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VerdantSquire posted:New future of the Fortress reply!
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# ? Dec 1, 2014 00:58 |
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# ? May 20, 2024 20:50 |
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# ? Dec 1, 2014 02:40 |
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Just when you think the dick jokes have stopped, they show up unexpectedly, next to a bloody axe.
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# ? Dec 1, 2014 03:14 |
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VerdantSquire posted:New future of the Fortress reply! Shibawanko posted:... and the severed part sails off in an arc...
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# ? Dec 1, 2014 03:51 |
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I suppose this time of the decade is a little bit of a slow point for Dwarf Fortress, while everything catches up with the updates?
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# ? Dec 2, 2014 03:44 |
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texasmed posted:I suppose this time of the decade is a little bit of a slow point for Dwarf Fortress, while everything catches up with the updates? Yep. When the game gets updated on a weekly basis like this it's kind of pointless to keep starting new forts.
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# ? Dec 2, 2014 03:49 |
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Arven posted:Yep. When the game gets updated on a weekly basis like this it's kind of pointless to keep starting new forts. You know you can just move the save folder to the new version, right?
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# ? Dec 2, 2014 04:43 |
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hepatizon posted:You know you can just move the save folder to the new version, right? This will definitely not cause any catastrophic issues at all, nope.
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# ? Dec 2, 2014 04:46 |
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Transferring saves hasn't worked for like 20 versions.
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# ? Dec 2, 2014 05:22 |
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So the combat wounding means that you could simply armor everyone up with no leg protection and minimum torso protection and send them into the Danger Room and oh my God why is this even a thing now loving Dwarf Fortress. Haven't updated yet myself, figure I'll wait until Toady's settled out most of the current crop of issues and such. Gelding and fruit-picking ladders just aren't quite enough to justify it for me yet, I'm afraid. I assume though that it's only a matter of time now until the ladder code allows for their use in sieges (about five years down the line)?
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# ? Dec 2, 2014 05:30 |
I generate new worlds all the time anyway, but I'm pretty sure save compatability has been preserved since like 40.04.
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# ? Dec 2, 2014 05:31 |
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Every time I try to transfer saves from one version to another, the new version doesn't even recognize the old save as existing.
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# ? Dec 2, 2014 05:39 |
I just generated a pocket world in .04 and moved an in-progress game in it to .19 with no problems. Are you trying to move them from pre-.04 to post-.04?
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# ? Dec 2, 2014 05:58 |
Gus Hobbleton posted:Transferring saves hasn't worked for like 20 versions. .03 was the last comp-break point. Every version since has been bending over backwards to insert the new behaviors and fixes into any old worlds that get loaded.
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# ? Dec 2, 2014 06:30 |
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No I try to move them from like one version ago to the most recent and the game doesn't even give me the option of trying to load from it.
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# ? Dec 2, 2014 06:47 |
Are you doing it right.
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# ? Dec 2, 2014 08:43 |
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In fairness, I don't generally trust moving saves even between versions where it works. Maybe just my luck, something about my system, whatever, but it's always universally lead to worlds that are...bizarrely buggy and often crash-prone.
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# ? Dec 2, 2014 09:14 |
Kinda miffed i still cant chop down and use bamboo as wood
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# ? Dec 2, 2014 09:51 |
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I just had Fun via a werehedgehog attack which only killed one dude. It was great! While six of my dudes laid up in the hospital slowly not-dying, four others who fought the beast in the first place transformed in my dining room and killed just about everyone else. Then over the next few months my new expedition leader, the two hundred and thirty year old Presser with absolutely no valuable skills, proceeds to slowly but surely kill everyone else in werehedgehog form, racking up well over twenty kills... ...except for the insanely badass one hundred and forty-year old Bowyer with 18 children, who holds him off with a crossbow long enough for two whole migrant waves to arrive, then gets his head punched in as the other civilians dogpile the werehog. On the side, is the extreme age of my werehog expedition leader due to him being a vampire/necromancer/etc, or just an oddity of the history system?
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# ? Dec 2, 2014 11:04 |
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ungulateman posted:I just had Fun via a werehedgehog attack which only killed one dude. It was great! While six of my dudes laid up in the hospital slowly not-dying, four others who fought the beast in the first place transformed in my dining room and killed just about everyone else. Then over the next few months my new expedition leader, the two hundred and thirty year old Presser with absolutely no valuable skills, proceeds to slowly but surely kill everyone else in werehedgehog form, racking up well over twenty kills... Is this the guy?
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# ? Dec 2, 2014 11:24 |
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Actually, yeah. I know bamboo is a "grass," but it's also a legit food, craft material, and construction material. I guess Toady slapped a ground cover tag on it and left it at that, but it's a bit disappointing. I want to have bamboo skewer pit traps around my fort.
