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Dwarf Fortress => DF Announcements => Topic started by: Toady One on June 19, 2010, 11:48:08 am

Title: Dwarf Fortress 0.31.08 Released
Post by: Toady One on June 19, 2010, 11:48:08 am
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

edit: issue with backing out of embark and crash during look command hopefully patched up from 0.31.07 to 0.31.08

Release notes for 0.31.07 (June 19, 2010):

Crash fixes
   (*)fixed crash when over 200x200 in some screens
   (*)fixed crash associated to assigning daggers to dwarven soldiers
   (*)fixed a crash on the military screen

Major bug fixes
   (*)stopped doctors from picking up and dropping their patients repeatedly when it was time to carry them
   (*)restricted doctors to using tables and traction benches in hospital zones (stalled doctors from old saves will ignore this)
   (*)made workers stop taking new jobs if they can and want to eat/drink/sleep instead
   (*)made certain jobs like updating records and partying quittable at any time due to hunger/thirst/drowsiness
   (*)fixed pathfinding problem in special features that were placed within surrounding liquid layers
   (*)allowed options screen from dwarf/adv mode setup
   (*)fixed some job overwrite issues
   (*)made stockpiles able to take from other stockpiles again
   (*)made ownable items like cloaks that are part of uniforms not put soldiers into pickup/drop loops
   (*)made cooking require a non-liquid object to start (prevents liquid food errors, powders okay)
   (*)stopped item namers from repeatedly naming their items
   (*)changed conditions for feeding/watering of injured dwarves so beds aren't required
   (*)made militia commander assignment from noble screen respect current squad settings properly
   (*)stopped removal of squad commanders from noble screen if they have subordinates
   (*)stopped dwarves from holding multiple positions that lead squads
   (*)got rid of some flashing and debris in SDL version

Other bug fixes/tweaks
   (*)reduced hunger/thirst/drowsiness skill/speed penalties
   (*)made hunger/thirst/drowsiness thoughts occur a bit later in the process
   (*)made alcohol turn into separate liquid objects less often
   (*)made non-brewing events that create liquids handle alcohol correctly
   (*)stopped clothier from messing up craft shop task listing (and some related issues)
   (*)stopped non-locals from announcing their item attachments
   (*)fixed traction bench situation on manager screen
   (*)added pillar tile to d_init

SDL Version: Baughn improved the curses and 2D output, fixed a text mode display bug, added keys to change the FPS up/down (default alt-- and alt-=), and likely some other things.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 11:53:29 am
Coolness! :) Maybe now I can finally start a fort :)

Not exactly sure what files besides the graphics stuff I need to transfer over to put the Mayday graphics in. Hopefully the no-goblin-civ worldgen that I want to use, works here.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: ToonyMan on June 19, 2010, 11:57:39 am
Huzzah!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Diablous on June 19, 2010, 11:58:36 am
Hurray!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: rud on June 19, 2010, 12:03:29 pm
Oh man, I have always wanted a way to change the FPS cap from in game! 
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: cameron on June 19, 2010, 12:04:33 pm
Not sure if this is new but when i try to embark somewhere with an aquifer and i get warned about it, if i try to cancel by pressing ESC it just brings me to the menu and i have to abort the whole embark
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Toady One on June 19, 2010, 12:06:53 pm
Ah, yeah, I'm not surprised.  I had to put in exceptions for the site finder and notes, but I forgot about warnings since I never try to embark on aquifers...  oh well.  I'll have to patch it up for next time.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: tigrex on June 19, 2010, 12:11:42 pm
Coolness
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Daywalkah on June 19, 2010, 12:14:41 pm
Hurray! I love the nice list of major bug fixes :D. Good job Toady!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 12:19:42 pm
Ah, yeah, I'm not surprised.  I had to put in exceptions for the site finder and notes, but I forgot about warnings since I never try to embark on aquifers...  oh well.  I'll have to patch it up for next time.

Good to know that you hate aquifers as well.

You could also remove the aquifer tags, but understandably that wouldn't help when testing the game as a whole and you miss some horrible aquifer bug. :)
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: yarr on June 19, 2010, 12:26:53 pm
Noooooo!
Have to attend a party now, gonna test tomorrow :D
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: cephalo on June 19, 2010, 12:37:05 pm
Not sure if this is new but when i try to embark somewhere with an aquifer and i get warned about it, if i try to cancel by pressing ESC it just brings me to the menu and i have to abort the whole embark

Actually, that's the only way to back out of that screen then correct?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: skaltum on June 19, 2010, 12:49:12 pm
:O another release so soon XD WIN!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: wolflance on June 19, 2010, 12:53:03 pm
THIS is pure WIN!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Beeskee on June 19, 2010, 12:54:05 pm
Beeskee cancels working, playing Dwarf Fortress...
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: grufti on June 19, 2010, 12:57:01 pm
Great work, Toady :)

If the military gets polished we are at an 40d equal state, except for performance, and major fun increase due to new features :)

and to follow up Beeskees post: grufti cancels learn: Interrupted by Dwarf Fortress :D
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Meanmelter on June 19, 2010, 01:05:30 pm
Beeskee cancels working, playing Dwarf Fortress...
I second this. ;D
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Tarran on June 19, 2010, 01:06:16 pm
Excellent. The screen artifacts were the biggest downside to 06. Glad they are mostly fixed now.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Footkerchief on June 19, 2010, 01:09:37 pm
Quote
(*)added pillar tile to d_initadded pillar tile to d_init

Oh damn, does this mean that nice tilesets will no longer have Os instead of pillars in their text?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Meanmelter on June 19, 2010, 01:10:44 pm
Also, I was able to trade =Microcline Thrones= and all other kinds of furniture in .06. Is it supposed to be like that?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Tarran on June 19, 2010, 01:11:38 pm
Quote
(*)added pillar tile to d_initadded pillar tile to d_init

Oh damn, does this mean that nice tilesets will no longer have Os instead of pillars in their text?
Likely, though there's the problem of finding the space for a separate pillar tile.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 01:13:15 pm
Also, I was able to trade =Microcline Thrones= and all other kinds of furniture in .06. Is it supposed to be like that?

Furniture has been tradeable since 40D and before, it was just not economical to do so vs their weight.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Meanmelter on June 19, 2010, 01:18:36 pm
Also, I was able to trade =Microcline Thrones= and all other kinds of furniture in .06. Is it supposed to be like that?

Furniture has been tradeable since 40D and before, it was just not economical to do so vs their weight.
Ohh, I only just noticed. First time I went on the ALL button to look for stuff that was valuable. :-[
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: cameron on June 19, 2010, 01:24:31 pm
Not sure if this is new but when i try to embark somewhere with an aquifer and i get warned about it, if i try to cancel by pressing ESC it just brings me to the menu and i have to abort the whole embark

Actually, that's the only way to back out of that screen then correct?

well as near as i can tell you can press ENTER and accept or just abort the whole embark so no, I only found that when i accedently almost embarked on an aquifer
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 01:27:43 pm
Not sure if this is new but when i try to embark somewhere with an aquifer and i get warned about it, if i try to cancel by pressing ESC it just brings me to the menu and i have to abort the whole embark

Actually, that's the only way to back out of that screen then correct?

well as near as i can tell you can press ENTER and accept or just abort the whole embark so no, I only found that when i accedently almost embarked on an aquifer

Better than not being able to abort the embark. It worked this way in 40D, but shouldn't be too hard to find the spot you want if you know what the general area looks like or where the cursor was on the map. Still easy to lose an embark spot you think is good and decide to go look around some more.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Orkel on June 19, 2010, 01:36:14 pm
Toady, what types of bugs will you concentrate on next? Will you fix marksdwarves? Or plaster powder? Combat balancing/bugs? Unkillable FBs?

Oldschool green question.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 01:37:50 pm
Toady, what types of bugs will you concentrate on next? Will you fix the farming bug? Or marksdwarves? plaster powder? Combat balancing/bugs? Unkillable FBs?

Oldschool green question.

Fixed :)
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Gabriel A. Zorrilla on June 19, 2010, 01:38:08 pm
Not very happy with this update (running SDL version under Linux)

1. Cant see skill points left in the embark screen when asigning skills to my dwarfs.
2. Cant build a farming plot on some areas for some reason, here is a 3x3 plot, over 1 water tiles, 3 tiles missing: Had no mud.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 01:40:39 pm
Its because it's considered 'submerged' by the game, I think its been like that since 40D, not sure about the water part, that might be new.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Footkerchief on June 19, 2010, 01:45:12 pm
2. Cant build a farming plot on some areas for some reason, here is a 3x3 plot, over 1 water tiles, 3 tiles missing:

What shows up when you 'k' and 'q' over those tiles?  Are you sure they aren't in 2/7 water?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: EuchreJack on June 19, 2010, 01:50:06 pm
Ah, yeah, I'm not surprised.  I had to put in exceptions for the site finder and notes, but I forgot about warnings since I never try to embark on aquifers...  oh well.  I'll have to patch it up for next time.

Wow, I actually do something you don't.  Nothing is more fun than finally breaching that aquifer, and trying to survive until then.

I usually set up a collapse to breach the aquifer.  If done right, I can be past the aquifer by the end of the first season.

Thanks for the updates!  We all appreciate them.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Trilo on June 19, 2010, 01:53:05 pm
I get always a crash when i look around with 'k' and press 'enter' to look in barrels or bins.
Tested with Windows SDL and legacy version, new generated world.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 01:54:57 pm
Theres already a bug report, http://www.bay12games.com/dwarves/mantisbt/view.php?id=2378

Just letting people know.

You know, this might be a save compat issue if its coming just from transferred saves.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Hippoman on June 19, 2010, 01:55:12 pm
Holy mutha fucking shit! PRAISE THE LORDS I NEEDED THIS SO BADLY!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Kroack on June 19, 2010, 02:05:02 pm
Probably a known bug, but all my dwarves have the appearances of ages and are really the first of their kind.

My entire fort is made up of ancient ancestral dwarves from really early times like year 1.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Rhenaya on June 19, 2010, 02:05:38 pm
why cant i make anyone to the militia commander? what trait do they need? only 2 of my 7 starters show up there... is this a new feature or a bug or whatever? i know that in military screen the squad leader was always just a few picks but in noble screen i could set anyone
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: profit on June 19, 2010, 02:08:26 pm
YAY New DF!!!!!


Oh, and how did the trip to the vets with scamps go?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 02:11:22 pm
This needs a hotfix, STAT! I checked and this crash with the enter on view is with both versions.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Footkerchief on June 19, 2010, 02:12:26 pm
Toady's probably asleep now, so for the next 24 hours you'd better just stick with 31.06.

Probably a known bug, but all my dwarves have the appearances of ages and are really the first of their kind.

My entire fort is made up of ancient ancestral dwarves from really early times like year 1.

What's the current year and how old are your dwarves?

why cant i make anyone to the militia commander? what trait do they need? only 2 of my 7 starters show up there... is this a new feature or a bug or whatever? i know that in military screen the squad leader was always just a few picks but in noble screen i could set anyone

Probably related to one of these changelog items:

   (*)made militia commander assignment from noble screen respect current squad settings properly
   (*)stopped dwarves from holding multiple positions that lead squads
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 02:13:53 pm
Yea, I'm surprised more people haven't started posting about it, but I wonder what the heck happened.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Kroack on June 19, 2010, 02:16:50 pm
Toady's probably asleep now, so for the next 24 hours you'd better just stick with 31.06.

Probably a known bug, but all my dwarves have the appearances of ages and are really the first of their kind.

My entire fort is made up of ancient ancestral dwarves from really early times like year 1.

What's the current year and how old are your dwarves?

Never mind, I just realized I stopped world gen really early, so it makes sense that my dwarves are all the first of their kind. 
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Rhenaya on June 19, 2010, 02:29:47 pm
Toady's probably asleep now, so for the next 24 hours you'd better just stick with 31.06.

Probably a known bug, but all my dwarves have the appearances of ages and are really the first of their kind.

My entire fort is made up of ancient ancestral dwarves from really early times like year 1.

What's the current year and how old are your dwarves?

why cant i make anyone to the militia commander? what trait do they need? only 2 of my 7 starters show up there... is this a new feature or a bug or whatever? i know that in military screen the squad leader was always just a few picks but in noble screen i could set anyone

Probably related to one of these changelog items:

   (*)made militia commander assignment from noble screen respect current squad settings properly
   (*)stopped dwarves from holding multiple positions that lead squads

but still: WHY?!

its a new fort they dont have other possitions (except the expediont leader CAN be selected and is already a noble of course), also my farmer, but not the miners, woodcutter (thats at least somewhat understandable because of the weapon assignment?) nor the peasant with only military skills (which i intended to use for that job) or the furnance operator
and there are no current squad settings until i set up a commander and create the squad?! i am confused :(
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Gabriel A. Zorrilla on June 19, 2010, 02:33:07 pm
k + enter = exit confirmed here, linux.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Warlord255 on June 19, 2010, 02:43:50 pm
I'm getting a startup crash bug on Mac, unsure as to why except that Terminal says "Abort trap".
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 02:51:12 pm
k + enter = exit confirmed here, linux.

Just checked and this happens in the arena as well.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Haspen on June 19, 2010, 03:03:49 pm
Woo! One step closer to awesomenity! :D
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Z1000000m on June 19, 2010, 03:12:58 pm
At last !  :D
+10 internets

Title: Re: Dwarf Fortress 0.31.07 Released
Post by: snelg on June 19, 2010, 03:17:27 pm
I get always a crash when i look around with 'k' and press 'enter' to look in barrels or bins.
Tested with Windows SDL and legacy version, new generated world.
Getting this crash as well.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: culwin on June 19, 2010, 03:21:29 pm
I thought I was actually going to get some real work done today.
Productivity = 0
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 03:32:43 pm

why cant i make anyone to the militia commander? what trait do they need? only 2 of my 7 starters show up there... is this a new feature or a bug or whatever? i know that in military screen the squad leader was always just a few picks but in noble screen i could set anyone

Probably related to one of these changelog items:

   (*)made militia commander assignment from noble screen respect current squad settings properly
   (*)stopped dwarves from holding multiple positions that lead squads

but still: WHY?!

its a new fort they dont have other possitions (except the expediont leader CAN be selected and is already a noble of course), also my farmer, but not the miners, woodcutter (thats at least somewhat understandable because of the weapon assignment?) nor the peasant with only military skills (which i intended to use for that job) or the furnance operator
and there are no current squad settings until i set up a commander and create the squad?! i am confused :(

We'll have to wait until this ninja-bug with the look function gets fixed, although those that have more experience with the military screen may be able to help.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Intelligent Shade of Blue on June 19, 2010, 03:35:59 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)
   (*)made non-brewing events that create liquids handle alcohol correctly

What does this mean? Is milkable alcohol now possible? Previously, it would just come out as a generic liquid and not be counted as an alcoholic drink, even if I set a creature to have dwarven wine come out...
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: culwin on June 19, 2010, 03:38:19 pm
k + enter = explosion
on apparently everything, not just barrels and bins
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Hippoman on June 19, 2010, 03:50:54 pm
Surgery will never be done. Once the patient is picked up they stop resting and go back to work.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Kazang on June 19, 2010, 03:59:28 pm
Quote
(*)added pillar tile to d_initadded pillar tile to d_init

Oh damn, does this mean that nice tilesets will no longer have Os instead of pillars in their text?
Likely, though there's the problem of finding the space for a separate pillar tile.

Yep it does.  I've already done it and updated a set for this version.
The tileset (http://www.mediafire.com/?jdnqgzmijng) is based on mayday's if you want to see the full power of capital O's in action.


ps. not taking credit for any artwork blah blah blah
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Dr. Hieronymous Alloy on June 19, 2010, 03:59:56 pm
Toady, what types of bugs will you concentrate on next? Will you fix the farming bug? Or marksdwarves? plaster powder? Combat balancing/bugs? Unkillable FBs?

Oldschool green question.

Fixed :)

yeah, hate to say it, but I'm basically waiting to play on these fixes and a few others (like restoring attribute gain on skill gain, etc.) For me the game is the military, and until it's working right . . . =(
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 04:03:50 pm
Surgery will never be done. Once the patient is picked up they stop resting and go back to work.

Try deconstructing and then reinstalling the tables and traction benches that you have since thats what Toady said was causing the problem. Maybe you just need to reset them or something.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Hippoman on June 19, 2010, 04:05:21 pm
I put them right next to beds. Seems to work now.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: madk on June 19, 2010, 04:06:03 pm
k + enter = explosion
on apparently everything, not just barrels and bins


Wait, what?

I use k + enter all the time. Are you talking crashing? If so, I may be waiting for the next version release :/
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: FuzzyDoom on June 19, 2010, 04:15:15 pm
K + ENTER MAKES THE GAME EXPLODE...

Today, do a ninja-update for this ninja-bug!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 04:17:21 pm
K + ENTER MAKES THE GAME EXPLODE...

Today, do a ninja-update for this ninja-bug!

He has to wake up first since he probably went to bed shortly after he posted. Toady has an odd sleeping schedule.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Diablous on June 19, 2010, 04:17:49 pm
K + ENTER MAKES THE GAME EXPLODE...

Today, do a ninja-update for this ninja-bug!

He has to wake up first since he probably went to bed shortly after he posted. Toady has an odd sleeping schedule.

Toady sleeps during the day.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Dante on June 19, 2010, 04:18:02 pm
Argh. K+enter.
What he offereth with the one hand he taketh with the other   :'|
Still, at least I'll get some exam revision done today.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 04:21:34 pm
Argh. K+enter.
What he offereth with the one hand he taketh with the other   :'|
Still, at least I'll get some exam revision done today.

Its just one of those bugs that slip in ninja-like and bite you in the rear end. It happens with game develeopment, even the best game makers aren't immune to something like that sneaking up on you with updates.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Meanmelter on June 19, 2010, 04:24:33 pm
I fail to create a world, and have Goblins. And it crashes. I think I should go re-download just in-case it is something that did not download right.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Rakonas on June 19, 2010, 04:27:30 pm
Quote
   (*)stopped non-locals from announcing their item attachments
No more epic creatures battling forgotten beasts and having their weapons named?   :-\
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: palsch on June 19, 2010, 04:31:20 pm
Maybe try to track down what is causing the k+enter bug?

I'm not getting it on my transferred save game but I am in arena mode. Windows XP, SDL version.

EDIT: Arena mode crashes with both sets of raws; default and those from the save (minor tweaks only).
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Mandaril on June 19, 2010, 04:33:19 pm
Quote
   (*)stopped non-locals from announcing their item attachments
No more epic creatures battling forgotten beasts and having their weapons named?   :-\

I don't think the functionality of "attachment to weapons" was removed, only announcing it was. You know, as a message in the announcement-screen?

Nice work again, Toady! I can live without using k+enter, haven't usually used it anyway.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 04:36:19 pm
Maybe try to track down what is causing the k+enter bug?

I'm not getting it on my transferred save game but I am in arena mode. Windows XP, SDL version.

It doesn't leave an error log though, thats for sure.

I tried looking in the bindings to see if there was anything wierd that might be connected, and I didn't see anything.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Totaku on June 19, 2010, 04:45:24 pm
This bug that your reffering to seem odd. Cause I'm not getting the k+enter bug myself. And I basiclly trasferred my mod over to it as well as my saves and it works fine. Both in transfered saves and generating a new world. I haven't tried arena mode yet though. I'll see what comes up.

(could be linked to something in the raws, but who knows...)
(could also be that the emulator somehow bypasses the crash)
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: darkevilme on June 19, 2010, 04:47:05 pm
Yay fixes for bugs i didn't encounter and no fix for the bug i did encounter.

Therefore my wish list, divided into short term and long term:

Short term:
Fix the archer bug, currently it is not possible for me to equip soldiers with bows and crossbows with the ammunition for their weapons.

Long term:
When will sites be definable in the raws?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Meanmelter on June 19, 2010, 04:51:37 pm
Fix the archer bug, currently it is not possible for me to equip soldiers with bows and crossbows with the ammunition for their weapons.
You can hunt. That's all I need mine for anyway. Real men fight with melee weapons. Real Dwarfs fight by dumping magma on there enemy!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Torham on June 19, 2010, 04:54:55 pm
Is the earth still overstuffed with minerals? That is for me number 1 bug, number two is disfunctional combat and number three is cold magma. I will start playing new DF after these 3 are fixed, not sooner.Until then im still running on old DF.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 04:58:16 pm
The overabundant minerals is on the low end of the priority list, so it'll be a while before Toady gets to it. As for the cold magma, what are you talking about?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Meanmelter on June 19, 2010, 05:09:34 pm
Is the earth still overstuffed with minerals? That is for me number 1 bug, number two is disfunctional combat and number three is cold magma. I will start playing new DF after these 3 are fixed, not sooner.Until then im still running on old DF.
1.What is the problem with that? Just means more metal for stuff.
2.Combat is not really bugged. Most people complain of training, first of all, you need a good teacher. I have a High-Master Teacher that made a squad of 5 Axe Lords get Legendary Dodging.
3.Cold Magma? What?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Toady One on June 19, 2010, 05:18:40 pm
I'm going to clean up that look crash...  or rather, I already did, and it'll take 4 hours or something to get everything built again.  So the links will be back up then.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: culwin on June 19, 2010, 05:19:12 pm
k + enter = explosion
on apparently everything, not just barrels and bins


Wait, what?

I use k + enter all the time. Are you talking crashing? If so, I may be waiting for the next version release :/

Yes, crash.  Windows Vista for me.
Hopefully he'll be able to put in a quick and easy fix.

[edit]
And before I even spoke...
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: MrWiggles on June 19, 2010, 05:19:34 pm
It is still predominately yellow in full screen mode for PPC Macs. It makes the game extremtly hard to play, due to hampering the ability to identify anything.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: smjjames on June 19, 2010, 05:20:19 pm
I'm going to clean up that look crash...  or rather, I already did, and it'll take 4 hours or something to get everything built again.  So the links will be back up then.

Cool. So, what the heck happened that caused the look crash? That one was pretty wierd.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Footkerchief on June 19, 2010, 05:25:36 pm
It is still predominately yellow in full screen mode for PPC Macs. It makes the game extremtly hard to play, due to hampering the ability to identify anything.

Can you post a screenshot, please?
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: FuzzyDoom on June 19, 2010, 05:40:50 pm
All hail Toady the great!
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Lord Darkstar on June 19, 2010, 06:48:22 pm
K + ENTER MAKES THE GAME EXPLODE...

Today, do a ninja-update for this ninja-bug!

He has to wake up first since he probably went to bed shortly after he posted. Toady has an odd sleeping schedule.

It isn't odd for developers that work for understanding bosses--- devs will work late working various issues through or as inspiration strikes, and therefore sleep late. Toady seems to be fairly typical in that respect.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Lord Darkstar on June 19, 2010, 06:53:25 pm
I'm going to clean up that look crash...  or rather, I already did, and it'll take 4 hours or something to get everything built again.  So the links will be back up then.

That's great news Toady! I use k + enter A LOT. I'll be checking back ALL NIGHT for the fixed version of 31.07 (31.07.1 ? 31.07.A? 31.08?)
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Makbeth on June 19, 2010, 07:04:28 pm
Is the earth still overstuffed with minerals? That is for me number 1 bug, number two is disfunctional combat and number three is cold magma. I will start playing new DF after these 3 are fixed, not sooner.Until then im still running on old DF.

Are you playing with temperature turned off?  Or are you referring to there being more magma-safe rocks?  Both of those can be changed on your end.

There aren't many rocks that wouldn't at least soften a bit in contact with basaltic magma (rendering them useless for mechanisms) but rock is such a good insulator that even basalt would be good for walls (not that materials matter for that sort of thing).  I'd say that if there were to be other magma-safe rocks than bauxite, they should be peridotite (what the game's olivine should be named) komatiite (the extrusive equivalent of peridotite) and kiln-fired kaolinite (actually used in the middle ages to make high temperature crucibles, so it's a sure candidate for mechanisms). 
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: monk12 on June 19, 2010, 07:25:45 pm
Holy carp, I made it a month without DF!

Time to relapse! :D
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: VWSpeedRacer on June 19, 2010, 08:01:38 pm
Oh boy, an update!

Quote
(down for a bit)

VWSpeedRacer has gone berserk!
VWSpeedRacer has organized a party at Download Page


(edit: 9 minutes later!)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: culwin on June 19, 2010, 08:09:36 pm
DOWNLOAD DWARF FORTRESS 0.31.08
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mysteriousbluepuppet on June 19, 2010, 08:14:02 pm
DOWNLOAD DWARF FORTRESS 0.31.08

AYE AYE, Cap'n.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Mr Frog on June 19, 2010, 08:14:22 pm
I think by "cold magma" he was referring to how, as the folks at Three Panel Soul so elegantly put it, "creatures don't burn properly in magma and just sit there drowning with the fat leaking out of them like a rotisserie chicken" (or something to that effect). Magma is every bit as hot as before (i.e. things that should melt do melt eventually) but the heat transfer is screwed up or something (I think, I'm not sure). It's more weird than anything else IMO -- Anything that falls into magma is still pretty much boned anyways.

There aren't many rocks that wouldn't at least soften a bit in contact with basaltic magma (rendering them useless for mechanisms) but rock is such a good insulator that even basalt would be good for walls (not that materials matter for that sort of thing).  I'd say that if there were to be other magma-safe rocks than bauxite, they should be peridotite (what the game's olivine should be named) komatiite (the extrusive equivalent of peridotite) and kiln-fired kaolinite (actually used in the middle ages to make high temperature crucibles, so it's a sure candidate for mechanisms). 
Actually, Toady updated most stone properties in the 31.01 release to be more accurate (...apparently). For example, kaolinite (as you said) and every single ore of iron except limonite is now magmaproof. At least, I think those are magma-proof.
EDIT: Text formatting fail
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: monk12 on June 19, 2010, 08:15:06 pm
Toady! You're ten minutes early!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: coinich on June 19, 2010, 08:37:49 pm
I love how almost every time I finish a fortress because of too much fun, there's a new version of something to download and have fun/Fun with!  Thanks for the game.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: qbert911 on June 19, 2010, 08:43:26 pm
Nitpicky note: the link to the small no music win version is currently pointing to the regular version. Manually adding a _s to the url works just fine :)

http://www.bay12games.com/dwarves/df_31_08_win_s.zip (http://www.bay12games.com/dwarves/df_31_08_win_s.zip)
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: MrWiggles on June 19, 2010, 08:56:21 pm
It is still predominately yellow in full screen mode for PPC Macs. It makes the game extremtly hard to play, due to hampering the ability to identify anything.

Can you post a screenshot, please?
Spoiler (click to show/hide)
And water is invisible.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: OmnipotentGrue on June 19, 2010, 08:59:20 pm
(http://i201.photobucket.com/albums/aa229/orangepiratehat/Yay.gif)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on June 19, 2010, 09:13:37 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Malicus on June 19, 2010, 09:17:16 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.

Are you sure you're not playing 31.07 by accident?  Toady quickly released 31.08 to fix that very bug.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jimmy on June 19, 2010, 09:47:52 pm
These bugfixes to healthcare mean a huge amount to me. They create a stable playing environment to fully enjoy the game's potential. Bravo! Thank you!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: brainfire on June 19, 2010, 09:51:20 pm
Kind of weird, interface.txt is confusing the heck out of diff. The old version has unix line endings, and the new one has Windows line endings, but that didn't cause a problem for any of the other files. But diff just says that the entire file is different rather than going line by line...

This is on the Mac version, by the way. I'm going from .06 to .08 but my "old" interface.txt is from a few versions before that, I think, since it didn't change for a while.

Fake edit: fixed it. In FileMerge (comes with Xcode) I turned on the "compress whitespace" option, and it seems to be handling it okay now. v ??? v
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: lastofthelight on June 19, 2010, 10:04:29 pm
Is dropping old graphics/raws into .08 enough to do an update for a graphics pack?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: ZaDoktor on June 19, 2010, 10:05:49 pm
Woohoo! :D
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 19, 2010, 10:07:08 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.
Really? If you can't handle a few crashes and bugs perhaps you should not be playing a game which is still in the alpha development stage.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on June 19, 2010, 10:12:36 pm
Is dropping old graphics/raws into .08 enough to do an update for a graphics pack?

Thats what I did for the Mayday graphics pack. Although the tile for cedar is blank for some reason and some trees reverted to the old symbols, but thats just a modding issue and not a DF issue, I can live with it until Mike Mayday puts a graphically fixed version up.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on June 19, 2010, 10:16:56 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.
Really? If you can't handle a few crashes and bugs perhaps you should not be playing a game which is still in the alpha development stage.

I've played alpha for probably 3 years now and one thing its always been is stable. I've handled bugs but in a game without saving a crash can be devastating esp when its right before a season change which i have for the auto save. I can actually say that i've never had DF crash on me before today in the entire time i've played it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on June 19, 2010, 10:21:16 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.
Really? If you can't handle a few crashes and bugs perhaps you should not be playing a game which is still in the alpha development stage.

I've played alpha for probably 3 years now and one thing its always been is stable. I've handled bugs but in a game without saving a crash can be devastating esp when its right before a season change which i have for the auto save. I can actually say that i've never had DF crash on me before today in the entire time i've played it.

It caught everybody off guard with it, but Toady was on the ball and was already working on the fix and rebuilding it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 19, 2010, 10:26:45 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.
Really? If you can't handle a few crashes and bugs perhaps you should not be playing a game which is still in the alpha development stage.

I've played alpha for probably 3 years now and one thing its always been is stable. I've handled bugs but in a game without saving a crash can be devastating esp when its right before a season change which i have for the auto save. I can actually say that i've never had DF crash on me before today in the entire time i've played it.
So the very first time DF has ever crashed for you, you run to the forum and post this melodramatic "I hope I don't have to wait ANOTHER YEAR" post even though, had you taken time to read the thread, you would have known that the bug had been identified and fixed already...?

Good job.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: j0nas on June 19, 2010, 10:30:00 pm
Really? If you can't handle a few crashes and bugs perhaps you should not be playing a game which is still in the alpha development stage.
Don't be silly.  To think that users aren't allowed to be disappointed with crashes, and are at fault for wanting to play the new, shiny version, is petty and smallminded.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: OmnipotentGrue on June 19, 2010, 10:30:33 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.
Really? If you can't handle a few crashes and bugs perhaps you should not be playing a game which is still in the alpha development stage.

I've played alpha for probably 3 years now and one thing its always been is stable. I've handled bugs but in a game without saving a crash can be devastating esp when its right before a season change which i have for the auto save. I can actually say that i've never had DF crash on me before today in the entire time i've played it.
So the very first time DF has ever crashed for you, you run to the forum and post this melodramatic "I hope I don't have to wait ANOTHER YEAR" post even though, had you taken time to read the thread, you would have known that the bug had been identified and fixed already...?

Good job.

Christ, who cares, just go play some .08
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 19, 2010, 10:42:12 pm
Aaaaaaaaaaggggggghhhhhhh seriously i thought this would have been stable and finally sat down and dived into a fortress only to have it crash when trying to inspect a statues value. I waited an entire year for the caverns to come out hopefully i wont be waiting another year before its stable enough to play :(.
Really? If you can't handle a few crashes and bugs perhaps you should not be playing a game which is still in the alpha development stage.

I've played alpha for probably 3 years now and one thing its always been is stable. I've handled bugs but in a game without saving a crash can be devastating esp when its right before a season change which i have for the auto save. I can actually say that i've never had DF crash on me before today in the entire time i've played it.
So the very first time DF has ever crashed for you, you run to the forum and post this melodramatic "I hope I don't have to wait ANOTHER YEAR" post even though, had you taken time to read the thread, you would have known that the bug had been identified and fixed already...?

