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Topics - Coaldiamond

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Bit of a hiatus due to thesis work, but the DF+ repack is back and updated for v0.31.25

Dwarf Fortress Plus is a Repack of DF v0.31.25 which includes:
  • Dwarf Fortress v0.31.25
  • Full civilization and creature graphics. Every critter and soldier accounted for.
  • Matching tileset that improves visual experience but still allows multiple interpretations of the same symbol.
  • Custom color scheme designed to go easy on the eyes and improve navigating menus on DF2010
  • Tweaks to improve FPS and allow quicker zooming between the overview and close-up game resolutions.
  • Latest release of Dwarf Therapist included
  • Latest release of Stonesense isometric viewer included.

Screencaps for the curious:
Spoiler (click to show/hide)
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Spoiler (click to show/hide)

Please leave comments, bug reports, or requests below.


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DF Modding / New solution to old pump/rock/meal problem.
« on: June 18, 2010, 12:53:01 pm »
Hey Bay12vers!

I have been working on a new graphics pack and matching tileset, and I made a change that I think some other people might be interested in. The tileset is here,

Spoiler (click to show/hide)

And I am proposing to the mod community that Tile 37, (the % symbol in between the coins and the Ampersand) can be changed to a symbol like a short cylinder and look good. But, this kind of thing is open to debate. I'm curious if anyone else agrees.

Take a look at it in action. Its already set up in the DF+ Graphics Repack that I've been working on.

Pros
  • Active Pump stacks look a little more cool, (I'm assuming you've modded Tile 246 (÷) to look more like barrels)
  • Prepared meals look much better, like they're sitting in little bowls or crock pots.
  • Petrified wood looks awesome, like an stone tree trunk set in the rock.
  • The short, squat shape can be imagined to be boulder, so it's OK to show up in the black un-revealed rock.

Cons
  • Microcline, orthoclase, olivine, siltstone and others use this symbol, but its not that bad to look at.


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DF Modding / 2 expert Graphics questions
« on: June 11, 2010, 12:32:49 am »
1) "Variable positions" now exist. These positions create nobles with titles like "law-giver" which are not present in the raw files for entities. Can graphics be displayed for creatures that have been appointed to a 'variable position'?

2) While editing a graphics pack, I noticed that all of my nobles and adventurers have their background color flashing between black and blue. When playing with the options set to GRAPHICS:NO, then the adventurers and nobles have only black background color, as is expected. I assume that legendary dwarfs will have messed up flashing backgrounds as well. How can I stop this madness?

Who is expert enough to answer either of these questions?

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DF Bug Reports / [40d13] Similar to 001058
« on: January 19, 2010, 08:37:00 am »
This is a report of a cavern floor changing from a white Alunite tile to a grey Gabrro tile.

In my current fortress, this happened whern I constructed a floor on top of a muddied smooth Alunite cavern floor. Later, I deconstructed the tile and re-smoothed the natural cavern floor. My goal was to remove the mud and get my clean white floor back.

But I noticed that the affected cavern floor had become a Gabbro floor instead of the original Alunite floor, chaning from white to grey. To me, this sounded similar to bug 001508

Save can be made available at DFFD upon request.

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DF Community Games & Stories / short story - The Merciless Gears
« on: April 29, 2009, 09:17:56 am »
My very first short story inspired by in game events.

The Merciless Gears

The echos reverberated across the canyon as the cage trap slammed shut, bringing an early end to another snatcher's career. Within the fortress walls the dwarf Litast Castlebust found herself closest to the sprung trap. Being the civic minded dwarf that she was, she set off down the entryway to collect the prisoner.

Litast liked this entryway. As the chief architect and engineer of Clockworks, she knew its simple appearance hid a deadly secret. She had built those gears herself over many years. In all the kingdom of Kadol Dural, no fort possessed defenses like those of Clockworks. Where other forts built long entryways with many fortifications for the marksdwarves, this entryway was smooth and unbroken on all sides. No dwarves stood watch in here, and few patrolled the walls above. Contentedly, Litast continued into the dark center of the entryway.

