(*) Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)Would like to look a full list of new intermediate positions.
MOUNTAIN trying to generate musical form without speech or instruments.
Hmm... are gorlacks founding monasteries intended? Just asked some monk abot a monstery and he told me that it was founded by gorlack.Seems like a grey area. I think it's rather cute.
Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...Gorlak's can join civilizations like animal people, so can be found in lots of different positions. Seems reasonable that one founds a monastery.
Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
(https://i.imgur.com/5LYc8tr.png)
Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.
Altars are confusing me a bit, i thought they would be larger placable bits of furniture like they're commonly referred to in Europe, but it seems to be more of a collection dish going from in-game description.
Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved,35 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled.
(http://puu.sh/F4XKA/dfd2bbbcdb.png)
I know about the castle, i don't know about that weird tile on the bottom-left. :PFortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
(https://i.imgur.com/5LYc8tr.png)
They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they werent mentioned in the change log he mentioned them in FOTF and in the dev log.
Altars are confusing me a bit, i thought they would be larger placable bits of furniture like they're commonly referred to in Europe, but it seems to be more of a collection dish going from in-game description.
Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved,35 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled.
(http://puu.sh/F4XKA/dfd2bbbcdb.png)
I know about the castle, i don't know about that weird tile on the bottom-left. :PFortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
(https://i.imgur.com/5LYc8tr.png)
They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they werent mentioned in the change log he mentioned them in FOTF and in the dev log.
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.Did you find them? I had a similar issue, looks like pets can permanently disappear if left offscreen
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.Did you find them? I had a similar issue, looks like pets can permanently disappear if left offscreen
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.
edit: it seems the experimented night creatures can be assimilated by civs . It is intended?
08/01/2019
Toady One
August's report. The Future of the Fortress: part 1, part 2.
As we finished off the month, which is mostly an administrative period, there was also a last bit of tangentry and excitement over in necro and demon land. Summons were expanded to include larger nightmarish beings. They last for a short time and can't be called often, but they are trouble. Raising intelligent undead was expanded to include ghosts. These can act as plotters and agents (you can put them down with their names, and likely that'll also come up when we get to interrogating them about their role in plots.) Both of these should also contribute to fun in the fort when we arrive at that part.
Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Collections of citizens can also be amalgamated into monstrous giants.
The creature description includes the conditions under which the creature first appeared, and their creature name often includes the name of the necromancer or demon (e.g. humanoids called Tura's hands), and they are uncommon enough that I think it's a relatively safe step in terms of exposition and potential confusion. That is, while elves, goblins, animal people, etc. are easy enough for most players to parse, along with the occasional forgotten beast, we were worried about throwing tons of procedural beings in before myth generation can cohere them. With the experiments though, despite being random, they still occupy a controlled position that seems to work in the contexts where they appear.
I think the tangents are finally out of my system now, for the time being, and we can get these maps done at long last. These new additions have been very good for the villain theme, though, and it'll be wholesome to see them out in the worlds.
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.
edit: it seems the experimented night creatures can be assimilated by civs . It is intended?
Yeah its intended it was mentioned in one of the dev logs. :Quote08/01/2019
Toady One
August's report. The Future of the Fortress: part 1, part 2.
As we finished off the month, which is mostly an administrative period, there was also a last bit of tangentry and excitement over in necro and demon land. Summons were expanded to include larger nightmarish beings. They last for a short time and can't be called often, but they are trouble. Raising intelligent undead was expanded to include ghosts. These can act as plotters and agents (you can put them down with their names, and likely that'll also come up when we get to interrogating them about their role in plots.) Both of these should also contribute to fun in the fort when we arrive at that part.
Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Collections of citizens can also be amalgamated into monstrous giants.
The creature description includes the conditions under which the creature first appeared, and their creature name often includes the name of the necromancer or demon (e.g. humanoids called Tura's hands), and they are uncommon enough that I think it's a relatively safe step in terms of exposition and potential confusion. That is, while elves, goblins, animal people, etc. are easy enough for most players to parse, along with the occasional forgotten beast, we were worried about throwing tons of procedural beings in before myth generation can cohere them. With the experiments though, despite being random, they still occupy a controlled position that seems to work in the contexts where they appear.
I think the tangents are finally out of my system now, for the time being, and we can get these maps done at long last. These new additions have been very good for the villain theme, though, and it'll be wholesome to see them out in the worlds.
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.Can confirm.
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.Can confirm.
Also, Dwarven Civs seem to breach the Fun and found Goblin Civs near-constantly. After 250 Years, Youre lucky if each Dwarven Civ has only summoned 2 Clowns each. It feels like the kind of thing that should be rare, that should shatter the Earth, that should change the face of the globe forever, but instead, the number of Goblin Civs is equal to the number of all the other Civs combined, Kobolds included.
Multiple Morias is fine, more Morias than there Countries on the Planet is pushing it a bit.Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.Can confirm.
Also, Dwarven Civs seem to breach the Fun and found Goblin Civs near-constantly. After 250 Years, Youre lucky if each Dwarven Civ has only summoned 2 Clowns each. It feels like the kind of thing that should be rare, that should shatter the Earth, that should change the face of the globe forever, but instead, the number of Goblin Civs is equal to the number of all the other Civs combined, Kobolds included.
Eh im okay with there existing multiple morias in one world. Does breeching the fun in fort mode also result in new gobbo civs?
Making a world now. Maxed out civilization numbers, site numbers and put it to the 550 year mark. Gonna see if my current laptop can handle that (it's pretty bad) just to see what this new update can do. Very hyped!
Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...
When a dwarf gives birth to a baby, the baby turns the mother into its mount and rides the mother around like a horse, and the mother eventually dies of thirst, unable to escape the existence of horse.Revenge for being used as a shield for all these years.
1) Can I directly import a save from 44.12 to this version?Importing the raws changes to OldGenesis now, I would say "no way, it will surely crash".
2) Anybody been having save file corruption issues? No issues on my end (yet), but this is the one thing where fixing it results in save game incompatibility...
I am finally home, and df has crashed every time ive tried to generate a world so far. So.Wow. Post those seeds!
I am finally home, and df has crashed every time ive tried to generate a world so far. So. :(I was able to roll a world and start adventuring, Windows 64 bit AND OldGenesis major mod. Fort mode embark crashes every time.
I am finally home, and df has crashed every time ive tried to generate a world so far. So. :(I was able to roll a world and start adventuring, Windows 64 bit AND OldGenesis major mod. Fort mode embark crashes every time.
I like making large worlds. I didnt have any issues with 1000-3000 year old large world gens in the previous version after the bug fixes, crashed on first couple versions aswell until bug fixes all came through.I am finally home, and df has crashed every time ive tried to generate a world so far. So.Wow. Post those seeds!
I've been generating 250 year medium regions and 500 year small regions for a while now and only found one crash.
Anything in the errorlog? (Those damn mountains trying to build instruments again?)
Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
I like making large worlds. I didnt have any issues with 1000-3000 year old large world gens in the previous version after the bug fixes, crashed on first couple versions aswell until bug fixes all came through.I am finally home, and df has crashed every time ive tried to generate a world so far. So.Wow. Post those seeds!
I've been generating 250 year medium regions and 500 year small regions for a while now and only found one crash.
Anything in the errorlog? (Those damn mountains trying to build instruments again?)
Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
The MOUNTAIN error is when dwarf civilizations try to generate instruments, Mountain is just their ID essentially.
Impoverished world selector in error log.
Also heres two of the failed worlds:
Generating world using parameter set CREATE WORLD NOW = 5555535
Seed: 3PYYXQQSGSZBbX5Pv2jk
History Seed: BGIBswLKiR9ETG3UH7da
Name Seed: rlIH7G5FVWbUyzvv5dVM
Creature Seed: SnuU4ASaYoq3kpO48xDq
*** STARTING NEW GAME ***
Generating world using parameter set CREATE WORLD NOW = 5455545
Seed: prCWXmaQCG7R11b1jWV4
History Seed: hySpgUDSYBvKJ45o1v1m
Name Seed: 7DifhcVdvqzM0NvX1BXK
Creature Seed: EhGEAq8suUeRYzW8AbrG
When a dwarf gives birth to a baby, the baby turns the mother into its mount and rides the mother around like a horse, and the mother eventually dies of thirst, unable to escape the existence of horse.
Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
Some Historical figures in Legend mode have the possibility to export a network map (with 'd') now. I think this is new and I have no clue what they show, though. Maybe that's related.