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# ? Dec 2, 2014 14:47 |
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Kenning posted:Are you doing it right. I've been dropping the save folder into the new version's data directory. Is there anything else I have to do other than that nowadays? I've never had to do anything other than that in the past.
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# ? Dec 2, 2014 17:39 |
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I dropped my save folder from 40.15 into the directory for 40.16 and it loaded fine. I can't tell if the goblin and stress fixes in that version are actually working or not in the save but it loaded fine.
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# ? Dec 2, 2014 19:05 |
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Regardless of save file compatibility I'm waiting for DFhack to be updated. I've made enough DF2014 forts without it
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# ? Dec 2, 2014 19:09 |
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My weaponsmith had a mood, but he wants yarn cloth and I don't have any animals I can shear. Anything I can do? If not it's kinda bullshit.
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# ? Dec 3, 2014 18:29 |
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Infinite Monkeys posted:My weaponsmith had a mood, but he wants yarn cloth and I don't have any animals I can shear. Anything I can do? If not it's kinda bullshit. Hope he can last out 'til the next trader caravan arrives, kill 'em all, and make sure your hospital isn't set to gobble all of the cloth up. Failing that, murder every large animal on the map, butchering an animal leaves their hair behind too.
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# ? Dec 3, 2014 18:54 |
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You can't make cloth out of any old animal hair, it has to be yarn specifically.
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# ? Dec 4, 2014 01:28 |
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It looks like dwarf therapist has been updated for 40.19, with the new stress system! I'm going off my email update from bay12, but if it's true gently caress yeah. I can live without dfhack if I have dwarf therapist! edit: Now that I am back to my desktop: confirmed! The new release of DT supports all of the latest and greatest DF has to offer! Which also means (due to memory mappings shared between DT and dfhack) a DFhack for 40.19 should not be far behind! Now where's DF 40.20? necrotic fucked around with this message at 02:17 on Dec 4, 2014 |
# ? Dec 4, 2014 01:45 |
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Dashticle posted:Hope he can last out 'til the next trader caravan arrives, kill 'em all, and make sure your hospital isn't set to gobble all of the cloth up.
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# ? Dec 4, 2014 03:13 |
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Infinite Monkeys posted:The elven caravan left literally seconds before the mood . If I'd just killed them like I was planning to, I wouldn't have this problem, but I didn't finish my pump stack in time to flood the trade depot Infinite Monkeys posted:The elven caravan left literally seconds before the mood . If I'd just killed them like I was planning to, I wouldn't have this problem, but I didn't finish my pump stack in time to flood the trade depot Trapping them inside until the die of whatever would have been just as effective.
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# ? Dec 4, 2014 03:49 |
Stab them?
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# ? Dec 4, 2014 03:49 |
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ghetto wormhole posted:Stab them? that's your solution for everything (okay so it works for most things)
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# ? Dec 4, 2014 03:54 |
I hope everyone can forgive me for neglecting the supposedly up to the latest OP for like four months and not really being up for it today either, take this exciting devlog as an apology:Toady One posted:I've started by playing around with the main job selection procedure. It'll take a bit to get it balanced out, but jobs-choosing-dwarves-independently is in the past. I have my little invisible help-wanted ads for them to look through now, followed by a little invisible pick-best-applicants procedure.
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# ? Dec 4, 2014 04:39 |
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Maybe this would also bring back the economy portions of the game? I kind of don't like having to assign individual labors and such, it would be nice to just have dwarves decide what they want to do.
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# ? Dec 4, 2014 04:54 |
I love how Toady just drops these little bombs. Like the time he said something like "added burrows to the game, because I needed them for something else"
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# ? Dec 4, 2014 05:04 |
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'added mild sentience to better help me implement fixes to the pathing'
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# ? Dec 4, 2014 05:08 |
WAMPA_STOMPA posted:I love how Toady just drops these little bombs. Like the time he said something like "added burrows to the game, because I needed them for something else" His latest monthly recap was him going basically "well! [hands rubbing] this December is more like Jobselectember, now let's hope progress is quick" so it's not a total bomb, but that's still a pretty slick start.
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# ? Dec 4, 2014 05:15 |
PhantomZero posted:Maybe this would also bring back the economy portions of the game? We already tried this and we found out they want to attend parties all the time.
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# ? Dec 4, 2014 05:30 |
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Are there any tilesets that have no letters in them?
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# ? Dec 4, 2014 07:04 |
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# ? May 20, 2024 20:50 |
None. Tileset makers haven't really grasped the TWBT paradigm yet. e: unless you count illegible runes as "no letters"
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# ? Dec 4, 2014 07:12 |