Looking ahead she could see the bright square of light that marked the end of the passage into the wilderness. Then her eyes saw it, a blemish, a sneaking figure breaking the perfect contours of light there at the entrance to the fortress. *click* A menacing shape, too evil and stupid to care why the muddy tiles shifted so slightly under his feet. But Litast knew. Even before she was able to turn around and begin running she knew there was no time; the gears were already turning. *click* It was going to work just like she had planned it to. The gears were now lifting the drawbridges, sealing both ends of the entryway. Above her, a muffled sound like falling sand could be heard. *click* Behind her, a dagger slid from its scabbard. In the dark sealed chamber Litast ran to the end of the passage. Careful to take two steps to the left, she prayed for enough breath to survive until Stage Three. *click* Stage Two was about to begin.

CLICK!!


-An account of how Litast Castlebust was nearly killed by the same automatic Drowning Chamber that she built.

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DF Dwarf Mode Discussion / What's with the brook lamprey?
« on: April 13, 2009, 05:36:05 pm »
Hey guys,

So in my last fort, I was bothered by how my dwarves had managed to drive all of the fish into extinction. However, I always saw brook lamprey critters hanging out in my artificial lakes and aqueduct.

Now, my fisherdwarves cared nothing for the brook lamprey, and that didn't bother me until I realized that the human caravan brought meat from brook lamprey. What gives? Are my fisherdwarves, who are naturally closer to the water than any fisherman, somehow unable to grip a lamprey in the pole-less hands? Are these humans the kind that stand in brooks and wait for the blood suckers to latch on?

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Hey everyone,

  I am posting this to commemorate the end of my most recent and perhaps most acclaimed fortress. The mountainhome of Clockworks has been retired and will now only serve as a fond memory of an architectural experiment.

After looking at many of my own forts and those in the forts in the DF Map Archive, I came to dislike the way that most fortresses tore up the mountains with exploratory mines and haphazard constructions. I decided that I would start a new fort with some stringent limits on how that landscape could be altered by dwarven might.

The resulting fortress turned out much better than I would have hoped for. I invite you all to take a look and comment on this experiment for yourselves.

http://mkv25.net/dfma/map-5475-clockworks

Features:
-Extensive above ground construction
-Towercap farms
-Artificial stream
-Automatic drowning chamber
-Autofilling lake
-Periodic waterfalls
-King
-My favorite tileset and graphics

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DF Dwarf Mode Discussion / Jail Time vs. Beatings
« on: March 24, 2009, 10:22:04 pm »
Hey guys,

Question: I used to try to keep up with mandates, but it cost me a legendary weaponsmith recently, so no more Capt. of Guards.

Anyway, my dwarfs were only getting sentenced to beatings, and my legendary wrestlers always gave out fatal beatings. I can't figure out why my jail was going unused.

The wiki says that as long as chains are available and set to justice, violations should result in jail time. I have all that. Copper chains, totally set to J for justice. Any idea what's going wrong?

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DF Dwarf Mode Discussion / What to do with Hostile dwarfs?
« on: March 18, 2009, 09:32:37 am »
Hey Guys, I didn't see any mention of this question in a quick search, and it might be something of a recent occurrence.

I've had goblin ambushes show up at my fort with a dwarf or two in the ambush party. These dwarves are snatched children I assume, since they can be found wearing dwarf bone amulets and such. Anyway, I caught a pair of these hostile dwarves in cage traps, and was dissappointed to find that I couldn't "Set to Pit" and throw them off the roof of my gatehouse. Neither can I chain them up. Don't know why I thought it might work. (New suggestion: Chain traps!!)

So yeah. How to dispose of hostile dwarfs. Seems like my only options are to release them then get some soldiers to dispatch them.


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DF General Discussion / The DF - Sodaplay connection
« on: March 04, 2009, 10:42:21 am »
Hey guys,

I saw someone around here that I thought I recognized from years back on the Sodaplay / Sodaconstructor forums.

Anyone else here know of Sodaplay? I'm curious to know if a lot of the same people enjoyed both, or if it's just me.

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DF Gameplay Questions / Champions are litterbugs.
« on: February 25, 2009, 04:00:13 pm »
Hey guys,

I've read previous threads about how you can clean up torn off clothing in the barracks by assigning rooms/chests to the soldiers and then de-activating them, thereby allowing them to clean up.

But can I get this to work on my champion wrestlers? Can champions ever be told to take a break from soldiering?

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