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Author Topic: Dwarf Fortress 0.31.08 Released  (Read 127949 times)

Haspen

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Re: Dwarf Fortress 0.31.07 Released
« Reply #45 on: June 19, 2010, 03:03:49 pm »

Woo! One step closer to awesomenity! :D
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Z1000000m

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Re: Dwarf Fortress 0.31.07 Released
« Reply #46 on: June 19, 2010, 03:12:58 pm »

At last !  :D
+10 internets

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snelg

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Re: Dwarf Fortress 0.31.07 Released
« Reply #47 on: June 19, 2010, 03:17:27 pm »

I get always a crash when i look around with 'k' and press 'enter' to look in barrels or bins.
Tested with Windows SDL and legacy version, new generated world.
Getting this crash as well.
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culwin

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Re: Dwarf Fortress 0.31.07 Released
« Reply #48 on: June 19, 2010, 03:21:29 pm »

I thought I was actually going to get some real work done today.
Productivity = 0
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smjjames

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Re: Dwarf Fortress 0.31.07 Released
« Reply #49 on: June 19, 2010, 03:32:43 pm »


why cant i make anyone to the militia commander? what trait do they need? only 2 of my 7 starters show up there... is this a new feature or a bug or whatever? i know that in military screen the squad leader was always just a few picks but in noble screen i could set anyone

Probably related to one of these changelog items:

   (*)made militia commander assignment from noble screen respect current squad settings properly
   (*)stopped dwarves from holding multiple positions that lead squads

but still: WHY?!

its a new fort they dont have other possitions (except the expediont leader CAN be selected and is already a noble of course), also my farmer, but not the miners, woodcutter (thats at least somewhat understandable because of the weapon assignment?) nor the peasant with only military skills (which i intended to use for that job) or the furnance operator
and there are no current squad settings until i set up a commander and create the squad?! i am confused :(

We'll have to wait until this ninja-bug with the look function gets fixed, although those that have more experience with the military screen may be able to help.
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Intelligent Shade of Blue

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Re: Dwarf Fortress 0.31.07 Released
« Reply #50 on: June 19, 2010, 03:35:59 pm »

Download (Click refresh on your browser if it doesn't show up)
   (*)made non-brewing events that create liquids handle alcohol correctly

What does this mean? Is milkable alcohol now possible? Previously, it would just come out as a generic liquid and not be counted as an alcoholic drink, even if I set a creature to have dwarven wine come out...
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culwin

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Re: Dwarf Fortress 0.31.07 Released
« Reply #51 on: June 19, 2010, 03:38:19 pm »

k + enter = explosion
on apparently everything, not just barrels and bins
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Hippoman

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Re: Dwarf Fortress 0.31.07 Released
« Reply #52 on: June 19, 2010, 03:50:54 pm »

Surgery will never be done. Once the patient is picked up they stop resting and go back to work.
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Kazang

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Re: Dwarf Fortress 0.31.07 Released
« Reply #53 on: June 19, 2010, 03:59:28 pm »

Quote
(*)added pillar tile to d_initadded pillar tile to d_init

Oh damn, does this mean that nice tilesets will no longer have Os instead of pillars in their text?
Likely, though there's the problem of finding the space for a separate pillar tile.

Yep it does.  I've already done it and updated a set for this version.
The tileset is based on mayday's if you want to see the full power of capital O's in action.


ps. not taking credit for any artwork blah blah blah
« Last Edit: June 19, 2010, 04:05:41 pm by Kazang »
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Dr. Hieronymous Alloy

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Re: Dwarf Fortress 0.31.07 Released
« Reply #54 on: June 19, 2010, 03:59:56 pm »

Toady, what types of bugs will you concentrate on next? Will you fix the farming bug? Or marksdwarves? plaster powder? Combat balancing/bugs? Unkillable FBs?

Oldschool green question.

Fixed :)

yeah, hate to say it, but I'm basically waiting to play on these fixes and a few others (like restoring attribute gain on skill gain, etc.) For me the game is the military, and until it's working right . . . =(
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smjjames

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Re: Dwarf Fortress 0.31.07 Released
« Reply #55 on: June 19, 2010, 04:03:50 pm »

Surgery will never be done. Once the patient is picked up they stop resting and go back to work.

Try deconstructing and then reinstalling the tables and traction benches that you have since thats what Toady said was causing the problem. Maybe you just need to reset them or something.
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Hippoman

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Re: Dwarf Fortress 0.31.07 Released
« Reply #56 on: June 19, 2010, 04:05:21 pm »

I put them right next to beds. Seems to work now.
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madk

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Re: Dwarf Fortress 0.31.07 Released
« Reply #57 on: June 19, 2010, 04:06:03 pm »

k + enter = explosion
on apparently everything, not just barrels and bins


Wait, what?

I use k + enter all the time. Are you talking crashing? If so, I may be waiting for the next version release :/

FuzzyDoom

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Re: Dwarf Fortress 0.31.07 Released
« Reply #58 on: June 19, 2010, 04:15:15 pm »

K + ENTER MAKES THE GAME EXPLODE...

Today, do a ninja-update for this ninja-bug!
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Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

smjjames

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Re: Dwarf Fortress 0.31.07 Released
« Reply #59 on: June 19, 2010, 04:17:21 pm »

K + ENTER MAKES THE GAME EXPLODE...

Today, do a ninja-update for this ninja-bug!

He has to wake up first since he probably went to bed shortly after he posted. Toady has an odd sleeping schedule.
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