To be fair, the huge amount of meat most things drops leads to instant *pink level* clutter (most cluttered). Best you can hope for is to have a large amount of haulers to dump it quickly.
To be fair, the huge amount of meat most things drops leads to instant *pink level* clutter (most cluttered). Best you can hope for is to have a large amount of haulers to dump it quickly.
34.03 is released
Code:Major bug fixes (*) Fixed crash with historical figure cull vs. wandering groups (*) Stopped historical figures from starving (*) Stopped various corruption crashes and weird effects, mainly from aborted world gens (nice catch, Lightning4!) (*) Stopped original population associated to historical figure from screwing up its allegiances (*) Stopped it from moving criminal leaders with routine civilian moves, changing their allegiances (*) Stopped populations from villages/trade partners from migrating into dungeon outcast groups all at once (one group had 15000!) (*) Stopped werebeasts from gumming up world gen (*) Stopped raised corpses from having various allegiances (*) Vampires that take over sites lose other allegiances (*) Made soldiers from previous forts clean up military info upon arrival at current fort (*) Stopped ghosts and royal family members and undisguised vampires (aside from the king/king's group vamps) from immigrating to fort (*) Fixed a new bug that completely stopped archery training (*) SDL version: TrueType crash from long strings (Baughn) Other bug fixes/tweaks (*) Changed which entity moves to which sites, mainly so elf pops don't live in fortresses and vice versa without acclimating to a city first (*) Set labor list for migrants by default (can turn off in data/d_init.txt) (*) Added a tab for other stones in stone list and made stones with a reaction product class list as economic in stone list (*) Sped up adv mode loading/offloading somewhat, and cleaning should be a bit faster -- there are still really slow patches that need work (*) Controlled snatcher number in world gen (*) Decreased questing rate in world gen (*) Stopped reraised corpses from bleeding to death (*) Stopped forbid/melt/traffic/etc. mouse from messing with keyboard (*) Gave more indication for forbidden workshops (*) Made forbid/etc. from stocks screen not effect building items when applied to an entire group (*) Changed ramp names to indicate unusability due to missing walls or lack of space above (*) Sterilized zombies and mummies (only husk-type zombies need the STERILE tag) (*) Cleaned up some botched zombie names (old saves will need to let their zombies fall once and they should be better on reraise) (*) Made vampires fleeing to site in world gen require pop to fit into (*) Made vampire cults follow tyrant vampires properly (*) Vampire nicknames, profession, position names work (*) Vampires won't try to pin crimes on animals (*) Can 'g'et items from cabinets and other building furniture in adv mode now (*) Kea will not follow each other so closely when stealing (*) Fixed busted horseshoe crabs/men (*) Improved the age name calculator, especially as it regards the dominant race after megabeasts are cleared (*) Changed treasure room quality and item selection (*) Stopped designation at the bottom of the map from unhiding portions of it sometimes (*) Unobscured unit list option from main menu (*) Stopped world gen group from lingering in memory after bandits become criminals under town (*) Goblins can have higher pops in their important towns (*) Applied att change syndrome size modifiers properly (stops weird speed issues with adv blood drinking) (*) A few other minor tweaks listed in file_changes.txt (*) SDL version: Highlighting on unit screen fixed for TrueType (Baughn) (*) SDL version: Turning on playback while recording will no longer record the previously recorded keys (Baughn) (*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn) (*) SDL version: Fixed some minor memory leaks (Baughn) (*) SDL version: Minor stability improvements (Baughn) (*) SDL version: Fixed some of the spacing issues with TrueType
I just started using The Rapist, and I immediately created a new custom profession--bracero. They do nothing but haul, cut wood, and occasionally do odd jobs like carpentry or masonry. I then found every useless dorf and made him into a bracero.
"Welcome to Rinsedgates, migrant. Oh? You're a cheese maker? That's great. Now grab a shovel, that refuse isn't going to haul itself."
I was able to take all my useful dorfs off of hauling entirely, made my fort so much more efficient without "Urist McBrewer cancels 'make life-saving alcohol'--hauling stone."
Alright, i'm going to try playing this game. Again, if I dont report back it means I jumped out of the window from frustration.
Edited:
Also, they decide to release a new version right after I download the current one. Thanks.
What's so special about embarking on an island? I'm assuming no trade caravans and sieges but what about migrants?
