Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 15

Author Topic: Differences In The New Edition - General  (Read 58647 times)

Wheeljack

  • Bay Watcher
  • Likes explosions for their BOOM
    • View Profile
Re: Differences In The New Edition - General
« Reply #75 on: December 02, 2015, 11:06:10 am »

Are there still random migration waves or do you have to attract visitors so they can petition you? And if not the latter, can you somehow make it so?  :)

Yes, I got one right before I had to go to bed. A couple and their two kids. The kids immediately bolted to the death god temple and played make believe. XD
Logged

Voker57

  • Escaped Lunatic
    • View Profile
Re: Differences In The New Edition - General
« Reply #76 on: December 02, 2015, 11:47:11 am »

Quantum stockpiles no longer work, as track stops don't dump anymore? I can't say this is a bad thing
Track stops still do dump for me (if you choose direction on construction)
Logged

Heretic

  • Bay Watcher
    • View Profile
Re: Differences In The New Edition - General
« Reply #77 on: December 02, 2015, 12:28:16 pm »

Toady... I want say you GREAT THANKS for all this wark you has done. You are n't Great. You are The Greatest!!!
It's not just me, it is the opinion of 99.9999% of the Russian community of the game. Maybe you will be interested ... in only one group VKontakte (social network in Russia) about 500 people waited last night's release (release came out at 11 am Moscow time), celebrating and play all night before sunrise!
Not enough word... we were waiting, AND IT CAME!!!
P.S.
About bugs, little suggestions and so on...
1. There is something looking like minor bag: dorfs travelling to your fortress without their families, and have bad thinks about it. In my fort i have 11 dwarves that left all their relatives at home. Looks close to old bug with families that were living in separated houses.
2. Some crashes, some wierd situations... these things are usual... i think you have enough reports on Bay...
3. Little offtop suggestion. It really in the current dirrection of the game, i think. Possible, it will be right to add something like missioner(and related events in world generation and in game modes) Now it's possible to change culture and moral of peoples your speak to.  What if your created special kind of performance for it and give to priests of generated religions ability to use it?
Thanks for reading!
Logged

Devstorm

  • Bay Watcher
    • View Profile
Re: Differences In The New Edition - General
« Reply #78 on: December 02, 2015, 01:08:11 pm »

Okay, I'm enchanted by the new release. Right now a dwarf axedwarf who stayed behind after the caravan left and a human dancer are putting on a performance while a singing group (acapella, I guess. I haven't made any musical instruments yet) are singing nearby. This is so cool. Thanks for an awesome Christmas present!

Edit:

Behold, Dwarf Fortress: The Musical!

« Last Edit: December 02, 2015, 01:36:31 pm by Devstorm »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Differences In The New Edition - General
« Reply #79 on: December 02, 2015, 01:42:25 pm »

I've noticed that growths brought in bags no longer need to be dumped to be used! Hooray!
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

cochramd

  • Bay Watcher
    • View Profile
Re: Differences In The New Edition - General
« Reply #80 on: December 02, 2015, 01:54:12 pm »

Some of these new instruments are hardcore. One of my favorite examples is the bardum, a "huge stationary metal musical instrument which uses a ceramic pump to send water into a chamber, ultimately supplying air to blow through any of four hundred fourteen bone pipes. The musician directs air through chosen pipes by playing a ceramic keyboard. The instrument has flue pipes and..." it cuts off the rest, but that's plenty to convince me I need to put together an orchestra full of them.

My dwarves also seem to have invented the bagpipes, but they call it the merir, and they have what is essentially a bone cowbell. We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
Can anyone tell me more about making instruments, particularly the ones that require multiple kinds of materials? Those ones spark my interest the most. Are they made in a single task, or are they made up components which are produced separately and then assembled? I can already see myself going out my way to make sure that every component of my tavern's bardum is made of only masterwork components made from gold, porcelain and valuable bones, and assembled by only my most skilled workers....
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

Baffler

  • Bay Watcher
  • Caveat Lector.
    • View Profile
Re: Differences In The New Edition - General
« Reply #81 on: December 02, 2015, 01:58:07 pm »

Some of these new instruments are hardcore. One of my favorite examples is the bardum, a "huge stationary metal musical instrument which uses a ceramic pump to send water into a chamber, ultimately supplying air to blow through any of four hundred fourteen bone pipes. The musician directs air through chosen pipes by playing a ceramic keyboard. The instrument has flue pipes and..." it cuts off the rest, but that's plenty to convince me I need to put together an orchestra full of them.

