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Author Topic: Towns 0.42 is out fifth of march 2012  (Read 52825 times)

MaximumZero

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Re: Towns 0.42 is out fifth of march 2012
« Reply #270 on: March 24, 2012, 11:56:11 pm »

I suppose that I'm supposed to put this somewhere, but where am I supposed to put it? The tutorial doesn't say.
Code: [Select]
chmod +x towns.sh
That's the command to make the shell script executable.  It's run from the command prompt in the directory where you put the game.
...apparently, I'm a moron. I've been trying to figure this out (off and on, mostly off) for two weeks, only to find that chmod doesn't exist on Windows 7! Also, towns.sh doesn't seem to exist, or it's hiding somewhere it's not supposed to. ...any other ideas?
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supermalparit

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Re: Towns 0.42 is out fifth of march 2012
« Reply #271 on: March 26, 2012, 12:13:49 am »

Hello Maximum, if you read my last message I link you a post that can help you with the ATI crash.
This is an external crash produced by the ATI drivers, we can't do much. But, for next build we will try to use a newer version of our OpenGL library that solves a few bugs.

In the meanwhile, you can upgrade your ATI driver and try to play the game in windowed mode. Sorry.
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MaximumZero

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Re: Towns 0.42 is out fifth of march 2012
« Reply #272 on: March 26, 2012, 02:17:27 am »

Yes, I saw, thank you. I'll see what, if anything, I can do with it.
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Jacob/Lee

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Re: Towns 0.42 is out fifth of march 2012
« Reply #273 on: April 09, 2012, 04:29:31 pm »

Bump.

Do animals like cows and chickens respawn naturally, or do we have to get to them for our farms before the Brownies, Froggies and Toadies skew them?

Jacob/Lee

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Re: Towns 0.42 is out fifth of march 2012
« Reply #274 on: April 12, 2012, 08:33:24 pm »


Hmm...

Jacob/Lee

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Re: Towns 0.42 is out fifth of march 2012
« Reply #275 on: April 13, 2012, 06:30:01 pm »

Huh. A werepig broke down my front door, charged 8 tiles and brawled with someone collecting flour from the mills. He almost got killed, but luckily there were several other people wearing full iron and they swarmed the werepig.

burningpet

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Re: Towns 0.42 is out fifth of march 2012
« Reply #276 on: April 25, 2012, 07:52:43 pm »

Hey guys, sorry for the dormant activity, we were quite busy..

i am please to announce we have just release version 0.45



This next patch brings a slew of many new things, as well as addressing some old concerns.
We have reworked the guards to now have several roles instead of just the suicidal one. They will supervise work, patrol areas and rush to help other townies in danger.

The known hunger-lock phenomena has been reworked, no longer will hungry townies protest in anger. Now they will work slower and get depressed. A fair trade we might add.

We have added new content, decorations, different roofs, froggies camps in the jungle, windows, gates, colors, dressings and hats… yes... hats!
In the recreation area we have added the arena, where badgers can fight and shed blood to the joy and cheers of the viewers.

Oh yes, we also added the heroes.
Right now, they fulfill maybe 5-10% of their potential. They explore the dungeon, which now has a fog of war and is not instantly revealed, they  fight monsters, they may, depends on their moral, steal your stuff. But whatever you do, don’t lock them up. They will be driven insane and rampage through your town.

The heroes seeing light in this version are the dwarves, who prefer to sleep underground, the rogues, who prefer to steal your stuff than mess with dangerous monsters, the barbarians, who doesn’t care where they sleep, as long as they are getting their fresh stream of food, the highlanders, a danger junkies heroes who rather spend time at the dungeons than socialize in the tavern, the knights, an honourable fighters, and two special kind of heroes: Sips, the camp maker, who shoots fireballs, and Sir Punchwood the noble, who will help any damsel in distress.