Ah, I see it now, in the actual list, not on the religion/criminal's own page. Great.
Do you know how we can get at the criminal network and religion spread maps, by the way? Or was that just something for Toady to play with.
Some Historical figures in Legend mode have the possibility to export a network map (with 'd') now. I think this is new and I have no clue what they show, though. Maybe that's related.
You got it, those are the network maps Shonai is referring to. Religions in the Civilizations and Other Entities tab have this option too for the religion maps.
Was there mention of tweaks to pantheons that I missed? Specifically their size. I tend to do repetitive advanced worldgens for lots of things. One of them is a search for a set of gods that I like which makes the (-much-) bigger pantheons in this version very noticeable to me.Organized religion was added, so it's probably Ok. You'll get a large bunch of Dwarves with the same God to worship (hopefully).
Here's an example from my current gen.Spoiler (click to show/hide)
That's 64 gods if I counted correctly (human civ has 23). On one hand this Ancient Greek god level is pretty cool, but it could complicate religious needs in fortmode if that wasn't considered when/if it was tweaked. I'm curious whether I missed a devlog entry about it. I imagine it could be so that death gods are more common (one of the reasons I constantly regen my small-world 5-civ maps) so that necromancer content is more likely to arise, but that's just speculation on my part.
I think my crashed worldgen may not have been caused by the "MOUNTAIN trying to generate instruments" error. My last couple of worldgens have produced a similar error (PLAINS trying to generate musical instrument form without speech or instruments) but with no crash.
One last question burned into the back of my mind from reading through, is the position-responsibility of MAINTAIN_TUNNELS responsible for creating new ones? (eitherway im probably going to be pre-occupying myself trying to find this out anyway under some test conditions as well as checking out the other new stuff.)
Would like to look a full list of new intermediate positions.
These intermediate positions can have own tile graphics? Or for they all like at necromancers - profession based tile?
Errorlog:
MOUNTAIN trying to generate musical form without speech or instruments.
Seed: rHq4d0aoyuJFdnBTFOpW
History Seed: fE4XicHEghrOnElk1P3w
Name Seed: jjyl54v77gnUMzff1dxK
Creature Seed: KzCGycAgKMg5gZE8YTv2
(Medium region. 250 years. Crash is repeatable with these seeds).
Hmm... are gorlacks founding monasteries intended? Just asked some monk about a monstery we was in, and he told me that it was founded by gorlack. With mountains trying to make music...
Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.
Are these new demon lead goblin civs perhaps a little too friendly with the civ which discovered them?
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?
I started a ranger with a dog and a eagle and the animals promptly disappeared.
I'm assuming now begins a bunch of bug fix releases including important old bugs?
People are hiring mercenaries to attack the fortress of those same mercenaries. Repeatedly. Very, very much times, actually. And some without hiring them in between.
Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved, 3 5 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled
(assimilated night creatures) is anything but rare then. I am just passing by and saw a lot of different ones.
Does breeching the fun in fort mode also result in new gobbo civs?
I assume Alliances were meant to be a counter to the influx of new goblin civs? Perhaps balance is a little out (very rng based though, I haven't seen any total goblin takeover worlds yet - making medium regions of 200-300 years mainly).
Or perhaps it's because anyone seems to be able to breach the HFS (my human civ did, I assume they just need a fortress site to manage it). Which potentially means goblins are breaching the HFS themselves from the sites they take over in the initial invasion. Might be a bit much?
1) Can I directly import a save from 44.12 to this version?
When a dwarf gives birth to a baby, the baby turns the mother into its mount and rides the mother around like a horse, and the mother eventually dies of thirst, unable to escape the existence of horse.
I dont see any option to "intimidate" in theconversation options. Only flatter , tell joke, and calm the listener.
Was there mention of tweaks to pantheons that I missed? Specifically their size.
New bug, experiments are all very cordial and friendly even though theres also zombies who are aggressive to me around the experiments are all friendly and conversational in this necromancer tower complex.
Quote from: DGWas there mention of tweaks to pantheons that I missed? Specifically their size.Hmm, I just added some new death deity guarantees... if that's the result, it appears I screwed up a loop or something, ha ha ha. Is that total exhaustion of all spheres? It'd be cool as a rare thing.
root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD
Hello, I didn't know where else to post so I am posting here I hope that's ok. I am trying to get the new build running on FreeBSD and have already made much progress. I had to remove all the libs in libs, and let it use the linux compatability ones on my system. Then it complained about libgraphics.so so I hunted that down and I can't remember what else I did. Anyway to the problem. When running, I get this:Code: [Select]root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD
Why am I getting those errors on a fresh install? Is that from using the older libgraphics.so I found? Is libgraphics.so and the game itself linked, like is libgraphics.so a library in general or specific to DF? How can I fix this I almost have it running. Thank you so much. Once this is done I will make a freebsd port and maintain it. I will also post it here I know somewhere buried in this forum there are people that run FreeBSD too and would love to have a port as the current one has been outdated for YEARS with no focus on it.
The Biggest thanks.Spoiler (click to show/hide)
I always play in large regions, like the sense of acting in realy big world.It's to do with new things interacting badly during worldgen. The bigger the world, the longer the history the more likely it is to happen because more stuff is actually happening. New version release always starts like this. Nothing to do with memory probably.
The 0.47.01 crashes during large region worldgen (years counting) for me literally always.
So far, i made 5 or 6 tries. One time it got to ~700th year, all other tries it always crashed at 400+ year.
Completely vanilla 0.47.01, no any mods/changes/etc.
Windows x64, core i5, 16GM of memory, 70% is free, also nothing specific - no overclocking, no undervolting etc. No any other issues in any other software (at least which could be attributed to HW failures).
0.44.12 works in the same conditions perfectly fine for me.
I'll do a few more tries now, and put here data from game/error logs with seeds and error messages. Hopefully this will help.
It's to do with new things interacting badly during worldgen. The bigger the world, the longer the history the more likely it is to happen because more stuff is actually happening. New version release always starts like this. Nothing to do with memory probably.Yes, i understand that. Actually, even if just each second try was successful, i'd be happy and didn't mention it.
I really hope we will get Quantum-Computers before version 1.0 is released, with the amount of detail and simulation taking part in every aspect of the game, I'm sure this is needed.Quantum computers would be useless for DF:
Are there any tilesets that can be used with new version?Wrong thread. DF is delivered with the only tile set Toady provides, i.e. the character one, and I doubt he knows much of any of the others. For those you'd have to ask in their respective thread, or in a general forum where players might answer with what they've tried.
For crash seeds, I would guess the best bang for the bucks would be seed sets that result in a quick crash so Toady can investigate them without having to twiddle his thumbs for 40 minutes per attempt. Thus, an indication of how quickly it goes belly up would probably be useful.Actually, good idea. I'll try to find some and post in case of success.
Oh, just realized. If babies are controlling their mother's like horses, that means the new mount control AI was implemented into Fortress mode, right? So riders decide where to go, like in Adventurer.
So, does that mean the "amphibious mounts drown their riders" bug is now fixed?
(Asked about this in fotf a while ago and it wasn't certain if the AI would be implemented in Fortress mode).
Hello, I didn't know where else to post so I am posting here I hope that's ok. I am trying to get the new build running on FreeBSD and have already made much progress. I had to remove all the libs in libs, and let it use the linux compatability ones on my system. Then it complained about libgraphics.so so I hunted that down and I can't remember what else I did. Anyway to the problem. When running, I get this:Code: [Select]root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD
Why am I getting those errors on a fresh install? Is that from using the older libgraphics.so I found? Is libgraphics.so and the game itself linked, like is libgraphics.so a library in general or specific to DF? How can I fix this I almost have it running. Thank you so much. Once this is done I will make a freebsd port and maintain it. I will also post it here I know somewhere buried in this forum there are people that run FreeBSD too and would love to have a port as the current one has been outdated for YEARS with no focus on it.QuoteThose are all relatively new key bindings... is it an old version of the linux DF side of things? I don't remember all how that is set up, but the keybindings.cpp file etc. that's distributed with the linux version has all those definitions, and those would be the ones that don't show up if an older version is being used against a more recent interface.txt. It might be that old version bit you are mentioning over there. It needs to use the new code to build, however they are building it.QuoteYeah, I realize they are all the new bindings (PRIEST for ex.) its like I "moved" something from the old DF and clobbered (put it on top) of the new DF but I am almost certain I did not which is strange. If I look in interface.txt all those missing binds are in there, so they must be missing somewhere "else", but where? i am using the new init.txt the new d_init.txt and the only thing I copied over I had to find myself was libgraphics.so. But if that is the culprit, why doesnt DF come with it's own copy of it? I am going to keep trying and see where it leads me. Thanks!
