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Author Topic: Dwarf Fortress 0.40.13 Released  (Read 41104 times)

TomiTapio

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Re: Dwarf Fortress 0.40.13 Released
« Reply #15 on: September 17, 2014, 10:22:04 pm »

Toady you are the best! Every little speed-up helps!

Hmmm, now we'll have to figure out how much space each grazer requires all over again.
Ahh, and I see the return of projectile vomiting cave adapted dwarves. Good times!
If you want to tune your grazing animals to be more like the real world, *googles animal stuffs*
"As a rough rule you can keep 10 ewes to the acre (not in the same place all year)" so maybe 2.5 acres for 10 sheep.
and "The general rule of thumb is 1 acre per horse".
An acre might be about 64x64m in DF, and it varies what size one imagines one tile to be. Let's say 2.3m per tile that acre would be 28x28 tiles. At 1.4m tile acre would be 46x46 tiles.

Waitaminute... Toady put real-world tree-trunks into the game recently, one can infer a more precise tile size from those! Anyone got the relevant thread link?
« Last Edit: September 17, 2014, 10:25:26 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Untelligent

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Re: Dwarf Fortress 0.40.13 Released
« Reply #16 on: September 17, 2014, 10:45:39 pm »

The width of a tile is equal to one beard-decade, or the distance a dwarf's beard grows in the span of ten years. Some beards grow faster than others.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

KingofstarrySkies

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Re: Dwarf Fortress 0.40.13 Released
« Reply #17 on: September 17, 2014, 11:13:25 pm »

Looove yooooou, Toadface!
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flabort

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Re: Dwarf Fortress 0.40.13 Released
« Reply #18 on: September 18, 2014, 12:25:03 am »

Awesome. I might see some cave adaption starting in my current fort.
Speaking of which, from not saying otherwise, I assume save compatible with 40.12, but is it with 40.10? I started this fort in 40.04, so the save might be destabilizing by now (no crashes or obvious bugs yet, though)
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LeoCean

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Re: Dwarf Fortress 0.40.13 Released
« Reply #19 on: September 18, 2014, 12:48:47 am »

It is but saves can't go backwards in versions after they'd been loaded by another version and saved.
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jwhite.df

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Re: Dwarf Fortress 0.40.13 Released
« Reply #20 on: September 18, 2014, 01:14:08 am »

Took me ages to find a medium island with all large landmasses connected (always feels like a waste if they aren't).  Anyone know if diagonally-adjacent land tiles on the world-view are counted as connected?  If so I could have narrowed my search down earlier.

PrefectWorld has a paintbrush tool.
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Orange Wizard

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Re: Dwarf Fortress 0.40.13 Released
« Reply #21 on: September 18, 2014, 01:17:22 am »

The width of a tile is equal to one beard-decade, or the distance a dwarf's beard grows in the span of ten years. Some beards grow faster than others.
I think Toady said he imagined each tile to be a 3*3*3 metre cube.
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pisskop

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Re: Dwarf Fortress 0.40.13 Released
« Reply #22 on: September 18, 2014, 09:09:38 am »

Oh hey.  I was able to gen a much larger world without it crashing as it counted sites.  So yay, thanks!
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Retropunch

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Re: Dwarf Fortress 0.40.13 Released
« Reply #23 on: September 18, 2014, 10:42:57 am »

Great work as always, thanks so much for this!!
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Miuramir

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Re: Dwarf Fortress 0.40.13 Released
« Reply #24 on: September 18, 2014, 01:56:26 pm »

... one can infer a more precise tile size from those! Anyone got the relevant thread link?

Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.

So, in surface area terms, a single fortress tile / square is 2 x 2 = 4 m^2.  This converts to the following area measurements (rounded):
* nanoWales: 5.2 squares
* Square Perch / Square Rod: 6.3 squares
* Rood: 253 squares
* Acre: 1,012 squares
  Traditionally the amount plowable by one man and one ox in one day; a furlong (40 rods) by 4 rods
* American football (handegg) field: 1,338 squares
* Joch: 1,439 squares
* FIFI football (soccer) pitch: 1,785 squares
* DF Embark Square (48x48 fortress squares): 2,304 squares
* Hectare: 2,500 squares; 1.09 embark squares
* Oxgang (15 acres): 15,180 squares; 6.6 embark squares
  This was the traditional amount tillable by one ox in a single plowing season
* Survey Quarter-Section (160 acres): 161,920 squares; 70.3 embark squares
  This was the amount traditionally allocated in the US for a single settler (family) in new lands; about 70.3 embark squares, or a bit over an 8x8 embark
* DF Region Square (16x16 embark squares): 589,824 squares; 256 embark squares
  In very round numbers, a DF region square then roughly corresponds to a US survey section; 1/36 of a township
* City of London (traditional, aka "the square mile"): 725,000 squares; 315 embark squares (about an 18x18 embark);
* Manhattan: 14,875,000 squares; 6,456 embark squares; 25 region squares
* Washington, DC: 44,250,000 squares; 19,205 embark squares; 75 region squares;
* DF Pocket World (17x17 region squares): 170,459,136 squares; 73,984 embark squares; 289 region squares
* DF Smaller World (33x33 region squares): 278,784 embark squares; 1,089 region squares
* Rhode Island: 784,750,000 squares; 340,603 embark squares; 1,330 region squares
* DF Small World (65x65 region squares): 1,081,600 embark squares; 4,225 region squares
  ("Three times the size of Rhode Island")
* Wales: 5,199,500,000 squares; 2,256,727 embark squares; 8,815 region squares (~94x94)
* DF Medium World (129x129 region squares): 4,260,096 embark squares; 16,641 region squares
  ("Nearly twice the size of Wales")
* DF Large World (257x257 region squares): 16,908,544 embark squares; 66,049 region squares
  ("Nearly half the size of Germany")

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TomiTapio

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Re: Dwarf Fortress 0.40.13 Released
« Reply #25 on: September 19, 2014, 12:17:35 am »

* Acre: 1,012 squares
So, a 32x32 grazing area for one single horse, if one desires higher realism. But the time scale etc. means we can't get the grazing eaty-speeds 'just right' :-)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05d release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Dinglebit

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Re: Dwarf Fortress 0.40.13 Released
« Reply #26 on: September 19, 2014, 02:44:15 pm »

With cave-adaption being re-introduced, are cave-adapted dwarves identified as such in-game (other than by observing their projectile emesis)?
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arcturusthelesser

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Re: Dwarf Fortress 0.40.13 Released
« Reply #27 on: September 19, 2014, 04:23:06 pm »

Spoiler (click to show/hide)
I don't know about the rest of you, but I'd rather go for game balance than for matching any particular real world measurements. I mean, it is more important that the game is similar in scale within itself than a close correspondence with Earth (or any other planet, for that matter). For one thing, if you really want to make agriculture yields make sense, dwarven syrup would need to be far, far, harder to produce, especially considering that as of now it's a net gain in food products, while maple syrup production is the opposite in real life.
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EinsteinSatDown

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Re: Dwarf Fortress 0.40.13 Released
« Reply #28 on: September 24, 2014, 02:27:44 pm »

Any news on the next release, if one is forthcoming?
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Knight Otu

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Re: Dwarf Fortress 0.40.13 Released
« Reply #29 on: September 24, 2014, 02:37:38 pm »

Any news on the next release, if one is forthcoming?
Keep an eye or ten on the devlog. Currently, Toady is doing the fortress mode thought rewrite that he put off for 0.40.01, and plans to do fruit harvesting and other assorted issues he put off, and I wouldn't be surprised if he does another round of small suggestions.
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