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Messages - RantingRodent

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271
DF Suggestions / Re: burial of legendary champions
« on: December 01, 2009, 10:14:46 pm »
Dwarves already get buried with their stuff if you give them a tomb (before they die, of course). Clothes will get shoved into cabinets, trinkets will get shoved into chests/etc and if there is not enough room in containers they drop everything on the floor.

They don't get buried with armor and weapons because those don't belong to the dwarf, they still belong to the fortress. I'm not sure if I like the idea of them keeping the armor or not (masterwork steel/adamantine armor does not grown on trees you know) but if it was made a toggle then everyone wins.

If burial of armour and weapons depended on the presence of armour/weapons racks, that would basically be a toggle, right?  I like this idea as well, for much the same reasons others have mentioned.

272
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 01, 2009, 09:12:18 pm »
I think that apart from the nipple highlights, Deon's dwarf females are spot-on. On a sprite that size, I don't think you really shouldn't do anything too nipple-emphasizing. It does serve the function of eliminating any doubt as to the gender of those sprites, but it's a bit over the top  compared to the rest of the style, and it's unlikely other contributors will go similarly over the top with something else. It would always stand out (ouch).

273
I've never been very happy with Sphr's military dwarves, and I finally got around to redoing their colour scheme and tweaking the design, mostly for the royal guard. The old Sphr sprites are on the top and my new ones are on the bottom.

Spoiler (click to show/hide)

Votes either way?  Feedback appreciated.

274
I'll admit I've barely played Adventure Mode, so I haven't seen most of this stuff.

I'll review the Elf files again. There's a distinct possibility something there is not right; I've been using Urist McGraphics to edit the files, so I'm a victim of any bugs I haven't found in it

I'll save overhauling the human leaders to meet their actual nature until after the next release, when there's more flexibility in the positions for each race.

275
It's clear people still want to use it, so yes I will continue to work on it. I plan to take brief dive back into DF when the next version is completed, and I'd like to have my set ready for it. I'm on vacation for a week and didn't bring the psd's, so I won't be making any progress until later next week.

The Quartermaster should be included in that update if I can figure out what he should look like.

276
Thanks! :)

277
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 16, 2009, 03:06:45 pm »
Apologies if you saw this above, but it was touched on pretty directly: "Ghost transformations are one of those metaphysical matters that didn't have explanations attempted in the game when they existed, just like the current undead regions.  When those have explanations, things like ruins with zombies should arise more naturally.  This could involve gods in pantheons of death/rebirth/etc., regions linked to death/etc. for whatever reason, etc., but it's all specific mechanics at that point."

Yeah I read that, but that had more of a tone of passive interaction - IF a bunch of people died or a civ was ruined, zombies could show up due to sphere influence. I'm talking more along the lines of angered powers causing volcanic eruptions, creating megabeasts, sending a plague of locusts, that kind of thing.

278
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 16, 2009, 11:08:26 am »
Couldn't you implement a forcibly "doomed" civ just by setting one or more powers to have a personal hatred against them? Once there are Gods meddling with the world, just setting a couple of them to try to bring down a civ should do the trick over time, right? It seems to fit with the game much better than an artificial concept of bad luck or a forced apocalypse.

Edit: Forgot to green the text

279
Question: With Stonesense barelling along like a freight train, is it worth it for me to continue working on this set?

I haven't actually sat down to play DF for many months, so I'm basically just doing this for you guys now. If all of the graphically minded folk will be moving onto stonesense I don't see the point in expanding this any further.

280
Is this better?


281
I'm making a file organization change for all races in preparation for the next release. Due to the increased flexibility in positions and weapons skills between races, it doesn't make sense any more to have a single large bitmap with template locations for everything. As such I have broken each race up into several graphics files.

racename_basic
Contains the default graphic, child, baby, drunk, slave and prisoner.

racename_jobs
Contains all labor professions.

racename_military
Pretty self-explanatory

racename_positions
All nobles and special positions are here. I have put thieves and shopkeepers in this file for the time being.

racename_undead
Also pretty self-explanatory

Each race graphics are moving into a subfolder as well, to keep them separate.

Just so I am not making a post without some kind of graphical update, I have replaced the dwarf Siege Operator and Siege Engineer to make them more distinct from other professions, and I've created the elf doctor. Below that are the new gnome axe soldiers.

282
... snip ...

Yeah, I'm familiar with this restriction from work actually. Macs can't handle it either. I'll make a fix for the next update. Thanks for the help.

Yeah, these graphics, and text set, look very familiar, and I liked the old kobolds, and goblins better.
But good work though.

Yeah, if you read the thread from the beginning, I originally set out to complete Sphr's set, since he left it half finished at best. The text set actually started from the Aesomatica set, pulled in some Red Mage, some of Sphr, bits and pieces from other sets. Grabbed some tiles from RPGMaker as well.

283
DF loaded to the menu fine but when I loaded a game, it crashed giving an error message like this "Cannot find file raw/graphics/creature\other.bmp".

I fixed this by changing the textfiles in graphics to point to the right files by changing the backslashes to forwardslashes.

Did this affect all graphics files, or just some of them?

284
DF Modding / Re: Newest Mayday Download...odd?
« on: October 04, 2009, 01:52:05 pm »
You would replace the magenta transparent background of the tiles with a dark grey colour, that's all.

285
DF Modding / Re: New Civ: Naga
« on: September 24, 2009, 04:57:40 pm »
Wouldn't disallowing all clothing make cold climates much tougher for them?

These would be fun to do graphics for. I might give it a shot.

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