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Messages - ZM5

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1
Mod Releases / Re: [47.05] ZM5's Mod Depository - Shadowlands Update
« on: March 11, 2023, 05:37:25 am »
I'm glad to see you're porting your mods to the new version! Even though I played with tilesets, I always still used your mods just because all the creatures were so interesting to fight and discover, it was worth seeing the occasional ASCII. It'd be nice if you did upload your rereleases to the workshop, once there's a way to stop all un-sprited creatures being placeholder sprites.
I think squamous did it by just posting in the descriptions to switch to ASCII, so I might just do that for the time being, once I properly get the stuff ported and also an update done. Might still be a while since between IRL stuff, other games and drawing taking up my time as well as feeling kinda "meh" about the new UI I haven't been paying as much attention to DF. Still working on stuff for these modpacks though.

2
Mod Releases / Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« on: December 29, 2022, 10:45:55 am »
Any chance of this being ported to the Premium edition?
Doubtful, given the sheer amount of creatures I'd have to do graphics for - definitely not in the near future. I'll have a release for classic at some point.

3
There any info available on the music tokens and how it works? Been wanting to try and make some music packs.

4
Mod Releases / Re: [47.05] ZM5's Mod Depository - Shadowlands Update
« on: December 19, 2022, 03:09:14 am »
I'm necroing this thread to ask if you are still actively modding and if you plan to port anything to the steam release?

If not I'm going to have to update a bit for myself haha. I adore your biome mods specifically and have played many forts using it.

Anyway just was taking some time to thank my favorite modders for all the free entertainment you've provided me over the years in addition to tarn and toady. I talked to you a few times on discord or wherever it was and I'm pretty sure you helped me a ton with this mod and some tiny custom stuff I was trying to work on
.
Hope all is well! Even if it doesn't update, thanks!!
I am still modding and making new stuff, including an alchemy update for this mod that'd be for both modes. I'll wait until Classic comes out though before moving onto the new version - no way I'll be able to port it to Steam in any good timespan due to all the sprites required.

5
Mod Releases / Re: [47.05] LISA: The Dwarfful - Combo Weapons Update
« on: December 14, 2022, 02:27:00 pm »
Do you mind adding a list of what the different armours actually are and if there's any difference? My fort can make three different types of harnesses but idk if they're different or just for the RP. Same with trashcan armour vs barrel armour.
Oh, right. I'll split them into a few categories.

Spoiler: Shoulderpads (click to show/hide)

Spoiler: Harnesses (click to show/hide)

Spoiler: Other (click to show/hide)

Spoiler: Non-chest armor (click to show/hide)

6
Mod Releases / Re: [47.05] LISA: The Dwarfful - Combo Weapons Update
« on: December 12, 2022, 04:10:46 am »
Hey, I really enjoyed this mod and I was wondering if you are going to be working on a port to Steam for this?
I presume you'd need to wait for classic mode due to the fact that all the sprites would need an actual artist to do them and such.
If not, would you mind if someone else tried their hand at porting?
Yeah, I'm waiting on classic right now, probably gonna do a bit of additional content for this and my other mods before it releases.

In terms of graphics, doubtful it'll be any time soon. I've taken to pixel art as a hobby in the past few months, so I was hoping to do Lisa-style graphics for the creatures unique to this mod at least (no way in hell I'd be doing all the remaining animals Lisa-style) - that said, it'd take a while to go through everything, especially as I'd also have to do the sprites on a per-caste basis when it comes to anything multi-caste, or even for a basic male/female split. There's also no way I'd be using the layered stuff introduced in premium, far too much of a hassle.

7
I am sure there are veterans who, as you described, got frustrated with the game before giving it a fair chance. There are a lot of changes. Is "b, p, r, <click>" better than "b, d, enter, enter"? Probably not but it doesn't seem worse.

As a veteran player, I'm excited to see the changes and improvements. At the same time, that doesn't negate legitimate issues that people have. This is an initial release and it should be expected that there are problems.

While I agree with your overall sentiment, I would also suggest avoiding aggression and projection from your side. I think you could say that you like the new system and that you think some players are being unfair, without some of the less-constructive comments above.

Incidentally, I have always played vanilla DF and played without Dwarf Therapist. I never thought the UI was good but it worked... mostly. ;)
There's new players as well who have shared concerns similar to those of the veterans, it's definitely not just "bitterness" - people have legitimate issues with the new UI, the lack of hotkeys or other features.

8
-snip-
Incidentally in the case of forges, it didn't use to do that, instead starting at the last used category.

- Hospitals now need to be converted from meeting areas. This is nonsensical, as hospitals aren't social spaces, and basically adds an additional step to setting up a hospital zone. In previous versions, hospitals were designated separately.

This is not true. You can assign any location from any zone, as you would know if you had... literally tried at all, or indeed paid attention to the UI in any respect. I usually use a water source zone for my hospital.

This isn't me having had a bunch of experience early talking, I noticed this the instant I realized I had to make a hospital, that every single zone can now be assigned to locations. Meeting areas are not required for this.

I'm annoyed not because you didn't know--that's fair--but because you didn't bother to check at all before complaining about it online, which always nettles me.
That wasn't the complaint. The fact any zone can be converted into a hospital doesn't fix the root issue that hospitals used to be their own zone designation/function. I shouldn't have to put down a zone first, just so I can then have a medical area. This is obtuse and adds several more clicks to a process that should be more easily achieved by opening the zone designation tab, clicking 'Medical', and putting an area down.

