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Messages - James009

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1
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 18, 2015, 03:13:15 am »
I just wanted to express my support for your graphical modpack, Phoebus. I know it's super difficult keeping this stuff updated, maintaining interest and focus, and taking all of the feedback but your pack is one of the main reasons I love playing Dwarf Fortress. It makes the game into something similar to an old Sega RPG and that's fantastic!

2
DF Modding / Modding Graphics- Unique Looks
« on: June 18, 2013, 01:49:01 am »
So, I've been using the Phoebus graphics set and attempting to mod the game. I've begun to ponder if we can do more with graphics. For example, I'm working on an Elder Scrolls mod where you play as the Imperials with a number of sub-castes including elves and argonians and I've wondered if there was a way to display each caste with unique graphics.

I've tried making unique classes for them with unique graphics set but I'm not certain how to properly initialize a class to get it to work. I could fill the game with lots of unique "noble" positions but that would be to cumbersome. Then I started looking at the graphics file themselves and noticed you can set multiple tile pages to draw the graphics from. It also has settings for unique states of character such as zombies, skeletons, and ghosts... why can't these unique castes also be unique states?

For example, it could go like this:

   [DEFAULT:IMPERIAL:0:18:AS_IS:GHOST]
   [STANDARD:IMPERIAL:0:18:AS_IS:GHOST]
   
   [STANDARD:IMPERIAL:1:0:AS_IS:DEFAULT]
   [STANDARD:ARGONIAN:1:0:AS_IS:ARGONIAN]

Does anyone have anything that could help with this? Any examples of something doing this? At the very least, a guide on how to create new "unique" classes for castes?

I like to imagine a Dwarf Fortress game the graphics displaying more and, possibly, for unique graphics for unique characters. I'd like my favorite hero characters to have unique character graphics just for them to display how cool and awesome they are.

The system seems very versatile, it's just a question as to how we can unlock it.

3
DF Modding / Re: Whats the mod that lets you view the world history?
« on: February 10, 2013, 01:49:36 am »
Just make a copy of your main save and then abandon your fortress/game and then see the legends viewer.

4
DF Modding / Re: Runesmith - Dwarf Value Editing?
« on: February 07, 2013, 09:38:29 pm »
But you can not edit any values :( , I just asked. =(
Is there no way to edit dwarf values outside of Runesmith? I know that was the main reason I used it. That being said, not for cheating so much as for creating interesting characters in my fortress.

5
DF Community Games & Stories / Re: DF2013: The Succession World?
« on: February 04, 2013, 06:27:12 pm »
Awesome idea.

6
General Discussion / The Hobbit...
« on: December 14, 2012, 05:48:41 am »
Minor Spoilers

The Hobbit is...
Spoiler (click to show/hide)

Makes me want to play!

Anyways, not a bad movie but leaves a bit to be desired as it ends out of nowhere. Also, these Dwarfs are invincible.

What'd everyone else think?

7
DF Dwarf Mode Discussion / Re: Time for an upgrade?
« on: November 05, 2012, 08:52:28 pm »
Yes and No.

As much as I'd LOVE to see DF as a major commercial release, it wouldn't be healthy and probably not successful. What I would like to see is commercial games similar to DF (like Gnomaria or Clockwork Empires) being developed and released by major developers. It could be successful as the new X-COM game or it could be a disaster. The trick is really staying close to the core fundamentals of what makes Dwarf Fortress good, resisting major changes, and, most of all, making the graphics, interface, and engine functional, easy to use, and impressive.

Personally, I'd aim for Sega Genesis RPG style graphics (like Shining Force or something). For others to really grasp this game it needs to get pas the ASCII and to have somewhat better graphics, however, it does NOT need any 3D graphics. Too many companies focus on 3D graphics when they could do just fine with 2D graphics and do more with it easier.

8
DF Dwarf Mode Discussion / Re: A picture's worth a thousand words (Take 2!)
« on: November 05, 2012, 03:45:21 pm »
This reminds me of what the Mentalist and Psych do but with Dwarf Fortress. Kinda fun to watch. Who's been most accurate so far?

(I can't participate because I got no idea what is going on with ASCII, lol)

9
DF Dwarf Mode Discussion / Re: No Sieges
« on: November 04, 2012, 03:29:12 pm »
Man, I keep getting sieged in year one usually after winter before I have 50 people. Then again, I'm using a version of Genesis which I suppose makes the game harder. If anything I get sieged way too much, lol.

10
DF Suggestions / Re: Improved Customize Screen
« on: October 31, 2012, 02:28:01 pm »
Ah, this is pretty awesome, especially the color and icon selection buttons. Imagine the possibilities with Ironhand or Pheobos graphics sets!

11
My captain of the guard, though never appointed by me, is another one.
Also the combat log says "the captain of the guard Bomrek Ulingineth sodomizes the cook for no appearent reason" while the skullpuncher reads "the trapper...."
Whoa! What mods are you using, lol?

12
DF Modding / Re: Editing a Single Character: Can it be Done?
« on: October 21, 2012, 07:20:05 pm »
Without some of the more complex editors, I don't think so.

But I'd sooo LOVE for someone to prove me wrong and tell me how to do it.

13
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: September 29, 2012, 07:06:46 pm »
This game looks great, I'm glad SOMEONE finally put a Harvest Moon like game on the PC with more/improved features. If it's anything like the originals (and a bit more polished) then it should do fantastic when it goes for sale. My only concerns are that it takes FOREVER to do anything (like in Animal Parade). Some of us don't have quite as much time as we used to to play these awesome games like we should.

14
So, it's August... any way to buy this, find a demo, or get beta access? This game looks outstanding.

15
DF Modding / Question: Embarking Pets -> People
« on: July 13, 2012, 11:43:21 pm »

...

Another trick for "more embark dwarves" is to add [PET][COMMON_DOMESTIC] to dwarves during worldgen, then take it off before embarking. You can buy extra dwarves for 1 dwarfbuck each now, in the animal menu. They will act as normal but have the "tame" tag show after their name, annoying but not game-breaking. Hope this works in 40d!

There's also a "more embark dwarves" utility you can find, probably in DFusion package, which gives "normal" dwarves. You could hunt around for a 40d version.

So, I saw this post and was wondering if you could basically make a multi-racial fortress with this tweak? For example, could I add Elven "Slaves" (or pets) and have them work and move around my fort as Elves but basically functioning like normal Dwarves? Then the big question for me is, what do they display as? Do they use Dwarf images or use the Elven images for characters?

Second topic (and much less important), how do I change the default "Create a New World" embark points without doing the "Advanced Startup"? Is that even possible? Worst case, I'm fine being resigned to custom worlds.

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