Good job.

Christ, who cares, just go play some .08
Yeah, go burn an elven village or something. Proven fact, burning elves lowers your stress count.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 19, 2010, 11:25:46 pm
Re "cold magma": when I dump things into magma, .06 and now .08, they vaporize instantly. Poof, gone. Horse, hoof, cage and all. (It's not wrong to sacrifice wild horses to Armok... especially since they can't be trained as war animals  :-X)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Sonrah on June 20, 2010, 12:36:07 am
Yay a new version fixing the few last "can't move from 40d19" bugs for me :)

Title: Re: Dwarf Fortress 0.31.08 Released
Post by: FuzzyDoom on June 20, 2010, 12:44:46 am
Re "cold magma": when I dump things into magma, .06 and now .08, they vaporize instantly. Poof, gone. Horse, hoof, cage and all. (It's not wrong to sacrifice wild horses to Armok... especially since they can't be trained as war animals  :-X)

War Horses...hm...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on June 20, 2010, 12:47:29 am
Re "cold magma": when I dump things into magma, .06 and now .08, they vaporize instantly. Poof, gone. Horse, hoof, cage and all. (It's not wrong to sacrifice wild horses to Armok... especially since they can't be trained as war animals  :-X)

War Horses...hm...

WAR OF HORSES!!!

ehem.....

I'll just go to bed now as its late.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on June 20, 2010, 01:19:52 am
So is .8 save compatible with .7? and whats the new legacy/SDL thing? haha havent been monitoring all the new changes while i waited for the golden version.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Malicus on June 20, 2010, 02:00:29 am
.08 is .07 with a crash bug (presumably the one you were talking about) fixed, as well as an embark bug fixed.  So, yes, nothing major gameplay-wise changed between the two, so they're compatible.

The SDL version uses your graphics card to draw things on the screen.  It may run better, depending upon your graphics card.  The legacy version draws the screen how it used to in 40d.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on June 20, 2010, 02:02:52 am
Thanks i'm gonna try and see if i can recover my saved game because i've gone to goddamn long without playing DF.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Duke Drake on June 20, 2010, 02:50:24 am
Re "cold magma": when I dump things into magma, .06 and now .08, they vaporize instantly. Poof, gone. Horse, hoof, cage and all. (It's not wrong to sacrifice wild horses to Armok... especially since they can't be trained as war animals  :-X)

War Horses...hm...

That's a slippery slope that leads to hunting horses, which are only a soap's throw from unicorns. *spit*

Trust me, nobody wants unicorn ambushe(r)s -- except their elfish masters, of course.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Torham on June 20, 2010, 02:56:03 am
Is the earth still overstuffed with minerals? That is for me number 1 bug, number two is disfunctional combat and number three is cold magma. I will start playing new DF after these 3 are fixed, not sooner.Until then im still running on old DF.

Are you playing with temperature turned off?  Or are you referring to there being more magma-safe rocks?  Both of those can be changed on your end.

There aren't many rocks that wouldn't at least soften a bit in contact with basaltic magma (rendering them useless for mechanisms) but rock is such a good insulator that even basalt would be good for walls (not that materials matter for that sort of thing).  I'd say that if there were to be other magma-safe rocks than bauxite, they should be peridotite (what the game's olivine should be named) komatiite (the extrusive equivalent of peridotite) and kiln-fired kaolinite (actually used in the middle ages to make high temperature crucibles, so it's a sure candidate for mechanisms).


sorry for the late reply, but i went to bed after posting that. if there is more gems and minerals in earth than normal stone, i consider it a bug. With the combat i meant that maces kill with only 1 shot - direct brain smash, any other hit just mangles the body. I had a legendary macedwarf pummel giant toad for good 270 pages of combat report and couldnt kill it. Also, i had an ambush of gobos and i send my axedwarf to try and stop them. They were all in iron , My dwarf was wearing iron and they had spears. After 3 seasons of fighting my dwarf died of thirst , he killed 2 invaders. And cold magma? Have you ever tried to dump undead animal into magma pool in arena? Try it and see how long it takes for it to die. I had one burning in there for about 1/2 hour(real time), than i got bored and switched it off.
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: j0nas on June 20, 2010, 03:00:40 am
...a legendary macedwarf pummel giant toad for good 270 pages of combat...
Hmm, what a strange coincidence... ;)
Title: Re: Dwarf Fortress 0.31.07 Released
Post by: Torham on June 20, 2010, 03:05:42 am
...a legendary macedwarf pummel giant toad for good 270 pages of combat...
Hmm, what a strange coincidence... ;)

Well.... i just thought it to be the weakest creature for testing, but mayby its some HFS i dont know about....
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: OmnipotentGrue on June 20, 2010, 03:17:15 am
Re "cold magma": when I dump things into magma, .06 and now .08, they vaporize instantly. Poof, gone. Horse, hoof, cage and all. (It's not wrong to sacrifice wild horses to Armok... especially since they can't be trained as war animals  :-X)

War Horses...hm...

That's a slippery slope that leads to hunting horses, which are only a soap's throw from unicorns. *spit*

Trust me, nobody wants unicorn ambushe(r)s -- except their elfish masters, of course.

[TRAINABLE_WAR]
No need for hunting horses.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on June 20, 2010, 03:27:35 am
Wait shit the unkillable creatures still arent fixed in this release? that was pretty much my only beef with the new version.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Rakonas on June 20, 2010, 03:38:02 am
Wait shit the unkillable creatures still arent fixed in this release? that was pretty much my only beef with the new version.
Same here.. I just can't go back to 40d, and can't play 2010 if there's a chance of my fort grinding to a halt as a result of a single forgotten beast made of ash.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: IronValley on June 20, 2010, 03:48:03 am
Newsflash: "unkillable" forgotten beasts are only unkillable by soldiers/traps. Try using your mind! (Pitfalls, caveins, obsidian... etc..) I'm having a log of fun setting up a system that can deal with any creature the world sends my way.... I'm considering making a repeater design that can kill all sorts of demons as well ;)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: lastofthelight on June 20, 2010, 04:29:39 am
The bug fix was released/implemented already, yes?

I switched over to .08 and Underdark, and so far I've had one crash every 10 minutes, when I've never seen a crash in DF before, ever. I can't tell what it is.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: xDarkz on June 20, 2010, 04:40:04 am
-- Win! I've already donated but now I want to donate some more!
Keep at it Toady.
You're freaking BEAST!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Vester on June 20, 2010, 04:42:05 am
Soo.... do we get Adventurer mode updates within the year?  ;D
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 20, 2010, 05:03:36 am
Newsflash: "unkillable" forgotten beasts are only unkillable by soldiers/traps. Try using your mind! (Pitfalls, caveins, obsidian... etc..) I'm having a log of fun setting up a system that can deal with any creature the world sends my way.... I'm considering making a repeater design that can kill all sorts of demons as well ;)

I can't believe how every time someone is frustrated about a terribly unbalanced or broken aspect of the game, there will be someone who tells them: "It's a feature and it's your fault you can't deal with it." Bravo, IronValley.

EDIT: And yeah, when Toady has written at the beginning of the month he was going to fix the military, I hoped he would fix the combat first, not the soap and cooking.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: OmnipotentGrue on June 20, 2010, 05:07:38 am
Soo.... do we get Adventurer mode updates within the year?  ;D

God, I hope so. It's going to be awesome.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 20, 2010, 05:12:51 am
EDIT: And yeah, when Toady has written at the beginning of the month he was going to fix the military, I hoped he would fix the combat first, not the soap and cooking.

Not to imply that combat changes aren't urgent, but the soap problem was a highly unpredictable (from the player's standpoint) crash, and therefore worth fixing quickly.  The cooking bug was stickied in the tracker because it had attracted a lot of duplicate reports.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 20, 2010, 05:23:00 am
EDIT: And yeah, when Toady has written at the beginning of the month he was going to fix the military, I hoped he would fix the combat first, not the soap and cooking.

Not to imply that combat changes aren't urgent, but the soap problem was a highly unpredictable (from the player's standpoint) crash, and therefore worth fixing quickly.  The cooking bug was stickied in the tracker because it had attracted a lot of duplicate reports.
Ohh you cant use some arrow's. Big deal... Just pour magma on it or use Axe Lords to chop them to death or something.

Fix more important bugs than the whole Archer Firing issues.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 20, 2010, 05:29:54 am

Ohh you cant use some arrow's. Big deal... Just pour magma on it or use Axe Lords to chop them to death or something.

Fix more important bugs than the whole Archer Firing issues.

I think I'm gonna start my personal Bay12 Hall of Fame.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Vester on June 20, 2010, 05:31:37 am

Ohh you cant use some arrow's. Big deal... Just pour magma on it or use Axe Lords to chop them to death or something.

Fix more important bugs than the whole Archer Firing issues.

I think I'm gonna start my personal Bay12 Hall of Fame.

Will the "F" be replaced with an "Sh"?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: culwin on June 20, 2010, 05:35:32 am

Ohh you cant use some arrow's. Big deal... Just pour magma on it or use Axe Lords to chop them to death or something.

Fix more important bugs than the whole Archer Firing issues.

I think I'm gonna start my personal Bay12 Hall of Fame.

Maybe you should just keep playing old versions since you don't want any bugs to be fixed.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 20, 2010, 05:54:12 am
Maybe you should just keep playing old versions since you don't want any bugs to be fixed.

Another brilliant answer, good job.

Don't get me wrong, I do like bugs being fixed. For example, making the surgery work made me very happy because it means the several useless dwarves who had been lying in the hospital for a couple of years could get back to work. I also understand crashes and major annoyances (message spam) need to be fixed. It's just that two months after the initial release combat is just as broken as it was. I hoped it would get more attention - it's definitelly more important to get the combat right than to fix melting food or dwarves creating bad quality equipment due to tiredness.

All of this is of course debatable, but I don't like the arrogant way how some of you mock anyone who seems to complain or be frustrated about something. Mockery is no debate. It just paints Bay12 Forums as a bunch of elitists.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McPenguin on June 20, 2010, 05:59:24 am
Maybe you should just keep playing old versions since you don't want any bugs to be fixed.

Another brilliant answer, good job.

Don't get me wrong, I do like bugs being fixed. For example, making the surgery work made me very happy because it means the several useless dwarves who had been lying in the hospital for a couple of years could get back to work. I also understand crashes and major annoyances (message spam) need to be fixed. It's just that two months after the initial release combat is just as broken as it was. I hoped it would get more attention - it's definitelly more important to get the combat right than to fix melting food or dwarves creating bad quality equipment due to tiredness.

All of this is of course debatable, but I don't like the arrogant way how some of you mock anyone who seems to complain or be frustrated about something. Mockery is no debate. It just paints Bay12 Forums as a bunch of elitists.
Bugs should always be fixed in order of severity (barring smaller ones that are *easy* fixes), so that the game is playable. Bugs with a straightforward workaround shouldn't be high priority; I'd rather have no marksdwarves then a crashing game.

At the end of the day, we're playing a game in Alpha. This means its buggy, and subject to extreme changes. Trust in Toady, he hasn't let anyone down thus far, and I doubt he intends to.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: MrWiggles on June 20, 2010, 06:06:54 am
Newsflash: "unkillable" forgotten beasts are only unkillable by soldiers/traps. Try using your mind! (Pitfalls, caveins, obsidian... etc..) I'm having a log of fun setting up a system that can deal with any creature the world sends my way.... I'm considering making a repeater design that can kill all sorts of demons as well ;)

I can't believe how every time someone is frustrated about a terribly unbalanced or broken aspect of the game, there will be someone who tells them: "It's a feature and it's your fault you can't deal with it." Bravo, IronValley.

EDIT: And yeah, when Toady has written at the beginning of the month he was going to fix the military, I hoped he would fix the combat first, not the soap and cooking.

There a dwarfy in game solution that doesn't rely on exploitation or cheating and this is a broken aspect of the game?

Have you not watched a single big monster movie? Where the soldiers cant do jack shit again the big monsters instead they have to use a novel solution in order to subdue the beast?

It would be a broken aspect, that any means in game means cannot deal with the situation. It is not however broken because your preferred solution doesn't work.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Vester on June 20, 2010, 06:11:14 am
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 20, 2010, 06:21:51 am
Thank you, Urist, for a demonstration how you can disagree while staying polite.

I wish people stopped using Aplha as an argument - Dwarf Fortress is likely to stay Alpha for another decade or two and even then won't ever be "complete". The Alpha argument would make sense if the final version were half a year in the future, but here it really has no merit.

Anyway, as for the combat. There much, much more than archery broken. Sure the combat works if by "works" you mean "people kill each other". But when you look at it closely, the new material system brought severe imbalances. Blunt weapons are useless, creatures happily use mangled limbs, to kill anyone you usually have to convert him to a bloody mess, some creatures can't be killed at all, all materials are terribly, terribly wrong and if you download a mod that fixes the raw values, it only reveals the system has a severe flaw where a stronger material always penetrates a weaker one, and a weaker material never penetrates a stonger one. There's no workaround for this, even if you mod like hell. Sure, you could argue these are all details, but Dwarf Fortress is all about details and I'd say that details of combat are much more important than the issue of miners destroying too much ore because they are thirsty.

---

Creatures unkillable by normal means would actually be a nice gameplay element if the game gave you tools to handle it. Right now, you can't really order individual dwarves to eg. lure the creature into a trap. You can't kill it by catapults. You can't organize a group of vigilantes with a giant net, and even if you can build a structure above the creature to kill it with cave-in, the game fights back against you with job cancellations. In other words, to kill an unkillable beast you must micromanage the hell out of the game, be prepared in advance, hope for the best, and even there's a huge chance you won't succeed and that the beast will ruin a game. If you are not a very experienced player, you can only watch how the creature kills your dwarves one by one. That fulfills my definition of a bug, not a feature.

But see above - unkillable beast are just one part of the horrible unbalanced mess called combat.


EDIT: I have the same gripe against "poisonous vapours". There's absolutelly no way to protect oneself against these. Anyone you send against a creature with poisonous vapours is as good as dead, and there's absolutelly no tools to handle it. This is what I call a bug... or a horrible, horrible design decision.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: MrWiggles on June 20, 2010, 06:32:07 am

Creatures unkillable by normal means would actually be a nice gameplay element if the game gave you tools to handle it. Right now, you can't really order individual dwarves to eg. lure the creature into a trap. You can't kill it by catapults. You can't organize a group of vigilantes with a giant net, and even if you can build a structure above the creature to kill it with cave-in, the game fights back against you with job cancellations. In other words, to kill an unkillable beast you must micromanage the hell out of the game, be prepared in advance, hope for the best, and even there's a huge chance you won't succeed and that the beast will ruin a game. If you are not a very experienced player, you can only watch how the creature kills your dwarves one by one. That fulfills my definition of a bug, not a feature.

But see above - unkillable beast are just one part of the horrible unbalanced mess called combat.
Ah! Because the in game tools aren't verbose enough that game aspect is broken. I also don't see how any of your proposed expanded tool selection wouldn't require luck preparation or micromanagement.

Although you could use some dwarfs through the use of burrows as bait in order to lure an FB into an area.
Quote
EDIT: I have the same gripe against "poisonous vapours". There's absolutelly no way to protect oneself against these. Anyone you send against a creature with poisonous vapours is as good as dead, and there's absolutelly no tools to handle it. This is what I call a bug... or a horrible, horrible design decision.

No, there no way you can protect yourself from deadly vapors. Air tightness wasn't very common for c1400 europe. I also don't see this as an any more of an obstacle then other unkillable FB. Similar in game tools would still need to be applied. Be it so when the trap is sprung there as little #s dorf in the trap room.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 20, 2010, 07:00:57 am

No, there no way you can protect yourself from deadly vapors. Air tightness wasn't very common for c1400 europe.

You mean adding towering, poison-spewing beasts is OK, while adding ways to deal with them would be unrealistic?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Vester on June 20, 2010, 07:07:03 am
No, there no way you can protect yourself from deadly vapors. Air tightness wasn't very common for c1400 europe. I also don't see this as an any more of an obstacle then other unkillable FB. Similar in game tools would still need to be applied. Be it so when the trap is sprung there as little #s dorf in the trap room.

You know, Dragons, dwarves, Cyclopes, and Elves weren't very common for 13th Century Europe either.

Seriously, realism can be taken a little too far. The game has unicorns, whose existence is tied primarily to areas marked "good", as if to say they have some weird metaphysical biome restriction going on there, yet air-tight seals are unrealistic?

And don't get me started on how flushing lava with water creates obsidian. It's one of the more fun things in the game; it's not by any metric realistic at all.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mandaril on June 20, 2010, 07:09:00 am
The absolutely best feature of this build?

FPS counter is no longer blocking other things!  :)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Deathworks on June 20, 2010, 07:09:23 am
Hi!

First of all, thank you to Toady One for releasing the new version and then doing a quick fix for a crash bug (I hadn't experienced it myself since I downloaded the .07 version before going to bed and when I woke, the .08 was already up, underscoring for me the lightning speed of the fix).

General: Please, everyone, try to calm down a little bit. It is doing no one good if you quarrel and attack each other. For if you get overtly aggressive the only thing you achieve is that Toady One has to police the forums, costing time and nerve and thus slowing down any improvement you may have in mind. And even worse, if you keep on quibbling, he may wonder whether this is really worth it at all and consider stopping this project seeing how it does more harm than good.

Jiri Petru: As far as I can tell, a lot of the bugs concerning military have also been fixed. Balance problems are not really bugs per se, so I am not surprised that they have been put on the back burner. You are right that they need to be addressed some time soon, but they are definitely not as urgent as crashes and basic functionality (after all, if your military spends all day on the armor stockpile while enemies they could defeat if they ever started fighting slaughter your populace, the game is just as frustrating).

And I can also understand somewhat that people point out that there are ways to deal with the unbalanced forgotten beasts - except for the monstrous diplomats, forgotten beasts are a toggable feature (they are restricted by the invader tag), so you can decide whether you are experienced enough to deal with them or not. And at least the theory behind their defeat is not that difficult as to be incomprehensible for experienced players. And for new players, I always suggest to start out with invaders turned off anyway, regardless of balance problems, as they need a bit of extra time to learn how to control the game before the goblins start messing up things. So, it is not completely unreasonable to point out that the beasts can be dealt with via non-combat means.

Deathworks
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: MrWiggles on June 20, 2010, 07:11:21 am

No, there no way you can protect yourself from deadly vapors. Air tightness wasn't very common for c1400 europe.

You mean adding towering, poison-spewing beasts is OK, while adding ways to deal with them would be unrealistic?
The argument fails, as there ways to deal with it. Just not your preferred ways.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on June 20, 2010, 07:26:43 am
Funny story about forgotten beasts.

I was playing last night trying to figure out how to kill my forgotten beast in my caverns.  It was a steam monster with 3 horns.  Either way I activated my military and sent it to kill the bastard and one of my lowly recruits killed the beast just by punching it according to the battle report.  I thought that was kinda funny and strange so I had to share :).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 20, 2010, 07:27:53 am
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).

You are ignoring the actual reason why certain things are unkillable.

Things like Bronze Colossi are unkillable because of issues with how the game handles damage. That's it. We aren't dealing with giant untouchable demons made out of pure adamantine, we're dealing with things you can ostensibly harm.

You can sever parts off a bronze colossus (or presumably, many of the FBs that aren't "killable"), and even shatter parts of it. The issue is that the game does not deal with stacking damage very well, if at all, so it's seemingly impossible to sever (or otherwise utterly destroy) a part of any creature unless you manage to do it in a single blow. By analogy, if woodcutting worked like that in DF, you'd never be able to chop down a tree unless you somehow forged an axe that could do it in one strike.


The issue isn't that a beast you can't kill through normal means is a bad idea - that's a whole other debate. It also isn't, strictly speaking, a "balance" issue. The issue is that currently, the beasts are like that through unintended quirks and problems within the damage/wound model, and ones that result in problems in other, slightly less-obvious areas of combat as well.


It's helpful to consider why the game is exhibiting certain behavior instead of jumping to conclusions about whether or not it's good or intended - and, in fact, before arguing about it at all.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 20, 2010, 07:28:29 am

No, there no way you can protect yourself from deadly vapors. Air tightness wasn't very common for c1400 europe.

You mean adding towering, poison-spewing beasts is OK, while adding ways to deal with them would be unrealistic?
The argument fails, as there ways to deal with it. Just not your preferred ways.
Dump some magma on it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Vester on June 20, 2010, 07:33:50 am
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).

You are ignoring the actual reason why certain things are unkillable.

Things like Bronze Colossi are unkillable because of issues with how the game handles damage. That's it. We aren't dealing with giant untouchable demons made out of pure adamantine, we're dealing with things you can ostensibly harm.

You can sever parts off a bronze colossus (or presumably, many of the FBs that aren't "killable"), and even shatter parts of it. The issue is that the game does not deal with stacking damage very well, if at all, so it's seemingly impossible to sever (or otherwise utterly destroy) a part of any creature unless you manage to do it in a single blow. By analogy, if woodcutting worked like that in DF, you'd never be able to chop down a tree unless you somehow forged an axe that could do it in one strike.


The issue isn't that a beast you can't kill through normal means is a bad idea - that's a whole other debate. It also isn't, strictly speaking, a "balance" issue. The issue is that currently, the beasts are like that through unintended quirks and problems within the damage/wound model, and ones that result in problems in other, slightly less-obvious areas of combat as well.


It's helpful to consider why the game is exhibiting certain behavior instead of jumping to conclusions about whether or not it's good or intended - and, in fact, before arguing about it at all.

Actually, I thought the game didn't compound damage at all, which I accept is an overlooked problem (so far, which is the reason why an "inorganic" can end up with multiple red body parts, while not actually being any closer to dying than it was when it started the fight). I just wanted to say that certain things would be literally unkillable by normal means.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 20, 2010, 07:40:17 am
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).

You are ignoring the actual reason why certain things are unkillable.

Things like Bronze Colossi are unkillable because of issues with how the game handles damage. That's it. We aren't dealing with giant untouchable demons made out of pure adamantine, we're dealing with things you can ostensibly harm.

You can sever parts off a bronze colossus (or presumably, many of the FBs that aren't "killable"), and even shatter parts of it. The issue is that the game does not deal with stacking damage very well, if at all, so it's seemingly impossible to sever (or otherwise utterly destroy) a part of any creature unless you manage to do it in a single blow. By analogy, if woodcutting worked like that in DF, you'd never be able to chop down a tree unless you somehow forged an axe that could do it in one strike.


The issue isn't that a beast you can't kill through normal means is a bad idea - that's a whole other debate. It also isn't, strictly speaking, a "balance" issue. The issue is that currently, the beasts are like that through unintended quirks and problems within the damage/wound model, and ones that result in problems in other, slightly less-obvious areas of combat as well.


It's helpful to consider why the game is exhibiting certain behavior instead of jumping to conclusions about whether or not it's good or intended - and, in fact, before arguing about it at all.

Actually, I thought the game didn't compound damage at all, which I accept is an overlooked problem (so far, which is the reason why an "inorganic" can end up with multiple red body parts, while not actually being any closer to dying than it was when it started the fight). I just wanted to say that certain things would be literally unkillable by normal means.
Encasing in ice/magma Always works. ;D I think ???
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Vester on June 20, 2010, 07:47:25 am
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).

You are ignoring the actual reason why certain things are unkillable.

Things like Bronze Colossi are unkillable because of issues with how the game handles damage. That's it. We aren't dealing with giant untouchable demons made out of pure adamantine, we're dealing with things you can ostensibly harm.

You can sever parts off a bronze colossus (or presumably, many of the FBs that aren't "killable"), and even shatter parts of it. The issue is that the game does not deal with stacking damage very well, if at all, so it's seemingly impossible to sever (or otherwise utterly destroy) a part of any creature unless you manage to do it in a single blow. By analogy, if woodcutting worked like that in DF, you'd never be able to chop down a tree unless you somehow forged an axe that could do it in one strike.


The issue isn't that a beast you can't kill through normal means is a bad idea - that's a whole other debate. It also isn't, strictly speaking, a "balance" issue. The issue is that currently, the beasts are like that through unintended quirks and problems within the damage/wound model, and ones that result in problems in other, slightly less-obvious areas of combat as well.


It's helpful to consider why the game is exhibiting certain behavior instead of jumping to conclusions about whether or not it's good or intended - and, in fact, before arguing about it at all.

Actually, I thought the game didn't compound damage at all, which I accept is an overlooked problem (so far, which is the reason why an "inorganic" can end up with multiple red body parts, while not actually being any closer to dying than it was when it started the fight). I just wanted to say that certain things would be literally unkillable by normal means.
Encasing in ice/magma Always works. ;D I think ???

Yeah, thankfully. :)

"The Obsidian Solution. Even works on giant untouchable demons made out of pure adamantine."
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 07:54:02 am
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).

You are ignoring the actual reason why certain things are unkillable.

Things like Bronze Colossi are unkillable because of issues with how the game handles damage. That's it. We aren't dealing with giant untouchable demons made out of pure adamantine, we're dealing with things you can ostensibly harm.

You can sever parts off a bronze colossus (or presumably, many of the FBs that aren't "killable"), and even shatter parts of it. The issue is that the game does not deal with stacking damage very well, if at all, so it's seemingly impossible to sever (or otherwise utterly destroy) a part of any creature unless you manage to do it in a single blow. By analogy, if woodcutting worked like that in DF, you'd never be able to chop down a tree unless you somehow forged an axe that could do it in one strike.


The issue isn't that a beast you can't kill through normal means is a bad idea - that's a whole other debate. It also isn't, strictly speaking, a "balance" issue. The issue is that currently, the beasts are like that through unintended quirks and problems within the damage/wound model, and ones that result in problems in other, slightly less-obvious areas of combat as well.


It's helpful to consider why the game is exhibiting certain behavior instead of jumping to conclusions about whether or not it's good or intended - and, in fact, before arguing about it at all.

Actually, I thought the game didn't compound damage at all, which I accept is an overlooked problem (so far, which is the reason why an "inorganic" can end up with multiple red body parts, while not actually being any closer to dying than it was when it started the fight). I just wanted to say that certain things would be literally unkillable by normal means.
Encasing in ice/magma Always works. ;D I think ???

Yeah, thankfully. :)

"The Obsidian Solution. Even works on giant untouchable demons made out of pure adamantine."
I thought the demons evaporated all water within a few tiles of them, making it impossible to actually do magma+water=obsidian.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Vester on June 20, 2010, 08:00:53 am
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).

You are ignoring the actual reason why certain things are unkillable.

Things like Bronze Colossi are unkillable because of issues with how the game handles damage. That's it. We aren't dealing with giant untouchable demons made out of pure adamantine, we're dealing with things you can ostensibly harm.

You can sever parts off a bronze colossus (or presumably, many of the FBs that aren't "killable"), and even shatter parts of it. The issue is that the game does not deal with stacking damage very well, if at all, so it's seemingly impossible to sever (or otherwise utterly destroy) a part of any creature unless you manage to do it in a single blow. By analogy, if woodcutting worked like that in DF, you'd never be able to chop down a tree unless you somehow forged an axe that could do it in one strike.


The issue isn't that a beast you can't kill through normal means is a bad idea - that's a whole other debate. It also isn't, strictly speaking, a "balance" issue. The issue is that currently, the beasts are like that through unintended quirks and problems within the damage/wound model, and ones that result in problems in other, slightly less-obvious areas of combat as well.


It's helpful to consider why the game is exhibiting certain behavior instead of jumping to conclusions about whether or not it's good or intended - and, in fact, before arguing about it at all.

Actually, I thought the game didn't compound damage at all, which I accept is an overlooked problem (so far, which is the reason why an "inorganic" can end up with multiple red body parts, while not actually being any closer to dying than it was when it started the fight). I just wanted to say that certain things would be literally unkillable by normal means.
Encasing in ice/magma Always works. ;D I think ???

Yeah, thankfully. :)

"The Obsidian Solution. Even works on giant untouchable demons made out of pure adamantine."
I thought the demons evaporated all water within a few tiles of them, making it impossible to actually do magma+water=obsidian.

Well, yeah... it works in arena mode, though.  :P

EDIT: At least it should. I don't think you can get DEMON in arena mode.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Talgor on June 20, 2010, 10:03:46 am
Hm, am I the only one whose dwarfs suddendly refuse to eat prepared meals?

(the bug tracker won't let me register for some reason, can't check there, sorry)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: cephalo on June 20, 2010, 10:17:56 am
I agree with those that believe that the combat issues need to be number one priority. That has prevented me from really diving into a new fort. Before I dedicate my time to such a significant project, I need to know how the rules are going to be finalized so I know what to build. I don't want to learn a system that is on the cusp of changing. I don't wanna build a fort suited to broken game mechanics.

I don't care about crash bugs. I can reload the game from autosave and then just not do what I did or whatever. How do I build my army? That's what I wanna know!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: cephalo on June 20, 2010, 10:20:11 am
Hm, am I the only one whose dwarfs suddendly refuse to eat prepared meals?

(the bug tracker won't let me register for some reason, can't check there, sorry)

Once dwarves have to buy their food, they tend to avoid ones that are valuable. Are they starving themselves before eating them?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: steveman0 on June 20, 2010, 10:22:17 am
I agree with those that believe that the combat issues need to be number one priority. That has prevented me from really diving into a new fort. Before I dedicate my time to such a significant project, I need to know how the rules are going to be finalized so I know what to build. I don't want to learn a system that is on the cusp of changing. I don't wanna build a fort suited to broken game mechanics.

I don't care about crash bugs. I can reload the game from autosave and then just not do what I did or whatever. How do I build my army? That's what I wanna know!

I feel the same.  Rather than stomping around in a hissy fit I decided that I'm going to wait until Marksdwarfs are fixed so that the key point of my defense, the battlements, will work properly next time I play.  Until then I will just stick to other games or perhaps (gasp!) go outside.

If some bug is a game killer than just relax and wait until it gets fixed.  I'm sure you can find something else to occupy your time until then especially if Toady keeps up at the pace he is with knocking out one thing after another.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Talgor on June 20, 2010, 12:08:13 pm
Once dwarves have to buy their food, they tend to avoid ones that are valuable. Are they starving themselves before eating them?

I'm still with only a mayor, so it's all communistic and nobody has to pay for anything. I just got a "hunting for vermin" from a dwarf who's only about 20 steps away from a stockpile full of prepared meals. And there have been a lot of "cancels Give Food: No food available"
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: paedansu on June 20, 2010, 12:14:09 pm
Funny story about forgotten beasts.

I was playing last night trying to figure out how to kill my forgotten beast in my caverns.  It was a steam monster with 3 horns.  Either way I activated my military and sent it to kill the bastard and one of my lowly recruits killed the beast just by punching it according to the battle report.  I thought that was kinda funny and strange so I had to share :).

The first forgotten beast I ever encountered died to just one or two blows from a woodcutter's axe. I didn't know about battle reports at the time so I can't be certain there wasn't just some insanely lucky decapitating hit, but I'm thinking the same randomization that leads to unkillable baddies can also lead to tissue paper baddies?

(Don't remember exactly what the beast I encountered was made of, but now that I think about it mine might have been made of steam too. Maybe steam monsters die when you blow on them? :P )

edit: whee grammar!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on June 20, 2010, 01:37:26 pm
Embarking on freezing biome with aquifer  :D
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 01:42:34 pm
Once dwarves have to buy their food, they tend to avoid ones that are valuable. Are they starving themselves before eating them?

