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Messages - LeoCean

Pages: [1] 2 3 ... 34
1
Pretty sure you can zoom in/ out anyways so it wouldn't really be an issue. Dfhack has a zoom command doesn't it? or twbt at least did. Which sets the tileset sizes.

Love those walls.

2
Just release dwarf changes first and the rest in increments. Should be no issue changing the dwarves day 1, humans/ goblins 2 weeks later. Or a month or 2 after release which ever(I'd be changing them for myself as soon as I got it at least, I don't really like those dwarves). Anyways you didn't release the entire meph set at once, there's no issue doing it in parts, even if you have it all done  :P.

Df has been around for a long time, even if your mod is out first it's not gonna stop people from making their own off of what they prefer and sharing it. I don't really see it being an issue with stopping people from buying the game either. Modding helps keep games alive, and in far larger numbers (ease of modding helps that even more so, df being decently simple to mod txt files(non df hack stuff) ).

It'd be nice if df could get a Achtung! mod like rimworld has so you can position your archers ect where you want them without zoning specially for that.

3
This pack needs dfhack and twbt to function correctly anyways, otherwise you'd have some very weird sprites.

4
Tilesets and Graphics / Re: Mayday's set for 44.12?
« on: February 03, 2020, 02:56:45 pm »
Not really considering you could still see it as someone wanting an old version  :P.

5
But no one will ever be able to say he's not in tiptop shape will they~
Spoiler (click to show/hide)

Looks interesting. Can you make a white jade dragon?
Spoiler (click to show/hide)

I wonder if creatures can fire rocks out of their mouths so instead of fire

Spoiler (click to show/hide)

6

I'm not too sure how it works though, haven't used it. (well enough to know it works effectively~ the reaction works~) I'm guessing it just works in the way that you use the workshop and when the reaction is completed the xp goes to the skill the workshop is set to increase, unknown how much xp would be granted.

Seems this should work as well.

Spoiler (click to show/hide)

Maybe it'd be better to make this a sort of druid magic by adding a reaction like this,

Spoiler (click to show/hide)

Of course with plant materials instead, or with water or lava buckets, water bucket goes in gets emptied and comes out as a bucket(but then again it uses the bucket in the reaction and the product should be a set bucket type(not sure of this) so could possibly abused to get free resources of that type if you don't have it(from smelting bucket?) ).

Spoiler (click to show/hide)

7
Training rooms look nice, the whole August 3rd update instead of September threw me off :o. But aren't these workshops basically the  "Skill Practice Workshops" from dwarf fortress cheats? This is definitely better with graphics and probably encompasses much more though. Looking forward to using it, since it looks cool.

New weapons look good as well.

8
Why? Should they call the steam version Dwarf fortress then the one that'd remain on this site Ascii version? Despite it also having modded tilesets?

9
Cannot confirm what would work? transferring over the "spacefox" version of the lnp to your linux version? I haven't played the lnp myself for a long time and did notice some confusing stuff like what Marlhin said and explained 1-3-5 pages back an updated way to get it to work right. Maybe it's because by default now it's set to non twbt mode? and I used to mainly support twbt mode. (although we never went as far as Meph or Dragon something did with gemset) Admittedly when I watch df on youtube and they use spacefox without twbt.. it hurts. That said watching Kruggsmash play ascii version isn't the worst thing to watch since he storytells. It's a nice weekly df story.


10
I find this pretty neat but idk if you know that mutli tile creatures will be possible for steamdf release, and steam df's features will be in the df updated here, just without graphics. But I assume the mutli tile creatures would be included. Note they'll take up one units space while moving but be 1x2, 2x2(tiles) visually. It's mentioned in Steam DF tileset - Mayday/Meph - Discussion and Suggestions.

11
Masterwork DF / Re: Resolution/Graphics problem
« on: March 29, 2019, 12:00:52 pm »
Didn't you post in the other thread that it was fixed now?

Quote
Thanks for the answers, guys. Did what you told me and the font problem is gone (specially because of the smaller AutoReiv one).
 « Last Edit: March 28, 2019, 11:45:21 am by Yg0r »

Just try a different text tileset? I was a bit wrong about the 8x8 or 9x9, I forgot mephs tilesets are 32x instead of 16x so yeah 16x should be small enough for the text. If that doesn't work, you have a working d_init from the LNP just copy and paste that over to masterwork.

\Dwarf Fortress\data\init d_init + init files. Maybe that'll help and bring over the phoebus text tileset, but I don't see why that would be necessary, if that doesn't work you could try to reinstall maybe something went wrong? I forget what can cause those boxes, varied grasses? idk. You know it may just be that meph didn't copy over all of his creature graphics? That and different biomes in your 2 pictures.


12
Masterwork DF / Re: Masterwork-DF - V.6.2 font question/problem.
« on: March 23, 2019, 09:38:35 pm »
Whatever text tileset you are using is not 16x like the lnp one you're using. I don't have masterwork installed but the meph launcher I have for his tileset should be similar enough.

So you should have in the launcher:

Graphics

Tileset: Meph 32
Font: Taffer 9x9 (looks the best that I can see in his launcher)(16x16 text is a bit big, maybe there's a 8x8 font?)
Color:defaultPlus(or whatever)
Print Mode: Text-Will-Be-Text
TTF:Default(or you could do Masterwork)

All else fails just move the font you are using in the Lnp over to TilesetExtras\Settings\TwbtFonts, you may want to backup the phoebus or what ever font is there already incase it messes up, since there's a decent chance the fonts are a little different.

But the style and the size of the font(tileset(font) ) are completely different. That's why I say that.

13
Well the walls in the steam version look a lot like odd realms walls which are also small.

Spoiler (click to show/hide)

(don't like them either) Stone is used a lot, but the main reason I said that didn't have everything to do with stone, it was also the wood wall that was also black on the inside.(I mean sure from your tileset I see you plan to make walls more visually appealing instead of the short graphics + blackness being shown in these new walls)
Spoiler (click to show/hide)
It'd be nice if it at least took up half the tile on the sides at least. Instead of being a thin 2mm wall.

@LordBalkan It was rather easy before to tell between flux, ores ect because the graphics for them were quite different. Of course maybe it was just because I did some graphics work on spacefox after he left, so I knew exactly what those tiles were used for.

14
I'm not a fan of the dark wall insides at all. Why are all the walls dark? You get a few pixels of what it is, then bam they are all the same? I like the Mayday ramps but we're only seeing 1 ramp, it may be better to show multiple layers of ramps(I suppose it may not have twbt like features...yet)..

I think if you want to make the flood gates bigger, you'd probably have to change how they work. Say make it 2 tiles, like the waterwheel/axle it requires "power", there's no reason it couldn't work similar for flood gates.(without the actual power)("Nope. As I've said, objects will be 1 tile. But you could make creature sprite that is 3x2 tiles in size. The actual creature will be single tile, with multi-tile graphics. That's planned for sure." scratch what I said, that is more or less a feature)

(It'd be nice if he made the military "gear" system like gnomoria, that was very simple to set gear for your "gnomes")

15
DF Modding / Re: Can't find this mod...
« on: March 06, 2019, 04:54:46 am »
It is text will be text, I think I heard it was merged into dfhack now? Idk. It should be automatically enabled if you play the lazy newb pack(my best guess at the name) or Mephs tileset with the launcher.

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