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Author Topic: Dwarf Fortress 0.34.06 Released  (Read 68811 times)

Starver

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Re: Dwarf Fortress 0.34.06 Released
« Reply #75 on: March 24, 2012, 12:00:58 am »

But all that's a bit of a downer.  In concept, I like the changes, and I applaud them.  I'm sure it's just this particular machine going doolally-tap, or something.

Yup, so far 2.5 worldgens (out of 3 started, but this third is taking a while to get the maximum-sized world up to whatever century of life I extravagantly set the target as, to really strain the system) and no similar crashes/disappearances of the application.

Won't have time to play seriously with them, possibly, until after the weekend, but just wanted to give reassurances before I go off-forum for a while.
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Urist_McArathos

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Re: Dwarf Fortress 0.34.06 Released
« Reply #76 on: March 24, 2012, 01:22:59 am »

Wow, these bugs are some of the ones I wanted fixed the most (I actually liked the challenge of keeping my dwarves clothed and found that bug insanely annoying, and hated not being able to tame so many different creatures).

Great work, Toady!
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ductape

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Re: Dwarf Fortress 0.34.06 Released
« Reply #77 on: March 24, 2012, 01:40:35 am »


   (*) Stopped sever victims from obsessing over lost clothes
   

 :D
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I got nothing

Squidpalace

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Re: Dwarf Fortress 0.34.06 Released
« Reply #78 on: March 24, 2012, 04:43:27 am »

First game to install on my new computer. Very excited about these changes, thanks Toady.

I start a new fort and hit 'r' to randomize a fortress name. Literally the very first name that comes up is "Strikeearths". This bodes very well, very well indeed.
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jaxy15

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Re: Dwarf Fortress 0.34.06 Released
« Reply #79 on: March 24, 2012, 04:44:00 am »

Hold on now, what does the champion do? What do you need to appoint him?
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Dwarf Fortress: Threats of metabolism.

TomiTapio

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Re: Dwarf Fortress 0.34.06 Released
« Reply #80 on: March 24, 2012, 06:22:48 am »

So... no more tax collector? Hmm.

Hold on now, what does the champion do? What do you need to appoint him?
The champion has [RESPONSIBILITY:BUILD_MORALE]
and requirement for getting a champ is having a duke, count, or baron.
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Deathworks

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Re: Dwarf Fortress 0.34.06 Released
« Reply #81 on: March 24, 2012, 09:23:59 am »

Hi!

Thank you Toady One for the good work you have done on the 0.34.x releases. I am really grateful that the dwarves will wear clothes again, so I am off to start a new fortress now!

Yours,
Deathworks

P.S.: Have you done anything to speed up world gen? It seemed pretty quick in 0.34.06 compared to 0.34.05 - but then again, I had fewer events in this particular world ...
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Sunday

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Re: Dwarf Fortress 0.34.06 Released
« Reply #82 on: March 24, 2012, 09:45:59 am »

Yay! It's Deathworks!
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Radiant_Phoenix

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Re: Dwarf Fortress 0.34.06 Released
« Reply #83 on: March 24, 2012, 01:57:06 pm »

Will a lack of the [CLOTHING] tag in the entity prevent unhappy thoughts from nakedness?
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Brewster

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Re: Dwarf Fortress 0.34.06 Released
« Reply #84 on: March 24, 2012, 03:16:13 pm »

The Giant Wolverine bites my woodcutter's right hand off. We ran the beast off, and shortly later the woodcutter unclaimed the glove, and placed it within the stockpile! Amazing.

Edit: Now time to play with animal training... where did that wolverine go?
« Last Edit: March 24, 2012, 03:18:32 pm by Brewster »
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LoSboccacc

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Re: Dwarf Fortress 0.34.06 Released
« Reply #85 on: March 24, 2012, 05:07:40 pm »

it seems I can't anymore get people wearing uniforms that replaces clothing right.

and they don't get weapons either.
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mikelon

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Re: Dwarf Fortress 0.34.06 Released
« Reply #86 on: March 24, 2012, 05:23:16 pm »

So dwarves now replace clothes rather than go around naked?
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ZZmage

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Re: Dwarf Fortress 0.34.06 Released
« Reply #87 on: March 24, 2012, 05:42:17 pm »

are necromancers supposed to be able to be on your side in fortress mode? cause my last migration wave had a necromancer metal crafter. i was a bit surprised. here i was worried about a vampire and i get a necromancer. well that went splendidly your fortress has crumbled. so much !!FUN!!
« Last Edit: March 24, 2012, 06:07:44 pm by ZZmage »
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Lockyy

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Re: Dwarf Fortress 0.34.06 Released
« Reply #88 on: March 24, 2012, 06:00:44 pm »

Did the whole thing where the hair of an animal you just butchered rising from the dead get changed? Because that is ridiculous.
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Buttery_Mess

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Re: Dwarf Fortress 0.34.06 Released
« Reply #89 on: March 24, 2012, 07:28:39 pm »

The undead are ridiculous. They shouldn't be able to move at all. Toady reasoned that if a skeleton can move on its own, why shouldn't hair? Personally I love hair monsters. I like innovative undead.

Evil maps are meant to be challenging. If you want to butcher animals, you have to spin their hair into thread- quickly. Just like you have to tan their hides and turn their skulls into totems.
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