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Author Topic: Dwarf Fortress 0.34.07 Released  (Read 95500 times)

tahujdt

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Re: Dwarf Fortress 0.34.07 Released
« Reply #45 on: March 31, 2012, 12:23:24 am »

Not to mention add in a syndrome that adds NO_BREATH and build your fortress underwater. Alternatively, mod dwarves to have jetpacks and build a space station. Then mod wagons and pack animals to fly up there as well. This could be a mod idea...
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Raven

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Re: Dwarf Fortress 0.34.07 Released
« Reply #46 on: March 31, 2012, 01:13:01 am »

Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

what do U mean by hauling changes?

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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #47 on: March 31, 2012, 01:52:21 am »

Oh quick question, can vampires still get strange moods or go insane for whatever reason?
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Kogut

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Re: Dwarf Fortress 0.34.07 Released
« Reply #48 on: March 31, 2012, 02:03:49 am »

Oh quick question, can vampires still get strange moods or go insane for whatever reason?
Why not?
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MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #49 on: March 31, 2012, 02:13:46 am »

Yeah, although it might depend on how you characterize the hauling changes since some of those'll be coming pretty soon, with fire AI sometime after that (since I promised both of these for the bug fix cycle, along with some other stuff).  Regular bug fixes will also continue.  I might be busy until the first with the typical month-end stuff (crayon etc.).

what do U mean by hauling changes?
I'm gonna take a stab in the dark, and say that Toady is going to be adding in some/all of the Hauling Improvements as listed on the Dev Pages.
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Raven

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Re: Dwarf Fortress 0.34.07 Released
« Reply #50 on: March 31, 2012, 04:58:06 am »


I'm gonna take a stab in the dark, and say that Toady is going to be adding in some/all of the Hauling Improvements as listed on the Dev Pages.

which means?

hauling more than an object for example? adding pockets to dorf's trousers? lol
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MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #51 on: March 31, 2012, 05:01:53 am »


I'm gonna take a stab in the dark, and say that Toady is going to be adding in some/all of the Hauling Improvements as listed on the Dev Pages.

which means?

hauling more than an object for example? adding pockets to dorf's trousers? lol

Some or all of these:

Being able to haul multiple small objects
Having multiple dwarves involved with item hauling for a job
Being able to move multiple objects with roughly the same destination at once
Wheelbarrows to haul more objects than can be carried
Minecarts
Wooden, stone-carved and metal tracks
Can be filled like stockpiles and moved between destinations
Work animals to tow carts and haul objects

My bet is that Minecarts won't appear, which also means that tracks won't appear.
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Rose

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Re: Dwarf Fortress 0.34.07 Released
« Reply #52 on: March 31, 2012, 05:03:57 am »

My hope is that tracks and minecarts will appear.
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Raven

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Re: Dwarf Fortress 0.34.07 Released
« Reply #53 on: March 31, 2012, 05:08:07 am »

well creating at least carved tracks on rock floor should be pretty easy, instead carts setted like a stockpile worry me a bit, especially when mined rock occupy all the space on 1 tile :|

next improvement should be creating the "dimension" of mined rocks: for example, from one rock U can create one table OR one tiny puzzlebox... ?_?

at least create more item from a rock just like goblets..
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MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #54 on: March 31, 2012, 05:45:11 am »

The issue I'm seeing with Mine Carts, is a similar issue that Toady discussed about traps and physics in dwarf talk. The Mine Cart is another example of the rolling stone ball of death trap.

From the talk, the game can't really handle something seen out of Indian Jones with the giant bolder chasing him.

So, this also mean that Mine Carts can't handle going down hill very well either.

Without Mine Carts there very little reason to have tracks.
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Raven

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Re: Dwarf Fortress 0.34.07 Released
« Reply #55 on: March 31, 2012, 06:04:58 am »

a wheelbarrow is fine too
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xordae

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Re: Dwarf Fortress 0.34.07 Released
« Reply #56 on: March 31, 2012, 07:05:23 am »

Any chance on having Military/Equipment bugs fixed soon?

They got the third place in the first worst bug poll, with the first two places Dungeon Master and clothes bugs, both of which are fixed now.
They also got the first place in the most recent 0.34.06 bugs poll.

Some of them that bother me personally:
#4530 Marksdwarves won't train with training bolts unless combat bolts all used up
#1451 Military equipment interferes with civilian equipment (one dwarf can't use the same axe for both woodcutting and axedwarfing)
#4932 Dwarves try to equip armor in order of its production instead of in order specified by uniform (this means they end up with cloaks instead of with breatplate)
#5485 Assigning "specific weapon / armor" doesn't show which items are already assigned

Seconded.
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Musaab

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Re: Dwarf Fortress 0.34.07 Released
« Reply #57 on: March 31, 2012, 07:28:29 am »

Am I really the only that cares about:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097

#5097: Names overwriting text with TrueType
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Kogut

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Re: Dwarf Fortress 0.34.07 Released
« Reply #58 on: March 31, 2012, 08:09:53 am »

Hm, maybe it is a good time to advertise my poll the worst bug in 34.07.
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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #59 on: March 31, 2012, 03:21:10 pm »

Minecarts have so many !!wonderful!! applications for traps...
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