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Dwarf Fortress => DF Announcements => Topic started by: Toady One on September 15, 2010, 08:45:51 am

Title: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 15, 2010, 08:45:51 am
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

The framework for villages and sprawl is in place, and there are now "entity populations" which are made up of thousands of critters for which less information is tracked.  As it stands, this amounts to, say, ten times the number of historical figures after world generation has been running for a while, though it can vary a lot.  These changes have left adventure mode gutted, so don't expect old adventure mode saves to retain much information or work all that well.  Old dwarf mode saves should be fine for continued dwarf fortresses.  In new worlds, you can wander around the new villages, but don't expect anything to be going on.  This is the launching pad for what should be the Funification of adventure mode in the next (non-fix) release, but like many launching pads, it is kind of dull and gray.

As for the merits of this release, there are the bug fixes in the lists below.  The game should also be a bit faster.  I'm on a new compiler in Windows, which led to a general speed increase, and I also optimized some code for improvements on all OSs.  It's not the end of the story there by a long shot, but it is progress, anyway.  World generation itself might be a bit slower overall, since there's a lot more going on site-wise.  This is going to change as we set up relationships between the leaders, one way or another, but I can make a medium island world in around 10 minutes without the memory going totally nuts, and I thought that state was fit for release.

There are some side effects to not having any stable relationships between world gen sites while cutting down on site destructions, like having a site get pillaged for the thousandth time and so on, which will iron themselves out later.  For now, it's a bit weird.  I also saw a battle with negative numbers of soldiers but couldn't reproduce the situation, so there are probably additional issues as well.

The SDL version has the first pass at the experimental TrueType font support that Baughn is working on.  It is off by default in init.txt and it only works in the 2D print mode.  There are lots of justification etc. problems -- you don't need to report those.  Getting those fixed up is part of the process.  It's difficult to read in the standard window size, so you might want to limit yourself to full-screen or a large window with large grid cells when you are trying it out.

The SDL Windows version may be missing some DLLs.  The additional DLLs are here (http://www.bay12games.com/dwarves/old_dlls.zip) in case it comes up.  Just unzip that in the main folder.  Hopefully I'll have a Mac version together soon -- I need to update GCC to get the new SDL stuff to run (as well as some of the new optimizations), and that is taking time.

I'll post fixes as necessary before embarking on the next proper release.  I changed a lot of stuff between entity populations and optimizations, so I'd be surprised if there weren't a bag of issues.


Crash fixes
   (*)fixed some potential problems with aborting zone placement, though it's not guaranteed to solve the crash there

Major bug fixes
   (*)fixed problem causing dwarves to not sleep in any bed
   (*)fixed problem causing dwarves not to respect ownership in sleeping priorities
   (*)made cursor center on buildings properly when linking them up to a lever etc.
   (*)stopped other civilizations from bringing liaisons
   (*)stopped building destroyer diplomats/traders from destroying things
   (*)made units check the validity of targets more often (counters certain interrupt spam)

Other bug fixes/tweaks
   (*)fixed broken vial making jobs
   (*)make rock short swords use the proper material for the final product
   (*)made horn silver use the stone template
   (*)moved all native metals off of metal template
   (*)stopped season counter from resetting to spring after travel in adventure mode
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: nuker w on September 15, 2010, 08:49:05 am
This is quite cool. Gratz on the good work. Faster DF's are always fun.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Dariush on September 15, 2010, 08:50:08 am
Finally! An update! The best present for my birthday :) (yep, it's today)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 15, 2010, 08:53:10 am
He he he, I hope it's not a train wreck then.  It feels unavoidable though.  Between all the different things going on, there were many moving pieces this time.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: LizardKing on September 15, 2010, 09:06:01 am
   (*)fixed problem causing dwarves not to respect ownership in sleeping priorities

Oh good, I was always worried a dwarf was going to get all angry after discovering Goldilocks in his bed.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Altaree on September 15, 2010, 09:11:35 am
It is an odd numbered release....
.14 in a couple of days? :)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Kogan Loloklam on September 15, 2010, 09:15:04 am
It is an odd numbered release....
.14 in a couple of days? :)
Paranoia! It'll work fine.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 15, 2010, 09:16:07 am
Maybe the Mac Mini will be done compiling GCC by then.  It is a hard little worker.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: LilGunmanX on September 15, 2010, 09:16:55 am
Ahhh! Just when I had a fortress I sort of liked, too!

Is there some way to update older games with the awesome new version? Like, could I take a fortress I already have and update my game so that said fortress will get all of these bugfixes/updates and I can still play the fortress but now with the new stuff?

Or am I going to have to restart? Either way, I guess it's not the end of the world, but I was finally going to submerge my solid-gold subterranean pyramid complex in water, and I'd prefer to not have to redo all of that ;)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 15, 2010, 09:18:58 am
You should be able to copy the region folder in data/save from one version to another just fine this time.  It worked out for a 0.31.03 and 0.31.11 for me, but I didn't test them for long.  Issues are possible, as usual, and adventure mode is kinda trashed for this version because of the village changes.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: LilGunmanX on September 15, 2010, 09:21:14 am
Much appreciated, Toady 8)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 15, 2010, 09:22:17 am
Oh, and the version you download won't even have a save folder, so you might as well move the whole data/save (or make a new data/save and move the region you want).
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Eduren on September 15, 2010, 09:23:21 am
Thank you Toady. The bed bug is one that I've been waiting awhile for a fix on.

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Valrandir on September 15, 2010, 09:23:32 am
\o/ Most Excellent™
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Mel_Vixen on September 15, 2010, 09:25:14 am
Any recommendation for what kind of bug we should look especially? Also is WG compatible with the older versions? I mean will the same seed/variable combination i used in a older version create the same world just with the upgraded content?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 15, 2010, 09:31:55 am
The river rewrite has likely altered even the basic form of worlds, especially if the number of rejects has changed.  Rivers happen really early in the process.  Aside from any problems, I prooooooooobably won't be messing with that much for a while again, but this time, there was a large change (many more rivers with the big ones more evenly distributed and abundant).

Of course the catastrophic crashes and things are the stuff I'm most interested in right after a release, and I'm curious about the DLLs if people are getting errors there, so I can rebundle it.  After that, it could really be anything, without much direction to guide us.  There could be new things with that metal rewrite, the diplomat and sleeping fixes, and really almost anywhere with the optimization changes.  Adventure mode of course will be filled with bugs and horrible bridges and all that -- this situation hasn't changed.  But really, my main concern in the coming hours is just, like, is it crashing?  Is it okay?  Any faster?  Slower?  That sort of thing.  I'll be addressing more bugs with the next release, so old bugs that have already made the tracker aren't as important to hear about here.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: caknuck on September 15, 2010, 09:36:47 am
I noticed that the liquid contaminant spread bug wasn't addressed in this release. Please tell me that this is at the top of the list for .14
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Eugenitor on September 15, 2010, 09:40:09 am
Aww crap, massive bug. Military dwarves can lose their job prefs after their orders are canceled.

Never mind, expression of different bug.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: hermes on September 15, 2010, 09:47:34 am
Many thanks and keep up the excellent work, Toady!  The current arc and the speed with which you're making progress is quite exciting   :o
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: kamber on September 15, 2010, 09:48:50 am
Thanks Toady, doesnt seem to be crashing yet and its running 4-5 fps faster (from 16-20 to 20-26 w/176 dwarves).
Awesome  :)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: dorf on September 15, 2010, 09:49:19 am
I get a 4-8 increase in FPS and have no DLL problems.
Nicely done, sir.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Knight Otu on September 15, 2010, 09:49:49 am
 :(

My laptop claims that 'Dwarf Fortress.exe is not a valid Win32 application.'

I'm on Windows 2000.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: nuker w on September 15, 2010, 09:51:09 am
I went for a spin on adventure mode... Oh also, world Gen hits 1 fps at about 200 years for me now, heh heh. Anyway, I felt quite a diff in speed. So well done.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Ves on September 15, 2010, 09:57:13 am
I'm getting an "Could not create world due to too many subregions" error when trying to gen a world which is just a default large region with the only changes being a 250 year time limit and a 15,000 export requirement for Forgotten Beasts.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 15, 2010, 10:00:37 am
:(

My laptop claims that 'Dwarf Fortress.exe is not a valid Win32 application.'

I'm on Windows 2000.

Ah, I see in one place that the newer MSVC compiler has dropped Windows 2000 support.  I don't know anything more at this point.  We'll have to see what the options are.  Some of the new SDL version stuff requires C++0x and I've found it quite convenient as well, and as far as I know MSVC 2008 and earlier don't handle it.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 15, 2010, 10:00:42 am
*Ninjaed by toady*

Yeah, Windows 2000 was EOLed quite a while ago. Microsoft no longer supports it, which makes anyone else supporting it hard.. I'll see what I can dig up, but at this point I don't have high hopes.

Dropping VS 2010 would require rewriting some code, and it would also revert a large part of the performance gain in this version.. why are you still using 2000, if I may ask?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: skeletonhat on September 15, 2010, 10:01:13 am
World creation crashed in a seg fault in Ubuntu 10.04 :(

Testing again to see if this can be replicated.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Knight Otu on September 15, 2010, 10:04:35 am
The dll bundle was the first thing I tried. *said the Knight to the vanished text* Well, if it won't work, it won't work till I upgrade.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: colorlessness on September 15, 2010, 10:10:47 am
Linux version now requires SDL_ttf where .12 didn't, might mention that in README.linux.  No worldgen segfault for me yet (on Fedora).
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Cheese on September 15, 2010, 10:20:46 am
<3 you Toady
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Johuotar on September 15, 2010, 10:23:18 am
N1 with fps optimization Toady, N1 indeed...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: skeletonhat on September 15, 2010, 10:26:56 am
Tried again, no segfault. maybe a fluke?

Anyways, I'm excited to play, thank toady!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: s2r2 on September 15, 2010, 10:38:39 am
*Ninjaed by toady*

Yeah, Windows 2000 was EOLed quite a while ago. Microsoft no longer supports it, which makes anyone else supporting it hard.. I'll see what I can dig up, but at this point I don't have high hopes.

Dropping VS 2010 would require rewriting some code, and it would also revert a large part of the performance gain in this version.. why are you still using 2000, if I may ask?

Why would you need to revert a large ammount of performance gain to just re add windows 2000 support? All you need to do is either add a single if at the start of the program so that if the OS version is windows 2000 you run on a different path, or maybe you could just edit the setting in VS2010 to make it output valid win32 exe for windows 2000. (http://social.msdn.microsoft.com/Forums/en-US/vcpluslanguage/thread/4924c9de-3d0a-4de6-81aa-d6f985136779) That is assuming that it does not break due to changes in how the exe was made, but it might be worth a quick test before adding the first look up at run time to see if you are running windows 2000, or even more ideally compile time and have a link for a windows 2000 version and a windows xp or better version. Properly abstracted it should not be that hard to do, but I don't know how good the code is with regards to that.

As for why he might be running windows 2000. If you have a computer that runs windows 2000 just fine, why spend the money to upgrade to windows xp and make it slower. I personally have a machine that is running windows 2000 server right now, it works and there little reason I can find to upgrade it to the latest version, only to have it run slower and need more hardware.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rose on September 15, 2010, 10:53:08 am
I'm getting block characters with a font that I know for a fact supports all of the characters DF has.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Mel_Vixen on September 15, 2010, 11:01:01 am
A simple if does not work in this case i fear. MSVC is a nice developing environment but i tend to use other Environments nowadays - eclipse for example. A big pro is that you can use different Compiler plugins in many of these programms thus you can use them to compile for any system without switching the Dev-environmant. MS does iirc its own "c++"-compiler (which is optimised for windows) but does not support older versions of its own os which is sometimes annoying. Also compiling older sourcecode with new compiler/MSVC-version is annoying at times because it doesnt give alerts (usualy) if some of the code is outdated (did run once into a little problem with i/ostreams for saving data on the HDD because my code was outdated MSVC said a shit)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: darkflagrance on September 15, 2010, 11:18:05 am
So I assume that no changes have been made to weapon/armor or weapon/armor material balance except for a few bug fixes?

That would mean that the latest weapon tests are still accurate.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: jei on September 15, 2010, 11:23:11 am
Thanks Toady, doesnt seem to be crashing yet and its running 4-5 fps faster (from 16-20 to 20-26 w/176 dwarves).
Awesome  :)
Lucky you, I still get steady 2 FPS with just 61 dorfs and year 1055 in Linux.
With no temperature or weather, most animals butchered, etc.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Knight Otu on September 15, 2010, 11:25:28 am
A simple if does not work in this case i fear.
And in any case, I doubt it is worth the effort to add something for Win2000.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Thadius on September 15, 2010, 11:36:07 am
Crash fixes
   (*)fixed some potential problems with aborting zone placement, though it's not guaranteed to solve the crash there

Oh well while I never did experience that, nice to know I may not-

Major bug fixes
   (*)fixed problem causing dwarves to not sleep in any bed
   (*)fixed problem causing dwarves not to respect ownership in sleeping priorities
   (*)made cursor center on buildings properly when linking them up to a lever etc.

   (*)stopped other civilizations from bringing liaisons
   (*)stopped building destroyer diplomats/traders from destroying things
   (*)made units check the validity of targets more often (counters certain interrupt spam)

 :o

Other bug fixes/tweaks
   (*)fixed broken vial making jobs
   (*)make rock short swords use the proper material for the final product
   (*)made horn silver use the stone template
   (*)moved all native metals off of metal template
   (*)stopped season counter from resetting to spring after travel in adventure mode

...

Strike the earth.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 15, 2010, 11:45:39 am
I'm getting block characters with a font that I know for a fact supports all of the characters DF has.
It's a work in progress. There's probably something wrong with the unicode converter somewhere, I'll have a look.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Mephansteras on September 15, 2010, 11:48:09 am
Huh. Interesting. I don't see any real changes to the entity raws other than the population increase.

Does this mean that all of the new off-site population methods are controlled by the site type?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: s2r2 on September 15, 2010, 11:52:00 am
A simple if does not work in this case i fear.
And in any case, I doubt it is worth the effort to add something for Win2000.

I would rate it as how much effort it takes, after all if all he has to do is put it though G++ to get a win2k binary that works just fine but is slower then the one from VS2010, then it would be fine. If he has to rewrite more then a few lines of code, it might be. If he has to remove all the improvements he made to speed to get it to work again it would not be worth it, but considering the fact that there is a Linux and OSX binary, I would guess that it likely the first one, if not the second one. Last time I looked, G++ under windows still made perfectly fine W2k Binaries.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Footkerchief on September 15, 2010, 11:57:38 am
Thanks Toady, doesnt seem to be crashing yet and its running 4-5 fps faster (from 16-20 to 20-26 w/176 dwarves).
Awesome  :)
Lucky you, I still get steady 2 FPS with just 61 dorfs and year 1055 in Linux.
With no temperature or weather, most animals butchered, etc.

What size embark area?  Have you tweaked the rendering options in init?  Do you have billions of items lying around?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Knight Otu on September 15, 2010, 12:02:33 pm
Huh. Interesting. I don't see any real changes to the entity raws other than the population increase.

Does this mean that all of the new off-site population methods are controlled by the site type?
Probably, at least for now. Decoupling them can't really come in until all methods work nicely.

I would rate it as how much effort it takes,...
Well, sure, but so far I'm the only one who has spoken up to use Win2000, so unless many others speak up, it'd be a change just for one guy on the interwebs.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: addictgamer on September 15, 2010, 12:07:04 pm
Great work!
Now take a well earned nap ;)

I've been wanting to embark on a populated area, but if even just one tile of populated area is selected, it won't let me embark.
I thought you were able to embark on human towns.
Now I can't seem to embark anywhere that shows population.

Did I miss reading something?

Oh well, guess I'll have to wipe out towns in adventure mode now...

Still, good job!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deon on September 15, 2010, 12:29:01 pm
Tried again, no segfault. maybe a fluke?

Anyways, I'm excited to play, thank toady!
I think it's random. I've generated 10 worlds and got it twice. There's definitely some new error in the worldgen process, but it's expected with all the new additions :D.

P.S. Are there old towns like before too? I seem to get tons of locations with cottages...

I WANT SHOPS! :D
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: blaze323 on September 15, 2010, 12:31:55 pm
Hmmm, this is weird. The first volcano I found on the first map I genned on this release (haven't changed any files at all). Think theres an aquifer as well. Anybody else had this happen to them before? Or is this normal.


http://imgur.com/1MMIg.png
http://imgur.com/LZKXb.png
http://imgur.com/r98Ji.png

EDIT: had the pics in the wrong order
EDIT 2: It does go back into the mountain after 10 levels tho.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 15, 2010, 12:49:56 pm
Hi!

Thanks for the update. Although it has ruined my plans to take a break from DF. After all, with the bed bug and alien diplomats fixed, I have to give it a try.

Baughn: Completely OT: Interesting, so you like Recettear? I agree that it is fun... Just had to mention that.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: uioped1 on September 15, 2010, 12:54:50 pm
Bed bugs seem to be enjoying quite the resurgence in the US at the moment.  Glad to hear you were able to knock them out.  I imagine you'll be getting many interview requests shortly.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smariot on September 15, 2010, 12:57:51 pm
Is it just me, or does 'Find Desired Location' now give unusable locations occupied by villages?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Knight Otu on September 15, 2010, 12:58:51 pm
P.S. Are there old towns like before too? I seem to get tons of locations with cottages...

I WANT SHOPS! :D
I'm pretty sure Toady said he gutted the old towns, and didn't get to replacing them yet.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: darkfred on September 15, 2010, 01:01:06 pm
*Ninjaed by toady*

Yeah, Windows 2000 was EOLed quite a while ago. Microsoft no longer supports it, which makes anyone else supporting it hard.. I'll see what I can dig up, but at this point I don't have high hopes.

Dropping VS 2010 would require rewriting some code, and it would also revert a large part of the performance gain in this version.. why are you still using 2000, if I may ask?

Why would you need to revert a large ammount of performance gain to just re add windows 2000 support? All you need to do is either add a single if at the start of the program so that if the OS version is windows 2000 you run on a different path, or maybe you could just edit the setting in VS2010 to make it output valid win32 exe for windows 2000. (http://social.msdn.microsoft.com/Forums/en-US/vcpluslanguage/thread/4924c9de-3d0a-4de6-81aa-d6f985136779) That is assuming that it does not break due to changes in how the exe was made, but it might be worth a quick test before adding the first look up at run time to see if you are running windows 2000, or even more ideally compile time and have a link for a windows 2000 version and a windows xp or better version. Properly abstracted it should not be that hard to do, but I don't know how good the code is with regards to that.


HA! I Wish. But then I'd be out of a job.

If the 'if' statement can automatically create multi-target API wrappers for giant 3rd party libraries, rewrite your code to support them, and add compiler options that don't exist then...
I quake at the thought of what this guy could do with a 'for' statement.

:)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Maxxeh on September 15, 2010, 01:02:02 pm
A negative number of soldiers isn't a bug! It's protesters!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Lofn on September 15, 2010, 01:09:12 pm
The number of settlements on the map is absolutely insane.  Trying to enter a site in Adventure Mode brings up around four different towns per tile.   Is this intended?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Jake on September 15, 2010, 01:26:14 pm
I think we're getting to the point where any machine old enough to still have Windows 2000 installed will struggle to meet the minimum specifications even if it can theoretically execute the program. If people in Knight Otu's position really can't afford a new PC then they'd be well-advised to switch to Linux anyway.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Dogun on September 15, 2010, 01:28:20 pm
Sweet, new release.

I'm eagerly awaiting contaminant fixes, but I guess most of this stuff is probably more important.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Ampersand on September 15, 2010, 01:29:00 pm
Those aren't settlements. They're countryside farmland. In the Medieval period, and even today, all large cities need to be supported with vast tracts of farmland around them in order to feed a large urban population. The larger the city, the more farmland is needed. So yes, it is intended. Those settlements are little more than a handful of cottages surrounded by farming fields.

Also, seems the true type font doesn't have the gender symbols in it yet, but I have to say, I like it. I think a different default font would be better, though.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: skeletonhat on September 15, 2010, 01:32:55 pm
A negative number of soldiers isn't a bug! It's protesters!

Or Undead?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: greycat on September 15, 2010, 01:40:08 pm
World gen was slow, but worked fine, on Linux (Debian 5.0 i386).  But I'm not currently playing the .13-generated world.  I'm still on a fortress from .12.  Which is also running fine so far.

I didn't see any issues with shared libraries or anything, either.  If I needed additional libs, they must already have been installed on this system.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Lofn on September 15, 2010, 01:41:20 pm
I understand why the sprawl and farmland was added, Ampersand, my question was more to do with the fact that each one comes up as an individual site that can be entered from the world map - it makes things feel extremely cluttered.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Spreggo on September 15, 2010, 01:46:37 pm
Hm... is there supposed to be Mountain Halls on every single mountain tile?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 15, 2010, 01:50:04 pm
Hi!

Okay, I had my first crash at the end of world gen. It seems that finalizing 5,000+ sites was a bit much for it, so it called it quits after over 1,000...
Now I am quickly trying to gen again with a few civs less and only to year 400 instead of 1050.
Let's hope that this is a one-time thingie for me.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Darkchampion on September 15, 2010, 01:56:43 pm
Yeah the sprawl is a little nuts. To the point where the majority of the map is covered in unembarkable farm sprawl.

