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Author Topic: Deon's elves and ratmen  (Read 2926 times)

Deon

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Re: Deon's elves and ratmen
« Reply #15 on: December 05, 2009, 11:30:41 pm »

Thank you for your help :). I had no problems on my end, but it looks like filehosting somehow changed the file data if it appears wrong on your PC.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Shurhaian

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Re: Deon's elves and ratmen
« Reply #16 on: December 06, 2009, 11:19:42 am »

Not a problem. :)

I'd poke at the elves - shouldn't be that hard - but for the time being I'm working on a mod project of my own. Once I've got a draft release, maybe I'll knock together something for the elves - though it'd need work on the end-user's part to fit in with the Mayday tileset.
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Working on: drakes - making the skies(mostly) a bit more varied

My guards need something better to do than make my nobles happy with hugs and justice.

Footkerchief

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Re: Deon's elves and ratmen
« Reply #17 on: December 08, 2009, 06:49:44 am »

I'm posting this in all the relevant/active Modding threads.  There's a good chance that the next version's graphics system will allow you to use separate graphics for males and females, and any other creature castes:

Quote from: Footkerchief
Have caste selectors been added to the creature graphics system?

I thought they were, but maybe that was just raw positions.  I've made a note.
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