• Dwarf Fortress V10 - DF2010 Release Edition - OH GOD THE SCREAMS
    2,002 replies, posted
[QUOTE=Teh Zip File;21259883]Uhh... are you on the newest version? :raise:[/QUOTE] I wasn't aware that it was only available in the newest version.
[IMG]http://i42.tinypic.com/i3xusi.jpg[/IMG] :tinfoil: [editline]01:21AM[/editline] I now have 150 steel bars. :neckbeard:
I guess I shouldn't have put the strange mood guy for my low priority. You see, I had a planter by the name of Tiny Tim, just some random names I added, and he started a mysterious construction on a craft workshop. Whatever, right? He probably has everything he needs. Few minutes later I check and he needs cut gem. So I go order some people to cut gems. When I check back again it seems the gem I clicked to cut was pretty gone, so they couldn't cut any, and I was thinking I didn't have any time left. I was right,Tiny Tim went "stark raving mad", grabbed the nearest person and put them in a stranglehold up against a wall. I still had a military, though it was sort of confused on the military screen to get them to attack, so I finally got over some wrestlers. They got him to let go of the dwarf, which he was quickly sent to the hospital, and easily suffocated him. Sadly, I didn't get to use the new jail I made. [QUOTE=chunkymonkey;21259985]I wasn't aware that it was only available in the newest version.[/QUOTE] New version got a lot of stuff.
I had a dwarf go into a mood. He took in body parts and made adamantine breast plates...
Ya I think the requesting body parts is a bug, because everyone that has went into a mood for me requests body parts and then the actual thing they want.
[QUOTE=emPiRe14;21260942] New version got a lot of stuff.[/QUOTE] I dunno about that but it runs worse than the last version and the "find desired location" option seems dumbed down. I can't even use my previous saves with it.
[QUOTE=chunkymonkey;21262531]the "find desired location" option seems dumbed down.[/QUOTE] That's because almost every map has most of those features now, and a lot of them got removed from the game.
[QUOTE=Canuhearme?;21258917]Don't worry, if you give ole Shelob some grub (and a cage+Dungeon Master) you got yourself a powerful "soldier." If you fail at that, and the GCS gets into your fortress, well... Cry and scream, and don't feel ashamed while doing it, it's happened to all of us. [editline]11:08PM[/editline] Can someone here recommend the best resolution for the new version? 800x600 hurts the eyes and just doesn't look right, while the standard resolution, while better, is just a tad too small when things get hectic.[/QUOTE] 1600x1000 is what I play at.
[QUOTE=chunkymonkey;21262531]I dunno about that but it runs worse than the last version and the "find desired location" option seems dumbed down. I can't even use my previous saves with it.[/QUOTE] The game has also changed so much you can't use old saves anymore... :downs:
[QUOTE=chunkymonkey;21262531]I dunno about that but it runs worse than the last version and the "find desired location" option seems dumbed down. I can't even use my previous saves with it.[/QUOTE] How is the site finder dumbed down? You don't need to search for magma pipes anymore because every map has magma. It runs worse because it doesn't have the OpenGL stuff from the 40d# versions implemented.
Is there any fast and easy way of mudding a room for farming? Seems like you have to mud dirt and sand floors as well now (Someone told me this was a bug, confirm/deny), so I wondered if toady had added some way of making the dwarves carry buckets with water to the room until each tile was at least muddy/1 water.
[QUOTE=Jugulum;21264177]Is there any fast and easy way of mudding a room for farming? Seems like you have to mud dirt and sand floors as well now (Someone told me this was a bug, confirm/deny), so I wondered if toady had added some way of making the dwarves carry buckets with water to the room until each tile was at least muddy/1 water.[/QUOTE] I usually just use a system of floodgates or a screwpump. You can do it that way with the pit/pond zone. Dig a channel above where the farm plots are going to be, i > enter twice where you dug the channel > p > P > f. I'm not sure how well that would work though, they'd have to put enough water in for it to spread all around.
Why are so many people complaining about the farm bug, I find it much better now because it makes you build nice contraptions (even if it's really simple and easy) too solve your problems and makes you think about your fort from the very start instead of "dig rooms place some beds in there, dig another room place some workshops in there, dig another room place some stockpiles in there, start digging your actual fort 1 or 2 z levels down and build that up". [editline]12:33PM[/editline] If you want to have fun in DF in the long run you will build contraptions like that anyway.
