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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

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Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 872462 times)

micon89

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2430 on: March 17, 2020, 08:23:42 am »

I'm using the recent one I'm 100% sure I also make their skill all legendary
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mikhos

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2431 on: March 17, 2020, 08:45:09 am »

It's the ambusher skill iirc, makes them not show up as trainable.
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micon89

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2432 on: March 17, 2020, 08:55:24 am »

Ok so should I go the default skill level or should I erased the added skill?
« Last Edit: March 17, 2020, 09:03:37 am by micon89 »
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mikhos

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2433 on: March 17, 2020, 09:07:50 am »

Ok so should I go the default skill level or should I erased the added skill?
Their defaults appear perfectly functional.
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micon89

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2434 on: March 17, 2020, 09:13:43 am »

Could it be fix to my save file or do I have to generate a new work and start over again?
« Last Edit: March 17, 2020, 09:35:18 am by micon89 »
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neobit

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2435 on: March 17, 2020, 04:03:40 pm »

When bookcases are part of a zone their appearance change to a square.

Most right is one that belongs to a zone.

If many bookcaces belong to a zone, removing part of the zone, does not recover looks of any of them. You need to remove whole zone.
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Wafflelordling

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2436 on: March 18, 2020, 03:33:10 pm »

Thanks Meph!

But a side note worldgen crashes with invader active, havent tried each one yet. But had Hellfire imps, badgermen, and minotaurs active.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2437 on: March 18, 2020, 04:17:16 pm »

I think it's the newly introduced no_eat races crash worldgen bug.

Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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ZayZe

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2438 on: March 18, 2020, 05:19:58 pm »

I think it's the newly introduced no_eat races crash worldgen bug.

Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)

good... goood....
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mason531

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2439 on: March 18, 2020, 11:04:37 pm »

I think it's the newly introduced no_eat races crash worldgen bug.

Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)

No eat thing crashes because of Fisher dwarf Jon
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Deon

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2440 on: March 20, 2020, 01:28:21 pm »

Awesome tileset.

I've noticed that a few of gathered fruit growth tiles (the line after mango, including mango) are wrong:

- mango, coconut, banana and the ones next to them are shifted +1. I.e. coconut should be 105, not 106.

P.S. Since I started looking into this, could you help me understand the meaning of such massive "color" values please (example taken from a gem)?
[DISPLAY_COLOR:160:170:1][TILE:169]
« Last Edit: March 20, 2020, 02:44:48 pm by Deon »
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2441 on: March 20, 2020, 03:05:51 pm »

Thanks :)

Sure can do: http://www.bay12forums.com/smf/index.php?topic=170644.0

That way you can do silly things like more colors:



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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2442 on: March 20, 2020, 05:29:35 pm »

Woo, awesome.

For some reason the corpse overrides don't work for me, everything else does. Probably me being dumb, I will figure it out.

I have also noticed that most of corpse overrides reference tiles which are not present in Meph_variety.png, that looks to be not finished yet. Not sure if reported, sorry for barging in with all these details, I just looked at this for the first time for some reason, and I got charmed.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2443 on: March 20, 2020, 05:59:33 pm »

Strange. Did you change anything on the tile numbers in the creature files? First time I hear about corpses not working. Meph_variety.png is.. full. 252 of 256 tiles used.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2444 on: March 20, 2020, 07:32:57 pm »

I've downloaded the barebones edition. I was trying to see how it plays with my Dwemer Fortress mod. It probably has an outdated file. Now I've noticed the "version" difference :D. Well, it was after midnight.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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