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Topics - James009

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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.

2
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?

3
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.

4
DF Gameplay Questions / Gapped Teeth and Funny Ears?
« on: September 27, 2011, 03:29:15 am »
I'm just wondering, what do I need to do to the code to GREATLY reduce the chances of a character having gapped teeth and splayed out/hanging lobes ears? I don't mind them existing, I just want to minimize the chances to something like 1-100.

Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:20:80:90:100:110:150:180]
---bad20:40:50:60:70:90:100]
[APP_MOD_NOUN:teeth:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:85:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:80:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]

I've been messing with it trying to reduce it but I think my gene splicing is making things worse. EMPIRES WILL CRUMBLE!

Thanks!

5
DF Gameplay Questions / Good Noble Multi-Classing?
« on: September 26, 2011, 08:28:26 pm »
I've just had a ponderance, what are some good ways to multi-class your nobles? First, related to the noble positions? Second, related to general occupations?

For example, is it wise to have your Expedition Leader also the Militia Commander and Sheriff and Manager? At what point do they become overworked? Can the Militia Commander also make a good Sheriff or does being on duty make the Sheriff unavailable? I like to make the Bookeeper also the Broker because they seem to work together well, good idea? Doctor also the Psychiatrist, is that insane?

Then we've got all the occupations... can a Captain also continue to hunt or trap effectively? Miners probably wouldn't be good in most active noble positions.

Just wondering things out loud seeking some feedback. What do you think?

6
DF Gameplay Questions / Arming my Archers?
« on: September 23, 2011, 12:00:13 am »
I'm absolutely stuck. I've read the FAQ's, analyzed the wiki(a), but I'm still having trouble assigning my Archer squad their arrows. I've assigned them all bows or crossbows and also arrows and bolts. Then I read that they shouldn't be assigned bolts AND arrows because they might equip the wrong ones. Then I split my Archer and Crossbow teams up assigning them individual bows + arrows or crossbow + bolts. Still no results. I've "V" them and they ARE carrying the correct bow/crossbow AND a quiver, so that shouldn't be a problem (I have many extras just in case). Ironically, I also sometimes see them practicing at the archery range.

However, when it comes to combat they can't fight or shoot arrows. I've been in sieges for like two years now and my castle is designed to counter-attack via archers (that's what walls and fortifications are for, eh?) but cannot do anything.

I'm using Genisis mod but I don't think that's the problem. My best guess is that I messed up something on the "f" ammunition screen or something (only assigning like 50 arrows or bolts). I'm trying to conserve my arrows and bolts because I don't have much wood... because goblins are outside in my lawn. Should I just assign like 100-200 arrows? Can I assign wood AND bone arrows? Should I just assign one? What should I do specifically for training and combat? When do they re-arm?

... this will probably be my "Face Palm Moment".

7
DF Modding / Modding Humans Into the Game? [WIP]
« on: September 15, 2011, 02:00:16 am »
I'm new to this whole Dwarf Fortress thing, lol, but I'm greatly enjoying it. I've recently discovered that I can play as a human settlement via modding the "entity_default.txt" file to make them playable. I've gotten this to work BUT the humans lack any Noble or administrative functions. I've tried copying all the Dwarf roles into the human's code and even started a new settlement. Alas, no Expedition Leaders or Brokers are even available. Where am I going wrong?

Also, are there any mods for the game that let you play as and focus on the humans? I've seen a mod for Orcs but no humans. Lastly, is there anything which allows you to, in more depth, set up your expedition team at pre-assemble stage? I've tried the DFusion mod and somehow managed to have an expedition team of 20 toads, 10 worms, 2 dwarfs, and three elves... odd experience.

Project #1: Make humans a functional and playable civ.
Modify the "entity_default.txt" file to make them playable and copy the roles, positions, and nobles over. Problem need to also copy something else like some of the dwarven objects or traps?


Oh... and how do you take screenshots? FRAPS doesn't work, do I need to just use the ol' Paint?

Sorry for all the questions, thanks!

EDIT: Ah ha! One must START A NEW WORLD for the changes to take effect. Furthermore, one apparently needs to modify the core gameplay data files and not the regional raw. Progress.

Project #2: How do you modify the translations?
I was hoping I could make the Human words... English... but deleting the TRANSLATION tag seems to just cause problems (no names for people in Adventure mode). I suspect I'll need to just delete all the Human translated text and copy it word for word... yuck. Any other ideas/suggestions/tips?

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