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Author Topic: Dwarf Fortress 0.44.05 Released  (Read 21644 times)

PatrikLundell

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Re: Dwarf Fortress 0.44.05 Released
« Reply #135 on: February 16, 2018, 05:20:51 pm »

"Livestock" ought to be tame animals, not prisoners of war (as long as the current, rather fixed, dwarven ethics are guiding things). You shouldn't compare the troll to a cow, but rather to a goblin, so if catching prisoners becomes a thing, I'd expect trolls to fall in that category, but not to see any trolls before that. Leading cows on (virtual) ropes is rather different from hauling cages with prisoners (on the back of those cows...). I, for one, am not too thrilled at the prospect of seeing my successful raiders to return, only to have the 10 "livestock" ogres they brought back suddenly start to fight them as soon as they return to the embark.
Beakdogs can not be tamed by dwarves, so again, they ought to attack or flee as soon as they return to the embark (or, rather, before being hauled off from the dark pit), so that would be akin to sending out a party to trap wild animals (which I think someone suggested, but I'd be surprised if that would appear in this arc).
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Shonai_Dweller

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Re: Dwarf Fortress 0.44.05 Released
« Reply #136 on: February 16, 2018, 05:45:43 pm »

So give them chains. Not sure it makes sense to be able to bring back a tame elven war-giant rhino without chains either. Even if dwarves do have 'some knowledge of rhino training'.

Not sure how ethics are meant to address semi-intelligent livestock. Dwarves happily wear troll-fur loincloths so I don't think it's been fully thought out yet. But OK, leave the ogres, trolls and Blizzard-men at home.
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FantasticDorf

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Re: Dwarf Fortress 0.44.05 Released
« Reply #137 on: February 17, 2018, 07:58:19 am »

Semi-intelligents are bugged anyway when put in such a position as livestock, effectively occupying both roles of a citizen & a animal from personal experience of modding goblins to be playable. Hopefully seeing this firsthand in vanilla might bump up the priority to get the behaviour fixed since at the given opportunity while it's been noted but passed by because its a non-dwarf feature.

Prior to the tavern arc, the behavior of semi-intelligents was comparable to many other animal creatures, least its a bit odd when you assign a Troll to be a scribe in more recent versions.
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PatrikLundell

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Re: Dwarf Fortress 0.44.05 Released
« Reply #138 on: February 17, 2018, 04:58:57 pm »

While I haven't played with modding to get slow learners as livestock/citizens, nor animal people to allow them to be captured and trained, I have played a fair bit with gremlins with vanilla behavior, and I believe the modded behavior of animal people at least is the same as that of vanilla gremlins.
Thus, it actually is a dwarf issue, but a fringe one that I don't expect to see any changes to before "wild" animal people are updated to form tribes (or possibly playable ethics allows for slavery).
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iamgod

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Re: Dwarf Fortress 0.44.05 Released
« Reply #139 on: March 07, 2018, 12:14:39 pm »

is the next update 0.45.0 or 0.44.06
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Shonai_Dweller

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Re: Dwarf Fortress 0.44.05 Released
« Reply #140 on: March 07, 2018, 03:42:23 pm »

is the next update 0.45.0 or 0.44.06
Depends how much is added. It's a percentage based on a master list of items required to be implemented by 1.0. Almost certainly 44.06.

By the time everything on the devlist for this release cycle is done, might tick over though, like last time.
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