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Author Topic: Dwarf Fortress 0.21.95.19a Released  (Read 2914 times)

Toady One

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Dwarf Fortress 0.21.95.19a Released
« on: August 12, 2006, 07:07:00 pm »

Req274/Req345 were among the things I've done, so the middle number goes up by 2.

Download

Changes

In particular, the elf caravan crash should be resolved, as well as the ice walking problems.  

I wanted to get the elf caravan crash fix up, so some things that might have been in this one will be in the next.  Not a long wait, most likely.

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DakaSha

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #1 on: August 12, 2006, 07:41:00 pm »

how exactly do "install" this new version over the old one? can i just unzip it into the old directory?
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Toady One

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #2 on: August 12, 2006, 07:44:00 pm »

So, you can probably just copy everything over, since I didn't change any file names.  As a precaution in general, I'd recommend making a new folder, and copying your "data/save" and anything else you changed (data/init for example) to the new one.  Shouldn't be an issue at this point.
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Virtz

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #3 on: August 12, 2006, 07:47:00 pm »

Well, everyone's certainly more caring now, shame they make "need empty bucket" spam trying to give the wounded water. :P
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Toady One

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #4 on: August 12, 2006, 07:49:00 pm »

Ah, that job doesn't have a message postage delay then?  I should note that.

[ August 12, 2006: Message edited by: Toady One ]

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ussdefiant

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #5 on: August 12, 2006, 08:39:00 pm »

question, are human caravans supposed to come with one wagon or two?

Cause i just had two rumble up to my trade depot, they certainly won't fit, and all the merchant says is "will be ready soon".

Edit: and they suddenly manage to violate the law of physics and do fit. Ah well.
Any details on what precisely these export/import agreements i just signed are for?

[ August 12, 2006: Message edited by: ussdefiant ]

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Toady One

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #6 on: August 12, 2006, 09:40:00 pm »

You...  you signed the agreements!  Oh no...

Just kidding.  So, the one with weapons tells you how much humans are willing to pay extra for your weapons now.  Since you can create so much wealth, this isn't so interesting -- I'll do other things later with this though.  The second agreement with all the slide bars and so on will control what the next caravan brings.  If you ask for a lot of cows, they'll bring a lot of cows.  They do the things you ask for first, then the rest as usual.

The wagons...  sort of...  sit down in the depot.  I didn't want to do a million haul jobs from the wagon to the depot and back, so they can stack.

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ussdefiant

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #7 on: August 12, 2006, 10:17:00 pm »

another semi-bug:

I have a cardinal that i've been able to catch and tame, but i have two other cardinals sitting in cages in the stockpile that simply cannot be tamed, as the kennels refuse to do it.

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Toady One

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #8 on: August 12, 2006, 10:31:00 pm »

That's odd -- hard to say why.  After all the standard checks for guys being on break and so on, you can send if you like.  At least you have one small animal friend.
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ussdefiant

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #9 on: August 12, 2006, 10:52:00 pm »

i've decided to just make a zoo out of them.

BTW, is there any really point to catching fairies in the traps? They don't seem to show up in the animal menu at all.

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Captain Mayday

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #10 on: August 12, 2006, 11:25:00 pm »

Elven caravan has gone away. Now getting fatal crash when human caravans arrive.

Noble situation causes this?
Have lost book keeper and 2 sheriffs (it's a dangerous life!)


Save game

[ August 13, 2006: Message edited by: Mayday ]

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ussdefiant

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #11 on: August 13, 2006, 12:07:00 am »

Hmm: At what point do you start to encounter stuff like coal,gold, and iron in the mountainside?

I've dug my way to the chasm, but there doesn't seem to be any of that stuff in the sides.

Also, are there any more "big" features besides the chasm to be found?

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Toady One

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #12 on: August 13, 2006, 02:07:00 am »

Fairies don't have the pet flag right now, and maybe it's impossible to assign them to cages to make a zoo for that reason.  I guess you can...  I dunno.  Maybe nothing.  Perhaps it's time to get that "Extract from Animal" job up to par.

Thanks for the save, I'll check it out when I wake up.  After these forum posts I'm going to sleep!  Healthy happy toads.  The noble situation shouldn't be the problem, and I've gotten all the human caravans/diplomats in other saves I've been sent.  We'll have to see what the save shows.

It starts heppening right around the chasm.  Depending on which way the chasm bends, you might see it immediately, or have to cross/dig up/dig down.

There's some more in there.  Dig deeper and meet new friends.

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Toady One

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #13 on: August 13, 2006, 04:38:00 am »

Mayday, this should fix your problem:

Download

Changes

Apparently, the human guild rep was assuming a 3 wide road off the edge.  But if this works, you'll be able to have a meeting finally.  Unlike the liaison, who was apparently expecting a bookkeeper and went insane.  Poor nobles.

I was unable to sleep.  I shall try again soon.

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Captain Mayday

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Re: Dwarf Fortress 0.21.95.19a Released
« Reply #14 on: August 13, 2006, 04:49:00 am »

Yay! Erm... have a nice sleep, too.  :D
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