I'm still with only a mayor, so it's all communistic and nobody has to pay for anything. I just got a "hunting for vermin" from a dwarf who's only about 20 steps away from a stockpile full of prepared meals. And there have been a lot of "cancels Give Food: No food available"
Did you accidentally forbid the food by any chance? Like when area-forbidding things?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: silverskull39 on June 20, 2010, 01:43:40 pm
not sure if anyone else is getting this, but my dwarves are refusing to dump items in this version for some reason. got 12 idling dwarves,a all with all sorts of hauling enabled, a massive, empty garbage zone, a lot of stone designated to be dumped, and everyone's ignoring it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 01:46:31 pm
not sure if anyone else is getting this, but my dwarves are refusing to dump items in this version for some reason. got 12 idling dwarves,a all with all sorts of hauling enabled, a massive, empty garbage zone, a lot of stone designated to be dumped, and everyone's ignoring it.
Do you have them set to ignore refuse outside? It is on by default...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: silverskull39 on June 20, 2010, 01:49:46 pm
not sure if anyone else is getting this, but my dwarves are refusing to dump items in this version for some reason. got 12 idling dwarves,a all with all sorts of hauling enabled, a massive, empty garbage zone, a lot of stone designated to be dumped, and everyone's ignoring it.
Do you have them set to ignore refuse outside? It is on by default...

.....aaand now I feel stupid. Thanks, forsaken XD

in other news, my dwarves will not use obsidian for anything but swords, and there isn't an entry for it in the stone menu. Is this another oversight on my part, or is it simply absent for no good reason?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 20, 2010, 01:51:11 pm
You know, that's actually pretty true. I mean, I'm sure Toady knew what he was doing when he updated creatures. I mean, something made out of, say, Slade or Adamantium would be unkillable by any normal means anyway.

I think the problem Jiri Petru has with the unkillable FB's isn't that they're in the game at all, but in how often they appear (which is, very often).

You are ignoring the actual reason why certain things are unkillable.

Things like Bronze Colossi are unkillable because of issues with how the game handles damage. That's it. We aren't dealing with giant untouchable demons made out of pure adamantine, we're dealing with things you can ostensibly harm.

You can sever parts off a bronze colossus (or presumably, many of the FBs that aren't "killable"), and even shatter parts of it. The issue is that the game does not deal with stacking damage very well, if at all, so it's seemingly impossible to sever (or otherwise utterly destroy) a part of any creature unless you manage to do it in a single blow. By analogy, if woodcutting worked like that in DF, you'd never be able to chop down a tree unless you somehow forged an axe that could do it in one strike.


The issue isn't that a beast you can't kill through normal means is a bad idea - that's a whole other debate. It also isn't, strictly speaking, a "balance" issue. The issue is that currently, the beasts are like that through unintended quirks and problems within the damage/wound model, and ones that result in problems in other, slightly less-obvious areas of combat as well.


It's helpful to consider why the game is exhibiting certain behavior instead of jumping to conclusions about whether or not it's good or intended - and, in fact, before arguing about it at all.

Actually, I thought the game didn't compound damage at all, which I accept is an overlooked problem (so far, which is the reason why an "inorganic" can end up with multiple red body parts, while not actually being any closer to dying than it was when it started the fight). I just wanted to say that certain things would be literally unkillable by normal means.

As far as I can tell, you're right and it doesn't, hence "if at all".

The weirdest thing to consider is how the game should treat creatures made out of gaseous (or similar) substances, like steam or fire. How exactly DO you fight something like that? Fan away the material until it gets disassociated enough to waft away?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 01:53:41 pm
The weirdest thing to consider is how the game should treat creatures made out of gaseous (or similar) substances, like steam or fire. How exactly DO you fight something like that? Fan away the material until it gets disassociated enough to waft away?
Well if you're a dwarf, you take a swig of plump helmet wine, grab your fungiwood training axe, pull your kitten leather helm firmly onto your head and GO KILL THE FUCK OUT OF IT.

It doesn't need to make sense.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Daenyth on June 20, 2010, 01:55:54 pm
Toady stop releasing so fast! Hard to keep up with you for packaging ;P
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Hippoman on June 20, 2010, 02:12:44 pm
Toady stop releasing so fast! Hard to keep up with you for packaging ;P
faster == better!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 20, 2010, 02:15:13 pm
Toady stop releasing so fast! Hard to keep up with you for packaging ;P
faster == better!
Ahh just got done downloading .07!
Plays for 15 minutes.
What? .08? Two crashes are fixed? Opp, gotta download again.

Jk, Keep it up toady!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on June 20, 2010, 02:26:26 pm
Toady's been spoiling us with these fast releases.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Talgor on June 20, 2010, 02:55:34 pm
Did you accidentally forbid the food by any chance? Like when area-forbidding things?

Nope, checked that. :) There's booze in the same stockpile and they're drinking that quite happily...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 02:58:46 pm
Did you accidentally forbid the food by any chance? Like when area-forbidding things?

Nope, checked that. :) There's booze in the same stockpile and they're drinking that quite happily...
Well, I shall go and test!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on June 20, 2010, 03:18:58 pm
Haven't experienced it myself but maybe related to the fix stopping them using liquids as a base? What are the meals made of?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Corbald on June 20, 2010, 03:27:06 pm
Quote
maybe related to the fix stopping them using liquids as a base?

Yup.. seems all my 'Made from Beer only' prepared meals are also lying untouched, while my 'Kitten Chow' meals are being consumed at a normal dwarfly pace. Time to do some trading!

Quote
Until then I will just stick to other games or perhaps (gasp!) go outside.

WHOA! Let's not be hasty!

Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on June 20, 2010, 03:43:34 pm
.08 crashed when I used the look command and tried to move the cursor over a refuse stockpile.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 03:45:27 pm
.08 crashed when I used the look command and tried to move the cursor over a refuse stockpile.
Just tried this, works for me using loo(k) over a refuse stockpile.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 20, 2010, 03:54:42 pm
Update on our valiant attempt to birth our civilization anew from only 14 survivors: (moved from .06 to .08)

The firstborn of our new generation, Meng, has begun her weaponsmithing apprenticeship at age 12. We are debating the morality of requiring her to marry as soon as possible-- the only eligible men are aged 74 and.... 3.

(Will dwarves marry that far out of their age range? And they won't marry their own brother, right?)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Haekel on June 20, 2010, 04:03:21 pm
So, uh... I de-fish-inized my river. After now 8 seasons, the river is still devoid of life.
While I agree that should be possible for finite waters like murky pools or small lakes (maybe brooks), it should not be possible to overfish (major) rivers and oceans. We´re talking 2 dwarfs with a wooden rod here (possibly their bare hands), not multinational fishing fleets.

Working as intended or bug?

Also, my carps are suicidal. They jump down the waterfalls and die. Carps dont tend to live past their first birthday in my fortress. Should I stop peeing in the river?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HammerDave on June 20, 2010, 04:49:32 pm
Downloaded .08 and world gen took something like an hour, on a quad core with 8GB of memory.
It was a large region gen.

No further details now, going out to the movies, but will see what's up when I return.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Carpman on June 20, 2010, 04:53:43 pm
Until then I will just stick to other games or perhaps (gasp!) go outside.

If some bug is a game killer than just relax and wait until it gets fixed.  I'm sure you can find something else to occupy your time until then especially if Toady keeps up at the pace he is with knocking out one thing after another.
Jesus Christ, man, why are you acting so self-righteous? You're on the internet arguing about a game called Dwarf Fortress. Sure, so am I, but at least I'm not acting like I'm the only one that plays sports or knows what the sky looks like.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on June 20, 2010, 05:37:13 pm
Everytime a bugfix release happens in DF2010, there's a backwind of "but why isn't bug X fixed first?" - it's called ranting to destress oneself, there's no need to treat every one of those posts as a glove thrown down looking for a fight. We all expect different things from DF, learn to give consolations to frustrated people who feel their important features are still bugged while other features are getting fixed. Yes it's hard to read emotions properly when there's only text involved. Just err on the side of avoiding pointless flames.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 05:39:21 pm
learn to give consolations to frustrated people
What is this, a therapy session? We don't need to console someone because they're upset about a fucking video game. Grow a beard, son, and take off those elf ears!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on June 20, 2010, 06:05:54 pm
.08 crashed when I used the look command and tried to move the cursor over a refuse stockpile.

Try with a fresh download or something......
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: assaultdoor on June 20, 2010, 06:22:16 pm
Hey, if one of you can destroy a workshop or throw something, we can get a real-life tantrum spiral going here. Soon the forums will look like Boatmurdered, but without the elephants.

On a more useful note, I'm playing with a PPC Mac and my colors are normal.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 20, 2010, 06:29:53 pm
Screw that, I don't wanna get hammered.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on June 20, 2010, 06:46:57 pm
.08 crashed when I used the look command and tried to move the cursor over a refuse stockpile.

Try with a fresh download or something......

I modded dogs to have shells and apparently doing that after world gen is a bad idea so maybe that's the cause.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Xenxe on June 20, 2010, 07:07:02 pm
Idk if this is a bug or not but often I have dwarves sleeping in other dwarves houses that barley know each other and there is plenty of other free beds and ones that aren't even designated to be rooms available.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 20, 2010, 07:11:17 pm
Idk if this is a bug or not but often I have dwarves sleeping in other dwarves houses that barley know each other and there is plenty of other free beds and ones that aren't even designated to be rooms available.

It's a known bug, yes.  http://www.bay12games.com/dwarves/mantisbt/view.php?id=34
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: steveman0 on June 20, 2010, 07:39:02 pm
Until then I will just stick to other games or perhaps (gasp!) go outside.

If some bug is a game killer than just relax and wait until it gets fixed.  I'm sure you can find something else to occupy your time until then especially if Toady keeps up at the pace he is with knocking out one thing after another.
Jesus Christ, man, why are you acting so self-righteous? You're on the internet arguing about a game called Dwarf Fortress. Sure, so am I, but at least I'm not acting like I'm the only one that plays sports or knows what the sky looks like.

Lol, this is kind of funny. I was just saying that a lot of people are complaining about this or that bug when, if it is that big of a deal then just step away for a week or whatever.  Toady can take his time and work however he cares to work, I was just stating that marksdwarfs being broken has put a damper on my current situation in my primary fortress so I'm taking a short vacation until it's fixed.

Also, I'm actually not likely to spend any more time outside.  That was a joke, I'm in the middle of a fairly boring college city in the middle of summer.  There's more interesting things to watch crawling around in my bathroom than anything outside at this time of year  :P
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 20, 2010, 07:39:40 pm
Maybe I'm wrong and it's always been this way and I just noticed, but:

Human traders seem to be respecting the forbidden status of my front door. I thought they just walked through. They jammed up on the edge of the map with no error message for over a month before I wondered why they weren't at my depo yet.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on June 20, 2010, 07:56:35 pm
Its probably always been this way. Its just that since there aren't any wagons (for now), we don't have to worry about making three tile wide pathways which the pack animals are just going to go through it anyway.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 20, 2010, 07:59:30 pm
Could have sworn they were walking through the forbidden door in .06 though. It'd change the door message from "Forbidden" to "USED BY INTRUDER"
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 20, 2010, 08:48:22 pm
The weirdest thing to consider is how the game should treat creatures made out of gaseous (or similar) substances, like steam or fire. How exactly DO you fight something like that? Fan away the material until it gets disassociated enough to waft away?
Well if you're a dwarf, you take a swig of plump helmet wine, grab your fungiwood training axe, pull your kitten leather helm firmly onto your head and GO KILL THE FUCK OUT OF IT.

It doesn't need to make sense.

Yes, it does need to make sense, because that's what Dwarf Fortress goes for. It goes for making sense. It's a very simulationist game by design, and "how exactly would you fight a creature made of fire?" is exactly the kind of weird questions that not only occur, but that Toady acknowledges as something needing an answer.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Tarran on June 20, 2010, 09:15:30 pm
Downloaded .08 and world gen took something like an hour, on a quad core with 8GB of memory.
It was a large region gen.

No further details now, going out to the movies, but will see what's up when I return.
What's the Ghz per core? DF only uses one core for the game, and another for graphics (which uses very little memory anyway).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 20, 2010, 09:16:44 pm
It also matters whether he was using the SDL or legacy versions, and in the case of SDL, which graphics options he chose. Also, what his world generation parameters are.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: denito on June 20, 2010, 09:35:43 pm
Are we still on for that tantrum spiral?   Because I just trashed my workshop and kicked the cat.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Lord Darkstar on June 20, 2010, 10:15:33 pm
EDIT: I have the same gripe against "poisonous vapours". There's absolutelly no way to protect oneself against these. Anyone you send against a creature with poisonous vapours is as good as dead, and there's absolutelly no tools to handle it. This is what I call a bug... or a horrible, horrible design decision.

No, there no way you can protect yourself from deadly vapors. Air tightness wasn't very common for c1400 europe. I also don't see this as an any more of an obstacle then other unkillable FB. Similar in game tools would still need to be applied. Be it so when the trap is sprung there as little #s dorf in the trap room.

Let me get this straight--- in a game where ALL DOORS are water tight, where constructed walls of rough raw stone are WATER TIGHT, my dwarves can't handle AIR? No bellows, no seals, etc etc.

It's just inconsistant.

Just the computer savant in me pointing out a basic logical flaw. I know Toady will make adjustments and give us ways to handle such things eventually, and I'm personally not worried about it. I deal with the FUN so I can have lots of fun. It's a great game and I look forward to its evolution.

learn to give consolations to frustrated people
What is this, a therapy session? We don't need to console someone because they're upset about a fucking video game. Grow a beard, son, and take off those elf ears!

Sigged!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Lord Darkstar on June 20, 2010, 10:21:50 pm
Once dwarves have to buy their food, they tend to avoid ones that are valuable. Are they starving themselves before eating them?

I'm still with only a mayor, so it's all communistic and nobody has to pay for anything. I just got a "hunting for vermin" from a dwarf who's only about 20 steps away from a stockpile full of prepared meals. And there have been a lot of "cancels Give Food: No food available"

Sounds like you have a warren issue or your food got marked forbidden somehow.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 20, 2010, 11:17:16 pm
Once dwarves have to buy their food, they tend to avoid ones that are valuable. Are they starving themselves before eating them?

I'm still with only a mayor, so it's all communistic and nobody has to pay for anything. I just got a "hunting for vermin" from a dwarf who's only about 20 steps away from a stockpile full of prepared meals. And there have been a lot of "cancels Give Food: No food available"

Sounds like you have a warren issue or your food got marked forbidden somehow.
Is Economy on? Maybe he can't pay for food. Though I never have Economy on so I don't know.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HammerDave on June 20, 2010, 11:43:12 pm
Downloaded .08 and world gen took something like an hour, on a quad core with 8GB of memory.
It was a large region gen.

No further details now, going out to the movies, but will see what's up when I return.
What's the Ghz per core? DF only uses one core for the game, and another for graphics (which uses very little memory anyway).
2.8 GHz per core, it was taking 25-50% of one core while I was looking at it.  Which indicates a likely problem with blocking on some kind of non-CPU activity, since a program like DF should usually take either close to 100% or nothing, especially in a compute-intensive phase like world gen.  In particular, it was running through the history events.

Quote
It also matters whether he was using the SDL or legacy versions, and in the case of SDL, which graphics options he chose. Also, what his world generation parameters are.

SDL with graphics on, 2D.  None of that has made any measurable difference on this computer.  However, the issue is during world gen which has next to no screen output, so I would be extremely surprised if it mattered.  World gen settings were the standard "large region".
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 20, 2010, 11:53:40 pm
I don't think it's unusual for it to take an hour to generate a large world.  How long does a standard Medium Island take?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 21, 2010, 12:09:42 am
Downloaded .08 and world gen took something like an hour, on a quad core with 8GB of memory.
It was a large region gen.

No further details now, going out to the movies, but will see what's up when I return.
What's the Ghz per core? DF only uses one core for the game, and another for graphics (which uses very little memory anyway).
2.8 GHz per core, it was taking 25-50% of one core while I was looking at it.  Which indicates a likely problem with blocking on some kind of non-CPU activity, since a program like DF should usually take either close to 100% or nothing, especially in a compute-intensive phase like world gen.  In particular, it was running through the history events.

There's a good chance that 25% you're seeing is not a per-core estimate.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HammerDave on June 21, 2010, 12:17:56 am
Downloaded .08 and world gen took something like an hour, on a quad core with 8GB of memory.
It was a large region gen.

No further details now, going out to the movies, but will see what's up when I return.
What's the Ghz per core? DF only uses one core for the game, and another for graphics (which uses very little memory anyway).
2.8 GHz per core, it was taking 25-50% of one core while I was looking at it.  Which indicates a likely problem with blocking on some kind of non-CPU activity, since a program like DF should usually take either close to 100% or nothing, especially in a compute-intensive phase like world gen.  In particular, it was running through the history events.

There's a good chance that 25% you're seeing is not a per-core estimate.
I'm looking in a tool that reports on a per core basis, including real-time which core a program is running on.   8)

Quote
I don't think it's unusual for it to take an hour to generate a large world.  How long does a standard Medium Island take?
About 5 minutes.  I guess the large one isn't really needed anyway, just tried it to see how long it takes.   ;)  As long as the answer isn't "OMG that's 10x longer than it used to be for that option" not sure it's worth the trouble to look into.  Yet...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McPenguin on June 21, 2010, 12:56:34 am
I had the same issue generating a large world, default parameters. After 30 minutes of history only advanced 150 years, I gave up and generated a medium world in ~10 minutes. P8400 @ 2.26ghz.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: SirBruce on June 21, 2010, 01:11:23 am
What's the Ghz per core? DF only uses one core for the game, and another for graphics (which uses very little memory anyway).

I don't think this is correct.  I have two cores and DF always just maximizes one core and never uses the other.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: culwin on June 21, 2010, 01:18:08 am
OK, so the "cooking with liquids" issues are fixed, right?
Well, somehow I ended up with strawberry wine on the floor of my food stockpile.
A hungry/thirsty dwarf went to drink it, and now he's stuck in some sort of endless loop with strawberry wine in his inventory, but not able to eat/drink it.
I managed to make the wine on the floor go away by forbidding it, but it's still in his inventory.
He's constantly spamming "...cancels eat food item... lost or destroyed".
How do I break him out of this loop and make the wine go away?
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on June 21, 2010, 02:02:37 am
Forbidding it in his inventory should do the trick. Else mark it for dumping and somebody will hopefully come and wrestle it away from him.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: culwin on June 21, 2010, 02:03:57 am
Forbidding it in his inventory should do the trick. Else mark it for dumping and somebody will hopefully come and wrestle it away from him.

Forbidding it didn't help - it just becomes unforbidden, and mysteriously leaves a mark of strawberry wine on the floor.
Dumping didn't seem to do anything at all.
But maybe I didn't give it enough time.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on June 21, 2010, 03:40:45 am
Order him into a one-square burrow and wall him in. You'd be doing him a kindness, really.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on June 21, 2010, 03:44:38 am
learn to give consolations to frustrated people
What is this, a therapy session? We don't need to console someone because they're upset about a fucking video game. Grow a beard, son, and take off those elf ears!
Try telling that to a mayor who ended up with Legendary Consoler skill after stopping numerous tantrum spirals from art defacement before they happened.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Talgor on June 21, 2010, 03:48:09 am
Quote
maybe related to the fix stopping them using liquids as a base?
Yup.. seems all my 'Made from Beer only' prepared meals are also lying untouched, while my 'Kitten Chow' meals are being consumed at a normal dwarfly pace. Time to do some trading!

Told cooks to avoid using alcohol, now producing new meals which are being eaten quite happily. Hooray. :)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Heavenfall on June 21, 2010, 04:38:15 am
Order him into a one-square burrow and wall him in. You'd be doing him a kindness, really.

But does he owe him a kindness?
http://en.wikipedia.org/wiki/Sisyphus
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on June 21, 2010, 05:04:56 am
I was thinking more of this (http://en.wikipedia.org/wiki/The_Cask_of_Amontillado).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Thief^ on June 21, 2010, 06:06:31 am
Could have sworn they were walking through the forbidden door in .06 though. It'd change the door message from "Forbidden" to "USED BY INTRUDER"
Pretty sure the intruder message is only for, you know, intruders. Not guests, like the traders.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: OmnipotentGrue on June 21, 2010, 06:30:21 am
Could have sworn they were walking through the forbidden door in .06 though. It'd change the door message from "Forbidden" to "USED BY INTRUDER"
Pretty sure the intruder message is only for, you know, intruders. Not guests, like the traders.

Unless it's elves. Sure, they come claiming they want to trade, and then they go and drown themselves in our magma! Rude.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: xDarkz on June 21, 2010, 07:20:07 am
You can inscribe your furniture with messages and the AI will read it? o_o
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: OmnipotentGrue on June 21, 2010, 07:21:31 am
You can inscribe your furniture with messages and the AI will read it? o_o

What?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Ephemeriis on June 21, 2010, 07:39:30 am
I didn't read the whole thread, feel free to yell at me if this has already been mentioned/solved.

I seem to have a new bug.

If I look at someone, and then hit enter to see more detail, the game crashes.

This happened when I was looking at a titan that'd wandered onto my map, as well as a couple times when I was looking at my dwarves.  I'm fine if I go in through the unit screen instead.  It's just from the look prompt that things break.

I was fine under 31.06, I skipped 31.07, and I'm now running (and breaking) 31.08
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: SirBruce on June 21, 2010, 07:49:40 am
I didn't read the whole thread, feel free to yell at me if this has already been mentioned/solved.

I seem to have a new bug.

If I look at someone, and then hit enter to see more detail, the game crashes.

This happened when I was looking at a titan that'd wandered onto my map, as well as a couple times when I was looking at my dwarves.  I'm fine if I go in through the unit screen instead.  It's just from the look prompt that things break.

I was fine under 31.06, I skipped 31.07, and I'm now running (and breaking) 31.08

What you describe was the bug in 31.07 that was fixed in 31.08.  It sounds like you did not actually install 31.08 and instead are playing 31.07.  You should re-download and reinstall.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Ephemeriis on June 21, 2010, 09:24:53 am
What you describe was the bug in 31.07 that was fixed in 31.08.  It sounds like you did not actually install 31.08 and instead are playing 31.07.  You should re-download and reinstall.

Well, alright, it was supposed to be 31.08...  I may have downloaded the wrong package, or I may be running the wrong package, or I may have screwed something up...

Thanks for the quick reply.  I'll try it out when I get home tonight.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Haekel on June 21, 2010, 09:48:45 am
Got a picture for you guys.

Spoiler (click to show/hide)

And I wondered what the guy was doing all the time...

Edit: Just checked. It´s not the only one. Got a (non masterwork) donkeyskull totem worth 800 Dwarfbucks.

Reconstructing the workshop seems to have done the trick. Not sure what was causing it. Had my crafter decorating beds (and the occasional totem) on loop, pile of shells and bones to the left, pile of beds to the right. Then he somehow stopped taking in new beds and decorated one bed over and over again. Weird.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on June 21, 2010, 11:55:35 am
Had my crafter decorating beds (and the occasional totem) on loop, pile of shells and bones to the left, pile of beds to the right. Then he somehow stopped taking in new beds and decorated one bed over and over again. Weird.

This also happened in 40d.  Dwarves prefer not to move the furniture, if they can slap another decoration on the same piece.  And as long as you have different kinds of bone, hoof, gem, whatever, they can stack it all on a single piece of furniture.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 21, 2010, 11:58:14 am
It's not so much a preference as "Find closest furniture... oh look one is RIGHT HERE. Can I add a decoration? Hey it doesn't have any CAT BONE. Lets go take care of that."

If it gets carted off to a stockpile right away then they'll grab something else.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Heavenfall on June 21, 2010, 12:03:50 pm
I heard a dwarf slept alone in that bed and got pregnant.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Haekel on June 21, 2010, 12:46:26 pm
I heard you can decorate only once. So, you can decorate once with EACH type of bone/metal? That would allow for... *counts* over 9000! ... decorations.

I need to reinforce my floor.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 21, 2010, 01:23:12 pm
So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: BlackRogue on June 21, 2010, 01:26:35 pm
Well all that seems to be working just fine, not that I'm all that big on the zoom function personally. I would like to see an option for a persistent maximized window but that's just a minor detail.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: culwin on June 21, 2010, 01:27:31 pm
So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???

Works great for me.  Love the zoom in/out.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 21, 2010, 01:28:57 pm
So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???
You are not forgotten, we love you in our own way. ;D

When you re size the screen in the main menu (Start up screen) You get a Small Screen in the Upper left Corner. So Instead of pushing it in the center/streching/whatever it decides to go to the upperleft.

But that is probably my fault in the init.txt But yet when I am playing Dwarf Fortress or Adventure Mode It shows up well on fullscreen.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: culwin on June 21, 2010, 01:41:39 pm
Forbidding it in his inventory should do the trick. Else mark it for dumping and somebody will hopefully come and wrestle it away from him.

Forbidding it didn't help - it just becomes unforbidden, and mysteriously leaves a mark of strawberry wine on the floor.
Dumping didn't seem to do anything at all.
But maybe I didn't give it enough time.

I finally got him to drop it!
I created a dump next to him... and set the liquid in his inventory to be dumped.
After 1 more spam of "item lost or destroyed", instead of dumping it in a dump, he actually just dropped it on the floor.
So at least he's free of the loop, but now I still have wine on my floor.
I forbid it right away, so hopefully no other dwarfs try to eat it.
Seems to be a bug that it can happen at all though.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: keda on June 21, 2010, 02:15:07 pm
I don't know if this is just me, but when I use the mouse to designate digging or whatever, I can only designate in the upper part of the window, which happens to coincide with how big the window was originally. I'm using the linux SDL version.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Deathworks on June 21, 2010, 02:31:03 pm
Hi!

So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???

Well, I have not changed anything from between the SDL versions and I am not using many of the additional features, so there is not much to say. The things I use are working reliable.

I noticed that the windowed size seems to have become a bit more stable when I change from my default full screen mode to windowed - provided I use a little trick: My game is set to play in full screen. When I press F11 during the intro movie, nothing happens (I have set windowed to use the same font as full screen). However, when I reach the title screen, pressing F11 once does not change anything (obviously changing back to full screen officially (^_^;; ) but the second press (actually third, of course) of F11 puts me into windowed mode at full screen resolution. If I skip this step of setting the windowed size during the intro movie, and press F11 for the first time some time after the movie, the actually window dimensions are randomly generated (thus, I know that resizing works fine :) :) :) ), and I think I even had a crash in 31.08 once because of that (but I am not sure about that anymore, sorry).

Anyhow, the display is stable and working good for me (using STANDARD setting, as PARTIAL PRINT and I have come to terms to hate each other with a passion).

However, the display settings actually never made a big difference for me anyway, which may be because I have GFPS always at 25 or 24 anyway.

Deathworks
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 21, 2010, 02:44:16 pm
So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???

Here's my attempt to collect all the SDL bug reports. (http://www.bay12games.com/dwarves/mantisbt/search.php?tag_string=SDL-only)  Many of them only happen on Mac/OSX, and some may be obsolete.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 21, 2010, 03:26:47 pm
So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???

Sir, you did an excellent job for this season, and we all appreciate it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: heuristicus on June 21, 2010, 04:00:58 pm
Resizing is amazing.  It's like going from a netbook to a 24' monitor.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McDepravity on June 21, 2010, 04:19:36 pm
So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???
I still have that annoying bug with SDL, when it will keep repeating any keystroke w/out stop if i dont place cursor exactly at game window's title.
Cannot understand wtf is that, and why does it happen only periodically, with reboots usually solving it. Maybe it is caused by e17, since its far from being stable, but other SDL apps have no such issues.
It happens both in wine and linux versions.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on June 21, 2010, 04:34:53 pm
I don't know if this is just me, but when I use the mouse to designate digging or whatever, I can only designate in the upper part of the window, which happens to coincide with how big the window was originally. I'm using the linux SDL version.
I noticed this, for plant gathering. If I'm designating by mouse for whatever obscure reason, I can't designate plants for a few tiles at the right and bottom borders. Even without resizing the screen.
SDL, windows.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HebaruSan on June 21, 2010, 04:41:43 pm
So I'm wondering, has anyone had any troubles with the SDL version? Resizing? Zoom? Keyboard input? Anything?

I'm feeling a bit forgotten, here.  ???

I play 0.31 with the window maximized on my secondary monitor, dynamically scaling Bisasam's gorgeous 24x24 PNG font to fit the portion of the map with which I need to work. My eyes and I are very appreciative of your efforts. :)

If you want some suggestions to work on... Could you anchor everything by the center of the screen instead of the upper left corner (or the hypothetical center if my screen was still 80x25 tiles)?
Also, maximizing on the secondary monitor is a bit awkward (Mac OS). The first time I move the window and click maximize, the window jumps back to the primary monitor at a size roughly matching the secondary monitor. If I move and maximize again, then it takes up the whole secondary monitor.

And of course it'd be great if zooming affected the stocks and trade screens in the expected way (among others).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: heuristicus on June 21, 2010, 05:07:16 pm
I set up an armour, weapon and ammo stockpile quite early on in the game, and when I got some migrants later, they deposited anything that fit those categories into the relevant stockpile.  I had a few hunters arrive, who promptly became useless because they chucked their ammo and crossbows into the ammo/weapon stockpiles.

Anyone else experiencing this?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 21, 2010, 05:08:35 pm
I set up an armour, weapon and ammo stockpile quite early on in the game, and when I got some migrants later, they deposited anything that fit those categories into the relevant stockpile.  I had a few hunters arrive, who promptly became useless because they chucked their ammo and crossbows into the ammo/weapon stockpiles.

Anyone else experiencing this?
Your complaint is that they're putting things in the correct stockpiles?

Unless they are set to use the equipment, they are supposed to remove it and store it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Heavenfall on June 21, 2010, 05:16:23 pm
I love the SDL stuff. I'm new, so I never saw the old bugs that supposedly haunted it.

But having a 1920x1200 dwarf fortress is pure love.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 21, 2010, 05:23:06 pm
I love the SDL stuff. I'm new, so I never saw the old bugs that supposedly haunted it.

But having a 1920x1200 dwarf fortress is pure love.
1920x1080 here but yeah, its awesome.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Veroule on June 21, 2010, 05:31:42 pm
in other news, my dwarves will not use obsidian for anything but swords, and there isn't an entry for it in the stone menu. Is this another oversight on my part, or is it simply absent for no good reason?
It is a bug since 0.31.01.  You can remove the "[MAXEDGE:20000]" from the raw for it and then it will appear in the Stones menu.  Once you have set the menu how you want Obsidian to bethen put the MAXEDGE back to allow it to be used for swords.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on June 21, 2010, 05:32:16 pm
I set up an armour, weapon and ammo stockpile quite early on in the game, and when I got some migrants later, they deposited anything that fit those categories into the relevant stockpile.  I had a few hunters arrive, who promptly became useless because they chucked their ammo and crossbows into the ammo/weapon stockpiles.

Anyone else experiencing this?
Your complaint is that they're putting things in the correct stockpiles?

Unless they are set to use the equipment, they are supposed to remove it and store it.

