• Dwarf Fortress v13 - Orkel looses a roaring laughter, fell and terrible!
    3,876 replies, posted
[quote=anotherguy;28774848]what version was that made in? That must have taken a fair few months to make, it's awesome.[/quote] df2010. [editline]24th March 2011[/editline] [img]http://horobox.co.uk/u/Orkel_1300997477.jpg[/img]
Alright! I just killed my first titan. Can I do anything with it now? Do I just let it rot? [editline]23rd March 2011[/editline] Oh man, just hit my first cave as well! Time to throw a cat in and see what happens! Best fort ever! [editline]23rd March 2011[/editline] I threw a chicken in thinking it would just flutter down and be cool. I was mistaken. Sorry chicken.
After killing my first titan I grabbed the body and put it in my backpack. But because it made me really slow I decided to get rid of it. I threw it at the asshole who gave me the quest.
It's out! [quote] Here's the second large bug fix release for 0.31.19. [url]http://www.bay12games.com/dwarves/df_31_22_win.zip[/url] And here's Dwarf Fortress Talk #12: [url]http://www.bay12games.com/dwarves/df_talk.html[/url] Major bug fixes Fixed a linux crash from units leaving the map with a kill order on them Fixed a crash from tileless burrows Made healthcare work for dwarves that need crutches Made healthcare/hospitals handle plaster/casts properly Stopped creatures from attacking across several Z levels Stopped hospitals from stocking everything, ignoring the item caps Stopped pots from storing almost infinite numbers of items Stopped inaccessible spam from cleaning jobs with soap Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately) Stopped massive lag from certain ghosts Fixed up bone artifacts Cleaned up persistent activities and squads that were lingering Sorted out an issue with combat/training bolts Other bug fixes/tweaks Made pots show up in the trade depot list Better stockpile options for stone, blocks, metal clothing, etc. and fixed some broken existing options Cleaned up some issues with glass items Wooden/bone crossbows specifically selectable from uniform screen now Made migrant hunters recognize their crossbows properly Changed how skills are applied to job products -- attributes are accounted for properly and skills should work in adv mode now, but you'll notice a different distribution of qualities in the final product, especially for no/low skill when differing attributes are involved Stopped surgery cancellations over patient not resting in some circumstances Ungummed up the hauling system from certain stale jobs Made lavish etc. meals take the proper number of item piles Made magma forges available more regularly to mood dwarves Stopped raw processing from including backup files Fixed some capybara and panda typos and tweaked giraffe and reptile eggs Cleaned some trouble with grass regrowth and generic "grass" tiles Made recentering hotkeys work in other dwarf modes (ones with x cursors) Fixed broken readout for completed jobs in unit health screen Cleaned up spam from rest jobs from webbed dwarves Fixed broken key in hospital zone mode Moved underground camp creatures from civ list and stopped their items from being counted in fortress wealth Stopped underground theft announcements in hidden areas from being displayed Fixed various ugly blank "" names in legends mode Fixed a random number overflow from creatures with no attacks New stuff Sponsored animals included: penguin, platypus, badger, moose, along with related buddies Rodent men underground Invader mounts/monsters have first names [/quote]
Fuck yeah, Moose!
Starting new fort. It was named Boltsword by the random name generator. Good name, let's hope the fort is good too. Location is a scorching desert.
I should be playing this again. But somehow my motivation dies once I start digging the first tile. So how has things been? Is combat and hospital completely fixed? No more acid rains?
[QUOTE=Swebonny;28782558]I should be playing this again. But somehow my motivation dies once I start digging the first tile. So how has things been? Is combat and hospital completely fixed? No more acid rains?[/QUOTE] Yes. Combat still has some quirks that can easily be fixed by changing some numbers in the files, but otherwise, DF2010 is now fully working.
[QUOTE=Orkel;28782603]Yes. Combat still has some quirks that can easily be fixed by changing some numbers in the files, but otherwise, DF2010 is now fully working.[/QUOTE] Can you post/repost the file with the tweaks please?
[QUOTE=Mr_Razzums;28782699]Can you post/repost the file with the tweaks please?[/QUOTE] The default game files have changed, so it doesn't work anymore. Did them manually this time. I'll rar the new version up so hold on. [editline]24th March 2011[/editline] [url]http://horobox.co.uk/u/Orkel_1301053582.rar[/url] Put "art" and "init" into the /data folder, and put "objects" in the /raw folder.
