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Messages - carnivorn

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16
This is fantastic! I love the Creation of Urist mural. ptw :D

17
DF Dwarf Mode Discussion / Re: Trivial findings
« on: May 14, 2017, 05:02:56 pm »
"Void" migrants can appear in married couples despite incompatible orientations. Currently I have a husband+wife couple who both exclusively like men. At least they have something in common?

18
DF Dwarf Mode Discussion / Re: Arena battle ideas
« on: May 12, 2017, 07:02:10 pm »
not sure, but I've seen plenty of fights between cavern creatures. giant bats vs giant earthworms, that sort of thing. so cavern creatures vs surface creatures is a sound idea! I'd use a smaller arena for that sort of thing, because those fights tend to disengage if they have the space. this is just based on observations in my current game, i don't know the mechanics behind it.

19
DF Dwarf Mode Discussion / Re: Arena battle ideas
« on: May 11, 2017, 09:35:40 pm »
anything with "prone to rage" is a good place to start. badgers, honey badgers, and their giant counterparts are examples. i think some of the large apes also have it? don't quote me on that. and if you can catch were-creatures those are good during the full moon. as soon as they turn back you just have a naked, fleeing humanoid, which is at least funny. i am also fond of trolls as arena fodder, although the building destroyer trait is a pain. same goes for semi megabeasts and hill titans. forgotten beasts are too much effort to catch imo.

if all else fails, dump a caravan in there, the guards are hostile to anything besides your dwarves and other merchants, and given time the merchants and animals can go berserk :D (or fall into a depression)

20
DF Dwarf Mode Discussion / Re: Feeding work through a textile industry
« on: January 02, 2017, 01:36:43 pm »
you may need to also set a stockpile to retrieve empty bags from your dyer's shops. last time I tried to set up a textile industry like this, I had a problem where all my bags piled up in my dyer's shops and I ran out elsewhere, I think because items could only leave said shops if they were going into linked stockpiles. granted, I might be misremembering, this was a couple years ago.

21
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 06, 2016, 08:50:42 pm »
Dwarves can claim figurines and will carry them around. This doesn't appear to affect their ability to work, despite taking up a hand - in this case, the same hand as his (woodcutting) axe

Spoiler (click to show/hide)

I thought they only did this with jewelry. He doesn't even worship Avuz, I don't know why he claimed it.

22
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 08, 2016, 10:55:35 pm »
Cave adaptation also affects the outpost liaison. Not sure how long it generally takes but I'm on my eleventh year in this fort and he's been doing nothing but loiter in my tavern during his stays. I just noticed him leaving a vomit trail down my stairs by chance.

23
Dear Urists,

While I'm glad that you all value knowledge so much, do you really need to read every single book in the fortress? Not to mention, why do you feel the urge to take books off of shelves and immediately put them back*? If I want to get anything done I have to forbid all the books and lock you out of the library!
Well no more. As of the new year, you're all taking a mandatory sabbatical until you can get this "reading" phase out of your systems and get back to combat practice, like proper dwarves.

(*correction)

24
How exactly do you pay your tab at the tavern? Every time I try to give him my money to settle my debt he just says "I'm confused. Did you want something?"
I've tried paying him in stonecrafts but he just takes them as gifts.

Ask to trade with the tavern keeper, then (a)sk for currency - the prompt will read "How much debt will you settle?" instead of the usual. Not sure how it works with actual coins involved, but you can pay your tab using items.

25
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 07, 2016, 07:46:04 pm »
My main fort right now is in two savage biomes, but mostly peaceful (two goblin ambushes in 6 years, neither more than twelve enemies) and very profitable, with three legendary cooks and a legendary fisherdwarf feeding both ourselves and the homeland, but.... low on fuel. I'm attempting to reach magma without killing my poor laptop in the process, and I'm guarding a wide open staircase in the caverns with a squad of farmers / pest control (bone bolts, a shooting range, and a lot of giant storks make great archers). Everything in my fort is very structured and orderly.

I had to take a break from that fort after realizing my carefully manufactured huge muddy rooms are in the wrong place and i have to rebuild them not-under-the-ocean or they, seemingly, won't grow any moss. Oh joy of joys.  ::)

For a change of pace I genned a new world. Immediately noticed a huge line of evil biome alongside good, thought, hey, why not some chaos instead? Spent my points very wisely, I thought, had some left over, took extra building supplies. Turns out I forgot to bring picks or an axe. So right now I'm building a shelter out of those "bonus" building materials and praying for migrants... or at least something better than "interrupted by capybara corpse" on repeat for eternity.

