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Topics - geoduck

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I've created a new version of my 16x16 graphic tile set, which attempts to be compact and simple but still offer more information about your dwarves than basic ASCII. Hopefully updated to 0.43.03, but I probably missed some new profession; let me know if I did.

Includes tiles for Dwarves, Elves, Humans, Goblins and Kobolds.

 If you're a fan of such things, you can check it out at
http://www.geoduckthings.net/dwarf/dwarffortress16.html

Sample pic:
Spoiler (click to show/hide)

2
Tilesets and Graphics / Geoduck tileset website moved to new location
« on: August 28, 2015, 02:32:27 pm »
For complicated reasons I won't get into here, my hosting service nuked the website where I had been offering the DF Geoduck tileset. So it's currently offline and unavailable. I hope to get it back up at a new location in a day or two.

Update: I have both versions of the Geoduck graphics set posted at a new site.

Geoduck 12x12 pixels

Geoduck 16x16 pixels

For anyone who hasn't checked them out previously, I attempted to combine compactness with simplicity and ease of identification; each Dwarf/Goblin/Human/Elf/Kobald is depicted by just a head with some added frills hopefully IDing their official occupation at a glance. Check it out and enjoy!

3
With the new version of DF, does anyone know how to make undead critters display properly with a graphic tile set? I had a couple of zombie elves show up at one of my forts, and using my own set (see my sig), they are using the standard elf-tiles for "recruit" and "spearman" instead of being zombies. I assume I have to do something different with the relevant .txt file?

4
DF General Discussion / Real-life magma-dumping
« on: June 25, 2012, 04:47:48 pm »
If someone's posted this already, I apologize, but it seemed dwarfy..
http://www.liveleak.com/view?i=a94_1340566754

5
DF Modding / Graphic set question re visting law-givers
« on: October 28, 2011, 06:24:50 pm »
For anyone who works with creating graphic sets..

Is there a line of coding I can use to get visiting law-givers to look like diplomats? Using my own set, the Human ambassador to my current fort is depicted as a blacksmith. (If his highest skill is in fact blacksmith, that's better than a random selection, but still..)  I tried adding lines with variations on "law-giver": LAW_GIVER, LAWGIVER, LAW-GIVER, but no go. Or is their official category supposed to be DIPLOMAT?

6
DF Suggestions / Dwarves can submit food purchase requests
« on: October 27, 2011, 05:29:25 am »
Just a small one, but when requesting food from merchants, it would be neat to know that someone in the fort likes, say, pond grabber entrails without having to check through every single dwarf's preferences beforehand. Wouldn't even have to list their name, just put a checkmark next to the item as you scroll through the selections. If you want to get fancy, it wouldn't happen automatically, but only if the dwarf has an outgoing/demanding personality, and/or only if you have appointed a manager and assigned hir an office.

7
DF Gameplay Questions / Enemies hanging around open front gate
« on: May 25, 2011, 05:54:40 pm »
Since I'm still having rotten luck getting a competent military going, I always set up a long row of cage traps at the entrance to my forts. Twice now with .25, I've had an unwelcome guest appear at my then-current fort. I've ordered everydwarf into the emergency burrow, and the attackers charge up to my (unlocked and pathable) front entrance and.. just hang around outside. The first was a goblin; the rest of the ambush ran inside and got caught. The second was a minotaur. Is this some new intended behavior? Are they aware the traps are there?

8
DF Suggestions / Watchtowers that actually watch
« on: May 15, 2011, 12:59:25 pm »
I suppose the coding would be very difficult, but it would be cool if you could build a tower, officially designate the top floor somehow as a watchtower, and then whenever a soldier is stationed in it, you gain a chance of spotting thieves and ambushes (within X number of spaces) before they actually strike. It should be limited to aboveground and actual line-of-sight, so people can't build telepathic watchpits underground somewhere..

9
DF Modding / Geoduck's 16x16 graphic set, v1.1
« on: May 04, 2011, 10:01:07 pm »
This is my attempt at making a 16x16 pixel graphic set for the five major DF races (Dwarves, Humans, Goblins, Elves, Kobolds) that is fairly compact, easier on the eyes and more immediately informative as to what each person's occupation actually is.

Here's a composite pic of what everyone pretty much looks like in-game:
Spoiler (click to show/hide)

And here are the actual files, which need to be saved into the raw/graphics folder of your current fort:

Dwarves
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck16_dwarves.txt

Goblins
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck16_goblins.txt
NOTE: I swiped this design from a screen-capture pic I saw here on the forum. If anyone knows who it was who posted it, I will gladly give hir full credit.

Humans
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck16_humans.txt

Elves
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck16_elves.txt

Kobolds
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck16_kobolds.txt

And here's the whole collection in a zip file: http://cook.web.eschelon.com/geoduck_df_16x16.zip

If you want more info, you need to go here:
http://cook.web.eschelon.com/dwarffortress16.html

I previously did a version of this for 12x12 pixels that I am no longer updating. There have been some fairly large changes between the two versions.

Comments, corrections, flames welcome.

10
DF Gameplay Questions / Changing Truetype font size?
« on: November 26, 2010, 08:27:19 pm »
Once you've turned on the Truetype font option, is there some way to make the font larger? (Using the scroll wheel on my mouse makes it smaller..)

