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Messages - Lomax

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1
I am so impressed by the work you guys are doing, the sprites look absolutely amazing! Can't wait to see the finished product! My $0.02 on stockpiles & workshops:

  • For stockpiles I like the rope & posts option best, but the doubled up posts look like an error. Ideally rope & post materials should be selectable, maybe on the same page as the icon selection?
  • For workshops definitely transparent floor, but please remove the border too; it ruins the realism, and I don't really see the need for it? Would be nice if there was more sawdust/stone chippings on the floor and worktops too.

Edit: Oh and please make the stockpile icon selectable - most of my stockpiles are custom ones and it would be very useful to be able to differentiate between them.

Edit 2: Sorry, but I agree with those who think the cat is too big!

2
I've just finished reading all 49 pages of this thread, and with great interest too! Very impressed with the quality and attention to detail - not to mention the mindboggling complexity of all the sprite variations (profession, hair, clothes, armor, weapons, etc). I'm curious to hear if you've got any tools for assembling a complete sprite based on a given set of properties, or if you manually compose each variant (e.g. in Photoshop)?

Thanks for giving us a glimpse of the future, and for opening up to community feedback - a little foolhardy, perhaps, but a commendable effort :)

3
DF General Discussion / Re: Why is the tile for humans "U"?
« on: August 09, 2019, 03:35:57 pm »
Perhaps as a tribute, to the great Dr Sagan?

4
DF Modding / Re: Pre-embark mod to allow picking dwarves?
« on: January 26, 2016, 09:08:44 pm »
I should add perhaps, that I tend to play with a very small group of dwarves - pop-cap at 20 or lower - so the initial seven are really important to me.

5
DF Modding / Re: Pre-embark mod to allow picking dwarves?
« on: January 26, 2016, 09:05:46 pm »
No, but with DFHack you can change attributes.

Thank you, but that would be cheating:o

6
DF Modding / Pre-embark mod to allow picking dwarves?
« on: January 26, 2016, 09:00:44 pm »
Am I the only one who is frustrated by the random seven dwarves that make up the initial expedition sometimes being completely incompetent? I always choose the "plan carefully..." option and while that allows me to pick every single item, and skill, there is no way to choose which dwarves are sent out. Sometimes Frequently the dwarves offered are so crap that I end up Ctrl+Alt+Delete and killing the Dwarf Fortress process to get a second selection - and a third - and a fourth... Before I know it I've spent two hours reloading without getting the team that I want. Yes, I am a control freak - but isn't that a prerequisite for playing DF in the first place? I would love to see either

  • The ability to choose up to seven dwarves from a larger randomised list (~15-20) so I can go through and pick one for each role according to their attributes.
  • The ability to re-randomise the list of dwarves to get a new list of seven (from the pre-embark screen).

Is this at all acheivable?

7
DF General Discussion / Re: Kastlolok - The Blockaded Points
« on: March 27, 2015, 03:26:28 pm »
Ah, I see. So this is what you need?

Spoiler (click to show/hide)

This game was started using the Lazy Newb Pack (vanilla DF) with the default settings, apart from a pop cap and turning invaders off (for now).

Edit: How do I find the location (coordinates) of an embark location relative to the world map? Kastlolok is located by the middle left-hand edge of the NE quadrant, it shows up as "The Mire of Busting".

8
DF General Discussion / Re: Kastlolok - The Blockaded Points
« on: March 27, 2015, 02:25:50 pm »
Any chance to export a worldgen and embark location?

Maybe, though you'd have to explain how I do this, and where I can upload the undoubtedly large-ish result.

9
DF General Discussion / Re: Kastlolok - The Blockaded Points
« on: March 27, 2015, 10:45:18 am »
Ctrl+Mouse Scroll Up for zoom in and Scroll Down for zoom out

I assume you mean in-game? I seem to recall this working in 0.34 but although other mouse/scroll wheel functions are fine (z-axis up/down, click to select, etc), scroll wheel zoom doesn't work for me in 2014. I can still zoom with [ and ] though (square brackets), so no biggie.