26
DF General Discussion / Re: When did you start playing Dwarf Fortress?
« on: August 05, 2016, 02:33:49 pm »
I have a terrible memory for dates but my best guess is late 2013. December maybe? I know that .40.24 wasn't out yet and I decided to finally give the game a whirl because I was feeling nostalgic and couldn't get my old shareware games to run without jumping through hoops or using my very elderly laptop which has iffy wiring. Also it seemed like it had stabilized in development which suited me just fine .....and then .40.24 came out and I ignored it for three years. Oops.

27
Tilesets and Graphics / Re: Slyce - A 14x14 Almost-ASCII Tileset
« on: July 28, 2016, 08:13:24 pm »
Just dropping in with an 8x14 version:

Works nicely for TWBT! There's some differences between this and the EGA tileset I based mine on that were bugging me. Took out the pillar tile since it wouldn't be used for text (and that tile is supposed to be blank if it did get used).
Aaaaand I think now I've made + posted all the variations I wanted to! Can't seem to wrap my head around coding for individual species/racial sprites, so as it stands this is a completed set. Back to lurking for me.

28
Tilesets and Graphics / Re: Slyce - A 14x14 Almost-ASCII Tileset
« on: July 10, 2016, 09:45:40 pm »
Alright so I've discovered that I can't make my engraving trick work with other colour schemes. At all. Ever. Learned some things about how colour works in DF tho, which makes it worth the time spent on that! Here's the two edits that did work out:
       
Left is the same as before, without the engraving trick. Compatible with colour schemes that don't use pure black, looks the same otherwise.
Right is meant for worldmaps and embark screen - if it gets used as a default tile in maps, it's got white transparency on it. 5% opacity as opposed to 2% in the first version I posted. Should be pretty easy to mix and match to your heart's content, also has some non-map tiles for consistency.

Ingame comparisons:
Spoiler (click to show/hide)

Misc. screenshots with the maps tileset:
Spoiler (click to show/hide)

And for the heck of it, the full worldmap for that world :
Spoiler (click to show/hide)

I ended up keeping it, I haven't tried an evil ocean embark before. Can't wait to get eaten by zombie whales :P
Groundcover in good regions looks pretty neat with the maps tileset, but I haven't found an evil region with non-standard grass to match. Will post screenshots when I do! (the evil grassland northwest of center has normal grass. And beakdogs. Lots of beakdogs. I may have gotten carried away with playing instead)

carnivorn, are you okay with your tileset being bundled with Lazy Newb Packs?
ngl I'd be thrilled!


 7 Aug 16: Edit! Finally found an evil biome with wormy tendril etc. while attempting a good/evil boundary embark. Thought it'd be a great example image, took two pics of the same spot a few frames apart.

Screenshots:
Spoiler (click to show/hide)

29
Tilesets and Graphics / Re: Slyce - A 14x14 Almost-ASCII Tileset
« on: July 05, 2016, 06:04:24 pm »
Thanks! I prefer my cabinets and statues to match the rest of the tiles though - I spend very little time in adventure mode or creating new forts, and it would bug me ingame to see that little square standing out. I could create a variant tileset though. I'll have to drag out my files when I have some time and tinker with it.

30
Tilesets and Graphics / Slyce - A 14x14 Almost-ASCII Tileset
« on: July 03, 2016, 02:55:01 am »
Since I haven't seen any other 14x14 sets, I'm sharing my own! I made it because I'm super picky about font size and appearance - I have trouble reading pure ascii text due to the spacing, find 16px too large, 12px too small, and both 13px and 15px too blurry. This is an edit from the 8x14 EGA font, as posted here: http://dwarffortresswiki.org/index.php/Tileset_repository#8.C3.9714 (forgive me I'm still learning forum coding)

So presenting Slyce!
A tileset featuring (very) subtly shaded terrain, bright leaves, rounded walls, custom dwarf and adventurer tiles, and wall/floor patterning that only shows up when engraved*. Requires changing the pillar and tree trunk tiles to 255 (don't forget to change the tile for cap-type trees! my apologies if I changed any other tiles and forgot, they would have been changed long before I made this)



*And on wounded creatures and the elevation bar when above ground. Works best with a colour scheme using pure black. Might work with very very dark colours, but I tried it with a handful of Vherid's palettes to check and it didn't hold up well. Sorry to those who aren't a fan of high contrast. I can make edits for specific colour schemes if there's interest.

Caverns:
Spoiler (click to show/hide)
Walls and Floors:
Spoiler (click to show/hide)
Trees, Terrain, and Farms:
Spoiler (click to show/hide)
Text:
Spoiler (click to show/hide)

and if anyone's interested, my colour scheme:
Spoiler (click to show/hide)

There you have it! I have some simple racial graphics in this style in the works but those will be a while. Feedback appreciated!

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