Forsaken is substantively correct. Immigrants don't generally arrive with all the labours switched on for the skills they have; woodcutters and hunters in particular tend to have those switched off. If you don't have stockpiles, they'll drop their stuff at the edge of the screen, so this behaviour is probably actually an improvement. To fix it, you'll neeed to go to their labour settings and tell them to do the relevant job.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: heuristicus on June 21, 2010, 05:33:49 pm
I set up an armour, weapon and ammo stockpile quite early on in the game, and when I got some migrants later, they deposited anything that fit those categories into the relevant stockpile.  I had a few hunters arrive, who promptly became useless because they chucked their ammo and crossbows into the ammo/weapon stockpiles.

Anyone else experiencing this?
Your complaint is that they're putting things in the correct stockpiles?

Unless they are set to use the equipment, they are supposed to remove it and store it.

Yeah, I know, but I was kind of assuming that hunters should keep their crossbows and bolts so they they can actually do something relatively useful.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on June 21, 2010, 05:36:01 pm
I think hunting is a bit bugged at the moment, or was last time I tried to use it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: j0nas on June 21, 2010, 05:42:06 pm
I set up an armour, weapon and ammo stockpile quite early on in the game, and when I got some migrants later, they deposited anything that fit those categories into the relevant stockpile.  I had a few hunters arrive, who promptly became useless because they chucked their ammo and crossbows into the ammo/weapon stockpiles.

Anyone else experiencing this?
Your complaint is that they're putting things in the correct stockpiles?

Unless they are set to use the equipment, they are supposed to remove it and store it.
What is described here is probably bug #110, Migrant hunters/miners/woodcutters can arrive with labors disabled, causing them to drop equipment (http://bay12games.com/dwarves/mantisbt/view.php?id=110 (http://bay12games.com/dwarves/mantisbt/view.php?id=110)).  So to begin with your conclusion is wrong.

Then there's the issue of the unnecessary snark and rudeness, which in my experience is a recurring theme in most of your posts, forsaken1111.  Why is it that you don't even bother to properly investigate whatever claims before dismissing them, and then only doing so in the snootiest of ways?

I realize that this is not the suggestion forum, where being respectful is explicitly requested, but I don't think that means we have to be rude like it's the new black.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: SimRobert2001 on June 21, 2010, 05:49:38 pm
I remember in 40d where you were able to hold the down key, and enter key to mass selsect trade items in lists.  Will that be put back in?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Heavenfall on June 21, 2010, 06:00:20 pm
I've had plenty of immigrants arrive without their jobs set.

However, I was under the impression that this was a byproduct of using dwarf therapist to read them before they reached the map, or the unit list.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: zxcvmnb on June 21, 2010, 06:07:58 pm
Perhaps the lack of resizing / not being aware of the init options accounts for the graphical tiles sets' popularity. I've found the ASCII much easier to read than the tilesets with large numbers of tiles on screen, whereas if you've only a few tiles, you might as well fill up the small window with art.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: monk12 on June 21, 2010, 06:59:42 pm
Hm.

The blackspace option doesn't seem to work for me. Instead of centralizing, the game hangs out in the top left portion of the screen when I resize the window or play fullscreen. Odd, but hardly gamebreaking.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: jfs on June 21, 2010, 07:05:56 pm
Well all that seems to be working just fine, not that I'm all that big on the zoom function personally. I would like to see an option for a persistent maximized window but that's just a minor detail.
In Windows, if you create a shortcut for DF you can set it to start maximized in the properties for the shortcut.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Hippoman on June 21, 2010, 07:17:36 pm
Well all that seems to be working just fine, not that I'm all that big on the zoom function personally. I would like to see an option for a persistent maximized window but that's just a minor detail.
In Windows, if you create a shortcut for DF you can set it to start maximized in the properties for the shortcut.

THANK YOU!!!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: jfs on June 21, 2010, 07:23:50 pm
Well all that seems to be working just fine, not that I'm all that big on the zoom function personally. I would like to see an option for a persistent maximized window but that's just a minor detail.
In Windows, if you create a shortcut for DF you can set it to start maximized in the properties for the shortcut.
Did I write this?
I just tried it, seems it doesn't actually work on my (admittedly still 0.31.6) install... I even thought it was pretty hard for Windows programs to "escape" those start window preferences.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Hippoman on June 21, 2010, 08:06:20 pm
I'm pretty sure two caravans aren't supposed to appear at the same time.

Well 2 minutes apart from eachother. Due to vultures, the first one never made it to the depot to unload. but is hurrying there now.
Turns out they did make it.

Appearently you can have two merchants or more.

It asks you which ones you want to trade with. How cool.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on June 21, 2010, 08:46:17 pm
Appearently you can have two merchants or more.

It asks you which ones you want to trade with. How cool.
Yep, it always did this, although it seldom happened in the vanilla old versions.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 21, 2010, 09:53:29 pm
I've had the same black-cap tree designated for cutting for several years now. I eventually had to mine around it.  ???
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Frogwarrior on June 21, 2010, 11:51:42 pm
I would just like to say that this was released on my birthday. Dang.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 22, 2010, 01:12:01 am
I think I should rename my fort to Macondo. Completely cut off from Dwarven civilization, it's been 16 years and nobody has died, most of the population are children, and everyone here is kind of crazy.

If you don't get it, then do yourself a favor and DON'T read a book called One Hundred Years of Solitude.  :-X
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Torham on June 22, 2010, 02:44:12 am
I was experimenting with Magma(as any self respecting dwarf) in arena mode. here are my findings. It seems that when you dump any non-undead living thing(except dragons, magma men) into magma it evaporates instantly. However if its dead when it comes to contact with magma, the carcass seems to last considerably longer. for example an elk carcass( form testing combat mechanics) was floating in magma for good 15 sec before it burned up completely. Other dead bodies and severed parts display similar increased heat resistance. they all however eventually burn up. The same goes for carcases and severed parts of zombie/skeletal versions of any creature. However if you dump a living undead ( this doesnt seem right, should i say moving undead?? ???) into magma it is all but impervious to heat. The skin, fat, eventually the muscles will all burn out and you are left with charred skeletal remains( on fire) but the creature is still alive
functioning, even after 20 minutes of swim in magma. There seems to be missing a heat damage flag from undead's bones or something. Like i said, once its dead has been struck down, the remains burn up nicely.
Just my observations.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 22, 2010, 03:41:07 am
I posted similar stuff here (http://www.bay12forums.com/smf/index.php?topic=52120.msg1315993#msg1315993). Basically, corpses never actually catch fire, but seem to heat up enough to get damaged.

Also, I've never witnessed any tissue burning away, on zombies or otherwise. I'm pretty sure that heat damage can never fully destroy a tissue. Any time you're damaging tissue bit by bit, you can never fully destroy it, examples including this, as well as eye-gouging (you can gouge an eye as many times as you want, it'll stay), damaging attacks in general (shatter something's skull or a colossus' toe as many times as you want, it'll never be destroyed), etc.

This causes zombies to wind up being eternal flames, since they don't need blood or anything to live; they just need to remain intact.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Hippoman on June 22, 2010, 12:11:50 pm
So that's why I never found Rachel's body after that terrible forest fire.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on June 22, 2010, 12:15:04 pm
I have both the Linux and Windows SDL version and both run fine but for some reason with the windows version I cannot do capital letters.  Like for example shift+p for pull lever.  I have tried to change the key bindings and no such luck.  Anyone else have this problem or have a clue where in the key bindings I need to look to change it?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Torham on June 22, 2010, 12:18:43 pm
very interesting. Your post has prompted my to actually test if any body parts catch fire, and i have ended up with some weird results. It seems nothing actually catches fire while immersed in magma. i have set the damage, liquid and boiling point of default bone template to 1000 (extremely low). Normal creature upon creation immediately catches fire( if just placed on solid ground) and completely burns out within 2 sec. Skeleton dropped in water (if dropped on solid gound just burns forever) catches on fire and burns for about 5 sec, and then his bones liquify (legs, head, lower body etc etc. ) but still stays alive somehow and shows all body parts missing, but is still mobile and can walk around, even ettack other creatures. Its like he has some invisible spirit holding his being together. Similar results are observed with zombies. If left on solid ground eventullay burn to their bare bones. However(!) if dropped in water, their bones quickly liquify and the zombie is left with rotting outer shell ( skin, sinew, muscle) without any bones inside them ( they evaporated). Still fully functional and mobile. If killed (either zombie or skeleton) on open air, their remains quickly evaporate. As i said these tests are done with modified raws with bones evaporating on open air, but it shows that undead are somehow exempted from tissue damage that normally damages other creatures.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on June 22, 2010, 01:19:50 pm
Damn see thats the kinda bugs that make the game unplayable.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on June 22, 2010, 02:22:52 pm
See that's why Toady added a temporary fix back in .03 - undead have an invisible "HP" bar so they die when hit enough times. Just that heat damage from magma or anything else doesn't chip away at their HP and other inorganics don't even have an HP bar to begin with. Just means you shouldn't rely on Boatmurdered tactics to deal with zombie invasions, old fashioned axes and hammers still get the job done against undead.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 22, 2010, 02:59:56 pm
Wait...
...since when does the main screen have date in the top right corner? I've never noticed it behind the idlers bar. That's amazing! I had an unhealthy tendency to check the date each minute or two. Just let me move the idlers...

EDIT: Damn, false alarm and false hope. Curse you, non-updating partial print tiles!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Veroule on June 22, 2010, 05:56:46 pm
It does make sense for things dropped into magma to not burn.  Oxygen is required for combustion, and while an item is immersed in anything denser than air it will not be available for combustion.  Whether Toady did that intentionally or by happy mistake it is still good.

Burning in water is a little bit different (modified raw test by Torham).  Some elemental reactions (sodium, potasium, clorine) with water are sufficiently exothermic that they cause the hydrogen and oxygen bonds in the water to break.  This happens because of both heat and electrolisys.  If there is sufficient energy an explosive reaction can occur.  Again whether Toady modelled this intentionally or by accident; the rapid liquifying seems pretty close to what should happen for a chemical based reaction.  The zombies should have exploded into gore, and skeletal undead should just make a mess.

Heat and cold damages not affecting/killing undead ceatures is still a bug that should be corrected.


Damn see thats the kinda bugs that make the game unplayable.
Your opinion is interesting; however not in any useful way.  For the game to be "unplayable" it would have to crash at launch, have no display, not accept any user input, etc.  The current combat bugs can make things very difficult when you encounter them.  All of them are avoidable if you wish to play with out getting into fights.  Many cause some creatures to be immune to some attacks, this is GOOD thing.  Being able to kill everything with a single tactic is dull.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 22, 2010, 06:02:27 pm
It does make sense for things dropped into magma to not burn.

Dropped in magma != submerged in magma.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 22, 2010, 06:07:17 pm
It does make sense for things dropped into magma to not burn.  Oxygen is required for combustion, and while an item is immersed in anything denser than air it will not be available for combustion.  Whether Toady did that intentionally or by happy mistake it is still good.

Things dropped in magma do burn. You just don't notice it with living creatures very often, because most of them die long before that happens.

Quote
Heat and cold damages not affecting/killing undead ceatures is still a bug that should be corrected.

It's part of a much larger problem related to living creatures and other forms of damage as well, but I've explained that stuff enough times by now.


Quote
Your opinion is interesting; however not in any useful way.  For the game to be "unplayable" it would have to crash at launch, have no display, not accept any user input, etc.  The current combat bugs can make things very difficult when you encounter them.  All of them are avoidable if you wish to play with out getting into fights.  Many cause some creatures to be immune to some attacks, this is GOOD thing.  Being able to kill everything with a single tactic is dull.

I do not consider it "a good thing" for severe bugs to crop up that happen to make creatures invincible for no good reason. And yes, those bugs/issues affect combat elsewhere as well. Damn near everywhere else, in fact.

And seriously, playing DF without getting into any combat situations is hardly DF at all, and with the new caverns, it's hardly even plausible.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Veroule on June 22, 2010, 08:20:55 pm
It does make sense for things dropped into magma to not burn.

Dropped in magma != submerged in magma.
Items don't float in fluids yet.  Creatures sometimes realize they can float; but sudden death by immolation tends to preclude that in magma.  I recall in some version past I dropped some coal into my refuse disposal.  I was quite irritated that it was pumping smoke into my fortress for a whole season despite having 2 levels of magma above it.  I haven't tested that with this version, but anyway.

G-Flex, I agree with you.  It is tough to avoid combat completely and makes the game rather dull.  I think we all hoped there would be fewer combat related bugs after reading all the various tests Toady did before releasing 0.31.01.

Small clarification on what I said earlier.
Good idea: some creatures to be immune to some attacks.
Bad idea: for severe bugs to crop up that happen to make creatures invincible for no good reason.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: turgidtoupee on June 22, 2010, 08:26:27 pm
I'm trying to play on linux mint but every time I run it nothing happens. If I run in the terminal I get "./libs/Dwarf_Fortress: error while loading shared libraries: libncursesw.so.5: cannot open shared object file: No such file or directory". I checked, I have a package called libncursesw5 installed.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 22, 2010, 08:48:08 pm
I'm trying to play on linux mint but every time I run it nothing happens. If I run in the terminal I get "./libs/Dwarf_Fortress: error while loading shared libraries: libncursesw.so.5: cannot open shared object file: No such file or directory". I checked, I have a package called libncursesw5 installed.

Do you have
[PRINT_MODE:2D]
[SINGLE_BUFFER:NO]

in your init.txt? sounds like it's trying to run it in TEXT mode (though why it would fail is a mystery in itself)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on June 22, 2010, 09:11:09 pm
I'm trying to play on linux mint but every time I run it nothing happens. If I run in the terminal I get "./libs/Dwarf_Fortress: error while loading shared libraries: libncursesw.so.5: cannot open shared object file: No such file or directory". I checked, I have a package called libncursesw5 installed.

If you are on an amd64 ("64 bit") platform, you should realize that the Linux version of Dwarf Fortress is an i386 ("32 bit") executable, and as such, it needs i386 versions of the shared libraries.  So, find and install the i386 version of libncursesw.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: turgidtoupee on June 22, 2010, 09:31:38 pm
I'm trying to play on linux mint but every time I run it nothing happens. If I run in the terminal I get "./libs/Dwarf_Fortress: error while loading shared libraries: libncursesw.so.5: cannot open shared object file: No such file or directory". I checked, I have a package called libncursesw5 installed.

If you are on an amd64 ("64 bit") platform, you should realize that the Linux version of Dwarf Fortress is an i386 ("32 bit") executable, and as such, it needs i386 versions of the shared libraries.  So, find and install the i386 version of libncursesw.

That did it. Had to download libncursesw5 from the debian website, and extract two of the files (libncursesw.so.5 and libncursesw.so.5.7) into the libs folder of df. You should perhaps include these for 64bit linux users, it'd only be 488kb.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 22, 2010, 09:46:49 pm
Removing my barracks caused my soldiers to disable all their civilian skills, even stuff like recover wounded O.o
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: coldstone on June 22, 2010, 09:56:28 pm
Thank you Tarn and Zach,

Your work brings happiness and laughter like only the best video games can. Dwarven happiness!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 23, 2010, 05:14:44 am
That did it. Had to download libncursesw5 from the debian website, and extract two of the files (libncursesw.so.5 and libncursesw.so.5.7) into the libs folder of df. You should perhaps include these for 64bit linux users, it'd only be 488kb.
You can't generally mix interface libraries like that. In this particular case, there are (at least) two different ways to set up the terminal database, and your version of ncurses has to match the method used by your distribution; not all distributions do it the same way. In your case, you were lucky enough to get a working library, but it's not really something we can risk.

What I do intend to do is to make the libncursesw dependency optional. It shouldn't be required if you don't actually use text mode.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Miuramir on June 23, 2010, 10:35:15 am
It does make sense for things dropped into magma to not burn.  Oxygen is required for combustion, and while an item is immersed in anything denser than air it will not be available for combustion.  Whether Toady did that intentionally or by happy mistake it is still good.

The above may be strictly true, but not entirely helpful.  There are several different sorts of heat-driven reactions; not all of them are technically "burning", but when someone speaking casually talks about things "burning in magma", they're probably intending to refer to a broader class of thermal damage than just rapid oxidation.  However, it misses some of the real problem. 

Magma in DF has a set temperature of 12,000 degrees Urist, which is 2,032 degrees F or a hair over 1,111 degrees C.  This is somewhat problematic, as on Earth, (comparatively) near-surface magma commonly ranges from about 700 to 1,300 C, with outliers down to 600 C and up to 1,600 C; and of course it can gradually cool down to rock.  (The highest end of the range is no longer found on Earth; very hot and fluid ultramafics such as komatiite were much more common early in Earth's history however.) 

DF has an approximation of a heat transfer model to speed calculation, which seems to simplify exposed temperatures based on a rough concept of distance.  On Earth, a comparatively small object that remains in close proximity to a comparatively large hot mass will increase in temperature gradually, but eventually come fairly close to the temperature of the large mass; in DF, this would introduce "temperature flow" and kill framerate, so is not modeled. 

I've found several different references to the thermal decomposition and/or burning of bone, and they generally agree that much higher temperatures are required to reliably do so.  It's generally agreed that crematoria do NOT burn bone; despite common misconception, the "ashes" you get are the bones, put through a mechanical grinder.  Various countries have different traditions, but a legal minimum of 850 C (to decompose various gasses) shows up in various places; Wikipedia describes the common range as 760 C to 1,150 C, with typical times of one to over three hours.  At least one forensic site describes temperatures of 1,100 to 1,500 C as insufficient to reliably destroy bone.  The main refractory component of bone is calcium phospate, specifically hydroxylapatite, which is about 50% of the bone mass in life; ground hydroxylapatite is described as having a melting point of 1,670 C.  Calcite, a generally related calcium carbonate, has a DF melting temperature of 1,613 C, which is generally compatible with various other references (different forms have higher or lower melting points). 

In common situations, much of the damage to bone from fire is from the steam explosion of the "goopy bits", which tend to at least crack it if not shatter it into fragments.  A recently-dead body thrown into a hot fire or exposed to DF magma temperatures should not remain intact, but should not evaporate either.  A "cured" or aged skeleton, either due to the deliberate act of morticians or necromancers, or the passage of time and elements, will have far fewer problems of this sort, and if particularly dry (long storage in a dry mausoleum or pyramid) may not take any significant damage to the remains from heat of this level. 

tl;dr: Live bone is made up of about half magma-safe materials, but due to steam damage a fresh body exposed to magma should leave only chunks of bone.  Well cured skeletons on the other hand should actually be more reliably DF magma-safe than many materials routinely used in DF to contain magma, such as iron (melting point only 1,538 C).

The results one expects from exposing undead to magma temperatures therefore strongly depends on the magic used to make them undead, which is not yet modeled in any detail as of the current release.  I will point out that the telekinesis-like effect is strong enough to not only hold together the bones of a skeletal elephant (or whale) in the absence of all of the connecting tissue that would normally do the job, but to do so under combat conditions; it is also capable of propelling skeletal eagles through the sky in the complete absence of any physical (non-magical) lift system. 

My personal take is that there should probably eventually be several types or "strengths" of necromantic animating force. 

At the first level, zombies are still mostly functioning as they were in life, with some other process replacing a few traditional life processes (mainly circulation and energy production).  This would cover the simplest of necromantic magic, as well as "zombies" that are actually created by fantastic bacterial infections, mold spores, or whatever.  They would generally no longer take bleeding damage, but ordinary physical and thermal damage would work pretty well.  Burning one would leave inert bone chunks little different from that of a non-animated body. 

At the second level, zombies are held together with some force beyond their rotting remains, but the bulk structure of the corpse is still relevant.  There might be rare physical explanations for this (the most exotic of colony organisms), but generally this would be the next major advancement of necromantic magic.  Gross physical damage will reduce capabilities, but may not be sufficient to "kill" it, which may require a special focus location to be destroyed (the brain, the heart, etc.); at the high end, merely severed parts may simply become new creatures (hand-spiders, leg-hoppers, etc.).  Surface burning may not be very effective anymore, but chopping combined with burning or magma immersion should leave inert bone chunks.  This level may also encompass mummies, where supplemental structural material has been added; the question then becomes what are the weakness of the added reinforcement (fire is obvious for traditional linen-wrapped mummies... but how do you get rid of a legendary mummy wrapped in adamantine cloth? :)

At the third level, the necromantic force is much stronger and no longer requires the shell of flesh; the magic is stronger than flesh, sinews, cartilage, and so on by now.  While most commonly encountered as skeletons, it may be possible to produce this sort of creature while flesh remains, leading to what appears to be a zombie but is really closer to a skeleton with ablative flesh armor.  Depending on the sort of magic involved, they may have a mystically-significant "critical location", or may require total dismemberment to put down.  If a recent corpse or properly treated, magma immersion may cause enough physical damage to produce sufficient dismemberment; a well cured skeleton may well be impeded by magma (it's heavy and thick), but possibly not stopped. 

At the fourth level, the necromantic force is more powerful yet, and capable of reanimating from bone chips or possibly even dust.  This may result from ever more powerful animation spells, or because the undead is actually something closer to a ghost with the ability to animate its own remains.  Magma will not help you here, nor will traps nor axes, unless the magic has an explicit weak point flaw of some sort you can attack.  You would need the ability to attack the real structure of the creature / construct, which by this level is fundamentally a structure of magic and/or spirit.  Presumably later magic arcs will develop this; it is possible (hopefully likely) that special materials (e.g. orichalcum, commonly thought of as a gold-copper alloy, has such properties in some mythologies) or treatment (e.g. rune-crafting as an added decoration / encrustation type) will allow interacting with the normally-intangible. 

Quote
Heat and cold damages not affecting/killing undead ceatures is still a bug that should be corrected.

This is strongly a matter of choice of mythology and to a lesser degree opinion; in general I disagree.  The primary effects of heat and cold to living organisms made mostly of meat are irrelevant to all but the weakest of zombies, as those processes have already been replaced with whatever the necromantic animating force is.  Gross physical effects such as freezing in a block of ice or encasing in magma should be dangerous to all but the more powerful undead, but just because a dwarf is 90% water and tends to freeze on a glacier or melt near magma doesn't mean a skeleton should be slowed down at all.  (I will point out in passing that in reality there are several mammoths and even a few humans that have been discovered after being frozen in glaciers for thousands of years, in good enough condition that they could easily be zombies.)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Veroule on June 23, 2010, 11:14:48 am
Miuramir, all I can say is wow.  I hope Toady copies your post into a text file someplace and uses it for reference later.  Great stuff.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Torham on June 23, 2010, 12:01:35 pm
That is .... magnificent! . Like i always  said the DF has got one of the best communities i have encountered so far. I very happily stand corrected, it looks like  skeletons/zombies don't have to be necessarily destroyed by magma. Truly a great read. Btw what's your profession Miuramir? Forensics?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on June 23, 2010, 12:29:40 pm
Miuramir you dont have experience with zombys eh?

The "special Materials" thing against undead creatures (adamntine, orchalcum, salt, silver, Aspen-wood) is not so far away with the poison framework. Actually it would need only a new creature class (or better yet a list of modable classes) like GENERAL_UNDEAD for undead beings and a syndrome function (or multiple seperate syndrom function for different creature classes) on these basic materials.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Niveras on June 23, 2010, 02:32:43 pm
I will chime in to say that I liked the process of certain levels of animated undead, eventually culminating into what amounts more to a magically animate force, rather than a physical being relying on physical processes as the weakness "undead" would do.

There might even be a sort of nomenclature that you can create, based on popular fantasy creatures, to define each level of process. For instance you initially have zombies (physically animate, through minor magical or fantastical physical means, but physical body), then ghouls (magically animate, to the point that parts animate themselves), skeletons or ghasts (depending on the presence of structurally superficial, but defensively useful flesh), and ghosts.

The idea that you can have mundane alloys to deal with undead, even magically powerful undead, before your fort gets to a point of being magically capable itself, would also be useful. Perhaps at that point the military equipment settings can be extended slightly so that you could, for example, have your dwarves equip both a strong mundane weapon (such as a steel) for dealing with mundane threats, and a magically enchanted or magical-effective weapon (such as gold) for dealing with magical or undead threats. Hopefully you can also rely on crushing weapons to deal with all but the most powerful undead - a skeleton should be destroyed after crushing its bones to dust, though a ghast (with flesh still on its bones) would be somewhat more difficult because the flesh absorb impacts.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Deathworks on June 23, 2010, 02:37:07 pm
Hi!

I was wondering, would it be possible/advisable to IMPROVE the resolution settings?
Instead of having just one [x/y] setting I was thinking of having a resolution [x/y] setting and a grid [x/y] setting instead of having one setting doing both. This way, those people who have issues with the automatic sizing could explicitly tell the game what they want.

Deathworks
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: heuristicus on June 23, 2010, 04:19:05 pm
Um, my ex-militia commander refuses to stop doing his individual combat drill.  I've disbanded his squad, and relieved him of the position of militia commander as well.  Perhaps it has something to do with the fact that he's a legendary axedwarf?

edit: Seems like freeing the bed assigned as the barracks solved the problem.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: TomiTapio on June 23, 2010, 04:24:29 pm
Small clarification on what I said earlier.
Good idea: some creatures to be immune to some attacks.
Bad idea: for severe bugs to crop up that happen to make creatures invincible for no good reason.

I hate the combat-invulnerable FBs too.
Idea: rubber monsters that are immune to blunt and wrestling. Use edged weapons.
Idea: High-flying beasts who can be only hurt with projectile weapons.
Idea: ghostly creatures that take only wrestling damage, spirit to spirit contact.

Bad idea: any wall stops anything of any size.
Bad idea: use a cave-in to breach the aquifer layer safely. That's an exploit.
Bad idea: you must build cave-in areas or magma set-ups to deal with the combat-invulnerable FBs, before your first goblin ambush. Or never open up the caves.
Deon's bad idea: in Genesis mod, some dwarf castes have firebreath, some shoot webs, some spray paralyzing toxin.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on June 23, 2010, 04:40:58 pm
Jesus save that post and leave the invincible skeletons because that man has just made it logical. I kinda like the idea of unstoppable undead forcing you to take extra measures to contain them--my current fort relys on a drowning trap because combats crap and i wouldent mind creating an expansive mechanical defense system to deal with the undead hordes.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 23, 2010, 04:57:29 pm
Small clarification on what I said earlier.
Good idea: some creatures to be immune to some attacks.
Bad idea: for severe bugs to crop up that happen to make creatures invincible for no good reason.
Deon's bad idea: in Genesis mod, some dwarf castes have firebreath, some shoot webs, some spray paralyzing toxin.
You could just remove those.
And The Fire breath and all seems like a good idea to me. Though it seems more of a Mutated Dwarf. It is fun to set your enemy on fire!

Also, I do not think you can add special tags like [HEAT] or [COLD] as damage. In .40d, I had rune-crafted Fire arrows that would set things on fire! It was fun shooting at the time.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Boothby on June 23, 2010, 05:31:25 pm
My two miners decided to work until they died of thirst. I got a lot of spam from people trying to bring them water, but not having a bucket. Not sure why they didn't just go outside to the wagon to get some beer. This was right after I embarked by the way.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: TomiTapio on June 23, 2010, 05:46:57 pm
Deon's bad idea: in Genesis mod, some dwarf castes have firebreath, some shoot webs, some spray paralyzing toxin.
You could just remove those. And The Fire breath and all seems like a good idea to me. Though it seems more of a Mutated Dwarf. It is fun to set your enemy on fire!
Of course I removed the special attacks. A toxin-sprayer dwarf killed 90% of my war dogs in a big melee.

It is too much fun when the countryside burns and burns because a dwarf summoned a flame spirit at a duck. I like having lizardmen and beastmen (wood and leather gear only, back in 40d) for trade and sieges, but not magical-attack dwarves.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 23, 2010, 08:31:07 pm
Had a bizarre pathing error. A guy absolutely covered in gore would constantly run over to a certain tile on a bar/block stockpile, throw "cancels clean self: area inaccessible" and sprint back to the meeting hall, over and over and over again. I'd say "wash, rinse, repeat" except there wasn't any washing going on  ;)

Fixed by making a burrow on top of the designated water source and assigning him to it. He was squeaky clean within seconds. Since he pathed straight there, dunno what the problem was...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 23, 2010, 08:42:53 pm
abadidea: Bugged soap.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 23, 2010, 08:57:25 pm
abadidea: Bugged soap.

Ahhhhh. I put all the effort into making a few bars of soap because some poor guy had been on the operating table for literally years. He's walking again so I guess it worked.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Deathworks on June 24, 2010, 01:01:55 am
Hi!

abadidea: Bugged soap.

Ahhhhh. I put all the effort into making a few bars of soap because some poor guy had been on the operating table for literally years. He's walking again so I guess it worked.

I haven't checked this in 31.08 but that bug had actually a good workaround/limitation in 31.03 (I think) which probably still holds true: Bars of soap which have been claimed by the hospital will not trigger this error message as they are taboo. So, you can produce a few bars of soap without any problems, but once you have too many for the hospital to claim, you need to sell the excess bars.

Note, however, that when the bar is used to clean a patient, the remaining bar becomes a free object again and may cause an error message before the hospital has time to say "Hey! That's mine!" - but that should be just a singular incident.

Deathworks
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on June 24, 2010, 07:16:57 am
{forbid}ding the bars of soap works just fine.  If the dirty dwarf can't legitimately grab any soap, he'll head off to a water source.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Pacho on June 25, 2010, 09:55:33 am
Heh, I guess the SDL version just isn't meant to be for me.  No matter what I do, I can't get past 1 fps.  Already did drivers and anything else I could think of =|

The title screen and menus are fine, its just when the game is actually running and unpaused D=
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 25, 2010, 10:03:03 am
Heh, I guess the SDL version just isn't meant to be for me.  No matter what I do, I can't get past 1 fps.  Already did drivers and anything else I could think of =|

The title screen and menus are fine, its just when the game is actually running and unpaused D=

Did you try changing the PRINT_MODE in init?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: yongke on June 25, 2010, 03:07:07 pm
How do you satisfy "Body Parts"?  I slaughter a lot of animals with all type of parts in a pile, but the dwarf still go mad without getting them.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on June 25, 2010, 03:09:39 pm
He was looking for shells, a relic from 40d when it was much easier to get shells.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 25, 2010, 03:10:58 pm
How do you satisfy "Body Parts"?  I slaughter a lot of animals with all type of parts in a pile, but the dwarf still go mad without getting them.
He was looking for shells, a relic from 40d when it was much easier to get shells.

Yeah, it's this bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=845)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Veroule on June 25, 2010, 04:21:38 pm
The title screen and menus are fine, its just when the game is actually running and unpaused D=
This indicates that it is not a problem with the SDL version.  You likely have a a creature stuck in a pathing loop, hidden waterfalls, etc eating up speed.  It is also possible that you have too large of a world or embark area for your computers memory.  Check the errorlog.txt for pathing errors, using a utility to reveal the map might be helpful in diagnosing hidden problems, and lack of memory can be quickly diagnosed by watching your hard drive activity.

You should check your jobs list for levers on repeat pull.  Even when the lever isn't hooked to anything it will cause a small slowdown.
Carving ramps and opening/closing floodgates/bridges cause significant slowdowns as they cause the connection map to be rebuilt.

If there is no obvious cause for the problem then you should probably post the save so it can be examined.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 25, 2010, 04:51:24 pm
Shells are bugged? :o
I could have sworn I saw a Mussel Shell around here somewhere.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Pacho on June 25, 2010, 10:42:00 pm
The title screen and menus are fine, its just when the game is actually running and unpaused D=
This indicates that it is not a problem with the SDL version.  You likely have a a creature stuck in a pathing loop, hidden waterfalls, etc eating up speed.  It is also possible that you have too large of a world or embark area for your computers memory.  Check the errorlog.txt for pathing errors, using a utility to reveal the map might be helpful in diagnosing hidden problems, and lack of memory can be quickly diagnosed by watching your hard drive activity.