Hey. Toady. No it's not old this is the linux download off of your site as of lastnight. I just started with a completely fresh copy of DF for linux off of the site, didnt touch a thing to test except to put these in "libs"Quote$ ls -al
total 22984
drwxrwx--- 2 mike wheel 512 Jan 30 00:59 .
drwxrwx--- 7 mike wheel 512 Jan 30 09:20 ..
-rwxrwx--- 1 mike wheel 20678376 Jan 29 10:45 Dwarf_Fortress
lrwxrwx--- 1 mike wheel 17 Jul 28 2013 libGLEW.so.1.10 -> libGLEW.so.1.10.0
-rwxrwx--- 1 mike wheel 563504 Jul 28 2013 libGLEW.so.1.10.0
-rwxrwx--- 1 mike wheel 2109376 Aug 26 2017 libgraphics.so
$
(or it wont run at all.) and I get the same result with missing keybindings. Can anyone confirm they are using the linux version download from the site without these issues. This makes NO sense to me!!
**update. I just confirmed this only happens on FreeBSD df fires right up on my arch linux box. I don't know where to go from here maybe ill just wait until someone can help more.
Hello, I didn't know where else to post so I am posting here I hope that's ok. I am trying to get the new build running on FreeBSD and have already made much progress. I had to remove all the libs in libs, and let it use the linux compatability ones on my system. Then it complained about libgraphics.so so I hunted that down and I can't remember what else I did. Anyway to the problem. When running, I get this:Code: [Select]root@core:/home/mike/df/df_linux # ./df
Loading bindings from data/init/interface.txt
Unknown binding: CHOOSE_NAME_FIRST
Unknown binding: A_CONV_PERSUADE
Unknown binding: A_CONV_INTIMIDATE
Unknown binding: A_ASSUME_IDENTITY_NEW
Unknown binding: A_ASSUME_IDENTITY_NONE
Unknown binding: A_ASSUME_IDENTITY_NAME
Unknown binding: A_ASSUME_IDENTITY_ORIGIN
Unknown binding: A_ASSUME_IDENTITY_PROFESSION
Unknown binding: A_ASSUME_IDENTITY_WORSHIP
Unknown binding: A_TACTICAL_SETTINGS
Unknown binding: HOTKEY_BUILDING_DISPLAY_FURNITURE
Unknown binding: CIV_RAID
Unknown binding: CIV_CENTER_ON_FORT
Unknown binding: CIV_HOLDINGS
Unknown binding: CIV_MAP_LEGEND
Unknown binding: CIV_REMOVE_MISSION
Unknown binding: CIV_RESCUE
Unknown binding: CIV_RECOVER
Unknown binding: CIV_WORLD
Unknown binding: CIV_MISSIONS
Unknown binding: CIV_MISSION_DETAILS
Unknown binding: CIV_MISSION_FREE_CAPTIVES
Unknown binding: CIV_MISSION_RELEASE_OTHERS
Unknown binding: CIV_MISSION_TAKE_ARTIFACTS
Unknown binding: CIV_MISSION_TAKE_ITEMS
Unknown binding: CIV_MISSION_TAKE_LIVESTOCK
Unknown binding: CIV_MISSION_RAID
Unknown binding: CIV_MISSION_PILLAGE
Unknown binding: CIV_MISSION_RAZE
Unknown binding: CIV_MISSION_TRIBUTE_ONE_TIME
Unknown binding: CIV_MISSION_TRIBUTE_ONGOING
Unknown binding: CIV_MISSION_CONQUER
Unknown binding: CIV_MISSION_DEMAND_SURRENDER
Unknown binding: CIV_NEWS
Unknown binding: CIV_PEOPLE
Unknown binding: CIV_ARTIFACTS
Unknown binding: CIV_CIVS
Unknown binding: CSHEET_BACKGROUND
Unknown binding: CSHEET_NEW_CHARACTER
Unknown binding: CSHEET_SKILLS
Unknown binding: CSHEET_APPEARANCE
Unknown binding: CSHEET_PERSONALITY
Unknown binding: CSHEET_EQUIPMENT
Unknown binding: CSHEET_PETS
Unknown binding: CSHEET_RANDOMIZE_BACKGROUND
Unknown binding: CSHEET_SELECT_BACKGROUND_OPTION
Unknown binding: CSHEET_WORSHIP_UP
Unknown binding: CSHEET_WORSHIP_DOWN
Unknown binding: CSHEET_NEW_ITEM
Unknown binding: CSHEET_QUALITY_UP
Unknown binding: CSHEET_QUALITY_DOWN
Unknown binding: CSHEET_NAME_PET
Unknown binding: CSHEET_REMOVE_PET
Unknown binding: CSHEET_ADD_PET
Unknown binding: A_LOG_SORT
Unknown binding: A_LOG_PIN
Unknown binding: A_LOG_ARTIFACTS
Unknown binding: A_LOG_INTRIGUE
Unknown binding: BUILDJOB_NAME
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_SET
Unknown binding: BUILDJOB_DISPLAY_FURNITURE_CANCEL
Unknown binding: D_BITEM_NAME
Unknown binding: ARENA_CREATURE_TAME
Unknown binding: A_BARTER_SHOW
Unknown binding: ANNOUNCE_ZOOM_2
Unknown binding: JUSTICE_INTERROGATE
Unknown binding: JUSTICE_COUNTERINTELLIGENCE
Unknown binding: CIVZONE_NAME
Unknown binding: UNITVIEW_PRF_EXPEL
Unknown binding: LOCATION_GUILDHALL
Unknown binding: LOCATION_RECOGNIZE_PRIESTHOOD
Why am I getting those errors on a fresh install? Is that from using the older libgraphics.so I found? Is libgraphics.so and the game itself linked, like is libgraphics.so a library in general or specific to DF? How can I fix this I almost have it running. Thank you so much. Once this is done I will make a freebsd port and maintain it. I will also post it here I know somewhere buried in this forum there are people that run FreeBSD too and would love to have a port as the current one has been outdated for YEARS with no focus on it.QuoteThose are all relatively new key bindings... is it an old version of the linux DF side of things? I don't remember all how that is set up, but the keybindings.cpp file etc. that's distributed with the linux version has all those definitions, and those would be the ones that don't show up if an older version is being used against a more recent interface.txt. It might be that old version bit you are mentioning over there. It needs to use the new code to build, however they are building it.QuoteYeah, I realize they are all the new bindings (PRIEST for ex.) its like I "moved" something from the old DF and clobbered (put it on top) of the new DF but I am almost certain I did not which is strange. If I look in interface.txt all those missing binds are in there, so they must be missing somewhere "else", but where? i am using the new init.txt the new d_init.txt and the only thing I copied over I had to find myself was libgraphics.so. But if that is the culprit, why doesnt DF come with it's own copy of it? I am going to keep trying and see where it leads me. Thanks!
Hey. Toady. No it's not old this is the linux download off of your site as of lastnight. I just started with a completely fresh copy of DF for linux off of the site, didnt touch a thing to test except to put these in "libs"Quote$ ls -al
total 22984
drwxrwx--- 2 mike wheel 512 Jan 30 00:59 .
drwxrwx--- 7 mike wheel 512 Jan 30 09:20 ..
-rwxrwx--- 1 mike wheel 20678376 Jan 29 10:45 Dwarf_Fortress
lrwxrwx--- 1 mike wheel 17 Jul 28 2013 libGLEW.so.1.10 -> libGLEW.so.1.10.0
-rwxrwx--- 1 mike wheel 563504 Jul 28 2013 libGLEW.so.1.10.0
-rwxrwx--- 1 mike wheel 2109376 Aug 26 2017 libgraphics.so
$
(or it wont run at all.) and I get the same result with missing keybindings. Can anyone confirm they are using the linux version download from the site without these issues. This makes NO sense to me!!
**update. I just confirmed this only happens on FreeBSD df fires right up on my arch linux box. I don't know where to go from here maybe ill just wait until someone can help more.
****last update
I got it working. I dont even know what i did besides start over and do what I did with dependencies and libs to get it working. I will have a port soon. Thanks!