My dwarves also seem to have invented the bagpipes, but they call it the merir, and they have what is essentially a bone cowbell. We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
Can anyone tell me more about making instruments, particularly the ones that require multiple kinds of materials? Those ones spark my interest the most. Are they made in a single task, or are they made up components which are produced separately and then assembled? I can already see myself going out my way to make sure that every component of my tavern's bardum is made of only masterwork components made from gold, porcelain and valuable bones, and assembled by only my most skilled workers....

The instrument's description specifies the components, and what they're supposed to be made of. You have to make the components at whatever workshop makes things made of such material, then they're put together at the craftsdwarf's workshop. ceramic components are made at the kiln; metal at the forge; wood, stone, and bone at the craftsdwarf. I'm pretty sure there are others, but I can't think of them offhand.
Logged
Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

cochramd

  • Bay Watcher
    • View Profile
Re: Differences In The New Edition - General
« Reply #82 on: December 02, 2015, 02:00:00 pm »

Some of these new instruments are hardcore. One of my favorite examples is the bardum, a "huge stationary metal musical instrument which uses a ceramic pump to send water into a chamber, ultimately supplying air to blow through any of four hundred fourteen bone pipes. The musician directs air through chosen pipes by playing a ceramic keyboard. The instrument has flue pipes and..." it cuts off the rest, but that's plenty to convince me I need to put together an orchestra full of them.

My dwarves also seem to have invented the bagpipes, but they call it the merir, and they have what is essentially a bone cowbell. We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
Can anyone tell me more about making instruments, particularly the ones that require multiple kinds of materials? Those ones spark my interest the most. Are they made in a single task, or are they made up components which are produced separately and then assembled? I can already see myself going out my way to make sure that every component of my tavern's bardum is made of only masterwork components made from gold, porcelain and valuable bones, and assembled by only my most skilled workers....

The instrument's description specifies the components, and what they're supposed to be made of. You have to make the components at whatever workshop makes things made of such material, then they're put together at the craftsdwarf's workshop. ceramic components are made at the kiln; metal at the forge; wood, stone, and bone at the craftsdwarf. I'm pretty sure there are others, but I can't think of them offhand.
Do you know this because you've tried, or is this just an assumption? Also, what skill is used to assemble each instrument, and is it metalcrafting or blacksmithing that creates metal components? And what steps should I take to make sure my musicians use only masterfully assembled instruments made only from masterwork components?
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

Baffler

  • Bay Watcher
  • Caveat Lector.
    • View Profile
Re: Differences In The New Edition - General
« Reply #83 on: December 02, 2015, 02:01:45 pm »

Some of these new instruments are hardcore. One of my favorite examples is the bardum, a "huge stationary metal musical instrument which uses a ceramic pump to send water into a chamber, ultimately supplying air to blow through any of four hundred fourteen bone pipes. The musician directs air through chosen pipes by playing a ceramic keyboard. The instrument has flue pipes and..." it cuts off the rest, but that's plenty to convince me I need to put together an orchestra full of them.

My dwarves also seem to have invented the bagpipes, but they call it the merir, and they have what is essentially a bone cowbell. We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
Can anyone tell me more about making instruments, particularly the ones that require multiple kinds of materials? Those ones spark my interest the most. Are they made in a single task, or are they made up components which are produced separately and then assembled? I can already see myself going out my way to make sure that every component of my tavern's bardum is made of only masterwork components made from gold, porcelain and valuable bones, and assembled by only my most skilled workers....

The instrument's description specifies the components, and what they're supposed to be made of. You have to make the components at whatever workshop makes things made of such material, then they're put together at the craftsdwarf's workshop. ceramic components are made at the kiln; metal at the forge; wood, stone, and bone at the craftsdwarf. I'm pretty sure there are others, but I can't think of them offhand.
Do you know this because you've tried, or is this just an assumption? Also, what skill is used to assemble each instrument, and is it metalcrafting or blacksmithing that creates metal components?

