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Topics - Faces of Mu

Pages: [1] 2 3
1
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.

2
Heyas,

I'm designing my fort to pump both water and magma up above their sources, dump them onto my fortress at two separate locations, and then let them trickle back down to EITHER their source, or a chasm.

I need to know if the magma flow will make the magma level of the pipe rise up out of the pipe.
This is the fort here: Inklight. This is the plan:
Code: [Select]




+3     tttt
+2        t
+1     Fttt
gg     Ft
-1 ppppFttt
-2 ppppF  t
-3 pppptttt
p = magma pipe
t = magma channel and upwards pumping
F = fortress

So the magma is pumped through the channel and screwpumps up to the top of the Fortress, then dropped[/b] on top of it, then it is allowed to trickle down the fort and either back into the top of the pipe OR off into a chasm.
What would have to happen to make the magma just rise out of the pipe by itself onto the ground level, and what can I do to prevent it?
I ask this because not only will I have little control over the magma (no magma-proof rock available for mechanisms either in map or from caravans, and no guarrantee I have HFS), and I also need to decide whether to make pumps all the way up from the bottom of the pipe or just let it rise up naturally to the surface at the screwpump tower and pour the magma back onto the pipe at the end.

3
DF Gameplay Questions / Your gold is mine! SHUT UP ABOUT IT!
« on: February 17, 2009, 08:55:27 am »
So, I followed the recommendations I read somewhere and put all the coins I made behind locked doors. Ever since then I've been spammed by dwarves being unable to access it. I even built walls over the doors to see if that would stop them creating the jobs but it didn't help.

How do other people stop the coins being strewn around the fortress and at the same time stop them whinging about not getting to it?

4
DF Gameplay Questions / Causes of thoughts: A comprehensive list
« on: February 15, 2009, 05:22:15 am »
I got a dwarf thinking "He complained about the draft". I don't know what this means and I'm concerned it's not a one-off complaint. As I was writing this, I actually wondered if it mean "complained about being drafted", as from memory there's some sort of negative thought had by dwarves activated into the military without fighting skills.

So I saw on the wiki there is a nice big list of all the thoughts dwarves can have:
http://www.dwarffortresswiki.net/index.php/Thoughts

What I would like to know, though, is what causes a thought and how to cause happy ones and reverse negative ones. For example, for my dwarf, what draft is he talking about? In his room? Working outside too long? Went through a designated room without walls? One of my workshops outside? Just occassional bad weather?

The wiki is a bit too shy on details at the moment.

5
DF Gameplay Questions / Pouring a river into an u/g pool
« on: February 13, 2009, 12:44:52 pm »
So, an underground pool has limited water but can spawn tower caps. What is it exactly that spawns the caps, the water, or water that touches the stone of the pool?

If I drained the pool, and poured a river into the pool, would the resulting water be able to spawn caps (ie, creating my own underground river)?

6
DF Suggestions / Request off-map constructions to your fort
« on: February 11, 2009, 02:05:11 am »
I posted this to the Desert thread here then decided to branch it off into it's own suggestion.

It would be great if you could negotiate with the mountainhome for certain constructions be made to the edge of your map at a very heavy cost and utilising a lot of your stone. You would need some way to select where the structure entered your fortress, and they would need to abut your fort by 7 spaces so you could modify the end of it, but these are some ideas:

a) An aquaduct from the nearest water flow, with price and materials dependent on distance. It would arrive in the form of a 7x1 pipe or a 7x* (width negotiated) walled walkway at the x.y.z coordinate of your choice.
b) A road from the mountainhome with options to allow it go through nearby towns or connect to the road network (for the purposes of adventure mode, as well as possibly increasing the caravan capacity, immigration and maybe even getting one off merchants that set up in one of your shops temporarily for the sake of your dwarves).
c) A tunnel from the mountainhome (same reasons as above, but only usable by your dwarven homeland).
d) A sand path from the nearest sand source.
e) A magma pipe ""
f) A chasm ""
g) A water channel ""

Once again, to request such a thing would cost mega $$ and resources! And the option would only be available after the right noble has come, and options would be unlocked with upgrades to that noble (Baron, etc). They would also take a certain number of years depending on the distance as well (minimum three years). In that time you would need to be able to modify the entry point of the construction at an additional price.

What do you think???

7
DF Gameplay Questions / What's with needing bags for sand collection?
« on: February 09, 2009, 04:00:32 am »
I have been making bags for nearly as long as I've had my glass workshops set up, and if I stop making them, it later cancels sand collection jobs due to lack of bags. But my workshops are absolutely CLUTTERED with empty bags! I even have stockpiles of empty bags nearby. Can bags only be used once for sand collection??

8
DF Suggestions / Track-a-stack at the side of the screen
« on: February 09, 2009, 03:44:32 am »
I would love to be able to specify a type of good from the stocks screen to be tracked on the main user interface. This would be limited to just one type of stock (whether it be gems generally or a specific type of gem) and it would should the amount of free items and the amount of designated and TSK items in brackets.