Hand of Udir might be one of the autogenerated abomination names, which makes this kinda adorable. Person got captured, experimented on, transformed into an abomination, but despite all that was able to snatch themselves a royal and get married.
Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
I got a handful of CTD in world generation today - I was generating pocket sized worlds for 125 years, and often they'd occur between years 70 and 100. Didn't know you guys were collecting seeds. It happened pretty rarely. Maybe 1 in 30 generations.
I think there's something wrong with site ownership. In a world I generated, a monastery is called 'a Kobold monastery' on the world map. It was founded by a human, of a human civ and religion. A kobold joined the monastery in the most recent Legends event.
I've also seen a few 'kobold hamlets' which I thought was basically impossible. It seems to me the ownership title is being grabbed up by the latest settler. Anyone else experienced this?
@Therahedwig - Most likely, yeah!
On another note, I have just gone through the entire royal lineage of one of my civs. I am very happy to see that now it seems royal succession seems a bit more consistent than before. In this particular civ, every one of the royals I got had children and except for one case they passed the throne from parent to child. The one case in question is actually King Asn, that I wrote about earlier. But in his case I was even more impressed, because he survived all his kids, but then his grandson, King Tekkud II, assumed the throne after him. It seems that dwarves are finally preferring the royal line with a good degree of consistency now! In older builds I remember that if a King died without an immediate child, the crown simply passed to some other rando with no degree of relationship to him and most of the times no obvious reason why they were chosen. Now it seems things are more consistent. This particular lineage of Kings has been extent and unbroken from game start till the year 550, so it is pretty consistent.
Another civ I was monitoring also had a consistent lineage right up until their last Kings died just 13 years after assuming the throne, killed in an invasion and impaled on hazel wood pikes. After that the crown was passed to a rando called King Datan. But the interesting thing is that while the first royal lineage lasted there was no coups or any attempt at dethroning them, but as soon as the rando appeared we got a coup. King Datan was dethroned after 59 years in power by a group of Goblins being supported by some dwarven colaborators. Now here's the interesting part: When that goblin Queen died in battle, the one to assume the throne was the nephew of the deposed random King. A guy named King Olon. But get this, he was deposed by the same faction that deposed his uncle. And the faction leader this time decided to crown himself King (he was a goblin too). King Atu. After that King Atu suffered a coup by a relative of his called Dang, and Dang put King Atu's grand-niece on the throne, Queen Ngom. Then Dang did a coup on her and made himself King. All in all, this all feels very Game of Throne-y and you can feel the family intrigue happening. Might be just coincidence, but it does feel like Dwarf Fortress is a lot more aware of familial relations.
@Therahedwig - Most likely, yeah!
On another note, I have just gone through the entire royal lineage of one of my civs. I am very happy to see that now it seems royal succession seems a bit more consistent than before. In this particular civ, every one of the royals I got had children and except for one case they passed the throne from parent to child. The one case in question is actually King Asn, that I wrote about earlier. But in his case I was even more impressed, because he survived all his kids, but then his grandson, King Tekkud II, assumed the throne after him. It seems that dwarves are finally preferring the royal line with a good degree of consistency now! In older builds I remember that if a King died without an immediate child, the crown simply passed to some other rando with no degree of relationship to him and most of the times no obvious reason why they were chosen. Now it seems things are more consistent. This particular lineage of Kings has been extent and unbroken from game start till the year 550, so it is pretty consistent.
Another civ I was monitoring also had a consistent lineage right up until their last Kings died just 13 years after assuming the throne, killed in an invasion and impaled on hazel wood pikes. After that the crown was passed to a rando called King Datan. But the interesting thing is that while the first royal lineage lasted there was no coups or any attempt at dethroning them, but as soon as the rando appeared we got a coup. King Datan was dethroned after 59 years in power by a group of Goblins being supported by some dwarven colaborators. Now here's the interesting part: When that goblin Queen died in battle, the one to assume the throne was the nephew of the deposed random King. A guy named King Olon. But get this, he was deposed by the same faction that deposed his uncle. And the faction leader this time decided to crown himself King (he was a goblin too). King Atu. After that King Atu suffered a coup by a relative of his called Dang, and Dang put King Atu's grand-niece on the throne, Queen Ngom. Then Dang did a coup on her and made himself King. All in all, this all feels very Game of Throne-y and you can feel the family intrigue happening. Might be just coincidence, but it does feel like Dwarf Fortress is a lot more aware of familial relations.
Yeah various kinds of succession were added in the world activation release (40.xx) so you will see this sort of thing. Unless it was bugged in 44 or something. If it was bugged good to hear its working consistently now even though i didn't notice it before.
I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lolI think its just the game retroactively changing description of Goden from a dwarf to that experiment type. Same thing happens with fort mode dwarves that come back as ghosts or people who were changed into night troll spouses, i.e Urist the dwarf became a night troll's spouse in 100, but all descriptions of him prior to year 100 also refer to him as a night troll's spouse even though he wasnt one yet.
(https://i.ibb.co/6B3PK76/hand-in-marriage.png) (https://imgbb.com/)
Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lolI think its just the game retroactively changing description of Goden from a dwarf to that experiment type. Same thing happens with fort mode dwarves that come back as ghosts or people who were changed into night troll spouses, i.e Urist the dwarf became a night troll's spouse in 100, but all descriptions of him prior to year 100 also refer to him as a night troll's spouse even though he wasnt one yet.
(https://i.ibb.co/6B3PK76/hand-in-marriage.png) (https://imgbb.com/)
Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
Has anyone worked out how to build altars in Fortress mode yet? It's a super common question. They can be created in the Craftdwarf's workshop, for sure.
Has anyone worked out how to build altars in Fortress mode yet? It's a super common question. They can be created in the Craftdwarf's workshop, for sure.
They're not constructable, just a piece of world construction or its a UI oversight on Toadys part/placeholder/wasn't aware? To that effect maybe we need a token like [WORLD_GENERATION_ONLY] at the item.txt files to stop it bleeding into Fortress mode
A POSSIBLE BUG:
The Mountainhome of one of my dwarven civilizations was taken by demonic forces in the year 80. I looked to find where the Queen would have moved to but I found out that she simply... stayed there. She lived on in the former Mountainhome (now controlled by a goblin civ) until she was expelled years later over religious disagreements. Then I looked up where she went to and thought "Well, at least now I'll know where the new Mountainhome is" but no, she ended up in a Forest Retreat for some reason lol And then I looked up her son and heir and he lived with the Goblins all the way until he became King and then he... continued living there lol Until he was also banished for religious reasons to the same forest retreat his mother lived in. This is rather confusing.
EDIT: Just saw that the granddaughter, who became Queen after her father, lived in a completely different city until she became Queen. After becoming Queen she actually moved to the old Mountainhome even though it is being controlled by goblins! It seems the game still thinks the place is the legitimate Mountainhome even after it was conquered. I also saw that all of them became Members of the Goblin Civ. They are also members of the normal Dwarven civ too though.
You can order and build them via the job manager (j->m).
Yeah, it's always been this way (night trolls) but it's a lot more common now, with experiments and lieutenants and stuff. Might be about time to think about how to change this age old behaviour.I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lolI think its just the game retroactively changing description of Goden from a dwarf to that experiment type. Same thing happens with fort mode dwarves that come back as ghosts or people who were changed into night troll spouses, i.e Urist the dwarf became a night troll's spouse in 100, but all descriptions of him prior to year 100 also refer to him as a night troll's spouse even though he wasnt one yet.
(https://i.ibb.co/6B3PK76/hand-in-marriage.png) (https://imgbb.com/)
Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asn's file. Could be that a hand of Udir is a revived corpse or something.
Makes sense. It can get confusing at times lol
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol
You don't need a Dwarf civ to do it. Human civs are just as capable (probably needs a fortress though). Haven't seen a goblin do it yet, but unless it's hardcoded not to, it seems reasonable that they might.I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol
Im a little disappointed it wasnt the first demon civ causing the second breach without any dwarven interlopers. I wonder if that could happen though, I wonder what controls it.
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lolMost excellent. Wonder if it is population count, or wealth amount, or years-passing-count that triggers it in worldgen.
I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lolMost excellent. Wonder if it is population count, or wealth amount, or years-passing-count that triggers it in worldgen.
You don't need a Dwarf civ to do it. Human civs are just as capable (probably needs a fortress though). Haven't seen a goblin do it yet, but unless it's hardcoded not to, it seems reasonable that they might.I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol
Im a little disappointed it wasnt the first demon civ causing the second breach without any dwarven interlopers. I wonder if that could happen though, I wonder what controls it.