Actually, every island ive embarked on still had trade and seiges. Dunno how though.
Dwarven physics.
Balance fix for version 34.03:
http://horobox.co.uk/u/Orkel_1330533619.rar
Gen new world after installing.
Anyone running a world on the new version that they'd like to share? I have a shitty laptop and can't go over medium world/medium history.
These guys are selling an absolute buttload of stuff made from cockatiel men. Almost every step I take they advertise their cockatiel man intestines/prepared hearts or whatever
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Winter is upon you.
...
Lock.
Down.
EVERYTHING.
Is it okay just to use dormitories rather than everyone having their own small bedrooms? Every time i finish making a neat little housing block, a buttload of migrants come and i just cant cope anymore.
Perfectly acceptable, they'll get a negative thought, but the legendary dining rooms and meals will counter it, along with the various other happy inducing things that you have.
They won't get a negative thought if the rooms don't overlap (making every bed its own 1 tile room)
Ok so my metalsmith decided he wanted to punch every dwarf in the face for no reason at all, he's not in a tantrum and he's completely happy. It's under control for now because he fucked with a wrestler who keeps punching him in the foot and knocking him over..
.
But that requires micromanagement!
What's the best way of making a death hole? Without sacrificing miners.
You're so precious.
I have shit luck with getting good miners with migrating so I only have two good miners![]()
Just give a copper pick to a cheesemaker?
Does the new version require a new world?
.03 I mean.
You can still play old forts, but unless you gen a new world you'll miss out on several bugfixes
Digging pits is a lot easier now that you can make designations across z-levels. You just have to dig a 1x1 channel that goes down however many z-levels you want, then go back to the surface and designate the next tile. Working with multiple miners, start on the next tile once the first miner is already 2-3 levels down.
One thing to keep in mind for the safety of your dwarves: After the first tile, just designate from the surface to the second-lowest z-level you want. Since channels have a habit of making up/down ramps at the bottom, they'll sometimes dig out the lowest channel tile first, and then when they go up to the surface and start from there, they inevitably fall 2 z-levels, and get either injured or killed. Wait until they've gone as low as they can before you designate the final space.
I don't know if I explained it well, maybe I should draw a chart or something.
Ah. That sucks. My fort was going so well.
How's the world gen speed?
About the same as before imo.
Oh lord after loads of combatting and quite some losses over a lot of sieges and ambushes I started wondering why production was being so slow.
Look in units list, about 70 of my 120 dwarves are children because I apparantly lost all mature people over time and the caravan refuses to leave so no migrants.
If this continues like this It will be like Little Lamplight, only even less productive.
I got a task to kill a guy in a catacomb, I can't find it anywhere. It's in the town but I can't see any entrances.
Check out the temple for the entrance
destroy the caravan?
If I use i to designate a load of chairs and tables as a meeting area, do Dwarves still get happy thoughts from dining in it? (i.e. Urist McHundrydwarf dined in a legendary dining hall recently)
Yes, they do.
three dwarves have gone missing in the last month, all of them eventually found drained of blood in their remote bedrooms.
Looks like we have a vampire on our hands
My Macelord Dwarf just beat a trog's head in repeatedly, a few combat pages worth before my militia commander came in and cut the things head off with his battle axe.
Maces are shit in DF when it comes to killing something. Use warhammers instead.
Edited:
I should tweak them a bit in the fix.
Maybe make them have nerfed warhammer stats?
In fact, if you want to kill shit, use edged weapons. Blunt ones are mainly for shattering bones and incapacitating.
Edited:
Or make maces more usable
Edited:
Looking at the raws, it seems that maces are bigger but spread their impact over a larger area, whereas warhammers are smaller but impact at a small area. Problem is that the combat system favours the latter over the former when it comes to damage dealing.
My army is a heathly mix. I have a few mace/hammer to break stuff swords/axes to kill and a few spearmen because spears.
Edited:
I have the wrong perception of warhammer and maces in this game. I always forget warhammers are one handed.
I have noticed that in sieges my swordsdwarves tend to rack up a lot more kills than the mace and hammerdwarves who just pound on things until they fall down and can have their skulls crushed. Swordsdwarves just run into crowds and start slicing off limbs if they're any good
Is it just me or are speardwarves the least effective in fighting basically anything but large creatures where organ damage is necessary?