[QUOTE=chunkymonkey;21262531]I dunno about that but it runs worse than the last version and the "find desired location" option seems dumbed down. I can't even use my previous saves with it.[/QUOTE] 1) It runs worse because the OpenGL merge in DF2010 has not been completed yet, while 40d19 has it. 2) Save compatibility is broken because Toady tried to cram as many save-breaking additions in this new release as he could during 1,5 years of development, instead of making many small releases every two months or so which would have broken saves each time. [editline]01:10PM[/editline] Toady talking about the release on forums.. found it interesting [quote]He he, there hasn't been a break yet! I'm still swamped. The amount of non-programming work just handling correspondence and so on is unprecedented for us... it's good, but it's a lot of work. In the two programming half-days I've been able to find so far, I fixed the three crash bugs there, and tested some others that I couldn't get to happen. The long list of raw changes is mostly just stuff from rickvoid's thread that I did during a compile. I'm hoping the other stuff will settle down at some point so I can really have some serious bug fixing days, but we're not there yet. I'll be able to do more fixes per release when I have more time, although the merge is like one large fix that will also lead to some dry spells in the general bug fixing. It will also add bugs of its own, mostly related to a necessary interface reworking for every screen and particularly in adventure mode. I don't remember where it was that people expressed some concerns about when I'm moving on to new features and whether or not a lot of serious bugs and combat balance issues etc. will be left behind and whether or not I'm actually aware that there are problems etc., but I'll address that here too. Of course I'm not going to empty out the bug tracker. Some things just aren't going to play out right or they'll be really obscure and hard to handle. On the other hand, I plan to handle every major impediment to play related to problems with the new features, though this very likely won't include the addition of other new features like aiming or whatever. I can't say whether or not a given player will be satisfied, and I'm sure some won't be. I understand that there are serious issues and have said as much, and if I'm still sorting them out two months from now, that is what it is. There will have been many releases improving the game in that time, and I'm not feeling any kind of urge to jump over to new features at this point when things aren't working very well.[/quote]
I'm not gonna get too much into this Hitler shit, but the man [I]did[/I] hide the extermination of over 6,000,000 for like, 5 years.. [editline]01:14PM[/editline] [QUOTE=xxxkiller;21264434]Why are so many people complaining about the farm bug, I find it much better now because it makes you build nice contraptions (even if it's really simple and easy) too solve your problems and makes you think about your fort from the very start instead of "dig rooms place some beds in there, dig another room place some workshops in there, dig another room place some stockpiles in there, start digging your actual fort 1 or 2 z levels down and build that up". [editline]12:33PM[/editline] If you want to have fun in DF in the long run you will build contraptions like that anyway.[/QUOTE] um a floodgate and a lever is not a "contraption", and it's not "nice", it sits there for the rest of your fortress' life and looks all fugly
I know this has probably been asked before, but how the [I]hell[/I] do you get your military to equip themselves? The ten dwarves I put in a squad just ignore equipment and go do individual drills in the barracks. Which is nice, but I'd like them to have their armor and weapons in case of another goblin siege. Chances are a heroic human maceman won't show up out of nowhere next time. [editline]10:40AM[/editline] I've set their uniforms and everything to metal mail shirts and the like, and their weapons, and I have available equipment, they just won't go get it. And I have a quartermaster dwarf.
[QUOTE=AxisKiller;21265878]I know this has probably been asked before, but how the [I]hell[/I] do you get your military to equip themselves? The ten dwarves I put in a squad just ignore equipment and go do individual drills in the barracks. Which is nice, but I'd like them to have their armor and weapons in case of another goblin siege. Chances are a heroic human maceman won't show up out of nowhere next time. [editline]10:40AM[/editline] I've set their uniforms and everything to metal mail shirts and the like, and their weapons, and I have available equipment, they just won't go get it. And I have a quartermaster dwarf.[/QUOTE] [url]http://df.magmawiki.com/index.php/Main_Page[/url] Seriously, It's not hard.