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Ah, just checked through a world which breached the circus 20(!) times over 300 years and I've found a case where goblins were the culprits.You don't need a Dwarf civ to do it. Human civs are just as capable (probably needs a fortress though). Haven't seen a goblin do it yet, but unless it's hardcoded not to, it seems reasonable that they might.I can also confirm now that "breaching the underworld" is very very common. To the point that, so far (after some 300 years of game), the Underworld was breached in the same city twice. First it was breached and the demonic goblin hord took over. Then they were defeated by another civ. Then this civ breached the underworld in the same city lol
Im a little disappointed it wasnt the first demon civ causing the second breach without any dwarven interlopers. I wonder if that could happen though, I wonder what controls it.
I can also confirm this. The first civ was Dwarven but the second civ was Human.
Boy, I hope loyalty cascades get fixed in the upcoming bugfix patches. I've already lost 3 forts to massive cascades in this version, not to mention the countless cascades in previous versions.Post a save somewhere?
Two of them caused by basic tavern brawls turning into a loyalty cascade with 100+ dead dwarves, and the other caused by a failed mood turning berserk with my military killing eachother because of attacking the berserk dwarf. Saving every month and savescumming each cascade seems to be a requirement right now, otherwise it's impossible to keep a fort longer than a few years.
Anybody else get deserted monasteries? Might be losing folks from these places too quickly. Can't have an evil monastery if you sacrifice all the acolytes..."Bare ruined choirs, where late the sweet birds sang..."
There are still a lot of old, important bugs to fix. For example:
-Military equipment is erratic, sometimes they only wear 1 boot or 1 gauntlet or are completely missing pieces that are waiting in the stockpile etc, resulting in injuries http://www.bay12games.com/dwarves/mantisbt/view.php?id=535
-Traction benches in healthcare causing infinite diagnose loops, and other healthcare issues http://www.bay12games.com/dwarves/mantisbt/view.php?id=94
-Loyalty cascades where your entire fort murders eachother because of a drunkard punching someone, or your military murdering eachother because they attacked a berserking dwarf, without a doubt the most game-crippling bug that has happened in every single fort I've played the past few years: http://www.bay12games.com/dwarves/mantisbt/view.php?id=11046 http://www.bay12games.com/dwarves/mantisbt/view.php?id=7107 http://www.bay12games.com/dwarves/mantisbt/view.php?id=11133 http://www.bay12games.com/dwarves/mantisbt/view.php?id=10935
-Stress is unbalanced, and the Needs system is unfinished and buggy which causes even more stress (stuff like meal needs and family needs among others are too difficult or impossible to fulfill)
-Weapon balance issues (whips and scourges are like supersonic hammers that make skulls explode through any armor, arrows penetrate everything, and other issues). This is fixable by mods, unlike the other bugs, but it's an annoyance to do every update.
And many others on the bug tracker. Please don't start the 2-3 year long "big wait" before fixing at least some of these crippling issues with the game. Many of the bugs have been in the game for 2-10+ years which is absurd considering how crippling or frustrating they can be.
Large regions seem to be disproportionately crashy in worldgen on Linux, if you put up caves or civilizations. Could another Linux user confirm that it's a repeatable bug and not just my end being odd? Just adding 5 more civs and 50 more caves seems to do it for me.Large regions are crashing for most people right now.
Anybody else get deserted monasteries? Might be losing folks from these places too quickly. Can't have an evil monastery if you sacrifice all the acolytes..."Bare ruined choirs, where late the sweet birds sang..."
I had a world with plenty of them, but then it was fairly post-apocalyptic, so most sites were deserted. Still, it makes sense that small sites would get abandoned with some regularity.
XML's and worldgen data here for Toady (http://dffd.bay12games.com/file.php?id=14694)
Could you provide a correct list of these unknown positions?Spoiler (click to show/hide)
Incidentally Toady, are seeds better off posted here or over at the tracker? I see a fair few building up over there now.
Oh, just realized. If babies are controlling their mother's like horses, that means the new mount control AI was implemented into Fortress mode, right? So riders decide where to go, like in Adventurer.
So, does that mean the "amphibious mounts drown their riders" bug is now fixed?
Bingo! With following seeds, the LARGE REGION worldgen consistently crashes at year 60:
Generating world using parameter set LARGE REGION
Seed: R9icKscYxmcBKRtCCKZJ
History Seed: hBfG6Elyz8LjyWsrdvla
Name Seed: qaNwdLLoVokwx80c5tDr
Creature Seed: 5D3t5tHiFMe444lmE1ej
How do you use the party tactics mode? Where you control all the party member's actions, I mean.
I also saw that all of them became Members of the Goblin Civ. They are also members of the normal Dwarven civ too though.
I have just confirmed that all the Kings of my dwarven Civ treat the now conquered Mountainhome as if it still was the Mountainhome. They always move to it if they already weren't living there (they go there even before becoming Kings sometimes, which seems to show that citizens from the Dwarven Civ have freedom of movement inside the conquered city). This is rather weird and I really doubt it isn't a bug.
Nice fast one for you.
Small region. (Set for 1050 years with Megabeast cutoff of 50 starting at year 250. in case it makes a difference)
Crashes at year 208 (doesn't take long to get there)
Seed: 2XURWJBNecN0GYWd4vic
History Seed: FCjdQ4im7tEDMLzDCJho
Name Seed: lMrVEJzKIF6OQJ3qTJ5F
Creature Seed: rLU9sCkkiAoJ5SHpmsye
Just in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.
Fortress mode seems to work fine.
In 215 Wipeforked the Clean Riddles was stored in the Tower of Caves by the goblin Ngokang Horrorscapes
In 216 Wipeforked was claimed by the goblin Ngokang Horrorscapes from afar.
That's not right is it?
I posted this in the Steam update thread but I'll post it here as well:Spoiler (click to show/hide)
I don't like "requesting" bug fixes since it feels like pushing the developers, but I also cannot stay silent about this since I've played for years and years with these bugs around and suffer from most of them in every single fort in some way or another.
I think at *least* the retreat should have been resettled... just, like, in my view. Or it should have remained occupied by undead...
Also Edit: While the retreat is depicted on the map as ruined it is home to 3 elves and a large menagerie of animals. I get ruined locations can and should still have inhabitants, but... it's not like it's hard to resettle them. Are there any reclaim mechanics for civs in worldgen?
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.
Using vanilla dwarf creature I was able the remove the crash.
wondering if setting the world gen stop rate to earlier would have any affect on the speed necromancers would experiment, or is there a fix but Extremely Long rate necromancers and demons would take to start pumping out experiments. knowing what year would be perfect to stop at could help cut down on the slow process of generating longer worlds.
so far from my experience stopping the game around 120 would produce results but depending on the world size that might take a while to load in.
Quote from: jecowaJust in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.
Fortress mode seems to work fine.
If that means there's a save where you can start in adv mode with a reproducible crash that's definitely useful. If it's intermittent it'll be harder to find.
Are castles actually working?I believe you should be looking for Fortresses, unfortunately the same name as main dwarven settlements.
I've not spotted one yet. They should appear in Legends Mode "Sites", right?
7025 sites in my current Medium region world. No castle. Monastery spam across the land though.
Quote from: jecowaJust in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.
Fortress mode seems to work fine.
If that means there's a save where you can start in adv mode with a reproducible crash that's definitely useful. If it's intermittent it'll be harder to find.
Here's two saves files that both crash when starting Adventure Mode. They both crashed 3 times so far when trying.
http://dffd.bay12games.com/file.php?id=14696
Wait, a castles is a "fortress"? That's...annoying.Are castles actually working?I believe you should be looking for Fortresses, unfortunately the same name as main dwarven settlements.
I've not spotted one yet. They should appear in Legends Mode "Sites", right?
7025 sites in my current Medium region world. No castle. Monastery spam across the land though.
Ack. The doors are bad. Thinking about leaving adv mode doors open longer/permanently (but closable). All pets are historical, so they shouldn't be deleted, but I did have trouble with my large birds especially just flying all over the place. I use 'c' to keep tabs on them a bit -- do we know more about when they left? Did they not follow in 't'ravel or were they already offloaded locally before that?
Ack, whoops. I had some weird reason for calling it a fortress, I think because it might not have been owned/inhabitated by a noble in the future, but I'll just call it a castle.Speaking of "castles"... I can't sleep in the one I started in. Instead I get the "You cannot rest until you leave this site." message. My info does say I am a member of the civilization and site government.
