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Messages - Rekov

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1
DF General Discussion / Re: Future of the Fortress
« on: July 26, 2022, 08:02:28 pm »
Pastures are the key example because I think for basically all other types of activity zones you can just create multiple unconnected zones and achieve the same functionality, just with a little more effort. But for animals to be able to traipse up and down a hillside while staying within the 'same' pasture, it would have to be one, multi-z-level zone.

2
DF General Discussion / Re: Future of the Fortress
« on: July 26, 2022, 03:44:22 pm »
With the steam release's redesign of activity zones, will there be support for activity zones that exist across multiple z-levels? This would be especially useful for outdoor pastures on hillsides, where there isn't enough room on a single z-level to support many animals.

3
Official DF Tileset Discussion / Re: Hello from the New Artist
« on: December 22, 2021, 04:45:45 pm »
Really dig your map tiles so far. Although it's a different medium entirely, they really reminded me thematically of Civ4/FFH2.

Out of curiosity, how much would you say you have had to modify your personal art style for the sake of matching the game?

4
The new world map stuff in the most recent update looks great! The colors are much more in keeping with the rest of the project. Good job, artists!

5
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r3
« on: December 09, 2021, 10:58:15 am »
Well, the "liquids" script/plugin allows you to drop 1/7 water on tiles, which will cause them to become muddy as the water evaporates, so you can muddy tiles using existing tools even if there's no tool that allows you to modify splatter directly.
Unless those tiles are in a permanently frozen biome, which was the bizarre use-case which led me to bring up the topic to begin with. It's easy enough to create that 1/7 water with buckets otherwise.

6
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r3
« on: December 07, 2021, 11:50:14 am »
For cleaning spotclean will remove mud and other contaminants from individual tiles.
Fantastic! Thanks.

7
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r3
« on: December 06, 2021, 05:19:57 pm »
I did my best to search the docs, but didn't find anything, so I thought I'd just ask:

Is there any script/plugin which can add and remove mud from tiles? Adding mud to facilitate farming, removing mud as a matter of cleaning?

I know you can indirectly add mud with liquids, by spawning water, but this can be problematic in frozen environments.

8
I think its important to compare like to like. So for example, just to compare the new world map tiles, with the fortress mode tiles:

Water: Both waters have similar saturation, it's just that the fortress mode water is significantly darker.
Grass: The fortress mode grass is both darker, and less saturated than the new world map tiles.

Here I have both:
1) Desaturated and darkened the grass.
2) Darkened the water, and shifting the hue more green.

9
Given the recent art shake-up, it isn't too surprising that there would be some hiccups. My comment is that these new world map tiles look like they're from a completely different game compared to the previous world gen tiles we've seen, and the fortress mode tiles we've seen.


This image compares the saturation values of the three different tilesets:


This image compares the luminosity values of the three different tilsets:


In general, the new map is both much brighter, and much more saturated than the fortress mode tiles, and the old map tiles.

My personal preference would be to match the new world map to the current fortress mode tiles, but at the very least they should be matched so it's consistent.





10
For anyone that's been reading the forum, the answer to Blomquistador's question is as obvious as a sore thumb.
Right now we can make a whole bunch of guesses and nothing else. You are obviously referring to the uncredited/questionably acquired content that is part of Meph's mod/tileset, but that is all that I know.

Did Kitfox fire Meph for something he did in a free tileset several years ago?
Or did Kitfox fire Meph for doing something in the present, while working on a paid project?

That is not a trivial difference.

We'll need to rework some of the art behind the scenes.
Why is this content being reworked? Was it of questionable provenance, as before? Or was it merely unfinished content? Again, this is not a trivial distinction.

Will Kitfox be redoing all of Meph's work so far, or merely some? In other words, are they willing to take his work, but just not him?


All of these questions bear a lot of weight on how Kitfox and Meph should be judged going forward.

11
Unfortunately, where explanations aren't provided, people will come to their own assumptions. Many of these assumptions will likely be more grim than reality.

12
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 20, 2021, 08:31:51 am »
Is this a change to Vettlingr's tileset? I no longer see the Kruggsmash font in the PyLNP Launcher under Graphics > Customize > Font.

13
The mechanic by which dwarves grow attached to weapons/armor, which I have expounded upon here.

14
These are my notes from testing the manipulation of 'reanimating' weather via biome manipulator:

Reanimation should be thought of as two separate phenomena, which always occur together by default. These are:

1) Undead creatures spawn into the map.
2) Dead creatures in the reanimating biome reanimate as undead.

Biome manipulator is currently capable of turning off reanimating weather. That is to say, if you set the weather from 'reanimating' to 'none', both effects 1) and 2) are turned off.

Biome manipulator is more limited, however, in its ability to turn on reanimating weather. If you take a region with non-reanimating weather, and set it to 'reanimating', only effect 2) will turn on. Currently biome manipulator doesn't activate effect 1).

I don't know if this is something that can be fixed, or if the nature of Dwarf Fortress makes it impossible.


Alignment does not appear to affect reanimating at all, though by default it only occurs in evil biomes. If you take a reanimating biome and change the alignment, both 1) and 2) still occur. If you set the weather of a non-evil biome to reanimating, only 2) turns on, just as is observed above.

The percentage of dead plants also has no effect on reanimation.

15
Official DF Tileset Discussion / Re: Multi-Z-Level View
« on: September 27, 2021, 09:07:37 am »
I couldn't really tell if the multi-level view has been changed, but it was a lot easier to read what was going on in the recent desert fort video. It could be that the context of a larger environment goes a huge way toward helping the player figure out what is on what level. Reading normal DF landscapes is pretty easy.

Possibly it's just odd scenarios like the demo gif here that are harder to read.

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