However, other than my inability to forcibly evict farmers at the edge of an axe so that I can found a fortress where I damn well please, I haven't noticed any new bugs yet.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: gtmattz on September 15, 2010, 02:00:38 pm
Is it possible to change the font used in 'true type mode'?  And if so, how?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Salabasama on September 15, 2010, 02:01:53 pm
I've noticed a river/stream that is one Z level higher than most of the surrounding terrain.

It has a 1 tile wall around it, with no ramps to get on top, which is how I noticed it while bumbling around as an adventurer wondering why there seemed to be no people in the world.  I will preserve the save if it matters at all.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Grax on September 15, 2010, 02:09:57 pm
   (*)stopped building destroyer diplomats/traders from destroying things

Why? It was the part of the *fun*. ;-)

Elephantman liaison: "Oops! I didn't want to crush that, sorry! Oh, the stool cracked down! Errr, please tell me where's broom, i have to clear up here all these potsherds..."

Elephantman traders: "What the hell, why are you using those fragile wooden tables? What's the use in this pottery flowerbeds!.. Oh, you made your depot so small!"
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smariot on September 15, 2010, 02:13:22 pm
I've noticed a river/stream that is one Z level higher than most of the surrounding terrain.

It has a 1 tile wall around it, with no ramps to get on top, which is how I noticed it while bumbling around as an adventurer wondering why there seemed to be no people in the world.  I will preserve the save if it matters at all.

Replace data/art/font.ttf; I replaced mine with a sans-serif font, because serifs are the root of all evil. Special exception for the capital letter 'I', which is royalty and deserving of serifs, unlike all the other commoner letters of the alphabet.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: metime00 on September 15, 2010, 02:20:14 pm
There's so much sprawl XD I don't even know what i'm going to do with all those extra slaughter monkeys!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: TomiTapio on September 15, 2010, 02:22:01 pm
Of course the catastrophic crashes and things are the stuff I'm most interested in right after a release, and I'm curious about the DLLs if people are getting errors there, so I can rebundle it.

No DLL problems over here, on Windows Vista SP2.
Probably I will get problems with Genesis mod v3.12, where I'm adjusting creature counts and civilizations for myself.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: gtmattz on September 15, 2010, 02:22:33 pm
I've noticed a river/stream that is one Z level higher than most of the surrounding terrain.

It has a 1 tile wall around it, with no ramps to get on top, which is how I noticed it while bumbling around as an adventurer wondering why there seemed to be no people in the world.  I will preserve the save if it matters at all.

Replace data/art/font.ttf; I replaced mine with a sans-serif font, because serifs are the root of all evil. Special exception for the capital letter 'I', which is royalty and deserving of serifs, unlike all the other commoner letters of the alphabet.

You quoted the wrong post, but thanks!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 15, 2010, 02:26:00 pm
I can't embark in villages for some reason.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: TomiTapio on September 15, 2010, 02:35:45 pm
Everyone, if you want to post speed-up reports, consider putting them at
http://df.magmawiki.com/index.php/DF2010:System_requirements/Archived_reports

I use the one-line format
X fps, Z x Y size embark, X citizens, X war and X tame animals, 0-3 cavern layers (opened yes/no, path yes/no). X million wealth. X stones dug (from stocks screen). (water and magma flow description).
and please mention how much CPU speed your computer has.


ps. one fort mode season (100800 ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smariot on September 15, 2010, 02:36:49 pm
I've noticed a river/stream that is one Z level higher than most of the surrounding terrain.

It has a 1 tile wall around it, with no ramps to get on top, which is how I noticed it while bumbling around as an adventurer wondering why there seemed to be no people in the world.  I will preserve the save if it matters at all.

Replace data/art/font.ttf; I replaced mine with a sans-serif font, because serifs are the root of all evil. Special exception for the capital letter 'I', which is royalty and deserving of serifs, unlike all the other commoner letters of the alphabet.

You quoted the wrong post, but thanks!

I have brought dishonour upon my family, as well as the capital letter 'I'. I will be forced to hang my head in shame for as long as my dwarves and their descendants shall live. Which I expect to be not very.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Spreggo on September 15, 2010, 02:37:40 pm
:( There is almost no where to embark, the map is starting to look more like modern times...

Maybe it is just the world I gen'd but the map is 2/3's full save some fields and glaciers. Still haven't found a mountain that is embarkable.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Cespinarve on September 15, 2010, 02:50:35 pm
*said the Knight to the vanished text*

IS that a "The Fool's Errand" joke???
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: metime00 on September 15, 2010, 02:51:10 pm
:( There is almost no where to embark, the map is starting to look more like modern times...

Maybe it is just the world I gen'd but the map is 2/3's full save some fields and glaciers. Still haven't found a mountain that is embarkable.

And worse is that there's nothing interesting in the towns. :( I'll come back when it's all ironed out and/or there's more information on the changes.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Jiri Petru on September 15, 2010, 02:54:01 pm
Huh. Interesting. I don't see any real changes to the entity raws other than the population increase.

Does this mean that all of the new off-site population methods are controlled by the site type?

Seconding this question. The entity_default.txt file seems to have changes (has a new date) though I can't find the actual changes in it.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: freeformschooler on September 15, 2010, 03:05:23 pm
And here I thought .12 was fast. Small island up and running in 15 seconds. ON A LOW-POWER NETBOOK.

EDIT: There is the problem that in adventure mode, it hangs every ~40 steps I take, and runs perfectly fast when not hanging.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smariot on September 15, 2010, 03:06:32 pm
Seconding this question. The entity_default.txt file seems to have changes (has a new date) though I can't find the actual changes in it.

I did a diff on it for you, here's the changed/added lines:

Code: [Select]
[ENTITY:MOUNTAIN]
[START_GROUP_NUMBER:10]
[ENTITY:FOREST]
[START_GROUP_NUMBER:10]
[ENTITY:PLAINS]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_OCEAN:3]
[BIOME_SUPPORT:ANY_RIVER:1]
[START_GROUP_NUMBER:10]
[ENTITY:EVIL]
[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:1]
[BIOME_SUPPORT:ANY_LAKE:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[START_GROUP_NUMBER:10]
[ENTITY:SKULKING]
[START_GROUP_NUMBER:10]
[ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]
[START_GROUP_NUMBER:10]
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Khift on September 15, 2010, 03:08:15 pm
I just got a migrant who is Adequate in the skill Military Tactics. I am... intrigued and perplexed.

Spoiler (click to show/hide)

I don't see any changes in skills compared to before when looking through my old dwarves...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: MaDeR Levap on September 15, 2010, 03:23:30 pm
Seems like 0.31.14 will be very soon.

To recap, people reported:
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Beeskee on September 15, 2010, 03:27:23 pm
For the SDL license, could you include a "about.txt" file in the archive rather than recompiling all the old versions?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Malicus on September 15, 2010, 03:28:42 pm
In the farmland houses, are there supposed to be twelve or so humans just standing around (including one always blocking the entrance)?  That seems rather cramped.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: chewie on September 15, 2010, 03:31:28 pm
   (*)made cursor center on buildings properly when linking them up to a lever etc.
   (*)made units check the validity of targets more often (counters certain interrupt spam)
   (*)make rock short swords use the proper material for the final product

+Obsidian short sword+ finally what it says on the tin? Awesome.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rumrusher on September 15, 2010, 03:35:10 pm
I might want to test .13 to see if embark everywhere still works... and or the silly stuff that is in it from a force embark.
other than that gutted adventure mode seems kinda a pass to me.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Makbeth on September 15, 2010, 03:38:51 pm
I've noticed a river/stream that is one Z level higher than most of the surrounding terrain.

It has a 1 tile wall around it, with no ramps to get on top, which is how I noticed it while bumbling around as an adventurer wondering why there seemed to be no people in the world.  I will preserve the save if it matters at all.

Dwarven New Orleans.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: bungler on September 15, 2010, 03:50:02 pm
Hmmm, this is weird. The first volcano I found on the first map I genned on this release (haven't changed any files at all). Think theres an aquifer as well. Anybody else had this happen to them before? Or is this normal.


http://imgur.com/1MMIg.png
http://imgur.com/LZKXb.png
http://imgur.com/r98Ji.png

EDIT: had the pics in the wrong order
EDIT 2: It does go back into the mountain after 10 levels tho.



Yes, do a search in the forum for "WORLD_GEN" and you will find someone who found a volcano that extended 82 z-levels above level 0, and the tube was the same shape, it seems...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Cespinarve on September 15, 2010, 03:57:28 pm
Well, adventure mode is working faster than ever. I've noticed that the furrowed clay fields seem to be very haphazard- little single tiled patches dotting the landscape. And I, too, have found that every mountain tile is a mountain hall.


Also, the truetype etc. is buggy and weird, but that's been warned about, and to be expected.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Trigonous on September 15, 2010, 04:02:13 pm
Just the fix to the lever linkage makes this release the best one ever.  Seriously.  I'm happier about that than I was about going to 3D :D
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sir Finkus on September 15, 2010, 04:02:28 pm
I'm getting crashed during the opening movie.  If I skip it, the game runs just fine.  Love the new font support, can't wait until it's all nailed down.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: DalGren on September 15, 2010, 04:09:09 pm
Played a tiny bit with this release. Aside from what I asked in the future of the fortress topic (Truetype text resizing with map...it should stay the same regardless of zoom level so it's legible when zooming out), I fired up adventurer mode and...well, I didn't expect the new populations to make such a difference, makes adventure mode places feel...better, I can't really explain it.
I managed to crash DF by zooming in/out quickly, but can't reproduce it consistently.
Also I noticed that in adventurer mode, it's BLAZING FAST in comparison to previous versions. I could walk a big distance in a village without having a delay of +/- one second as in older versions. This promises a lot, I can't wait to see more Adventurer love <3<3
Generating worlds is slower as advertised. But I feel it's a much livelier map, so it pays.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Veroule on September 15, 2010, 04:17:05 pm
This version failed to launch at all on my system.  It appears to be missing the .MANIFEST for MSVR100.DLL.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Lemunde on September 15, 2010, 04:19:35 pm
In the farmland houses, are there supposed to be twelve or so humans just standing around (including one always blocking the entrance)?  That seems rather cramped.

Toadie hasn't gotten to their routines yet so they don't really do anything right now. I'm guessing they're supposed to spend most of their time out in the fields.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: devek on September 15, 2010, 04:35:27 pm
Works fine.

Since you upgrade your compiler.. this would be a perfect time for you to test something Toady.

Compile .12 with 48x48 mapblocks using the old compiler and compare it to the .13 version performance with the 16x16 mapblocks. :)

I would bet money the .12 would win in a fps test on a large developed fort
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Haspen on September 15, 2010, 04:37:35 pm
Still, it's wonderful update and let's hope that '13' won't be bad thing ;3
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: jocan2003 on September 15, 2010, 04:42:31 pm
Just the fix to the lever linkage makes this release the best one ever.  Seriously.  I'm happier about that than I was about going to 3D :D

That bug had a nice workaround, pressing v would recenter on the selected item in the list.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: drvoke on September 15, 2010, 04:50:45 pm
I'm getting crashed during the opening movie.  If I skip it, the game runs just fine.  Love the new font support, can't wait until it's all nailed down.

I also get the opening movie crash.  At first I thought it was because I was playing through a Remote Desktop connection, but unless you were doing the same thing...  Not an issue if it's skipped, though.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 15, 2010, 04:54:52 pm
Not being able to embark in villages is cutting down on the amount of cool embark spots. I found a great carp-filled river canyon at a four-way river intersection in adventure mode and I can't embark on it because it's in a village.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: TomiTapio on September 15, 2010, 05:13:08 pm
FPS report from Genesis mod v3.12.
Only copied main executable, DLLs and "data/index" into existing installation.

Fort A: 67-69 fps improves to 77-78 fps.
Fort B: 45-48 fps improves to 54-57.
Fort C: 70-72 fps improves to 76-83.


This is most delightful, Master Toady!

Edit: fortress log:   Miner had a baby girl. Assign a bed-based room to the mother. CRASH! (might have been also 37 soldiers rushing to train in barracks.)
Edit: try again: soldiers are training in militia-commader's chair-based room... most odd.

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: BadSyntax on September 15, 2010, 05:22:48 pm
So is Dungeon Master fixed then  :D
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Demicus on September 15, 2010, 05:23:40 pm
Took forever to sync folders. Could just be the cmputer I'm trying it on. Will have to check other computers.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: OmnipotentGrue on September 15, 2010, 05:24:26 pm
Damn timezones, I've got school, and an assignment I have to finish. Oh well, update, hooray!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Bronze Dog on September 15, 2010, 05:49:19 pm
Good to hear the bed bug is fixed. Generating my second world after finding a spot on the first. Generation went fine, if a little slow generating historical figures over the years.

The urban sprawl made finding locations more difficult on my first map, but not impossible. Did have a few where I worried about the surrounding goblin villages. To be fair, I was avoiding aquifers, since I haven't read up on tricks for penetrating them.

I might try finding a few obsidian layers to make swords, now that those are supposed to work.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Kaelem Gaen on September 15, 2010, 06:47:45 pm
Seconding this question. The entity_default.txt file seems to have changes (has a new date) though I can't find the actual changes in it.

I did a diff on it for you, here's the changed/added lines:

Code: [Select]
[ENTITY:MOUNTAIN]
   [START_GROUP_NUMBER:10]
[ENTITY:FOREST]
   [START_GROUP_NUMBER:10]
[ENTITY:PLAINS]
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_OCEAN:3]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [START_GROUP_NUMBER:10]
[ENTITY:EVIL]
   [START_BIOME:MOUNTAIN]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_OCEAN:1]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:1]
   [BIOME_SUPPORT:ANY_SAVANNA:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:1]
   [START_GROUP_NUMBER:10]
[ENTITY:SKULKING]
   [START_GROUP_NUMBER:10]
[ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]
   [START_GROUP_NUMBER:10]

Huh weird I don't see the Start Group line in mine, or the zip file.

But I did see the START GROUP bit in a save from a previous version, not sure what version though
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Da Spadger on September 15, 2010, 06:50:01 pm
So is Dungeon Master fixed then  :D

I was wondering this too. Also, does obsidian show up in the z-stone menu or do you still have to resort to removing [MAX_EDGE] from the raws when you want to switch?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Dante on September 15, 2010, 06:59:41 pm
Anyone got wagons yet?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: VWSpeedRacer on September 15, 2010, 07:11:18 pm
Replace data/art/font.ttf; I replaced mine with a sans-serif font, because serifs are the root of all evil. Special exception for the capital letter 'I', which is royalty and deserving of serifs, unlike all the other commoner letters of the alphabet.

Comic Sans Serif.  Mua-hahahahahaha!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Skelodwarf on September 15, 2010, 07:13:36 pm
Praise the miners!
Thanks much for the Obsidian Sword fix, this was what I needed most today!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: monk12 on September 15, 2010, 07:58:42 pm
Well, I took full advantage of my day off to mismanage 2 fortresses into the ground and gen half a dozen worlds. No problems here!

Thanks Toady!

EDIT: To the people whose worlds are overcrowded by villages, how long are you letting worldgen run? I'm running 150 years and turning out just fine.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 15, 2010, 07:59:47 pm
All very interesting changes, and in particular I think the farm sprawl stuff is quite cool in concept, but in execution it probably should be toned down a lot - I'm getting truly immense areas of map covered by farm sprawl if I let world gen run the whole 1050.  Even stopping it at 400, with a smaller number of starting civs (20 on a medium size region) results in an uncomfortably crowded map.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smariot on September 15, 2010, 08:00:37 pm
Huh weird I don't see the Start Group line in mine, or the zip file.

But I did see the START GROUP bit in a save from a previous version, not sure what version though

I admit it, I screwed up. I got the file versions backwards.

The changes consisted almost entirely of removing START_GROUP_NUMBER:10 from everything, adding TOLERATES_SITE:DARK_FORTRESS to ENTITY:EVIL, and tweaking the biomes of ENTITY:EVIL and ENTITY:PLAINS.

The only other file in the raws to change was inorganic_stone_mineral.txt, and it seems to be mostly removing metal templates and dumping in all sorts of properties about mass, density, and all the ways to break and deform them. Affected materials are: NATIVE_GOLD, NATIVE_SILVER, NATIVE_COPPER, NATIVE_PLATINUM, HORN_SILVER, NATIVE_ALUMINUM, RAW_ADAMANTINE, and SLADE.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: darkflagrance on September 15, 2010, 09:03:27 pm
All very interesting changes, and in particular I think the farm sprawl stuff is quite cool in concept, but in execution it probably should be toned down a lot - I'm getting truly immense areas of map covered by farm sprawl if I let world gen run the whole 1050.  Even stopping it at 400, with a smaller number of starting civs (20 on a medium size region) results in an uncomfortably crowded map.

Yeah, there probably should be mechanics to both limit the amount of land that is turned into farmland and a mechanic for farmed land to return to wilderness in the absence of a civ that can support it.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Organum on September 15, 2010, 09:07:25 pm
This probably means that I'm on Facebook too often, but I instinctively looked for a "like" button on this.

Yay bug fixes! I'm going to skip this version because I've already got some forts running and it seems like it would be hard to find a good place to start here, but this continues to head in the right direction.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: greycat on September 15, 2010, 09:10:41 pm
OK, so I tried worldgen on the Linux box at home.  Huge difference, and not for the better.

The Linux box at work has 2 GB RAM and a fairly recent CPU.  World gen took somewhere between 5 and 10 minutes, I think.  I didn't time it.

At home, I've got 1 GB and an older CPU (Athlon 64 3400+).  World gen using the default parameters took between 15 and 20 minutes, I think -- and at the very end, the memory usage shot WAY up, to nearly 1 GB virtual size.  My poor machine started thrashing, which means it took ages to accept the world and get it saved.  (I have a lot of other things using memory too, including a web browser.)

The region directory is also about 5 times the size of a .12 region directory (100 MB vs 20 MB).

After saving the region, I quit the program and re-launched it.  When I selected the region to start playing, memory usage shot up again, just like before.  I allocated points and skills and stuff, and embarked.  When the dwarves arrived, I saved and exited again, then restarted the program.

Same memory usage -- 1 GB or so.  It's pretty bad.

However, once the game finally loaded, the memory usage seems to have dropped off.  Virtual size didn't drop of course, but the resident set size dropped to under half a GB.  It might actually be playable, but I'm worried that seasonal autosaves are going to be a right bitch.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: existent on September 15, 2010, 09:26:11 pm
Put off working on mod for over two weeks.
Toady releases new version of DF.
Much rejoicing.
Realize that this means I have to work on my mod again.
Sigh reluctantly.

Do the new sprawl changes, specifically the farmland, only affect human settlements? Or, are there/will there be similar changes to Dwarven/Elf/Goblin sites as well?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rumrusher on September 15, 2010, 09:31:45 pm
Wow embark anywhere does not work on the new version! "can't find a Exit code...".
This stops all my adventurer mode experiments in 13.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: darkflagrance on September 15, 2010, 10:07:18 pm
Put off working on mod for over two weeks.
Toady releases new version of DF.
Much rejoicing.
Realize that this means I have to work on my mod again.
Sigh reluctantly.

Do the new sprawl changes, specifically the farmland, only affect human settlements? Or, are there/will there be similar changes to Dwarven/Elf/Goblin sites as well?

Apparently there are huge clumps of unused farmland allocated to all of these civs during world gen that limit the sites for fortress mode embarkation.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 15, 2010, 10:15:50 pm
It isn't just human settlements that make farm sprawl, all civs do it (even the elves and goblins).  Even stopping world gen at year 50 I still have towns that make farm sprawl tiles that are 7+ tiles away from the town itself, so far that I actually have trouble seeing exactly what town they're coming from.  If there's a river anywhere near a town, basically it will be completely covered by farm tiles and cannot be embarked on except for some 3x* holes between them, and tbh who really makes a brave expedition to colonize the mysterious space between somebody's farms?

Anyhow, year 50 seems about where I would want a full 1050 year history to be, and going to 1050 years is way beyond even modern times' utilization of land.

edit: tbh even year 50 is still pretty opressively crowded, just looked over one map and an entire major river, every tile of it, was covered over by farms in those 50 years.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Patchy on September 15, 2010, 10:46:27 pm
Maybe an init option to turn off the sprawl could be added? I know this weekend I plan to get all my raws and graphic settings fixed up for .13. And then I'm going to test genning worlds in .12 and using them in .13 to get the bugfixes without the sprawl.

By the way Toady, thank you very much for the bed bug fix. That one was an annoyance for quite awhile.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 15, 2010, 10:50:41 pm
Or an option to allow embarking on sprawl.

Though I suspect that the reason you can't in the first place is because of the way the sites are coded overlapping the sites is like crossing the streams.


Never actually noticed any of those bed bugs.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Raufgar on September 15, 2010, 11:22:47 pm
It isn't just human settlements that make farm sprawl, all civs do it (even the elves and goblins).  Even stopping world gen at year 50 I still have towns that make farm sprawl tiles that are 7+ tiles away from the town itself, so far that I actually have trouble seeing exactly what town they're coming from.  If there's a river anywhere near a town, basically it will be completely covered by farm tiles and cannot be embarked on except for some 3x* holes between them, and tbh who really makes a brave expedition to colonize the mysterious space between somebody's farms?

