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Messages - gre11023

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1
Curses / 4.12.7 Weird fonts and frequent crashes when recruiting
« on: January 26, 2018, 01:58:28 pm »
Hello everyone, I recently picked up again this nice classic that is thankfully still being maintained, but I'm having a couple of issues;

- Weird fonts mixed in names with accents. Here under spoilers an example
Spoiler (click to show/hide)
As you can see what I guess should be the name Luìs instead has U+252C box drawing before the accented i; the program does this with other non-english names too. Suspecting some weirdness due to my desktop language (it still uses the latin alphabet, but has a tad more letters), I swapped it and keyboard layout to US English, but it made no difference. The game's executable code page was already to 437 OEM-US, to boot. I'm using Windows 10, if it makes any difference.

- The game crashes rather often during the random encounters, talking about politics to prospect recruits; sometimes after the 'What?' from your subject, other times when they reply to your political statement. I imagine this must be related to the problem above, since it clearly depends on some specific lines. So it's functionally random whether I manage to complete a conversation, I have to luck out and get an interaction not containing the lines that make my game crash.

Even though I think I isolated the problem, I'm not sure how to proceed, I never fiddled much around language options and the like. What do you think could solve this problem?
Thanks in advance for any help.

2
Hello folks, I'm facing a quandary. Currently playing a small fort, with a lone dog that was rescued from a wrecked caravan. In spite of being slated for adoption for years, no dwarf claimed her, since none of the citizens happens to have a preference for dogs. She is going to pass away of old age soon, and since she is nobody's pet I realize she won't get a tomb.

I don't want her to go unburied, and I'm willing to cheat to avoid that. Two ways to go about this came to my mind, involving Dfhack: 1) Edit the preference of a dwarf to like dogs, so she'll be adopted 2) Edit ownership tags, through gm-editor I suppose, to directly assign her to some dwarf.

Now, I know almost nothing about coding, and my extent of experimentation with Dwarf Fortress is basic raw changes.
Regarding option 1, I sifted through the prefchange script, and noticed the blurb at the bottom saying "Feel free to adjust the values as you see fit, change the has steel to platinum, change the axp axes to great axes, whatnot". Point being, I'm not sure how to go about this. Do I pick one of the precomplied options and edit it with the general tag of dogs as creature instead of, say, steel?

Regarding option 2 ... Gm-editor, oh boy, where to start. I'm grateful we have such a powerful tool in first place, but it's almost impenetrable. I compared the dog's GUI to that of an adopted pet, and I'm having a hard time finding some pet flag.

What do you advice me to do? Perhaps there's some other way to ensure the dog will get a proper burial.

Let me know if this isn't the right subforum to post this. Thanks in advance for any help.

3
DF Dwarf Mode Discussion / Re: New release !!SCIENCE!!
« on: December 21, 2017, 01:56:06 am »
So, word around the grapevine is that, in the 0.44.XX release, dense metals (silver, platinum, etc.) alone don't make for good blunt weapons anymore, that edge counts for armor penetration. I haven't found any proof for these statements, can anyone point me toward a way to test this to verify if this is true? Or maybe I missed some weapon research forum thread detailing this stuff? If anyone knows, please tell me, thank you.

4
Hello worldgen legendary cooks! I'm looking for your help in getting a specific kind of world. I'm fond of saving dwarven civilizations on the brink of total extinction, and I manage to generate such worlds with fair regularity thanks to some minor worldgen/raws modifications, such as ramping up evil squares count and removing multiple_litter_rare from elves and goblins.
What I'm having problems with is generating a civ starting already at war with them: I thought about toying with the personality values in the goblins' and elves' raws to make them more aggressive, or their entity values to make them able to settle almost anywhere, but i'm not sure how much that'd help or if it'd even backfire.
The site I had in mind has such requisites:

  • Medium region
  • Glacier or tundra on arctic coast
  • Medium to high neutral savagery (please no evil, just this once i'd rather not deal with reanimating biomes or freaky weather)
  • With sand and clay
  • Neighbors: at war with elves and goblins, even better if either were the cause of the downfall of the played civ. Access to humans for trading
  • Struggling or dead civ (at embark must have the warning little blurb about your civ dead or dying, your dwarves might assume important positions)

I don't particularly care about any other kind of resource such as flux, iron, etc.; the theme I have in mind is the last survivors and descendants of a destroyed civ eking out a living in an unforgiving frozen waste. What can I do to stack the odds of worldgen further in my favor? Thanks for any help!

5
(TL;DR at the end)

Hello. I'm a long time lurker, and English isn't my first language. I play pure vanilla 43.05.
I have started using minecarts only recently. In spite of the many articles and tutorials, I'm having some problems figuring out how to set the end of a minecart route without errors.
Here is a couple of images (under spoilers) of a track I built, meant as a short ride filled with 4/7 water to train swimming.
Spoiler (click to show/hide)

A detailed recount of what I have been doing, step by step, with images:

  • h (hauling) -> cursor over the track start -> r (new route) on the track start -> s (new stop) on the track start. I get 'stop 1' without warning or errors, everything seems alright. I press enter (define stop), I set it exclusively to 'Ride south immediately always'.
  • I go down a z level, put the cursor on the first ramp, and define a new stop. It's set as 'Stop 2', with the same setting (ride south etc.) and I get a yellow warning. Thinking of it as a temporary error, I go down to the first turn, a trail of cyan pluses on the way, and set Stop 3 there. The Stop 2 warning vanishes.
  • I set Stop 3 to 'ride west immediately always', and it gets the yellow '!Set dir/connect track' warning. Thinking it is again a temporary error, I go forward and define Stop 4 (ride north always) at the next turn; Stop 3 error vanishes, predictably, but then this happens.
    Spoiler (click to show/hide)
    I get a second trail of cyan pluses going through the walls. Not sure if I should worry.
  • I persevere, and define stop 5 (ride east always). Then I get to define stop 6 (ride south always) at the next turn, and the cyan pluses trail does this weird thing:
    Spoiler (click to show/hide)
    it is projected forward on the rest of the track.
  • Moving on... I set stop 7 on the last ramp, and all yellow warnings disappear somehow. I go up a z-level, and set the final stop as stop 8 on the track end (warning disappears again); the cyan trail now somehow extending further south over the beginning of the track.
    Spoiler (click to show/hide)
    I set it to ride south always, and the yellow error for stop 8 appears.
 
I'm not really sure what to set the final stop as. What I mean to do, I'd like my passenger to safely dismount the cart at the end of the ride. Whoever wants their turn to ride, should pick up the one and only assigned minecart from the end of the track (or a stockpile, really, it doesn't matter) and bring it to the track beginning, to start anew.

My questions are: how should I define stop 8? Is that projected cyan trail something I should worry about?

TL;DR: Built a minecart track. While defining the main route, I noticed some spontaneously formed weird alternate route out of nowhere, and I'm wondering if that will be a problem. The last designed stop at the track end, where dwarves should dismount, has a constructed track stop and everything, but in the route menu it gives me the yellow !Set dir/connect track warning. What am I doing wrong?

Thanks for any help.

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