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Messages - Phoebus

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31
I spent all day yesterday rabidly reloading waiting for the above post to appear :) TODAY.. BRINGS SATISFACTION!

Thanks again, Sir Phoebus!

EDIT: On your front page the 'Pre-Installed Package for Windows @DFFD (w/ DF 0.40.10)' hasn't had its number updated yet (though all is well and updated at DFFD, of course) :)
Thank you for sharing your enthusiasm, and for noting my oversight. :D

32
*Updated* 0.40.11v00
Updated to Dwarf Fortress 0.40.11.
Removed the Compatibility Updater for Phoebus_40_04 worlds.

33
*Updated* 0.40.10v00
Updated to Dwarf Fortress 0.40.10.
(No RAW changes)

34
The error is not present in any of the download that I've checked.
Quote from: 0.40.08v00 & 0.40.09v00
   [GROWTH:EGGS]
      [GROWTH_NAME:feather tree egg:STP]

35
I'm very busy at the moment and can't find the time to make any changes to the graphic set. I've at least updated to the latest version. Sorry for the delay.

36
*Updated* 0.40.09v00
Updated to Dwarf Fortress 0.40.09.

37
Maybe another suggestion?

All tilesets except Ironhand have some duplicate wall tiles. Literally the same graphics, although they are used differently in the game. Some of the are wall-to-wall and other are wall-to-natural-rock. Your set has 4 tiles that exist 3 times, looking the same, although they could look different and would improve the look of a fort.

Spoiler (click to show/hide)

I did a quick mock-up with paint to show exactly what I mean:

Spoiler (click to show/hide)

Suggestion: Make 8 new tiles for the ones I mentioned, and blur the most common inorganic/rock tile you have into these walls, so that you have a natural, flowing progress from smoothed wall to natural rock wall.
I've considered that suggestion, but I do not like that style for multiple reasons.
Even in ASCII those walls terminations are only walls, not wall/stone hybrids. ex: ╘════╛
Also, I cannot represent the appropriate stone texture for the stone type with it's specific foreground and background colors.
I think I'd rather just change those wall ends into pillars. Doing so could also save one tile as I could use one of those 8 tiles in replacement for the tile I currently use for the normal pillar.

38
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: August 13, 2014, 10:24:47 am »
*deleted*

39
Is there anyway to make the swarm of flies show up as anything but tile 177? In creature_insects they are tile:250 but they don't show up as it, and if you add them to the graphics, graphics_nwkohaku_bugs for example they still don't show up as anything different. Not that it really matters.  :'( I think they probably carry the miasma around with them maybe which gives them the tile 177.
Vermin can't have their tiles replaced with tiles from the graphics folders. It's an engine limitation.
Vermin that swarm will use hardcoded tiles, like tile 177, to represent the swarm.
Yes, it sucks.

40
*Updated* 0.40.08v00
Updated to Dwarf Fortress 0.40.08.

41
Correct, the 40.07 graphic set is compatible with 40.08.

42
It would be nice if there was a unit from the race showing as the civilization icon in embark mode like a lowly peasant for a village and a king for the capital or an option to customize this in the phoebus tileset assembler. I had no idea the cabinets represented goblin settlements until I started doing some research for this post.

Version 40 of dwarf fortress seems to choose dwarven icons in the legends historical map for dwarven races and so on but I would like to be able to tell on embark rather than remembering where everyone extends their power when switching to embark mode. It also seems that on world generation it describes what race inhabits which settlements but then the historical map no longer describes which race is in the settlement.

Please implement this suggestion.
No.

43
*Updated* 0.40.07v00
Added Meph's new human monarchs.
Updated to Dwarf Fortress 0.40.07.

44
Milker on far left.
Spoiler (click to show/hide)
That's a Lye Maker. Fitting for a king.
But the problem is it's not even using the correct placeholder tile. It's using the lye maker tile, and it's colored instead of as-is.
I have no idea what's causing the problem.

I noticed that a while ago, when I made the graphics for the human civ. Mayor, Count, Baron and King were not in the same style as the rest of the set. I made those to fix it:



They are thinner versions of the dwarven version, without beard and with a human head.
Thank you, I've added them for the next version.

45
Thanks King Mir. I've updated the main post with the correct version.

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