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Messages - nitus

Pages: [1] 2 3 ... 7
1
jecowa - One of the main reasons why I prefer mayday to tilesets like phoebus or obsidian is that mayday's is very bright and colorful compared to most others, on account of the highlight. Other sets just seem to be dim, dark, gloomy, and headache-inducing.
 
It stands to reason that, if the tileset is highlighted, the creature graphics should be too. Having a black background on creature tiles makes them seem wrong, jarringly so as you say. It doesn't do much good to compare it with a tileset that isn't highlighted, because a black background doesn't stand out nearly as much with those - it iis much more distracting with a set like mayday's.

The objective, it seems to me, is to have it as immersive as possible. Ideal would be if the tranparency actually worked in-game, so the background was whatever tile the creature was standing on, but the next best thing is for it to blend as much as possible with the background. Black doesn't blend at all. The clarity of a given tile is more important to the artist or compiler than to players

I'd suggest taking a selection of creature tiles that cover a wide range of sizes and colors, and combining them on a single image, then experimenting with background colors and alphas see if there's a  combination that allows them to blend in yet sacrifices nothing. I doubt there's one combination that serves every tile equally, but that's not to say the existing ones are the best possible choices.

I have noticed with my own, personal game modding and tweaking that there is not much consistency as far as the background colors go, and it's hard to tell whether any of them were chosen deliberately or whether they're just whatever color the artist happened to click on.

2
I never understood that complaint. I usually have to quarry more stone just to build all the chairs, thrones, doors, and mechanisms I need. It clutters the view at first but you rapidly use it all up.

3
DF Modding / Any way to have "good" interactions?
« on: March 01, 2012, 11:54:28 am »
It would be nice to be able to have healing, for example, or the ability to enhance a skill, but all of the possible spell effects seem to be bad. Great for a deadly war wizard or evil fiend, but what about the good guys?

4
DF Gameplay Questions / Re: Undead !!FUN!!
« on: March 01, 2012, 04:48:39 am »
Necromancers send thief-like scouts that often come in groups, much like goblin thieves and snatchers. They'll reanimate anything they can.
 
A system of cage traps will catch them as they try to path into your fortress.
 
You have to be proactive about keeping the map totally free of body parts for necromancers to reanimate.  A refuse pile inside your fortress where sneaking necromancers won't reach, and dwarves collecting body parts outside, plus a trash compactor seems to do the trick.

5
They don't always invade right away. They will invade eventually.

6
DF Gameplay Questions / Re: Version .34.02 - Iron vs Bronze
« on: February 26, 2012, 02:19:34 pm »
Bismuth bronze is identical to regular bronze in terms of material quality.
 
Iron is much better than bronze for edged weapons. For blunt weapons, they are rougly equal; bronze is denser but iron has better impact values.

7
DF Gameplay Questions / Re: Dwarf Fortress Updates?
« on: February 25, 2012, 02:55:00 pm »
That argument has really been run into the ground sooo many times. He's not going to do it. Get over it.
 

8
DF Gameplay Questions / Re: Help, my river (all my water!) is stagnant!
« on: February 24, 2012, 06:08:34 pm »
I've seen this usually near coasts, where rivers will be stagnant for quite a ways upstream from the ocean. I consider it a bug, but I'm not sure if it is.

9
DF Gameplay Questions / Re: Have never found metal. . . ever
« on: February 24, 2012, 06:05:33 pm »
The smelter list will always be red if you don't have any charcoal or coke, btw.

10
DF Gameplay Questions / Re: Regarding sieges and atom smashers...
« on: February 24, 2012, 04:10:42 pm »
Edges: I'm not sure how, since picks are not a weapon and can't be assigned to squads. Edit: zomg, they are? when did this happen

11
DF Gameplay Questions / Re: Regarding sieges and atom smashers...
« on: February 24, 2012, 02:38:38 pm »
Skilled miners are deadly. It's a shame you can't put them in squads armed with picks.

Here's my typical atom smashing gate design: http://imagebin.org/200614.
 
With the gate raised and the floodgate at the bottom open, enemies path in and then start milling around in the smashing zone once a number have been trapped in the corridor. Then the drawbridge comes down, destroying them. It tends to work pretty good and gives the militia time to form ranks in the courtyard to catch any that get through, and in a pinch the whole thing can be sealed off and the side bridges opened to keep building destroyers away from the floodgate.

12
I had this same problem. It happens because water at the top of the waterfall has a depth as shallow as 1, so they path over it and get swept away. Just have to wall it off.

13
DF Modding / Memory.xml - how do I make it?
« on: February 19, 2012, 05:19:53 pm »
Nobody seems to use it anymore, but I need one for the current version. How do I do this?

14
DF Gameplay Questions / Re: Storage, Wood then Cages
« on: February 14, 2012, 03:13:09 am »
What they said, except

2 - You can grow underground trees in any underground space after breaching the caverns, providing that you flood it first to create mud.

15
DF Gameplay Questions / Re: Equipping the military
« on: February 14, 2012, 12:56:15 am »
I add EVERYTHING to the uniform and let them pick what they feel like picking.

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