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Author Topic: Dwarf Fortress 0.31.09 Released  (Read 50942 times)

existent

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Re: Dwarf Fortress 0.31.09 Released
« Reply #75 on: July 11, 2010, 12:13:35 am »

Hmm. DF just crashed during worldgen. That was random.
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Re: Dwarf Fortress 0.31.09 Released
« Reply #76 on: July 11, 2010, 12:23:58 am »

To be sure, the only knapping product currently is sharp rocks?

Also, took me a bit to notice that you can only craft with objects on the ground, as opposed to being able to use your inventory.
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smjjames

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Re: Dwarf Fortress 0.31.09 Released
« Reply #77 on: July 11, 2010, 12:27:08 am »

Hmm. DF just crashed during worldgen. That was random.

Did it crash during the placing civilizations phase? There is a known bug with that, but its pretty rare.
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existent

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Re: Dwarf Fortress 0.31.09 Released
« Reply #78 on: July 11, 2010, 12:29:08 am »

Hmm. DF just crashed during worldgen. That was random.

Did it crash during the placing civilizations phase? There is a known bug with that, but its pretty rare.
Dunno. It's possible. I didn't pay it much attention since it was just a one-time thing.
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loose nut

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Re: Dwarf Fortress 0.31.09 Released
« Reply #79 on: July 11, 2010, 12:30:50 am »

Hmm, got it to crash as I was trying to select training ammo for my lone crossbowdwarf in the military screen. Was this a pre-existing bug? I vaguely remember having heard of it. Did not get to see the caravan fight my war dogs. No save. Poop!

Also, I guess I'm dumb, but I didn't really get the point of the window-resizing and OpenGL stuff in the Mac version, because the font would stay the same stupid size when I resized the window, until I absentmindedly flicked my scroll wheel and zoooooom! That is handy.
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Urist McDepravity

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Re: Dwarf Fortress 0.31.09 Released
« Reply #80 on: July 11, 2010, 12:35:20 am »

Found out why i could not butcher anything - Toady did add some new keybindings and announcements to init and copying 31.08 files removed that.
Maybe game should use some sane defaults if values are missing in the configs? Or at least warn about them missing
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Re: Dwarf Fortress 0.31.09 Released
« Reply #81 on: July 11, 2010, 12:39:59 am »

To be sure, the only knapping product currently is sharp rocks?

Also, took me a bit to notice that you can only craft with objects on the ground, as opposed to being able to use your inventory.
well that's new I found out that you can craft when the object is in your hands.
butchering leads to the new prepared organs to spawn on the ground

having the dagger or any sharp object can grant you a tool use for cutting, be it an axe, a sword, a lightsaber you moded in.
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Re: Dwarf Fortress 0.31.09 Released
« Reply #82 on: July 11, 2010, 12:48:27 am »

Anyone else have their macros run /really/ slowly?  I see in the release notes that the delay timer was adjusted for a PPC Mac issue...

I'm on windows, but each when I run a macro, each keystroke takes about a full second...
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Urist McDepravity

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Re: Dwarf Fortress 0.31.09 Released
« Reply #83 on: July 11, 2010, 12:49:42 am »

Also, seems spears are bugged. Many of my strikes with spear result in severed bodyparts, such as heads or even lower body's.
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Mandaril

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Re: Dwarf Fortress 0.31.09 Released
« Reply #84 on: July 11, 2010, 12:55:16 am »

Also, seems spears are bugged. Many of my strikes with spear result in severed bodyparts, such as heads or even lower body's.

Seems certainly plausible. Have you seen how big some spears are?

http://en.wikipedia.org/wiki/Spear
Infantry spears
Quote
Exact spear lengths are hard to deduce as few spear shafts survive archaeologically but 6 ft. - 8 ft. (1.8m - 2.5m) would seem to be the norm.

I can easily see how a spear as big as a man, or even bigger, can sever bodyparts.
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se5a

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Re: Dwarf Fortress 0.31.09 Released
« Reply #85 on: July 11, 2010, 01:00:23 am »

yeah because the increased length of a thrusting weapon makes it soooo much more likely to sever bodyparts.
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G-Flex

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Re: Dwarf Fortress 0.31.09 Released
« Reply #86 on: July 11, 2010, 01:02:25 am »

Mandaril must be thinking of other pole weapons, or something.

A spear isn't a slashing weapon; they don't tend to have large heads, either. You aren't going to be splitting bodies in half with them by any stretch of the imagination.
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smjjames

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Re: Dwarf Fortress 0.31.09 Released
« Reply #87 on: July 11, 2010, 01:03:53 am »

Theres also the size of the spearhead, we aren't talking about sharpened metal stakes here.
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Josephus

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Re: Dwarf Fortress 0.31.09 Released
« Reply #88 on: July 11, 2010, 01:04:09 am »

It really depends on the broadness of the head. For example, currently I'm stabbing tails and paws off wolves, which is plausible. I have yet to behead or bifurcate someone with a spear.
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Re: Dwarf Fortress 0.31.09 Released
« Reply #89 on: July 11, 2010, 01:05:20 am »

Yeah, stabbing off a tail or paw makes sense enough.

Theres also the size of the spearhead, we aren't talking about sharpened metal stakes here.

You're not going to get a spearhead that's wider than a person's waist, you can trust me on that one.
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