Now that we can select our site I think we'll see a lot more complaints about this kind of weird behaviour when starting in what were "edge case" sites. Not being able to fast travel when you start in the middle of of a big Dark Pits site that your civ took over during worldgen for example.Ack, whoops. I had some weird reason for calling it a fortress, I think because it might not have been owned/inhabitated by a noble in the future, but I'll just call it a castle.Speaking of "castles"... I can't sleep in the one I started in. Instead I get the "You cannot rest until you leave this site." message. My info does say I am a member of the civilization and site government.
Now that we can select our site I think we'll see a lot more complaints about this kind of weird behaviour when starting in what were "edge case" sites. Not being able to fast travel when you start in the middle of of a big Dark Pits site that your civ took over during worldgen for example.Ack, whoops. I had some weird reason for calling it a fortress, I think because it might not have been owned/inhabitated by a noble in the future, but I'll just call it a castle.Speaking of "castles"... I can't sleep in the one I started in. Instead I get the "You cannot rest until you leave this site." message. My info does say I am a member of the civilization and site government.
(Just found you can't fast travel or rest at a Tower either, even if it's your home).
Something weird is going on with wars.
In two different worlds now, I have a situation where it looks like several different civs join forces, and repeatedly attack one single site to the exclusion of all else, without taking control of it.
There is literally one giant war spanning a thousand years, that consists of nothing but a giant mob of thousands of different people's armies roflstomping a handful of defenders (and sometimes just walking in uncontested), pillaging the site (so far both times it was a "Fort" site type), and... not doing anything else until some months later, when everything repeats.
Sounds like the 'castle' fort bug (here's the mantis report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11265)), i had a similar experience on my world where they couldn't make any sort of achievable peace deal or gain so they pillaged it upwards of a 100 times across a few ages. Quite probably linked to the site not being able to be conquered by a puppet or the civ it belongs to doesn't care to call a peace deal over it.
Quote from: CaptainArchmageI think at *least* the retreat should have been resettled... just, like, in my view. Or it should have remained occupied by undead...
Also Edit: While the retreat is depicted on the map as ruined it is home to 3 elves and a large menagerie of animals. I get ruined locations can and should still have inhabitants, but... it's not like it's hard to resettle them. Are there any reclaim mechanics for civs in worldgen?
Did it say who they were or if they had an entity? Occasionally monasteries and other places become home to bandits, I think, which then, I think, stops the resettlement code from retriggering and they don't know how to "clear them out", which they should do more often.
588: Thinesipkat, "Dumplingstuck", monastery
1 human
1 human outcast
978: Evalathilri, "Queenshore", forest retreat
3 elves
2 giant peregrine falcons
10 horses
2 giant chipmunks
2 kea
2 peregrine falcons
2 grizzly bears
2 giant dingoes
2 giant crows
2 yaks
2 giant gray squirrels
2 black bears
754: Ibomifava, "Lulledblazed", forest retreat
2 night's soldiers
4 disasters of Iral
4 beasts of Iral
51: Mrulnish, "Pagetrades", fortress
7 dwarves
6 wolves of Idor
2 cats
6 Idor's creatures
25 cavies
2 ducks
2 guineafowls
2 blue peafowls
Quote from: VordakCould you provide a correct list of these unknown positions?Spoiler (click to show/hide)Spoiler (click to show/hide)
Weird thing - I used a modded summon interaction to summon some sentient creatures in arena mode. When I used k to look at their descriptions in the default arena view (the one thats more like the fort mode view) it crashed the game.Are you playing in windowed mode? Viewing the description of some creatures in arena crashes in windowed mode for some reason.
However, when I took control of the summoner, used the interaction, and looked at the description again while still in control, it didnt crash.
Back in the fort mode view it crashed again. I'm not sure if this would translate to fort mode as well but it might be worth looking into if it does - it reminds me of a similar "looking at description" crash when a creature would be permanently transformed in worldgen into something that has descriptors i.e hair and eye colours and/or body part descriptions ("his ears have great, swinging lobes", etc.)
EDIT: Did some more fiddling, seems to happen only with creatures that are capable of speech. Not sure why.
uhh I kinda want Experiments and their no eating and no drinking and immortality, this wouldn't solve my problem at all since I generate smaller years due to some of my civs horribly die out before I could play them. knowing when necromancers start experimenting would be better.wondering if setting the world gen stop rate to earlier would have any affect on the speed necromancers would experiment, or is there a fix but Extremely Long rate necromancers and demons would take to start pumping out experiments. knowing what year would be perfect to stop at could help cut down on the slow process of generating longer worlds.
so far from my experience stopping the game around 120 would produce results but depending on the world size that might take a while to load in.
Maybe if he adds a way for experiments to die (right now they have [NO_DRINK] [NO_EAT] and no maxage defined so they just live forever.(Someone extracted a bunch of the raws on the modding forum)
...I value immersion & "realism"... perhaps above most other features in a "game"... BUT
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.
New stuff
(*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I found a Goblin Castle in a new World which was invaded multiple times every single year from 56 (to 250, when the Worldgen ended. Not sure if that was supposed to happen.
-snip-
...I value immersion & "realism"... perhaps above most other features in a "game"... BUT
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.
New stuff
(*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.
I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.
TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.
So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.
Social arc is coming up after Mythgen. That's when things get more nuanced and what is right or wrong for specific cultures can be defined (procedurally generated). Right now dwarves take lovers in order for villains to work. Full stop. That's it. Villains release, villains required simulation....I value immersion & "realism"... perhaps above most other features in a "game"... BUT
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.
New stuff
(*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.
I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.
TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.
So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.
Social arc is coming up after Mythgen. That's when things get more nuanced and what is right or wrong for specific cultures can be defined (procedurally generated). Right now dwarves take lovers in order for villains to work. Full stop. That's it. Villains release, villains required simulation.
Right now it seems to be dependent only on personality, which you can mod. Other than that, suggestions forum is what you want.
Mod forum. Suggestions forum if it's impossible.Social arc is coming up after Mythgen. That's when things get more nuanced and what is right or wrong for specific cultures can be defined (procedurally generated). Right now dwarves take lovers in order for villains to work. Full stop. That's it. Villains release, villains required simulation.
Right now it seems to be dependent only on personality, which you can mod. Other than that, suggestions forum is what you want.
Yeah, but what facets actually control it? How do you minimize it?
I'd much rather have a way to just disable it.
...I value immersion & "realism"... perhaps above most other features in a "game"... BUT
Dwarves have some more general relationship types now ... and they can also have multiple lovers or get divorced or have children before they are married.
New stuff
(*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
...
I'm hoping this new "feature" might be tempered with species, social, personality, and other influences so that it doesn't go too far into the extreme. To take this sort of presumed/encouraged, consequence-free, promiscuity-without-stigma, to the extreme, quite frankly, reminds me a bit too much of what is [arguably] weakening the fabric of our real life world today. Also to be non-judgemental is fine and good, but we're talking about dwarves here; who are USUALLY seen as a fairly conservative bunch/species.
I'm not trying to make a big stink here, or begin a debate/argument, or even get particularly philosophical, but
I AM asking for the option to choose and/or control this type of thing a bit in our own personal games:
Just how often this sort of thing might happen, or the type of personality to act on it would occur, or some other form of restriction (consequences perhaps for the civilization / religion / fort having an accepted practice that might provoke varying degrees of reaction when the accepted boundaries are crossed, depending of course on how far they are crossed... etc. E.g. the OPTION of realism, instead of only having the option where throwing in a feature that might be interesting to play around with in a fun/fantasy way completely takes over and changes the feel of the previous versions/workings of the game.
TLDR; I hope we either have more detailed information, or a few options/settings for tweaking how this new "dwarven sexuality system" works. I realize many people, especially those who do not have their own children in real life, might not think what I'm saying is worth worrying too much about, but I assure you; it can be kind of a big deal to many people.
So if no in-game options occur [by the dev(s)] to allow players to customize their dorf relationship system a bit, then hopefully by makers of mods (LNP, df hack? others?) will do so, and soon.
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.I've gotten a similar crash-on-embark issue and decided to do a little testing. I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark. So I switched it for an almost identical creature with 15 castes and three body plans and tried again. Embarked with no obvious problems, so the number of castes doesn't seem to be the cause. I'll keep adjusting things and see if I can isolate the trigger.