You should check your jobs list for levers on repeat pull.  Even when the lever isn't hooked to anything it will cause a small slowdown.
Carving ramps and opening/closing floodgates/bridges cause significant slowdowns as they cause the connection map to be rebuilt.

If there is no obvious cause for the problem then you should probably post the save so it can be examined.

D=  I'm having these problems on the first install of the lazy man's version.  This is happening right after embark, after I made the initial designations.  There was a massive cave in somewhere in the depths of the mountain, so that might have something to do with it.
I'm leaning more towards the SDL not playing nice with my graphics card since I'm playing on a HP pavilion dv6700 with an integrated nvidia GeForce 7150M/nForce 630 graphics card.  The ram is maxed out for a 32 bit system, so I don't think that's the problem =v

I'll check the errorlog.txt to see if there's anything going on, and try embarking someplace else just in case the map is just broken somehow.

I've been playing since the 2D version though, so I'm not a total newbie when it comes to knowing what trapped animals can do to your game =P

Edit:  I created a new world and tried starting up a fortress in a semi-random place.  Seems to be running at a reasonable FPS now.  I would like to thank that cave-in for making me think SDL wasn't for me =v

Thanks for the help y'all.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HammerDave on June 25, 2010, 11:53:33 pm
Caveins deep inside the mountain have a tendency to create massive underground waterfalls or magmafalls.  This eats CPU like mad when it happens.  A while back someone posted a visualization of an entire magma sea going over a huge magmafall.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: SirBruce on June 26, 2010, 02:13:06 am
Shells are bugged? :o
I could have sworn I saw a Mussel Shell around here somewhere.

They aren't bugged; they're just harder to get.  I usually get clams, turtles, etc. from traders, and then you need to designate an indoor stockpile that just takes remains from them so the shells will be put there and not outside where they decay.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: heuristicus on June 26, 2010, 02:18:53 am
Got a crash yesterday when assigning a random dwarf to take the military commander's place in his squad.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: JBWilliams on June 26, 2010, 02:44:55 am
Quote
On a more useful note, I'm playing with a PPC Mac and my colors are normal.

I'm on a PPC Mac (iBook G4, 10.3.9) and I can't get 31.08 to run.  What am I missing?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 26, 2010, 04:14:15 am
OS X 10.4 or 10.5, I believe.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on June 26, 2010, 10:01:36 am
Shells are bugged? :o

They aren't bugged; they're just harder to get.  I usually get clams, turtles, etc. from traders, and then you need to designate an indoor stockpile that just takes remains from them so the shells will be put there and not outside where they decay.

That doesn't work any more.  In 40d, you got a shell when you consumed an (uncooked) cave lobster or turtle.  The shell was left behind at the table.  In DF2010 (0.31.*) you get a shell when you prepare a freshly caught lobster/turtle.  The shell is left behind in the fishery.  The already-prepared (but not cooked) lobsters/turtles the traders bring you have no shells.

As I understand it, the only way to get shells in DF2010 is to catch your own lobsters/turtles and prepare them in a fishery.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: SirBruce on June 26, 2010, 01:49:06 pm
Shells are bugged? :o

They aren't bugged; they're just harder to get.  I usually get clams, turtles, etc. from traders, and then you need to designate an indoor stockpile that just takes remains from them so the shells will be put there and not outside where they decay.

That doesn't work any more.  In 40d, you got a shell when you consumed an (uncooked) cave lobster or turtle.  The shell was left behind at the table.  In DF2010 (0.31.*) you get a shell when you prepare a freshly caught lobster/turtle.  The shell is left behind in the fishery.  The already-prepared (but not cooked) lobsters/turtles the traders bring you have no shells.

As I understand it, the only way to get shells in DF2010 is to catch your own lobsters/turtles and prepare them in a fishery.

Nope, not true.  Cooking doesn't leave shells, but fishery prepared turtles and such from the traders still give shells.  However, I know there's some confusion between cave lobster and cave lobster meat with the traders, so those may not work.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Malicus on June 26, 2010, 02:00:46 pm
Shells are bugged? :o

They aren't bugged; they're just harder to get.  I usually get clams, turtles, etc. from traders, and then you need to designate an indoor stockpile that just takes remains from them so the shells will be put there and not outside where they decay.

That doesn't work any more.  In 40d, you got a shell when you consumed an (uncooked) cave lobster or turtle.  The shell was left behind at the table.  In DF2010 (0.31.*) you get a shell when you prepare a freshly caught lobster/turtle.  The shell is left behind in the fishery.  The already-prepared (but not cooked) lobsters/turtles the traders bring you have no shells.

As I understand it, the only way to get shells in DF2010 is to catch your own lobsters/turtles and prepare them in a fishery.

Nope, not true.  Cooking doesn't leave shells, but fishery prepared turtles and such from the traders still give shells.  However, I know there's some confusion between cave lobster and cave lobster meat with the traders, so those may not work.

Eh?  I agree with greycat.  I haven't seen what you're describing in version 31.x.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: JBWilliams on June 26, 2010, 02:34:12 pm
Quote
OS X 10.4 or 10.5, I believe.

Damn, I was afraid of that.  Thanks for the response.

May I humbly suggest to Toady that info to that effect on the download page or in the readme is appropriate?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: SirBruce on June 26, 2010, 02:40:43 pm
Eh?  I agree with greycat.  I haven't seen what you're describing in version 31.x.

Hmm, well, I just tried it and I guess you're right; he won't process anything in my food stockpile.  I guess he was catching a few mussels when I wasn't looking.

Designating the stockpile does work; it just has to be from a live-caught shelled creature.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: antymattar on June 27, 2010, 12:52:29 pm
Toady, when will you  let people make their own TYPES of settlements for the civs to use?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: TomiTapio on June 27, 2010, 01:20:19 pm
Added the following toys to my world:
dinner bowl, leather and wooden mug/cup, goggles, mini well (mechanics), mini depot (teach architecture to the young), mini catapult.
Spoiler (click to show/hide)
gave bowl and cup and goggles to all civs except snakemen.

Edit: oops, this is in the wrong thread, should be in Genesis mod thread.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on June 27, 2010, 01:29:32 pm
Toady, when will you  let people make their own TYPES of settlements for the civs to use?
Instead of posting an obnoxious comment in a thread that isn't relevant, why don't explain exactly what you mean by 'types of settlement' and even post your ideas as a thread in the suggestions sub forum in a way that is helpful and useful. Saying 'WHY HAVEN'T YOU DONE X??11!!' usually pisses of people when they've worked hard over something.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on June 27, 2010, 01:45:31 pm
Shells are only bugged insofar that it's really, really easy to run yourself out of fishing stock but everyone and their one-year-old seem to think that you can't make an artifact platinum anything without studding stupid shells all over the thing. Brooks have mussels but it seems I've even overfished that O.o

Edit: Moment of awesome! Got an artifact red table and built an altar over the volcano. Put in a red rope and had a kobold prisoner moved to it. The elephants freaked out and killed him directly atop the table. His corpse lays upon it, his blood all around the altar, dripping into the magma...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on June 27, 2010, 05:45:44 pm
temple to armok :P
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: dreiche2 on June 28, 2010, 06:43:19 am
Toady, when will you  let people make their own TYPES of settlements for the civs to use?
Instead of posting an obnoxious comment in a thread that isn't relevant, why don't explain exactly what you mean by 'types of settlement' and even post your ideas as a thread in the suggestions sub forum in a way that is helpful and useful. Saying 'WHY HAVEN'T YOU DONE X??11!!' usually pisses of people when they've worked hard over something.

I think this might have been a genuine question (if somewhat obscure), not a complaint. You might be reading the wrong intention into it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Malicus on June 28, 2010, 06:55:40 am
Toady, when will you  let people make their own TYPES of settlements for the civs to use?
Instead of posting an obnoxious comment in a thread that isn't relevant, why don't explain exactly what you mean by 'types of settlement' and even post your ideas as a thread in the suggestions sub forum in a way that is helpful and useful. Saying 'WHY HAVEN'T YOU DONE X??11!!' usually pisses of people when they've worked hard over something.

I think this might have been a genuine question (if somewhat obscure), not a complaint. You might be reading the wrong intention into it.

That's how I read it, too, and I'll spell out what I think he means, if Old-one-eye genuinely didn't understand.  He wants to know if/when we'll be able to set an entity's site preferences in the raws to things other than the hardcoded CAVE_DETAILED, CITY, TREE_CITY, DARK_FORTRESS, and CAVE.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on June 28, 2010, 10:53:59 am
Fuck yes Toady, combat bugs fixing tomorrow.

.09 will kick ass.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: NewoTigra on June 28, 2010, 11:53:59 am
Not sure if this is where questions about devlog updates are supposed to go, but it seems a viable place.

Quote from: Toady One
The material-based random critters should be killable now

How so? In the same manner as the undead, or via some tweaking of the game? Would be interesting to know how.

I currently have a fort being harassed by a forgotton beast without any limbs remaining, yet no warrior seems good enough to strike a fatal blow. And, being creatures of flesh, they eventually tire and collapse, and are decapitated by the beast 'pushing' them. Would be nice to make it so some of the hundreds of breaks and gashes in it's body kill it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 28, 2010, 12:46:25 pm
On the technical side:

OpenAL and libncursesw are dynamically loaded in .09, so you will still be able to play without them; it's just that sound or text mode (respectively) will fail to work.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Heavenfall on June 28, 2010, 12:58:19 pm
IS IT UP YET?
IS IT UP YET?
IS IT UP YET?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 28, 2010, 01:11:17 pm
Quote from: Toady One
The material-based random critters should be killable now

How so? In the same manner as the undead, or via some tweaking of the game? Would be interesting to know how.

Yeah, I'm curious too.

OpenAL and libncursesw are dynamically loaded in .09, so you will still be able to play without them; it's just that sound or text mode (respectively) will fail to work.

That's cool.  I hope it'll also tell players why their sound or text mode isn't working.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 28, 2010, 01:16:25 pm
It'll print the info to the console.. I was unsure whether or not to pop up a messagebox, what do you think?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 28, 2010, 01:25:12 pm
Messagebox sounds fine to me.  I wouldn't want it to pop up a messagebox for every little thing, but if it's essentially bypassing their init settings, that probably warrants some aggressive notification.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 28, 2010, 01:45:17 pm
Quote from: Toady One
The material-based random critters should be killable now

How so? In the same manner as the undead, or via some tweaking of the game? Would be interesting to know how.

Yeah, I'm curious too.

I somehow get the feeling it'll just be a sort of kludge like with the undead, since solving it via combat tweaking would result in quite a few other things as well (the dev note was kind of terse about it, only mentioning those particular creatures, and only random ones at that), and also since it seems to have been done rather quickly. But who knows.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 28, 2010, 01:58:28 pm
I somehow get the feeling it'll just be a sort of kludge like with the undead, since solving it via combat tweaking would result in quite a few other things as well (the dev note was kind of terse about it, only mentioning those particular creatures, and only random ones at that), and also since it seems to have been done rather quickly. But who knows.

That's my feeling too -- the "headless material-based creatures" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=33#c9208) fix may have been as simple as guaranteeing that all random creatures have a crucial body part that isn't part of the body root, and can therefore be amputated.  In practical terms, that just means sticking a head on creatures that didn't have one.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on June 28, 2010, 03:32:35 pm

Not sure if this is where questions about devlog updates are supposed to go, but it seems a viable place.


A while back we had for questions the FotF-threads. Sadly toady didnt open a new one - they were helpful in many ways. The one for the 31.x build got though a bit lengthy due to the long dev-cycle.

edit: oh and question should be green so toady can spot them if he skims through the replies.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: WCG on June 28, 2010, 05:07:13 pm
Is anyone else having frequent crashes and lockups? I haven't played DF for more than a year, but I never once had a crash back then. I waited until 0.31.08 so the worst of the bugs would be fixed, but it's the crashes that are giving me fits. I'm using the version bundled with May Green graphics (I don't know if that's legacy or SDL) on Windows XP.

OK, I say "frequent," but I've had two crashes and once where only the arrow keys still worked, so I had to do a hard reboot (I could look around, but do nothing else, including "Escape" to save the game). But I haven't even seen a season change yet. Yeah, I'm still in spring in the first year. It's pretty frustrating.

I'm not doing anything unusual when the crashes occur, and I can't seem to identify a common factor to them. I've started trying to save the game more often, but it's not much fun to keep going back and replaying the same things. So I've been quitting the game for a day or two whenever I get a crash. But that makes it hard to stay interested.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on June 28, 2010, 05:42:32 pm
I somehow get the feeling it'll just be a sort of kludge like with the undead, since solving it via combat tweaking would result in quite a few other things as well (the dev note was kind of terse about it, only mentioning those particular creatures, and only random ones at that), and also since it seems to have been done rather quickly. But who knows.

That's my feeling too -- the "headless material-based creatures" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=33#c9208) fix may have been as simple as guaranteeing that all random creatures have a crucial body part that isn't part of the body root, and can therefore be amputated.  In practical terms, that just means sticking a head on creatures that didn't have one.

Creatures with fluid/sandy central body parts that have them "broken away" have all remaining limbs severed and instantly die, and the solid creatures like demons made from quartz that don't have heads/lower bodys/thought parts will die when their central body is wounded enough that the game registers function loss for it.  That will apply to any creature that doesn't have a special child body part, like a child head/thought/lower body that would let the creature be killed.  It's a kludge in the sense that we don't really have a sense of when a living ball of rock should die because there isn't a concept of its underlying nature.

I still need to mess with cumulative wounds being able to break things, which may be today.  I'm not convinced that is a good way to a lot of the time though.  If you are only scratching a bronze colossus, those are scratches on a giant hunk of metal and there wouldn't be an appreciable tree chopping or cracking/structural instability effect there.  I should probably just fill it with something and make sure it can be punctured at this point, until there are more ways to kill things that can't be killed by a regular squad.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 28, 2010, 06:22:51 pm
Even a mountain can be destroyed by removing pebbles, it just takes a really, really long time.

You're right that scratching a bronze colossus is probably useless. Still, the system that handles cumulative damage should be able to give that result as well, if the scratches really are that shallow; there probably is no need for a lower threshold.

That way, skill can factor into it too. Imagine fifty dwarves all carefully scratching the exact same location.. over... and over again...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mephansteras on June 28, 2010, 06:30:43 pm
The other common workaround for the Bronze Colossus is to give it some sort of Soul Shard or something that acts as a brain. When that dies, it's reduced to just a statue.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on June 28, 2010, 06:43:14 pm
You could manipulate the shear and impact values after a sufficient amount of cumulative wounds. Making Stone more brittle for example can be a substitute for a real cracking behaviour. Metal things can get lower shear values which lead the metal to rip after a certain amount of dents. Could work for fleshy beings too.


edit: Does skin and other tissues rip from over-stretching? Like a animal bitting and ripping out flesh or ripped skin from a hard punch like you see in boxing matches?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 28, 2010, 06:48:19 pm
I still need to mess with cumulative wounds being able to break things, which may be today.  I'm not convinced that is a good way to a lot of the time though.  If you are only scratching a bronze colossus, those are scratches on a giant hunk of metal and there wouldn't be an appreciable tree chopping or cracking/structural instability effect there.  I should probably just fill it with something and make sure it can be punctured at this point, until there are more ways to kill things that can't be killed by a regular squad.

If you're seeking input, there were a couple good threads on the topic:
http://www.bay12forums.com/smf/index.php?topic=55131.0
http://www.bay12forums.com/smf/index.php?topic=52120.0

My pet idea is 1) using total wound volume as a measure of "HP," and 2) implementing some abstract fracture propagation by giving fracture/shatter wounds a chance to expand far beyond their basic size (depending on the squareness of the blow, etc.).  Impacts to a tissue could also expand preexisting fractures in that tissue.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 29, 2010, 05:42:25 am
I still need to mess with cumulative wounds being able to break things, which may be today.  I'm not convinced that is a good way to a lot of the time though.  If you are only scratching a bronze colossus, those are scratches on a giant hunk of metal and there wouldn't be an appreciable tree chopping or cracking/structural instability effect there.  I should probably just fill it with something and make sure it can be punctured at this point, until there are more ways to kill things that can't be killed by a regular squad.

A couple problems with not implementing this would be that it affects things aside from just those types of creatures (one of many examples: in DF you can punch a dude's arm all day and never really get beyond light bruising even though you should be tenderizing the hell out of him eventually, which actually does cause problems for unarmed combat), plus it applies even if you're actually fracturing/shattering parts of the creature instead of scratching/denting it (obviously scratching a bronze colossus repeatedly shouldn't add up to much, but constantly "shattering" the head probably should). Also, there's the fact that damaging tissue layers should, in some cases, make it easier to damage ones underneath.

I go into this more in the thread Footerchief linked me to (I mention the word "cumulative" enough times that it should probably be easy enough to find the most notable posts about it), but the gist of it is as follows: People mention it with regards to the Bronze Colossus and other material-based beasts, but it's actually a pretty systemic issue. People only focus on those creatures because "I can't kill this at all" is a much more obvious problem than "my arm's skin just got torn 13,000 times in a row but nothing has penetrated to the fat/muscle yet" or "I just got punched 800 times in the head with minor bruising as a result". After all, a lot of real-world injury relies on repetitive blows, especially unarmed, so this stuff is bound to come up.


I still need to add a new post there about suggestions to raw values for tissue materials (I think I mentioned some stuff about fat already); I'll probably do that within the week. I hope.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on June 29, 2010, 06:02:18 am
A couple problems with not implementing this would be that it affects things aside from just those types of creatures (one of many examples: in DF you can punch a dude's arm all day and never really get beyond light bruising even though you should be tenderizing the hell out of him eventually, which actually does cause problems for unarmed combat), plus it applies even if you're actually fracturing/shattering parts of the creature instead of scratching/denting it (obviously scratching a bronze colossus repeatedly shouldn't add up to much, but constantly "shattering" the head probably should). Also, there's the fact that damaging tissue layers should, in some cases, make it easier to damage ones underneath.

Cumulative breaks are in now (universally), though I'm compiling it up for the tests right now so I'm not sure how good my stuff is yet.  The "shatters" are likely little chips being broken off.  That one is a problem with the announcement text, which I should handle tonight as well.  The wound has an effective area and the quality of the fracture within that area, and the area is not respected in the message text if I'm correct.  There are tissue holes that develop that allow passing to the tissues underneath, but it's not really satisfying since the attacking weapon has to go in without touching the edges like that Operation game.  If it touches the edges, it has to pass through the entire tissue as usual.

I haven't handled cumulative bruising/denting yet.  It'll probably have to operate at that level, with the bruise number, but you'd really want organs to burst and so on.  The complicated reality of actual wet tissues and organ shapes isn't reflected at all.  It might have to be a property of a body part that lets it burst like a spleen or collapse like a lung, but cumulative bruising will be enough to cause function loss and death, anyway.  That part should be easier.

What else was there...  weapon swing velocity.  That should all be in depending on weight and attacker strength/size as of the initial 2010 release, but yeah, I'm going to go back and run numbers to see what happened to the balance.  Hopefully tonight again or tomorrow or whatever depending on how sleep falls out.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Aquillion on June 29, 2010, 07:39:20 am
The other common workaround for the Bronze Colossus is to give it some sort of Soul Shard or something that acts as a brain. When that dies, it's reduced to just a statue.
I suppose a Shadow-of-the-Colossus dealy where they have a weak point or magic runes on them or whatever that make them die if they're damaged would be one option, but that'd require stuff like called shots (or even the ability to climb up on a monster and run around, or whatever epic madness you can imagine.)

Honestly, the current situation -- where you can pretty much only kill a Bronze Colossus by immersing it in magma or something similar -- isn't that bad.  They can't climb, they can't dig, and they'll probably never get either of those abilities.  This makes them relatively manageable for players who have the chance to exploit it, even if it can be a bit frustrating to people who want to be able to meet everything in battle.

It might also be neat if there were more ways to order your dwarves to use fire as a weapon.  That seems to be one of the few Bronze Colossus weaknesses, although I'm not sure if it'd get hot enough to cause melting.

But in terms of material damage...  it's hard to imagine hitting a giant solid bronze statue with an axe until it breaks.  If it's hollow, maybe.  But just because steel is harder than bronze doesn't mean your axe is going to keep its edge if you try to hack through a huge solid piece of the stuff...

Does denting impair function at the moment?  Could a leg get so badly bent out of shape by hammerdwarves hitting it with giant hammers that the Colossus can't walk anymore?  Realistically, hammers seem like the logical way to deal with a Bronze Colossus to me -- they won't get damaged themselves the way a metal weapon would, you can knock the enemy over, and eventually the beating will make something break or bend out of shape.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on June 29, 2010, 08:16:20 am
Adamantine battle axes were causing around 3% fractures to the BC upper bodies (a 25% quality fracture through 1/9th of the available area), so the cumulative system has bumped them up into contention.  It took three highly skilled naked dwarves with adamantine battle axes sent in one at a time to finish one colossus off.  "Shatter" now says "chip" when it means that.  I should try steel now to see how they do.  The colossus itself still needs to be hacked in half or have its head chopped off (because it has a head/lower body, the new central part function loss doesn't trigger blob-like death), so it's still like a giant bronze tree that needs to be chopped down, but it's possible to do with stronger edged weapons now.

Dents can theoretically impair function, but I'm not sure how that works for the colossus.  I still need to make them cumulative as with bruises, which is a tomorrow thing now.  It could still probably push you to death even if you tie it up like a ribbon, and you'd never get the death condition to trigger as it stands.  Maybe central part function loss death should apply to everything.

Weapon degradation will definitely change all of this colossus fighting, at least with non-adamantine weapons.  You might have to constantly run for spare steel axes and make a seasonal ritual of it until the colossus is killed.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 29, 2010, 09:01:43 am
Adamantine battle axes were causing around 3% fractures to the BC upper bodies (a 25% quality fracture through 1/9th of the available area), so the cumulative system has bumped them up into contention.  It took three highly skilled naked dwarves with adamantine battle axes sent in one at a time to finish one colossus off.  "Shatter" now says "chip" when it means that.  I should try steel now to see how they do.  The colossus itself still needs to be hacked in half or have its head chopped off (because it has a head/lower body, the new central part function loss doesn't trigger blob-like death), so it's still like a giant bronze tree that needs to be chopped down, but it's possible to do with stronger edged weapons now.

This sounds like a gigantic improvement.  Can't wait to try it!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 29, 2010, 09:16:10 am
Lovely, just lovely.

One useful heuristic for killing non-living units would be to look at their abilities. If they can't move, and they can't attack, they might as well be dead and can be treated as such; that could happen through simple extreme damage all over, without needing to actually pull it apart.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: cephalo on June 29, 2010, 09:28:48 am
Lovely, just lovely.

One useful heuristic for killing non-living units would be to look at their abilities. If they can't move, and they can't attack, they might as well be dead and can be treated as such; that could happen through simple extreme damage all over, without needing to actually pull it apart.

That's the thing, the only really bad thing about unkillable creatures, is that your dwarves continue to be afraid of them. They just need to be recognized as harmless really. At that point you can just integrate them into the fort and put them into a corner somewhere.

"So bronze colossus in the corner, shall I throw a party today?"

"I hate you all"

"Hahaha, never change that fiesty attitude my friend! Have some dwarven ale. *slosh*."
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dr. Hieronymous Alloy on June 29, 2010, 10:42:46 am

Weapon degradation will definitely change all of this colossus fighting, at least with non-adamantine weapons.  You might have to constantly run for spare steel axes and make a seasonal ritual of it until the colossus is killed.

Please tell me that artifact weapons won't degrade, at least >_<
(
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on June 29, 2010, 12:24:58 pm
If there's degradation coming in the future, there needs to be a sharpener's workshop to fix em up for some time :3
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 29, 2010, 12:25:07 pm
Probably not. They're supposed to be magic in a sense, and incorruptibility is certainly an obvious choice for that.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mephansteras on June 29, 2010, 12:35:40 pm
Probably not. They're supposed to be magic in a sense, and incorruptibility is certainly an obvious choice for that.

Even more, a lot of 'artifact' swords in legend were special specifically because they never dulled. Doesn't even have to be that special of a sword, if you never have to sharpen it you're much more effective during a long battle.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 29, 2010, 12:39:59 pm
Please tell me that artifact weapons won't degrade, at least >_<
(

They should under SOME circumstances, e.g. getting stomped by a Dark Lord.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: jfs on June 29, 2010, 01:57:58 pm
That's the thing, the only really bad thing about unkillable creatures, is that your dwarves continue to be afraid of them. They just need to be recognized as harmless really. At that point you can just integrate them into the fort and put them into a corner somewhere.
I know I'm going dangerously into "suggestion" territory now, but another thing that strikes me as odd/annoying is how civilians in general can't determine whether they're really in danger.
There's the case cephalo describes above with a creature rendered harmless, but there's also the case of creatures that wouldn't be able to path to somewhere they could cause harm, e.g. behind a window or bars, or on a different level with no ramps or stairs nearby. Also perhaps the presence of military could count as "escort" making civilians feel safer.
I recently had some civilians that couldn't leave my surface courtyard because some trolls were sitting on top of the walls in the corner where the stairs down were, and my guys continually got scared away.


More related, will these changes to combat also affect how worn armor is penetrated, and possibly damaged? (Crazy example, an unarmed ettin unable to touch a civilian because the civilian was wearing pig tail clothes. More normal, iron armor deflecting each and every blow from a copper weapon and never getting the tiniest dent.)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dr. Hieronymous Alloy on June 29, 2010, 02:14:55 pm
Please tell me that artifact weapons won't degrade, at least >_<
(

They should under SOME circumstances, e.g. getting stomped by a Dark Lord.

Or, similarly, being dropped into the fiery pit from whence they came.

I think you're right -- there should be specific "destroy" conditions for artifacts, but they should be very specific, not the result of normal combat or use.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on June 29, 2010, 02:36:22 pm
Please tell me that artifact weapons won't degrade, at least >_<
(

They should under SOME circumstances, e.g. getting stomped by a Dark Lord.

Degradation should depend on the strength of the thing it's hitting. An exceptional steel axe cutting through basic copper armor like butter shouldn't degrade at the same speed than if it was trying to cut masterful bronze.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dr. Hieronymous Alloy on June 29, 2010, 03:07:09 pm
Please tell me that artifact weapons won't degrade, at least >_<
(

They should under SOME circumstances, e.g. getting stomped by a Dark Lord.

Degradation should depend on the strength of the thing it's hitting. An exceptional steel axe cutting through basic copper armor like butter shouldn't degrade at the same speed than if it was trying to cut masterful bronze.

For normal items, sure, but I think there's a good argument that the player shouldn't have to deal with that in the case of artifacts. For one thing, since you can't control the material, they're as likely to be made of low strength materials like bone as they are anything else, so using standard degradation for them would make many artifacts practically disintegrate when used. For another, it's just better for story purposes if artifacts are a little special. For a third, "repairing" artifacts doesn't really make sense, since their creation requires a special mood. So on, so forth.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on June 29, 2010, 03:34:21 pm
I haven't handled cumulative bruising/denting yet.  It'll probably have to operate at that level, with the bruise number, but you'd really want organs to burst and so on.  The complicated reality of actual wet tissues and organ shapes isn't reflected at all.  It might have to be a property of a body part that lets it burst like a spleen or collapse like a lung, but cumulative bruising will be enough to cause function loss and death, anyway.  That part should be easier.

Of course, in addition to bursting, there's stuff like a bruise simply getting worse and causing more general tissue damage/internal bleeding, and in the case of brains (think: professional boxers trying to knock each other out) some sense of concussions and repetitive minor brain trauma which type isn't permanent, and that sort of thing. Just throwing that out there.


I'm liking the stuff about fractures though. Things are definitely looking up.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Aquillion on June 29, 2010, 04:03:24 pm
If there's degradation coming in the future, there needs to be a sharpener's workshop to fix em up for some time :3
Item repairs would also be good because they'd help you keep your supplies at a constant level -- one problem I can potentially see is players constantly having to manually check their weapons and make sure that they have the correct amounts, replacing stuff that has worn out.

Of course, mandates are, in theory, meant to handle this kind of thing, if the relevant nobles can be taught to be smart about them...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on June 29, 2010, 04:15:51 pm
Contingency orders for the job manager is on the top-ten wishlist, which Toady has stated he'll try to implement once the current version is reasonably bug-free. That could still be a while, but it's coming.

Linking it to the mandate system is a good idea. You should bring it up in the appropriate suggestion thread, if it hasn't already been.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on June 29, 2010, 05:20:27 pm
Please tell me that artifact weapons won't degrade, at least >_<
(

I'm more worried about what would happen to dwarves who break their sword/axe/spear during a fight? Will they wrestle the enemy? (That would be terrible) Will they try to run to an armory to get a new weapon? If yes, how will that work with all the arsenal dwarf bureaucracy when they can't just pick up a weapon on a whim?

An interesting solution would be to have each dwarf carry two weapons by default (determined by default uniforms... say one weapon for the "light" leather uniform, two weapons for the "heavy" metal uniform). Better yet, have backup weapons dependent on the main weapon. Macedwarfs probably don't need backups. Swordsdwarves and speardwarves, on the other hand, should carry a backup warhammer or something that doesn't break.

EDIT: This leads to the issue of being able to tell your dwarves to use certain weapons for this fight only. "It's a colossus, throw away your spears, pick up hammers"... without needing to wait for the arsenal dwarf and preferably without much micromanagement.   Because without being able to specify weapons now, the realistic material system along with weapon damage would make fighting mineral beats too broken.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on June 29, 2010, 05:41:57 pm
If there's degradation coming in the future, there needs to be a sharpener's workshop to fix em up for some time :3
Item repairs would also be good because they'd help you keep your supplies at a constant level -- one problem I can potentially see is players constantly having to manually check their weapons and make sure that they have the correct amounts, replacing stuff that has worn out.

Of course, mandates are, in theory, meant to handle this kind of thing, if the relevant nobles can be taught to be smart about them...

Maybe make it like the tanner's shop, automatically let the fixer dwarf take the weapon from the soldier, go fix it and then bring it back to the dude. This would happen as soon as an item reaches a certain status of degradation, and the soldier is not active (to prevent mid-battle weapon robbery which would be hilarious but deadly)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 29, 2010, 06:03:58 pm
In case anyone's wondering, I don't think that this:

Weapon degradation will definitely change all of this colossus fighting, at least with non-adamantine weapons.

was meant to imply that weapon/armor degradation is actually being implemented yet.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on June 29, 2010, 06:17:07 pm
I personally have been talking of the future when it will be. As far as it may be.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on June 29, 2010, 07:01:14 pm
I'm more worried about what would happen to dwarves who break their sword/axe/spear during a fight? Will they wrestle the enemy? (That would be terrible)

Likewise... once we can use Marksdwarves again, what will happen to Marksdwarves who run out of ammo mid-fight?  Ideally I'd like them to pick up the nearest bolts they can find, which, if I had my way, would be in a stockpile right there beside their assigned place on the fortified tower/parapets.  I'm worried that they'd either sit there until the Arsenal Dwarf wakes up and finishes drinking, or they'd charge the enemy with their crossbow and start bashing.  And even if the A.D. is awake and active, he might assign them a pile of bolts that's halfway across the map, instead of the ones right next to them.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: steveman0 on June 29, 2010, 07:33:17 pm
There are tissue holes that develop that allow passing to the tissues underneath, but it's not really satisfying since the attacking weapon has to go in without touching the edges like that Operation game.  If it touches the edges, it has to pass through the entire tissue as usual.

