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Messages - Untrustedlife

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646
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 23, 2017, 06:26:15 pm »
Anyway, I'm holding out some hope that we might get the next bugfix release as a holiday present.
The new announcement looks so promising, I'm really excited to see Toady's fixes, he chose really good bugs to fix imho. Hopefully you're right!

but hes ignoring the reputation bug in adventure mode that has completely busted rumors and reputations in adventurer mode when gaining reputation in various ways, and various types is one of the main features.
Looks like hes focusing on crashes right now though so, meh, im just a bit salty :P. (I only really play adventure mode, and i have been unable to have fun in it since the release) , like the new artifact retrieval missions are fun and all but its pointless when it doesnt help your characters reputation and make you a treasure hunter like was the whole point of it. Now all you can do is run around killing things, and sure thats what alot of people already did, but i preferred getting into the nuances and role playing and having the world react to me and moving "up in the world" and this has been broken, and makes it unplayable for me personally.

647
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 23, 2017, 06:20:37 pm »
I hope toady fixes  those immersion breaking adventure mode bugs, reputations are busted, rumors are busted, performances are busted. Ugh, this dwarf mode focus when it is working way better then adventure mode is irritating me. i know he acknowledges the bugs and im donating and toady is literally my hero, who inspired my own game. But they have completely ruined adventure mode for me.

648
DF Adventure Mode Discussion / Re: New to adventure mode
« on: December 22, 2017, 11:35:43 am »



Start by playing 43.05 until the next bug update comes out, there is a crippling reputation bug going on at the moment in 44.01 and 44.02. I would suggest if you want to get a quick start you should start as a locally important hero, and from the getgo if you find a blinking pink fellow or lady around you can talk to them and upon selecting the "give me orders" dialogue option you will be given a quest. Normally upon receiving this information you want to ask for more detailed information about how to get to the aforementioned place the quest target is at. If however the quest is more than a day's travel away you want to focus first on finding a nearby bandit camp or lair in which you can slay a well known beast or criminal. After doing so you can then "bring up incident" to report your good deeds and can use the increase in your reputation to start hiring companions. You want to accomplish this first because without a companion you will be attacked by bogeymen at night (hence why you shouldn't do a quest more than a day's travel away right off the bat). If you're ordered to drive criminals out of a town the most common places to find them are in sewers and dungeons below the city. Oh and don't hunt hydras. Unless you have a death wish or have a really large party of very experienced adventurers.

More history means larger city developments and a deeper, richer history to the world! That means lots of problems to solve! I find upward of 200 years to be pretty full of fun, though I prefer to gen all the way to 500 years myself.
listen to the gnome

649
DF Adventure Mode Discussion / Re: Warrior Monks/Mujahideen/Crusaders?
« on: December 11, 2017, 12:23:59 pm »
Can someone get a real monk and look at their loadout? Note that all the spy professions have real counterparts aswell, so they are not all spies. I wouldnt be surprised if pilgrims have armor though, they travel alot.

650
I mean... I don't think Dwarf Fortress uses the GPU at all, so you gain no benefit at all from it. And Dwarf Fortress only uses one core of a CPU, so if the core DF uses has to handle any other processes it can become overloaded.

If you haven't already you could try prioritizing the DF processes so you select which core of your CPU it runs on, and then prioritize everything else that you might be running at the time so that they do not use the core DF is running on.

That might help, OP set dwarf fortress to real time priority. Its the best you can do me thinks.
What generation is the i5 processor? (GPU won't help you with df)

There are some things you can disable in the data/init file. That will definitely help you out.

651
Probably stick to version 43.05 for now due to some reputation bugs that are currently in effect not allowing for the proper advancement of fame. My advice is always to start locally important, and talk to the blinking pink person in the first room to ask them for orders if you just wanna get sent on a quest straightaway. Sword/shield is always an effective combination, and dodging/blocking are very important skills to avoid any crippling or lethal damage right off the bat. As many have probably mentioned - throwing is an incredibly helpful skill. Fill your pockets with rocks. And don't forget to murder plenty of small animals you see and butcher them for their meat.

