Thread: Dwarf Fortress: Very Ambitious Roguelike

  1. #2941
    Mad Chester
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    Quote Originally Posted by Wolff View Post
    For many its definitely not for them, but your interest seems somewhat piqued by your comments in the other thread, so if a little push helps you discover your inner neck-beard, I'm pushing.
    Perhaps I will...your encouragement makes me want to give it another go.

  2. #2942
    New Romantic
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    Lesson learned from my first fortress in DF2010: a well stocked hospital is important. So are coffins.

  3. #2943
    Social Worker sharaleo's Avatar
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    Hey, I've just reclaimed a fortress for the first time ever.

    My dwarves seem very, very reluctant to use any of the existing infrastructure - bedrooms, workshops, levers, etc. I know I need to reclaim goods I want them to use, but do I need to do anything to get them use use the old workshops?

    Most of them are not particularly happy at the moment and that may be something to do with having to battle a forgotten beast upon arrival and then having to build a tomb to bury their 50 or so predecessors...not sure if that is affecting them, but they use anything new that I build no probs.

  4. #2944
    Social Worker sharaleo's Avatar
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    aha, found it! Designation menu: d-b-c

  5. #2945
    Social Worker
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    Yeah one of the annoying things about claiming a fort everything is forbidden. In previous versions (this may have been changed/fixed) some things like wells would never be used even if you unforbidded.

  6. #2946
    New Romantic
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    I really wish they wouldn't feel the need to scatter every little thing across the map like some hurricane-devastated city. I love reclaiming, but that shit really buzzes my compulsive nature.

  7. #2947
    Spinning Toe
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    And now the moment I've been waiting for..