Using vanilla dwarf creature I was able the remove the crash.
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.I've gotten a similar crash-on-embark issue and decided to do a little testing. I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark. So I switched it for an almost identical creature with 15 castes and three body plans and tried again. Embarked with no obvious problems, so the number of castes doesn't seem to be the cause. I'll keep adjusting things and see if I can isolate the trigger.
Using vanilla dwarf creature I was able the remove the crash.
And seriously, can we try to avoid a fiery social debate on this thread? Having some entity-level controls on what relationships are considered appropriate would be nice in the long run, but this doesn't seem like the place to hash it out.
I was, but it didn't seem to be consistently occuring with other creatures. Also just now tried it in fullscreen mode, still crashes with the same couple of intelligent summons, so I don't think this is the same issue.Weird thing - I used a modded summon interaction to summon some sentient creatures in arena mode. When I used k to look at their descriptions in the default arena view (the one thats more like the fort mode view) it crashed the game.Are you playing in windowed mode? Viewing the description of some creatures in arena crashes in windowed mode for some reason.
However, when I took control of the summoner, used the interaction, and looked at the description again while still in control, it didnt crash.
Back in the fort mode view it crashed again. I'm not sure if this would translate to fort mode as well but it might be worth looking into if it does - it reminds me of a similar "looking at description" crash when a creature would be permanently transformed in worldgen into something that has descriptors i.e hair and eye colours and/or body part descriptions ("his ears have great, swinging lobes", etc.)
EDIT: Did some more fiddling, seems to happen only with creatures that are capable of speech. Not sure why.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10831
Eh, I wouldn't even call it getting mad, I do personally agree with both Strik3r's and Chaosegg's sentiments - it definitely would come across as jarring for members of a race defined by its loyalty or one thats very conservative still sleeping around, cheating and divorcing at the same rate as a race like goblins who probably are more loose in that regard.I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.I've gotten a similar crash-on-embark issue and decided to do a little testing. I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark. So I switched it for an almost identical creature with 15 castes and three body plans and tried again. Embarked with no obvious problems, so the number of castes doesn't seem to be the cause. I'll keep adjusting things and see if I can isolate the trigger.
Using vanilla dwarf creature I was able the remove the crash.
And seriously, can we try to avoid a fiery social debate on this thread? Having some entity-level controls on what relationships are considered appropriate would be nice in the long run, but this doesn't seem like the place to hash it out.
Only one person got mad. The rest of us just kinda reacted to it.
But yeah if any more conversing/arguing happens about the subject it should go
On the suggestion forum. ( I personally think the new relationship stuff is cool as heck which is why I tried to explain why its awesome)
I think this new feature set is AWESOME personally, let me argue my case:eh, nobody's gonna deny it happened and i'm fine with it(As a feature in a medieval fantasy game (as long as its tuned to reasonable frequency, not to the levels of modern degeneracy)), but as a modder, i'm in the dark here as to what (if anything) controls said frequency. Personality? Values? the ORIENTATION tag? In reality that's all i actually care about.
Without this new feature (affairs, multiple lovers, children outside marriage) you would not get bastard children, (as happened in the medieval world quite often, which lead to very interesting struggles for inheritance)
https://en.wikipedia.org/wiki/Royal_bastard
This kind of thing is also in CK2, so i dont see why not have it if you want a decent simulation of medieval society.
To pretend that this stuff (affairs, children outside marriage, multiple lovers (mistresses)) wasn't commonplace in medieval Europe and the ancient world and is somehow new and "eroding modern society" is super rose-tinted-glassesish. Dwarves can also still only be married to one person at a time, so it isnt like some new fanged poly-whatever-marriage with multiple lovers thing. Its affairs and mistresses which have been around for basically forever and form the basis of many of the most interesting ancient stories (caeser having mistresses for example) previously these kinds of stories were impossible in DF now we can get all the more interesting politics/drama of the period. (What happens when a king has an affair for example)
Not that there isnt any kind of merit to your complaint, eg perhaps some religions should allow and disallow divorce or punish members who break their specific traditions. But that is simply simulation toady hasnt gotten to yet that will probably make it in at some point. (Then we could get situations where monarchs create their own version of a religion so they can get divorced without penalties as happened with https://en.m.wikipedia.org/wiki/Henry_VIII_of_England )
Only one person got mad. The rest of us just kinda reacted to it.i just saw an opportunity and wanted to make some noise, the result was pretty good.
But yeah if any more conversing/arguing happens about the subject it should go
On the suggestion forum. ( I personally think the new relationship stuff is cool as heck which is why I tried to explain why its awesome)
(*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)How frequently does stuff like this happen? What controls it happening? Can it be modded?
For how frequently, just generate a world and read Legends. It happens as much as necromancers merge random peasant dwarves with pigs, as often as goblins impale elf maidens on stakes and as often as night trolls kidnap, transform and breed with random people they take a liking too.I think this new feature set is AWESOME personally, let me argue my case:eh, nobody's gonna deny it happened and i'm fine with it(As a feature in a medieval fantasy game (as long as its tuned to reasonable frequency, not to the levels of modern degeneracy)), but as a modder, i'm in the dark here as to what (if anything) controls said frequency. Personality? Values? the ORIENTATION tag? In reality that's all i actually care about.
Without this new feature (affairs, multiple lovers, children outside marriage) you would not get bastard children, (as happened in the medieval world quite often, which lead to very interesting struggles for inheritance)
https://en.wikipedia.org/wiki/Royal_bastard
This kind of thing is also in CK2, so i dont see why not have it if you want a decent simulation of medieval society.
To pretend that this stuff (affairs, children outside marriage, multiple lovers (mistresses)) wasn't commonplace in medieval Europe and the ancient world and is somehow new and "eroding modern society" is super rose-tinted-glassesish. Dwarves can also still only be married to one person at a time, so it isnt like some new fanged poly-whatever-marriage with multiple lovers thing. Its affairs and mistresses which have been around for basically forever and form the basis of many of the most interesting ancient stories (caeser having mistresses for example) previously these kinds of stories were impossible in DF now we can get all the more interesting politics/drama of the period. (What happens when a king has an affair for example)
Not that there isnt any kind of merit to your complaint, eg perhaps some religions should allow and disallow divorce or punish members who break their specific traditions. But that is simply simulation toady hasnt gotten to yet that will probably make it in at some point. (Then we could get situations where monarchs create their own version of a religion so they can get divorced without penalties as happened with https://en.m.wikipedia.org/wiki/Henry_VIII_of_England )Only one person got mad. The rest of us just kinda reacted to it.i just saw an opportunity and wanted to make some noise, the result was pretty good.
But yeah if any more conversing/arguing happens about the subject it should go
On the suggestion forum. ( I personally think the new relationship stuff is cool as heck which is why I tried to explain why its awesome)
either way i'm done with this subject for now.
also, since i missed getting this in as a FotF question, Toady, here's (roughly) what i was going to ask, for a condensed and clean summary this whole thing:(*) Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)How frequently does stuff like this happen? What controls it happening? Can it be modded?
Some eyebrow raising yikes comments here, hehe. I'm happy my dwarves can have open relationships; I couldn't live in a closed one myself (though it's perfectly fine for others if they prefer that of course, provided they don't impose it on any partners instead of finding like minded ones). And of course betrayal/jealousy/promiscuity is a common facet of real life; humans are very rarely pair bonders except when enforced by social norms, and I see no reason for dwarves to be different. It can add some drama to the whole thing. If there's any worry gameplay wise, it's another thing that can cause negative thoughts that's mostly outside the player's control, and as we've seen in recent releases that can be very frustrating.
It'd be nice if we could get polycules and the like in the future. I'm not sure how hardcoded the marriage thing is to only have 2 people.
humans are very rarely pair bonders except when enforced by social norms
Did we ever figure out what causes Mountains to sing?When it says MOUNTAIN, it actually refers to Dwarves. The same goes for PLAINS and Humans. Its an internal system for categorising the Civs. So in truth, the Dwarves and Humans were having a sing-off so catastrophically loud that Armok decided to kill them all before they broke his favourite wineglass.
My first stab at a large world resulted in the Plains and the Mountains having a sing off. Apparently, they can now sing well because their words are Impoverished.
Oh well, time to spend another hour or ten generating a world. Fingers crossed that this one does not crash eight hours into generation.
<crosses fingers>
True, but not to the technicality.[snip]When it says MOUNTAIN, it actually refers to Dwarves. The same goes for PLAINS and Humans. [snip]
My first stab at a large world resulted in the Plains and the Mountains having a sing off. Apparently, they can now sing well because their words are Impoverished.
