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Messages - geoduck

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1
If anyone would prefer to get a copy off of the Dwarf Fortress File Depot, I've updated my listing there:
http://dffd.bay12games.com/file.php?id=6081

2
Is it okay to include your tileset in Lazy Newb Packs?

Sure.

3
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)

4
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!

5
Even better, make an airlock with two tightly-closed doors.

6
DF Dwarf Mode Discussion / Re: No Immigrants whatsoever
« on: September 02, 2014, 03:21:26 pm »
It's also possible that your home civilization has been wiped out; when you pick an embark site, one of the options you get with the TAB key is which civilization your Dwarfs came from. You should pick one that has lots of settlements.

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 31, 2014, 11:42:27 pm »
Ended up with a fort-site that appears to have only iron, gold, and zinc. Which isn't bad, but it's surprising how fast you start missing copper when you don't have any. At least there's marble and lots of trees, so I can make steel.

I had a werecat appear and attack a visiting dwarf caravan. The guards either killed it or drove it off, but not before the merchants died or fled. I got a huge pile of free loot out of it, but also one of the merchants survived, injured, and was carted off to my hospital. Apparently, while there, unconscious, he got elected Mayor. I finally wised up and replaced him with the next most charismatic Dwarf around, but not before a diplomat left unhappy. Ah well..

I also had a fisher-dwarf get dragged under and killed by a cave crocodile. A soldier then killed the critter in turn, but the fisherdwarf's corpse was at the bottom of a lake. I managed to retrieve the mangled skeleton by carving out the roof overhead and dropping a surrounding block on it.

8
Thanks for the replies all; I found the (or at least an) answer by rooting around in the .txt files for Phoebus's version of the game. It appears the correct coding is:

[ANIMATED:DWARVES:0:28:AS_IS:DEFAULT]

With the "0:28" of course changing to wherever your "undead" tile is located in your own setup. When installed, it blinks back and forth between that tile and "Ñ".

And that one line now covers all undead for the species in question. You can't differentiate between zombies and skeletons, and you can't show any different weapon-users. Here's hoping that Toady gets around someday to making it more specific again.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 19, 2014, 02:54:56 pm »
First year of a new fort, the outpost liaison shows up, and.. he's a goblin. He gives the latest news and.. it's literally a whole page of "site conquered by Goblin Group X" messages. It would appear the war is not going well.

10
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?

11
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 13, 2014, 06:58:47 pm »
So are there any new occupations in 0.40.x? The graphics tileset I created just depicts dwarves, elves, goblins, humans and kobolds. I tested it a bit, and it appears to work fine under 0.40.x for the previously-existing occupations without changes, but if there's something new, I'd add it.

12
DF Modding / Re: Geoduck's 16x16 graphic set, v1.1
« on: May 23, 2013, 04:08:12 pm »
Technically, yes, but it would probably defeat the purpose of simplicity and clarity.

13
DF Modding / Re: Geoduck's 16x16 graphic set, v1.1
« on: May 22, 2013, 05:01:11 pm »
Made some minor updates for Version 1.1.

14
DF Modding / Re: Geoduck's Easier-To-Read 12x12 graphic set, V3.0
« on: July 15, 2012, 04:53:50 pm »
Bumping to promote new 3.0 version. See first message for details.

15
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

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