11
DF Modding / Geoduck's Easier-To-Read 12x12 graphic set, V3.0
« on: July 28, 2010, 11:20:17 pm »
During my many months of playing DF, I slowly developed and refined this 12x12 graphic set for my own use; maybe someone else will enjoy it as well. It was designed on/for my 1024x768 monitor. I only play in Fortress mode, but I've attempted to include Adventurer stuff as well. Should work for v0.34.11, and various previous versions, for those die-hards out there. It aims for clarity and simplicity while sticking to, obviously, a smaller size.

Includes graphics for...
Dwarves
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck12_dwarves.txt

Goblins
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck12_goblins.txt
NOTE: I swiped this design from a screen-capture pic I saw here on the forum. If anyone knows who it was who posted it, I will gladly give hir full credit.

Humans
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck12_humans.txt

Elves
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck12_elves.txt

Kobolds
Spoiler (click to show/hide)
Text file: http://cook.web.eschelon.com/graphics_geoduck12_kobolds.txt

And here's the whole collection in a zip file: http://cook.web.eschelon.com/geoduck_df_12x12.zip

Here's what it should look like in-game, more or less. As subtly hinted, do not use the following file in the game :

Spoiler (click to show/hide)

More(?) info can be found at http://cook.web.eschelon.com/dwarffortress.html


Any feedback, comments, flames, etc welcome.

VERSION 1.1 (7/30/10): corrected .txt file label from OUTPOST_LIAISON to OUTPOSTLIAISON.
VERSION 2.0 (8/02/10): Finished off the sets for the rest of  the races
VERSION 2.1 (8/08/10): Duplicated the Outpost Liaison listing in the text file. A few graphics tweaks.
VERSION 2.2 (8/21/10): Added Prisoners and Shopkeepers to all races, although Shopkeepers just re-use the Merchant tile. Gave all Woodworkers more distinctive green/brown epaulets. Gave multi-craft Craftfolk a fancy hat. Added a mug of beer to Brewers. Adjusted the position and number of coins that Brokers and Merchants display, and gave all the high-level Merchants hats or crowns. Reworked Dwavish Thief tiles. Gave all Miners dirty faces. Added lures to fisherdwarf hats. Tweaked the colors on Elvish worker-types, and fixed Elvish glassworker tile. Switched to lighter shade of gray on Kobold stoneworkers.
VERSION 2.3 (1/06/11): Added Clerks and Traders, reusing tiles for Bookkeeper and Broker, respectively.
VERSION 2.4 (3/19/11}: Added new .21 professions to all races, along with slaves, prisoners and shopkeepers.
VERSION 3.0 (7/15/12): Major overhaul. Gave everybody pupils in their eyes. Added ghosts.

12
DF Gameplay Questions / Dwarvish civilizations on the world map
« on: December 12, 2009, 02:51:35 pm »
I only recently noticed/learned that when you cycle through the available dwarvish civilizations when choosing an embark site, the world map changes showing each one's location/size. My question is, if a given civilization doesn't show even one blue mountain-home symbol, does that mean it's extinct and you'll be on your own, or just that it's really puny? Conversely, does choosing one with a bunch of symbols increase the chances of available types of stone to bring with you/trade for?

13
DF Dwarf Mode Discussion / Dragonfly chasm
« on: November 17, 2009, 08:12:44 am »
Just wanted to share... Found a site with a chasm that is just two squares wide, and forms a pleasing dragonfly shape:

Spoiler (click to show/hide)

Should try and enlarge the "body" as a megaproject.

Also, it's interesting to note there is no place to stand on any level of the chasm, so it's devoid of inhabitants.

14
DF Gameplay Questions / River/magma critters escaping via hole in ceiling?
« on: November 14, 2009, 05:14:06 am »
On my current map I went looking for the local underground river; I dug straight down using up/down staircases and finally found it, punching through the roof and not leaving any staircase symbol on the actual river-level. I then turned to other tasks and forgot to seal over the exploratory passage. Much later on, I found a couple of lizardmen loitering in my newly-dug noble quarters-to-be, near the top of the passage. My soldiers made short work of them and I floored over the passage, but.. did they in fact "jump" up to the passage? I've never seen that happen before. And can magma critters do this as well?

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DF Dwarf Mode Discussion / An embark site for your ice-based megaproject
« on: November 07, 2009, 04:12:33 pm »
Found a pretty good site right on the edge of a glacier, if you need to build that ice skyscraper.

The site:

Spoiler (click to show/hide)

The data, using vanilla DF:

Spoiler (click to show/hide)

Has sand (with a nice little space under an otherwise-stony hillside for farming), a magma tube, HFS, a pit with lots of webs (GCS? I haven't checked..), and a short stretch of underground river. Lots of tasty hooved wildlife roaming around. There's an aboveground stream, most of it is frozen year-round, but a section does thaw in the summer, which might allow for some Fun. A central plateau which can be isolated fairly easily for ambush-free construction. Flux (limestone) which conceals one good-sized vein of bauxite. Lots of gems, lots of copper and iron, and at least samples of every kind of metal except, evidently, gold. Also no coal that I can find, and not a whole lot of aboveground trees. Full access to all other civilizations, so you can trade for the missing stuff.

I would recommend going with a five-by-seven embark and getting more ice from the glacier, or more limestone/trees to the north. Also gives you a keen place off to the east to dig out to and use as a forced wagon-path.

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