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Author Topic: Dwarf Fortress 0.34.07 Released  (Read 75939 times)

vrga

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Re: Dwarf Fortress 0.34.07 Released
« Reply #150 on: April 20, 2012, 12:21:10 pm »

With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.

Idk, body parts seem to fly in arcs...
and then some... :p
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MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #151 on: April 21, 2012, 06:57:34 am »

With all these things following parabolic arcs now, I wonder if we can get real gravity for cave-ins and items dropped from bridges or deconstructed floors? The instant teleporting of some things to the ground seems out of date since we already know pretty much everything can fall realistically in the right situations.

It also seems like catapults could benefit from an overhaul. Shouldn't it be possible to set power, angle, and true bearing for a stone? Note, 'set' not 'get'. Or, to be frank, we could forgo catapults and just use minecarts.
Right now, there is only one thing in the game that is doing the parabolic arcs, and that's minecarts. Nothing else. Toady spefically said that he's not applying it to anything else for the time being to save on time for this Release.
Sieges and Siege Weapons will eventually be getting an Overhaul, probably during the fabled Army Arc.

Idk, body parts seem to fly in arcs...
and then some... :p

Since the last Dev Log particularly mentions that body parts are now flying in parabolic arcs... they now actually do that.

I'm curious if its applied to all creatures in Fort and Adventure Mode, or if it's a particular effect of the Minecart tool striking the creature.
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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #152 on: April 21, 2012, 12:04:05 pm »

This is now what I think when I read about upcoming features. Keep 'em coming Toady!
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greycat

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Re: Dwarf Fortress 0.34.07 Released
« Reply #153 on: April 22, 2012, 08:15:06 am »

I'm curious if its applied to all creatures in Fort and Adventure Mode, or if it's a particular effect of the Minecart tool striking the creature.

Aye, that.  I'm particularly wondering whether it'll be applied to creatures/objects flung by raising a bridge.
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Vanzetti

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Re: Dwarf Fortress 0.34.07 Released
« Reply #154 on: April 29, 2012, 10:23:22 am »

Idk, body parts seem to fly in arcs...

No, body parts sail away in arcs.
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SuicideJunkie

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Re: Dwarf Fortress 0.34.07 Released
« Reply #155 on: May 02, 2012, 11:47:40 pm »

If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.
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Sus

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Re: Dwarf Fortress 0.34.07 Released
« Reply #156 on: May 03, 2012, 12:34:59 am »

If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.
Signature material.  :D
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Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

EuchreJack

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Re: Dwarf Fortress 0.34.07 Released
« Reply #157 on: May 05, 2012, 12:57:22 am »

I'm not sure which version fixed it, but my immigrants now have their jobs enabled upon arrival.  Thank you very much for this fix!  You've saved me from hours of tediously reviewing each immigrant, enabling their jobs, etc.
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I think the word you were looking for is "monster".

TomiTapio

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Re: Dwarf Fortress 0.34.07 Released
« Reply #158 on: May 05, 2012, 06:15:03 am »

I'm not sure which version fixed it, but my immigrants now have their jobs enabled upon arrival.  Thank you very much for this fix!  You've saved me from hours of tediously reviewing each immigrant, enabling their jobs, etc.
... you mean you don't use Dwarf Therapist to ... sort by total skill levels, lowest folk commanded to be herbalists and engraver trainees? And to detect and rename best military dorfs?
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MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #159 on: May 05, 2012, 06:17:13 am »

I've never used DT.
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Doesn't like running from bears = clearly isn't an Eastern European
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maxi

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Re: Dwarf Fortress 0.34.07 Released
« Reply #160 on: May 05, 2012, 06:29:26 pm »

Using DT will save years of your life and it doesn't change the game in any way (ie not cheating).
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Mala

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Re: Dwarf Fortress 0.34.07 Released
« Reply #161 on: May 05, 2012, 06:34:30 pm »

The autolabor plugin in DFhack has a similar effect.
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Raven

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Re: Dwarf Fortress 0.34.07 Released
« Reply #162 on: May 07, 2012, 04:43:15 am »

I have another problem with migrants in this version, their skills aren't so random as they should be

I explained all in this thread

http://www.bay12forums.com/smf/index.php?topic=108542.0
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Torrasque666

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Re: Dwarf Fortress 0.34.07 Released
« Reply #163 on: May 13, 2012, 08:07:59 pm »

So I'm guessing the next one will be out within the week?
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BOOM FOR THE BOOM GOD!
LOOT FOR THE LOOT THRONE!

You seem to be under the impression that we're playing some game other than dwarf fortress. It doesn't matter how powerful you make a creature, we will find a way to destroy it. God is dead, and Urist killed him.

Mala

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Re: Dwarf Fortress 0.34.07 Released
« Reply #164 on: May 13, 2012, 08:08:41 pm »

If by week you mean month, yes.
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