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.

Messages - E-mouse

Pages: 1 ... 5 6 [7] 8 9
91
DF Modding / Re: Reaction+graphics help for colored megaproject
« on: November 05, 2008, 08:21:55 pm »
What is the .gif, dare I ask?
I'm a secretive bastard and I try to finish ideas before I reveal them for the surprise factor, even though I never really finish them 90% of the time... mrf.

92
DF Modding / Re: Reaction+graphics help for colored megaproject
« on: November 05, 2008, 07:00:35 pm »
Aha, the colors page helps a lot! Pity I can't just copy+paste the image color data from Photoshop, but the color token list gives me a great selection to estimate from. Thanks a ton.

I don't know about using other tile types, but I don't think I will; I'm not really enough of an artist to know what would be best to use there, especially if they're supposed to match the "curvature" of the image. Maybe I could match it to texture of the image contents...? Well, work for an advanced version, I guess.

93
DF Modding / Reaction+graphics help for colored megaproject
« on: November 05, 2008, 05:55:11 pm »
I want to recreate a small .gif image in pixel-to-floor-tile format for shits and giggles.

The problem is, I'm fantastically impatient and want to see the finished project without having to deal with making a proper fort in the meantime - I just want DF as the creative format. And I'm willing to mod/cheat to do so.

Safety and speed construction are the easy part - tack on [NO_BREATHE] [NO_SLEEP] [NO_EAT] etc tags, wall yourself in, and your only danger is tantrums - unless [NOEMOTION] prevents that too. [SPEED:1] solves any other impatience issues.

The part I'm stuck on is getting the stone/other building material I want that's in the right color. Since I'm pretty sure some of the colors used in the .gif don't exist in the default graphics tileset (and one important color doesn't even have a good approximation), I should probably edit that too.

So basically, I want:
- Tileset colors for stone or other building materials based on an external image's colors
- Reactions or other methods to easily acquire large amounts of these materials

I think I could figure out freebie reactions based on the adamantine cheat on the wiki, but I'm not confident with tileset editing. Any advice would be appreciated.

Also, I'm open to alternatives to using floor tiles for "drawing" the image I'm trying to make; they just seemed most convenient.

94
DF Gameplay Questions / Re: Obsidian farming 101
« on: November 04, 2008, 09:39:23 pm »
Despite any imperfections this guide is excellent and should be put on the wiki posthaste.

95
DF Adventure Mode Discussion / Re: Ditching your companions?
« on: November 03, 2008, 05:26:29 pm »
I remember gathering and losing track of several small armies with an over-legendary'd adventurer. If you're Perfectly Agile, then try running through several mountain tiles manually: once people fall far enough behind, they'll wander off on their own until you run into them again.

If you can swim, you can do even better - just jump in a river and go fish-hunting. Your companions will stay near where you entered the river, and once you swim a few screens away, none of them will follow you when you Travel.
Just don't drown yourself trying if you can't swim.

96
DF Suggestions / Re: Scatter:OFF
« on: November 02, 2008, 10:49:40 pm »
I'm not sure that'd work. Items in EVERY location scatter after you wander away in adventure mode; I don't think their exact location is stored.

Unless they're owned by specific entities, I guess? Like in shops? How are those stored, exactly?

Maybe you could set up a "treasure room" area designation (from 'i'?) that marks a region where the contents are tracked and the contents have to remain inside that region? (Of course, these increase the save space and load times considerably...)

97
DF Suggestions / Re: [NOTRADE]
« on: October 31, 2008, 10:27:21 pm »
Peaceful diplomacy, at least.

98
DF Dwarf Mode Discussion / Re: Defences to kill every last goblin?
« on: October 31, 2008, 06:50:12 pm »
Leave a large part of the lead-in to your trap corridor untrapped, put some floodgates at both ends, and set up a system to have the trap region double as a drowning chamber. Lock the goblins in once they arrive, and drown them if they refuse to suicide rush your traps.

Make sure to have a drainage system, though.

▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
F...............^^^^^F
F...............^^^^^F Rest of fort is this way
FH.............^^^^^F
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒

F = Floodgate
H = Hatch Cover (that stops water, right?)

I don't know how to set up a flooding and drainage system for this, but it's a safer method if you're willing to set it up.

You could also use the same lock-in format with the marksdwarves, actually. More assurance that once they get close enough, they will not get away.

Building destroyers would cause trouble, though...

99
DF General Discussion / Re: FSCK those goddamn ambushes
« on: October 31, 2008, 05:52:04 pm »
Yup.

100
DF Adventure Mode Discussion / Re: The Everlasting Plane
« on: October 31, 2008, 04:34:56 pm »
Legendary shield user yourself, decent wrestler, stripped him down before struggling to crush him?

101
DF Dwarf Mode Discussion / Re: And they said catsplosion is a problem...
« on: October 30, 2008, 01:07:59 am »
Why do nobles always have tons of children but normal dwarves only have one or two?

Do they have nothing else to do or something?
Pretty much.
Though I don't know how much effect that has on DF's actual reproduction mechanics, if any.

102
DF Gameplay Questions / Re: Furnishing a High Quality Room
« on: October 23, 2008, 12:08:07 am »
Hit z or x (one of those) to switch from "general summary" to "individual item list" on the stocks screen. This lets you forbid/dump/otherwise play with settings for items of a certain category without having to find them in the fort.

And I think that's probably a good interpretation of it. I'm not sure how the engraving devaluing works, but I can assure you that if you set up the room size/space FIRST, then the value of all buildings set up after the fact will count for the room value even if it goes through multiple layers of dark blue/would be impossible to redesignate without removing all the statues.
Short version: Make room first, fill with statues, lose engraving value if anything.

103
DF Gameplay Questions / Re: big newb questions
« on: October 22, 2008, 11:48:25 pm »
Except at eliminating enemies or dwarves that dodge into it. Or looking cool, for that matter.

A 10 z-level pit instead could do it, though.

104
DF General Discussion / Re: Relate DF to RL
« on: October 22, 2008, 03:53:43 pm »
E-mouse, student cancels Sleep: Starving
E-mouse, student cancels Eat: Exhausted

105
DF Gameplay Questions / Re: Furnishing a High Quality Room
« on: October 22, 2008, 03:11:03 pm »
Oh, that's right.

Do NOT cook turtles. Prepared meals don't leave bone or shell.

Pages: 1 ... 5 6 [7] 8 9