You also cannot have a single zone have multiple functions, I did check. You can have zones overlap, but that requires repainting zones over each other, which wasn't necessary before. Otherwise you can only change a zone's name (potentially handy change/addition) edit a zone's size, suspend activities at it (a good change/addition, actually) delete it, or assign it to a created location such as an inn or hospital. That's at most 6 functions, 5 of which have no business being part of a shared zone to begin with.

You cannot, for example, place a water zone and click a button to have it also be a fishing zone, or a pasture also be a training and fruit gathering zone anymore. You can have those zones overlap as previously stated, but that requires manually placing multiple zones over the same space rather than use the zone that is already present for multiple purposes. This is a negative change that adds extra steps to get the same results from a single zone designation last version.

Additionally, attaching a function, to continue in this case using a hospital for example, to say, a water zone. There's no clear indicator on the zone itself that it now does medical as well as watering duties. It remains marked as a watering zone. For a clear indicator of medical use, it needs to be converted from a meeting zone, which will mark the zone clearly with a caduceus.

9
DF General Discussion / Re: I hate it.
« on: December 09, 2022, 04:11:43 pm »
there has never been a DF release that went perfectly smooth. Often a few weeks are needed to really see what the release will look like.

This is what I have to keep reminding myself each time I watch a stream/video of DF Premium and feel there's too much stuff missing/looking clunky. (Currently having really mixed feelings about the release, but we'll see in a few weeks/a month how things turn out.)
On one hand, I partially agree - on the other, I don't think there's been an update that's had the issues this done has - as in, a lot of small issues adding up to one bigger one, as opposed to just i.e stress being janky and as a result sentients being far too easily stressed out.

When the game changed from 40d (which had been stable for a long time) to 0.31 it just... broke. It just completely stopped functioning, and didn't start working again for months, maybe even a year or more. You're incorrect: There have been updates that added so many problems that the whole experience added up to one massive issue. That was probably also true of the shift from 2D to 3D, but I wasn't around for that.
That's fair, I haven't been around for those versions so they weren't in my memory, this is just the first version for me where so many things feel wrong.
Granted, I think I would be laughing much more and not feeling exasperated if it was flesh-melting rain instead of struggles with the UI and finding out various functions are missing.

10
DF General Discussion / Re: I hate it.
« on: December 09, 2022, 01:02:43 pm »
there has never been a DF release that went perfectly smooth. Often a few weeks are needed to really see what the release will look like.

This is what I have to keep reminding myself each time I watch a stream/video of DF Premium and feel there's too much stuff missing/looking clunky. (Currently having really mixed feelings about the release, but we'll see in a few weeks/a month how things turn out.)
On one hand, I partially agree - on the other, I don't think there's been an update that's had the issues this done has - as in, a lot of small issues adding up to one bigger one, as opposed to just i.e stress being janky and as a result sentients being far too easily stressed out.
At least, the stress issue was somewhat fixable by modders, adding discipline or reducing stress vulnerability - the UI issues cannot be fixed by the community so far (or, there's no indication we can, changelog hasn't been kept up - the FAQ on Steam says a "modder may be able to fix the issues" but, as said before, no indication of this being in our hands).

11
- Can't find creature descriptions. I can see an animal's thoughts and personality, though.
Those are in the health tab now, for some reason.

12
In regards to the groups, that was in the old description menu, just part of the wall of text.

13
Looks like someone beat me to it - was gonna make a similar thread compiling feedback from players, veterans in particular, so that there's an organized place that Toady can look at and find a way to have some middle ground so that new players can more easily familiarize themselves and the veterans aren't alienated due to missing functions. This isn't supposed to be a debate starter, or a whiny "dis game sux now its all ruined" post, merely constructive criticism - as someone who deeply enjoys this game, I want it to keep being successful and not fall into the trap of "alienate your old audience in favor of seeking a new one".

Here's what me and Splint have gotten so far, both from our sessions and from talking to some people in the unofficial DF discord:
Spoiler: TUTORIAL (click to show/hide)


Spoiler: ZONES (click to show/hide)

Spoiler: UI/ORGANIZATION (click to show/hide)

Spoiler: ALERTS (click to show/hide)

Spoiler: KEYBINDS (click to show/hide)

Spoiler: OTHER (click to show/hide)

Spoiler: STOCKPILES (click to show/hide)
I will talk to more people later, get their opinions on things and post them here. I hope this is helpful.

14
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: December 08, 2022, 06:47:57 pm »
More tokens, mostly for cult/undead stuff.

Lower-tier cult leader, mostly inspired by the cult leader boss from Dead Rising 1. Standard token and one with afterimages when he gets super fast at low HP.

Acolyte of the cult - low-ranking despite the fancy robes. Mostly a support enemy for DND, instead of a builder, for obvious reasons.

Remnant, inspired by Project Malice for Doom. Masquerades as a marine corpse in Doom, as a knight corpse in fantasy DND - angry zombie that punches hard and vomits blood and maggots.

Variants on feral Ghouls. Unarmed, agile and fast glass cannons - pretty easy to take out, but they hit decently hard and have some staying power thanks to their Cannibalize ability.

Alpha ghoul boss/miniboss. Large monsters that lead packs of other ghouls, both feral and ones that have more intellect. Still gotta make a moveset and stat sheet for it though.

15
a lot of the GUI is a straight downgrade from the various DFhack utils or even vanilla methods. again, this is not just a complaint about learning new hotkeys - the number of clicks needed to perform any given action has exploded due to the basic format of the GUI. gahhhhhhh

its like the worst parts of the rimworld UI were mashed together with the weirdness that is DF labor categorization. Rimworld is popular, but maybe not the best inspiration since Tynan was winging it in the first place.
The bolded bit is what I've been feeling a lot from this. I never thought I'd miss V-P-L to be perfectly honest.

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