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Messages - tnuhnivad

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31
So you are using the painstakingly made 32x sprites with a 16x tileset?

Heresy! :P

(Try adding "twbt unit_transparency 1" and "twbt workshop_transparency 1" to the dfhack init, without the "". That should get rid of the black background.)

I'd be curious about screenshots.

Just realized I grabbed the wrong dfhack files

edit; Fixed, Thanks Meph! I'll upload some screens of some better forts than mine lol

Spoiler (click to show/hide)

32
So you are using the painstakingly made 32x sprites with a 16x tileset?

Heresy! :P

(Try adding "twbt unit_transparency 1" and "twbt workshop_transparency 1" to the dfhack init, without the "". That should get rid of the black background.)

I'd be curious about screenshots.

Thanks for such a quick reply! I definitely failed to consider taking graphics from a 32x to a 16x. This is all new to me, will they scale or will I run into issues by doing this? BTW No hard feelings though I love your work!

33
Tilesets and Graphics / Merging Meph & Vordak Graphics w/ Phoebus Tileset?
« on: February 09, 2018, 09:04:18 pm »
I really love the Phoebus Tileset, but, the creature graphics are just not so great IMO. So I've been playing with Meph's tileset pack lately and find the opposite to be true. I had the idea to merge the two through the latest LNP. I managed to make it happen by creating a new folder in M:\PeridexisErrant's Starter Pack 0.44.05-r02\LNP\graphics and merging the respective files. As well as replacing LNP's dfhack with Mephs custom dfhack included in his pack. Everything seems to be working and It looks just as I wanted! The animated grass, vordak's dwarves, the round tress of phoebus, etc. Only found two issues so far. The first being the creature graphics have a black background wheres playing with the standard meph pack creature graphic backgrounds become transparent to whatever tile is behind them. Does anyone know what I can do to make this change? Also, albeit very minor, the LNP show this new pack I put together as Phoebus x16. I guess because I used the phoebus original pack with the LNP as a base? So I have two phoebus x16's now under the LNP graphics interface menu. I figured out which one it is, but, wish I could change the name. If anyone knows any other problems that I may run into please let me know and how I could possibly fix them!  :)

https://gfycat.com/AdorableIlliterateIrishredandwhitesetter

Spoiler (click to show/hide)



34
DF General Discussion / Re: Advanced World Gen: Tiered Difficulty Islands
« on: February 08, 2018, 07:59:09 pm »
Another beautifully gen'd world. This one with a few altered params to decrease site congestion. This one features three oasis' with a necro tower in its center.

Summary:
Spoiler (click to show/hide)

Site and Civ Overview:
Spoiler (click to show/hide)

World Gen Params:
Spoiler (click to show/hide)

35
DF Adventure Mode Discussion / Re: Is adventure mode broken?
« on: February 08, 2018, 01:13:36 am »
What version are you playing? There's been some bugs recently, most of which have now been fixed.

--edit
Ah, sorry, fixed on 1/20 for 'next version'. So, yeah, right now Adventure mode is broken.  :)

I'm using 44.05. Do you think I will I need to generate a new map to acquire these fixes?
No, the fixes are coming in 44.06. Just gotta make your own trouble until then. The fix should Just Work though when it's released.

I mean, when the update does come and the issues are fixed in the new version, will I need to generate a new world or will I be able to import my current world into the new version and not run into any issues.

36
DF Adventure Mode Discussion / Re: Is adventure mode broken?
« on: February 08, 2018, 12:17:11 am »
What version are you playing? There's been some bugs recently, most of which have now been fixed.

--edit
Ah, sorry, fixed on 1/20 for 'next version'. So, yeah, right now Adventure mode is broken.  :)

I'm using 44.05. Do you think I will I need to generate a new map to acquire these fixes?

37
DF Adventure Mode Discussion / Is adventure mode broken?
« on: February 07, 2018, 11:43:56 pm »
 Is anyone else having issues with adventure mode? I'll walk around lairs w/ cyclops, night creatures, vile freaks etc. and not get attacked at all. My followers won't attack anything.

38
DF General Discussion / Re: Advanced World Gen: Tiered Difficulty Islands
« on: February 07, 2018, 07:17:59 pm »
Oh, that looks nice.  :)

- Is it generalisable for smaller worlds, with or without tweaking?
- Is there any hope for the kobolds?

