Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Vordak

Pages: [1]
1
DF Suggestions / Layer system for the creature graphics - Simplification
« on: December 11, 2022, 08:38:50 am »
It is easy to see, that the main code size of graphics_creatures_layered.txt is occupied by code with repeated operators (tokens).
It is proposed to introduce the possibility to extend the token's power to [LAYER_GROUP], and not just to a single [LAYER:].
Probably, here also needing the sub-types of token [LAYER_GROUP] and [END_LAYER_GROUP].

For example, for now a code looks like:
Code: [Select]
[LAYER_GROUP]
[LAYER:LIGHT_FACE_F1:DWARF_BODY:0:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:1:4]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F2:DWARF_BODY:1:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:2:4]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F3:DWARF_BODY:2:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F4:DWARF_BODY:3:1]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_RANDOM_PART_INDEX:HEAD:4:4]
[CONDITION_CASTE:FEMALE]

Suggested to:
Code: [Select]
[LAYER_GROUP]
[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
[TISSUE_MAY_HAVE_COLOR:PALE_PINK:PINK:TAUPE_PALE]
[CONDITION_CASTE:FEMALE]
[LAYER:LIGHT_FACE_F1:DWARF_BODY:0:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:1:4]
[LAYER:LIGHT_FACE_F2:DWARF_BODY:1:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:2:4]
[LAYER:LIGHT_FACE_F3:DWARF_BODY:2:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]
[LAYER:LIGHT_FACE_F4:DWARF_BODY:3:1]
[CONDITION_RANDOM_PART_INDEX:HEAD:4:4]
[END_LAYER_GROUP]


2
DF Suggestions / Graphics: Quick in-game tile reloading
« on: April 04, 2021, 10:30:06 am »
It would be nice to have a special command for quick in-game memory reloading for tiles/sprites (and, maybe, .txt graphic files). Something like a special button in the game menu.

This would seriously rise up the speed of drawing and editing for the tiles in custom tilesets.
Multiple re-entering to the game for editing a couple of pixels - sometimes, it is the real challenge for the mind health.

I have no idea about - does DFHack have a similar command or not.

3
DF Suggestions / Items: Copper and bronze military equipment.
« on: December 06, 2020, 08:20:25 am »
My suggestion is very simple.

Remove the copper, bismuth bronze and bronze mail armor (mail shirt, leggings) from the default craftable items.

All types of the real-existed torso armor from these materials (lamellar, laminar, scale, Greek/Mycenaean plate) can be described in the game mechanics as a breastplate. For legs - it is greaves.
Chain mail is a product of the iron age, not the bronze age.

It's supposed, that need to add a new token in the armor (and weapon) item raws - something like existing [METAL], but more detailed - for example, [METAL:IRON] or [MATERIAL:IRON].

4
DF Suggestions / Creature rebalance: Giant animals
« on: July 16, 2020, 04:57:58 am »
My personal complaint against giant animals is that they are essentially a separate species of creatures. That is, they can walk in herds, be captured for breeding cheap killing machines by player. Herds of giant tigers or kangaroo look very strange and unaesthetic.

So, suggestion:
1)For major part of giant animals.
It would be better if giants appeared as a random event when breeding ordinary animals - just another [CASTE] in creature mechanics.
Something like alpha beast, great patriarch/matriarch or ancient bloodline - but child of this giant beast are normal animals.
Can also make giant males sterile, but for giant females make much bigger [LITTERSIZE: ].

2)Mostly for creatures like giant ants, termites, slugs and snails. And for couple of mammals.
For some giant animals, it may be appropriate to leave everything as it is, but only rename them and make them more rare. For example, giant elephant rename to mumak.

5
It is proposed to make different tiles between common and legendary workers similar to those of the military, like AXEMAN and MASTER_AXEMAN - WEAPONSMITH and WEAPONSMITH_LEGENDARY.
This also leads to getting rid of unnecessary gray blinking for legendary workers tiles.

6
Now in entity_default.txt:
Code: [Select]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]

If in the graph SQUAD you could create your own texture tokens for soldiers, then it would be possible to obtain a unique graphics for each troop.

Code: [Select]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]
                [SQUAD_TOKEN:SOLDIER]

7
DF Suggestions / Adding new texture tokens
« on: September 16, 2017, 09:32:07 am »
As part of expansion of DF graphic component it would be nice to add to existing texture tokens (DEFAULT, STANDARD, GHOST , LAW_ENFORCE, TAX_ESCORT) such as MERCENARY, CRIMINAL and maybe MONSTER_SLAYER\BEAST_HUNTER.

For example:
[CREATURE_GRAPHICS:DWARF]
       [AXEMAN:Newdwarf:0:0:AS_IS:MERCENARY]   
       [SWORDSMAN:Newdwarf:0:1:AS_IS:MERCENARY]
       [CROSSBOWMAN:Newdwarf:0:2:AS_IS:CRIMINAL]

8
Tilesets and Graphics / Vordak`s Graphic Tileset - Reconstruction
« on: August 06, 2017, 10:54:34 am »

Long and tedious process of tileset conversion to full set with own creatures, items and other stuff.

Here some pics about what it was:
Spoiler: Dwarves-x2 (click to show/hide)
Spoiler: Dwarves-Alt-x2 (click to show/hide)
Spoiler: Dwarves-Some other-x2 (click to show/hide)
Spoiler: Goblins-x2 (click to show/hide)
Spoiler: Kobolds-x2 (click to show/hide)
Spoiler: Elves-x2 (click to show/hide)


The distribution of this graphic pack has been discontinued.
But don't worry, the future promises new better graphic sets with much more high level of artistic mastery.
In the second post of this topic, you can see an infinitesimal part of what awaits you in the future.



I do not give any permission to use these artwork (and other my art) for modding. Respect other people's work and time.


Pages: [1]