Fortress 0.31.19 Released
« Reply #87 on: February 16, 2011, 05:06:48 pm »

I love you, Tarn

FearfulJesuit

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Re: Dwarf Fortress 0.31.19 Released
« Reply #88 on: February 16, 2011, 05:12:37 pm »

Official stamp of approval. If it weren't for the fact that I'm damn broke, there would be $20 in the mail for you.
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NW_Kohaku

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Re: Dwarf Fortress 0.31.19 Released
« Reply #89 on: February 16, 2011, 05:16:47 pm »

I'm a little upset by this new embark screen change, where I can't even tell whether a mountain is volcanic or not without embarking, or what kind of soil there is.  Couldn't this be the sort of thing that gets an INIT option or a worldgen parameter?

Yeah, sure, it's silly to know what's at the bottom of the layers, but it's not unrealistic to know what someone can just plain see exposed on a mountainface before committing to spending the rest of your life in a location.

Especially since we now have a need to look for certain soil types to enjoy the new industries, and the glass industry still requires sand.

EDIT: Ah, wait, clay actually does have its own indicator text.
« Last Edit: February 16, 2011, 05:54:16 pm by NW_Kohaku »
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