What's a good tileset to use? Preferably one that is complete and does not have sprites from other games. I learned to play the game with the ASCII (at first I had a tileset, then said fuck it and decided to not use tilesets until I've learned the game) before someone flames me for "ruining the game".
Ironhand's. I don't really like the default ASCII tileset, mostly because the width and height are not the same length of pixels, which results in some oddities.
[QUOTE=Savaril;28783052]Ironhand's. I don't really like the default ASCII tileset, mostly because the width and height are not the same length of pixels, which results in some oddities.[/QUOTE] The .rar I just posted has a square ASCII tileset :3:
[QUOTE=Savaril;28783052]Ironhand's. I don't really like the default ASCII tileset, mostly because the width and height are not the same length of pixels, which results in some oddities.[/QUOTE] Thanks, that one looks pretty awesome. [editline]24th March 2011[/editline] [del]Damn, the .rar I downloaded form the thread seems to be the entire DF with the tileset/graphicalset pre-applied, wouldn't be a problem but it's an older version. Oh well, the graphical files have to be in there somewhere, I'll just grab them and apply them to the right DF.[/del] My bad, there was another link for the right thing.
I use phoebus's tileset.. Fucking hell, dwarfs are starting to starve to death. They refuse to gather plants, and plump helmets grow way too slowly and are used too fast to be useful.
[QUOTE=Orkel;28782784]The default game files have changed, so it doesn't work anymore. Did them manually this time. I'll rar the new version up so hold on. [editline]24th March 2011[/editline] [url]http://horobox.co.uk/u/Orkel_1301053582.rar[/url] Put "art" and "init" into the /data folder, and put "objects" in the /raw folder.[/QUOTE] Cheers mate. Can't wait to get home to play the new version.
[QUOTE=Orkel;28783105]The .rar I just posted has a square ASCII tileset :3:[/QUOTE] I've been putting off playing DF for a while because I'd lost the link to your sexy pack. Now, the game is on! (Is there some place where one may find your pack?)
Put local size at maximum, game crashes. Guess I'll have to be content with a smaller area.
[QUOTE=Orkel;28782784]The default game files have changed, so it doesn't work anymore. Did them manually this time. I'll rar the new version up so hold on. [editline]24th March 2011[/editline] [url]http://horobox.co.uk/u/Orkel_1301053582.rar[/url] Put "art" and "init" into the /data folder, and put "objects" in the /raw folder.[/QUOTE] It doesn't work for me. The screen goes black and nothing happens.
[QUOTE=GeneralFredrik;28784153]It doesn't work for me. The screen goes black and nothing happens.[/QUOTE] Did you overwrite when it asked? You should.
[QUOTE=Orkel;28784179]Did you overwrite when it asked? You should.[/QUOTE] Yes, I replaced all the files and merged the folders.
[QUOTE=Orkel;28783105]The .rar I just posted has a square ASCII tileset :3:[/QUOTE] Looks pretty good, all I need is in the "art" directory, and I'd have to adjust the init, right? Might start to use that one...I've stuck to mayday's so far, but I don't like having to wait until it's released for the new version. Anyways, thanks for posting it!
[QUOTE=GeneralFredrik;28784188]Yes, I replaced all the files and merged the folders.[/QUOTE] Strange. And you put both "art" and "init" folders in the /data folder? Try replacing "VBO" with something else like 2D in the init.txt
[IMG]http://filesmelt.com/dl/sdgff.JPG[/IMG] This is what happens after I have done everything you said orkel :saddowns:
[QUOTE=GeneralFredrik;28784653][img_thumb]http://filesmelt.com/dl/sdgff.JPG[/img_thumb] This is what happens after I have done everything you said orkel :saddowns:[/QUOTE] So small? Try dragging it into a bigger screen.
[QUOTE=Orkel;28784662]So small? Try dragging it into a bigger screen.[/QUOTE] I can't. It won't move.
I played DF for the first time today. All my water sources vanished suddenly and everybody murdered everybody else. How can I prevent all my water mysteriously disappearing again?
Holy shit, just had my first beserker. He killed two dorfs, before my marks dwarf stepped in and, from the looks of it, punched the Beserkers skull through his brain.
Orkel: Does it matter if I have Legacy version or the SDL?
[QUOTE=blazingfly;28784688]Holy shit, just had my first beserker. He killed two dorfs, before my marks dwarf stepped in and, from the looks of it, punched the Beserkers skull through his brain.[/QUOTE] That has been pretty much the standard finisher for nearly all fist-fights I've seen so far. Usually they first soften them up then jam the skull through their brains.
Sorry, you need to Log In to post a reply to this thread.