10
DF General Discussion / Re: Kastlolok - The Blockaded Points
« on: March 26, 2015, 07:45:42 pm »
what visualizer is that?

That be the isoworld visualiser. At 400% nearest neighbour, since my eyesight isn't what it used to be.

Edit: Or maybe it's just that monitors are getting ridiculously high-res... What's everyone got against pixels anyway? I think pixels are cute! Soon I'll be needing a magnifying glass to be able to see my rectangular little friends. Good thing Photoshop comes with one.

11
DF General Discussion / Re: Kastlolok - The Blockaded Points
« on: March 26, 2015, 07:43:45 pm »
The dwarves pause after their long journey, ascending one of the peaks slightly elevated bits of land to take in the view. The wagon can wait. One day they will have a proud home under these very mountains hills, it's halls filled with the laughter of drunken miners and the screams of burning children, its machinery citizens malfunctioning in strange and unpredictable ways.

Spoiler (click to show/hide)


12
DF General Discussion / Kastlolok - The Blockaded Points
« on: March 26, 2015, 06:37:38 pm »
I haven't played DF since 0.34, but now I reckon I've found an irresistible location for my first DF2014 fort - what do you guys think about this 4x3 embark with no less than four separate biomes (the two savannas are different), a freshwater brook, no aquifer, a fair amount of trees, flux stone, and a volcano? It did take ~10 world-gens before I found it, but then the only setting I changed was increasing volcanoes to 30 (large world). The only problem is the location looks so good I'm hesitant to "strike the earth", instead I find myself endlessly making maps and sketches trying to come up with an evil masterplan :) An embark this juicy calls for something extra special, don't you think?

Spoiler (click to show/hide)

13
DF General Discussion / Re: What turns you off about DF?
« on: November 17, 2012, 08:12:29 am »
Recommendation: Please, for the love of Armok, give me smaller migrant waves! (like 2-8 migrants a season)   I want to be happy to have more dwarves to work with, not annoyed because I have to spend more time paused doing labor re-assignment surgery.
This.

Also, the fact that the game pauses every time I do anything.  Can that be an option? Maybe I don't want to pause while I designate the next branch to mine.
And this.

Also, the fact that the cursor jumps to the center of the screen every time you switch from one tool to another. I "k" to see what something is and may then want to do "d" or "b" or something else to it, now I have to go upupupupuprightrightrightright again to get back to the spot I wanted to designate. Gets old fast.

Edit: Actually, come to think of it, why not always show information about what's under the cursor? The amount of information under "k" is quite small; it would easily fit somewhere on screen. The re-centering would still be annoying though; I often find that I have the wrong tool selected only _after_ I have moved the cursor into position.

14
I'm having real difficulty getting wheelbarrows and minecarts to appear in a game I've moved from DF 0.34.07 to 0.34.11. I've tried deleting the raws for the save game and replacing them with the ones from 0.34.11, and I've waited a few seasons and have tried removing/rebuilding carpenter's workshop but both items remain missing from the build list. My fortress is full of stone that I want to tidy up but this will take forever if hauled by hand!

I've seen people say

Quote
Copy your save folder to 34.11 and then replace the raws in the save folder.

and

Quote
Go to your Dwarf Fortress directory. Copy the raws folder. Go to your save game, copy over the raws folder there.

But also

Quote
the game only adds in the default minecarts if there's none in the raws. Remove them and try again.

Does anyone have a definitive answer or suggestions of what to try next - or even some obscure rumor or magical incantation that may be of assistance?

15
Wow, that looks very promising indeed - I really like the realism and level of detail you've got going, as well as the earthy colours! I for one don't mind the similar look of the dwarves, it seems to me my dwarves quite often end up wearing the wrong "uniform" anyway...

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