In addition, we have reworked a lot of the underline code and mechanics, which should improve performance.
We do hope you will enjoy this update as much as we enjoyed making it!

general patch notes:
http://www.townsgame.com/forums/viewtopic.php?f=14&t=1420
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ductape

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Re: Towns 0.42 is out fifth of march 2012
« Reply #277 on: April 26, 2012, 08:04:54 pm »

Good Golly! I will be up playing this tonight!
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Deon

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Re: Towns 0.42 is out fifth of march 2012
« Reply #278 on: April 28, 2012, 02:58:37 am »

The new version is beautiful and more eventful. I find heroes a bit lacking flavor-wise (they don't do much; we may need Majesty-like system with rewards eventually :P), but still they add a nice diversity and often help.

I totally love the new farming mechanic, especially tree farms.

This is my new settlement.



I've got some troubles with the fact that people barely produce food to live though: 80% of jobs are to collect mushrooms and wheat, and they immediately eat that.

P.S. Could we have two roads running along each other looking as a single "wide" road? As you look at that screenshot closely (click it), I tried to make a "central street" between those cherries, but the pavement has holes in intersections, so 3-wide road doesn't look too good (like a series of intersections).
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burningpet

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Re: Towns 0.42 is out fifth of march 2012
« Reply #279 on: April 28, 2012, 07:00:25 am »

very Nice looking town!

Heroes do lack at the moment.. very true.

Have you tried having a meat based production?

About the roads, the pavement roads fully connect so that they can also serve as 3 cells width road or a whole floor.
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Deon

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Re: Towns 0.42 is out fifth of march 2012
« Reply #280 on: April 28, 2012, 11:55:22 am »

How can I add another language? I want to make a russian translation.

I also have this error:
[28.04.2012 3:22:12][ItemGenerator] Add. Unknown entity [greenflower]


P.S. You know what would be awesome? If the bottommost action buttons (which are 9) were accessible via 1-9 buttons on the keyboard.
« Last Edit: April 28, 2012, 12:03:12 pm by Deon »
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0x517A5D

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Re: Towns 0.42 is out fifth of march 2012
« Reply #281 on: April 28, 2012, 02:30:42 pm »

How can I add another language? I want to make a russian translation.

Start by just replacing the Spanish strings with Russian strings.

But the game isn't Unicode; it appears to use a custom font system.  I have no idea why.  So you will have to use a Cyrillic codepage (855, 866, or 1251) and add Cyrillic characters to data/graphics/fontCantarell.png image and modify data/fontCantarell.fnt to tell it where in that image your new Cyrillic characters are.  That last file is just a textfile with (I think) pixel coordinates into the image file.

If you try this, I strongly suggest using a Source Code Control System.  This will make it easier to merge your customizations with new versions of the game.
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Deon

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Re: Towns 0.42 is out fifth of march 2012
« Reply #282 on: April 28, 2012, 02:58:58 pm »

Hmm, replacing spanish with russian may be not too bad of a decision, then you would have different download versions... But can I add a support for 3-4-5 languages?

Also I've achieved most I can do (I think). Got a huge settlement surrounded by walls with 40 inhabitants, 6-8 heroes (fluctuating) and cleared 3 levels of dungeons :P.
Food situation is the worst, it still takes 60-80% of work time for everyone to feed everyone, even with 10 cow and 10 pig farms and large grain fields. Maybe I am doing something wrong?

P.S. What are the "baits" for? And how can I remove them?
« Last Edit: April 28, 2012, 03:01:26 pm by Deon »
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MaximumZero

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Re: Towns 0.42 is out fifth of march 2012
« Reply #283 on: April 28, 2012, 07:39:45 pm »

This may be a dumb question that's been answered already, but is there any way to hide roofs?
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ductape

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Re: Towns 0.42 is out fifth of march 2012
« Reply #284 on: April 28, 2012, 07:46:34 pm »

This may be a dumb question that's been answered already, but is there any way to hide roofs?

I never could figure it out, my solution was to not build anything above ground besides the farms and just burrow out my village in the only dwarfy way I know. Works really well too and instead of using resources to build structures, you gain stone and start to explore your first level down.
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