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Messages - Deon

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616
Aw man, it did not work either. At first, I think it should be 62 (I've checked it with http://dwarffortresswiki.org/index.php/DF2014:Tilesets).

Also it's not changing stone stairs to anything. I also tried [OVERRIDE:62:T:SoilStairD:1:3] for soil stairs, but it did not work.

To be sure, I've tested, and item overrides work properly. It's just that terrain that does not listen to me :'(.

617
Herp derp, I thought it only finds the thing by "stone stair down" and does not need the number to override. Thanks a lot, I will go ahead and try it right now!

618
I have an interesting question. When I use multi-level rendering, as soon as I go up one level, all brown becomes yellow, dark green light green etc. Is it possible to change that?

P.S. And a more important question if you might:

[TILESET:terrain.png:terrain.png:terrain]     - this is supposed to load a terrain tile graphic set

[OVERRIDE:Tile:T:Dense grass:terrain:1]     - this is supposed to override the grass tile with appropriate one

However it does not work. I also tried "stone stair down" as mentioned on the main page but it does not work either. What am I doing wrong?



P.S.

This is my latest attempt to replace ANY of the terrain tiles with the dwarf icon from square font:

[TILESET:curses_square_16x16.png:curses_square_16x16.png:3]

[OVERRIDE:Tile:T:"Dense grass":3:1]
[OVERRIDE:Tile:T:"dense grass":3:1]
[OVERRIDE:Tile:T:Dense grass:3:1]
[OVERRIDE:Tile:T:dense grass:3:1]
[OVERRIDE:Tile:T:grass:3:1]
[OVERRIDE:Tile:T:stone stair down:3:1]
[OVERRIDE:Tile:T:"stone stair down":3:1]

None of that seems to work though. Could you help please?



P.P.S. [OVERRIDE:Tile:T:GrassLightFloor1:1:1] does not work either. I tried different GrassLightFloor1/2/3/4

619
Mod Releases / Re: Essential DF [ASCII/Spacefox] - release 9
« on: October 07, 2014, 11:57:17 am »
Hi! This is for 0.34.11.

It will work with linux because it's just a bunch of text files. You just need to replace the /raw/ folder, and then copy the tileset over and adjust your linux init.txt and d_init.txt.

620
You can simply rename the civilization :). It won't take long. Right now the most of my time is put in research/dfhack implementation and the new tileset. So making Brotherhood into Vault Dwellers would be just a matter of a few find-replace actions :).

621
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 18, 2014, 05:22:29 am »
The ceramic armor would take the niche by being hard and light, but the kevlar is a good idea as well. I could make it require polymers + sulfur. This way you would be able to make advanced light armor without boron/silicate bearing minerals.

622
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 16, 2014, 09:26:54 am »
Wrong, you can simply make a soap from alcohol and call it disinfectant :).

623
Thanks, I will just make another type of chitin for non-generated creatures with a different template and keep the default chitin to fix it.

Quote
Why did nobody update anything like Wander's friend yet? Here you go, my own mod in the same theme.

Hi Deon. I updated the original Wanderers mod within Dark Ages. Which allows adventurers to produce a vast number of objects. Checked out your Wanderers version last night, and it breaks new ground. So I've married the two together for the next release. I love your megabeast heart concept. I'm delightedly adding those tags to appropriate Dark Ages megabeasts.  :)
Thanks :).

624
DF Modding / Re: How to make Maces better?
« on: September 14, 2014, 02:14:31 pm »
Mace:
Blunt deflect if layer weight more than:        2408

Hammer:
Blunt deflect if layer weight more than:        1204

Doesn't it mean that maces are better vs deflection?

625
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 14, 2014, 12:13:33 pm »
Sweet, North America's lookin' great with proper temperatures!
It sure does, the only issue is when some unique faction spawns in Cuba :).

I've decided not to overcomplicate chemistry, so here's what I have so far:


626
DF Modding / Re: How to make Maces better?
« on: September 14, 2014, 04:32:57 am »
It could be done with changing ATTACK:PREPARE_AND_RECOVER to give them a faster attack speed, but all of the ones in-game are all 3 iirc.
This. Give maces less "prepare" speed, and they are better than hammers because you don't need to "adjust the angle" to strike.

627
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 11, 2014, 06:10:41 am »
What I want to know is why there are cars covering every square inch of the world, in every desert, forest and taiga.

Also, I just now figured out how clown cars work. Only one clown is standing in the car at a time; the rest are all just prone.
Good point. Probably I should make forest off-limits for cars.

628
It used to be always updated for 0.34.11, don't lie :).

629
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 09, 2014, 03:23:55 pm »
I've decided to go with Ruludos's suggestion and have different types of scrap piles:


I will make 3 first tiers of research provide real stuff and release Beta 4.

630
Mod Releases / Re: [0.40.10] Wasteland Chronicles: The Brotherhood (beta 3)
« on: September 09, 2014, 12:53:40 pm »
As I said most likely I will abstract most of materials to something less specific and skip some important processing steps, but that's a good start. Thanks a lot!

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