-- Children of Unknown Creatures. Many creatures are born from unknown creatures as the mother, father, or in some cases both. "Nebo Commonmongers was a human born in 89. She was the child of an unknown creature and an unknown creature." Also take note of the extra spaces before "human" and "child".This is caused by the history culling, unknown creatures are unimportant hist figs.
Royal PITA I know, but would you consider putting a link (or links) below each bug to the topic talking about that bug?
Yes, but "unknown creature" is a very odd way of putting it. At the very least, it couldn't take up but so much more memory to keep track of the parents' names inside of the individual people. Maybe add a side note saying their records have been lost over time or something.-- Children of Unknown Creatures. Many creatures are born from unknown creatures as the mother, father, or in some cases both. "Nebo Commonmongers was a human born in 89. She was the child of an unknown creature and an unknown creature." Also take note of the extra spaces before "human" and "child".This is caused by the history culling, unknown creatures are unimportant hist figs.
Toady has a lot to doifwhen he wakes up.
Yes, but "unknown creature" is a very odd way of putting it.It's even more odd when commoners start to tell you about their ancestors...
Longest age of any megabeast I've seen is about 600 years.I had about 6 live the entire 1050 years without dying, but for that it took 500 caves for both mountain and nonmountain. One died around the year 800, another around 500, and the other thirty or so died before 250.
Another weird thing, generated a standard world, shows that Goblins are at War on the embark screen... so I embark on the only goblin tower on the world... and everyone is friendly.
I'm not sure if this is a bug or not, but...The meat that the dwarven caravan came with in the new world I started with this version degraded to the point of ceasing to exist before the caravan even left. While it was still their property.
My foray into dwarf mode went pretty well, apart from the fact that before they all went into the Sleep of Doom, they'd apparently managed to eat essentially all the meat I'd brought with me (which was 100+). I've heard elsewhere that food is going rotten at a much faster rate in this version, which may be the cause, but all the barrels in my food store were empty, rather than containing rotted food. Anyone else experienced this?
I can't get any custom tilesets to work. The screen just goes black when I open DF.
In Adventure mode I found too much of loot around 7-years Leopard who killed one man. There were bracelets, rings and other trinkets made of human, elf and goblin bones. Most surprising is a lot of fresh meat lying around (animal and fish). It should be changed to bones and some XX weapons, clothes and armor.
I'm not sure if this is a bug or not, but...Yeah...I started up a game and made a few stockpiles to empty out the wagon, then set about making a smelter and forge so I could create an axe and a couple of picks. When I saw an empty barrel being placed on the furniture stockpile that the anvil had previously occupied, I was wondering what the hell was going on, as it was too early for the dwarves to have started eating anything; had a poke around and all the barrels in my food stockpile were empty, save for the booze.
My foray into dwarf mode went pretty well, apart from the fact that before they all went into the Sleep of Doom, they'd apparently managed to eat essentially all the meat I'd brought with me (which was 100+). I've heard elsewhere that food is going rotten at a much faster rate in this version, which may be the cause, but all the barrels in my food store were empty, rather than containing rotted food. Anyone else experienced this?
85: M”smlostosb–b, "Perfecthated", a dark fortress
Owner: The Everseeing Seducer, goblins
Parent Civ: The Evil of Discovering, goblins
Leader: Stƒsost Zealbad the Sensitive Rawness of Graves, goblin
70 humans
22 goblins
1 demon
17 humans prisoners
111: Ennesim, "Legendparched", a town
Owner: The Council of Dress, humans
Parent Civ: The Crowded Empire, humans
Leader: Mesm Treasurepetals the Curled Union of Home, human
40 humans
2 elves slaves
Just a minor grammar issue.
Was the shopkeeper a former slave or something ? (ie, an elf, goblin, dwarf.. ?)
Did pathfinding change?
Since the update my dwarves will, upon getting hold of a bed or something to place it, randomly go back and forth before dropping it, then pick it up and continue on.