Anyhow, year 50 seems about where I would want a full 1050 year history to be, and going to 1050 years is way beyond even modern times' utilization of land.

edit: tbh even year 50 is still pretty opressively crowded, just looked over one map and an entire major river, every tile of it, was covered over by farms in those 50 years.

Culling of the unsuspecting masses is needed, I suggest mass bear spawn on all farmlands and minor villages. It worked for Rolf when he accidentally did it to Golden Valley, Wurm Online XD

Seriously though, I'd recommend an increase in hostile animal populations in retaliation to the pop push, especially near fresh water sources. This should work as a balance for all those farmers who try to scratch out a living near a bear's watering hole. The amount of the increase can be dependent on the location's biome and alignment (less for Calm places, more for Wilderness I guess, does a location's biome change over the years during gen?)

Either that or increase the vermin population, swarm of locusts are still wreaking havoc with farming centers nowadays...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 15, 2010, 11:29:03 pm
I'd actually want this kind of thing to be variable and controllable with some worldgen options if I were Toady rather than just enable/disable.

It's actually a lot worse than it looks on a mature map, and it already looks bad - the elf farms look like normal forest on the mid size map (which is cool) but you see the huge farm coverage when you actually try to embark.

Another really surprising thing is how much save file space these map features require!  50 year old world = 4mb save ... 1050 year old world = 110mb!  I'm sure # of units are having a big impact there but I don't remember having a medium size map be that large in file space in the previous version.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: daoist on September 15, 2010, 11:35:40 pm
 :( :(

Worldgen is taking *forever* now.

first world gen: memory use skyrocketed, system slowed to a crawl, had to kill the process.
second & third: crashed on saving.
fourth: finally worked. Thought it was going to crash out but it managed to come through.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ouroborus on September 15, 2010, 11:37:45 pm
The sprawl is just ridiculous. Untouched wilderness ends up being either uninhabited islands, very evil biomes, and extreme temperature biomes.

A relatively easy way to find out what area might be still usable is to use Legends mode, view the civilization history map, go to the final year and export that. Better than wandering around the embark map hoping to get lucky, but not as good as something like a population density map (something gray-scale like the rainfall and vegetation maps).

I'm thinking the worldgen crashes are related to the 2GB limit. Just got around to glancing at memory usage; large region eating 1.8GB.

I feel caves may need a special case for layout. In .13 they're drawn like the cities are, as a large block. You can embark on them though, but you can't really tell what you're getting or even if you've hit the actual cave.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Mandaril on September 16, 2010, 12:21:52 am
"Medium Region"
"Population Cap After Civ Creation 15000" - I suspect reducing that number and number of civs will reduce the clutter.
I reduced that from 15000 to 2500 and number of Civilizations from 40 to 10.
Also, increasing the number of titans always seems to control excess population :D I increased number to 30 (and # of vulcanos to 99).

As a result I got several good locations I liked. Still some population but IMO not too much.

My point is, I think you can control the population with custom parameters. Ooh, and fun fact: I'm at war with elves as default in the world I created  \o/ And Goblins are dead, but still..
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: daoist on September 16, 2010, 12:56:39 am
very weird bug. I finally got an embark location that works, and then once I started digging I got a job cancellation (fine, I figured he found the aquifer) but then all of the mined out area was filled in and my miner was in the mountain.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: AnalogX on September 16, 2010, 01:02:12 am
I also saw a battle with negative numbers of soldiers but couldn't reproduce the situation, so there are probably additional issues as well.

One word. Ghosts.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: DalGren on September 16, 2010, 01:25:30 am
The sprawl is just ridiculous. Untouched wilderness ends up being either uninhabited islands, very evil biomes, and extreme temperature biomes.
But, this is actually REALISTIC. In the real world it'd be pretty similar to the current sprawl situation.
I think this just needs a small tweak. Perhaps increasing the time it requires for sites to form, and some other things to reduce it just enough, sounds like a temporal annoyance only.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 16, 2010, 02:00:04 am
It's not even close to realistic, even if you have rapid transit as we do in the modern world, unless you're considering a world map to be a very small region.  Since you have climates ranging from glacial to scorching, it seems pretty obvious that it's half a planet - you have multiple (many!) single cities taking up ~20x20 area on a 127x127 map, or more than 2% of the surface area of the entire hemisphere - even with rapid transit in the modern world you don't have coverage that complete.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: daoist on September 16, 2010, 02:00:19 am
A thief showed up!

I can't enable any labors for her, though.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: G-Flex on September 16, 2010, 02:02:05 am
Since you have climates ranging from glacial to scorching, it seems pretty obvious that it's half a planet

Even if this is true, it doesn't mean the planet is necessarily the size of Earth.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 16, 2010, 03:01:53 am
That's not a good argument for realism, in any case ;)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: oolon1 on September 16, 2010, 03:10:29 am
Since you have climates ranging from glacial to scorching, it seems pretty obvious that it's half a planet

Even if this is true, it doesn't mean the planet is necessarily the size of Earth.

I think the issue here is that there are multiple scales being envisioned, and the civ sprawl is the first feature that measures from the inside out.  The size of the villages and their farmland is based on the 1x1 creature size, so that in adventure mode you can walk around and feel like things are mostly to scale to your adventurer.

The other way of measuring scale is from the outside in.  A medium map has oceans, major rivers, mountain ranges.  What is its footprint supposed to be?  A hundred miles?  A thousand?

I'm sure someone has done this math before, but I can't find it.  Let's just hypothesize that a 1x1 tile at the lowest level of play is a square meter.  So a 1x1 local tile is 48 meters across, and a 16x16 local tile (1x1 region tile) is 768m across...  so a medium worldgen is 129x129 of those, yes?    That's 99 km on each side.

Our perception in previous versions on embark is that we are creating a bigger world, one that is much larger than 99 km or 62 miles across.  Our whole dwarven civilization might span a 3x5 area, which would be less than five miles from one end to the other.  I don't think that's how we treat the game from the DF embark view.  We abstract the world map into being a world much larger than the game thinks it is because we see oceans, glaciers, mountain ranges, and lakes that we imagine being tens or hundreds of miles across.  Sprawl forces DF to exist in Adventure Mode's scale, and that kind of breaks it, at least from the embark screen.

Unfortunately, this is the first feature that really highlights just how difficult it's going to be to create two games in one.  Adventure Mode and Dwarf Fortress exist in two different realities, and I tend to think it will get more complicated from here to keep the two together as a unit.  Sprawl creates farms and villages that are to scale with your adventurer, but they are ugly behemoths when considering your new fortress, and they're *everywhere*.

I think sprawl is an important feature for world immersion in adventure mode, and I applaud the effort made to simulate the amount of land required to feed thousands of people (something most other games get totally wrong).  I just don't think it can coexist with fortress mode in its current state.  A decision may have to be made on which scale makes more sense for this game.  If the 99 km region/island attitude is preferred, then civilizations should do most of their work off-map.  In a fully imagined world (thousands of miles across), one that we are taking a narrow look at (a hundred miles across), we may see ten settlements instead of two hundred.  Terrain features would take up more space.  And on and on.

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 16, 2010, 03:15:35 am
I don't think this would be a big bother if they were just not so thoroughly and widely applied.  In adventure mode I don't think I'd be too excited by running across 40-60 map tiles' worth of farmland either, realistic or no.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: nogibator on September 16, 2010, 03:45:21 am
>of wow, .13!
>downloading
>no cities
>no place to embark
>bugs everywhere
this is the worst update ever >:(
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Okocim on September 16, 2010, 04:44:55 am
Does anyone know that old regions from .12 still work in .13? This way i can generate my farm-free 12. region and move it to bug-free .13, which will be pretty cool.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 16, 2010, 04:47:31 am
Hmmm... I would love to find some more information on the land use of medieval Europe and other places for farming.  From what little I've looked into the matter, it seems that extensive sprawl of farmland would have been the norm. 

A good deal of land was used in medieval times for agriculture for sure.  I'm pretty sure that about half of the arable land today in England was being cultivated in the late 1300's (http://www.helsinki.fi/iehc2006/papers3/Overton.pdf).  That's about 12 percent of the total land area of the entire United Kingdom.  Similar things could probably be said of other western European lands during the late 1300's before the Black Death, though I am not an expert.  I think England would be a sort of best-case scenario, though since a world in DF will have a much wider range of climates than England.

I have no idea how Toady models the sprawl, but there's some pretty cool literature out there about how much land was needed to sustain a given population during medieval times, as well as patterns of expansion if anyone is interested.

Basically, though the sprawl might be a bit excessive, a lot of inhabited land would be taken up by farmland and would be the by far largest use of land by a civ.   
 
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Kaelem Gaen on September 16, 2010, 04:55:51 am
I kinda like the sprawls, but of late I was playing  Adventure Mode more than Fortress Mode,  I haven't tried starting a fortress with a new map.

Just remember this was sort of a jumping off point for other add-ins.  Though being able to embark on farmland would be nice, just imagine,  you take over the area, and you don't have to waste man/dwarf/wizard/(customciv) hours setting up farm plots.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: devek on September 16, 2010, 05:06:34 am
If we wanted realism, we would go outside.

There needs to be an element of magic that makes it so the entire world isn't one farm.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: kuketski on September 16, 2010, 05:34:22 am
Yeah. Its "fantasy world sim", not "realistic farmer sim"! realism makes things more interesting and comparable to real life. when you see some complicated simulations like chopping off limbs or liquids dinamycs or healthcare system(its working in my fortresses for the most of time) or layering organics composture of creatures(skin, muscle, nerves, bones) for the first time you think - "WOW! THATS AWSOME! I WANNA TRY IT!".

Its "sandbox", that works like real life, but not a real life. And we enjoy it`s simplisticated realism+some fantasy tokens, which despite its origins, works according to simulated phisics! =)
Thats why magic usage and its implemaentation WILL rise up holywars.
Because we cannot compare, how well Toady simulated "magic".

But if it`ll be 100% realistic, then we can build REAL underground fortress according to in-game expirience. and it wont be the game it`ll be some kind of dwarven AutoCAD!
And i dont want to play in AutoCAD!
Even dwarven.
ESPECIALLY dwarven!!
it isnt fun to burn yourself with magma in real life!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smariot on September 16, 2010, 05:57:04 am
Playing adventure mode on Linux, the process got up to 2.9GiB of memory; just a sliver away from exhausting its virtual address space. If this was Windows, it'd have been long dead.

Edit: It's gone the limit now, and is crashing. Me thinks it's time for Toady to start releasing 64 bit builds.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ouroborus on September 16, 2010, 06:09:44 am
Really, it's time to work on 64-bit.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Valkyrie on September 16, 2010, 06:10:21 am
./mourn Win2k support :(

And the bugfixes look so nice, too ...
(especially since importing an old for dodges the world gen issues)

Here's to hoping for the return of Windows 2000 support, but I don't really expect it to happen.  Guess I get to explore 31.12 in great detail :p
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: kuketski on September 16, 2010, 06:24:24 am
./mourn Win2k support :(

And the bugfixes look so nice, too ...
(especially since importing an old for dodges the world gen issues)

Here's to hoping for the return of Windows 2000 support, but I don't really expect it to happen.  Guess I get to explore 31.12 in great detail :p
Why dont you just install some other OS?
Or upgrade to Win7?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: thvaz on September 16, 2010, 06:41:28 am
Medieval norm of farm sprawl is not the fantasy norm. The fantasy norm are of civilization recovering after a great cataclysm, war or generic "Fall of Rome". Much like the Dark Ages.
The real problem is that civilization growing is too stable right now. Civilization destroying wars are too rare, there aren't diseases, savage areas are claimed too easily.

Toady has a lot of work to do to perfect world gen.

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Psieye on September 16, 2010, 06:45:18 am
Hmmm... I would love to find some more information on the land use of medieval Europe and other places for farming.  From what little I've looked into the matter, it seems that extensive sprawl of farmland would have been the norm.
See the Future of the Fortress thread, there was a long discussion on this with various links thrown around.

I'm seeing a lot of complaints from using the old default worldgen params on a radically new worldgen procedure. In an ideal world, Toady would have tweaked the default worldgen params to react to the sprawl, but this is an alpha-test project and we waited long enough for a new release. Time for us to figure out what makes sense with worldgen params in the current situation and let Toady do the things only he can do.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 16, 2010, 07:52:23 am
Reading that some people this farm sprawl stuff is remotely realistic really made me blink my eyes a few times.  I don't think England has the extremes of tropical jungle and glacier and sandy desert but perhaps I didn't pay enough attention in geography classes.   ???
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: mgrinshpon on September 16, 2010, 08:11:02 am
Obsidian short swords? Thanks, Toady!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: rramell on September 16, 2010, 08:56:47 am
./mourn Win2k support :(

And the bugfixes look so nice, too ...
(especially since importing an old for dodges the world gen issues)

Here's to hoping for the return of Windows 2000 support, but I don't really expect it to happen.  Guess I get to explore 31.12 in great detail :p

Yeah, I miss W2k too. I gave it up about a year ago, although I'd still be using it given the choice. Best OS ever. :(

Since then I've changed to Ubuntu, since it's free and there's no way in hell I'm paying to inflict Vista or Windows 7 on myself. I've seen the hell it's put family members through.

If you decide to give Linux a go, remember you don't even have to install it on your hard drive to try. You can run Ubuntu from the Live-CD as long as you have 1GB of RAM.

If you've got less than that, you could give Xubutu a go, which I think can run on as little as 192MB of RAM.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: MaDeR Levap on September 16, 2010, 09:02:08 am
Edit: It's gone the limit now, and is crashing. Me thinks it's time for Toady to start releasing 64 bit builds.
Someone would think that better first check if something can be done more effectively memory-wise. But nooo, lets just throw more hardware at it.*

No amount of hardware will help if code is total crap.

*Disclaimer: I do not say that Toady should not release 64-bit builds. It just reason that is stated here for it that got on my nerves.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: TomiTapio on September 16, 2010, 09:06:50 am
Yeah. Its "fantasy world sim", not "realistic farmer sim"! realism makes things more interesting and comparable to real life. when you see some complicated simulations like chopping off limbs or liquids dinamycs or healthcare system(its working in my fortresses for the most of time) or layering organics composture of creatures(skin, muscle, nerves, bones) for the first time you think - "WOW! THATS AWSOME! I WANNA TRY IT!".

Genesis mod has a little bit more of everything: males and females have different genitals, chickens and groundhogs have small legs, cows have udders, giraffe cheese is expensive; more friendly civs, a total of four hostile civs (demon alliance, werewolves, lizardmen, mind flayers).
And more magic, in the form of dwarf castes with abilities. Workshops to train shield, dodging, swordplay...
Come join us!

Playing adventure mode on Linux, the process got up to 2.9GiB of memory; just a sliver away from exhausting its virtual address space. If this was Windows, it'd have been long dead.
I'm guessing you have a large region at year 1050? How about checking the memory use at medium island, 250 years? I think the default year 1050 is ill-advised with DF .31.13.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: kuketski on September 16, 2010, 09:07:16 am
./mourn Win2k support :(

And the bugfixes look so nice, too ...
(especially since importing an old for dodges the world gen issues)

Here's to hoping for the return of Windows 2000 support, but I don't really expect it to happen.  Guess I get to explore 31.12 in great detail :p

Yeah, I miss W2k too. I gave it up about a year ago, although I'd still be using it given the choice. Best OS ever. :(

Since then I've changed to Ubuntu, since it's free and there's no way in hell I'm paying to inflict Vista or Windows 7 on myself. I've seen the hell it's put family members through.

If you decide to give Linux a go, remember you don't even have to install it on your hard drive to try. You can run Ubuntu from the Live-CD as long as you have 1GB of RAM.

If you've got less than that, you could give Xubutu a go, which I think can run on as little as 192MB of RAM.

Err... I cant agree with you about Win7 =)
Its pretty fine OS for Microsoft offspring! =) and its fast too. Well, not as much as Linux, but what "the hell it's put family members through" you are talking about??
The only hell it gave me - InstallDVD was glitching and refused to start the installation.
Oh! And majority of modern games is Win7 oriented - its kinda important for me. =)
Maybe i`ll install Linux as second OS with only purpose of running DF, but not as primary OS.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: kuketski on September 16, 2010, 09:09:54 am
Yeah. Its "fantasy world sim", not "realistic farmer sim"! realism makes things more interesting and comparable to real life. when you see some complicated simulations like chopping off limbs or liquids dinamycs or healthcare system(its working in my fortresses for the most of time) or layering organics composture of creatures(skin, muscle, nerves, bones) for the first time you think - "WOW! THATS AWSOME! I WANNA TRY IT!".

Genesis mod has a little bit more of everything: males and females have different genitals, chickens and groundhogs have small legs, cows have udders, giraffe milk is expensive, more friendly civs, a total of four hostile civs (demon alliance, werewolves, lizardmen, mind flayers). And more magic, in the form of dwarf castes with abilities. Workshops to train shield, dodging, swordplay...
Come join us!

Well, maybe in next, bug-fixed version. And after rebalancing of Genesis mod according to new version. =)
I`d love to see it. The more races, the merrier!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deon on September 16, 2010, 09:30:27 am
Actually it's already released, and I strongly suggest to use 0.31.12 to generate worlds and play them in 0.31.13.

I totally dislike the current picture. I like the mechanics but the overall sprawl doesn't work at all.

A few points:

1) Dark fantasy. There should be big regions of wilderness and unknown land with beasts and monsters. You should be able to explore them, find something interesting and die quite often. I don't want "harvest moon" fortress.

2) Scaling. Adventure/fortress mode scaling problems were not as noticeable before, but now they are. In adv. mode you have to eat more often, and plants grow literal months. In Fortress mode dwarves eat 2 times per month or like that, so 4x4 farm is enough to feed a full fort.

Here comes a problem... We have a fort with 4x4 farms in a world of 100x100 farms. It totally breaks immersion.


My suggestion to solve both problems is to decrease farmland itself (and build more cottages, because 10 people in 1 small house is wrooong) and limit their number. I.e. 1 farm per small city, 2 farms per 1 medium city etc.


I am sure that's temporary, but it was too obvious not to comment on.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: greycat on September 16, 2010, 09:42:03 am
Maybe dwarves should teach humans how to farm.

... what?  What'd I say?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Drifton on September 16, 2010, 11:18:08 am
Maybe dwarves should teach humans how to farm.

... what?  What'd I say?

I was thinking about that reading the other post about sprawl, i think the sprawl would be just fine as long as we could embark in it.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Spreggo on September 16, 2010, 11:26:03 am
 "Strike the furrowed peat!" just doesn't have the same ring to it.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: monk12 on September 16, 2010, 11:29:05 am
"Strike the furrowed peat!" just doesn't have the same ring to it.

"Strike the famers furrowing the peat!"
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sinfullyvannila on September 16, 2010, 11:38:28 am
./mourn Win2k support :(

And the bugfixes look so nice, too ...
(especially since importing an old for dodges the world gen issues)

Here's to hoping for the return of Windows 2000 support, but I don't really expect it to happen.  Guess I get to explore 31.12 in great detail :p

Yeah, I miss W2k too. I gave it up about a year ago, although I'd still be using it given the choice. Best OS ever. :(

Since then I've changed to Ubuntu, since it's free and there's no way in hell I'm paying to inflict Vista or Windows 7 on myself. I've seen the hell it's put family members through.

If you decide to give Linux a go, remember you don't even have to install it on your hard drive to try. You can run Ubuntu from the Live-CD as long as you have 1GB of RAM.

If you've got less than that, you could give Xubutu a go, which I think can run on as little as 192MB of RAM.

Err... I cant agree with you about Win7 =)
Its pretty fine OS for Microsoft offspring! =) and its fast too. Well, not as much as Linux, but what "the hell it's put family members through" you are talking about??
The only hell it gave me - InstallDVD was glitching and refused to start the installation.
Oh! And majority of modern games is Win7 oriented - its kinda important for me. =)
Maybe i`ll install Linux as second OS with only purpose of running DF, but not as primary OS.

Honestly I've never had a single problem with Vista either, other than getting Windows 95/98 games to work on it and having to run pretty much everthing in administrator and compatibility mode. Other than Windows 7 which is clearly superior(but not worth the upgrade to me) it's by far my favorite MS OS.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: HammerDave on September 16, 2010, 11:57:50 am
I guess I got lucky when the first world I genned had exactly what I wanted as an embarkable area?
Or perhaps finder only considers the ones which are ok, which might be a useful workaround for those having difficulties.

I am only seeing 80fps with 21 dwarves, where typical was >100fps (starts at 200) and it took more like 50 to make a dent in fps on .12.  But it could be map dependent, one sample is insufficient to make a judgment.  It dropped upon breaching the underworld, so I thought maybe it was critters, but the unit list shows nothing down there.  No running water, and don't have the dfhack yet to check for a magma waterfall.

On those asking the Win2K user why s/he doesn't upgrade, I'd guess not a powerful enough computer.  You can't get XP any more, and Vista/7 have pretty high hardware requirements.  And some Windows users are not ready for the challenge fun of linux.  Most people who hate Vista were already Windows experts (or at least comfortable) to begin with, and some of the "features" are really annoying if you're used to being able to do anything you want to your own computer.  Win7 is a little better, but there are still files and directories I can't look at.  Not acceptable behavior in an OS.  But if you want existing programs to be guaranteed to work...

