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Messages - Vordak

Pages: 1 2 [3] 4 5 ... 17
31
People, an earnest request.
When you quote someone else's pics or just posting big pics - then hide them under spoilers. To multi-level quotes - is same request.
Thread begins to look like a garbage, it is difficult to read.

32
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.

33
You don't seem to know much about scary.)

Yea yea, I know that corrupting someone else's art is unacceptable, but I just couldn't get past.

34
As I understand that in stockpile settings menu you will need an additional window where you can select an icon/banner/flag. As well as the required background color.
Accordingly, need a separate .txt file where the modders will be able to register the path with new icons or banners.
p.s. Maybe someone's already suggested, I didn't read last posts, only saw pics.
You'll definitely have to send to Rekov a whiskey bottle.

35
How does a wagon cart look like on your rails?

36
Are you planning to introduce something like TwbT layer system for each tile with -bg and-top files?
I would not like to give the tile colorization just to the will of ingame color algorithm - I would like to indicate through translucent layers where and how much to color.

37
I see transition tiles between different types of floor, but do not see transition tiles between different material ramps.

38
As part of the fight against clones - is it possible to make each type of armor have several alternative variations when displayed on a character?


39
How will the plants look on top of these grass tiles?
Do I need to draw a background of grass for plants like situation right now with your set?

Upd. Tell to Toady my observation:
 [PLANT:BAMBOO, ARROW] [PLANT:BAMBOO, GOLDEN] [PLANT:BAMBOO, HEDGE] is better place like plant instead grass.

40
Remembering how badly the dwarves looked in Stonesence with system of clothing modular system (like identically-look hobos), I have a questions.
Is it possible to add next options?

1) Option, when a modular system is only applicable to faces (beard-hair)?
Roughly speaking, in one file - I draw common pic with bodies for each profession, in second - pic with parts of modular faces.

2) Option with clothing and face modular system.
But the clothing modular system works as follows:
Each same clothing item will be look slightly different by profession.
Each type of profession (DEFAULT, WOODWORKER, STONEWORKER and other major profession tokens) will have its own images with clothing templates.

Other questions.

3) Is texture tokens (DEFAULT, ADVENTURER, LAW_ENFORCE, TAX_ESCORT) plans to fix?
Would like to be able to draw different military pattern by texture tokens.
Also wanted to able to create owns texture tokens to soldiers by adding somehow adding it to nobles in entity.txt - militia commander and captains will be have a little different look squads.

4) I don't understand - will there be an opportunity to draw graphic to different CASTE?

To prevent empty chatter - I'm only asking about adding features for custom tilesets, I don't suggest changing anything in the official tileset.

41
A. Why do you want to open ten files when you draw a single cow?
B. This, as I understand it, is what most tilesets already have. Not bad, except for birds and creature_standard. My choice.
C. All creature_domestic animals in one folder, for each creature one file with all variations of castes, dead, children and hunter/war and other types.

42
Again some new bugs.....
So, good luck fo you, modders. :P
It's good that I just draw tiles.

43
Quote from: Fatace
I have tried tho... Its the same issue/crash, like the rest.
Try create new custom dark fortress civ with new positions.
Also pay attention to Succubus mod by Boltgun. In this mod new dark fortress civilization with new positions works.

Upd. In 0.44.xx I was successfully made a dwarf civilisation clone, but only with dark fortess in site type. Was a dwarven civ ruled by a demon. Don't know how it work in this version.

44
To Fetace:
Custom_ and all other position tokens from list - hardcoded position tokens. So you can not use they in entity modding. These tokens more useful to tileset makers.
If you want to add for goblins chief docs and bookkeeper, then you need just create you own tokens, like [POSITION:GOBBO_DOCTOR] and add to goblin entity code.

P.s. I read your previous posts with attempts and noticed next.
Maybe your code modifications does not work, because you tryig change one of vanilla races. I suspect that they have some unchangeable hardcoded parts.
In other words, try create new custom dark fortress civ with new positions.


45
Not registered in raws (entity_default.txt) position tokens:
Hmm, looks like you'd need to use the tokens CUSTOM_OFFICIAL_# currently.  I did not give them good-sounding names.
# 0 = chancellor, 1 = justiciar, 2 = treasurer, 3 = counselor, 4 = chamberlain
5 = master of beasts, 6 = butler, 7 = doctor, 8 = executioner, 9 = chef, 10 = housekeeper

CUSTOM_MARKET_OFFICIAL_#
# 0 = sewer official, 1 = grain official, 2 = fire official, 3 = judge, 4 = building official, 5 = road official

CUSTOM_LAW_MAKER -- this one is ambiguous currently - law-giver, lord/lady, abbot in monastery, castle baron, master (demon)
CUSTOM_OUTCAST_LT -- lieutenant (bandit/villain)
CUSTOM_OUTCAST_FACTOR -- representative (larger criminal gang)
CUSTOM_COMPANY_FACTOR -- factor/agent/governor/administrator (all the same thing, merchant company)
CUSTOM_COMPANY_LEADER -- master/head (merchant company)
CUSTOM_MERCENARY_LEADER -- has a ton of names and is the head of a mercenary/military order
CUSTOM_BANDIT_LEADER -- master/ringleader etc. of bandits
CUSTOM_MILITARY_GOALS -- war leader
CUSTOM_MILITARY_STRATEGY -- general/marshal/constable
CUSTOM_MERCENARY_TREASURER -- treasurer (of military order)
HIGHEST_PRIEST -- holy city priest for any religion, has random name
CUSTOM_LAW_MAKER_2 -- baron for market castles

CUSTOM_GUILD_LEADER -- these four are as they say, the positions in the new crafts guilds
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON


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