If anyone is able to give me tips on how to get generated a fairly evil and also volcanic world I'd appreciate it!
If anyone is able to give me tips on how to get generated a fairly evil and also volcanic world I'd appreciate it!
I'm not too sure about the volcanic part, but evil is fairly easy. Just remove the requirements on good regions and increase each evil attribute 10x.
-High temperature, increase the min as well as the max
-Low rain
-Lots of volcanoes
-Haven't come across a way to get good craggy valleys yet
-Low river count, maybe high pre erosion count and next to nothing post erosion so you get lots of ex stream beds? If that's how it works
-Remove the requirements on each terrain type
The harder part is getting something with a playable civilization
Good point.
As for any Qt3 game I propose we wait a couple of weeks for major but fixes? Is toady likely to do that? And I propose more ideas for nasty. A giant rocket is a pretty good start.
Toady says there will be more releases this year, but I for one don't believe him. Lets go!
The only thing I particularly care about is how much harder than usual it is to farm. We could stick to above ground only crops I guess, which would make things a little more exciting.
EDIT: Donated, and the thankyou page has this image. I actually laughed out loud.
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Only the major releases take forever. He's usually really awesome about bug fixes. Like, one or more releases per day awesome. :)
I had my first serious injury today, after a small cave in. A season or two later I went to see how they were doing.
Hmm, still an injured skull... With thread in it?! Awesome.
There are still some pretty big bugs here. I've had digging not get dug for no reason - other nearby digging works, this lot doesn't. Hmm. I've also got a miner who refuses to move from his location. Slowly he is dying of thirst and hunger. No reason there either.
Yeah still some serious bugs.
Stockpiles taking stuff from other stockpiles makes dwarves stand and not move.
Also, I'm I the only one with a world where nothing rots?
My map is full of remains and body pieces that existed for two years now.
It isn't even scary as most of those are butterfly remains and stuff like that. :D
Also, its possible to use the mayday 16 version with the new release and without graphical issues.
You have to generate the world in a vanilla version, then copy the save to a graphics version. You also have to replace the grahpics folder in the save folder itself.
Sorry, I'm in a hurry, otherwise I would write a more extensive description or upload a version. I guess the next time I could do that there already will be a new mayday version. :)
http://www.bay12games.com/forum/index.php?topic=51961.0 for graphics sets.
Is this new version lagging A LOT more? I also made a fairly small zone and it was using up a GB of RAM. I guess it will take a while before this gets playable as it was for last version.
What stops me for playing for longer term is some design issues. The more it goes into minutiae and the less playable it is. For example the last version turned me off because once the few animals were killed they wouldn't be respawned anymore. It's a kind of big issue since hunting is basically useless.
Or how the game goes into a great extent of simulating hundred of terrain materials, but then there's no difference and a fortress made into sand is as strong as one made into stone. I continue to think that the game should simulate and expose only parts that actually come into gameplay. There's no reason to have hundred of materials if game-wise they all behave identically.
I also wonder why he can't separate the font for text with the font for sprites. All custom tilesets have images that show into normal text because the two overlap.
Yeah, there's some tweaks required with using Partial Print in the init file. Turn it on and put it up to 16 or so.
That's for sure. My only complaint is that he focuses a lot on complicate stuff that doesn't really comes into play when fixing some basic stuff would be easier and make the game more fun right away.
I don't know how this year of development changed gameplay, my problems with the game were usually minor things that affected the gameplay hugely and surely didn't require a year to get fixed.
Yeah, but he was in Dwarf Fortress mode. Even in the previous versions the adventure mode had a combat log, but it wasn't there in fortress mode.
Another example: http://www.rockpapershotgun.com/2010...comment-424810
Is this thing even possible? How much is just roleplayed and how much actually happened in the game?
That's pretty much all stuff that happened in game.
Also: Be patient, guys. :)
It's all ingame, HRose. Bits of skull are being simulated as piercing the brain, etc. It's pretty much the major thing outside of the revamped underworld.
Like everything else now, medicine eventually happens but you might have to wait a while.
Quick hospital requirements:
bed(s), table, chest, traction table placed in a hospital zone (i menu)
chief medical dwarf, all healthcare labors available among your pop
cloth, thread, buckets
plaster and soap seem to be optional, perhaps they merely improve efficiency
a wounded dwarf
extended injury info
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individual view
You guys who aren't digging down to the caverns, try it! They're pretty awesome for fort establishment purposes :)
We're both using the Mayday tileset which hasn't been updated for the new version yet, hence the bugs. There are some wonks in it, particulary in the new areas (like health!) but very understandable overall.
His images are more screwed up than mine though, there are no letter issues with my configuration.
(I much prefer it to ASCII display, partly because the tiles are square so my brain can estimate distance properly, and partly because the symbols take less neurons to decode.)
From what I understand this release is not optimized at all so you should see decent framerates once its merged with the 40d stuff.
I've had a blast so far, but the lack of a proper dwarf manager + waves of immigrants is turning me off a bit. I think I may wait for any serious fortressing till I can manage and track jobs a bit easier
Getting dwarves to train up their military skills is quite buggy right now. I have one squad who only leave the barracks for food & alcohol (as it should be!) and the other group just hangs around the meeting hall having parties.
EDIT: oh fi, I just lost my fortress. Don't view your military schedule, press tab (which swaps between the schedule and minimum dwarves required value) and then try to change the value from there. If you want to change that value, edit the order with 'e'.
Any thoughts on harnessing magma for furnaces yet?
As I understand it the bottom layer is now a giant magma lake, but I'm not sure how I would go about using it for forges and furnaces. Is there a way to get the magma up to your fort that doesn't involve a hundred pumps, or should I look to be building the forges way down in the depths at the magma?
That's an age old question!
How many z levels are there in a standard fort now? I heard 150 or something insane on another forum. Is that true?!
It seems it needs some balancing :)
I sent a dwarf with no skills after a racoon and they got locked into an infinite battle with the racoon unconscious and the dwarf still punching it after 90 pages of logs. This made the dwarf an expert wrestler already and militia commander.
EDIT: Combat finally ended with the dwarf now legendary fighter and wrestler...
Last edited by HRose; 04-03-2010 at 10:13 AM.
Darn, I probably haven't played DF since almost two years ago, and it shows.
I just spent an insane amount of time merely trying to get some fields going - I think the first one was operational in atumn.
Being able to still plant and harvest in winter eased the burden, though.
In fact, I seem to have piles and piles of stuff to eat left, despite basically neglecting everything for a year and now having 30 dwarfs after a immense wave of immigrants.
I thought I'd be able to remember how I used to go about fields and stuff, but it's so much harder than before with the additionally involved z-level.
I'm mostly having trouble getting rid of water again after I have flooded a field. As a interrim solution I just dug a very deep hole with a series of large caves in the bottom which are now slowly filling with water everytime I flood some field above. Not optimal, but it works - until the reservoir is filled, I guess. What's the proper way of getting rid of the water again?
I'd also like to second the magma question, but despite now having more than half a dozen smiths and melters, I haven't even got a wood-based smithing infrastructure up and running yet. It's all so confusing after all this time... ;/
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rezaf