playing as a bard is busted aswell -_-

652
Ok so i have a i5 6500 cpu and 8 ram (I don't think it matters but a GTX 1060 GPU)
Anyway i have noticed that if i move slowly i don't get lag however if i move around at too fast of a speed the game will lag not input mind you it's more of that freeze lag as if it was loading something only to start up once more anyway as someone that wants to get into DF Adventurer mode this makes me sad since i like moving faster then the game will let me.
I guess i don't understand how i can play cave of qud and CDD with no issues but i have issues with this game does anyone know what my issue maybe?

dwarf fortress is simulating an entire world/city filled with npcs with complex AI as you play. Caves of qud is simulating peanuts in comparison to what df is doing every tick. It still lags on my i7 sometimes, also the game needs more optimization but yeah whole world simulation (including all npc's that are historical figs) even off your screen., Caves of qud likely gets away with not simulating every single npc on the world  since they just sorta sit there. Thats likely why. Look up world activities/weather on the wiki if you wnat more info. Note that the article on world activities is extremely out of date as of the current version, there is a lot more going on now with agents running around spying on people gathering information and fighting for artifacts as you play. ANd NPC's partying up and taking on quests aswell.  (they will even go after you if you have one of those quests)

Not to mention all those conversations between NPC's happening and being tracked....

653
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: December 04, 2017, 11:59:59 pm »
Thanks for continuing to report bugs on the tracker!  This upcoming Canada trip and other circumstances have eaten up more time than expected, so it'll be a few weeks, unfortunately, but I'll dive in as soon as I can!  I know the excess visitors in the fort are a problem, and the crashes, unknown creatures, lackluster companion enthusiasm, and artifact duplication are hindering adv mode, at the very least.

As perhaps reported in FotF at some point, stress is on the menu.  Not moving on to magic until that's handled -- alcohol might still make people oblivious in the short-term, but we're going to make them reflect on bad things, and also look at the overall stress level from all the minor positive events, etc., until we're more where we want to be.

On invasion frequency:  has being able to raid helped?  I have a few mixed impressions; more would be welcome.

Morale and http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161 : it looks like I was in there fixing a lot of issues.  It's kind of a catch-all bug report, and the issues I fixed look like they took many, many forms.  Saves for current issues would appreciated, with the caveat that the new identity/stranger issues are on the menu, and we might want to get that out of the way first.

I noticed a few changes in the encoding of and whitespaces in plant_new_trees.txt in the latest versions:

  • The encoding was changed from "UTF-8" to "Western (Mac OS Roman)". (Actually it probably just removed the encoding declaration and my text editor is defaulting to Western encoding.)
  • The indentations were changed from tabs to 4 spaces.
  • On line 2687, there were two tags on a single line (but separated by lots of spaces) when they had been on separate lines in previous versions.

It probably doesn't make any difference in gameplay, but if you want it, here's a version that matches the formatting of previous versions perfectly (including the Tab-Space-Tab indentation format for the "SOLID_DENSITY" lines and the line following):

https://www.mediafire.com/file/65lsif2w4bc6e75/DF_v0.44.x%20plant_new_trees%20whitespace%20fixes.zip

Sorry if these are silly things to mention.

Ah, yeah, I'd like to have them all in the same format.  I'll use the adjusted file for next time.  Thanks!

All was fine. Kept playing. It's still playable, but freezes for a few seconds every few minutes. Possible memory leak? I don't think so, because 30s after opening a new instance of DF just now, I had another semi-hang. It may have something to do with how many pets I have. Never had this happen in any other version and my rig isn't exactly shite. I don't wanna make a bug report unless I'm sure it is a bug and not my rig.

It's quite possible the new release introduced this sort of thing, the way rumors and a few other features work, so it'd be worth checking out.

Raids now are not a challenge at all. Naked unarmed dwarves easily rob anyone. Very rarely anyone is crippled or dies.
Some people say that now we have a great way to get rid of unnecessary dwarves. This is not true. They return again and again.
In addition, they bring dozens of books that are literally created from the air.
To make one sheet of the parchment in the fortress, you need a whole cow skin and other ingredients. And still, books do not consider the value of the components, right?
But any NPC during worldgen can make dozens of books from the air. And when you start the game, there are already thousands of books in the world. And your raiders are pulling them into the fortress. It devalues ​​own book printing.
I do not feel any satisfaction in such an easy way to take away the candies from babies. Not only books, but also any artifacts in general.

Yes. In my science thread, I was able to retrieve all the demon-binding slabs in the world with only 5 completely untrained embark embark dwarves. It was a very young world, though, so that might have something to do with it.

