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Messages - Chariot

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1
The new skill token for the new Stone Carver job is CARVE_STONE, incase anyone wants to update their old masonry reactions.

Dunno why it isn't STONE_CARVER, but after that gave an error I just tried a bunch of variations until CARVE_STONE worked.

2
Desert elf prince has [COMMANDER:WINDWALKER:ALL] when desert elves don't have windwalkers listed, they have dunespeakers.

3
DF Modding / Re: Dystopian Rhetoric (or other) graphics sets in 2010?
« on: July 30, 2010, 10:50:41 pm »
My graphics set(see sig) was based off of DR's since his wasn't updating much, and is made for df2010.

4
DF Modding / Re: =Flora and Fauna= (.12) [for DF 31.12]
« on: July 28, 2010, 12:57:58 am »
A number of the zoo mod critters use custom color patterns, which I forgot to stick in the zoo mod zip. >_<

I notice you haven't edited the patterns out, or added your own custom pattern txt to match, so here's what I have: Linky

5
DF Modding / Re: Chariot's Updated Mods
« on: July 07, 2010, 03:51:49 pm »
Just so you know you DffD download page doesn't have the civs folder in

I completely missed this post, sorry!

You are only one of 2 people who actually thought to inform me of it for some reason.  :o

The mistake has now been fixed, thank you!

6
DF Modding / Re: Keda's Tileset 0.11 (for 0.31.08)
« on: July 07, 2010, 03:49:15 pm »
Chariot's graphic set also seems to match the more realistic environment you have nicely but I've been having problems trying to find a version of his graphic set that doesn't have parts missing (no screenshots for a while).

I was confused by what you meant by parts missing... but it turns out the dffd zip had my zoo folder instead of civs folder by mistake and I never noticed. Woops! :o

7
DF Modding / Re: Chariot's Updated Mods
« on: June 10, 2010, 01:13:41 am »
Zoo Mod 4 is now available and the full graphics set has been updated

8
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 11, 2010, 09:13:11 pm »
Maybe I'll use them for the alchemist instead...
What's up with that, anyway? Is that sprite ever used?

Unlike the merchantbaron and philosopher, alchemist still appears in the exe (see here), though I don't think the game actually uses it anymore.

9
DF Modding / Re: Community Mods and utilities list.
« on: May 10, 2010, 11:55:57 pm »
Mind adding my graphics pack(see 2nd line of sig) to the graphics section?

10
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 08, 2010, 11:56:51 pm »
I tend to have military, undead, and nobles facing one way, and all civilians facing the other, as those are the ones that tend to need differentiation in a hurry.

Also, maybe a unique 'seed' for the nobles and unique positions.. dungeon master, philosopher, etc.

Philosopher doesn't actually exist anymore, nor does the guildrep, merchantbaron, merchantprince, etc. They still exist in many tilesets as remnants of earlier versions but have no place in the current game, so not much point in making them.

11
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 05, 2010, 01:54:24 pm »
I designed the critters sheet!
There's four tiles per critter, for
adult, child, zombie and skeleton.

Something to note: rather than just dogs, in the 2010 versions there are 20 animals trainable to hunting/war varieties, which can have separate graphics. There is a list of them on the kennel page of the wiki.

Also, a number of creatures such as ogres, gremlins, trolls, etc give birth to babies first instead of just children. These can of course have baby graphics in addition to child graphics.

12
DF Dwarf Mode Discussion / Re: FPS Killer: Swampland
« on: May 01, 2010, 02:04:06 am »
a sandy swamp (who knew?).

The Okavango Delta is a swamp in the sandy Kalahari Desert.

13
DF Modding / Re: Your favourite tileset
« on: April 26, 2010, 11:20:33 pm »
I use my own variant, which is assembled mainly from chunks of other peoples tilesets, plus some of my own(walls, letters, various veggies to go with botany mod).

Spoiler (click to show/hide)

14
For some reason the version of botany mod included in this is the 40d version, not the df2010 version. That may cause problems.

15
DF Modding / Re: RAW travesties
« on: April 19, 2010, 10:24:40 pm »
From some of my mods raws:

[PLAY_COOKED]   -- EZ bake!
[MATE_NAME_ADJ:LIQUID:dwarven stard]   -- Uh...
[PLATE_NAME_ADJ:GAS:dwarven dwarven dwarven rye strawberry jam]   -- Thats not a plate, its a hardened mess
[PICKED_COOKED]   -- So... you cook it before you pick it?
[ATTACK_PRIORITY:MALE_TISSUE:HAIR]   -- Not the beard!
[BODY_DETAIL:2EYES:HEAD:SIDE_FROM_ROT]   -- Sounds unpleasant
[DESCRIPTIONS:NECK:1]   -- Yep
[REMOVE_MATE]   -- :(
[TLCM_NOUN:eyes:crayfish:crapping that liver fish.]   -- I... uh... er...
[DESCRIPTIONS]   -- COMMENTS
[REMOVE_MODIFIER:BLACK_SKIN]   -- Travesty generator is racist...
[BIOME:cave mussel]   -- Must be a parasite
[USE_MODIFIER:BROADNESS:GENERATE:PUS:LIQUID]   -- So... the broader you are, the more pus you generate?
[ATTACK_SKILL:SKIN]   -- Must be a shark
[MAXAGE_POISON]   -- Lives until poisoned

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