Oh well, time to spend another hour or ten generating a world. Fingers crossed that this one does not crash eight hours into generation.
Hi, Strange bug, depending of my cursor position the current level (top right) change. ???
(https://i.ibb.co/3NZzr36/level-bug.gif) (https://ibb.co/YksZRCn)
I've gotten a similar crash-on-embark issue and decided to do a little testing. I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark.Testing some more now, and adding gloomy male, gloomy female, warrior male, warrior female castes back causes embark crash.
I've gotten a similar crash-on-embark issue and decided to do a little testing. I put together a lightly modded entity with a fairly simple two-caste creature and was able to embark.Testing some more now, and adding gloomy male, gloomy female, warrior male, warrior female castes back causes embark crash.Spoiler (click to show/hide)
EDIT: Switched back to my original two-caste testing creature. I gave them NATURAL_SKILL:FORGE_WEAPON:2 and FORGE_ARMOR - got a crash upon hitting embark. Took it back out and was able to embark without problems. As best I can tell, this is what's triggering the crash.Many thanks! I took my modded dwarf creature from OldGenesis 44.12, which always crashed 47.01 on pressing embark,
EDIT 2: Added natural smithing skill to vanilla dwarves, with no other changes to creature or entity. Crash on embark.
That's weird tho - I just started with a race that has innate discipline skill and there wasnt a crash. Is it selective in what skills cause crashes?EDIT: Switched back to my original two-caste testing creature. I gave them NATURAL_SKILL:FORGE_WEAPON:2 and FORGE_ARMOR - got a crash upon hitting embark. Took it back out and was able to embark without problems. As best I can tell, this is what's triggering the crash.Many thanks! I took my modded dwarf creature from OldGenesis 44.12, which always crashed 47.01 on pressing embark,
EDIT 2: Added natural smithing skill to vanilla dwarves, with no other changes to creature or entity. Crash on embark.
and search-replaced every NATURAL_SKILL away. This fixed the embark-crash. I've spent like 3-4 hours on this embarkcrash problem so far.
...Camaraderie, adventure, and steel on steel. The stuff of legend! Right, Boo? ;)
I imagine a fair few adventurers have cute hamsters and parrots on their shoulders. Do they turn on their masters in Fort mode? Science is required.
Does the Dungeon Master noble do anything yet (I know the tags it has, I mean in actual game terms)? Dog training at least doesn't require one.
Does the Dungeon Master noble do anything yet (I know the tags it has, I mean in actual game terms)? Dog training at least doesn't require one.
No, i dont think it has any affectual meaning towards the screen for domesticated familiarity either, since them being present for the mayor does imply they might have a use in later progression for the game on-site. Better off asking Toady what he plans to do with it or waiting within the next few versions - steam version to see what was added.v28.~xx~'ish the dungeon master was a nessecity to tame exotic animals and had additional requirements of chains in their rooms, right now its just titular only (unless its bugged, like peace deals over artifacts that never really seemed to happen on 44.12)
- I would also check if candidacy has any skill recommendations like animal trainer more preferable than others relating to role on the nobles screen. I can't find any references for them in legends mode if they do commit to similar taming trips on military strategist's behalf.
The changes.txt says explicitly that the new responsibilities don't do anything yet... but they get responsibility:espionage, so I guess they're going to be necessary for spy activity from your fort :p*Most* don't do anything yet per the changes file. I haven't tested it yet, but ESPIONAGE may have a fortress mode function, and probably a world gen function.
new position responsibilities -- most of these don't do anything yet, but they are linked to the new entity positions
The changes.txt says explicitly that the new responsibilities don't do anything yet... but they get responsibility:espionage, so I guess they're going to be necessary for spy activity from your fort :p*Most* don't do anything yet per the changes file. I haven't tested it yet, but ESPIONAGE may have a fortress mode function, and probably a world gen function.Quotenew position responsibilities -- most of these don't do anything yet, but they are linked to the new entity positions
elf princess gets [RESPONSIBILITY:ESPIONAGE]
Hello.
I have found something weird in adventure mode, which seems to be a combination of several factors.
A) You can not see sneaking allies. (But they can see you, as evidenced by the fact that they can follow you.)
B) In adventure mode, the AI does not change sneak status.
C) When you start sneaking on a mount it is the mount that sneaks, not you.
This combines into mounts seeming to disappear, when one dismounts them while sneaking. They still exist, can mounted and lead and other creatures can attack them, but they can not be targetted by the player (with "A"ttack, or "l"ook). It can be fixed by player by either mounting them again and making them exit sneak mode, or fast traveling at least one map tile and exiting fast travel again.
I suggest making sneaking mounts exit sneak mode when a creature dismounts them.
Hello.
I have found something weird in adventure mode, which seems to be a combination of several factors.
A) You can not see sneaking allies. (But they can see you, as evidenced by the fact that they can follow you.)
B) In adventure mode, the AI does not change sneak status.
C) When you start sneaking on a mount it is the mount that sneaks, not you.
This combines into mounts seeming to disappear, when one dismounts them while sneaking. They still exist, can mounted and lead and other creatures can attack them, but they can not be targetted by the player (with "A"ttack, or "l"ook). It can be fixed by player by either mounting them again and making them exit sneak mode, or fast traveling at least one map tile and exiting fast travel again.
I suggest making sneaking mounts exit sneak mode when a creature dismounts them.
Have you considered putting alot of points into observer and see if that allows you to see them. I dunno if the allies disappearing whilst sneaking thing should count as a bug since they are, in fact, sneaking and that does, in fact, hide them. I imagine if you go into sneak then tab to an allie they can't see you.
Them being able to "see you" as evidenced by following is probably more a bug in the follow AI . Maybe it permanently follows no matter what status. But they should definitely stop sneaking when you do.
Some minor issues that may or may not be intended that I have noticed.Those cyan folks are resurrected beings which means historically they died and got revived and pretty much got free will. the kicker is they pretty much friendly outside of trying to steal stuff like the other folks that probably come to the site. the H folks are hybrid experiments of the necromancers... or young horses.
(All in fort mode)
1. Lots of the new undead showing up in my fort. Everyone of them acts friendly but is trying to steal artifacts. These guys have really bad disguises to the point that its probably a bug. Stuff like grim slayer etc. These guys are a light blue n the with umlat. Once they serve their prison sentence the get put in a cage and deposited in the animal stockpile, which may or may not be intended. I also had a bright red capital H come once. It routed through doors but went into a side room to specifically destroy a farmers workshop. I thought it was strange it didnt break the doors. (Killed it before it could do anything else.)
2. Loyalty cascades still occur. Had one when a criminal beating turned deadly.
3. Lastly the elves keep trading me grown metal pedestals and other items.
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3. Lastly the elves keep trading me grown metal pedestals and other items.
Did we ever figure out what causes Mountains to sing?When it says MOUNTAIN, it actually refers to Dwarves. The same goes for PLAINS and Humans. Its an internal system for categorising the Civs. So in truth, the Dwarves and Humans were having a sing-off so catastrophically loud that Armok decided to kill them all before they broke his favourite wineglass.
My first stab at a large world resulted in the Plains and the Mountains having a sing off. Apparently, they can now sing well because their words are Impoverished.
Oh well, time to spend another hour or ten generating a world. Fingers crossed that this one does not crash eight hours into generation.
<crosses fingers>
My current Dwarven Civ has no less than three gods of lies, trickery, and treachery, except in different order. I dont think Ive ever seen multiple Gods in the same pantheon Sharing spheres before.
Another thing: one effect of having 28 Gods seems to be that one of My Dwarves who worships 13 of them became hideously depressed almost immediately after getting bad thoughts from not praying. This update has been quite the ride.
I'd expect Toady to be under quite some pressure due to contractual deadlines (I certainly have been for close to a year: 5 years worth of work to be done in what was originally two, but now down to one. I don't envy his situation), and I see no reason to put additional pressure on top of that (there might have been some reminders initially to get the situation to sink in, but once the pressure is on, there's definitely no need to add to it).
Also, the artists claim to be in waiting mode (which Toady has said as well), and that adds pressure too. I guess it was a fair number of years since Toady was in the situation that others were waiting for him to deliver so they can get on with their jobs (and I don't count the community here: Toady doesn't have any delivery obligations time wise, even though some individuals are jumping up and down at times).