It would not make sense to require 64 bit, since likely half of the user base or more are on 32 bit machines.  Memory usage is always a case of getting it to work, and then optimizing it.  I think you'll see a pattern that when a feature is added memory usage will spike, and then maybe it will go down with maturity.  Also being frugal with memory might result in less efficient processing, which leads to lower FPS.  Some things might be a byte where a bit will do or a word instead of a byte, but all that bit testing / shifting / and/or logic adds CPU.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Eugenitor on September 16, 2010, 12:02:10 pm
Quote
You can't get XP any more

(http://static.thepiratebay.org/img/tpb.jpg)

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: robolee on September 16, 2010, 12:27:01 pm
God damnit, why such a bad true type font? It's the one think that frustrates me most, when a game uses a totally generic font that looks like crap and should only be used in text editors.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rose on September 16, 2010, 12:32:40 pm
the genericer the font, the better.

prime is readability. all else is secondary.

be that as it may, I prefer Dejavu sans
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Kaelem Gaen on September 16, 2010, 12:49:10 pm
I actually switched mine to DejaVu Sans Mono it lacks the serifs on all the other letters but keeps them on cap I, and also is mono space.

Also I hope he can strike a balance with the fortress and adventure modes without having to seperate them out into two games,  I liked the possible arc of taking a dwarf from your fort and switching to adventure mode to expand your empire... and all that.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: shibdib on September 16, 2010, 02:34:59 pm
Toady be a hero and tell us what the memory vectors are so we can use dwarf therapist
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: aepurniet on September 16, 2010, 02:52:55 pm
only the compiler knows that.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: metime00 on September 16, 2010, 03:23:42 pm
Actually it's already released, and I strongly suggest to use 0.31.12 to generate worlds and play them in 0.31.13.

I totally dislike the current picture. I like the mechanics but the overall sprawl doesn't work at all.

A few points:

1) Dark fantasy. There should be big regions of wilderness and unknown land with beasts and monsters. You should be able to explore them, find something interesting and die quite often. I don't want "harvest moon" fortress.

2) Scaling. Adventure/fortress mode scaling problems were not as noticeable before, but now they are. In adv. mode you have to eat more often, and plants grow literal months. In Fortress mode dwarves eat 2 times per month or like that, so 4x4 farm is enough to feed a full fort.

Here comes a problem... We have a fort with 4x4 farms in a world of 100x100 farms. It totally breaks immersion.


My suggestion to solve both problems is to decrease farmland itself (and build more cottages, because 10 people in 1 small house is wrooong) and limit their number. I.e. 1 farm per small city, 2 farms per 1 medium city etc.


I am sure that's temporary, but it was too obvious not to comment on.

This is the best idea I've heard on the issue, as I like the sprawl idea, but the implementation is far too intrusive.

Also, the generate in v 0.31.12 and play in v 0.31.13 idea was awesome, I got the best world I ever generated! I will be playing it for a long time :D

edit: The new version converted the 50+ towns into the new farms and such, really dampening the awesomeness of the world. Good thing I kept the world in the old version. I guess I'll just be playing v 0.31.12...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: monk12 on September 16, 2010, 03:30:44 pm
Oooh, just got an immigrant who is a novice at Military Tactics. Likely old news at this point, but such tangible hints of the future to come make me giddy.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 16, 2010, 04:17:14 pm
Actually it's already released, and I strongly suggest to use 0.31.12 to generate worlds and play them in 0.31.13.

I totally dislike the current picture. I like the mechanics but the overall sprawl doesn't work at all.

A few points:

1) Dark fantasy. There should be big regions of wilderness and unknown land with beasts and monsters. You should be able to explore them, find something interesting and die quite often. I don't want "harvest moon" fortress.

2) Scaling. Adventure/fortress mode scaling problems were not as noticeable before, but now they are. In adv. mode you have to eat more often, and plants grow literal months. In Fortress mode dwarves eat 2 times per month or like that, so 4x4 farm is enough to feed a full fort.

Here comes a problem... We have a fort with 4x4 farms in a world of 100x100 farms. It totally breaks immersion.


My suggestion to solve both problems is to decrease farmland itself (and build more cottages, because 10 people in 1 small house is wrooong) and limit their number. I.e. 1 farm per small city, 2 farms per 1 medium city etc.


I am sure that's temporary, but it was too obvious not to comment on.

Hmmm... 10 people in one house isn't too far out there if we're gonna talk about realism and peasant life.  I know I have access to a good article about it and if I remember I'll link it!  But, this isn't real life, so meh.  And one or two farms per town (if you mean one or two large plots of land cultivated for farming) isn't too bad an idea, either, and sort of could reflect the real way of things, especially early in the medieval period.  Then again, I really need to read more on medieval agriculture, of which there is quite a bit of good literature out there!

Personally, I'm all for there being a bunch of sprawl if it accurately reflects the population growth.  It could be population growth that is the problem, or people waiting too long to embark, or both.  Even with all of the farmland back in medieval times at the height of population before the Black Death, there was still a lot of wilderness.  Sure, 12 percent of 1300's England was likely covered in farmland (and this is with a rather large population for that time), but what about the other 82%?  A small amount was urban.  The vast majority was wilderness and forests and stuff.  There's your "dark fantasy" right there.  And some of it could be arable if not for the trees.  Even with realistic farmland requirements, we could still have a lot of land and fun uninhabited places to explore.

Scaling - yeah.  This reeeeeally needs to be addressed.  I really don't see why people are so against realistic farm land requirements, though, other than they keep on thinking that doing so would somehow change DF into a game specifically about farming, which it doesn't have to, dammit.  More farm doesn't mean more work for the player, I think.  Just imagine a huge medieval city like 1300's London (~80000 people, maybe this would be significantly less if represented in DF).  It wouldn't look right if it wasn't surrounded by sprawling farmland.  Even when it was back in 1000 when it had about 10000 people, it would have been surrounded.  THAT would break immersion for me and maybe for a lot of people who have a grasp of the importance of agriculture.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Arbitrax on September 16, 2010, 04:57:26 pm
The prodcedure entry point DecodePointer could not be located in the dynamic link library KERNEL32.dll.

Anyone else got this error, or is it just me?

Bad sectors on my Hard Drive and a corrupt MFT are preventing me from updating Windows XP to SP1, so my guess is that's probably it...

...Oh well, I'll soldier on, in true Dwarven style!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 16, 2010, 05:07:14 pm
1)  Dark fantasy. There should be big regions of wilderness and unknown  land with beasts and monsters. You should be able to explore them, find  something interesting and die quite often. I don't want "harvest moon"  fortress.

Sounds like the Night Creatures + Explorer section of the devlist.


(and build more cottages, because 10 people in 1 small house is wrooong)

I found a village where one cottage had a dozen people in it and the rest were empty so maybe this is a bug. I think I saw this on the development blog earlier, perhaps it didn't get fixed.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: drvoke on September 16, 2010, 05:23:22 pm
and build more cottages, because 10 people in 1 small house is wrooong
Actually, most agrarian societies, and anyone living in poverty, generally live in multi-generational households, so that's grandparents, parents, and siblings, sometimes aunts and uncles, etc...

Before the industrial revolution, even in the US, it was often one single room with a couple beds, marital sex acts performed in the presence of others (after they're asleep, obviously), etc...  Nothing "wroooooong" with that in a simulation of what is apparently an agrarian society living in grinding poverty.

However, its implementation here DOES seem like a bug if there are several other empty/unoccupied cottages, and if that's the "wroooong" you meant, then I suppose I agree. lol
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Spreggo on September 16, 2010, 05:46:03 pm
I think the real problem is that each town/farm has a huge border that is non-embarkable.
In the world I gen'd, there seems to be still large tracks of wilderness, but the one or two fields in the middle of it spread out a no-embark rectangle over the whole area.
A combination of this and the other issues with unchecked growth and sites not returning when unused is blowing the actual amount of sprawl way out of proportion.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: existent on September 16, 2010, 05:47:26 pm
About the size of the farms-
Quote
Throughout Europe, 80-90 percent of the population struggled to coax a living, and perhaps a surplus, out of the soil.

In England, the idea farm size for a family was a "yardland" (24-30 acres) in size. Only about a quarter of the English farm families had this much land (or a bit more) before the Bubonic Plague , most had ten or fewer.

(http://www.hyw.com/books/history/agricult.htm)

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Spreggo on September 16, 2010, 05:54:03 pm
I think Toady is going to have to make some decisions regardless of realism about what percentage of land in-game should be used for sprawl. Ultimately the sprawl is for effect and that should be remembered. DF is not a simulation of our world, which is why we still love all the weird stuff about it.

Plus, I still haven't seen the same 'realistic' percentage quoted twice, which makes me think that no one actually knows.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: existent on September 16, 2010, 06:01:52 pm
I think Toady is going to have to make some decisions regardless of realism about what percentage of land in-game should be used for sprawl. Ultimately the sprawl is for effect and that should be remembered. DF is not a simulation of our world, which is why we still love all the weird stuff about it.

Plus, I still haven't seen the same 'realistic' percentage quoted twice, which makes me think that no one actually knows.
True, and true, but the game is based in reality. The entire point of the farm sprawl is to add a touch of realism. Now, this is necessarily Earth realism, but believability. Maybe DF doesn't need to line up to European comparisons, but it needs to make sense for DF.

The point is to reach a balance that makes sense in whatever world DF is set on.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 16, 2010, 06:02:47 pm
Plus, I still haven't seen the same 'realistic' percentage quoted twice, which makes me think that no one actually knows.

It's not known for sure, but there are damned good guesses and 12% is a very reasonable estimate!  This (http://www.helsinki.fi/iehc2006/papers3/Overton.pdf) paper is pretty good.  There are other papers on the matter that support the model presented.  Perhaps when I get back home I'll link those ones as well if interested.  There's one about France at around the same time that shows a land use for agriculture about half of what is currently used in France today.  Making a model of farm sprawl that has some semblance of verisimilitude will need to have some basis on reality.  I mention these real life examples simply to illustrate a good maximum of land to expect to have been used for agriculture if we are going to set this game in a medieval-esque setting and want to replicate a medieval feel.  And I don't think fantasy and medieval are mutually exclusive.



I mentioned this percentage and source earlier in the thread.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Khift on September 16, 2010, 06:14:38 pm
The point is to reach a balance that makes sense in whatever world DF is set on.
So, if a 4x4 farm plot can feed 100 dwarves, and each of these farm sprawls have 100x100 farm plots, then each sprawl can feed 6,250 people... so, we're talking what, one to two farm sprawls per city? Sounds about right to me!

[I jest, I jest.]
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: cameron on September 16, 2010, 06:35:06 pm
i had dwarf fortress close without warning during the finalizing sites bit of world gen on a large world at around 300 it also crashed a bit after embark. 


the finalizing sites issue seemed to be consistent once the world gen got over 250 or so years, so it may be from the number of sites.

also i rather like the new sprawl, if you seem to have it everywhere try to have less civs, a shorter world gen or a bigger map. as 200 years on a large world with 120 civs left me with only pockets of sprawl around cities and towns with the rest of the map as wilderness.

Edit-- the world gen closing during finilizing sites seems to only reproduce with certain world gen conditions mostly involving extremely low elevation variance
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Jiri Petru on September 16, 2010, 06:38:55 pm
The problem, I think, is simply that the world generation runs for 1050 years which is way too much. The population keeps spreading and eventually people live everywhere, which is "realistic" outcome for a medieval that lasts a thousand years I guess, but it's exactly the reason why world gen should be limited to a couple of hundreds years.

The other issue is the population growth is too big. During most of the history, and especially in the medieval, the population grew only slowly - most of the time it stagnated. A lot of the land was uninhabited because there wasn't anyone to inhabit it (if there were, you can be sure the farms would be all over like in DF). Wars, diseases and shorter lifespans kept the population low. Dwarf Fortress has wars but doesn't have diseases, malnutrition and other fun stuff that would keep most of the population from living to 80 years of age.

Third, I think that Dwarf Fortress terrain isn't varied enough - there's not enough land that would be impossible to grow crops on. In reality, most of the "wilderness" would be in places that are difficult to reach (river canyons), don't have water (hilltops), are too steep, or are simply nor fertile enough. If there was a flat fertile land (like basically all of the DF map now), it was stuffed with fields and people.

All in all, I think the DF sprawl system is good but infinished - the game just lacks other mechanisms that would keep it balanced. But yeah, Alpha, I know.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 16, 2010, 07:10:44 pm
Well put, Jiri and Cameron.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: cameron on September 16, 2010, 07:24:00 pm
Even most of the worlds with excessive sprawl seem to only appear that way during embark in the detail output it does look like a lot of farms but it doesn't look that excessive of the 12 % estimate, the main issue is I think the rather large bounding box around them making them look much larger then they are, or people basing their opinions on the area directly on top of a city.

all of this is based on a large map i've not much idea what the other sizes are like

EDIT
has the logs in legends changed a bit? or is it just me.
concerning the pillaging and taking of things incontestably and having 41 mostly elves attack
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: wurli on September 16, 2010, 07:34:35 pm
The point is to reach a balance that makes sense in whatever world DF is set on.
So, if a 4x4 farm plot can feed 100 dwarves, and each of these farm sprawls have 100x100 farm plots, then each sprawl can feed 6,250 people... so, we're talking what, one to two farm sprawls per city? Sounds about right to me!

[I jest, I jest.]
you missed one zero

Or maybe humans consume way more food ;)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Artificer on September 16, 2010, 07:51:01 pm
Just adding my vote that banging a large region left me with almost no usable land, it was all sprawled on.

I think we need a few plagues and disasters to keep the population down. =P
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Vigilant on September 16, 2010, 09:31:02 pm
I bet the military add-ons will fix sprawl. Darn humies and elves won't have so many villages when goblin towers start pillaging them.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: HammerDave on September 16, 2010, 10:21:48 pm
Is it normal to be able to dig beyond level 0?  In my aforementioned brand-new .13 fort, my dwarves have sunk a 3x3 up/down staircase all the way down to level -1, which is 142 levels below ground, without hitting magma, slade, or molten rock.  My main concern is what it might do to memory references at negative z levels.   :o

In the DF way I'm tempted to save and then dig deeper.   8)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Dante on September 16, 2010, 10:49:50 pm
Amazing, 31.13 runs eagerly on my ancient singlecore netbook. 31.12 wouldn't even open.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: JediaKyrol on September 16, 2010, 11:11:37 pm
hmm...I just got an immigrant...a "war peasant"  with no ability to assign jobs or positions...but also doesn't show up on the "animals" list...I guess she's a slave.  Never had immigrants bring slaves before.  Yep...assign animals listed 1 war beast, I just assigned her as a war pet to one of my soldiers... ... ...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 17, 2010, 12:04:22 am
Z-level 0 might be sea level. Or the lowest an ocean can get to. One of them.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: kuketski on September 17, 2010, 12:32:34 am
i had dwarf fortress close without warning during the finalizing sites bit of world gen on a large world at around 300 it also crashed a bit after embark. 


the finalizing sites issue seemed to be consistent once the world gen got over 250 or so years, so it may be from the number of sites.

also i rather like the new sprawl, if you seem to have it everywhere try to have less civs, a shorter world gen or a bigger map. as 200 years on a large world with 120 civs left me with only pockets of sprawl around cities and towns with the rest of the map as wilderness.

Edit-- the world gen closing during finilizing sites seems to only reproduce with certain world gen conditions mostly involving extremely low elevation variance
yep, it closed several times for me too. and afer that - on seasons change in-game. =(

hmm...I just got an immigrant...a "war peasant"  with no ability to assign jobs or positions...but also doesn't show up on the "animals" list...I guess she's a slave.  Never had immigrants bring slaves before.  Yep...assign animals listed 1 war beast, I just assigned her as a war pet to one of my soldiers... ... ...
Dwarven entity have
[ETHIC:SLAVERY:PUNISH_CAPITAL]
so they cant bring slaves... its a bug... =(

I think Toady is changing migration to a point of using creatures, spawned on a world gen stage.

some people reported on bugtracker that thay have immigrants with profession "Drunk", "Thief".
i got "Merchant" in my first immigration wave. and such immigrants cannot be assigned any labour.
But one report is "0003241: Two humans arrived in second immigration wave" and one - "Additional Information  -  Also, the Elf Princess is listed as "Elf Drunk.""
As soon as migrations is fixed (Thiefes and others cant be assigned labours), that`ll be a great feature!
I suggest, that civilization in wich reporter belongs nave assimilated several human towns and now brings humans as fullfleged citizens of civilization.

Humans have larger size! Ang higher AGILITY. and can use mauls and twohandedswords and longswords with one hand!
I`d make mlitary consisting only of humans =)
And as soon as they`ll start breeding - set mothers off service for 1 year, and after that year - i`ll burrow child and put mother back in squad.
Damn good life they had - eat, sleep, sex, drink booze, and fight! its a true WARRIORS!!

Finding good armor for them would be troublesome, but several years in dander room with (and without) shield will make it unsufficient and they`ll block/dodge/parry nearly ANYTHING!

And if immigration will bring elves - ill just use them as haulers - they have highest speed of all races. Breeding elves to haul thing, Aye! =)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Biowraith on September 17, 2010, 12:57:39 am
Just adding my vote that banging a large region left me with
My expectation was for that sentence to finish with "a nasty rash"...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Passive Fist on September 17, 2010, 01:53:29 am
So is there anything that can be done about this unminable bluemetal? It's actually protruding up a bit into my fortress and getting in the way.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 17, 2010, 05:40:52 am
Hi!

I am wondering whether I am optimistic or simply lucky. The second world I genned seems to offer enough places where you can settle. There are the big sprawls, but they have not overrun everything. I have not started playing yet as I have a few other things to attend to.

Because the world didn't take too long to gen and if I was simply lucky and the sprawl is not as bad the world may be useful, here is the gen data:
Spoiler (click to show/hide)

EDIT: I planned to upload that world, but the save directory is 216MB in size, which is a bit much (^_^;;

EDIT II: I also uploaded the map to the archive, although many of the small settlements don't show on it (^_^;;

http://www.mkv25.net/dfma/map-9575-karunolworldmap

I also like that world because there is this one war that has been raging from 257 to late winter 1049 (effectively today!). The last entry in the history is the 777th pillaging of one site and another one has been pillaged over 1,100 times during that time, with other sites also sporting lots of incidents. I will definitely build my fortress in that forest where that war is raging and explore the engravings.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 17, 2010, 05:47:40 am
That's.. probably why there isn't too much sprawl.

A logical way to tweak this would then be to increase the frequencies of wars. I wonder if there's some way we can do that via raws or worldgen parameters?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 17, 2010, 05:54:30 am
Hi!

That's.. probably why there isn't too much sprawl.

A logical way to tweak this would then be to increase the frequencies of wars. I wonder if there's some way we can do that via raws or worldgen parameters?

Actually, unless I have looked at the wrong forest, you have a point there. While many other areas are virtually over-run, that specific forest still has a lot of unclaimed terrain, even though one of the parties involved are elves.

Alternatively, I am wondering whether the rule about savagery still holds - that is, no settlement in savage areas? If that was the case, increasing the savagery variance should increase the likelihood of high savage areas stopping the sprawl...

Another problem are the unbelievable high number of civs in the default settings. Reducing them to 24 has still left me with all major races including kobolds present while leaving areas that have not been reached by any civilization at all.

Deathworks

EDIT: We should probably be careful about wars. I don't think that ruins get freed for embark, so wars can also leave us with big tracts of devastated land if we are unlucky.

Ah, and that one war is raging just in a small area of the world, a single forest and not even the biggest around.

There is also the thing about the problems with the balance of power; humans having a major advantage over the other races due to their ability to settle two terrain types. This may also encourage their sprawling.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Tormy on September 17, 2010, 06:13:25 am
The point is to reach a balance that makes sense in whatever world DF is set on.
So, if a 4x4 farm plot can feed 100 dwarves, and each of these farm sprawls have 100x100 farm plots, then each sprawl can feed 6,250 people... so, we're talking what, one to two farm sprawls per city? Sounds about right to me!

[I jest, I jest.]

2-3 / city and 1 / village should be enough.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 17, 2010, 06:51:42 am
The radius they're allowed to spread from a given town ought to be limited pretty sharply too, rather than this 15-tile type stuff that is going on now.  Also they shouldn't be allowed to be built ON TOP OF rivers, especially major rivers.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Raufgar on September 17, 2010, 07:34:33 am
The radius they're allowed to spread from a given town ought to be limited pretty sharply too, rather than this 15-tile type stuff that is going on now.  Also they shouldn't be allowed to be built ON TOP OF rivers, especially major rivers.

Well, if you want simple irrigation, river's the way to go I'm afraid, most major civilizations will always expand around fresh water sources, for food production and easy transportation. However, in such cases, savagery should play a part, since intelligent life are not the only ones using fresh water.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 17, 2010, 08:16:08 am
Quote
around fresh water sources

Yes but not on top of them!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: faratheking on September 17, 2010, 08:55:58 am
I got the newest version for MAC (intel, with osx10.5), but it doesn't work  :'(

It shows de following msg in the Terminal panel

dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib
  Referenced from: /Users/.../Desktop/df_osx31_13/./dwarfort.exe
  Reason: image not found
/Users/.../Desktop/df_osx31_13/df: line 5: 15329 Trace/BPT trap          ./dwarfort.exe
logout

Anyone tried this one on MAC?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ledgekindred on September 17, 2010, 09:21:15 am
dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib

same thing here. Toady apparently used an independently built gcc rather than the one that is part of the Mac dev tools.  It's looking for libstc++ library from its install directory. otool shows it will look for:

/usr/local/lib/libstdc++.6.dylib
/usr/local/lib/libgcc_s.1.dylib

from the gcc build location.  Easily solvable by putting the dylibs in with the archive and adjusting the search path but I wonder why Toady used a custom-built gcc in the first place.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: foop on September 17, 2010, 10:47:42 am
same thing here. Toady apparently used an independently built gcc rather than the one that is part of the Mac dev tools.  It's looking for libstc++ library from its install directory.

