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Messages - RantingRodent

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1
@RantingRodent  I shouldn't have said that scout types were added in 31.xx, so much as they are just the result of being less specific and not taking advantage of the texture token. The "DEFAULT" texture, if you will. Toady referred to this as a "scout type," so that's just the term I've stuck with.

Regarding replacements in the military, there are some assigned positions that supersede scout types. For instance, Sheriff/Captain of the Guard are arguably the law enforcement. And there are definitely other assigned professions in the military (Militia captain, Militia commander, Champion, etc) that you can create unique tiles for.

As for the tax escorts - no economy, no taxes, no escorts. Which goes back to 31.xx when Toady removed the economy placeholder.

Yeah I remember the economy being shut off, but the "tax escort" squad was really just the royal guard, which does still exist (right?). It was nice in older versions to have your entire fortress guard and royal guard actually look different from the rest of the military, since they serve unique purposes. Oh well. Fewer sprites to create is a silver lining.

2
The adventurer textures still work. The law enforcement and tax escorts were replaced with "scout types" and other textures when 31.01 overhauled how the military works. Although one wouldn't know until 31.02. Heh.

I'm in the middle of figuring this out myself and I just want to clarify that based on my understanding, "Scout types" don't really replace LAW_ENFORCE or TAX_ESCORT exactly, since there's no unique profession associated with the royal guard or fortress guard. You can't use Scout types to achieve the same effect. Scout types just happen to have been added in the same update that eliminated the use of those texture tokens.

3
DF Modding / Re: TTF question
« on: October 20, 2017, 08:26:52 am »
For anyone that stumbles onto this thread looking for the same answer: Yeah, Truetype support doesn't cover some essential screens, still.

Unfortunate. I already had unique saplings sprited for all of the vanilla plants back when I was working on the DF2010 version of my pack, but they'll have to sit and wait for whenever TTF support is fully implemented.

4
DF Modding / TTF question
« on: October 17, 2017, 10:50:53 am »
I'm considering returning to Dwarf Fortress and reviving my old graphics pack. I can't find a good answer to this question just by searching the boards, so far. Why are no graphics packs taking advantage of replacing letters with graphics? Is the TTF support still not finished even after all of this time? Because the prospect of having so many more tiles to work with and eliminating some double use-cases is very exciting to me.

5
DF General Discussion / Re: Oh, the heavenly ASCII
« on: January 08, 2011, 10:42:57 am »
I started with ASCII to make sure I understood the game in its raw form before I started building my tileset. ASCII simply provides too little information for my taste. If Toady adds much more to the game he's going to start running into serious character reuse problems.

6
There already were leechmen. Not sure if they are still in the current version, but I already had to do sprites for them so they were in at some point.

7
DF Modding / Re: A Vile Force of Spriting Approaches (Beta3)
« on: December 07, 2010, 07:56:36 pm »
Yes, that will work. My next release will include human medical professions, so that should only be needed temporarily.

8
DF Modding / Re: A Vile Force of Spriting Approaches (Beta3)
« on: December 07, 2010, 06:04:53 pm »
Did you remember to replace it in your save game folder as well as the main raws? There isn't even a red x on that sheet, so if you're still seeing it something isn't right.

9
DF Modding / Re: A Vile Force of Spriting Approaches (Beta3)
« on: December 07, 2010, 05:48:40 pm »
The first row starts with a red X?  Oops. Human sheet is out of date. Minor release later to correct the problem. Here's the real sheet for now so you can just drop it in. No medical professions in this version.


10
DF Modding / Re: A Vile Force of Spriting Approaches (Beta3)
« on: December 06, 2010, 08:14:06 am »
I hadn't actually run into humans yet. I'll take a look and get a new version out ASAP.

11
I think I need to start using this so that I can use this guy's music in DF. I think they were made for each other.
http://www.youtube.com/watch?v=AAGpXIis8Hk&feature=related

(Epilepsy warning - his videos are greenscreened onto visualizers for some reason)

12
DF Modding / Re: DF Mods & Code Sharing
« on: November 27, 2010, 10:40:56 am »
I'm a diehard SVN user, personally. Partly because it has excellent integration with Eclipse. I'd be happy to share the code for my tools, but I'm not sure how many Flex developers are out there to work on them, heh.

13
DF Modding / Re: A Vile Force of Spriting Approaches (Beta3)
« on: November 26, 2010, 08:27:23 am »
I believe this will be the last beta before I do a proper release including a bundled version.

http://tinyurl.com/rrgo2011

Release notes
Beta3
  • Added Dwarf Ghost
  • Added Elf Ghost
  • Added Human Ghost
  • Added ladle sprite
  • Added Bogeyman tile
  • Added Night Creature tile
  • Human fortress gates now look more like gates
  • Shifted sprites around to accomodate new ring/bracelet tiles, designed new ring and bracelet tiles
  • Minor tweaks to Dwarf Siege Operator and Siege Engineer
  • Finished Elf Siege Operator and Siege Engineer
  • Finished Elf Medical jobs

14
DF Modding / Re: A Vile Force of Spriting Approaches (Beta2)
« on: November 22, 2010, 06:35:46 pm »
You are surrounded by cackling

15
DF Modding / Re: A Vile Force of Spriting Approaches (Beta2)
« on: November 21, 2010, 03:36:44 pm »
@Brandstone: Thanks for the screenshots. I'll probably snag on or two of them for the first page if you don't mind. The gender symbol thing is a TrueType problem unrelated to my pack. Whenever Baughn's next set of changes make it into DF, hopefully that will be fixed.

Here's some additional spookiness, for those not perturbed by the previous example: . Look forward to them in the next update.

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