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Messages - Faces of Mu

Pages: [1] 2 3 ... 39
1
DF Suggestions / Re: Detailed preview of embark area.
« on: February 20, 2010, 04:08:20 am »
I'd like to be able to see the summary screen of the area after embarking. I often get in and set about digging and then realise I've completely forgotten the approx. location of the features I wanted. I also like to see some of the facts again, like which civs are accessible and what stone I'll find.

2
DF Suggestions / Re: Automated Delivery : Chutes and bucket lifts.
« on: February 12, 2010, 11:38:09 pm »
Cats to the butcher.

3
DF Suggestions / Re: Automated Delivery : Chutes and bucket lifts.
« on: February 12, 2010, 11:31:07 pm »
All I'd want is to be able to place a stockpile over an edge.

I've really been thinking that the inability for dwarves to simply drop items off designated edges onto stockpiles is a strangely limiting factor in fortress design. I don't know how much damage goods take from falls, but I would be willing to risk it for certain things like ore and wood. This one thing would mean you could designate a wood drop from the surface to underground, with a stockpile at the bottom which could either be the final storage place, or it could be designated to move wood from that stockpile to another on the same level. I think many players have tried tweaking dump zones for this, but it seems time to allow the player to do this using stockpiles instead.

Simple but effective, no?

4
Other Games / Need help with Visual C++ / Windows 7 OEM ASCII thingy
« on: January 10, 2010, 02:02:47 am »
Hey all,

I transferred the program I was working on from my old Windows XP lappy to my Windows 7 tower and now the code output from Visual C++ 2008 uses the ANSI extended character set and not the OEM character set. Anyone know how I can force it to go back to OEM?

I've tried using chcp 437 at the windows command prompt and while says it changed it, when I close the command prompt and return to it it says the cp is 850 again! This has no affect on VC++ regardless of when I open it.

Can anyone help?

Cheers!
FoM.

5
DF General Discussion / Re: I think I solved the cat problem... In accident.
« on: September 14, 2009, 06:08:04 am »
Regarding the weakness for tides that children have, does the restricted pathfinding zone apply to animals as it does to dwarves? Does it apply to children? The above example would be fantastic if you could stop children going near.

6
Wishing against hope my partner will someday, but he's an onliner. He's not shy of low graphics, he plays MUDs like Lusternia, etc, but he shakes his head whenever I load up a solo player. I think I enjoy his Wii more than he does. Although, he may have something against 2-player retro bomberman. We both let a little wee out when we play it.

No luck recruiting others, yet I think the best tactic is to wait for them to come to you.

7
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: September 14, 2009, 05:34:57 am »
Dear dear. How did Adventure-mode skills get so low? Do we not need more things to do between releases? What about voting for things that increase Df's longevity, things that multiply the possibilities to the greatest extent?  :'(

In hindsight, I'm still glad we've got this system here.   :-*

8
DF General Discussion / Re: Dwarf Fortress Talk #2: Feedback
« on: September 14, 2009, 05:15:14 am »
BTW: What strikes a positive chord for me about Toady is his maturity. I've seen it before in the fairness of his forum moderation, but he really seems to have a strong and reasonable value base when it comes to game design (excepting his views on steam punk which are unexplained, but I agree with  ;) ). For example, his comments in the last podcast that magic should be less a means to productivity than a system that doesn't have consequences. In a decade where video gaming is being strongly judged by how bright and explosive the player can be in their environment, I really appreciate a design style that prefers mood and sentiment of the game world over power.
There's also the sense I'm getting that Toady doesn't feel people should be bagged out for the contributions and ideas they have here, like he has a belief in the individual's right to perspective.
Am I making sense to anyone?  ::)

9
DF General Discussion / Re: Dwarf Fortress Talk #2: Feedback
« on: September 14, 2009, 05:02:17 am »
These were fantastic podcasts, Rainseeker'n'Captntastic! After hearing the great recording and interviewing quality, it made me really proud to be part of this community. In Oz we have a great show I've been getting into called Q&A, which centres around audience, email, twitter and webcam users submitting questions to political and intellectual panelists. This show is a great example of how citing the authors of questions and quoting them verbatim seems like an honourable and respectful thing to do. While I love to hear how comfortable the interviewers and Toady are with one another, I'm more interested in hearing Toady's responses to the great questions put forward to him. I don't mean disrespect to Rainseeker and Captntastic, but I actually mean respect to the audience and the purpose of the podcast.

Keep it up!

P.S. I am quietly amazed and paranoid at how easily cats get their owners to sing for them! My own tune is "Tirrem is a cat, and he's very, very fat. He is a fat cat, fatty cat cat!" It is both classy and eloquent as you can probably tell.

10
DF General Discussion / Re: Dwarf Fortress Talk #3: Your Questions!
« on: September 14, 2009, 04:42:45 am »
Thanks, Footkerchief. Any idea if burrows are restricted to the traditional "inside" parameters (under natural ground), or if we can also make them aboveground or outside?

11
DF General Discussion / Re: Dwarf Fortress Talk #3: Your Questions!
« on: September 14, 2009, 04:40:30 am »
  • How are you able to keep adding features and complexity in the face of ageing fan-base computers and technology?
  • What advice can you give to budding programmers and developers about code and data efficiency?
  • What have been some of your biggest mistakes as a programmer or designer that others could learn from?

12
DF General Discussion / Re: Dwarf Fortress Talk #3: Your Questions!
« on: September 14, 2009, 04:32:40 am »
-Answered-

How has the "Dwarfs remain inside" functionality been changed for this next release? What will it look like in the future?

13
DF Suggestions / Re: Sanitation Abstraction
« on: March 08, 2009, 11:34:10 am »
I just saw that bath tubs are in the dev notes - bloats. I've always felt three rooms for residences was always odd (mind the pun) for this square game, ie, bedroom, office, dining. A bathroom would even things out a bit and make apartments more like a bedsit.

14
DF Dwarf Mode Discussion / Re: What is the point of Leather Armour?
« on: March 05, 2009, 12:02:50 pm »
So what will happen in the new version regarding leather armour vs. leather clothing? IIRC Toady is making layers become involved in the damage calculators. I'm not sure if it's just layers of flesh and not also layers of clothing/armour. So will all our leather fetishist civilians be as equally protected as the leather armoured militia?

15
DF Gameplay Questions / Re: Immobile rock
« on: March 05, 2009, 12:00:44 pm »
I haven't suspended any constructions, no. I think the most likely answer is that it was marked for use in a previous attempt and never got properly removed from the job list.

There is no garbage dump in that tile, no, nor any of the others. The thing is, WITHOUT it being forbidden and WITHOUT a 'dump' tag next to it, all dwarves treat it as though it isn't there when ordered to use it (in the screenshot, the craftsdwarf is locked into that area and all OTHER stones are forbidden - he cancels his job instead of using the Cursed Rock), but when it comes time to build a workshop they suddenly remember it's there.

And...yeah, I tried channeling out the area but nothing came of it.
--

Anyway, I figured out how to fix it using Tweak. I simply set the temperature in that tile temporarily to 65535, which caused the stone to instantly melt. Then I set the temperature back to normal. I don't like using a third party program like this but I can't find any other solutions... So if anyone has a similar problem, just melt the bloody thing and move on.

Do remember to set the temperature back, though, because dwarves are stupid. ;)

With all that you've tried it definitely sounds pretty bugged to me.

But one last dumb question: When you say "There is no garbage dump in that tile, no, nor any of the others", then where IS your dumping zone for them to have dumped it?

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