It's definitely a different version from the one in the dev tools (or, at least, the last set of Leopard dev tools) because linking to those libs gives symbol mismatches.  Which I rather expected, but I tried linking anyway because I'm hopelessly optimistic.

"dyld: Symbol not found: __ZNSt8__detail12__prime_listE"
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Totaku on September 17, 2010, 11:28:28 am
I got the same error on my mac as well. And I use a Intel OSX Tiger (10.4).

dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib
  Referenced from: /Users/.../Desktop/df_osx.0.31.13/./dwarfort.exe
  Reason: image not found
/Users/.../Desktop/df_osx.0.31.13/df: line 5:  2319 Trace/BPT trap          ./dwarfort.exe.

This looks like another one for the bug report list.

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 17, 2010, 12:53:47 pm
Because the OS X version of GCC for Leopard is from the dark ages, and is not going to be further updated. I didn't consider that this would happen, though. It'll be fixed soon.

If you want to fix it sooner, you can run the following script, which will take care of things (slowly):
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: devek on September 17, 2010, 01:35:12 pm
Would it be so hard to use clang instead of GCC?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 17, 2010, 01:41:55 pm
Clang doesn't support C++ well, and doesn't support C++1x at all.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: devek on September 17, 2010, 02:28:24 pm
Without derailing the thread I should mention that Clang supports 4 NEW 1x features and MSVC10 supports 6 NEW 1x features. Of course, you can't ignore existing features when comparing total features.

Dwarf Foreman won't compile on MSVC because I use variable length arrays... an 11 year old feature? http://msdn.microsoft.com/en-us/library/zb1574zs.aspx lol

I will also bet you $100 that clang will have full 1x support before MSVC.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 17, 2010, 02:33:29 pm
That is not what http://clang.llvm.org/cxx_status.html suggests, but I suppose I can give it a try. Using clang would definitely be an interesting experiment.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ledgekindred on September 17, 2010, 03:29:18 pm
clang is getting a significant update with Xcode 4, especially in terms of c++ support, but unless you have an apple developer subscription you don't get access to it yet.  and I really can't speak at all to the relationship between what apple is shipping and what llvm has.  I'd still be _really really_ surprised if clang compiled DF, or any other even moderately complex c++ app that wasn't written from the start to build against clang, without significant issues. 

If it did, then I'd expect df to get a really nice performance boost because llvm has proved it has way better code generation/optimization than gcc outside of some really weird corner cases.  But I'm not gonna beg for clang compilation any time soon. 
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 17, 2010, 03:31:21 pm
It's worth a shot. I've successfully compiled libgraphics with clang on linux before, which should be somewhat representative of Toady's coding style.

Problem is, Toady doesn't have access to Xcode 4. He won't, either, unless someone buys him a copy of snow leopard. Which would seem silly if it turns out that that clang version does not in fact compile it. :P

Not that it matters. It's perfectly possible to build it yourself.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Cespinarve on September 17, 2010, 03:40:50 pm
I have no idea what you people are going on about, but when I paste Baughn's code into the terminal, it runs fora  while before I get
Spoiler (click to show/hide)

Any help?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smaerd on September 17, 2010, 04:00:58 pm
Adamantine is unminable in this version. 
Forum thread:
http://www.bay12forums.com/smf/index.php?topic=66315 (http://www.bay12forums.com/smf/index.php?topic=66315)

Bug tracker:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3266 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3266)

Just posting here to help others that are experiencing the same problem.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: monk12 on September 17, 2010, 04:04:22 pm
Slightly more on topic, does anybody know just how population growth is modeled in worldgen? It occurred to me that if everybody is constantly poppin out babies with only war as a way to slow down growth, then it makes sense that there is so much sprawl. IRL, medieval populations could only get so large before a bout of plague swept through or a famine or drought or something. Now that we have a way to gauge how much food a city has available to it, it seems like a more realistic population growth model would be next in line to limit expansion of civs and would lead directly to more wars as civs compete for fertile river valleys. You know, like in real life.

Of course, all this falls apart if that is already modeled and I just don't know about it, hence my question.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ledgekindred on September 17, 2010, 04:10:27 pm
I have no idea what you people are going on about, but when I paste Baughn's code into the terminal, it runs fora  while before I get: 

Heh.  If you don't have the developer's tools (i.e. gcc) installed, you can't compile a newer version of gcc so that df will run.

If you don't know what "gcc" is, probably best to wait for Baughn to release a fix.

It's worth a shot. I've successfully compiled libgraphics with clang on linux before, which should be somewhat representative of Toady's coding style.

That would be ... pretty cool.  Especially if the performance optimizations I've seen elsewhere also held true with df. 

The main reason I bring up Xcode 4 in terms of clang is because I know Apple contributes code to clang/llvm but I have no idea of the status between what's in the llvm/clang codebase and anything Apple may or may not still have in the works.  Especially since Apple is touting the clang improvements coming with Xcode 4 which hasn't officially been released yet.  I'm sure if they are not already there, they would quickly get into the main clang tree though.

(Tell Toady I'll buy him a copy of Snow Leopard if he lets me download df for free. :) )
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Mel_Vixen on September 17, 2010, 05:10:26 pm
Slightly more on topic, does anybody know just how population growth is modeled in worldgen? It occurred to me that if everybody is constantly poppin out babies with only war as a way to slow down growth, then it makes sense that there is so much sprawl. IRL, medieval populations could only get so large before a bout of plague swept through or a famine or drought or something. Now that we have a way to gauge how much food a city has available to it, it seems like a more realistic population growth model would be next in line to limit expansion of civs and would lead directly to more wars as civs compete for fertile river valleys. You know, like in real life.

Of course, all this falls apart if that is already modeled and I just don't know about it, hence my question.

Child Mortallity was also signifcantly higher (something around 50% iirc). DFs childs life to 100% to theyr adulthood if they arent wounded which goes even beyond the modern western average off 99.7% .  Also the mothers died more often on Child-birth.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Cespinarve on September 17, 2010, 05:34:35 pm
I have no idea what you people are going on about, but when I paste Baughn's code into the terminal, it runs fora  while before I get: 

Heh.  If you don't have the developer's tools (i.e. gcc) installed, you can't compile a newer version of gcc so that df will run.

If you don't know what "gcc" is, probably best to wait for Baughn to release a fix.

It's worth a shot. I've successfully compiled libgraphics with clang on linux before, which should be somewhat representative of Toady's coding style.

That would be ... pretty cool.  Especially if the performance optimizations I've seen elsewhere also held true with df. 

The main reason I bring up Xcode 4 in terms of clang is because I know Apple contributes code to clang/llvm but I have no idea of the status between what's in the llvm/clang codebase and anything Apple may or may not still have in the works.  Especially since Apple is touting the clang improvements coming with Xcode 4 which hasn't officially been released yet.  I'm sure if they are not already there, they would quickly get into the main clang tree though.

(Tell Toady I'll buy him a copy of Snow Leopard if he lets me download df for free. :) )

Bah, I am not a patient man when it comes to my DF. I went to all the trouble to move my save file from the Windows partition, and now this indignity! Truly, no one suffers more in the universe than I.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 17, 2010, 07:03:48 pm
Try "sudo apt-get install build-essential", then run my script again. (Or possibly build-essentials. Don't remember.)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ledgekindred on September 17, 2010, 07:36:04 pm
Bah, I am not a patient man when it comes to my DF. I went to all the trouble to move my save file from the Windows partition, and now this indignity! Truly, no one suffers more in the universe than I.

Only if you are dedicated, fearless or truly desperate iDwarves, unspoiler.  Everyone else ignore this and wait for Baughn to work his magic and stick with .12 for now.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Cespinarve on September 17, 2010, 07:57:44 pm
Sigh. Point taken. And I never did bother to update to Snow Leopard... it came out about a month or so after I bought my Mac, and it didn't seem worth it.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ledgekindred on September 17, 2010, 08:24:41 pm
Sigh. Point taken. And I never did bother to update to Snow Leopard... it came out about a month or so after I bought my Mac, and it didn't seem worth it.

We are Mac users.  We are used to indignity and suffering at the hands of the rest of the computing world.  :D
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Cespinarve on September 17, 2010, 10:27:56 pm
Sigh. Point taken. And I never did bother to update to Snow Leopard... it came out about a month or so after I bought my Mac, and it didn't seem worth it.

We are Mac users.  We are used to indignity and suffering at the hands of the rest of the computing world.  :D

No, that would be people who own Acers.

Baughn, oh Baughn, where art thou? For is it in returning and rest that this code shall yet be saved? I wants me my Mac DF, as my Mac partition has all my music files.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 17, 2010, 10:46:18 pm
Also, my work compy is a mac... I'd love to have it on there for break-time... >.>
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: AbacusWizard on September 17, 2010, 11:20:21 pm
dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib

same thing here. Toady apparently used an independently built gcc rather than the one that is part of the Mac dev tools.  It's looking for libstc++ library from its install directory. otool shows it will look for:

/usr/local/lib/libstdc++.6.dylib
/usr/local/lib/libgcc_s.1.dylib

from the gcc build location.  Easily solvable by putting the dylibs in with the archive and adjusting the search path but I wonder why Toady used a custom-built gcc in the first place.

Easily solvable? So how exactly do I do that?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Baughn on September 18, 2010, 02:27:02 am
Easily solvable by Toady.

I'd do it, but I don't actually have a mac. >_>
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Toady One on September 18, 2010, 02:46:30 am
/usr/local/lib/libstdc++.6.dylib
/usr/local/lib/libgcc_s.1.dylib

Do I need both of those or just the top one?


New Mac one up.  Hopefully that works.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: brucemo on September 18, 2010, 05:28:59 am
If I am a dwarf mode player, should I mess with this patch?  From what I have read it sounds like an adventure mode patch mainly, that broke or at least severely impaired dwarf mode.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: MaDeR Levap on September 18, 2010, 05:36:15 am
I personally wait for 0.31.14. Or even 0.31.15. Anyway I cannot play without Dwarf TheRapist and I except finding needed offsets will take some time (new complier = starting hacking from scrath).
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: anacrucis on September 18, 2010, 06:43:15 am
dyld: Library not loaded: /usr/local/lib/libstdc++.6.dylib

same thing here. Toady apparently used an independently built gcc rather than the one that is part of the Mac dev tools.  It's looking for libstc++ library from its install directory. otool shows it will look for:

/usr/local/lib/libstdc++.6.dylib
/usr/local/lib/libgcc_s.1.dylib

from the gcc build location.  Easily solvable by putting the dylibs in with the archive and adjusting the search path but I wonder why Toady used a custom-built gcc in the first place.

Any chance we could get a clarification of this workaround for those of us pointy-ears trying to hack this with a X<Alder Shortsword>X?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: foop on September 18, 2010, 06:44:46 am
New Mac one up.  Hopefully that works.

Works for me (Snow Leopard & Leopard).  Thanks, Toady.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Totaku on September 18, 2010, 06:47:16 am
/usr/local/lib/libstdc++.6.dylib
/usr/local/lib/libgcc_s.1.dylib

Do I need both of those or just the top one?


New Mac one up.  Hopefully that works.

Ok the problem is still happening...

Now we have a new error that I will report here...

dyld: lazy symbol binding failed: Symbol not found: _pthread_mutexattr_destroy$UNIX2003
  Referenced from: /Users/.../Desktop/df_osx 0.31.13/libs/libstdc++.6.dylib
  Expected in: /usr/lib/libSystem.B.dylib

dyld: Symbol not found: _pthread_mutexattr_destroy$UNIX2003
  Referenced from: /Users/.../Desktop/df_osx 0.31.13/libs/libstdc++.6.dylib
  Expected in: /usr/lib/libSystem.B.dylib

/Users/.../Desktop/df_osx 0.31.13/df: line 5:  1207 Trace/BPT trap          ./dwarfort.exe

Anyone else getting this error with the release of the mac version of DF?

Again, using a Mac Intel Core 2 Duo Tiger 0.10.4.11

I wonder if this is simply due to my OS now since I notice most newer compiled mac programs don't seem work with Tiger's OS.

I would like this to be checked first to see if this is the case though and if it is possible to fix.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Marasmusine on September 18, 2010, 07:09:04 am
Framerate went from 25 FPS in .12, to 40 FPS in .13 (Windows 7; AMD Phenom)
But, maybe I'm going insane, but the dwarves now seem to be moving agonizingly at half the speed, and it's taking twice as long for seasons to pass.
Does world size make a difference? Although I used the default size in both cases.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rex_Nex on September 18, 2010, 08:08:39 am
World Size should not effect you in-game on Dwarf Fortress mode to any degree worth saying.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: MC Dirty on September 18, 2010, 09:22:47 am
Could it be that this version doesn't work with Windows XP, SP 1? Because it says "The procedure entry point DecodePointer not found in library DLL KERNEL32.dll". I tried installing the Service Pack 2 or 3, but it doesn't work, so that's bad. :(
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Malibu Stacey on September 18, 2010, 10:39:36 am
Could it be that this version doesn't work with Windows XP, SP 1? Because it says "The procedure entry point DecodePointer not found in library DLL KERNEL32.dll". I tried installing the Service Pack 2 or 3, but it doesn't work, so that's bad. :(

Earlier post in this same thread.

The prodcedure entry point DecodePointer could not be located in the dynamic link library KERNEL32.dll.

Anyone else got this error, or is it just me?

Bad sectors on my Hard Drive and a corrupt MFT are preventing me from updating Windows XP to SP1, so my guess is that's probably it...

...Oh well, I'll soldier on, in true Dwarven style!

If you can't get SP3 on your XP install you've got bigger problems than just not being able to run Dwarf Fortress.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: magistrate101 on September 18, 2010, 11:37:10 am
Could it be that this version doesn't work with Windows XP, SP 1? Because it says "The procedure entry point DecodePointer not found in library DLL KERNEL32.dll". I tried installing the Service Pack 2 or 3, but it doesn't work, so that's bad. :(

I'm using service pack 3, and the game (and all of the graphics packs + mods) work just fine :\
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Quatch on September 18, 2010, 12:01:41 pm
Mac OSx 10.6 (recent patches): runs, although I havent tried loading my game yet.

Here's what it puts out to the commandline:

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 18, 2010, 12:02:06 pm
If I am a dwarf mode player, should I mess with this patch?  From what I have read it sounds like an adventure mode patch mainly, that broke or at least severely impaired dwarf mode.

I wouldn't really call DF updates patches (for one thing, they don't overwrite the old version), but in any case nothing good happened to fortress mode (aside from a few bug fixes), it's harder to find a spot to embark on, worldgen takes longer, and it's even harder to find quests in adventure mode now that the human towns got replaced with an experimental update. Personally I'd stick to 3.12 until all the kinks get worked out.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 18, 2010, 12:05:55 pm
Hi!

If I am a dwarf mode player, should I mess with this patch?  From what I have read it sounds like an adventure mode patch mainly, that broke or at least severely impaired dwarf mode.

I wouldn't really call DF updates patches (for one thing, they don't overwrite the old version), but in any case nothing good happened to fortress mode (aside from a few bug fixes), it's harder to find a spot to embark on, worldgen takes longer, and it's even harder to find quests in adventure mode now that the human towns got replaced with an experimental update. Personally I'd stick to 3.12 until all the kinks get worked out.

I have to disagree. While the defaults for world gen are not ideal, with a little bit of experience, you should be able to create a usable world. And the bugs that have been fixed are not unimportant. I mean, now we can hope to have dwarves sleeping in their proper beds rather than in the barracks or wherever. Diplomats allegedly will also not destroy your fortress any longer.

So, I think that if you are willing to put some thought into it, this update is definitely worth it, especially for fortress mode.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Psieye on September 18, 2010, 12:29:58 pm
If I am a dwarf mode player, should I mess with this patch?  From what I have read it sounds like an adventure mode patch mainly, that broke or at least severely impaired dwarf mode.

I wouldn't really call DF updates patches (for one thing, they don't overwrite the old version), but in any case nothing good happened to fortress mode (aside from a few bug fixes), it's harder to find a spot to embark on, worldgen takes longer, and it's even harder to find quests in adventure mode now that the human towns got replaced with an experimental update. Personally I'd stick to 3.12 until all the kinks get worked out.
People are kicking up a fuss at using default worldgen params for a radically different worldgen procedure (the addition of sprawl). If you just want a fort with no care for history, why insist on an oversized region with overaged history? Yes, "create new world now!" sucks now - but you were never forced to stick with it.

Now if you have issues with the "unusable" migrants we occasionally get in .13, then that is a much more convincing reason to stick with .12 for the time being.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: greycat on September 18, 2010, 12:33:51 pm
.13 brings some relatively minor bug fixes to fortress mode, and brings new bugs (can't mine adamantine at all, broken immigrants).  Ultimately it's the player's choice which version to play, but I'd also suggest sticking with .12 until the next bug fix release.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 18, 2010, 12:55:46 pm
Hi!

It should be noted, though, that not all immigrants are broken. I just got my first wave of five immigrants and none of them were broken - they are all working hard at expanding my fortress.

And some of them have military training and thus have brought along some valuable equipment.

Even if some immigrants are broken, it may be useful to remember that immigrants are usually not a rare commodity in this game. I kind of remember people talking a lot about how they mass murder their immigrants or how they draft them as pure cannon fodder.

Actually, I find it rather interesting how much people get riled about all changes. Be it the changes with the ramps a while ago or now the sprawling settlements - the drama seems a bit exaggerated.

As I mentioned before, I have created 2 worlds, both of them looking good and the second one being the one I am currently playing and it really lives up to my hopes:
A lot of interesting history that ends up in my engravings and even an interesting political situation. It is the first world in ages where I have a race that is at war with the dwarves - the elven civ in the area where I have started my fortress is at war not with just one dwarven civ but actually with three of the six dwarven civs in that world! And according to the engravings, they are not really good friends with the humans either.

Sure, settlements take up a bit more space on the map, but if you put a little effort into it, you should be able to find what you are looking for.

I think people are exaggerating about the unplayability of the new version (again).

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ouroborus on September 18, 2010, 01:02:04 pm
I think people are exaggerating about the unplayability of the new version (again).

I wouldn't say its unplayable, just particularly difficult trying to find a decent site.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sunday on September 18, 2010, 01:15:43 pm
Playing with Wine on a Mac.

Maybe I just got lucky, but I found a site as good as or better than any of the ones I've found in .12, with very little searching. It seems like aquifers might be a little rarer. If that's the case (and again, I might just have gotten lucky), then while much land might be blocked off by farms, a lot of other land is made available due to lack of aquifer.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 18, 2010, 01:27:43 pm
Deathworks, I totally agree with you so hard right now.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: alexxeno on September 18, 2010, 01:30:36 pm
I was wondering if anyone more experienced in world gen would be willing to share a few tips with us acolytes so we have more map space to work with? What param's would we be changing?

Thank you in advance.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 18, 2010, 01:38:02 pm
Hi!

I have given the world gen data for the world I am currently using here (http://www.bay12forums.com/smf/index.php?topic=66142.msg1573327#msg1573327).

In general, one of the problems is that there are too many civs in the default setting. If you want all civs to be there, around 20 civs is the number you want, not 40 or whatever the defaults are.

Also, eliminate all the minimum numbers for unusable terrain - you don't need thousands of ocean tiles and they only take away from the usable tiles. If you ask for partial or complete oceans, you get enough ocean automatically. Unless you change the minimum/maximum values, you should get all types of terrain, so unless you really want a certain terrain like deserts, for instance, you should remove the minimums for all unusable terrain.

Also, I don't recommend minimum values for hills and grassland/plains - that's the terrain humans inhabit, and they spread really well because of that. Instead, you should consider increasing the minimum values for forests and mountains (elves and goblins) which should help balance things a little bit.

I have also tried increasing the variance for savagery a little bit (at least in previous versions, civs would not settle in savage areas), however I don't have any verifiable results. But theoretically, that should hamper the spread of settlements.

Other than that, I recommend looking at the world gen data I have provided for further hints.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: jei on September 18, 2010, 01:43:33 pm
Quote
around fresh water sources

Yes but not on top of them!

The buildings need not be in the water of course, but at least I love cities built "on top" of river mouths.
They are very nice sites to play fortress in as you get both neighbors, river fauna and sealife there.

Most modern megacities are literally built "on top of" major river mouths and have expanded along riverways. Rivers and especially river deltas provide plenty of food in great variety and transportation to benefit said cities. Also Icelandic cities benefit of volcanic activity in the form of free heating, useful for farming, including tropical fruits and such.

I for one also hope to someday find a biome in DF that would have a mixture of areas both tropical and arctic with volcanic activity maybe effecting the patch of tropical life there. - A forgotten tropical valley in a barren arctic wasteland with dinosaurs maybe? - It would provide a large variety of fauna and be very interesting site to play in. The worldgen could be scripted to provide at least one such site!