Dwarf Fortress: Now with 30% more brain surgery.


Also: Pretty please marksdwarfs next!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on June 29, 2010, 07:52:46 pm
There are tissue holes that develop that allow passing to the tissues underneath, but it's not really satisfying since the attacking weapon has to go in without touching the edges like that Operation game.  If it touches the edges, it has to pass through the entire tissue as usual.


Couldnt you split the contact area in two parts? While one part of the contact area has to handle the normal setup the second could go into the open wound but only as much as the first part allows.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on June 29, 2010, 09:19:24 pm
I'm more worried about what would happen to dwarves who break their sword/axe/spear during a fight? Will they wrestle the enemy? (That would be terrible)

Likewise... once we can use Marksdwarves again, what will happen to Marksdwarves who run out of ammo mid-fight?  Ideally I'd like them to pick up the nearest bolts they can find, which, if I had my way, would be in a stockpile right there beside their assigned place on the fortified tower/parapets.  I'm worried that they'd either sit there until the Arsenal Dwarf wakes up and finishes drinking, or they'd charge the enemy with their crossbow and start bashing.  And even if the A.D. is awake and active, he might assign them a pile of bolts that's halfway across the map, instead of the ones right next to them.
Ammo assignment doesn't work like that. The Arsenal Dwarf goes "alright, these 600 steel bolts go to Squad A, those 500 bronze bolts go to Squad B" and such. Then the dwarves use those bolts - if they ran out and they knew to reload, they can do so without waiting for the Arsenal Dwarf's permission as he's already signed the paperwork for the reserve bolts. Note I'm completely skipping all mention of bugs right now.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Medicine Man on June 30, 2010, 02:51:27 am

[/quote]

Dwarf Fortress: Now with 30% more brain surgery.


[/quote]

Can I please sig that?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on June 30, 2010, 07:19:01 am
Ammo assignment doesn't work like that. The Arsenal Dwarf goes "alright, these 600 steel bolts go to Squad A, those 500 bronze bolts go to Squad B" and such. Then the dwarves use those bolts - if they ran out and they knew to reload, they can do so without waiting for the Arsenal Dwarf's permission as he's already signed the paperwork for the reserve bolts. Note I'm completely skipping all mention of bugs right now.

OK, fair enough.  Then the question becomes, how do I manage to get the right bolts into the right ammo stockpiles....
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: steveman0 on June 30, 2010, 08:09:07 am
Quote
Dwarf Fortress: Now with 30% more brain surgery.
Can I please sig that?

Feel free.   :P
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on June 30, 2010, 08:37:38 am
Ammo assignment doesn't work like that. The Arsenal Dwarf goes "alright, these 600 steel bolts go to Squad A, those 500 bronze bolts go to Squad B" and such. Then the dwarves use those bolts - if they ran out and they knew to reload, they can do so without waiting for the Arsenal Dwarf's permission as he's already signed the paperwork for the reserve bolts. Note I'm completely skipping all mention of bugs right now.

OK, fair enough.  Then the question becomes, how do I manage to get the right bolts into the right ammo stockpiles....

Don't even bother with marksdwarves, they and their training is broken and they prefer bashing enemies with their crossbow instead of shooting the bolts in their quiver.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Meanmelter on June 30, 2010, 08:40:33 am
Quote
Dwarf Fortress: Now with 30% more brain surgery.

Dwarf Fortress: Now with 25% more Face palming.

We should fill this up to 200%
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on June 30, 2010, 10:06:42 am
Toady, now that you're doing combat bugs, you should make armor penetration a bit more random as at the moment weaker materials never penetrate stronger ones and it makes up for really predictable combat which isn't that fun.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on June 30, 2010, 10:29:11 am
In case anyone's wondering, I don't think that this:

Weapon degradation will definitely change all of this colossus fighting, at least with non-adamantine weapons.

was meant to imply that weapon/armor degradation is actually being implemented yet.

I hope not since all of the issues with squads, the arsenal dwarf, training, ranged, and military in general will have to be fixed first, and even then, adding in weapon (and maybe armor) degredation will add almost as many issues
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: EsnRedshirt on June 30, 2010, 12:49:39 pm
Posted this in the discussion forum, but I think I found a workaround to Marksdwarves not firing crossbows. I had equipped all my fortress guard with crossbows, since I figure it's better to be beaten with a stick than an axe for ignoring impossible demands... then a crundle crawled up into the main stairwell.

I sent the fortress guard after it by stationing them near the spot it was at. To my amazement, one of the dwarves actually fired his crossbow at it and killed it. When I cancelled the station order, I noticed his "civilian" profession was "hunter". It may be possible that marksdwarves need to have the hunting labor active in order to actually fire their crossbows. I'll do a bit more testing at lunch time to see if I can get any more of my fortress guard to shoot things- there's a whole herd of crundle out there that needs to be thinned out.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: MaDeR Levap on June 30, 2010, 01:01:01 pm
Wow, military bugs hunt! This make me happy. :) Can't wait for 31.09.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dewar on June 30, 2010, 01:14:22 pm
Hmm, my stone stockpiles don't appear to be working.

I have two metal ore only stockpiles right by my smelters. Both have allow non-plant/animal on. They are the only stone stockpiles I have as I have disabled all the others to try and get it to work. I am currently in a siege, so my civilians are relegated to the "Inside" burrow, which includes everything inside my fortress including both the mining area and the stockpiles.

No one is loading the stockpiles despite me having 40 idlers. The smelter dwarves have to run downstairs to the mine every time I want them to make some iron bars. Bug? Am I misunderstanding Burrows?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on June 30, 2010, 01:18:05 pm
I have two metal ore only stockpiles right by my smelters. Both have allow non-plant/animal on. They are the only stone stockpiles I have as I have disabled all the others to try and get it to work. I am currently in a siege, so my civilians are relegated to the "Inside" burrow, which includes everything inside my fortress including both the mining area and the stockpiles.

No one is loading the stockpiles despite me having 40 idlers. The smelter dwarves have to run downstairs to the mine every time I want them to make some iron bars. Bug? Am I misunderstanding Burrows?

Do you have stone hauling turned on in (o)rders?  Do the civilians have the stone hauling labor enabled?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on June 30, 2010, 03:00:54 pm
Does the burrow include every tile on a path leading from the stockpile to the mine?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: MrWiggles on June 30, 2010, 05:38:58 pm
If there's degradation coming in the future, there needs to be a sharpener's workshop to fix em up for some time :3


Equipment Maintenance, such as sharpening, cleaning, and minor armor mending should be task for the soldier to do on their down time. Weapon and Armor smith should only come in for major repair works. Like replacing large holes in chain mail, or reforging a sundered sword.

Please tell me that artifact weapons won't degrade, at least >_<
(

I'm more worried about what would happen to dwarves who break their sword/axe/spear during a fight? Will they wrestle the enemy? (That would be terrible) Will they try to run to an armory to get a new weapon? If yes, how will that work with all the arsenal dwarf bureaucracy when they can't just pick up a weapon on a whim?

An interesting solution would be to have each dwarf carry two weapons by default (determined by default uniforms... say one weapon for the "light" leather uniform, two weapons for the "heavy" metal uniform). Better yet, have backup weapons dependent on the main weapon. Macedwarfs probably don't need backups. Swordsdwarves and speardwarves, on the other hand, should carry a backup warhammer or something that doesn't break.

EDIT: This leads to the issue of being able to tell your dwarves to use certain weapons for this fight only. "It's a colossus, throw away your spears, pick up hammers"... without needing to wait for the arsenal dwarf and preferably without much micromanagement.   Because without being able to specify weapons now, the realistic material system along with weapon damage would make fighting mineral beats too broken.

Dorfs should have a sense of internal judgment and urgency in this regard. They should be able to pick up the nearest weapon with the next highest skill unless its out of a circumference range (Relative to the dorf speed. The dorf should not want to abandon the battle field for long lengths of time.) with some personality bits thrown in. Like a stubborn dwarf is gonna kill ya with a sword even if you keep breaking them all. It should be able to use fallen enemies weapons.

Ultimately it'd be nice if they would make contextual judgments. Like if there are Civvies in X range, and there are no other Military Dorfs in X range to protect the civvies, and if the dorf weapon break it should decided with respect to personality, to stay their and wrestle whatever it is to protect the civvies. And there should be leeway for judgment errors.

Like for example: Dorf A is Fighting Goblin B, with Civve C&D near by. Dorf A weapon break, but there are Dorf D & E near by. Dorf A alerts Dorf D & E to fight Goblin B, as it judge the goblin ability to reach to the civies or keep up with him to be worse then the ability for for Dorf D & E to engage Goblin B.

Dorf A may know that D & E are markdwarfs but may not know they are out of ammo, and takes into account their range capability anyway to decide if Dorf A can break away safely.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on June 30, 2010, 06:01:12 pm
Toady did you mean only degeneration of the edges or actual damage to weapons? Ala bended/shattererd blades, brocken staffs and splintered arrows?

Also a damaged weapon must not be useless, you can trash a cue over the had of someone and then stab the same person with a now (most likely) sharp end. The "Cut of saurons finger"-move comes also to mind or using a broken jo / bo like an eskrima Staff.   
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on June 30, 2010, 06:04:21 pm
Toady did you mean only degeneration of the edges or actual damage to weapons? Ala bended/shattererd blades, brocken staffs and splintered arrows?

Also a damaged weapon must not be useless, you can trash a cue over the had of someone and then stab the same person with a now (most likely) sharp end. The "Cut of saurons finger"-move comes also to mind or using a broken jo / bo like an eskrima Staff.

Maybe degeneration isn't going to be in yet, but yea the statement needs clarification.

Still, once we do have degeneration in, we could better simulate clothes completely falling apart rather than getting stuck at XXrope reed sockXX and not dissapearing, and maybe simulate metal rusting.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: culwin on July 01, 2010, 12:37:28 am
I am freaking psyched for the next release.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Dante on July 01, 2010, 02:18:09 am
Me too; it really sounds like .09 is going to be the one that's as fun and playable as the 40d releases (but with all the new stuff, so better).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 01, 2010, 03:35:12 am
Toady did you mean only degeneration of the edges or actual damage to weapons? Ala bended/shattererd blades, brocken staffs and splintered arrows?

Also a damaged weapon must not be useless, you can trash a cue over the had of someone and then stab the same person with a now (most likely) sharp end. The "Cut of saurons finger"-move comes also to mind or using a broken jo / bo like an eskrima Staff.

Ah, I was just referring to something somebody said about edged weapons being kind of strange for killing a giant metal statue.  There is *no* weapon degradation currently.  It was redded-out on the list of remaining items and hasn't yet been rescheduled.  We want to do both weapon and armor damage at some point, but it hasn't been done yet.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: anotherthing on July 01, 2010, 09:11:13 am
Degradation should depend on the strength of the thing it's hitting. An exceptional steel axe cutting through basic copper armor like butter shouldn't degrade at the same speed than if it was trying to cut masterful bronze.

Degradation should also be a function of the skill of the dwarf using the weapon. It would be kind of backwards having a Legendary Axedwarf breaking his axe on any target. If he's legendary, he should be able to cleanly strike just about anything. Also, it would be rather odd having said Axedwarf not periodically sharpening the nicks out of his axe. If that axedwarf is attached to the weapon, then he should really, really maintain it.

A Legendary Axedwarf with an artifact axe should never break or let that axe go dull.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HebaruSan on July 01, 2010, 09:49:20 am
Degradation should also be a function of the skill of the dwarf using the weapon. It would be kind of backwards having a Legendary Axedwarf breaking his axe on any target. If he's legendary, he should be able to cleanly strike just about anything. Also, it would be rather odd having said Axedwarf not periodically sharpening the nicks out of his axe. If that axedwarf is attached to the weapon, then he should really, really maintain it.

A Legendary Axedwarf with an artifact axe should never break or let that axe go dull.

I agree regarding artifacts, but I also think it would make sense and fit well into a fantasy setting for a legendary axedwarf to have the ability, in life-and-death circumstances, to grab a mundane, poor-quality weapon and wring an extra amount of AWESOME out of it by hitting so hard and dead-on that both the enemy and the weapon are destroyed by the impact. In a normal low-threat battle, sure, she knows how to swing an axe to avoid damaging it, but if the inner defenses have been breached and there's a goblin master lasher chasing her spouse toward the lower caverns, is an axe's well-being going to be her highest priority?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jiri Petru on July 01, 2010, 12:31:06 pm
Also, how do you hack a bronze golem carefully in order not to break your axe?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: cephalo on July 01, 2010, 01:33:39 pm
Also, how do you hack a bronze golem carefully in order not to break your axe?

Well... if you wanna get all realistic on us, you would have to admit that if the thing was really made of bronze, it wouldn't be walking around causing grief. Talk about joint stiffness! ouch.

I think it's fictionally plausable that a dwarf, of a certain reputation..., could surround his axe with his exceptional aura of heroic invincibility and thereby prevent any damage to the axe.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Taeraresh on July 01, 2010, 02:49:08 pm
If there's degradation coming in the future, there needs to be a sharpener's workshop to fix em up for some time :3
Item repairs would also be good because they'd help you keep your supplies at a constant level -- one problem I can potentially see is players constantly having to manually check their weapons and make sure that they have the correct amounts, replacing stuff that has worn out.

Of course, mandates are, in theory, meant to handle this kind of thing, if the relevant nobles can be taught to be smart about them...

Maybe make it like the tanner's shop, automatically let the fixer dwarf take the weapon from the soldier, go fix it and then bring it back to the dude. This would happen as soon as an item reaches a certain status of degradation, and the soldier is not active (to prevent mid-battle weapon robbery which would be hilarious but deadly)

Also, I can see a highly-skilled repairdwarf fixing up a lower-quality weapon while they're repairing, and perhaps increasing its quality level.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on July 01, 2010, 03:02:10 pm
1 ) Become a trader when Toady makes planned improvements to adventure mode
2 ) Become legendary weapon repairer
3 ) buy broken weapons
4)  repair
5 ) legendary weapons
6 ) sell on
7 ) ? ? ? ? ?
8 ) PROFIT!!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 01, 2010, 03:26:08 pm
Also, I can see a highly-skilled repairdwarf fixing up a lower-quality weapon while they're repairing, and perhaps increasing its quality level.
I don't.

Perhaps for the very worst weapons, but generally speaking the quality of a weapon is limited by its forging. A blade can certainly be ruined by lack of maintenance, but if it's badly made in the first made - if the iron crystals inside the blade are badly aligned, or there are pockets of carbon or silicon, whatever - no amount of maintenance is going to fix that; you'd need to reforge it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: zagibu on July 01, 2010, 03:58:10 pm
Also, I can see a highly-skilled repairdwarf fixing up a lower-quality weapon while they're repairing, and perhaps increasing its quality level.
I don't.

Perhaps for the very worst weapons, but generally speaking the quality of a weapon is limited by its forging. A blade can certainly be ruined by lack of maintenance, but if it's badly made in the first made - if the iron crystals inside the blade are badly aligned, or there are pockets of carbon or silicon, whatever - no amount of maintenance is going to fix that; you'd need to reforge it.

Have you ever seen a dwarf without a pocket reforge kit? I certainly haven't.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: steveman0 on July 01, 2010, 07:53:09 pm
Also, I can see a highly-skilled repairdwarf fixing up a lower-quality weapon while they're repairing, and perhaps increasing its quality level.
I don't.

Perhaps for the very worst weapons, but generally speaking the quality of a weapon is limited by its forging. A blade can certainly be ruined by lack of maintenance, but if it's badly made in the first made - if the iron crystals inside the blade are badly aligned, or there are pockets of carbon or silicon, whatever - no amount of maintenance is going to fix that; you'd need to reforge it.

True but a significant repair job may well require at least reheating the blade to smooth out really bad dings and bends.  Hardened steel is very difficult to mold without heating and even a good reheat can restructure the crystalline structure if it wasn't very good the first time around.

Also, weapon quality, I'd imagine, is largely based on the the quality of the edge since that is the main thing that quality modifies affect (weapon damage and as a result the value) so I could see the repair dwarf grinding out a better edge than the original blade.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: anotherthing on July 01, 2010, 11:19:01 pm
Also, how do you hack a bronze golem carefully in order not to break your axe?

You go for the knees.

Like someone else pointed out, if it's moving, then there's a weak spot. It either becomes softer at the joints to move magically OR it's got hinge-like joints. If it's cast, it has to have seams. There's always a sweet spot!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McDepravity on July 02, 2010, 12:36:52 am
Like someone else pointed out, if it's moving, then there's a weak spot. It either becomes softer at the joints to move magically OR it's got hinge-like joints. If it's cast, it has to have seams. There's always a sweet spot!
Like human's knee, joint could have external shielding. Even few cm of solid bronze would stop any melee weapon, and even most of firearms.
I'd prefer catapult/ballista damage be fixed and ability to have military operators, who would not run from enemy.
Having all enemies be easily choppable with axes is boring. Its completely in DFs spirit to require some non-trivial approach to fight megabeasts.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 02, 2010, 03:04:29 am
Also, I can see a highly-skilled repairdwarf fixing up a lower-quality weapon while they're repairing, and perhaps increasing its quality level.
I don't.

Perhaps for the very worst weapons, but generally speaking the quality of a weapon is limited by its forging. A blade can certainly be ruined by lack of maintenance, but if it's badly made in the first made - if the iron crystals inside the blade are badly aligned, or there are pockets of carbon or silicon, whatever - no amount of maintenance is going to fix that; you'd need to reforge it.

True but a significant repair job may well require at least reheating the blade to smooth out really bad dings and bends.  Hardened steel is very difficult to mold without heating and even a good reheat can restructure the crystalline structure if it wasn't very good the first time around.

Also, weapon quality, I'd imagine, is largely based on the the quality of the edge since that is the main thing that quality modifies affect (weapon damage and as a result the value) so I could see the repair dwarf grinding out a better edge than the original blade.
Based on that, the opposite is also true - a masterwork blade is highly likely to degrade when repaired by reforge. So you'd have a mixed blessing and it'd all require fuel anyway. Plus when fractions of bars are used in the game just like fractions of cloths in hospitals, you could demand a portion of a bar is also required for reforging to cover chipped edge repair.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: RAM on July 02, 2010, 03:11:41 am
Also, how do you hack a bronze golem carefully in order not to break your axe?
I suspect that if you swung the axe in a steady and direct strike, more of the force would be expended in parting the bronze and the force that went into bouncing the blade would be directed along the length rather than being concentrated at the tip. Of course, if the material you are trying to cut is harder than the material your are cutting with, blade start to lose some of their appeal...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on July 02, 2010, 03:13:32 am
Is steel harder than bronze?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on July 02, 2010, 03:53:07 am
yes, I would imagine so anyway.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 02, 2010, 04:22:36 am
Good steel is, but modern steel has a consistent goodness that's unknown through most of history.

The ability to consistently produce good steel, lacking physics and chemistry, is one of the dwarves' nearly magical abilities.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Jimmy on July 02, 2010, 04:27:37 am
I remember a story I once read that claimed the reason dwarven forged metals were such high quality was the tempering process. Instead of water they used, ahem, dwarven bodily fluid.

Seems to make sense since this game doesn't require water for forging. All that booze has to go somewhere.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on July 02, 2010, 04:28:42 am
Good steel is, but modern steel has a consistent goodness that's unknown through most of history.

The ability to consistently produce good steel, lacking physics and chemistry, is one of the dwarves' nearly magical abilities.
Well, they ARE dwarves. You just hammer that shit until it does what you want.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on July 02, 2010, 07:27:22 am
I'd say dwarves have an understanding of physics and chemistry, although it may not be expressed in the terms modern-day humans would use.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Poot on July 02, 2010, 02:49:58 pm
I'd say dwarves have an understanding of physics and chemistry, although it may not be expressed in the terms modern-day humans would use.

Don't give them that much credit. It's all innate -- dorf magic, in other words.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smd on July 02, 2010, 04:51:54 pm
Why not?

Copper and Bronze Age societies had an understanding of physics and chemistry. And they put their knowledge into practice making edged and projectile weapons, complex architecture etc. Just because it is not founded on precise math, doesn't mean it won't work for simple applications.

As for the consistency of alloys, item quality takes care of that, doesn't it? a skilled blacksmith knows the exact proportions of ingredients to make a fine *sword* that a rookie might only guess at making swords and -swords- his first couple of years in the trade.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 02, 2010, 05:13:13 pm
Why not?

Copper and Bronze Age societies had an understanding of physics and chemistry. And they put their knowledge into practice making edged and projectile weapons, complex architecture etc. Just because it is not founded on precise math, doesn't mean it won't work for simple applications.

As for the consistency of alloys, item quality takes care of that, doesn't it? a skilled blacksmith knows the exact proportions of ingredients to make a fine *sword* that a rookie might only guess at making swords and -swords- his first couple of years in the trade.


I wouldn't humor quotes like "it's all dorf magic" with actual argument. It seriously just isn't worth it.


The thing about alloy consistency is that it would be nice if there were a concept of ore/metal quality as well. After all, a weaponsmith is restricted by the metal he has, and a smelter is restricted by the ore available; this stuff gets pretty important in real life, or at least was back when resources were more local/limited.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smd on July 02, 2010, 06:27:22 pm
at this point I would normally refer to the old simple gameplay = fun gameplay rule. BUT this game seems to defy what has been generally agreed upon by other developers.

What would you base your ore quality system on? arbitrary values set to each tile? miner experience?

The same goes for metal bar quality. Obviously purity would be the main factor here, but how to define it? Would it be inconsistent enough to assign quality values? Copper age societies were found able to produce 99,7% pure copper with little to no tools and basic understanding of the smelting process.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 02, 2010, 07:29:31 pm
at this point I would normally refer to the old simple gameplay = fun gameplay rule. BUT this game seems to defy what has been generally agreed upon by other developers.

What would you base your ore quality system on? arbitrary values set to each tile? miner experience?

Personally, I'm talking more about the natural quality of the deposits. It doesn't really matter too much how skilled your miner is, but I could be wrong about that in a realistic sense.

Quote
The same goes for metal bar quality. Obviously purity would be the main factor here, but how to define it? Would it be inconsistent enough to assign quality values? Copper age societies were found able to produce 99,7% pure copper with little to no tools and basic understanding of the smelting process.

Yeah, I have no idea how much variation occurs there myself. It might depend on what exactly you're smelting/alloying though.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 02, 2010, 08:41:46 pm
We're far less dependent on ore quality today than we used to be. It still matters, to a certain extent, but only for economics; generally they'll look for the purest iron (oxide) they can get, clean it up, then mix in the alloying substances in just the right way to get exactly what they wanted. To put it bluntly, nowadays we pretty much only care about getting the correct elements; the compounding can hang itself, except for economic purposes.

If you go back even two hundred years, we would not have been able to alter ore to anywhere near that extent. Eight hundred years.. forget it, the only way to get high-grade steel back then was to basically find a deposit that was close to those ratios already. (Wootz steel is a likely example)

(Luckily, finding pure copper was far easier. Iron ore tends to be dirty, though it's easier to extract overall and there's far more of it because of the iron potential valley.)

The point of that is this:

If DF was set today, it would make sense to model ore quality as a simple multiplier on the amount of metal you get out of it. But it isn't. If DF wants to do realistic ore modelling (which, at some point it very well might), the only halfway correct way to do that would be to limit the maximum quality of the resulting weapon, and its tendency to break, based on the quality of the ore. A lot of the iron ore wouldn't even be possible to make steel out of; steel is a very particular iron alloy.

Which means that, yes, you'd probably dump most of the poorer iron ore into furniture and such - things where the quality doesn't matter as much. That's what happened historically.

Ironically, some of the best iron mines today would have counted as very bad back then - they produce nearly elemental iron (oxide), and pure iron is uselessly soft. Mixing carbon in to make steel is well and good, but you actually want some elements other than iron and carbon to get the best steel - which historically tended to find their way in through the ore.

Which is not to say that they couldn't have used it. They just wouldn't have called it a good mine.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 03, 2010, 03:13:22 am
Its an easy patch to just say dwarves have fairly advanced metallurgical knowledge and an innate ability to get the best out of the ore. Is the no fish bug still in? i get a good supply of turtles and fishes then nothing for as long as my forts have lasted.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Heimdall on July 03, 2010, 10:47:29 am
How do I change window size? I used to change it to 1280x600 having font the same, but now it seems this option have gone. And 640x300 window is quite small.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Heimdall on July 03, 2010, 10:52:18 am
Aah, my bad.. Now I see the changes :). That's even better.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: monk12 on July 03, 2010, 12:07:11 pm
Its an easy patch to just say dwarves have fairly advanced metallurgical knowledge and an innate ability to get the best out of the ore. Is the no fish bug still in? i get a good supply of turtles and fishes then nothing for as long as my forts have lasted.

I can attest that founding a fortress on a stream in 31.08 provides enough fish to comfortably feed a modest fortress. Nice to get some use out of those immigrant fishermen.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 03, 2010, 06:33:46 pm
Yeah apparently it refills itself after awhile--wtf is up with sea water not being drinkable with wells and screw pumps? I had to compromise my defenses to quickly create a well from an underground source. I created a huge cistern system(lost 4 miners the ocean fills tunnels fast!) and finally got the pumps going only to see the water was still undrinkable.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on July 03, 2010, 06:36:02 pm
Did you try isolating your cistern from natural walls? That is, covering it with flooring and surrounding it with walls inside.

Desalination could be borked in this version, dunno.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on July 03, 2010, 06:38:25 pm
Desalination could be borked in this version, dunno.

Desalinization is/was a bug, so people shouldn't be too surprised if it's been fixed.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on July 03, 2010, 06:40:17 pm
Desalination could be borked in this version, dunno.

Desalinization is/was a bug, so people shouldn't be too surprised if it's been fixed.

Then how are we suppoused to get fresh water in an ocean fort when it suppousedly makes every single source of water near the ocean salty, including underground???
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 03, 2010, 06:42:44 pm
Desalination could be borked in this version, dunno.

Desalinization is/was a bug, so people shouldn't be too surprised if it's been fixed.

I think he's doing it wrong regardless. It sounds like he's pumping it into a cistern made of natural rock, and the desalination trick requires the water to never touch natural terrain once it leaves the pump.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 03, 2010, 09:35:59 pm
Yeah i'm doing it wrong heh always read about ocean forts but never bothered to build one until now.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 04, 2010, 07:34:26 am
Desalination could be borked in this version, dunno.

Desalinization is/was a bug, so people shouldn't be too surprised if it's been fixed.

It's the only way to get fresh water on ocean biomes though :/ I don't think it should be fixed until a new, proper way (like a workshop) is added to make drinkable water.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Aquillion on July 04, 2010, 01:20:44 pm
Chances are the bug was having wider effects, though, and it was fixed as part of a larger more general improvement.
Title: Getting DF to work in Linux?
Post by: JBWilliams on July 04, 2010, 07:12:38 pm
I'm stuck on my outdated ibook G4 for at least a couple months until I can save the money to fix my PC.  I decided to try out Linux as I can't afford upgrading MacOS.  I have Xubuntu running fine now...it was easier than installing Windows XP, though I still need to get a few non-essentials working.

Which leads to my question: can DF run in Linux on powerpc hardware?  And if so, how?  I've tinkered around with Linux many years ago, but I'm essentially a newbie.  I've downloaded the linux 31.08, but clearly there is more to it than just double-clicking.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 04, 2010, 08:51:46 pm
It can't. The Linux version only works on x86.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on July 04, 2010, 10:07:52 pm
Not true, I am running the 64 version of Mandriva and it is running fine for me.  It chokes a bit but overall it runs fine considering I have to do it with ACPI off and my graphics driver doesn't work.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: JBWilliams on July 05, 2010, 01:23:09 am
So...either it doesn't work or it might sort of work...

izraq:  What kind of hardware are you on, specifically, and do you have any tips on how to get it running?  I am open to the possibility of blood sacrifices to Armok.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on July 05, 2010, 02:09:00 am
I don't know what to tell you.  I am on mandriva linux on a toshiba satlite and i am using the sdl version.  I can run off the executable no problems.  One thing I would do if you can't get the linux version to work is get the windoze version and use WINE.  Best of luck to you and blessings from Armok be with you fellow Linux dwarf

EDIT: I did some research just so I didn't lead you astray I am using the ONE version which is 32... only powerpack is 64... sorry I am a bit of a dorf sometimes so yeah I would use WINE or go back to a 32 version.  I really hope to Armok you get it working and create a fortress of the highest craftdwarfsmanship.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: greycat on July 05, 2010, 07:10:50 am
He was asking about running DF on a PowerPC architecture platform.  PowerPC is completely incompatible with x86/i386/amd64/x86_64 hardware -- it's a totally separate architecture and would need to have DF recompiled for it.  I don't foresee that as likely.

The only way you could run DF on a PPC machine would be through an emulator of some kind.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on July 05, 2010, 09:11:07 am
He was asking about running DF on a PowerPC architecture platform.  PowerPC is completely incompatible with x86/i386/amd64/x86_64 hardware -- it's a totally separate architecture and would need to have DF recompiled for it.  I don't foresee that as likely.

The only way you could run DF on a PPC machine would be through an emulator of some kind.

Would WINE be an appropriate emulator though that is what I am thinking would be his best bet?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 05, 2010, 10:22:38 am
There is no reasonable combination of software that would let you run DF on Linux/PPC.

Simple fact: The only PPC version of DF is the one for OS X. However, there is no wine equivalent for running OS X applications on Linux. You could use an emulator to run the x86 version, but in this case I would expect framerates that would best described with negative logarithms.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Zared on July 05, 2010, 12:05:49 pm
Would WINE be an appropriate emulator though that is what I am thinking would be his best bet?

Wine Is Not an Emulator

An x86 application, in theory, runs fine in DOS, Windows, OSX, Linux, or *BSD.  In practice though, all applications need to make system calls to do absolutely anything.  System calls are not the same across operating systems.  What WINE does is make the Windows system calls available under Linux (or *BSD, including OSX).  That's not emulation in the traditional sense, since the code is still running on your CPU directly. 