The main problem here is that non-historical populations aren't used in raids yet, and vaults have no historical figures.  There were some snags with that, but we'll do it before moving on.  Having to very likely fight even one of those beasts will make slabs properly difficult to obtain.  The same applies to necro towers and other sites, where most of the potential opponents are non-historical.

Those bugs are much more than  a hindrance for me. Especially the bug with people not reacting to you being a bard, they have completely ruined adventure mode for me in this release (and i only really play adventure mode, so thats something big) but at least fort mode works -_-
Im excited to see the canada talk :P
.

654
DF General Discussion / Re: Future of the Fortress
« on: November 28, 2017, 09:00:38 pm »
Thjere has been a rather active thread on here recently about "the importance of prejudice", while related my question isn't about it exactly. Will we ever get towns that simply don't like strangers in general and will express that? A lot of good stories come from those sorts of villages/towns in fantasy. And in horror (eg, the shadow over innsmouth by hp Lovecraft)

655
DF General Discussion / Re: The Importance of Prejudice
« on: November 28, 2017, 02:03:02 pm »
I have to say by the way, im glad this thread hasn't devolved into people yelling at each other given the amount of baggage attached to the topic.

656
DF Adventure Mode Discussion / Re: Assume indentity?
« on: November 27, 2017, 10:05:09 pm »
Its to assume a false identity, kinda similar to what (probabbly exactly) what vampires do in fort mode, but mostly like what demons do (impersonating deities for example, i dont think you can impesonate a deity though)

657
When I play 3000 year old worlds then the goblins have basically taken over large parts of what would be interesting leading to lagfest areas everywhere with all the trolls. Also the towers often contain truly insane amounts of undead. Not to mention most computers literally wont have the memory to run 3000 year old worlds and it would most likely crash long before its finished. Before I updated my computer thats what it would do loooong before.
Works fine on my computer and having it be a large/huge world tends to halt the goblin takeover, eg I haven’t had any issues with that. The only thing that noticeably impacts playability to me is save/load times, but I’m on a computer all day programming anyway so it never bothered me , even when streaming.

DF is 64 bit now, that is why it won’t crash anymore. It used to run out of memory when you did this but that isn’t the case now.

658
At 100 years there is basically no interesting history to discover, I got at least 500 , I used to do 250 but the older the worlds are the more interesting they get, after playing in multiple 3000 year old huge regions , I’ll never go back to 250.caves are more populated, so are dungeons, more interesting quests, engravings to examine and books to find.And tavern “stories” to hear, also way more night creatures to kill.

It helps that despite 3000 year old huge regions taking all night to generate , That I just stick to one world nowadays through multiple forts and adventures.
With world activation I think that you are really missing out if you just keep generating new worlds.

Especially now that there are interesting artifacts being passed around, you are really missing out with a world that is only 100 years old, especially a small one. Maybe I just prefer having extra gameplay value in my worlds.

659
Goblin settlements can have inns and fortresses, but they only exist in abstract. The game isn't programmed to generate them, alas.

you have to go to a fortress to talk to the demon, so the fortress definitely exists.AT least since version 40.01,  all sites exist now.

660
DF General Discussion / Re: The Importance of Prejudice
« on: November 25, 2017, 02:46:55 pm »
Personally, I'm for prejudice. Although this comes from the guy who found the supposedly "horrifying" DF stories such as Obok Meatgod... rather "meh"-inducing.
the guy
Wait, really?
... I guess it's just the "Kitty" thing, but I didn't see that coming. :P

Males can like cats too, you know.
[/quote]

I'll admit, i was taken by surprise aswell, i thought you were female for the longest time. :P But that hardly matters.

I've thought about this before, but yeah, it doesnt feel right for me to play as a goblin and get no negative reaction in a civilization that has always fought goblins, it could create necessity for hiding your face, maybe a place doesnt like strangers, that sort of thing. You can get good stories out of that.  Even if it is just "such and such a town isnt friendly to strangers". Or specifically towards goblins/other "evil" creatures. We already have the [Evil] tag.

There is, for exmaple a VERY good podcast called "Dungeons and randomness" the DMplays with prejudice a lot, but he uses it as a vector for GREAT stories. I feel like my fantasy world would be missing something if people DID always trust goblins. They simply shouldn't. Especially if they know they are "Chaotic evil aligned" [EVIL] [SAVAGE] or whatever.

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