I only play fortress mode, preferably always until I colonize hell or hit FPS death, and interesting sites are what keeps the game interesting to me. :) So please, cities on top of water, heck, cities under the sea floor too for me, please!

Forgot to mention: cities in caves would be cool too! Snakemen cultures and magmamen towns!
We already have the Zombie fortress underground. Dagonish-fishmen could have a town too under sea ground!
The building styles could vary a bit more though.

Here is a picture of a human city built atop a river mouth in the world map, it has a very nice wooden bridge to cross the river with too!
(http://chaos.fi/~j/dorfs/humanrivercity.png)

So don't abandon cities built atop rivers! They're extremely nice places to live in, when humans take their the toll of ambushers too. And none of their buildings reside IN the said major river.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: monk12 on September 18, 2010, 02:03:10 pm
Nice notes, Deathworks.

My 2 cents is that if you have a short world gen (I've run 49 and 99 so far with good results) then the sprawl is fairly well limited to the major rivers. If you really want that primo ancient city site on the mouth of the Nile, then stop world gen at like year 3. If, like me, you embark in the middle of nowhere/terrifying places/glaciers/volcanos/deserts then you'll be fine.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Psieye on September 18, 2010, 02:25:42 pm
In general, one of the problems is that there are too many civs in the default setting. If you want all civs to be there, around 20 civs is the number you want, not 40 or whatever the defaults are.

Also, eliminate all the minimum numbers for unusable terrain - you don't need thousands of ocean tiles and they only take away from the usable tiles. If you ask for partial or complete oceans, you get enough ocean automatically. Unless you change the minimum/maximum values, you should get all types of terrain, so unless you really want a certain terrain like deserts, for instance, you should remove the minimums for all unusable terrain.

Also, I don't recommend minimum values for hills and grassland/plains - that's the terrain humans inhabit, and they spread really well because of that. Instead, you should consider increasing the minimum values for forests and mountains (elves and goblins) which should help balance things a little bit.

I have also tried increasing the variance for savagery a little bit (at least in previous versions, civs would not settle in savage areas), however I don't have any verifiable results. But theoretically, that should hamper the spread of settlements.

Other than that, I recommend looking at the world gen data I have provided for further hints.

My 2 cents is that if you have a short world gen (I've run 49 and 99 so far with good results) then the sprawl is fairly well limited to the major rivers. If you really want that primo ancient city site on the mouth of the Nile, then stop world gen at like year 3. If, like me, you embark in the middle of nowhere/terrifying places/glaciers/volcanos/deserts then you'll be fine.
These two posts cover most of the worldgen wisdom needed to not have issues with .13's sprawl interference. If you have no interest in getting decorations of random historic events in your fortress, you may as well just end worldgen at year 2 or 3. Make multiple forts in the same world if you want more history than that - then all the history will be of stuff you did not what the RNG gives you. Also consider just picking a smaller region to play in: less memory size, less loading time, faster worldgen. Provided you end worldgen before civs kill each other, you can easily fit all the races into a smaller world. If you don't want to play with aquifers, get rid of them entirely. Go to the raws and delete all the [AQUIFER] tags in the inorganics. While you're at it, you can tweak cavern settings too: e.g. only have 1 cavern layer so you can get to the magma sea faster (you want at least 1 if you want underground farming at all).


By the way, adamantine being unmineable is fixable by us. Toady accidentally set one value in the raws for adamantine ore to the same as Slade which is hard coded to be unmineable. Just change the number and you can mine it again.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 18, 2010, 03:12:29 pm
Most modern megacities are literally built "on top of" major river mouths and have expanded along riverways. Rivers and especially river deltas provide plenty of food in great variety and transportation to benefit said cities. Also Icelandic cities benefit of volcanic activity in the form of free heating, useful for farming, including tropical fruits and such.

That's all cool and stuff, but I know of no pre-industrial culture that built massive platforms that spanned the entire length and breadth of great rivers like the Amazon or the Nile and covered them completely so that the entire run of the river was 100% hidden from the sun.  I don't think any post-industrial culture has managed this either.  I'm pretty sure even today with rapid bulk transport we don't manage to farm on more than a few percent (less than ten percent I'm certain, probably less than three) of the land area of our own planet.  My education may be faulty though.

I can't understand why anyone is particularly pleased with the way this sprawl stuff is working right now, it is horribly HORRIBLY unrealistic and simply blocks a great number of potential embark sites, as well as places mass amounts of blank flat space in adventure mode.  There is simply nothing good about what happens to the map with farm sprawl if allowed to run for 1050 years!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: cameron on September 18, 2010, 03:55:09 pm
just looking from the detailed export the sprawl doesn't cover much more the 10 % or so of a map(even less if you have lots of mountains or glaciers) it just seems that way if you get into a farmland area (on a major river or something) in embark because the box around the sprawl covers additional land.

I also have never seen cities completely cover a river or even build a working bridge, mostly they seem to start on both sides but don't meet up and they are on different z levels, but that might have been fixed.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: jei on September 18, 2010, 04:19:07 pm
Toady be a hero and tell us what the memory vectors are so we can use dwarf therapist

Better yet, give him the dorf therapist source code so he can use it in DF.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: jei on September 18, 2010, 05:03:15 pm
Most modern megacities are literally built "on top of" major river mouths and have expanded along riverways. Rivers and especially river deltas provide plenty of food in great variety and transportation to benefit said cities. Also Icelandic cities benefit of volcanic activity in the form of free heating, useful for farming, including tropical fruits and such.

That's all cool and stuff, but I know of no pre-industrial culture that built massive platforms that spanned the entire length and breadth of great rivers like the Amazon or the Nile and covered them completely so that the entire run of the river was 100% hidden from the sun.  I don't think any post-industrial culture has managed this either.  I'm pretty sure even today with rapid bulk transport we don't manage to farm on more than a few percent (less than ten percent I'm certain, probably less than three) of the land area of our own planet.  My education may be faulty though.

I can't understand why anyone is particularly pleased with the way this sprawl stuff is working right now, it is horribly HORRIBLY unrealistic and simply blocks a great number of potential embark sites, as well as places mass amounts of blank flat space in adventure mode.  There is simply nothing good about what happens to the map with farm sprawl if allowed to run for 1050 years!

Mixing reality and fantasy together and arguing about the end-result's realism being lacking never leads to much anywhere. This is a game, the point is having fun.
If something stops you from having fun, it should be fixed.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 18, 2010, 05:28:16 pm
Mixing reality and fantasy together and arguing about the end-result's realism being lacking never leads to much anywhere. This is a game, the point is having fun.
If something stops you from having fun, it should be fixed.

Okay, what is fun about having huge numbers of embark points made unreachable?  That's what I've been saying, this is neither realistic NOR fun.  Would having the world be 80% mountain be fun?  80% ocean?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: FleshForge on September 18, 2010, 05:33:34 pm
just looking from the detailed export the sprawl doesn't cover much more the 10 % or so of a map(even less if you have lots of mountains or glaciers) it just seems that way if you get into a farmland area (on a major river or something) in embark because the box around the sprawl covers additional land.

I also have never seen cities completely cover a river or even build a working bridge, mostly they seem to start on both sides but don't meet up and they are on different z levels, but that might have been fixed.

The box around the sprawl cannot be embarked on, so "what is in it" really doesn't matter - you can't embark on it.  It could be a giant box of cookies or uranium or plasma from the heart of the sun or empty space, it doesn't matter.

I think your estimate of less than 10% is way off, I've seen many examples of single cities and their farms accounting for 2-3% of the entire map's tiles.  ONE CITY!  You realize it's not just the human cities that make farm tiles, it's all cultures, just the elf/dwarf/goblin farm tiles don't show up on the mid map.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Spreggo on September 18, 2010, 05:36:04 pm
Toady be a hero and tell us what the memory vectors are so we can use dwarf therapist

Better yet, give him the dorf therapist source code so he can use it in DF.

Since Toady has direct access to the variables needed I doubt he needs or wants the DT source.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: DalGren on September 18, 2010, 05:37:01 pm
Deathworks' post nails it down.

And, this is not unplayable at all. I took a deeper look at the situation and it's just a bit out of tune, no more.
Also other forum post at the Future of the Fortress topic explains the slowdown during worldgen, it doesn't seem to be the sprawl but the increased amount of battles.
The adamantite bug is a minimal raw mistake.
Pf, some guys don't even seem to understand the concept of "tuning". Even with the warning signs all around the place, like OH NOES A RELEASE (after a rather big change) MAKES IT SLIGHTLY HARDER TO FIND A SITE DWARF FORTRESS IS RUINED FOREVER BAWWWW!!!!!111ELEVEN. --What means the good sites have been taken already. Which is perfectly logic, just tweak the worldgen as pointed out by some people-- But they seem to think this is a permanent situation.

People with so little patience is either too young, or doesn't understand game developing at all. (Hint: It's not a linear process, and trial and error is present on it, even with experimented programmers).
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Spreggo on September 18, 2010, 05:49:30 pm
It's not unplayable but this is a very newb-unfriendly release because it requires experience to deviate in a useful way to make it as playable as the last release was.
Most new folks are going to download the game and gen a world and give up the game because they can't figure out how to embark.
Luckily though Toady said he will release another bug-fix before month end so I'm really not that worried about it. Since these problems are likely to disappear quickly, I don't think it is really worth arguing about whether or not it is a good release.

(edit:  I don't think DF was ever 'newb-friendly' or should be, just that this release is less newb-friendly than usual.)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 18, 2010, 06:03:53 pm
Hi!

Somehow, I don't have the impression that it is only newbies who are complaining about the changes.

But you are correct that the current release makes it bit harder for newbies as the default settings do make it unnecessarily difficult to find a good embark location. But then again, I am wondering how much newbies really care about the embark location during their first runs anyway... Do they really search for flux and stuff?

Personally, I see the difficulty development of DF to be constantly increasing due to the additional detail. The only real exception was the change from 2D to 3D as it brought surface farming and some other aspects making the game much easier.

FleshForge: What kind of worlds are you genning? While the default settings are not ideal, the "many" cases you describe should be unlikely (the default settings have too many civs to allow for a single city to dominate the map). Especially what map size are you using? I am on medium size and as I said, things do not look as desperate as you describe them.

GENERAL: By the way, I had a  look at my detailed map and the savagery map. While I am still not 100% sure, there does seem to be a correspondence between savagery and city sprawl. So, people who are still experimenting may consider having minimum numbers of medium/high savagery tiles in world gen.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: DalGren on September 18, 2010, 06:04:32 pm
Yes, you are right Spreggo, that's something to be concerned about, and I understand it, but I wrote that post under knowledge of that bug-fixing release. Very few if any new players will be affected "without remedy" for it.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: kuketski on September 18, 2010, 06:08:14 pm
Deathworks' post nails it down.

And, this is not unplayable at all. I took a deeper look at the situation and it's just a bit out of tune, no more.
Also other forum post at the Future of the Fortress topic explains the slowdown during worldgen, it doesn't seem to be the sprawl but the increased amount of battles.
The adamantite bug is a minimal raw mistake.
Pf, some guys don't even seem to understand the concept of "tuning". Even with the warning signs all around the place, like OH NOES A RELEASE (after a rather big change) MAKES IT SLIGHTLY HARDER TO FIND A SITE DWARF FORTRESS IS RUINED FOREVER BAWWWW!!!!!111ELEVEN. --What means the good sites have been taken already. Which is perfectly logic, just tweak the worldgen as pointed out by some people-- But they seem to think this is a permanent situation.

People with so little patience is either too young, or doesn't understand game developing at all. (Hint: It's not a linear process, and trial and error is present on it, even with experimented programmers).
Well, not just that.
For me the main problem is not the sprawl, but the migrants and fps-killing-blood-statters. we will get migrants with professions taken from Global World, the one than can be seen in adventure mode. this mean that in 31.13 migration mechanics takes creatures from global map to use in migration waves.
Its very exciting to see - getting non-dwarven migrant for example. After fort had enough FUN to be abandoned, we can read in Legends that "Urist McMigrant had migrated to <fortname> and died in flames after burning stray kitten bit his hand off."
and not being able to put them to any use is very disappointing. and what to do with such broken migrants? throw them off the cliff like cripples in Sparta?
DF if extremly complicated by now and every release with new feature will bring some bugs -  its inevitable.
but this bugs is just teasing my anticination =)
its like fancy Ferrary car, that nearly perfect, but with one little bug - its steering wheel isnt connected to anything. like, yaeh, you can drive it, but only straight forward or backward. =)
so i`ll wait(and hope taht Toady`ll release it soon) for some bugfixing release and contribute to the bugtracker.
BTW - in 31.13 FPS is doubled on my PC( VERY impressive optimisation )! THNX, Toady!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: DalGren on September 18, 2010, 06:19:30 pm
Either way, you can't design a consistent interface and improve usability when the feature sets constantly change and/or improve. That's why I say making games is not a linear process.
Perhaps the sprawl will be fixed not by a quickfix, but by a future feature, as well, that limits how they spread or how they get decimated.
Either way, just the massive speedup in this release makes me want to hug it. It's awesome to move in Adventure mode like in a regular roguelike, without nearly one-second lag every move.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Psieye on September 18, 2010, 06:27:38 pm
I don't think anyone is arguing that the current sprawl situation in .13 is pleasing. People are arguing that it can be compensated for in worldgen and that future versions will address it. We like the concept of sprawl but we agree that the existing implementation is far from ideal. Likewise for the useless migrants - the concept of we're getting them from existing populations outside our fort is neat but it'll need to be debugged.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 18, 2010, 06:32:08 pm
Hi!

Actually, I think if we were allowed to embark within the settled areas (as we had been in previous versions at least for a while), many of the critics might suddenly become extremely pro-sprawl (^_^;;

But yes, a little fine-tuning is probably necessary.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: cameron on September 18, 2010, 06:33:51 pm
actually thats funny, adventure mode is much slower for me now, it is still playable just at ~50 fps instead of 300, perhaps because of bigger world gens in terms of size if that does something.

and i for one think that sprawl could be a good thing if it confused people(myself included) less. my main issue is it is currently rather hard to find the capital in adventure mode.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: DalGren on September 18, 2010, 06:35:04 pm
Hi!

Actually, I think if we were allowed to embark within the settled areas (as we had been in previous versions at least for a while), many of the critics might suddenly become extremely pro-sprawl (^_^;;

But yes, a little fine-tuning is probably necessary.

Deathworks
Such a source of radiance, this post.
That would be, indeed, the hackish-easy solution, but I think it can calm the haters if it's trivial to implement.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Malorn on September 18, 2010, 08:04:39 pm
Just for the record, I'm not getting any of these bugs, at all.

I got one weird immigrant who was named 'thief' but he started working as hard as anyone else.  He still has a weird graphic that looks like a skeleton, but otherwise it's fine.  Finding a spot to embark isn't hard at all, really.  It's not as if lava isn't available everywhere, and thus just finding a nice balanced spot where mountains meet forest is about that is needed.  Having a brook or river thrown is always nice too, but pretty easy to find and can be done without.

I love this update for dwarf mode, since my idiot dwarves actually sleep where they are supposed to, and setting up complex lever systems is much easier since the selection system isn't stuck one behind.  Speaking as creator of complex water systems, I approve this all around.  I haven't got any sieges yet, and I'm wondering if the goblins are having a problem or not, but that's all right now.

Guys, I don't mean to be difficult for people who are having problems, but this is really just ungrateful.  We aren't paying a cent to play this game that even in alpha is amazing and fun.  So yeah, tell the Toad about the bugs and problems so they can be fixed, but don't whine.  All that does is leave a bad taste in everyone's mouth and probably makes toady less enthusiastic about DF as a whole.  It also drives away newbies.  I know when I'm deciding whether to play a game, the attitude of the veterans always affects my choice.  Positive, helpful veterans are far more encouraging than angry resentful ones.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: greycat on September 18, 2010, 08:29:04 pm
I see about 10 posts in a row telling people to stop whining, but I don't actually see any whining.  It's a weird kind of feedback loop.

I genned a world with titans raised from 9 to 12, and ending in year 200.  The result was pretty decent, although it's odd to have a choice of 8 different dwarven civs at embark instead of 1 to 3.  Most importantly, however, the resulting game was playable on my machine which only has 1 GB of RAM.  (A default 1050 year world gen creates a world that needs more memory than I have available in order to embark.)

I got a migrant labeled as a "Master Thief".  He had a modest assortment of military and civilian skills, but I couldn't give him any labors.  He had novice record keeper skill, so I made him my bookkeeper.  He performed that without complaint, since it doesn't require the labor preferences screen.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: MaDeR Levap on September 18, 2010, 08:43:49 pm
just looking from the detailed export the sprawl doesn't cover much more the 10 % or so of a map
I do not care what % is sprawl. I do care on what % on map I cannot embark due to sprawl. I hope you can distinguish these two things.

Actually, I think if we were allowed to embark within the settled areas (as we had been in previous versions at least for a while), many of the critics might suddenly become extremely pro-sprawl (^_^;;
No. In this case, no one would complaint. Atm most, someone would say this sprawl is a little excessive and farmfiels are just boring. But it would not be specially pressing issue to fix (especially there is zilion other things to fix, that Toady seems to do NOT care at all).
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rexfelum on September 18, 2010, 08:53:08 pm
I have given the world gen data for the world I am currently using here (http://www.bay12forums.com/smf/index.php?topic=66142.msg1573327#msg1573327).

. . . And anything that gets me closer to understanding worldgen is good.  Well, anything other than brain transplants and the like.  I want to keep my brain.  But regardless, I find that reading the wiki's pages and skimming the "worldgen cookbook" doesn't give me an intuition for even the most basic things, so I cannot look at your code to derive any "hints."  For instance . . .

Also, eliminate all the minimum numbers for unusable terrain - you don't need thousands of ocean tiles and they only take away from the usable tiles. If you ask for partial or complete oceans, you get enough ocean automatically. Unless you change the minimum/maximum values, you should get all types of terrain, so unless you really want a certain terrain like deserts, for instance, you should remove the minimums for all unusable terrain.

Also, I don't recommend minimum values for hills and grassland/plains - that's the terrain humans inhabit, and they spread really well because of that. Instead, you should consider increasing the minimum values for forests and mountains (elves and goblins) which should help balance things a little bit.

I don't understand how to find minimums.  Here is every entry I could see with "min" in the name, other than those related to caves:

[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]

Since you were also talking about things like forests, I guess that means I need entries like this:

[REGION_COUNTS:FOREST:2500:4:4]

But how do I read it?

I have also tried increasing the variance for savagery a little bit (at least in previous versions, civs would not settle in savage areas), however I don't have any verifiable results. But theoretically, that should hamper the spread of settlements.

"Savagery" shows up in three places:

[SAVAGERY:0:100:500:500]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_RANGES:0:0:0]

. . . Any help?  Or directions to a proper place where I can look this stuff up, so I don't take away from the purpose of the thread?

--Rexfelum
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: cameron on September 18, 2010, 09:16:18 pm

stuff about world gen
Spoiler (click to show/hide)

MaDeR Levap i hope you can tell the difference between yourself and others who were making realism claims of a max of 10% of land, to which i meant that there actually wasn't as much farm land as there appeared to be at embark.

but yeah the bounding box should probably be smaller around the sprawl, as this would make the sprawl seem more unobtrusive and maybe the default "create world now" gen should encourage a bit less sprawl.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: SombreNote on September 18, 2010, 10:54:32 pm
Has anything been changed with the military in this patch?

I was having a bunch of problems getting the military working in my game, and nothing on the forum seemed to be helping. Was there any changes to improve that?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: HammerDave on September 19, 2010, 01:11:39 am
Update on my extremely deep fort -- my magma forges are at level -11, 152 levels below the entrance.  No signs of bad memory references, so apparently the code can handle negative numbers in the z axis.  Not sure such a deep fortress is sustainable due to FPS effects and the long trip between the mines and ore stockpiles, but I'm sticking with it at least until it reaches the point a baron should get appointed, to see how that group of bugs is doing.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: gralcio on September 19, 2010, 01:20:34 am
I personally wait for 0.31.14. Or even 0.31.15. Anyway I cannot play without Dwarf TheRapist and I except finding needed offsets will take some time (new complier = starting hacking from scrath).

Therapist is out for a while already.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: forsaken1111 on September 19, 2010, 01:22:15 am
Update on my extremely deep fort -- my magma forges are at level -11, 152 levels below the entrance.  No signs of bad memory references, so apparently the code can handle negative numbers in the z axis.  Not sure such a deep fortress is sustainable due to FPS effects and the long trip between the mines and ore stockpiles, but I'm sticking with it at least until it reaches the point a baron should get appointed, to see how that group of bugs is doing.
So put the stocks down at the bottom, then move the living quarters down too. Make the traders and gobbos come to YOU.  8)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: MaDeR Levap on September 19, 2010, 04:19:38 am
MaDeR Levap i hope you can tell the difference between yourself and others who were making realism claims of a max of 10% of land, to which i meant that there actually wasn't as much farm land as there appeared to be at embark.
but yeah the bounding box should probably be smaller around the sprawl, as this would make the sprawl seem more unobtrusive and maybe the default "create world now" gen should encourage a bit less sprawl.
Thia was exactly what I was talking about. So what if sprawl take only 10%, when with bounding box taken in account you get 30% or whatever? Add to this mountaint, oceans and other unembarkable area (big lakes?)... and this starts to get annoying.

