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Author Topic: Dwarf Fortress 0.27.176.38a Released  (Read 9335 times)

Kennel

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #15 on: February 16, 2008, 12:53:00 pm »

quote:
Originally posted by DDouble:
<STRONG>I'm not sure how the version number system works...I know that the last numbers, such as 33a and 38a, are for very minor changes, but what determined an upgrade to 176.38a? What does each variable represent?</STRONG>

http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001648

"[0 because it's still alpha].[Core Components Completed].[Required Components Completed].[Bloat Components Completed][a/b/c/d/e/f/g/h/etc. bug fix version]"

---

Woah #2: My magma pit is flooding.  :)

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Kagus

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #16 on: February 16, 2008, 01:07:00 pm »

Uh, little question;  I've been working on a mod for a bit now, and although it doesn't exactly have a lot of stuff in it, I'd rather not do it all over again.  Is there a list of the specific files that have had changes made to them, so I can pick and choose my way through the update, or should I just transfer from one set to the other?

Also, thanks for your continued chugging along to make Dwarf Fortress the great and majestic thing it is, even in this early stage.  We really do owe it to you, mate.

numerobis

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #17 on: February 16, 2008, 01:15:00 pm »

Sooo many bug fixes; great!

No mac yet?  Sniff...

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numerobis

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #18 on: February 16, 2008, 01:28:00 pm »

quote:
Originally posted by Kagus:
<STRONG>Uh, little question;  I've been working on a mod for a bit now, and although it doesn't exactly have a lot of stuff in it, I'd rather not do it all over again.  Is there a list of the specific files that have had changes made to them, so I can pick and choose my way through the update, or should I just transfer from one set to the other?</STRONG>

There are various tools that will find changes; GNU diff if you're a unix type, dunno about windows-based utilities.

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tarsier

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #19 on: February 16, 2008, 02:59:00 pm »

Wait a sec, wait a sec...
does this mean that a Mac version will be out in the near future?!?!  :eek:
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Javis

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #20 on: February 16, 2008, 03:18:00 pm »

quote:
Originally posted by Kagus:
<STRONG>Uh, little question;  I've been working on a mod for a bit now, and although it doesn't exactly have a lot of stuff in it, I'd rather not do it all over again.  Is there a list of the specific files that have had changes made to them, so I can pick and choose my way through the update, or should I just transfer from one set to the other?

Also, thanks for your continued chugging along to make Dwarf Fortress the great and majestic thing it is, even in this early stage.  We really do owe it to you, mate.</STRONG>


It's called 'file changes.txt'.  It's in the root of the archive.

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tarsier

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #21 on: February 16, 2008, 05:05:00 pm »

In regards to my previous post:
nevermind, I read the other thread and found my answer.  :)
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Patarak

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #22 on: February 16, 2008, 10:05:00 pm »

Awsome additions. Just hurry and fix the hunting bug!  :D
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Earthquake Damage

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #23 on: February 17, 2008, 06:01:00 am »

This release is ☼AWESOME☼!
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Deathworks

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #24 on: February 18, 2008, 03:33:00 am »

Hi!

This new version is really neat. My fortress is still young (second dwarf caravan) so there has not been that much happening, but things have been good fun thus far.

I was even lucky enough to have my strange mood dwarves not being socially active (only had some passing aquaintances), so their death wasn't burdening the fortress (I just hope the posessed weapon smith doesn't use the well shaft for suicide as well (^_^;; ).

There was one thing I was wondering about; if I want to delete a region, all I need to do is delete its directories in the "save" directory, right? My first region in the new version didn't really have a lot of places where I would have liked to play, so I started from scratch by deleting aforementioned directory. I hope that was right that way.

Anyhow, things are looking good here and this game is really great fun.

Deathworks

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Toady One

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #25 on: February 18, 2008, 04:18:00 am »

Yeah, deleting the region folder is the right way to go about it.  There's no record of the region elsewhere.
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Lord Aether

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #26 on: February 19, 2008, 01:25:00 am »

Sooo...  Dare I ask why the traps kill the dwarven caravan?

Like the new social aspect of the game :D

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Dwarfaholic

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #27 on: February 19, 2008, 02:27:00 pm »

quote:
Originally posted by Toady One:
<STRONG>You don't need a new world, but adv mode cave pops will be better if you make a new one, in case you want fewer cave spiders.</STRONG>

Why would anybody want fewer cave spiders?
 :roll:

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Nite/m4re

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #28 on: February 19, 2008, 05:29:00 pm »

Maybe he means giant cave spiders?
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Toady One

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Re: Dwarf Fortress 0.27.176.38a Released
« Reply #29 on: February 19, 2008, 08:20:00 pm »

The trap issue is a bug which somehow came about from the map feature creatures being able to dodge traps, though I haven't looked at it yet so I have no idea why it broke so thoroughly.
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