I don't know about the labors, but I made several stone and bone pieces at the craftsdwarf. I saw the others on the lists but didn't try to produce them.
Logged
Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

cochramd

  • Bay Watcher
    • View Profile
Re: Differences In The New Edition - General
« Reply #84 on: December 02, 2015, 02:05:00 pm »

Some of these new instruments are hardcore. One of my favorite examples is the bardum, a "huge stationary metal musical instrument which uses a ceramic pump to send water into a chamber, ultimately supplying air to blow through any of four hundred fourteen bone pipes. The musician directs air through chosen pipes by playing a ceramic keyboard. The instrument has flue pipes and..." it cuts off the rest, but that's plenty to convince me I need to put together an orchestra full of them.

My dwarves also seem to have invented the bagpipes, but they call it the merir, and they have what is essentially a bone cowbell. We have a rich tradition of percussion instruments as well, all of which are based around a musician smacking variously sized hollow rocks.
Can anyone tell me more about making instruments, particularly the ones that require multiple kinds of materials? Those ones spark my interest the most. Are they made in a single task, or are they made up components which are produced separately and then assembled? I can already see myself going out my way to make sure that every component of my tavern's bardum is made of only masterwork components made from gold, porcelain and valuable bones, and assembled by only my most skilled workers....

The instrument's description specifies the components, and what they're supposed to be made of. You have to make the components at whatever workshop makes things made of such material, then they're put together at the craftsdwarf's workshop. ceramic components are made at the kiln; metal at the forge; wood, stone, and bone at the craftsdwarf. I'm pretty sure there are others, but I can't think of them offhand.
Do you know this because you've tried, or is this just an assumption? Also, what skill is used to assemble each instrument, and is it metalcrafting or blacksmithing that creates metal components?

I don't know about the labors, but I made several stone and bone pieces at the craftsdwarf. I saw the others on the lists but didn't try to produce them.
I see. Well, get back to me if you ever get around to those other instruments. And by the way, which components of which instruments have you produced so far?
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

paleohayduke

  • Bay Watcher
    • View Profile
Re: Differences In The New Edition - General
« Reply #85 on: December 02, 2015, 02:09:42 pm »

Thank you so much, Toady. Awesome update. Totally love this game. The vanilla graphics remind me of my days playing the old Star Trek text game on my dad's 8088, a very good feeling :). I was playing adventurer mode all night but will start trying Fortress out this evening. I can't wait to see where you continue to take this game. You are the man.
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Differences In The New Edition - General
« Reply #86 on: December 02, 2015, 02:11:35 pm »

People having trouble with temples and worshippers: Do your temples' gods match your dwarves' gods?


Haven't got around to temples yet but it's a thought
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Baffler

  • Bay Watcher
  • Caveat Lector.
    • View Profile
Re: Differences In The New Edition - General
« Reply #87 on: December 02, 2015, 02:14:29 pm »

-snip-

I was going to check the others for you but my game crashes within seconds of opening the fort. The instruments are randomly generated so yours will be different, but I've successfully produced "gesis bars" from stone at the mason for a percussion instrument, wooden pipes for an instrument similar to a trumpet at the craftsdwarf, and the cloth strings, bone neck and wooden body of a violin-like instrument at the craftsdwarf. I've only actually assembled the percussion instrument, but the assembly jobs are all there at the craftsdwarf.
Logged
Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

cochramd

  • Bay Watcher
    • View Profile
Re: Differences In The New Edition - General
« Reply #88 on: December 02, 2015, 02:19:38 pm »

-snip-

I was going to check the others for you but my game crashes within seconds of opening the fort. The instruments are randomly generated so yours will be different, but I've successfully produced "gesis bars" from stone at the mason for a percussion instrument, wooden pipes for an instrument similar to a trumpet at the craftsdwarf, and the cloth strings, bone neck and wooden body of a violin-like instrument at the craftsdwarf. I've only actually assembled the percussion instrument, but the assembly jobs are all there at the craftsdwarf.
So if I want to assemble a particular instrument, I'm basically at the mercy of the RNG as to when I'm going to get all the pieces? Ah, DF, the more you change the more you stay exactly the same.
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Differences In The New Edition - General
« Reply #89 on: December 02, 2015, 02:39:57 pm »

People having trouble with temples and worshippers: Do your temples' gods match your dwarves' gods?


Haven't got around to temples yet but it's a thought

You choose what god a temple is devoted to when you define it. The options are all of the gods of your civilization, whether or not any dwarves at your site worship them.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
Pages: 1 ... 4 5 [6] 7 8 ... 15