Update on my extremely deep fort -- my magma forges are at level -11, 152 levels below the entrance.  No signs of bad memory references, so apparently the code can handle negative numbers in the z axis.
I think this is offset from real internal z-level index. Your -11 is just shown value. Real value is different.

Therapist is out for a while already.
Wow, faster than I excepted. So not that big difference in generated code after all, huh.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 19, 2010, 06:03:29 am
Hi!

Greycat: There have been quite a few posts pointing out how horribly unrealistic and game breaking the large sprawl areas are. Then there are the complaints about the broken migrants. The following is the first clear example I found going backwards, but there are more discussing the percentage of land taken up and the reasoning of cities claiming the entire river they are built at. In other threads, I have even seen people calling 31.13 buggier than the first 31.01 release:

I wouldn't really call DF updates patches (for one thing, they don't overwrite the old version), but in any case nothing good happened to fortress mode (aside from a few bug fixes), it's harder to find a spot to embark on, worldgen takes longer, and it's even harder to find quests in adventure mode now that the human towns got replaced with an experimental update. Personally I'd stick to 3.12 until all the kinks get worked out.

There has been quite a bit of discussion here.

Rexfelum: First of all, I recommend that you mess around with world gen using the editor within the game until you got used to (except when copying world gen information from others). This way, you get more information about what the settings mean and also what their limits are.

After the initial settings about world size, you get the variance and range settings for the individual factors. Each is a set of four numbers: The lowest number the characteristic can have on your world map, the highest number it can have, how much it may vary between two tiles along the x-axis and how much it may vary between two tiles along the y-axis. In general, unless you want to create an extreme world for experiments (like a world so hot that all living things evaporate on it), you should not touch the minimum and maximum values in those initial sets. They are the normal ranges you want to have.

For the variance between neighboring tiles, values somewhere between 200 and 500 are usually save and non-complicated. Once you get below 100 with the variance, it means that you have very little chance for difference between neighboring tiles, resulting in lots of rejects as there is not enough variance on the map.

The rule of thumb for the variance settings is: The smaller the values (=little difference between neighboring tiles), the bigger the subregions (forests, plains,...). Think about it. If two neighboring tiles differ only slightly in their height, for instance, a mountain chain is quite likely to exist. But if two neighboring tiles could differ drastically in height, there can be steep cliff faces, resulting in things like the lone mountain.

There is one very important and useful exception to the rule about subregions, though: Volcanism. While volcanism influences what stone layers can be there and of course allows the presence of volcanoes, volcanism does NOT disrupt subregions. Therefore, unless you have any special preferences about volcanism, I recommend maxing out the variance for volcanism as you can then have volcanism influences in many different types of terrain, allowing for a greater variety of terrains to experiment with.

After those sets, you get the mesh sets, a feature I have not experimented with. So, no information from me on that.

Next comes the setting for the features. Their influence on the rejects and the maps differs:
Minimum mountain peak number is a rejection condition: mountain peaks require great height AND great difference between the peak and the surrounding tiles. If you set the elevation variance too low in the initial sets I have explained, you will not get a single mountain peak and if you have minimum peaks set to more than 0, you will only get rejects as there are not enough mountain peaks.

The next two settings for oceans basically influence the start of the generation, I think. If you pick 1 one or more partial edge oceans, I think any map generated will have one ocean tile placed at its edge in the beginning. I don't think I ever saw a rejection because of that. Likewise, complete edge oceans also never created rejects for me, so I assume that it causes one (or more if you select more than one) entire edge to be automatically set to ocean tiles at the beginning of world gen.

Minimum volcano number is actually a misnomer: The game will place exactly as many volcanoes on the map as you state there - provided areas of high volcanism are available.

I skip explaining the titan and demon settings as they are more a flavor thing, although a higher number of titans will probably increase the risk of civs getting extinct.

Next come the good and evil squares. Once the general map is generated, some tiles are turned good and some are turned evil and these settings let you specify how many. There are three settings for each to allow you to specify what kind of areas you want. For instance if you have many desired evil squares in small subregions, then you should get a lot of small groves or single mountains that are haunted/terrifying or whatnot. If you have many desired evil squares in large subregions, then you don't get those small groves spread across the map but rather a large forest spanning many tiles filled to the brim with evil. Note, however, that a large subregion has more tiles than a small one, which is why the values increase over the settings.

As good and evil squares restrict settlements of races, you can think about whether to increase their number in order to increase the locations where races can't settle or you can decrease them so as to have more space for races to expand.

The next settings are the terrain count settings which I was talking about referring to the forest, oceans, unusables and so on. Basically, these are rejection settings. That is, the game generates a map and then checks whether there are as many tiles of each region as you specify there. These values do not cause such regions to be generated (that is the job of the variance settings), so if you set the maximum height to be nearly identical to the minimum height and the require more than 0 mountain region tiles, you will never get a world as no mountain tiles are generated and the check fails.

These settings are among the most useful for you as they allow you to clearly tell the program that you want to have at least so and so many tiles of desert or forest or whatever. However, as each of these parameters is checked, you should nullify all things you do not particularly care about (after all, let's say you want a world with lots of forests and mountains; then you don't want to have a perfect candidate rejected because it has 999 desert tiles instead of 1,000 ).

Erosion cycle and the two river settings are fun settings for landscaping. Genning rivers, the game does the following: First, it selects as many springs as you specify with the pre-erosion setting (if there are not enough potential locations, you get a reject). Then, these springs are connected to the edge of the map or an ocean by a river following the rules of height, of course. Then, for each erosion cycle count, the rivers dig themselves deeper into the terrain - think of the grand canyon as an example of a very high erosion cycle and the local creek that is basically level ground as an example for a low erosion cycle. Finally, if the post-erosion river starting location number is lower than the pre-erosion one, the excess springs and the rivers they have created are removed again, leaving behind the dry canyons of their riverbeds.

Periodically eroding extreme cliffs is a setting which I recommend to set to "No". It is meant to make sure that you only have slopes and never steep cliffs, but usually, the game does not create much terrain that is problematic anyway, so having the occasional cliff is a good option.

Orographic Precipitation is a factor of reality. Unless you are designing and extreme world, I recommend you set it to yes, but in the end, it is just a matter of taste.

Maximum Number of Subregions is an important rejection setting. Unless you want to filter out worlds with small subregions, I recommend you ALWAYS max out that value. Basically, it says how many different mountain ranges and forests and plains there can be in the world. If your terrain is very diverse, you may have too many physical subregions and then this will cause a reject.

This is followed by the cavern layer settings. If you want to experiment with all the cavern layers, you should keep the cavern layer number to three. The min/max settings afterwards are important for setting what the caves look like and the magma and bottom layer are the "bonus layers".

The z-level settings that follow are again important for performance and difficulty: The more z-levels in total, the slower the game will probably be in the end game when you have cleared all those tiles. However, the more z-levels you have above layer 1, the more digging and building you can do before encountering the first cavern layer and thus the first mandatory battle.

The minimum/maximum natural cave size, mountain cave and non-mountain cave and cave visibility settings are about the additional caverns where kobolds, legendary beasts and the like settle. For the minimum/maximum, I recommend minimum 100 and maximum 500 so that the kobolds have enough space to retreat to. The number of caves influences how difficult it is for civs to survive the first years - if you increase the number of caves, the chances of civs meeting monsters early on increases resulting in civs that get butchered before they get enough population to survive.

Number of Civilizations is problematic in the current version. You should set it to 16 to 20, I think, for medium regions and adjust it accordingly for other map sizes.

Playable civilization required should always be set to yes as it means that at least one dwarven civ is generated (though it need not survive).

Below that, there is a number of minimum values: Set all of them to 0! They are rejection conditions that are not needed for 99% of your world designs. They only cause otherwise perfect worlds to be rejected because of some minor issue, so get rid of them. All the things you want to influence are usually already set by the other settings.

I hope this kind of helps you a little bit in your attempts to mess around with world gen.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Jiri Petru on September 19, 2010, 08:40:04 am
I like the sprawl. For me it adds to the believability and richness of the world. I don't understand why is it a problem that the sprawl blocks embark squares - but I never understood the urge to seek "perfect locations" in the first place. I think the way DF is heading it will slowly be less and less possible to find the exact location you want. Instead you'll have to accommodate and, for example, play without flux. I call it challenge.

The notion that it's possible to embark anywhere in the world was flawed in the first place. It's hard getting used to losing it, but it was inevitable. By default, you should be able to build a fortress only in your kingdom or on the borders to extend the kingdom's influence. Anything else is weird, breaks the suspension of disbelief, and wouldn't work with the upcoming changes that will slowly put more and more emphasis on kingdoms, politics, etc. So yeah, it had to come sooner and later.

Also, I don't think it's user unfriendly in any way. Each new player will understand why it's possible to only embark in your sphere of influence. It makes sense. Or it would make sense but DF still doesn't work this way - you can embark a thousand miles away as long as the place isn't claimed yet.

The actual user unfriendly part is the absence of a clever site finder system that would seek and recommend fun locations by itself (with some good default criteria for fun location), and would be able to find more than one. Without a good site finder, any change that limits your embark options will be hated.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Eugenitor on September 19, 2010, 10:35:03 am
Isn't the whole point of embarking supposed to be to live in *unclaimed* territory, where no dwarf has gone before?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 19, 2010, 11:34:38 am
I don't understand how to find minimums.  Here is every entry I could see with "min" in the name, other than those related to caves:

Deathworks was probably referring to the in-game parameter menu rather than the text file. You can get to this menu by pressing 'e' on the "Design New World with Parameters" menu (after highlighting which world parameter set you want to edit (large region, medium island, etc.)).
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rexfelum on September 19, 2010, 01:23:05 pm
I will now engage in the ancient twin arts of understatement and gratitude.

I hope this kind of helps you a little bit in your attempts to mess around with world gen.

Yes.  Thank you.

--Rexfelum
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: DDR on September 19, 2010, 01:51:24 pm
Just a little note on 0.31.13:
I like the site sprawl - I have always sort of thought that picking a site has been an absurdity of riches. ::)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: hvlkn on September 19, 2010, 02:32:39 pm
just a small problem. I'm running on Lucid, but Dwarf fortress won't load, something about a missing library

Code: [Select]
john@euclid:~/df_linux$ sh df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory
john@euclid:~/df_linux$

Any thing I can do about it?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: jei on September 19, 2010, 05:52:23 pm
The notion that it's possible to embark anywhere in the world was flawed in the first place. It's hard getting used to losing it, but it was inevitable. By default, you should be able to build a fortress only in your kingdom or on the borders to extend the kingdom's influence. Anything else is weird, breaks the suspension of disbelief, and wouldn't work with the upcoming changes that will slowly put more and more emphasis on kingdoms, politics, etc. So yeah, it had to come sooner and later.

And therein lies one dilemma. For I am one who is not interested in kingdoms or randomly generated history or stuff that I can influence in it,
I play single forts and "perfect" locations only. After there are no more interesting locations, I just generate a new world where there
is exactly what I want. I hardly ever play 2 forts in a single world. If I don't get what I want, I just lose interest in the game and the world.

I don't see what's so fun about playing "no flux" places and such challenges when I don't want them pushed on me, though I have played them.
I don't see the attraction of playing multiple forts in the same world when one game takes weeks and usually ends up in FPS death now.

I play forts for keeps and to colonize hell, not for a year or two until inevitable abandon or doom to create a history or a legacy story,
I also don't play adventurer, nor do I like it. Legends and world events don't interest me. Only strategy and fortress building.

Also, I suspect that not that many people are interested in having dozens of week long games to "play the world," which is what your style requires.
 
Politics and other stuff could be had with simple scripting too. Limiting embark locations seems stupid, nothing ever stopped occupying enemy territory IRL, except guts and weapons perhaps.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Soralin on September 19, 2010, 07:34:39 pm
I got a migrant labeled as a "Master Thief".  He had a modest assortment of military and civilian skills, but I couldn't give him any labors.  He had novice record keeper skill, so I made him my bookkeeper.  He performed that without complaint, since it doesn't require the labor preferences screen.
Wait, you made a master thief your records keeper? :)

greycat: Ok, so we'll place the Ten gold statues in a pair of lines down the entryway here
records keeper::  Ten gold statues?  My records show that we only had seven gold statues made.
greycat: What? I'm sure I had ten ordered.. hmm, well then, place those seven gold statues in a line in the hall after the entryway then.
records keeper:  You mean four gold statues.
greycat: Four?  Didn't you say seven?
records keeper: No, see, my records clearly say four.
greycat:  So they do, hmm.. well, set a gold statue in each corner then.
records keeper: A splendid idea, but how are we going to do it with just 3 gold statues?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sir Finkus on September 19, 2010, 08:18:17 pm
I like the sprawl. For me it adds to the believability and richness of the world. I don't understand why is it a problem that the sprawl blocks embark squares - but I never understood the urge to seek "perfect locations" in the first place. I think the way DF is heading it will slowly be less and less possible to find the exact location you want. Instead you'll have to accommodate and, for example, play without flux. I call it challenge.

The notion that it's possible to embark anywhere in the world was flawed in the first place. It's hard getting used to losing it, but it was inevitable. By default, you should be able to build a fortress only in your kingdom or on the borders to extend the kingdom's influence. Anything else is weird, breaks the suspension of disbelief, and wouldn't work with the upcoming changes that will slowly put more and more emphasis on kingdoms, politics, etc. So yeah, it had to come sooner and later.

Also, I don't think it's user unfriendly in any way. Each new player will understand why it's possible to only embark in your sphere of influence. It makes sense. Or it would make sense but DF still doesn't work this way - you can embark a thousand miles away as long as the place isn't claimed yet.

The actual user unfriendly part is the absence of a clever site finder system that would seek and recommend fun locations by itself (with some good default criteria for fun location), and would be able to find more than one. Without a good site finder, any change that limits your embark options will be hated.

The way I see it, you SHOULD be able to embark anywhere, but if you embark somewhere naughty (in elven lands or something), you should have to deal with the consequences. 

Settling in your own civ's land would afford you the advantage of frequent caravans, infrequent ambushes, and even some degree of protection in the form of reinforcements.  Of course all the "good spots" would probably already be taken by other forts, and you wouldn't have anything exotic to trade at a premium. 

Perhaps with allies you can settle there for free, or maybe you have to contribute troops to defend their towns. 

If you settle in a neutral civ's land, you could have a range of options, such as paying a tribute, enduring limits on military size, or risking war.  Your own civilization should in certain cases try to "disown" you and cut off support if they are trying to make an alliance with the neutral civ and you're interfering. 

Settling in enemy land should be hard.  You'd have to endure endless attacks, and little, if any support from your parent civ.  Caravans should be afraid of making the trek to your fort, and those that brave the journey should often be raided.  You could perhaps counter this by sending out bodyguards.  The outpost liason could say one year "If you want the caravan to come next year, you'll need to send 5 of your best dwarves to defend them on their journey."  Migrants would be scarce, and probably have more adventurous personality traits and military skills.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 19, 2010, 10:03:20 pm
The way I see it, you SHOULD be able to embark anywhere, but if you embark somewhere naughty (in elven lands or something), you should have to deal with the consequences.

This. I see no reason why it should be physically impossible to embark someplace like that.


The notion that it's possible to embark anywhere in the world was flawed in the first place. It's hard getting used to losing it, but it was inevitable. By default, you should be able to build a fortress only in your kingdom or on the borders to extend the kingdom's influence. Anything else is weird, breaks the suspension of disbelief, and wouldn't work with the upcoming changes that will slowly put more and more emphasis on kingdoms, politics, etc. So yeah, it had to come sooner and later.

That doesn't make any sense. Then you wouldn't be able to embark in savage or evil areas and whatnot. On another note, just because the elves don't want me to embark in their forests doesn't mean it should be physically impossible to embark there. I see no reason not to be able to embark on other people's property.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: mnjiman on September 19, 2010, 11:03:42 pm
indeed. it would just mean they would get pissed off, and attack you fairly quickly. Before embarking on a area where you would get attacked and become automatically in war with the race, you should get an embark warning.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Deathworks on September 20, 2010, 03:07:26 am
Hi!

Personally, I agree with Sir Finkus about embark everywhere but at your own risk being the ideal solution - but that would require world gen sites to be much, much more detailed and functional before it becomes interesting.

First of all, there is the question of armed resistance against your occupying forces. I mean, if your 7 dwarves march into the middle of a 60 head elven village and start cutting trees, it should become a very short fortress mode session indeed - especially if that village has been fending off invaders in the past who had been much more numerous and experienced.

Secondly, the exploiting races need to be more effective about their exploitation. For instance, if you decide to start digging under a dwarven settlement, you should find that all the gold, platinum, iron ore, and aluminimum has already been dug up by the dwarves (as time permits, of course), leaving only small clusters for you to exploit. If there is a fishable site, you can be sure that they have set up fishing there as well which may interfere with your own ambitions. Also note that dwarves and humans destroy forest tiles during world generation (well, actually just the trees), so the supply of wood should be limited when you embark within their realms with their lumber jacks competing with yours. And nearly all good surface farmland around human settlements should be claimed by the human farms except for those oddly shaped strings or small edges here and there.

So, even without getting at odds with the locals, edging out a living could become rather problematic. But these are all things that are not implemented yet, so that embark everywhere would currently be no risk and high gain for the player.

Deathworks
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: evirus on September 20, 2010, 07:28:26 am
full on system crash on world gen.... plus the amount of time it takes is simply not worth it, back to .12 for me
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: greycat on September 20, 2010, 09:17:18 am
It is believed that the crashes during world gen are due to the process running out of addressable memory (which is not the same as your computer not having enough memory -- it's something to do with OS internals).

The solution (if this is indeed the case) is to change the settings, instead of using a default world gen.  Don't let it run for 1050 years.  Something like 200 years works much better.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Starver on September 20, 2010, 10:08:45 am
As for why he might be running windows 2000. If you have a computer that runs windows 2000 just fine, why spend the money to upgrade to windows xp and make it slower. I personally have a machine that is running windows 2000 server right now, it works and there little reason I can find to upgrade it to the latest version, only to have it run slower and need more hardware.
(Late reply here, probably ninjaed in turn., definitely gone OT)

Not just that.  I have a nice 2K machine working away, recording radio programmes for me (Modular DAB card, with DABBAR software) while I'm out of the house/asleep/listening to previously recorded radio programmes.

I could move to something else non-MS (MythBuntu almost certainly supports the hardware, or can be made to) but if I'm sticking with Windows, I'm sticking with the licensed W2K that's on it.  Especially as it's a machine I use standalone, it these days there'd be some form of godawful over-the-phone Windows Activation involved.  Plus the hardware is definitely too weak to properly run anything beyond XP (and would need upgrade for that).

But I do have an XP machine (a bit low on memory, but has run DF at least until .12, will try out .13 now I actually spotted this board item...) so not personally so bothered about 2K support, but definitely feel for anyone who can't deal with that problem.  (I'd still be running W98 today, if the machine I was using hadn't had a minor explosion in a motherboard chip a few years back... :))

Except that I'd probably have had to be running the Linux ports of DF (or WINE-running windows ones) on my Linux machine, if 98 also hadn't been compatible with the exe (or, rather, vice-versa).
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ShadeJS on September 20, 2010, 11:20:57 am
Isn't the whole point of embarking supposed to be to live in *unclaimed* territory, where no dwarf has gone before?

The frontier is usually though of as over the next hill or beyond the next river... Not on the far side of the planet. You can see the desirability of a 'far colony', but 'far' is relative. For the Vikings (a rather mobile people) that was Iceland, Greenland, and Newfoundland not Indonesia. It strikes me as reasonable that an embark should be within some semi-reasonable distance of the parent civ. I'd err on the side of more rather than less, but it should be a finite distance, IMHO.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Rose on September 20, 2010, 11:43:19 am
so, more of your supplies are gone the further you are from your home civ?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: colorlessness on September 20, 2010, 12:30:36 pm
Anyone else find that .13 isn't respecting the population cap in d_init.txt? i.e., I have POPULATION_CAP at 100 and migrants arrive whilst there are 117 (or more) dwarves in the fortress.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 20, 2010, 02:23:39 pm
The frontier is usually though of as over the next hill or beyond the next river... Not on the far side of the planet. You can see the desirability of a 'far colony', but 'far' is relative. For the Vikings (a rather mobile people) that was Iceland, Greenland, and Newfoundland not Indonesia. It strikes me as reasonable that an embark should be within some semi-reasonable distance of the parent civ. I'd err on the side of more rather than less, but it should be a finite distance, IMHO.

I never really thought of the "worlds" DF generated as being actually taking up an entire hemisphere, even the Large regions.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Eugenitor on September 20, 2010, 03:57:48 pm
DF planets are smaller but still have roughly the same gravity as Earth, due to the amount of heavy metals in them.

