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Author Topic: Dwarf Fortress 0.31.11 Released  (Read 62795 times)

Orkel

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Re: Dwarf Fortress 0.31.11 Released
« Reply #165 on: July 24, 2010, 05:55:24 pm »

Is anyone having problems with gaining almost no experience in solo or group drills? I've had my dwarves train for a year as a group, and half a year solo, and NONE have passed 100 exp (according to dwarftherapist) in the skill. They're all listed as dabbling, and they've all been actively training.

Yes, it's slow as hell for me too. Taken 5 years to get to competent swordsdwarf. I assume it's a bug.
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Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

Mysteriousbluepuppet

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Re: Dwarf Fortress 0.31.11 Released
« Reply #166 on: July 24, 2010, 06:51:04 pm »

Probly just need a bit of balancing. Something like 10 year fully training to get master or better would suit me fine, else I guess it will be back to hunting the wildlife and gladiatoral sports.
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Heavenfall

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Re: Dwarf Fortress 0.31.11 Released
« Reply #167 on: July 24, 2010, 06:57:07 pm »

Maybe we're supposed to hope for 1 experienced weapondwarf and then let him train the others?
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Upon him I will visit famine and a fire, until all around him desolation rings
and all the demons in the outer dark look on amazed and recognize
that vengeance is the business of a dwarf

Orkel

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Re: Dwarf Fortress 0.31.11 Released
« Reply #168 on: July 24, 2010, 07:04:19 pm »

Maybe we're supposed to hope for 1 experienced weapondwarf and then let him train the others?

That would make sense if the difference between teacher and student affected training speed. Does it? I'm not sure.
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Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

smjjames

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Re: Dwarf Fortress 0.31.11 Released
« Reply #169 on: July 24, 2010, 07:07:34 pm »

Given the fact that migrants often have military skills, that could be feaseable.
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Haldor

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Re: Dwarf Fortress 0.31.11 Released
« Reply #170 on: July 24, 2010, 07:20:28 pm »

Or you could always embark with one  :P
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existent

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Re: Dwarf Fortress 0.31.11 Released
« Reply #171 on: July 24, 2010, 07:28:01 pm »

Or you could always embark with one  :P
This.

My default embark profile has one skilled axedwarf and 4 bronze axes (3 for cutting wood.)
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Rafal99

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Re: Dwarf Fortress 0.31.11 Released
« Reply #172 on: July 24, 2010, 07:49:19 pm »

Fast Toady is fast!

The training crashbug seems to got fixed already:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2804#c10938
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The spinning Tantrum Spiral strikes The Fortress in the meeting hall!
It explodes in gore!
The Fortress has been struck down.

smjjames

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Re: Dwarf Fortress 0.31.11 Released
« Reply #173 on: July 24, 2010, 07:50:32 pm »

Diplomats/Liasons not respawning has been fixed too!! http://www.bay12games.com/dwarves/mantisbt/view.php?id=1102

THANKS TOADY AND GO TOADY ONE! :)

Out of curiousity, what was causing the liasons to not actually respawn, even though they should.
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Rafal99

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Re: Dwarf Fortress 0.31.11 Released
« Reply #174 on: July 24, 2010, 07:56:15 pm »

Hehe I am not the only one refreshing Mantis every 5 minutes :P
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The spinning Tantrum Spiral strikes The Fortress in the meeting hall!
It explodes in gore!
The Fortress has been struck down.

devek

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Re: Dwarf Fortress 0.31.11 Released
« Reply #175 on: July 24, 2010, 08:31:18 pm »

By the time we have standing production orders, you could set those to have, let's say, thirty pieces of armor around at all times, then become an armor exporter.

It's still a little extra work, but I'd be fine with that. Makes the fort seem more real, somehow. You?

By the way it would be good idea to have orders like "make X items every Y years/months". That way you could prevent permanent skill loses without additional micromanagement.

Conditional orders are on the suggestion voting page. I believe there's a thread for them.

I'm actually working on a utility to build orders, conditionally. Version 0.1 should be out tonight or tomorrow.
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"Why do people rebuild things that they know are going to be destroyed? Why do people cling to life when they know they can't live forever?"

Jumpp

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Re: Dwarf Fortress 0.31.11 Released
« Reply #176 on: July 24, 2010, 08:55:50 pm »

That's a gorgeous list of bug fixes.  Thank you so much, Toady.
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RabidRabbit

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Re: Dwarf Fortress 0.31.11 Released
« Reply #177 on: July 24, 2010, 09:28:48 pm »

While I do appreciate the active training fixes, it seems kinda counterproductive to completely screw over all of the training rates in the process.

There's still no reason (and now, not even an effective way) to train a dwarf by means other than room-full-of-spikes.
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billw

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Re: Dwarf Fortress 0.31.11 Released
« Reply #178 on: July 24, 2010, 09:51:05 pm »

Nice bug fixes, haven't got as far as making a military in my new game to try them out yet though. Just at the armor making stage and for some reason high boots don't show up on the managers screen. Anyone else got this problem? Is it a new bug?
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smjjames

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Re: Dwarf Fortress 0.31.11 Released
« Reply #179 on: July 24, 2010, 09:54:11 pm »

Nice bug fixes, haven't got as far as making a military in my new game to try them out yet though. Just at the armor making stage and for some reason high boots don't show up on the managers screen. Anyone else got this problem? Is it a new bug?

Not a bug, some civs can't make or don't know how to make high boots. Check if you can make them through the forge manually or the leatherworks shop.

Its a normal variation between civs thats been around since 40D and before.
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