    http://www.bay12forums.com/smf/index.php?topic=80433

    Code:
    Dwarf Fortress - 0.31.22 (Released 2011-03-24) [ View Issues ]
    ==============================================
    - 0003986: [Dwarf Mode -- Stockpiles] Large pots can hold infinite amounts of food (prepared meals and plants) (Toady One) - resolved.
    - 0002806: [Dwarf Mode -- Artifacts] Bone Artifacts Missing Decorations and Materials (Toady One) - resolved.
    - 0003555: [Miscellaneous Crashes] Escaping units with kill orders on them cause segmentation fault on Linux/Mac (Toady One) - resolved.
    - 0003651: [Undeath] Ghost appearing/disappearing causes a massive slowdown (Toady One) - resolved.
    - 0000191: [Dwarf Mode -- Jobs, Healthcare] Hospital stores more materials than assigned. (Toady One) - resolved.
    - 0004165: [Adventure Mode -- Quests] Game crashes when I try to recieve a quest or report creature's death. (Toady One) - resolved.
    - 0004013: [Vegetation] Areas of plain "grass" in caverns (Toady One) - resolved.
    - 0003080: [Dwarf Mode -- Jobs, Healthcare] Surgeon cancels surgery: patient not resting (Toady One) - resolved.
    - 0001023: [Dwarf Mode -- Jobs, Cancellation and Suspension] People picking up soap, getting "cancels Clean Self: Area inaccessible", then dropping it (Toady One) - resolved.
    - 0000157: [Dwarf Mode -- Stockpiles] Stockpile settings "metal" category includes stones, gems, soil and other inorganics (Toady One) - resolved.
    - 0001173: [Dwarf Mode -- Jobs, Designations] Dwarves refuse to haul accessible items until they've hauled ones that are currently inaccessible (Toady One) - resolved.
    - 0004154: [Dwarf Mode -- Items] Glass and porcelain pots, even ones that contain booze, don't show up in Trade Depot list (Toady One) - resolved.
    - 0004170: [Dwarf Mode -- Jobs, Cooking and Food] fine and lavish meals only use two ingrediants (Toady One) - resolved.
    - 0004050: [Dwarf Mode -- Jobs, Farming/Farmer's Workshop] Plants stored in large glass pots are not used by jobs, and other irregularities with pots (Toady One) - resolved.
    - 0002015: [Dwarf Mode -- Jobs, Fishing] Fishing in a river still reports no fish (Toady One) - resolved.
    - 0003755: [Dwarf Mode -- Jobs, Healthcare] If dwarf is not properly taken to hospital, dwarves with recover wounded will drag back to bed during surgery (Toady One) - resolved.
    - 0001989: [Dwarf Mode -- Stockpiles] In stockpile settings, forbidding subcategories leaves some items highlighted (Toady One) - resolved.
    - 0000583: [Dwarf Mode -- Stockpiles] Cannot Use Stockpile Settings to isolate Rock Blocks (Toady One) - resolved.
    - 0000439: [Dwarf Mode -- Stockpiles] Wood Blocks cannot be stockpiled (Toady One) - resolved.
    - 0000147: [Dwarf Mode -- Interface, Civilization List] The Civilziation screen can spoil certain underground features (Toady One) - resolved.
    - 0000668: [Dwarf Mode -- Interface, Announcements] Unbreached underground areas still generate certain announcements (Toady One) - resolved.
    - 0002627: [Dwarf Mode -- Jobs, Healthcare] Dwarves cannot collect water for "Apply cast" job (Toady One) - resolved.
    - 0000194: [Dwarf Mode -- Jobs, Healthcare] Hospital does not stock plaster powder, and doctors won't use stockpiled plaster to set bones (Toady One) - resolved.
    - 0004239: [Legends Mode -- Historical Figures] Nameless notable creatures produce ugly " , "" "-entries in historical-figures-list (Toady One) - resolved.
    - 0004221: [Adventure Mode -- Reactions] Adventure mode reactions no longer create quality items (Toady One) - resolved.
    - 0004149: [Dwarf Mode -- Items] Glass pots cannot be used for brewing/storing. (Toady One) - resolved.
    - 0002412: [Dwarf Mode -- Interface, Designations] Crash when removing burrow (Toady One) - resolved.
    - 0000037: [Adventure Mode -- General] Underground area names are mangled in adventurer mode "adventurer log" screen (Toady One) - resolved.
    - 0000681: [Dwarf Mode -- Jobs, Healthcare] Legless/footless dwarfs are ignored by healthcare (Toady One) - resolved.
    - 0001806: [Dwarf Mode -- Military] Non-cancelled kill orders persist into newly generated world and fortress. (Toady One) - resolved.
    - 0000285: [Dwarf Mode -- Moods] Moody dwarves won't use magma forges (or magma glass furnaces), insist on non-magma ones (Toady One) - resolved.
    - 0000005: [Legends Mode -- Display] Underground region names display badly in Legends (Toady One) - resolved.
    - 0000459: [Dwarf Mode -- Interface, Announcements: Message Spam] Webbed injured dwarf unable to rest and thus cannot be diagnosed/hospitalised (Toady One) - resolved.
    - 0003939: [Dwarf Mode -- Interface, General] Blank Health History (Toady One) - resolved.
    - 0000321: [Dwarf Mode -- Interface, Civilization List] Unnamed civilizations displayed badly on civ detail screen: , "", <race> (Toady One) - resolved.
    - 0002737: [Dwarf Mode -- Interface, Stockpiles] Cloth stockpile settings lack option for metal clothing (Toady One) - resolved.
    - 0001704: [Dwarf Mode -- Stockpiles] Toggle for "fresh raw hides" in refuse stockpile doesn't work (Toady One) - resolved.
    - 0001464: [Dwarf Mode -- Stockpiles] Dwarves fail to store ballista bolts in siege ammo stockpile. (Toady One) - resolved.
    - 0000960: [Dwarf Mode -- Interface, Stockpiles] in food-stockpile menu, sub-item of 'leaves' is rock nuts - should be quarry bush leaves (Toady One) - resolved.
    - 0001428: [Technical -- General] Backup raws files (*.txt~, *.txt.bak) get parsed, causing mismatched IDs and crashes (Toady One) - resolved.
    - 0000419: [Combat -- General] Can attack creatures in melee across several Z levels (Toady One) - resolved.
    - 0003071: [Material Properties] All hardcoded materials (glass etc) have uninitialized MAX_EDGE and ABSORPTION and crappy yield/fracture/strain values (Toady One) - resolved.
    - 0002840: [Dwarf Mode -- Military] Marksdwarves use wrong bolts when training (Toady One) - resolved.
    - 0000737: [Dwarf Mode -- Immigration] Migrant hunters (with hunting labor enabled) haul their quiver to a stockpile and then pick up another one (Toady One) - resolved.
    - 0004134: [Typos/Grammar] New sound abilities have typo (Toady One) - resolved.
    - 0000254: [Dwarf Mode -- Stockpiles] Food stockpiles accept trees/wood (Toady One) - resolved.
    - 0000475: [Dwarf Mode -- Stockpiles] Custom Food -> Plants stockpile has invisible item, because "plump helmet man tissue" uses creature name instead of plant name (Toady One) - resolved.
    - 0000015: [Dwarf Mode -- Stockpiles] "Wood" section in stockpile settings includes all plants (Toady One) - resolved.
    - 0002972: [Dwarf Mode -- Interface, Military Screen] Can't select wooden/bone crossbows in uniform screen (Toady One) - resolved.