Anything that reduces the number of places available for embark, whether in the name of realism or anything else, is a Bad Idea. In game terms it serves no purpose but to cheese people off.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: monk12 on September 20, 2010, 11:43:24 pm
[quote author=greycat link=topic=66142.msg1581435#msg1581435 date=1284992238

The solution (if this is indeed the case) is to change the settings, instead of using a default world gen.  Don't let it run for 1050 years.  Something like 200 years works much better.
[/quote]

Personally, I feel that the 1050 year worldgens that take place now are an often overlooked bug; Worldgen should stop after a certain number of megabeasts are dead, but with the materials rewrite and megabeast buff none of them die in worldgen. In the past, the cutoff would be at around 200-250 years, perfect for braving the new wilds, exploring new territories and prying the riches from the savage lands and their green skinned inhabitants. Now, worldgen runs to the arbitrary maximum of 1050, where everything new has been seen, the good sites taken, and the worlds population trying and failing to kill each other over and over. I'll be happier once Toady brings that back to normal- normal being my experiences in 40d.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: smariot on September 21, 2010, 01:48:10 am
DF planets are smaller but still have roughly the same gravity as Earth, due to the amount of heavy metals in them.

The core is made of super dense slade.

It is believed that the crashes during world gen are due to the process running out of addressable memory (which is not the same as your computer not having enough memory -- it's something to do with OS internals).

Yes, 32 bit programs can only address 4GB of space. 2GB is used for mapping executable code and DLLs and stuff, leaving 2GB to do useful stuff with.

It might (i.e., I haven't tried it) be possible to make 3GB available by hacking the PE header of Dwarf fortress to include the /LARGEADDRESSAWARE flag (you can do it with the binedit program that comes with visual studio), and then editing boot.ini include /3GB in the options to the windows kernel.

However, you probably shouldn't risk breaking your computer just to be able to generate more complicated worlds.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: chenjung_407ad on September 21, 2010, 08:44:07 am
Anyone else find that .13 isn't respecting the population cap in d_init.txt? i.e., I have POPULATION_CAP at 100 and migrants arrive whilst there are 117 (or more) dwarves in the fortress.

I've got the same thing happening. I like to set my population cap to 20 for the first couple of years, but I'm now 7 years in without changing my POPULATION_CAP from its initial 20 (set before I even genned the world) and I'm now up to 107 dwarves.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Torham on September 21, 2010, 09:20:53 am
I have waked into the village and murdered EVERYONE i could find in the cottages. They were just standing there, not attacking or hitting me, just staring at me blankly while i chopped them to pieces, one by one.
After that I left, leaved the area and then returned. They villagers have all respawned with different professions. Again, i murdered everyone and again they were back after a quick run out of the village. On the third time i carefully chopped few villager's arms and feet off, leaving them alive, to observe if the living one (with wounds) will be saved. The villagers respawned even when they survived and i couldn't find any of my "marked" mutilated villagers. They were all just standing there, watching me kill them.

PS: I had no fun conducting this survey and i resorted to violence only after i couldn't find any shopkeepers  ;D  ...
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: colorlessness on September 21, 2010, 12:50:11 pm
I've got the same thing happening. I like to set my population cap to 20 for the first couple of years, but I'm now 7 years in without changing my POPULATION_CAP from its initial 20 (set before I even genned the world) and I'm now up to 107 dwarves.

I realized after posting that there are a couple of bugs on mantis that are possibly related/the same thing:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2922 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2922)
http://www.bay12games.com/dwarves/mantisbt/view.php?id=643 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=643)

But those bugs are a little older, and I never experienced them before .13; .12 and earlier seemed to respect POPULATION_CAP properly.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Untelligent on September 21, 2010, 05:36:32 pm
Personally, I feel that the 1050 year worldgens that take place now are an often overlooked bug; Worldgen should stop after a certain number of megabeasts are dead, but with the materials rewrite and megabeast buff none of them die in worldgen. In the past, the cutoff would be at around 200-250 years, perfect for braving the new wilds, exploring new territories and prying the riches from the savage lands and their green skinned inhabitants. Now, worldgen runs to the arbitrary maximum of 1050, where everything new has been seen, the good sites taken, and the worlds population trying and failing to kill each other over and over. I'll be happier once Toady brings that back to normal- normal being my experiences in 40d.


I don't see the problem here. Hell, every world used to go to 1050 years.

And if you don't want worlds to go to 1050 you can just change the one worldgen parameter and force it to stop at an earlier year. I wouldn't call this a bug, even if it is undesired behavior.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Gigify on September 21, 2010, 07:27:37 pm
Ouch, I just genned a new world in 31.13 and watching the screen flicker to new locations I came to a realization and I soiled myself.

This world, which only has param edits to layers and caverns so there's more to dig into and more space to build in, embark points so I can be somewhat less picky about some locations by bringing along extra wood to a scarce area or something, and , pretty much what I always do, 30 min volcanoes, has at least a dozen easily found flat volcanoes in various areas almost always right next to river tiles. I was super excited to take a look at all the pretty potential embark points, and when I went to the embark screen and started looking at them what did I find?

All but three of the flat volcanoes are covered over by civs, I can't even see them in the local view. Out of the three that aren't I've found one squeezed between two hostile civs with four damn layers of soil that I have to do a 5x5 to embark on if I want the river and the other two are in a "scorching" area with no trees at all.
If anything I'm mostly upset that I don't even get to see the potential of the other sites because they're covered, though.

So what should have been a plethora of great embark locations for me to examine and pick from turned into basically nothing. Fairly annoyed by that.
I had it run until year 250, considering taking these saved parameters again and either drastically cutting down on the civ count or stopping it even earlier and hoping for the best.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: xellas84 on September 21, 2010, 09:09:45 pm
Ouch, I just genned a new world in 31.13 and watching the screen flicker to new locations I came to a realization and I soiled myself.

This world, which only has param edits to layers and caverns so there's more to dig into and more space to build in, embark points so I can be somewhat less picky about some locations by bringing along extra wood to a scarce area or something, and , pretty much what I always do, 30 min volcanoes, has at least a dozen easily found flat volcanoes in various areas almost always right next to river tiles. I was super excited to take a look at all the pretty potential embark points, and when I went to the embark screen and started looking at them what did I find?

All but three of the flat volcanoes are covered over by civs, I can't even see them in the local view. Out of the three that aren't I've found one squeezed between two hostile civs with four damn layers of soil that I have to do a 5x5 to embark on if I want the river and the other two are in a "scorching" area with no trees at all.
If anything I'm mostly upset that I don't even get to see the potential of the other sites because they're covered, though.

So what should have been a plethora of great embark locations for me to examine and pick from turned into basically nothing. Fairly annoyed by that.
I had it run until year 250, considering taking these saved parameters again and either drastically cutting down on the civ count or stopping it even earlier and hoping for the best.

That sounds like an awesome base worldgen.  Can you share?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Gigify on September 21, 2010, 09:41:58 pm
Was trying out the Genesis mod with whatever the params on its custom set besides the few I changed, shouldn't have much if any of an effect on the base world, right? Just civs and such.
Spoiler (click to show/hide)

Tell me if those other volcano sites are literally flat and awesome or it's just a trick of the map, though, since I couldn't see the local because of the civ plots. :/

Edit: Picture, you can mock my special mix up of ironhand and mayday sets if you want. the red beartrap looking tiles are volcanoes. :P
Spoiler (click to show/hide)
Editedit: The volcano in the middle of the ocean is on it's only little desert island, pretty neat place, didn't check if there was flux or not though.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Psieye on September 22, 2010, 04:42:49 am
Ouch, I just genned a new world in 31.13 and watching the screen flicker to new locations I came to a realization and I soiled myself.

This world, which only has param edits to layers and caverns so there's more to dig into and more space to build in, embark points so I can be somewhat less picky about some locations by bringing along extra wood to a scarce area or something, and , pretty much what I always do, 30 min volcanoes, has at least a dozen easily found flat volcanoes in various areas almost always right next to river tiles. I was super excited to take a look at all the pretty potential embark points, and when I went to the embark screen and started looking at them what did I find?

All but three of the flat volcanoes are covered over by civs, I can't even see them in the local view. Out of the three that aren't I've found one squeezed between two hostile civs with four damn layers of soil that I have to do a 5x5 to embark on if I want the river and the other two are in a "scorching" area with no trees at all.
If anything I'm mostly upset that I don't even get to see the potential of the other sites because they're covered, though.

So what should have been a plethora of great embark locations for me to examine and pick from turned into basically nothing. Fairly annoyed by that.
I had it run until year 250, considering taking these saved parameters again and either drastically cutting down on the civ count or stopping it even earlier and hoping for the best.
Take the random seed of that world, re-do the world regen but end it at year 2. You will now get the exact same world but with much less sprawl.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Starver on September 22, 2010, 08:09:43 am
indeed. it would just mean they would get pissed off, and attack you fairly quickly. Before embarking on a area where you would get attacked and become automatically in war with the race, you should get an embark warning.

Still trawling through this thread, but...

...Actually, decided to put what I've just written into the Suggestions forum...  Probably better off there.  At least to settle and ferment.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Starver on September 22, 2010, 09:07:15 am
I have waked into the village and murdered EVERYONE i could find in the cottages. They were just standing there, not attacking or hitting me, just staring at me blankly while i chopped them to pieces, one by one.
After that I left, leaved the area and then returned. They villagers have all respawned with different professions.[...]

Sounds to me (with no real experience of .13 yet) like it derives from the "'entity populations' which are made up of thousands of critters for which less information is tracked" idea.

Although I would have thought that it would be the case that upon actually encountering newly generated beings of a previously 'entity-only' status, there'd be at least some basic delta-saving information so that not only were the same entities rebuilt, but injuries (or absence, and/or remains/graves, if marked as killed) could be duplicated upon revisiting...

Also attitudes and possibly a range of possible consequences.  e.g. "You don't remember me, do you... Well, I was just a kid, then, when you breezed into town an killed my paw...  But since then, I've been training, see...  When not working in my step-father's shop, I've been seeking the best fighters in our land and getting them to train me.  Having turned of age, I was just about to leave town and follow your trail but, surprise surprise, here you are, asking around for the self-same brand of rations you couldn't find last time you were here.  And I've got two bits of bad news for you.  Firstly: we still don't stock them.  Secondly: You wouldn't have had time to eat them, anyway.  My name is Olith Awthrar, prepare to... <URK!>"  (You stab the windbag, already...)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Torham on September 22, 2010, 12:45:11 pm
...asking around for the self-same brand of rations you couldn't find last time you were here.

This is the third village that doesn't sell Prepared Dragonfly Brains! I AM IRKED!!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Mephansteras on September 22, 2010, 01:24:51 pm
Made an Interesting discovery while modding. Amphibious races will colonize and 'farm' ocean squares. I have a race of turtlemen that have spread out into the oceans of the world and turned much of the coastal waters into little green '=' areas.

I don't think this counts as a bug, since it is both logical and only possible with modding anyway. But I thought it was a fascinating aspect of the new system.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sergius on September 22, 2010, 02:20:50 pm
Something to add to the sprawl "bug":

Most fantasy games abstract towns to a single "tile", that when zoomed in is quite tiny. In the "real world", even a medieval city could be a mile or so in size, with lots of streets and houses.

Dwarf Fortress is trying to be more realistic in making cities take a lot of farmland to maintain, but one reason for the abstraction is that the World isn't actually world-sized... so by making each city take 5x5 tiles or more, we're having a single city the size of frickin' Australia.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Knight Otu on September 22, 2010, 03:04:55 pm
Made an Interesting discovery while modding. Amphibious races will colonize and 'farm' ocean squares. I have a race of turtlemen that have spread out into the oceans of the world and turned much of the coastal waters into little green '=' areas.

I don't think this counts as a bug, since it is both logical and only possible with modding anyway. But I thought it was a fascinating aspect of the new system.
How does that work out in adventure mode, especially with the cottages? Prior to this release, ocean towns had the potential to be... somewhat unhealthy for the inhabitants.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Mephansteras on September 22, 2010, 03:06:58 pm
Not sure, haven't started an Adventurer there yet. I'll have to try that.

Update: It sticks you in the caverns underground if you start an adventurer of that civ. Even amphibious adventurers can't travel over water in fast travel mode, so I'm not sure what you'd see if you swam from a coast out to those squares. But you'd have to be in regular mode and do your movement the hard way.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 22, 2010, 03:49:58 pm
Something to add to the sprawl "bug":

Most fantasy games abstract towns to a single "tile", that when zoomed in is quite tiny. In the "real world", even a medieval city could be a mile or so in size, with lots of streets and houses.

Dwarf Fortress is trying to be more realistic in making cities take a lot of farmland to maintain, but one reason for the abstraction is that the World isn't actually world-sized... so by making each city take 5x5 tiles or more, we're having a single city the size of frickin' Australia.


Well put, Sergius, and I see your point.  However, if the relative proportion of land-use for agriculture per population is realistic, then this size abstraction shouldn't matter in terms of the proportion of land taken up by civ development.  I mean, a city the size of Australia is unreasonable, but if a city is going to be the DF equivalent size of Australia, it should require the same relative amount of farmland to sustain it as in Australia (taking into account tech) if we are to accomplish the idea I think Toady is trying to accomplish (I COULD BE WRONG).  Some food for thought: roughly speaking for England, France, and the Netherlands at their peak populations before the plague, something around the order of 10% of the total land area of these countries (give or take a few %) was taken up by farmland.  Assuming population levels at 1050 are deemed equivalent to the populations at those times, then the amount of sprawl we see in the current release might be in the ballpark considering there are no plagues and many other things that culled populations IRL. 
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: ColdPower on September 22, 2010, 04:22:47 pm
just a small problem. I'm running on Lucid, but Dwarf fortress won't load, something about a missing library

Code: [Select]
john@euclid:~/df_linux$ sh df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory
john@euclid:~/df_linux$

Any thing I can do about it?

Yup, install SDL libraries
Code: [Select]
sudo apt-get install libsdl1.2debian
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sergius on September 22, 2010, 05:05:22 pm
Something to add to the sprawl "bug":

Most fantasy games abstract towns to a single "tile", that when zoomed in is quite tiny. In the "real world", even a medieval city could be a mile or so in size, with lots of streets and houses.

Dwarf Fortress is trying to be more realistic in making cities take a lot of farmland to maintain, but one reason for the abstraction is that the World isn't actually world-sized... so by making each city take 5x5 tiles or more, we're having a single city the size of frickin' Australia.


Well put, Sergius, and I see your point.  However, if the relative proportion of land-use for agriculture per population is realistic, then this size abstraction shouldn't matter in terms of the proportion of land taken up by civ development.  I mean, a city the size of Australia is unreasonable, but if a city is going to be the DF equivalent size of Australia, it should require the same relative amount of farmland to sustain it as in Australia (taking into account tech) if we are to accomplish the idea I think Toady is trying to accomplish (I COULD BE WRONG).  Some food for thought: roughly speaking for England, France, and the Netherlands at their peak populations before the plague, something around the order of 10% of the total land area of these countries (give or take a few %) was taken up by farmland.  Assuming population levels at 1050 are deemed equivalent to the populations at those times, then the amount of sprawl we see in the current release might be in the ballpark considering there are no plagues and many other things that culled populations IRL.

There IS a problem if all you have is a continent the size of Australia, and ALL of it is taken by the farming villages needed to maintain a single small city, and there is no free space at all for wilderness. So if you're not going to create a world to scale, trying to fit what "realistically" would be needed for urban sprawl when a city with 100 inhabitants takes 1/10th of the size of a continent, it ends up being ridiculous.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Andeerz on September 22, 2010, 08:08:31 pm
I totally see what you mean, dood.  Hmmm...

EDIT: Playing around with worldgen by simply reducing civ count (~20) and increasing the world size (Large) consistently gets me worlds with plenty of embark areas, interesting history, and well-developed civs.  Embarking early in world gen (for me, year ~300) increases the amount of available land greatly, as well.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Knight Otu on September 23, 2010, 04:42:10 am
Not sure, haven't started an Adventurer there yet. I'll have to try that.

Update: It sticks you in the caverns underground if you start an adventurer of that civ. Even amphibious adventurers can't travel over water in fast travel mode, so I'm not sure what you'd see if you swam from a coast out to those squares. But you'd have to be in regular mode and do your movement the hard way.

Hm, I wonder if that's related to this bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2264)

However, if the relative proportion of land-use for agriculture per population is realistic,
It was my understanding that the proportion should be significantly reduced from realistic values - from my understanding, 100 farmers should support about 110 people in total (about 90% farmers), and in 31.13, 100 farmers should support 150 people (66._% farmers). Maybe Toady changed the ratios after the fact, though.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sergius on September 23, 2010, 09:34:03 am
I totally see what you mean, dood.  Hmmm...

EDIT: Playing around with worldgen by simply reducing civ count (~20) and increasing the world size (Large) consistently gets me worlds with plenty of embark areas, interesting history, and well-developed civs.  Embarking early in world gen (for me, year ~300) increases the amount of available land greatly, as well.

I reduced the civ count to 10 and also an early year, and Dwarves still spread throughout their entire mountain ranges leaving not a single bit of stone to embark on. Yes, there is MORE land, if you don't mind having 99% of it on aquifer with nothing but mudstone and peat.

Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Psieye on September 23, 2010, 10:29:36 am
I totally see what you mean, dood.  Hmmm...

EDIT: Playing around with worldgen by simply reducing civ count (~20) and increasing the world size (Large) consistently gets me worlds with plenty of embark areas, interesting history, and well-developed civs.  Embarking early in world gen (for me, year ~300) increases the amount of available land greatly, as well.

I reduced the civ count to 10 and also an early year, and Dwarves still spread throughout their entire mountain ranges leaving not a single bit of stone to embark on. Yes, there is MORE land, if you don't mind having 99% of it on aquifer with nothing but mudstone and peat.
If you don't like having aquifers, you always have the option of removing them entirely in the raws.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Sergius on September 23, 2010, 07:14:49 pm
I totally see what you mean, dood.  Hmmm...

EDIT: Playing around with worldgen by simply reducing civ count (~20) and increasing the world size (Large) consistently gets me worlds with plenty of embark areas, interesting history, and well-developed civs.  Embarking early in world gen (for me, year ~300) increases the amount of available land greatly, as well.

I reduced the civ count to 10 and also an early year, and Dwarves still spread throughout their entire mountain ranges leaving not a single bit of stone to embark on. Yes, there is MORE land, if you don't mind having 99% of it on aquifer with nothing but mudstone and peat.
If you don't like having aquifers, you always have the option of removing them entirely in the raws.

I don't mind aquifers. I'm still going to point out the problem tho.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: cameron on September 23, 2010, 08:29:29 pm
thats weird, all the mountain ranges? if it is what size world is it cause i have never seen dwarves get more then a few small corners of a mountain range.
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: hvlkn on October 03, 2010, 04:34:09 am
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john@euclid:~/df_linux$ sh df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory
john@euclid:~/df_linux$

Yup, install SDL libraries
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sudo apt-get install libsdl1.2debian

Tried it, nothing changed I've got the newest version apparantly
Title: Missing SDL Library
Post by: Ruxias on October 03, 2010, 03:19:11 pm
I had this same problem when I tried to run the newer versions. (The ones with TTF support.) It's an easy fix, so don't worry.

The package that you need is "libsdl-ttf2.0-0". To install, simply run this in a terminal:
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sudo apt-get install libsdl-ttf2.0-0
I hope this helps you out. I'm running Lucid as well, so there shouldn't be any problems with these instructions.

The reason the command "ColdPower" told you didn't fix the problem is because that is the base SDL package for Debian systems, which does not include TTF support. You have to install that component separately.

Have fun playing your now-working installation of Dwarf Fortress!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: hvlkn on October 04, 2010, 12:50:44 am
Worked a treat, thanks!
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: wereboar on November 12, 2010, 07:21:04 am
a question for the techies out there.
the PCs at my work run XP SP1 and we're not allowed to upgrade, patch or otherwise mess with them. any chance i could make the latest DF release run on such a machine?
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: Starver on November 12, 2010, 09:11:02 am
a question for the techies out there.
the PCs at my work run XP SP1 and we're not allowed to upgrade, patch or otherwise mess with them. any chance i could make the latest DF release run on such a machine?

From someone who is techy but otherwise not technically conversant with the internals of DF, I suspect that the apparently self-contained nature of the DF directory should work Ok as long as there isn't some sort of dependency in the redistributable that has had its compatibility with SP1 broken.  (Or was never working, having been introduced since post-SP1 setups were being broadly assumed.)

Really, this is just a placeholder reply, as someone else will probably know for certain.  Alternately, try it yourself.  If it works, it works.  Put it on a memory stick and see if it runs from that.  Might be a bit slower than on the HDD, but if you've got the sort of lockdown on systems that (while allowing sticks) has a fit when any new executables are being copied to them this could still work.  (A peculiarly mixed set of paranoia levels, I agree, but I've worked with (and at creating) locked-down systems made to stranger specifications, from either inexpert committees or BOFHs with an off-the-wall sense of humour, so as long as you've got some access to run the thing I think I've covered the worst-case scenario. :) )


But I would suggest that you look to the newest version (v0.31.17, as I type) and post on that thread, anyway.  Unless you know for certain that there's a ServicePack requirement that changed in recent updates.  (Not something I've noted being mentioned, but who knows...)
Title: Re: Dwarf Fortress 0.31.13 Released
Post by: wereboar on November 12, 2010, 12:41:46 pm
i'll probably refrain from reposting it in another thread, lest i risk to be mistaken for a spammer.
thanks for your post, Starver. i already tried to run DF at work. the older versions run okay. the new versions pop an error "The Procedure entry Point DecodePointer could not be located in the dynamic link library KERNEL32.dll".