That way when I'm working on my megaproject I don't have to keep going to build the wall to see how many blocks I've got, but I can instead just watch the tally on the side of the screen and know when it's time to go and designate more work. I would effectively be pausing the game less and spending less time moving back over to my work site, going through the lists, then cancelling out when I see I don't have enough x.

9
DF Gameplay Questions / Animals: Adopting vs training
« on: February 08, 2009, 08:28:09 am »
I'm losing a catsplosion war, and I'm confused about how to stop pets being adopted, and how training occurs.

Under what conditions will an animal adopt a dwarf? Is it when they are "uninterested" or when they are "for sale"? Does caging them matter or stop this? Does marking them for slaughter stop it?

How does training work? Does the dog have to be caged or uncaged? Does he have to be "Not for sale" or for sale?

I'm hoping your answers will help me manage these animals better, and I also want to figure out how to ensure a dog gets trained and not adopted.

Cheers!

10
DF Dwarf Mode Discussion / A rough flowchart of the workshops
« on: February 05, 2009, 10:48:23 am »
This sort of display has been on my mind for the last year! I really wanted a chart that minimised the distances between related structures, but I have yet to find a program that'll let me do that. Sorry for the watermark!


11
DF Dwarf Mode Discussion / Your favourite WATER feature?
« on: January 29, 2009, 02:39:08 am »
I also want to know WHAT you like about your favourite, and WHY you like it!?  ;D

12
DF Gameplay Questions / Pathing of foes through doors?
« on: January 27, 2009, 12:45:25 am »
Will gobs and kobs and the like open a door that has 7/7 water or magma behind it, even if it is the only way into or out of your fort?

If not, what liquid level is low enough for them to do it?

13
DF Gameplay Questions / Local map symbols and the init file
« on: January 26, 2009, 04:00:39 am »
In my init I've specified this:
Quote
You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).

[SHOW_EMBARK_RIVER:ALWAYS]
[SHOW_EMBARK_POOL:ALWAYS]
[SHOW_EMBARK_M_PIPE:ALWAYS]
[SHOW_EMBARK_M_POOL:ALWAYS]
[SHOW_EMBARK_CHASM:ALWAYS] ###
[SHOW_EMBARK_PIT:ALWAYS] O (well symbol)
[SHOW_EMBARK_OTHER:ALWAYS]
[SHOW_EMBARK_TUNNEL:ALWAYS] ==== (smoothed wall symbol)

And while I've seen some extra symbols appear in the local map, I'm not sure what they mean. Does anyone have a key for each of these features??
I've now seen blue ~ and double ~, and red ones, too, as well as #, and the pound symbol. But what is what?
I've embarked on a few of these locations and tried tunneling in to find these features but I haven't been able to verify any of them, except lines of # being underground chasms (only verified because one breached the surface and I could see it all from the beginning).

Cheers.

EDIT: Got three, the tunnel, pit and chasm. Added them to the cut n paste above. I'm hypothesising that the light blue pound symbol is the "Other" which I'm also guessing is HFS.

14
DF Gameplay Questions / Encouraging waterfalls in world gen
« on: July 16, 2008, 06:41:53 am »
Hey all,

I'm wondering what I need to tweak to create a world that has plenty of waterfalls? I've searched my current world created using nearly default gen properties (tweaked caves, that's it) and even the fortress areas started over streams that appear to travel across 3 cliff variations (1, 2, and 3) and the water ways appear to all stay at the same z level.

Any help?

Cheers!

15
DF Dwarf Mode Discussion / Take a tour, make your own interstate!
« on: June 11, 2008, 01:26:00 am »
Heyas,

I'm currently playing my own scenario that others might like to try, too!

I've decided to create fortresses one by one from the dwarf capital near the southern border through to one of the coastal towns to the north.

Each fortress area is 3x3 and directly adjacent to the last fortress. Each will connect to, extend, and direct the road from the previous map through to the next fortress. This is so that
- it will be very easy to find my ruins in adventure mode with dwarves,
- my dwarf adventurers will have a nearly continous road from capital to coast,
- I will have neat string of ruins to search through and plunder on my journeys (all dwarven gear, mind you!). Some ruins will be off-road, some will have the road going straight through it.
- I can try to make as many unique and interesting mini-fortresses as possible in the short time span it takes to build the road.

I will also often be making my mini-forts in areas that I wouldn't normally be choosing. I don't tend to go for those dreaded maps with aquifiers, or those without vegetation, or those overlapping towers and dark fortresses, or maps without rivers, or with settling dwarf teams made using the Play Now feature. This will really test my skills.

And best of all: I'm playing each mini-fort only just enough to continue that railroad through the mountains to the shoreline!

I'll post a pic of the world map tonight, and the two gateway forts I've made so far.    :)

[ June 11, 2008: Message edited by: Faces of Mu ]


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