  8. #2948
    Hustle
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    Yep, me too. I haven't played in a few months, but have been kind of itching to play again, and have been waiting for this patch. This one is donation-worthy, if for no other reason than to send Toady a message that fixing bugs is a Good Thing. Now I have to see if I remember how to do anything...

  9. #2949
    Social Worker
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    Quote Originally Posted by benloran View Post
    Yep, me too. I haven't played in a few months, but have been kind of itching to play again, and have been waiting for this patch. This one is donation-worthy, if for no other reason than to send Toady a message that fixing bugs is a Good Thing. Now I have to see if I remember how to do anything...
    Don't worry. It's like riding a bike, except sometimes the bike explodes and shoots metal into your crotch.

  10. #2950
    Broad Band
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    I finally had a fortress with a military that would survive. My hospital was filling up with legless and footless dwarves. Hopefully I can copy my save into the new version with no problem.

  11. #2951
    New Romantic
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    People picking up soap, getting "cancels Clean Self: Area inaccessible", then dropping it (Toady One) - resolved.

  12. #2952
    New Romantic
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    Now Dwarves can find their own assholes if they use both hands.

  13. #2953
    Social Worker
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    OMG HOSPITALS WORK

  14. #2954
    New Romantic
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    Quote Originally Posted by chequers View Post
    OMG HOSPITALS WORK
    I'll believe it when I see it.
    Last edited by Gus_Smedstad; 03-24-2011 at 05:17 PM. Reason: grammar

  15. #2955
    Social Worker
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    Well there have been three versions since you last gave up, surely it's time to try DF again? ;)

  16. #2956
    New Romantic
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    Oh, I know I'll return sooner or later, particularly since he did something about metal abundance. I'm just not there yet.

  17. #2957
    New Romantic
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    I've got an increasing population of dwarves Resting in the hospital without any wounds at all. Deconstructing all of the beds in the hospital seems to help - but that isn't so great for my genuinely-wounded dwarves.

  18. #2958
    Social Worker
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    There have been like three versions released in the past three days, are you using the latest?

  19. #2959
    Social Worker
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    The dwarves' dog tried to hold off the zombies, but they tore its head off. Then the necromancer raised it, and the dwarves were attacked by a headless zombie dog, in addition to the others. The head was not animated. I haven't gotten to that yet.
    I'm intrigued by the direction he's taking this.

    Sounds like he plans for individual body parts to be able to be animated as well, like say, an army of hands. That's what I want, I want to be able to dump the goblin invaders into the pit of hands that I've carefully cultivated.

  20. #2960
    Mad Chester
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    Dwarf Fortress: Reanimator.

  21. #2961
    New Romantic
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    It's kind of typical that he didn't finish the trade stuff before starting on a new model for necromancy / undead. He just can't focus on actually finishing anything.

  22. #2962
    World's End Supernova
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    Quote Originally Posted by Universal Leader View Post
    Dwarf Fortress: Reanimator.
    Let me know when Dwarf Fortress: Finally Playable comes out.

  23. #2963
    Account closed Hustle
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    Quote Originally Posted by Pogo View Post
    Let me know when Dwarf Fortress: Finally Playable comes out.
    LMAO!

  24. #2964
    Social Worker
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    He's introduced narwhal's and narwhal men!

    As an aside he's working on adventure mode and trade stuff required to get adventure mode fun not the other way around - which explains his change to the undead and creatures for this minor update. This major update, or the focus for this year is the adventure mode. He is still working on trade/caravan/store improvements while he works on the undead. This is for those of you who think he works on improvements willy nilly, he does kinda, but in the structure of a broader plan for the major updates.

  25. #2965
    Social Worker
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    Adventure Mode, a.k.a. "the part of the game that no one has any interest in playing" a.k.a. "Like a roguelike, but not fun."

  26. #2966
    Social Worker
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    And yet his monthly donations are higher than ever which seems to speak to his paying customers interests. I for one wold love DF's adventure mode to be as detailed as UnReal World.

    Not as fun yet, doesn't mean it doesn't have the potential to be fun. And most importantly for him, diversify and expand his paying audience.

  27. #2967
    Social Worker
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    I dunno. I paid the guy, but that doesn't mean that it was out of any self interest. I viewed it as kinda like supporting art.

  28. #2968
    Social Worker
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    I pay in months when the bugfixes outweigh the features and when there are no (or few) adventure mode changes. I'm putting into practice my belief that economic systems use payment as a form of intent signalling.

  29. #2969
    New Romantic
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    How's that working out for ya? ;)

  30. #2970
    New Romantic
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    I'm guessing he hasn't had to spend much, using this system.

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