It won't work on an older Mac, since those use a different kind of CPU (IBM PowerPC, hence, PPC).  Since the code won't run on that CPU, it doesn't matter what system calls are available.  (And since there are no PPC Windows apps, nobody will ever bother getting WINE running on a PPC machine anyway).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 05, 2010, 04:19:07 pm
Toady: Have you messed with the combat randomness at all or is it still "weaker material has zero chance of beating stronger material" like in the current version? I was wondering as you said "and I'm happier with the results now after a lot of changes." in the newest devlog, so maybe more randomness was one of the changes? A man can dream.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Beeskee on July 05, 2010, 06:19:52 pm
Looking forward to the next release. :)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: diefortheswarm on July 05, 2010, 07:07:19 pm
Actually with ranged attacks it does make sense that copper bolts will NEVER penetrate steel armor.  It also makes sense that if armor coverage is not 100% the uncovered areas will get hit from time to time.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 05, 2010, 07:13:28 pm
With ranged attacks sure. With melee attacks, things will all change when weapon degradation gets coded in eventually but right now a low but not infinitessimal chance (provided attacker's strength is worthy) for a inferior material weapon to do damage through a superior material armour in melee combat would indeed be nice. Combat balance will still need more work in .10 is Toady's message but he's moving on for now to get a release out (with shooting fixed) and more testing feedback from us.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: tweinst on July 05, 2010, 07:31:17 pm
Perhaps material properties could have a random adjustment modulated by quality, to represent construction flaws? So a poorly made suit of bronze armor might have a lot of weak spots, while one that is well made would generally be tough all over.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on July 05, 2010, 07:40:31 pm
Seems fair
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on July 05, 2010, 10:43:34 pm
Re: fishing, my experience is that after a few years the population gives out and never comes back. 20 year fort on a brook here. Stockpile your refuse inside D:
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: RAM on July 05, 2010, 11:10:59 pm
Actually with ranged attacks it does make sense that copper bolts will NEVER penetrate steel armor.  It also makes sense that if armor coverage is not 100% the uncovered areas will get hit from time to time.
A copper bolt travelling at ninety percent of the speed of light carries a high probability of causing problems for an individual completely covered by heavy steel armour. A solid copper bolt fired from a particularly heavy crossbow would probably get through a weak point in standard steel armour, although it would expect to lose much of its force in doing so. Perhaps there is room for two tyes of crossbow, one which fires more quickly, and another with more power.

P.S.
 Axes and hammers work much the same way as bolts, relying largely upon momentum and not really doing much once they stop. Swords are probably the most badly affected by material hardness...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 05, 2010, 11:22:31 pm
Toady: Have you messed with the combat randomness at all or is it still "weaker material has zero chance of beating stronger material" like in the current version? I was wondering as you said "and I'm happier with the results now after a lot of changes." in the newest devlog, so maybe more randomness was one of the changes? A man can dream.

There has been a tendency for material differences to not be quite as all-deciding, but it's still a little off.  The armor is like a fully covering metal skin now, and that's part of the problem, but there are still other things to do with contact area and whatever else -- right now sword swings have to use contact area for the sweep of the swing as well as the actual contact area of the strike, when those are very different things, and that exacerbates material issues.  I'm going to change that.  Bolts have small contact areas now, and that helps them punch through breast plates when they get a nice square shot.  I just want to get a release up within a few days, and then I'll probably be back doing some of this, though I've got to spread out to other issues as well.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 06, 2010, 01:47:44 am
Toady: Have you messed with the combat randomness at all or is it still "weaker material has zero chance of beating stronger material" like in the current version? I was wondering as you said "and I'm happier with the results now after a lot of changes." in the newest devlog, so maybe more randomness was one of the changes? A man can dream.

There has been a tendency for material differences to not be quite as all-deciding, but it's still a little off.  The armor is like a fully covering metal skin now, and that's part of the problem, but there are still other things to do with contact area and whatever else -- right now sword swings have to use contact area for the sweep of the swing as well as the actual contact area of the strike, when those are very different things, and that exacerbates material issues.  I'm going to change that.  Bolts have small contact areas now, and that helps them punch through breast plates when they get a nice square shot.  I just want to get a release up within a few days, and then I'll probably be back doing some of this, though I've got to spread out to other issues as well.

You probably know this by now, but FWIW, I think I've figured out that the other major problem with ammunition is the game doesn't differentiate between how long something is and how deeply it can actually penetrate, so you get issues like darts (being very short) not actually going past clothing, and ammo penetrating just as deep whether you stab a guy with it or launch it from a weapon, because the game doesn't really consider the possibility of an item like that being able to pass through a layer entirely. I'm also not entirely sure if lower contact area increases chance of penetration (as it should, in the case of a spear, due to more concentrated force).

On a barely-related note, since people are talking about materials: Have you ever considered having the material-item abstraction go "material -> composition -> item" instead of "material -> item"? When I say "composition" I mean how the material is arranged, stuff that's covered by tags like "[TISSUE_SHAPE:STRANDS]" or [STRUCTURAL_ELASTICITY_foo]". I can't help but feel this would make things go much more smoothly/flexibly, and allow better retention/alteration of how a substance is shaped through industrial processes (for instance, the STRAND composition of HAIR material (or of THREAD items made of COTTON material) would carry over more easily to things you make out of those items, like a wool shirt, without having to explicitly specify that the shirt should be woven as opposed to being more solid, like something made out of a LEATHER item. It just seems important enough that it should be independent of the item itself (especially since, well, it is), for those purposes and so more flexible industrial processes could be considered without having to add as many special-cases or item-specific tags.



Perhaps material properties could have a random adjustment modulated by quality, to represent construction flaws? So a poorly made suit of bronze armor might have a lot of weak spots, while one that is well made would generally be tough all over.

The problem here is that you'd need random adjustments that are profound enough as to start making little sense, or else they'd only really show up in extreme cases. Also, I'd say something like that should be figured into quality itself, and not hidden from the player.

More combat randomness would be nice, especially where the system can't really simulate what's going on properly, but I don't know if applying it at that point would be the best way to go.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 06, 2010, 03:02:55 am
There were issues at small sizes that might help with darts and which have definitely been handled for bolts.  Contact area always influenced the chance of penetration, but there was a division at one point that made small contact areas round up, so any small numbers were just getting washed out.  I'd still need to test darts.  Elastic clothing still has some too-magical properties that I might even deal with before this release if they keep coming up.

Yeah, I considered adding additional structural material information systematically, but too late.  By the time I had finished the initial mat/tissue rewrites and thought about doing it, it was already too far in the cycle to go back and add it without blasting myself out by an unknown time yet again.  Now it might be worth it to get it in in pieces, so it can query the item (or ground or tissue or whatever) for the unified information, and failing that, fall back on the specific tags.  Anything that doesn't involve a long delay would be good, and it's definitely called for.  At the same time, we could consider some of the ideas that have been floating around about material quality and so on, so that you could have more minute changes occur to smelting/forging/whatever processes that give the material rather than the item some quality.  It should be possible to do it without jumping off another cliff.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 06, 2010, 03:14:03 am
There were issues at small sizes that might help with darts and which have definitely been handled for bolts.  Contact area always influenced the chance of penetration, but there was a division at one point that made small contact areas round up, so any small numbers were just getting washed out.  I'd still need to test darts.

In case I wasn't clear (I don't know how well I explained it), what I mean about darts/arrows can be summed up via analogy to bullets: Obviously, bullets are pretty tiny so you can't stab someone very deeply with one even if you could get a grip on it, but when you fire them with a gun they can go clear through a person; what I'm unsure of is if the game has any notion of this (of the entire body of a piece of ammunition piercing through to the next layer, such that it can go deeper than the ammunition itself is long).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 06, 2010, 03:15:22 am
Re: fishing, my experience is that after a few years the population gives out and never comes back. 20 year fort on a brook here. Stockpile your refuse inside D:

I thought this to but my current fort seems to be replenishing on the season changes with nothing but an aquifer but my other fort was completely exhausted with a brook, several ponds and the entire under ground ocean on 2 cavern levels. I've noticed brooks drying up alot on most of my forts but i've also had aquifers run out of turtles also.

Hell now that i think about it i even had entire oceans dry up but i've only ever had 4 ocean forts so i have no idea if this is normal or not.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 06, 2010, 03:38:10 am
There were issues at small sizes that might help with darts and which have definitely been handled for bolts.  Contact area always influenced the chance of penetration, but there was a division at one point that made small contact areas round up, so any small numbers were just getting washed out.  I'd still need to test darts.

In case I wasn't clear (I don't know how well I explained it), what I mean about darts/arrows can be summed up via analogy to bullets: Obviously, bullets are pretty tiny so you can't stab someone very deeply with one even if you could get a grip on it, but when you fire them with a gun they can go clear through a person; what I'm unsure of is if the game has any notion of this (of the entire body of a piece of ammunition piercing through to the next layer, such that it can go deeper than the ammunition itself is long).

Ah, no, I see you mentioned that now as a separate issue from the darts, and yeah, we haven't done anything with it.  Between darts, bolts and arrows against their regular targets, it isn't nearly as important, but there are some cases (like shooting a dragon with an adamantine bolt) where it would need to be addressed to get the ideal behavior.  When I do the sweep area vs contact area thing for swings, it'll probably involve very similar changes, so I'll try to keep it in mind.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 06, 2010, 03:42:17 am
I think it's more important with smaller ammunition like darts, because then (as is now the case, I think) you can easily have situations where even with a very strong dart fired at very high velocities, wearing a thick enough cloak will stop it dead in its tracks. It's definitely less of an issue for arrows, but could still theoretically be one in some situations (theoretically, in DF-world at the moment, you could stop a heavy adamantine-tipped arrow by holding up a bedsheet in front of you, because it wouldn't fully penetrate. At the moment, it just matters less because all layers are contiguous and clothing isn't likely to be super-thick, but it would still be nice if something like the shirt-and-coat on someone's back absorb a bit of the momentum but allow complete passage of the projectile).
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 06, 2010, 04:31:07 am
The held vs. flying penetration depth shouldn't be the issue with darts vs. clothing, because the clothing isn't deeper than a dart even if you are stabbing somebody with it, once the basic numbers are fixed.  But the contact area bug was turning it into a "sharp" fly swatter.  The elastic clothing also tends to be completely unrippable, because it just goes "nya nya elastic!" and nulls the edge without sapping the momentum -- there's going to have to be a middle ground there to allow elastic/structurally elastic tissues/clothing to give way beyond their material properties but also eventually pay the price and tear when some point is reached.  It's a sort of "big picture" rip that isn't captured fully by any local property.  Making penetration depth able to go beyond the depth specified in the item raws will be for projectiles flying deep within large soft targets.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 06, 2010, 04:41:39 am
Yeah, the elastic-material issues were probably giving me a false read on how things were playing out there.


Making penetration depth able to go beyond the depth specified in the item raws will be for projectiles flying deep within large soft targets.

This was also at least as major a concern to me, but the dart-versus-cloak sort of scenario was just easier to describe, I think.


By the way: How is the protection offered by ribs (and similar parts, although I think those are really the only probability-driven example) calculated? It seemed to me during my testing that the chance for a rib to protect a shot was rolled separately for each relevant rib, leading to ribs not protecting very often, and also leading to a situation where if I increased the number from 5 to something that caused more consistent protection, I wound up with situations such as the one in my signature, where too many of the ribs protected something at once. If that is the case, will this change at all once relative bodypart positions come into play more later one (as I think I remember you saying they will at some point), such that the game will be able to figure out which particular rib should get hit, resulting in more consistent protection without as many of the five-ribs-broken-at-once-by-a-hammer scenarios coming up?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 06, 2010, 08:39:12 am
There's also the little balance problem of sure-kill arteries. For example, in fortress mode, a soldier can get a cut in his cheek which results in a cut artery, and he bleeds to death in seconds before any chance of a dwarf rescuing him. Arteries should cause heavy bleeding, but they should bleed to death slower so there's a chance of survival.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: cephalo on July 06, 2010, 08:41:50 am
With all this talk about bolts, I'm hoping that we'll be able to use marksdwarves in the next patch. I'm not so concerned about the damage as whether I actually see a bolt leave someones crossbow and travel somewhere.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on July 06, 2010, 09:24:28 am
There's also the little balance problem of sure-kill arteries. For example, in fortress mode, a soldier can get a cut in his cheek which results in a cut artery, and he bleeds to death in seconds before any chance of a dwarf rescuing him. Arteries should cause heavy bleeding, but they should bleed to death slower so there's a chance of survival.

That was almost certainly due to this bug, (http://www.bay12games.com/dwarves/mantisbt/view.php?id=723) which was fixed a few hours ago.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 06, 2010, 10:06:56 am
There's also the little balance problem of sure-kill arteries. For example, in fortress mode, a soldier can get a cut in his cheek which results in a cut artery, and he bleeds to death in seconds before any chance of a dwarf rescuing him. Arteries should cause heavy bleeding, but they should bleed to death slower so there's a chance of survival.

That was almost certainly due to this bug, (http://www.bay12games.com/dwarves/mantisbt/view.php?id=723) which was fixed a few hours ago.

Great.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: FuzzyDoom on July 06, 2010, 10:18:16 am
This release will be amazing! I'll finally be able to embark in a dangerous biome and not have to worry if my guys will all die because of a few military bugs. :)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 06, 2010, 10:51:49 am
Quote
My test for that was to set up two lines of 11 crossbowmen each and just wait for a good shot, but the heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest.

I quite laughed at that. From today's devlog.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Josephus on July 06, 2010, 10:52:27 am
Yes, I did too.

I sigged it, just for the pleasure.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on July 06, 2010, 11:43:16 am
So this bolts then used the skill for impro weapons as that happend? 
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: MaDeR Levap on July 06, 2010, 02:08:39 pm
A copper bolt travelling at ninety percent of the speed of light carries a high probability of causing problems for an individual completely covered by heavy steel armour.
Well, "hitting with strength of multiton thermonuclear explosion" certainly counts as "causing problems", but it sounds so much like... understatement... ;)

Back to topic: great fixes! I personally wait for three things, if we talking about military bugs:
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 06, 2010, 06:15:48 pm
Marksdwarves have always worked in the arena. It's fortress mode where we grieve and Toady won't release .09 until he's fixed it or made enough changes to warrant extensive playtesting by us. Training and equipping do work even in .08 provided you stick to certain restrictions.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HebaruSan on July 07, 2010, 10:07:06 am
Arsenal dwarf going away in 0.31.09: (http://www.bay12games.com/dwarves/index.html#2010-07-07)
Quote from: Today One
The arsenal dwarf was obliterated to let equipment move around more easily. The position might be back later, but not without being more useful and interesting.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 07, 2010, 10:09:19 am
Kickass change.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on July 07, 2010, 10:13:30 am
Arsenal dwarf going away in 0.31.09: (http://www.bay12games.com/dwarves/index.html#2010-07-07)
Quote from: Today One
The arsenal dwarf was obliterated to let equipment move around more easily. The position might be back later, but not without being more useful and interesting.

Heh, the arsenal dwarf is probably causing alot of the other issues with the military as well.

I have one question related to this though, For forts that currently have an arsenal dwarf, will those saves be compatible with .9? I'm wondering because my fort is at the point where I need to use an arsenal dwarf in order to do much of the military stuff, and so when the arsenal dwarf position goes missing (it's in the entity_civ file, right? Which requires a regen) what happens to those in worldgen an in your fort that currently have the arsenal dwarf position?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 07, 2010, 10:22:46 am
Cross-posting from FotF:  In old saves, the position will be there, but you won't have to use it.  Save compat is fine -- I left the responsibilities in but they aren't used in the code except to load them and not throw an error message.  You can just fire your current arsenal dwarf.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: smjjames on July 07, 2010, 10:26:47 am
Heh, was going to erase that post since the other one got answered, but then again, its a good idea to have this info in two threads.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on July 07, 2010, 12:04:33 pm
I read the latest development blog and I am glad to see that hunting/marksdwarves work again.  I have a problem though with training... I know there are training weapons but it takes the arsenal dwarf to change so say I have a goblin raid and I need to change in the middle of training to defend my fortress I can't do that.  Long story short and my point is I had some dwarves sparing and my speardwarf tore open a ligament and I know this is sort of my fault but I don't believe in manually changing the equipment because it takes forever for the arsenal dwarf to change it so I am kind of excited he got taken out.  I was wondering in the release after next you could do something to tell the dwarfs to train with the wooden training weapons and say you tell them to kill something that they would know to change from the training weapons to the normal weapons.  I probably posted this in the wrong board so I am sorry if I have done so but I felt it is relevant to the new version.  Keep up the good work Toady I am very excited for the next release.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 07, 2010, 01:02:32 pm
Even though there is no use for training weapons right now (aside from cutting down trees with training axes) lots of people insist on using them. It makes logical sense afterall and 40d habits make it doubly so. Which brings to question: will dwarves store their training weapons in their squad-assigned container (weapon rack defining the barracks) and only pull them out for official sparring? Seems silly to ever equip training weapons just for individual weapon drills or demonstrations, where no risk of injury exists.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Beeskee on July 07, 2010, 01:16:28 pm
After reading the latest notes, now I'm REALLY looking forward to the next version. I mean REALLY. On a completely unrelated note, my "weekend" is tomorrow. HINT HINT. :D

Edit: Will 09 "release" the ammo that was "locked" due to a deleted ammo group in the military ammo screen?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toybasher on July 07, 2010, 01:45:35 pm
Man I should donate, Thanks Toady for fixing those bugs. This new update I cant wait for, now my adventurers can finally de-gut a poor elf while NOT bleeding to death from a arrow in his toe, At that same moment I will have a working militery.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on July 07, 2010, 02:58:50 pm
Which brings to question: will dwarves store their training weapons in their squad-assigned container (weapon rack defining the barracks) and only pull them out for official sparring? Seems silly to ever equip training weapons just for individual weapon drills or demonstrations, where no risk of injury exists.

I agree with you on that but there was that one off chance where my dwarfs where they were actually sparing training and I just personally think its a hassle to have to manually switch it in the assignments and then have to change when a siege happens.  I am sure there will be a change with that in an upcoming release considering he is doing combat/military bugs.  That spear dwarf finally got his arm patched up but still avoiding further injuries would be nice I am sure others will agree with me.  Maybe it is my fault that I don't put them on a schedule where they are only training alone :p.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 07, 2010, 04:09:27 pm
That's the thing see, dwarves never spar right now because it's bugged. Or more accurately - if they do spar at all, then you're risking losing dwarves permanently to the "waiting for military demonstration classes" bug, so they should never ever be allowed to spar in the first place right now.

Anyway, I phrased my question that way because sieges are not the main concern with rapid switching of equipment - unexpected cavern wildlife intrusions and ambushes give you far less time to react so I expect soldiers should carry live weapons by default and only use practice weapons at the exact time they need them: sparring only.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 07, 2010, 05:26:38 pm
My dwarves just go into "individual combat drills" which works nicely though their schedules dont work. I cant wait for the combat bugs to be ironed out so i can make a fortress in an evil biome again! damn tired of the non undead elk and camels wandering into the map lagging me.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: VWSpeedRacer on July 07, 2010, 06:16:01 pm
The Arsenal Dwarf looks surprised by the ferocity of Toady One's onslaught!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Solace on July 07, 2010, 06:27:35 pm
Are the undead officially fixed? I can kill them pretty easy with a hammer in adventurer mode, but haven't heard any threads about "OMG unkillable creatures bug fixed" so... :P
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Hyndis on July 07, 2010, 06:34:19 pm
Are the undead officially fixed? I can kill them pretty easy with a hammer in adventurer mode, but haven't heard any threads about "OMG unkillable creatures bug fixed" so... :P

#  06/30/2010: I've added in some more cumulative damage effects and fixed problems that had arisen with the swing velocity and impact calculations. The bronze colossus can die, unarmed striking fights end eventually now, and I had 13 dwarves with maces beat 13 dwarves with swords (with 2 and 3 dwarves remaining in two tests), so many of the issues seem to be resolved. Several bugs related to ranged weapons should be up within a few days, but I'll probably want to check a few more things here.
# 06/28/2010: The material-based random critters should be killable now. We're also putting together the new dev notes, and hopefully those will be up on the 1st. I'll probably continue with combat bugs tomorrow.



You should also be able to kill undead with cumulative damage, just like you'll be able to kill a BC or FB made out of coral.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Rkui on July 07, 2010, 06:39:19 pm
Anyway, I phrased my question that way because sieges are not the main concern with rapid switching of equipment - unexpected cavern wildlife intrusions and ambushes give you far less time to react so I expect soldiers should carry live weapons by default and only use practice weapons at the exact time they need them: sparring only.

Somehow i agree, but then i like to train my futur soldiers on uncaged goblins, and i usually first let them wrestle on them, then i give them wooden weapons, then when they have real skill i stop the training with caged goblin, i give them a real weapon and send them into siege. You can easely control the strengh of the oponent with goblins, first you can take off the equipement you only want, and then they also have skill, some are recruit, other are master, so its a very effective way to train your soldiers without much risk, lot better than sparring.
Somehow you should be able to say which is the primary/secondary/sparring weapon like it was, kind of, in 40 (you could choose how many weapon you'll equip), and you should be able to switch those. If you put a switch like "training weapon = sparring only" it will screw this all.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 07, 2010, 08:59:49 pm
Ok point, naked goblin training is indeed a valid use for wooden training weapons. Not sure if that's intended behaviour or not, so let's wait on Toady's response.


Undead were 'fixed' looooooooooooong ago back in .03 with an HP system just for them. DF combat is realistic enough that it demonstrates how undead just don't make sense in nature. Undead die if you beat them up enough, no matter what the individual tissue wounds say. Unkillable creatures refer to inorganic forgotten beasts.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Narmio on July 07, 2010, 09:42:31 pm
Anyway, I phrased my question that way because sieges are not the main concern with rapid switching of equipment - unexpected cavern wildlife intrusions and ambushes give you far less time to react so I expect soldiers should carry live weapons by default and only use practice weapons at the exact time they need them: sparring only.

Somehow i agree, but then i like to train my futur soldiers on uncaged goblins, and i usually first let them wrestle on them, then i give them wooden weapons, then when they have real skill i stop the training with caged goblin, i give them a real weapon and send them into siege. You can easely control the strengh of the oponent with goblins, first you can take off the equipement you only want, and then they also have skill, some are recruit, other are master, so its a very effective way to train your soldiers without much risk, lot better than sparring.
Somehow you should be able to say which is the primary/secondary/sparring weapon like it was, kind of, in 40 (you could choose how many weapon you'll equip), and you should be able to switch those. If you put a switch like "training weapon = sparring only" it will screw this all.

You could solve both the need to switch to training weapons and the desire for dwarves to occasionally engage in real combat using training weapons.  Something like being able to assign any weapon to a dwarf as a "Weapon", and any other weapon as a "Sparring Weapon".  The former is kept on the dwarf, the latter is kept on a weapon rack in an assigned barracks.  That way you can use training weapons as real weapons if you want to, and you can also use real weapons as training weapons (say you have no wood and want to use silver swords for sparring).   It adds yet more complication and clutter to the military assignment screen, but it would provide all the weapon assignment functionality anyone could ever want!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: steveman0 on July 07, 2010, 09:51:50 pm
There were issues at small sizes that might help with darts and which have definitely been handled for bolts.  Contact area always influenced the chance of penetration, but there was a division at one point that made small contact areas round up, so any small numbers were just getting washed out.  I'd still need to test darts.

In case I wasn't clear (I don't know how well I explained it), what I mean about darts/arrows can be summed up via analogy to bullets: Obviously, bullets are pretty tiny so you can't stab someone very deeply with one even if you could get a grip on it, but when you fire them with a gun they can go clear through a person; what I'm unsure of is if the game has any notion of this (of the entire body of a piece of ammunition piercing through to the next layer, such that it can go deeper than the ammunition itself is long).

Ah, no, I see you mentioned that now as a separate issue from the darts, and yeah, we haven't done anything with it.  Between darts, bolts and arrows against their regular targets, it isn't nearly as important, but there are some cases (like shooting a dragon with an adamantine bolt) where it would need to be addressed to get the ideal behavior.  When I do the sweep area vs contact area thing for swings, it'll probably involve very similar changes, so I'll try to keep it in mind.

In other words, with these conditions an unkillable dwarf is possible if you are able to wrap him up in some sort of leather zorb http://www.google.com/images?q=zorb&um=1&ie=UTF-8&source=og&sa=N&hl=en&tab=wi (http://www.google.com/images?q=zorb&um=1&ie=UTF-8&source=og&sa=N&hl=en&tab=wi)


Either way... YAY Marksdwarfs!!! I am totally ready to set down on goblin turf and start swiss-cheesing them gobs.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on July 07, 2010, 10:02:23 pm
Either way... YAY Marksdwarfs!!! I am totally ready to set down on goblin turf and start swiss-cheesing them gobs.

Hm... goblin cheese.

-is off to mod goblins as milkable-
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: FuzzyDoom on July 07, 2010, 11:03:48 pm
Either way... YAY Marksdwarfs!!! I am totally ready to set down on goblin turf and start swiss-cheesing them gobs.

Hm... goblin cheese.

-is off to mod goblins as milkable-

I think I just threw up a little in my mouth...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: RAM on July 08, 2010, 12:53:34 am
You could solve both the need to switch to training weapons and the desire for dwarves to occasionally engage in real combat using training weapons.  Something like being able to assign any weapon to a dwarf as a "Weapon", and any other weapon as a "Sparring Weapon".  The former is kept on the dwarf, the latter is kept on a weapon rack in an assigned barracks.
And because it is kept in the training room, multiple dwarves could use the same training weapon, although they might become sad and go on a killing spree because someone else was using their weapon when they wanted it...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: izraqthedark on July 08, 2010, 01:10:28 am
I don't know if that would be the case since it is a sparring weapon.  When I was in martial arts, when someone didn't have equipment or a weapon to run kata etc... we really didn't care since it wasn't "ours".  How this pertains to DF is that the weapon wouldn't be really "theirs" but yet the (not to be crude but its the best way I could think of explaing it) fortress bicycle... everyone's used it so what is the big deal.  I see where you are coming from since it is their weapon but yet at the same time its a sparring weapon so why should it get the same priority as their say masterwork iron battle axe.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: RAM on July 08, 2010, 01:50:19 am
Yes, but they want to spar, but someone stole the weapon they were going to use, and they are a dwarf with a proud history of tantruming ancestors...
Of course, you could just set a category of weapon and they take any weapons assigned to the location that they are sparring in or the squad they are training with, but then you miss out on the chance to tantrum...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 08, 2010, 05:23:48 am
Oh come on, when guilds and religious cults go in, there'll be so many more interesting chances of tantrum and emotion string pulling. No point introducing some silly artificial reason to tantrum in a way annoying to prevent. Now if they tantrumed because you ran out of sparring weapons and everyone else got to spar while they had to sit at the wall, that I could accept.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 08, 2010, 09:16:19 am
Sneak preview: http://brage.info/~svein/console.png

It's not useful for much yet, but it does give you quick access to the gamelog/errorlog, at least. More later.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: eerr on July 08, 2010, 09:47:16 am
Marksdwarves have always worked in the arena. It's fortress mode where we grieve and Toady won't release .09 until he's fixed it or made enough changes to warrant extensive playtesting by us. Training and equipping do work even in .08 provided you stick to certain restrictions.
I've had the save-crash bug at least 6 times already, and two crashes that cost me a total of a year, at least.

I think, maybe, .09 can come early.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McCheeseMaker on July 08, 2010, 10:06:21 am
Sneak preview: http://brage.info/~svein/console.png

It's not useful for much yet, but it does give you quick access to the gamelog/errorlog, at least. More later.
I see new stuff and I see matrixy stuff. Not sure whether to take you seriously or not..
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toybasher on July 08, 2010, 10:49:14 am
Sneak preview: http://brage.info/~svein/console.png

It's not useful for much yet, but it does give you quick access to the gamelog/errorlog, at least. More later.
I see new stuff and I see matrixy stuff. Not sure whether to take you seriously or not..

Oh course its the secret Matrix mode that adds bullettime, weapons, and one hot dwarf called Urist McAnderson
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: RAM on July 08, 2010, 11:22:00 am
Sneak preview: http://brage.info/~svein/console.png

It's not useful for much yet, but it does give you quick access to the gamelog/errorlog, at least. More later.
You really shouldn't leave your fisherdwarves so close to those crocodiles...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Old-one-eye on July 08, 2010, 01:20:19 pm
Can anyone else see the Lady in the Red Dress?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Niveras on July 08, 2010, 02:07:21 pm
That's not a dress, it's a floor-length beard.

And it's not a lady.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 08, 2010, 10:23:18 pm
Sneak preview: http://brage.info/~svein/console.png

It's not useful for much yet, but it does give you quick access to the gamelog/errorlog, at least. More later.

I'm still extremely apprehensive about a Scheme console being integrated into the game (in case other info hasn't been mentioned, Baughn has been talking about wanting to implement a Scheme-based scripting console directly into the game).

There are arguments regarding the choice of scripting language itself, but that's not really my concern (there are other people, better educated than me in that matter, who could argue the point instead).


My concern is about allowing arbitrary scripting within the game itself. I'm aware that many games have this, including many I've played, but usually solely for debugging, cheating, testing, etc., never as something to be used as a gameplay mechanic.

Baughn has told me that much of the purpose of this scripting (aside from debug purposes) is to allow, say, better fortress automation, or otherwise for use as a gameplay tool.

But here's the thing. DF is already seen as somewhat impenetrable and elitist. There is a damn good chance that immediately after a feature like this is introduced, people would begin using it to compensate for shortcoming's in the game's interface. This might seem like a good thing on the surface, but I can nearly guarantee people new to the game (and some old) feeling a bit put-off by the seeming fact that they would have to learn an obscure scripting language in order to play the game to its fullest. We already have this situation with utilities like Dwarf Therapist to some degree, but those are 1) something you just download and run, requiring no particular skill on part of the user, and 2) not available by default, and as such do not necessarily reflect on the game itself as much.


If something like this were to be implemented, some assumptions would need to be met, and I'm not confident that they would be. Most importantly, the scripting system available in-game should not be able to do anything particularly gameplay-relevant that cannot be handled intuitively through the game's user interface. This might seem like a strange thing to say, but if this is not true, then you get the situation I mentioned above; the game does not need to come off as any more impenetrable than it does already, and players (especially newer ones) asking "Wait, so I need to learn how to program in order to tell my dwarves how to <insert some fairly intuitive task here, like changing crop planting patterns automatically every year, or changing military orders under certain conditions>?" would not be very good for the game's reputation. And you have to admit, they'd be completely justified.


This is the kind of thing that sounds like an amazing idea at first, and having a console for debug purposes is not a bad idea by any means, but the potential use of the scripting for gameplay/fortress-control purposes has some implications that need to be considered very, very carefully beforehand.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on July 08, 2010, 10:49:35 pm
Baughn has told me that much of the purpose of this scripting (aside from debug purposes) is to allow, say, better fortress automation, or otherwise for use as a gameplay tool.

I would be amazed if Toady actually exposed much of the game's guts to scripting.  I agree with your concerns completely, though.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on July 08, 2010, 10:54:27 pm
You mean I finally have to learn Lisp/Scheme?

But then what will I tell my old professor when he asks why I'm still a VIM user?  :(
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 09, 2010, 04:39:07 am
I don't think I stressed this enough, so -

You're not supposed to use the console in gameplay. The console is for modders, and there will be no interfaces added to it that don't have an equivalent non-console interface already.

Well. Admittedly it'd be possible to loop there, but that just makes it a nicer macro interface.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 09, 2010, 07:42:36 am
I don't think I stressed this enough, so -

You're not supposed to use the console in gameplay. The console is for modders

Its intent is honestly completely irrelevant. It doesn't matter what people are "supposed" to do with it. What matters is what they can do with it, and consequently what they will do with it.


Quote
, and there will be no interfaces added to it that don't have an equivalent non-console interface already.

Well. Admittedly it'd be possible to loop there, but that just makes it a nicer macro interface.

I honestly don't believe for a second that anything you could do via arbitrary Scheme scripting would have an equivalent method in the game's user interface. Even if most of the common cases are covered, there would still likely be huge gaps there.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on July 09, 2010, 08:27:18 am
Yes, nobody cares what you think the console is for. What matters is what people can and will do with it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 09, 2010, 08:53:41 am
I don't think I stressed this enough, so -

You're not supposed to use the console in gameplay. The console is for modders

Its intent is honestly completely irrelevant. It doesn't matter what people are "supposed" to do with it. What matters is what they can do with it, and consequently what they will do with it.