For small worlds will need some tweaking of the square counts with possible need for an elevation mesh.

From what I've seen for kobolds chances of surviving are pretty slim, but, you could increase the chances of one or two surviving if you allow for a few non mountain caves. Dwarfs aren't really an issue since you can just make a fortress anywhere.

39
DF General Discussion / Advanced World Gen: Tiered Difficulty Islands
« on: February 07, 2018, 06:36:34 pm »
TLDR; I've created a World Gen parameter that creates large islands, which, increase in difficulty as you move towards the center of the island.

So...
Spoiler (click to show/hide)

Often I'll get unique terrain features such as oasis style biomes in the center of the mountains and valleys which you can see in the screen shots included below. The lair concentration which contain the more deadly beast are much higher in concentration around the mountain areas. You can also see that my mountain and cave dwelling civs (dwarves and kobolds) have been, essentially, wiped from the world usually due to large beast attacks. The remaining civs and civ sites are ones that have maintained a position around the perimeter of the island. This tiered difficulty concept could be useful to many RPG experiences depending on how you may want to play.

Summary:
Spoiler (click to show/hide)

Civ and site placement overview:
Spoiler (click to show/hide)

World Gen Parameters:
Spoiler (click to show/hide)

40
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 03, 2018, 06:23:28 pm »
They dont have a child token by default iirc

I've added it to their raws but it doesn't seem to affect anything, neither does frequency.

41
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 03, 2018, 02:21:41 pm »
Does anyone know if it is possible to make dragons spawned at world gen even older? Generally I see birth dates in legends for dragons -100 to -250, but, is there any way to make these numbers say somewhere around the -600 mark?

42
For now I'm going to remove intelligent and can learn tokens - the dragons become part of civs and start using axes, crossbows, armor, etc. - until I can figure a way to disable use of such things.

43
you can wrap your creature and worldgen params in SPOILER and CODE tags

Spoiler (click to show/hide)

It will make your post look nicer and make it easier for anyone to copy what you share

Also there is the img tag too
Spoiler (click to show/hide)

Thanks! Will do, still new to the forum.

44
So, I've gone a little dragon crazy...

I added a number of creature tokens to dragons specifically as I want my world to be populated extensively with them; a large region with a minimal amount of water to maximize playable area. You can examine my world gen params and dragon raws below.

I've done things such as make dragons meaner by adding, berserk, prone to rage, and carnivore tokens. I gave them some scale color modifiers and eye color modifiers. I've improved their ability to breed in the wild by increasing frequency, pop size, and clutch size, as well as added some baby and child tags. I have given them the ability to learn, speak, and intelligent tokens. I also added the power token which has lead to some very interesting events on some test world gens. I've come to like this more formidable form of dragon I want them to be the dominant life form in my world. I'll include some screen grabs of some notable events where dragons have led civ armies and large groups of followers into battles. I've also given them the ability to fly despite their lack of wings, which, brings me to my question.

I wish to add actual scaled wings to the surface dragons which are large in size that could be damaged in battles effectively losing their ability to fly. I've looked at some other creatures with wings, but, can't exactly copy and paste since I want to do things like scales etc. I'm not sure how to add this.

Also, if I can, if anyone knows how to, add some genetic variation to the dragons as well so that one may trap and breed selective colors etc. I've seen this in the raws with some other creatures but don't know how to implement it in this case.

If you know of any game play conflicts that may arise by mixing such creature tokens, please, let me know.

Dragon Raws
Spoiler (click to show/hide)

Test World Gen
Spoiler (click to show/hide)

45
Yeah, that crashes (hangs at Finalizing Sites) reliably for me too (vanilla 44.05).

Reducing maximum beast sites to 1500 and 500 respectively works though. It hangs for a while on Finalizing, then completes.

Your 5000 semis works ok too with a lower megabeast number. It's just megabeast max of 15000 that seems to be causing the freeze. Which is weird as it's just a max number. It shouldn't have to think about anything at the end of worldgen. Definitely one for the bug tracker.

Yea I ended up reducing the overall megabeast caves to 1000. I did report it to the bug tracker tho. In order to achieve my original plans I ended up editing megabeast raws. Adding a few things to make them a little harder to kill, upped frequency/pop tokens, etc. Now my issue is trying to find the right numbers so civs can survive the length of time I'm looking for.

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