It's really irritating, and it seriously slows things down.
Did pathfinding change?
Since the update my dwarves will, upon getting hold of a bed or something to place it, randomly go back and forth before dropping it, then pick it up and continue on.
It's really irritating, and it seriously slows things down.
I have had the same problem, though I've only seen it a couple of times. You should probably start a thread about it.
- Deity's name broken.
- Destroyed town during world gen wars should be ruins when the game begin.
It looks like Smelters currently don't have the "Make Coke" option even though Lignite is present and mined.
Keeps giving me "Must have coal fuel."
Cannibal elves
Maybe another bug, but whenever merchants arrive the message: 'The merchants need a trade depot to unload their goods' appears every time yet I have a depot which they have access to.
Merchants are too fast - okay, this may be a bug, but I personally can't confirm it (merchants in 39a seemed okay to me, 39b is currently not checked). However, it does not sound like a game crippling or even annoying bug. So it would be worthwhile getting better confirmation.
Merchants are too fast - okay, this may be a bug, but I personally can't confirm it (merchants in 39a seemed okay to me, 39b is currently not checked). However, it does not sound like a game crippling or even annoying bug. So it would be worthwhile getting better confirmation.
Yeah, you can pretty much scratch that complaint. When the season changed and my folder was backed up I ran it again, and they were fine this time. I don't know what caused it the first.
I knew something was missing in the labors list but I can figure out what... now I get it : The engraving job is missing.Uhm...what? Stone Detailing is right there.
(http://img178.imageshack.us/img178/1992/engravingez7.png)
Anyone can confirm ? It happen both in my 38c and in my 39b generated world.
"According to my Legends menu, there has not been a conflict (or any event other than new leadership arising within groups) since 1309, at the end of a 726-year war. No assaults/duels/sieges/cities destroyed for 8691 years?"
I don't know if this counts as a bug or not, but the turtles are showing up like gems/mechanisms in the graphics pack. They used to look like [ù], which Graphics Packs would replace with an image of a turtle.Turtles have always shown up as a green gem in the base game.
=== World / World Gen ===
- Setting Minimum Volcanism to maximum (100) in combination with setting Minimum Valcano Number to maximum (200) seems to cause a reliable crash. (http://www.bay12games.com/forum/index.php?topic=20978.0)
Hi!
Sorry about the double post, but here is another bug I believe to have confirmed now:
World Generation:
Even if starting Civs are set to 100, DF will only create up to 31 civilizations.
Deathworks
Seems that the infinite sleep issue hasn't been totally resolved : I've got 3 injured guards resting in a bed, and they're all "sleeping to death".I've also had this problem, but with a new 39c save. I also had a wrestler who didn't stop resting after his red and yellow wounds were gone(he had brown lower spine and neck wounds).
It's from an old (38c) save, also.
Hi!
Sorry about the double post, but here is another bug I believe to have confirmed now:
World Generation:
Even if starting Civs are set to 100, DF will only create up to 31 civilizations.
Deathworks
There's an entity tag "MAX_STARTING_CIV_NUMBER" you can mess with... it's sort of a hold-over, and I've set them all to 100 in the next version raws. It should really be moved over into the world gen params now.
I noticed that engraving explanations no longer appear in Fortress Mode.
Hi!
Sq2:
I am not 100% sure, but I think that is a design decision. What you experienced is a regular siege where the siegers only become visible when spotted. I think it was mentioned somewhere else before.
Deathworks
First, in the controls export to text field, both the primary and secondary selectors are listed as secondary.
First, in the controls export to text field, both the primary and secondary selectors are listed as secondary.
I can't figure out what "in the controls export to text field" means. What does this mean?
The max starting civ number doesn't scale with world size, so it's not effective. There isn't really a method of doing this now, unless you want to set max starting civ number for your favorite size. It cycles through the available entity definitions (in random order, starting with a playable one if you requested it) and places them if it finds a spot, unless they've hit the max starting civ cap.