Quote
, and there will be no interfaces added to it that don't have an equivalent non-console interface already.

Well. Admittedly it'd be possible to loop there, but that just makes it a nicer macro interface.

I honestly don't believe for a second that anything you could do via arbitrary Scheme scripting would have an equivalent method in the game's user interface. Even if most of the common cases are covered, there would still likely be huge gaps there.
And where exactly would those gaps be? Would the average player care? We're throwing around conjectures based on what? One screenshot showing nothing?

If you want this resolved, ask to see an exact Statement of Scope covering all the functionalities the console will do and more importantly, what it explicitly won't do. Before then, everyone's arguments will be unsynchronised as everyone will have a different concept of what 'console' actually will do. Unsynchronised arguments are fine if you just want to pass away time but you seem to want some relevant answers.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: VWSpeedRacer on July 09, 2010, 12:22:50 pm
Unsynchronised arguments are fine if you just want to pass away time but you seem to want some relevant answers.

Unsynchronized console arguments in a release thread, however, perhaps not so fine?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 09, 2010, 01:09:42 pm
And where exactly would those gaps be? Would the average player care? We're throwing around conjectures based on what? One screenshot showing nothing?

My "conjecture" is largely based on conversation with Baughn in #bay12games, not the screenshot. I thought I had mentioned that, but I guess I wasn't very specific. From what he was telling me, it would very easily serve as the backbone for, say, standing production orders (although these themselves would likely have a more intuitive UI representation), allow for debugging purposes, and, well, any number of other things. So yeah, it does have the sort of capability I'm speaking of.

The gaps would be... well, obvious. It would let you do things that you can't do using the game interface proper, which is pretty clear to me. After all, if it can handle standing orders for workshops, and is given fairly transparent access to such internal data, then there are clear implications regarding its utility for fortress automation in general.

The average player would care, I think, if he sees people playing the game more effectively than him (or doing things he cannot do) because they know how to futz around with a scripting language in-game and he doesn't.

Quote
If you want this resolved, ask to see an exact Statement of Scope covering all the functionalities the console will do and more importantly, what it explicitly won't do.

This is exactly why I'm bringing this up; I'm suggesting limitations to that scope, in one form or another. It also seemed apparently from my conversation with Baughn that he might not have considered these concerns yet.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on July 09, 2010, 01:19:26 pm
From what he was telling me, it would very easily serve as the backbone for, say, standing production orders (although these themselves would likely have a more intuitive UI representation), allow for debugging purposes, and, well, any number of other things. So yeah, it does have the sort of capability I'm speaking of.

The gaps would be... well, obvious. It would let you do things that you can't do using the game interface proper, which is pretty clear to me. After all, if it can handle standing orders for workshops, and is given fairly transparent access to such internal data, then there are clear implications regarding its utility for fortress automation in general.

Again, I would be amazed if Toady had exposed the game's internals to scripting.  I would be amazed if it were even feasible without a major overhaul.  Did Baughn talk about work done on Toady's end, or just about the theoretical possibilities of a console?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 09, 2010, 01:30:38 pm
Baughn linked us to this e-mail (http://hpaste.org/fastcgi/hpaste.fcgi/view?id=27100) he sent to Toady.

Also, here's a relevant log snippet, with the most relevant parts bolded by me:

Quote
[07/07/10 13:49:47][07/07/10 13:49:12] <G-Flex> production orders should be simple enough that any idiot can take near full advantage of them
[07/07/10 13:49:19] <smeding> yeah
[07/07/10 13:49:38] <veryinky> :|
[07/07/10 13:49:45] <G-Flex> I mean, to a reasonable degree
[07/07/10 13:49:47] <Baughn> More conditions will likely be added, later.
[07/07/10 13:49:50] <smeding> i just thought of implementing a silly wysiwyg kind of thing. instead of typing it, you add bits from a menu\
[07/07/10 13:49:56] <Baughn> So long as it's just production orders, you're probably right, but..
[07/07/10 13:50:01] <G-Flex> obviously you need to have at least 1/5 of a logic-brain to understand "make more booze if you have none but still have a bunch of plants"
[07/07/10 13:50:16] <G-Flex> smeding: yeah
[07/07/10 13:50:35] <Baughn> What about if you want to say "When there is an invasion, close these doors and pull these levers, set them back afterwards, activate these borrows, etc. etc."
[07/07/10 13:50:38] <BW> well, just the ability to have access to counts of basic items, and queue jobs based on simple numerical comparison would be awesome.
[07/07/10 13:50:49] <G-Flex> Baughn: that sounds like a job for alert states :P
[07/07/10 13:50:55] <Baughn> Obviously that wouldn't be /required/ to play the game, but it'd be awesome to have the capability
[07/07/10 13:51:10] <Kidiri> !
[07/07/10 13:51:12] <G-Flex> yes, but it should be simple enough to set up that anybody who understands what you just said should be able to set it up
[07/07/10 13:51:30] <Baughn> Sometimes.

[07/07/10 13:51:33] * ilikepie (~weechat@NewNet-97B37D71.cablep.bezeqint.net) has joined #bay12games
[07/07/10 13:51:46] <Baughn> The idea of having a programming language underneath is as a fallback; to catch the cases Toady /didn't/ think of.
[07/07/10 13:51:52] <Baughn> Yes, I know that's heresy. :P

So yes, it seems the idea is to allow a pretty decent amount of control and access.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Footkerchief on July 09, 2010, 01:44:05 pm
So what I'm hearing is that Toady hasn't expressed any support for the idea, or done any of the (substantial amount of) work to implement it.  Not very worrying.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 09, 2010, 02:05:19 pm
That's correct as far as I know, but Baughn was taking a fairly authoritative tone with his "sneak preview", so I'm not sure anymore.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: forsaken1111 on July 09, 2010, 02:06:21 pm
That's correct as far as I know, but Baughn was taking a fairly authoritative tone with his "sneak preview", so I'm not sure anymore.
Isn't this something that happens pretty often?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 09, 2010, 02:56:49 pm
The .09 patch releasing tomorrow (most likely according to devlog) makes me a very happy orkel indeed.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 09, 2010, 03:02:45 pm
Ye gods, that's a lot of speculation.. All I was trying to do was show something a little neat. >_>

Look, all I was doing in that email was pointing out ways this *could* be used. It certainly wasn't meant to be a statement of intent.

Considering how annoying this is getting, I also very much doubt it'll be publically available as a console. It's a pity, but if your worries have any weight at all, it's not worth it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 09, 2010, 03:11:02 pm
I wasn't trying to engage in speculation; I was pretty much going by what you had said yourself.

Look, all I was doing in that email was pointing out ways this *could* be used. It certainly wasn't meant to be a statement of intent.

I'm aware; I was just providing it for context, and so people could see where you were coming from.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 09, 2010, 04:17:53 pm
I wasn't trying to engage in speculation; I was pretty much going by what you had said yourself.
However, Baughn WAS speculating, so you were engaging in it.

Mrrrrgh, well it's pretty much been decided so no point continuing I guess. A waste of a good opportunity with valid concerns to weigh against and possible solutions. There are times when the panic button needs to be pressed (and sometimes, mashed) but this incident could have been dealt with more tactfully. Ignore me, I've had enough bad things happen today that I'm sharing the bitterness.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 09, 2010, 05:26:43 pm
I apologize for stirring up any sort of unnecessary argument here, but I figured since Baughn was posting about it, it was a decent enough time to discuss it.



Also, I'm not arguing that any sort of debug console within DF is a bad idea, just that there are issues and implications (some of which aren't always obvious) that need to be considered before jumping into anything of that sort.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: abadidea on July 09, 2010, 05:55:32 pm
Personally, I would love a scripting language in some form, for extremely custom AI and such. But the discussion over the last page or so has left me extremely confused?  ???
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 09, 2010, 07:40:20 pm
We need to clone toady so he can work in all hours of the day
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: teloft on July 09, 2010, 08:33:55 pm
We need to clone toady so he can work in all hours of the day

Well, we could give him tons of monny and ask him to quit his other job and perhaps get some more people to help him.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 09, 2010, 08:50:08 pm
There is no other job.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 09, 2010, 09:20:19 pm
We need a page detailing toadys days so we can assure maximum usage of his time--YOU DONT NEED TO EAT YET TOADY THAT BREAKFAST WAS HUGE.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 09, 2010, 09:24:19 pm
I haven't made any decisions.  There are lots of things that have come up in the past where scripting has been a natural extension/solution and I've been trying to find time recently to think about some of the options.

Even the most rudimentary standing production orders implementation is going to have to involve some kind of if-then structure and a way to get at certain game values/sums, and then it's a question of how that's going to work.  My own scripting stuff (which exists for some of the diplomacy but is quite godawful) would be too clunky and would be reinventing the wheel.  If a scripting language is used, it's a matter of whether it is available in the raws or if you'll just be able to enter some simple actions from a manager style screen, from which scripts are then built internally.  I suppose there would be utilities written that grab onto that and stuff scripts into the system even if there aren't scripts in the raws, but it would be limited by the script-DF interface in any case, as far as I know.  It would be a little strange to have universal management scripts that can do all sorts of things and be run any time, in part because of the accessibility issues, and because it's just sort of strange and unnatural to me to have a game that works that way, but that's exactly what a standing production order is.

There are future issues -- take creature special abilities or artifact magic.  It seems like that's inevitably going to involve some kind of scripts, and at that point, there will have to be a measure of interface with the guts of the game.  It's a lot of work to do that, as Footkerchief mentioned, however, it's a lot of work any way it is done, because the magic/abilities have to have effects/targets/etc. and that'll have to be kept up to date and access various parts of the game, pervasively if the typical variety is allowed.  It's similar to an actual API for the graphics/etc., but I don't think it'd be nearly as difficult to maintain, since there would be a fraction of the options, and it doesn't raise any of the other concerns.  In any case, I'd always wanted to have a game where you can do a variety of magic effects with a lot of freedom, but the more power you have, the more like programming it seems.

Random creature generation is another example.  The forgotten beasts are hard-coded now, but I was considering starting with the random dragons out in the raws.  This would involve scripting again.  I don't know if this is at all similar, in terms of the concerns people are bringing up.  It seems like it's a matter of how central something is to the game.  The ability of some people to build water computers doesn't seem to bother most people, because that's sort of difficult and specialized, whereas presumably a script would be easier to use and would have more applications.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HammerDave on July 09, 2010, 11:53:25 pm
I have mixed feelings on the idea of scripting in DF.  Part of the attraction of the game for me is the continuous interaction model, where the player has to pay attention and constantly issue orders.  For me the challenge is how long can I keep it going with a low idlers number, processing raw materials into finished goods efficiently, and not running out of booze.  And design a fort for the circumstances of each new embark that is defensible, aesthetically pleasing, and efficient.

On the other hand, the legendary programmer in me wants to see how well I can automate it, or how cool I can mod it.  Could I write a program that plays out the whole 1st year in excruciating detail, as well as a great player can do it?  Could I devise a mod that would randomly resist well-known player strategies to add difficulty while leaving the basics of the game unchanged?  Or squeeze some more FPS out of it by very carefully laying things out in a way that makes it run as efficiently as possible?  (or squeeze some FPS out of it by analyzing Toady's algorithms and suggesting tweaks?)  ;D

Technical note: The approach used by Civ4 seems to work pretty well.  The game core is kept hidden and certain pieces of information and function points are exposed via a formal API.  They use Python which makes reasonably good sense to anyone who is familiar with at least one procedural language.  Scheme might be a little too dense for casual use by people who have only seen procedural before -- though if a functional approach is necessary then by all means use whatever language makes sense.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Cardinal on July 10, 2010, 12:27:11 am
I don't see any problems with scripting.  I think a large part of why I enjoy DF is because it's a fantasy world simulator, and I wouldn't mind coming up with a series of different fantasy settlement scripts and let it run all day and come home from work to find out what happened.  I could imagine doing that quite a bit and then playing DF more in Adventurer Mode.  I could see a problem with scripting if this was a MMORPG.  I don't feel like the guys who make megaprojects are somehow taking away from my game, I don't see why I'd think that some guy with a great automation script is going to do that, either.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McDepravity on July 10, 2010, 02:02:03 am
I have mixed feelings on the idea of scripting in DF.  Part of the attraction of the game for me is the continuous interaction model, where the player has to pay attention and constantly issue orders.  For me the challenge is how long can I keep it going with a low idlers number, processing raw materials into finished goods efficiently, and not running out of booze.
Challenge of micromanagement is hard to be considered fun.

As long as scripts are kept to raws mostly, I dont think they would harm the game in any way. If Toady will expose stuff like quests into these scripts, everyone will benefit from diversity.
There are some FOSS games out there, where with sources on hand you theoretically could change your gameplay into w/e you want, and I didn't see any examples of that going out of hand and hurting someone else's gaming experience.

Only thing which worries me is game speed. Scripting languages are generally MUCH slower than C++, and Scheme is not an exception.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 10, 2010, 03:57:29 am
I don't feel like the guys who make megaprojects are somehow taking away from my game, I don't see why I'd think that some guy with a great automation script is going to do that, either.

Those two things aren't comparable at all. Megaprojects are, for the most part, superfluous vanity projects that serve limited function (and when they do serve a function, it's usually something of very little practical usage, or something that could be easily solved via a simpler method). This is quite different from something like fortress automation, which is extremely useful and convenient for pretty much anyone, to the point where such features are extremely often requested.



They use Python which makes reasonably good sense to anyone who is familiar with at least one procedural language.  Scheme might be a little too dense for casual use by people who have only seen procedural before -- though if a functional approach is necessary then by all means use whatever language makes sense.

From what I've seen, Scheme looks fairly counter-intuitive ("+ i 5" and other prefixed operators being bad enough on their own), and I'm not sure why a functional approach is necessary, or why something more commonly-known wouldn't be used.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 10, 2010, 04:24:12 pm
In case it wasn't clear, I wasn't trying to claim that scripting is a bad idea for DF to use at all, just that allowing sufficiently arbitrary in-game console scripting might have negative implications. Obviously, for some purposes (especially more behind-the-scenes stuff, or as a backbone for things done via the user interface) it's a fairly obviously good choice.

(in response to Toady's post earlier, which I somehow missed, being an idiot, which is why I also just accidentally double-posted)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Richards on July 10, 2010, 04:40:24 pm
Any chance of 0.31.09 being released today?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Cardinal on July 10, 2010, 04:42:55 pm
Those two things aren't comparable at all. Megaprojects are, for the most part, superfluous vanity projects that serve limited function (and when they do serve a function, it's usually something of very little practical usage, or something that could be easily solved via a simpler method). This is quite different from something like fortress automation, which is extremely useful and convenient for pretty much anyone, to the point where such features are extremely often requested.

I disagree, obviously, or otherwise I wouldn't have compared them.  Look, when a guy spends the time and energy necessary to build a giant bear made out of soap, I think it's cool.  If someone spent an equal amount of time and energy writing up scripts to automate their fortress growth and management, I'd think that's cool, too.  It doesn't somehow reduce my enjoyment of the game.  If someone is a super-hacker and they've come up with a fully functional, thousand year-old fortress that runs without any input, how does that damage my own experience with dwarf mode even an iota?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Miko19 on July 10, 2010, 04:45:04 pm
Any chance of 0.31.09 being released today?
I´d rather say 32.01
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 10, 2010, 04:50:04 pm
I see 2 broad categories where scripting would be concerned: use in-game to enhance the playing of an existing or new fort and use for content generation. There is certainly demand for standing production orders and no matter how you look at it, that's "scripting" to some degree or other (the question is how much flexibility the players are given). I'm also seeing some fantasy ideal cases here of running some megascript to say, automate the first year of a new fort. From what I read of Toady's post, he feels DF is a game to be played, not a simulation engine to be run by a script - the 'game' part of the DF project description clashes with the very nature of standing production orders which require scripting to some extent or other.

It's my view that any scripting that directly influences the running of a fort should only be able to enhance the mid-late game aspect of Fortress Mode to free up the player to focus on the more interesting issues that don't arise in the early game. Maybe require the manager dwarf and ~40 population before it's available. In the early-mid game there isn't much for the player to do besides carve out the fortress and keep food/booze in stock so the player has plenty to do. Late game when nobles, guilds and sieges come into play, the player wants to focus on those issues and not the mundane "we need more booze" or "we're running low on bolts". Scripting would be designed to alleviate the player only at that point when more interesting issues come out. Maybe then, instead of an arbitrary population cap, the standing orders can be tied to the existence of guilds: handwave that the dwarves need guilds to get that organised. If a player has no programming skill whatsoever, standing orders are simple enough to understand that they can just copy/paste from a cookbook or from forum posts if the interface needs syntax care - simple IF ELSE statements are understood even by non-programmers as it's part of everyday logic in life. I have no comment at present about using scripting for improved machinery.

Seems that Toady's (and Baughn's) main thoughts with scripting is towards content generation. A special ability or magic artifact that does X, where X can be whatever the modder wants via scripting. Or a random creature Y, where the algorithm that chooses how to build Y is guided by the modder via scripting. These uses of scripting won't be of interest to casual players who just want to play the fort - they want to use what the modders cook up, but they're not interested in doing any modding themselves and hence, doing any content generation scripting themselves.

In which case why not expand or branch off the Arena mode we have right now? To test random creature physiology, let Arena mode spawn random creatures (e.g. "make me a random dragon as I wrote in the raw scripts"). To test special abilities/magic, have some sort of 'Testbed fort' - a 1x1 embark zone with limited z-levels and starting conditions (like number of dwarves at what skill) generated as dictated by a start-up script (just like how the terrain of Arena mode is read from a start-up file right now). Make console-scripting only available here in addition to Arena mode "spawn creature at will" where modders can pull up the console to try out various things to test their special ability/magic idea. Cripple this mode in whatever ways the scripting won't ever have to be concerned with, e.g. "this mode auto-terminates after 1 game-year" or "no trade goods" or whatever. Once they have tested out their idea, the modders would need a way to translate their console-scripting experiments onto raws in some way. Then they can let other players use those raws and casual players will thus get to play with advanced modding content without having to look at console-scripting ever.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Baughn on July 10, 2010, 05:11:01 pm
That's a great idea. It'd take a little more work on Toady's part, but I think it should be problemfree. G-Flex?
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: morikal on July 10, 2010, 05:18:37 pm
Any chance of 0.31.09 being released today?

My guess is that if an update was going to be made today, it would have happened already.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Chattox on July 10, 2010, 05:20:25 pm
Any chance of 0.31.09 being released today?

I would also like to know this, I don't like asking, but I'm desperate for my next fix of updatey goodness.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 10, 2010, 05:23:53 pm
If a player has no programming skill whatsoever, standing orders are simple enough to understand that they can just copy/paste from a cookbook or from forum posts if the interface needs syntax care - simple IF ELSE statements are understood even by non-programmers as it's part of everyday logic in life.

This is already far too complex for the average user. A user should not have to look up things in a "cookbook" or on the forum in order to play the game, even for late-game/convenience-oriented things. What you're proposing is infeasible because of this case if for no other reason. If you implement a feature in a game that requires people to look at a script-programming cookbook in order to use it effectively, then you have failed.

Quote
Seems that Toady's (and Baughn's) main thoughts with scripting is towards content generation. A special ability or magic artifact that does X, where X can be whatever the modder wants via scripting. Or a random creature Y, where the algorithm that chooses how to build Y is guided by the modder via scripting. These uses of scripting won't be of interest to casual players who just want to play the fort - they want to use what the modders cook up, but they're not interested in doing any modding themselves and hence, doing any content generation scripting themselves.

Yeah, this is a completely different usage case, and seems fine by me.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Orkel on July 10, 2010, 05:35:17 pm
Any chance of 0.31.09 being released today?

My guess is that if an update was going to be made today, it would have happened already.

Well Toady is online atm, so hopefully he's uploading it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toybasher on July 10, 2010, 05:46:22 pm
Any chance of 0.31.09 being released today?

My guess is that if an update was going to be made today, it would have happened already.

Well Toady is online atm, so hopefully he's uploading it.

Or just going to post an announcement "Dwarf Fortress 0.31.09 delayed!"

(I hope hes uploading it of course.)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toady One on July 10, 2010, 05:53:16 pm
I had finished my windows compiles on schedule, then I went to the forum, and it was down...  and it turns out it was very down, and the message database was corrupt.  So I was figuring that out and putting the repairs into motion until 11 or 12 or whenever it was.  Hopefully the forum is fine now.  Then I slept for an hour and am now back to the release checklist and am in the middle of the Linux compile.  There was something to do with dynamic linking of sound libraries this time around that I forgot to get back in touch with Baughn on that hasn't had any problems yet but which he said he might want to take a look at.  Other than that, things should proceed smoothly which would mean a release within a couple hours.  Then we can have a second release due to whatever screwup has been introduced by my release process being interrupted...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Toybasher on July 10, 2010, 05:54:50 pm
I had finished my windows compiles on schedule, then I went to the forum, and it was down...  and it turns out it was very down, and the message database was corrupt.  So I was figuring that out and putting the repairs into motion until 11 or 12 or whenever it was.  Hopefully the forum is fine now.  Then I slept for an hour and am now back to the release checklist and am in the middle of the Linux compile.  There was something to do with dynamic linking of sound libraries this time around that I forgot to get back in touch with Baughn on that hasn't had any problems yet but which he said he might want to take a look at.  Other than that, things should proceed smoothly which would mean a release within a couple hours.  Then we can have a second release due to whatever screwup has been introduced by my release process being interrupted...

Thank you so much, glad the release is still going ok, ( its 7 PM here, need to go to bed soon, hope its released by then)
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: arghy on July 10, 2010, 05:54:55 pm
I've been checking 6 times a day for about a week now haha playing without undead just isent playing at all.

eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! right as i tried to post!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: HammerDave on July 10, 2010, 06:01:09 pm
Then we can have a second release due to whatever screwup has been introduced by my release process being interrupted...
That has happened to me before.  Good luck and hope nobody bumps you at just the wrong time.

And thanks for the awesome dedication to it, sounds like you've had a couple of all nighters!
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Chattox on July 10, 2010, 06:22:20 pm
I had finished my windows compiles on schedule, then I went to the forum, and it was down...  and it turns out it was very down, and the message database was corrupt.  So I was figuring that out and putting the repairs into motion until 11 or 12 or whenever it was.  Hopefully the forum is fine now.  Then I slept for an hour and am now back to the release checklist and am in the middle of the Linux compile.  There was something to do with dynamic linking of sound libraries this time around that I forgot to get back in touch with Baughn on that hasn't had any problems yet but which he said he might want to take a look at.  Other than that, things should proceed smoothly which would mean a release within a couple hours.  Then we can have a second release due to whatever screwup has been introduced by my release process being interrupted...

Awesome. I've got a big jar at home with "Toad preservation fund" stuck on the side that I add to whenever I have spare change I don't need. Once it gets to about £40-50 I'm going to donate the lot, and repeat the process when it fills again.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: slink on July 10, 2010, 06:56:01 pm
I had finished my windows compiles on schedule, then I went to the forum, and it was down...  and it turns out it was very down, and the message database was corrupt.  So I was figuring that out and putting the repairs into motion until 11 or 12 or whenever it was.  Hopefully the forum is fine now.  Then I slept for an hour and am now back to the release checklist and am in the middle of the Linux compile.  There was something to do with dynamic linking of sound libraries this time around that I forgot to get back in touch with Baughn on that hasn't had any problems yet but which he said he might want to take a look at.  Other than that, things should proceed smoothly which would mean a release within a couple hours.  Then we can have a second release due to whatever screwup has been introduced by my release process being interrupted...

 ;D

I went to the dev page first thing this morning, and saw that there was no new version yet.  I re-read the part about there being a release today unless something weird happened.  Then I went to the forum and got a "gateway busy" error.  After that I got a "server not found" error.  I decided something weird had happened and went away to make dinner.   :D

Glad things are more or less back to normal.   :)

Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 10, 2010, 07:12:39 pm
If a player has no programming skill whatsoever, standing orders are simple enough to understand that they can just copy/paste from a cookbook or from forum posts if the interface needs syntax care - simple IF ELSE statements are understood even by non-programmers as it's part of everyday logic in life.

This is already far too complex for the average user. A user should not have to look up things in a "cookbook" or on the forum in order to play the game, even for late-game/convenience-oriented things. What you're proposing is infeasible because of this case if for no other reason. If you implement a feature in a game that requires people to look at a script-programming cookbook in order to use it effectively, then you have failed.
Then you are saying that the current version of the game is unsuitable for the average user, due to worldgen params, machinery, the military, underground farming, moods, even the ASCII graphics and pretty much every other regular question that comes our way on the Gameplay subforum. A lot of users can play without looking anything up, simply by figuring things out on their own. But of course, that's not an average user.

Very well, we have laid out our views. Depending on how we interpret the scope of the word "scripting", multiple viewpoints are valid even if we had a common personality and outlook. Let's let this issue stew in the back of Toady's mind and come back to light when standing production orders gets implemented.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 10, 2010, 07:21:39 pm
Then you are saying that the current version of the game is unsuitable for the average user, due to worldgen params, machinery, the military, underground farming, moods, even the ASCII graphics and pretty much every other regular question that comes our way on the Gameplay subforum. A lot of users can play without looking anything up, simply by figuring things out on their own. But of course, that's not an average user.

There's a difference between having to look up documentation and having to learn a scripting language, especially a fairly counter-intuitive one. A big difference.

Regarding underground farming, there do need to be easier ways to get that done, in particular the player should be able to trivially tell dwarves to dump water on a given tile (but not necessarily from above). Regarding the military, yes, the current system provides so little feedback and is so quirky that I don't consider it very acceptable (mainly with feedback, though).

ASCII graphics are just a matter of recognition, and tilesets are available anyway to ameliorate that problem for a lot of people.


Obviously, there are a lot of things in the game that need to be made simpler for the player to understand and deal with. I think that everyone knows this. I'm not going to defend the military interface, or the lack of ability to irrigate ground very easily, or any of a number of obscure things the game ought to tell you but doesn't.

However, that doesn't mean that new features should be implemented that are even more impenetrable than what we already have. Just because the game is unnecessarily difficult to deal with in a lot of ways does not mean that this should be accepted as the norm for new features, especially features that are intended to make gameplay less frustrating (like automating fortress behavior). The opposite trend should be true, and for the most part that seems to be the plan.


As far as in-game conditional orders are concerned, I think a lot could be done simply with a guided user interface. After all, one rule that needs to be followed here is that, ideally, a feature should be intuitive enough that a user can achieve what he wants with it simply by understanding what he wants. In this case, if a user wants X to happen under Y conditions, as long as condition Z isn't true, then he should be able to do that without the interface getting in the way too much.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Psieye on July 10, 2010, 08:33:41 pm
Last post in this thread before moving onto .09 reading.

Quote from: G-Flex
As far as in-game conditional orders are concerned, I think a lot could be done simply with a guided user interface. After all, one rule that needs to be followed here is that, ideally, a feature should be intuitive enough that a user can achieve what he wants with it simply by understanding what he wants. In this case, if a user wants X to happen under Y conditions, as long as condition Z isn't true, then he should be able to do that without the interface getting in the way too much.

Quote from: Psieye
If a player has no programming skill whatsoever, standing orders are simple enough to understand that they can just copy/paste from a cookbook or from forum posts if the interface needs syntax care - simple IF ELSE statements are understood even by non-programmers as it's part of everyday logic in life. I have no comment at present about using scripting for improved machinery.
I'm reminded of a time when I read a chatroom log where 2 sides went at each other for 4 hours. After I read it all, I told them: "you do realise you two were vehemently agreeing with each other for 4 hours?"

Depending on which direction you look at my post, there is nothing that disagrees with your post. I know I could have phrased it bette, but what's written is written. I bring your attention to "if the interface needs syntax care". I'm aware you were no longer talking directly to me when talking about "especially a fairly counter-intuitive one" - it's a point that had to be mentioned nonetheless. Oh well, these variable interpretations of the same text is what makes wrangling fun.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on July 11, 2010, 01:25:26 am
1. could we take the script discussion to the General discussion forum?

2. I think scripting isnt that bad. For the Standart player there could be easy and intuitive scripts for standing orders and alike that are integrated into the releases. This way even the Standard player can enjoy them. For modding purposes i would say a script-language would be perfect for stuff like civ-behavior NPC-settlement layouts etc. . Fort automation is a bit much but it opens also the ability to let a fort grow after you abandoned it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 11, 2010, 01:30:23 am
Heph: I think you're misinterpreting some things here.

"Fortress automation" does not refer to the fortress running itself outside Fortress Mode. It refers to tools like standing production orders, that help automate fortress control as you play it.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: RAM on July 11, 2010, 01:53:26 am
But automation is automation, if the fortress is self-sustaining it really doesn't matter if you are there or not...
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 11, 2010, 02:11:23 am
Yes, it does, because having fortress automation scripts running won't magically make the game simulate the fortress after you abandon it.

Also, I highly doubt any automation script would completely eliminate the need for player control.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McDepravity on July 11, 2010, 02:18:41 am
Yes, it does, because having fortress automation scripts running won't magically make the game simulate the fortress after you abandon it.
Actually, why not? Having own AI on per-fortress basis would make world advancement far more hilarious and entertaining.
Current civs/sites are too boring in this regard - they are all the same for each race.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: G-Flex on July 11, 2010, 02:25:16 am
Yes, it does, because having fortress automation scripts running won't magically make the game simulate the fortress after you abandon it.
Actually, why not? Having own AI on per-fortress basis would make world advancement far more hilarious and entertaining.

Of course it would. Letting the players run scripts in fortress mode would not accomplish it. Hell, your computer wouldn't even be able to run that; it's pretty absurd to think the game could even handle multiple fortress modes going on at once (which is basically what you're talking about), and even if Toady were to do something like that, he'd have to do a hell of a lot more than let you run automated control scripts in-game.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Urist McDepravity on July 11, 2010, 02:43:22 am
Hell, your computer wouldn't even be able to run that; it's pretty absurd to think the game could even handle multiple fortress modes going on at once (which is basically what you're talking about), and even if Toady were to do something like that, he'd have to do a hell of a lot more than let you run automated control scripts in-game.
In terms of performance, it should not matter much - Toady needs to solve past-worldgen world advancement anyway and that requires some kind of fast-but-detailed-enough abstraction of most of concepts. Surely there is no need to simulate each damn dorf in each fort. But neither do we talk about this level of scripting.
We talked about level of 'production orders', where you just say 'produce 1000 booze if quantity goes below 100 and we have over 200 brewable' for example. It does not control individual dorfs or individual workshops.
On THIS level of control you can run many forts at once.
Since power goals include proper trading, map parties, wars, and so on, sooner or later Toady would need to solve fort control anyway - what each site produces, what it exports, what it imports, etc. And that could be scripted.
Title: Re: Dwarf Fortress 0.31.08 Released
Post by: Mel_Vixen on July 11, 2010, 02:46:35 am
I just thought that you could calculate if a certain "standing order"-script runs the fort or parts of its economy stable for the next x years thought doing that is on a second look pretty hard - furthermore i said:

Quote
a script-language would be perfect for stuff like civ-behavior   NPC-settlement layouts etc.

thus one (or more) of that scripts could take over the rest of the fort development. The fractal design of the current Mountain-homes for example could be a rather simple script - if you make that script flexible enough to take stuff into account that was build by the player you could "grow" a fort after abandon to some extend.   

It depends partwise on how flexible the scripts are themselves - if they can run with parameters like available dwarfs etc.

edit:also what urist said.