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Messages - Dahrk

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1
You work quickly! Bonemold armour, roughly as tough as iron, for the dunmer would be a small but flavourful addition!

2
Good news! I've managed to generate custom daedra lords which don't crush the worldgen:



Now I should be able to make a selection of Daedra lords to rule over orcs.


Awesome, nice work!

3
Can we add modded demons with the DEMON and UNIQUE_DEMON tags now? If so, you could mod in daedra as demons. With associated spheres, they could even become civ leaders and objects of worship. With UNIQUE_DEMON, you could even an individual good and bad daedra. With evil now able to spread, this would fit well with you evil Oblivion biomes.

4
Seriously impressive work!

I don't know whether you planned to include magic secrets, but the new item blessings would work really well for summoning daedric weapons and armour in adventure mode. You could even use the ADJ weapon definition token so they're called "daedric steel sword" etc. or a material with zero value, to prevent players running a summoned daedric weapons racket.

I did a quick test, using the new DEFEND usage hint, resulting in people dropping trails of summoned weapons when threatened...

Hopefully, Toady lets us mod in blessings. Named artifact weapons and armour bestowed by gods Daedra would be seriously cool and in keeping with your TES setting.

5
DF Modding / Re: Anyone with windows willing to render a map for me ?
« on: October 07, 2018, 05:14:53 am »
Here you go! It took a bit longer than expected, as the script didn't like GIMP being on another hard drive.

There were three options for cloud cover, so I did one of each. Enjoy!

https://ufile.io/jmqur

6
DF Modding / Re: Anyone with windows willing to render a map for me ?
« on: October 05, 2018, 05:38:47 am »
I'd be happy to help! Do you know the name of the tools? I've used Satellite Map Maker for GIMP before. There's also an older tool for Photoshop called Fantasy Map Maker, which I haven't used.

Both require your maps to be bitmaps, rather than pngs. Your upload also seems to be missing the temperature, vegetation and volcanism maps.

7
In terms of its sound and meaning, which Dwarven language compound word do you think best describes how toady's dwarves might refer to themselves?

I quite like Tholdurad, 'Deepbeards'. Although, Zirildurad is more apt for some of my recent volcano embarks...

8
DF Gameplay Questions / Re: Managing FPS for Longterm Gameplay
« on: September 27, 2018, 03:49:09 am »
Some FPS is inevitable at that stage, 40FPS is actually pretty good for a mature fort.

Here are some things that impact FPS:
  • Background world events.
  • Temperatures calculations.
  • Weather.
  • Pathfinding.
  • Flowing water & magma.
  • Checking items for wear.
  • Contaminants on map tiles, creatures & items.
You can use the following commands in the DFHack console window:
  • clean map
    Gets rid of spatters of water, blood, vomit etc from all map tiles.
  • clean units
    Clean all creatures.
  • clean items
    Clean all items.
  • clean
    Does all of the above
  • cleanowned and autodump, used together, are very powerful, but more advanced.
Other things to bear in mind:
  • Avoid digging through the bottom of the world.
  • Use traffic designations wisely, to help your dwarves with pathfinding.
  • Close off unused areas, such as the caverns, with raised bridges.
  • The longer the world gen history and larger the world, the more your precious FPS will be lost to background processes.

9
DF Gameplay Questions / Re: Fortress destroyed from dehydration..
« on: September 27, 2018, 03:36:25 am »
While your dwarves won't be happy about it, they can also drink water. Since all of the surface water will freeze in Winter, you can dig a well and/or dig down to the caverns. The caverns, while usually containing large lakes of water, are also full of dangerous beasts.

If you channel water from a river or lake to a covered area, it won't freeze. However, it'll need to be at least 2 blocks deep to stop it turning 'murky'. You can even get your dwarves to carry water, bucket by bucket, to a pool zone.

The wiki has a good guide:
http://dwarffortresswiki.org/index.php/DF2014:Well_guide

10
I love this idea! Even in its current state, it looks useful.

11
Tilesets and Graphics / Re: Vettlingr's Dwarves v1.0 32x32, 24x24.
« on: September 19, 2018, 04:15:07 am »
Done some goblin warriors. Not sure if they are going to be masters or not. I may do another set with less ornate spiky armor, but I like the feel of these. I may realign the shield as well.




These look great, I love the level of variety that you've packed into them!

12
Tilesets and Graphics / Re: Vettlingr's Dwarves v1.0 32x32, 24x24.
« on: September 13, 2018, 09:58:39 am »
These are brilliant Vettlingr, I'm loving the Scandinavian theme! They'll go perfectly with some troll-like goblins  :)

13
I just wanted to drop by and say that the recent additions are very impressive! I never expected to see my favourite Minecraft texture pack and favourite Dwarf Fortress tileset combined!

14
It's been merged into the main TWBT branch, but there hasn't been any public builds of it that I know of.

Thanks Japa, both for the info and for adding item token support in the first place! It's a big deal for those of us who like playing with modded weapons!

15
P.s. Experiments with wall rims.
Spoiler: wall rims (click to show/hide)

I really like the wall rims design, especially the top right!

Meph, just to update you on using your tileset in adventure mode: I've been playing a succession of adventures without a single crash, and it looks great! I moved over to a computer with more ram and, while the twbt glitches still occur occasionally, I've had no crashes. I enjoy exploring my fortress worlds in adventure mode occasionally, so this option makes me like this tileset even more.

A quick question, do you know whether using item token names instead of numbers is officially supported in twbt yet? I tend to mod my game quite heavily, adding small details like training versions of all weapons, civilian tool versions for all weapons (pitchforks, hatchets etc.), and using [ADJECTIVE:adjective] to add flavourful weapons to non-human entities like "Dwarven steel axe" or "Goblin iron cleaver". At the moment, this obviously throws off the numbered item overrides. The more I mod DF, the more I realise just how much time you spent on Masterwork!

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