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Author Topic: Dwarf Fortress 0.31.19 Released  (Read 171338 times)

Greiger

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Re: Dwarf Fortress 0.31.19 Released
« Reply #315 on: February 18, 2011, 12:36:21 am »

Wait, no more magma forges?  Since when?  Although I don't have much metal to use it with my magma smelters kilns and forges are working just fine...
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Taricus

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Re: Dwarf Fortress 0.31.19 Released
« Reply #316 on: February 18, 2011, 12:38:25 am »

They exist?

I'm confused.
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agatharchides

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Re: Dwarf Fortress 0.31.19 Released
« Reply #317 on: February 18, 2011, 01:36:01 am »

Magma forges are working fine for me
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Taricus

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Re: Dwarf Fortress 0.31.19 Released
« Reply #318 on: February 18, 2011, 02:07:55 am »

Ah, so they do work then.
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LoSboccacc

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Re: Dwarf Fortress 0.31.19 Released
« Reply #319 on: February 18, 2011, 02:34:08 am »

I wonder, why such angsty about minerals?
c'mon, have you read the schedule?
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Release 2
   Villager/farmer schedules/activities
   Work with 3D mineral veins and mine maps
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Release 6
Dwarf mode trading improvements incorporating all the world gen/supply/demand/merchant info etc.

of anything, the only thing that really is missing is a way to 'order x bars of y' from the merchant interface, and that's it.

each fort has an endless supply of masterful bone and leather trinkets to sell; also, food&booze. so you're not really going to have scarcity of anything.
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runiq

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Re: Dwarf Fortress 0.31.19 Released
« Reply #320 on: February 18, 2011, 03:16:47 am »

I wonder, why such angsty about minerals?
[...]
each fort has an endless supply of masterful bone and leather trinkets to sell; also, food&booze. so you're not really going to have scarcity of anything.
so you're not really going to have scarcity of anything.
going to
That's the problem right there, people are (and keep) complaining about now.

In line with all the valid stuff posted by G-Flex/Thundercraft/NW_Kohaku/all the other fine people above, I'd say the current situation is less than ideal, true; but pretty much the best those people can do at the moment is to stick to .18 and wait for a fix/amendment in the near future, or mod the hell out of .19.
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LoSboccacc

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Re: Dwarf Fortress 0.31.19 Released
« Reply #321 on: February 18, 2011, 03:32:28 am »

oh, well: it's not like today has magically deleted/disabled .18 version.
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Grax

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Re: Dwarf Fortress 0.31.19 Released
« Reply #322 on: February 18, 2011, 03:35:05 am »

Elk birds have an unclosed tag in raws -   [GRAZER:600
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Grax

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Re: Dwarf Fortress 0.31.19 Released
« Reply #323 on: February 18, 2011, 03:42:24 am »

Trying to survive with limited resources is a real challenge.
I think that's the main course (curse?) of just any game, from top-down shooters to heavy RPGs, but in DF it's also main part of all fun.
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Psieye

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Re: Dwarf Fortress 0.31.19 Released
« Reply #324 on: February 18, 2011, 04:07:12 am »

Magma workshops still work just fine. I'm churning out infinite clay products with a drop chute to deliver the clay from the surface. I don't see a way to put the clay in a stockpile in advance though. Random detail: said chute goes through someone's bedroom.
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Flaede

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Re: Dwarf Fortress 0.31.19 Released
« Reply #325 on: February 18, 2011, 04:40:08 am »

Elk birds have an unclosed tag in raws -   [GRAZER:600

"Undisclosed"? I've seen a description of what that means somewhere already. It's about how much of the countryside they need to consume, and/or how fast they'll do it. I don't know. i wish I could find the link.
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darkflagrance

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Re: Dwarf Fortress 0.31.19 Released
« Reply #326 on: February 18, 2011, 04:42:29 am »

Elk birds have an unclosed tag in raws -   [GRAZER:600

"Undisclosed"? I've seen a description of what that means somewhere already. It's about how much of the countryside they need to consume, and/or how fast they'll do it. I don't know. i wish I could find the link.

No, unclosed means that the tag is entered into the raws wrongly, missing a bracket.
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Hans Lemurson

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Re: Dwarf Fortress 0.31.19 Released
« Reply #327 on: February 18, 2011, 04:45:48 am »

An odd-numbered release with overly scarce metals with no easy way to discern the presence of useful ones at an embark site?

DWARF FORTRESS IS COMPLETELY RUINED FOREVER AND WILL NEVER BE GOOD AGAIN!!! :'(
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thvaz

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Re: Dwarf Fortress 0.31.19 Released
« Reply #328 on: February 18, 2011, 05:26:42 am »

Dwarf Fortress since the beggining was built to be a fantasy world simulator. If you don't want the world outside to have any effect of your  megastructure,the situation will only get worse as every update of Toady from now on will increase this influence. And you can't say Toady is changing the game's direction because the plans for the game were stated since the beggining.

But at least for those who want megaprojects there is always Minecraft. As there is Goblin Camp for those who just like the old pre-Z level experience.
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Unfrozen Caveman

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Re: Dwarf Fortress 0.31.19 Released
« Reply #329 on: February 18, 2011, 05:29:58 am »

I'm surprised how many people seem giddy at the thought of DF being harder.  I'm playing .31.18 right now and it does seem that the availability of things like native gold and native aluminum in the ground seems a bit ridiculous, but iron ores are not anywhere near as rare as those here on planet Earth.  It seems perfectly reasonable (if not entirely realistic) to expect any embark to either have iron ore or at least the ingredients to make bronze. Without either, you're kind of screwed.  Either that, or there should be some way to tell where useful ores exist pre-embark, as would be evidenced by prospecting. 

My current .18 fort completely lacks coal/lignite, but I can deal with that.  A complete lack of iron ore would've killed it.
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