A word to the wise: Goblins will take giant bats, so walls, bridges and the like will be useless; they'll get in. And slaughter 14 people. In one minute. Goddamnit. I've managed to completely seal the fortress off, but at least 15 people have died. There may be some still hiding in the towers. The tantrums are going to start any minute now. SHIITTTTT- Oh wait, just one that got in through my butcher's vent. Killed it, lost a puppy, should be good now, until the tantruming starts. What the fuck, one somehow slipped through a water intake. And it's dead. Let's just wait here for a tad.
[QUOTE=Kylel999;21264884]I'm not gonna get too much into this Hitler shit, but the man [I]did[/I] hide the extermination of over 6,000,000 for like, 5 years.. [editline]01:14PM[/editline] um a floodgate and a lever is not a "contraption", and it's not "nice", it sits there for the rest of your fortress' life and looks all fugly[/QUOTE] Put it a different way then - it makes mechanics useful from the beginning. To be honest though you don't really have to bother- as I've said before you can always just dig the farm next to a murky pool and drain it out. Admittedly that does give you another criterion to fill when you're looking for a place to dig out the fortress.
[QUOTE=MrBob1337;21266473]A word to the wise: Goblins will take giant bats, so walls, bridges and the like will be useless; they'll get in. And slaughter 14 people. In one minute. Goddamnit. I've managed to completely seal the fortress off, but at least 15 people have died. There may be some still hiding in the towers. The tantrums are going to start any minute now. SHIITTTTT- Oh wait, just one that got in through my butcher's vent. Killed it, lost a puppy, should be good now, until the tantruming starts. What the fuck, one somehow slipped through a water intake. And it's dead. Let's just wait here for a tad.[/QUOTE] Lol, the gobbos flew over your walls on giant bats? That is awesome.
I was in awe. Let's just put it that way. It was terrible. I saw some planter standing next to a door, trying to get in the fort (I had to lock it), before being torn in half by a giant bat. People leaping off towers, only to get caught in mid air and dismembered. We are fucked. Damn, rutherers are fast. Do dorfs get bad thoughts if the coffins of their loved ones are in a public place? Like the middle of the old food stockpile?
[QUOTE=Nilus;21265933][URL]http://df.magmawiki.com/index.php/Main_Page[/URL] Seriously, It's not hard.[/QUOTE] Maybe I wasn't clear enough. [I][B]I've read the wiki, I've done everything: created uniforms, applied them, set weapons, quartermaster with office, I have an entire armory room, they won't get their equipment.[/B][/I] Simply throwing someone a link to the wiki makes you look like a douche, at least try to help them solve their problem. Example: You didn't do X, go to Y menu and find the X command, Z should work then. [Wiki link] Avoiding as much e-drama as possible, I think I know what's causing the problem, I'll see about fixing it.
[QUOTE=AxisKiller;21267164]Maybe I wasn't clear enough. [I][B]I've read the wiki, I've done everything: created uniforms, applied them, set weapons, quartermaster with office, I have an entire armory room, they won't get their equipment.[/B][/I] Simply throwing someone a link to the wiki makes you look like a douche, at least try to help them solve their problem. Example: You didn't do X, go to Y menu and find the X command, Z should work then. [Wiki link] Avoiding as much e-drama as possible, I think I know what's causing the problem, I'll see about fixing it.[/QUOTE] Got an arsenal dwarf?
[QUOTE=Orkel;21267222]Got an arsenal dwarf?[/QUOTE]
[QUOTE=Orkel;21267222]Got an arsenal dwarf?[/QUOTE] 'got a quartermaster with office' :D
Weird, can't post on FP from my laptop. But yes, I do have one, though he's also my bookkeeper, I think that's what is causing the problem. Broke my automerge
Oh crap, I hope we don't run out of well water, because a cave crocodile - (drowned) gobbo rider is loitering outside that particular pipe. I also hope that farms never need to be re-watered.
[QUOTE=Thorny;21267304]'got a quartermaster with office' :D[/QUOTE] Is that the arsenal dwarf?
Goblins don't bring aquatic building-destroyers, do they? :ohdear:
I don't have an arsenal/quartermaster on my nobles list. Am I boned? :bang:
Sorry, you need to Log In to post a reply to this thread.