Thank you.
Anyway some more examples of stuff I've finished. (Note, shown at 2x, which makes it look fuzzier than the actual)
First row are skeleton warriors and possible ghost replacement.
Second row are zombie warriors and mechanisms.
Third row: captain of the guard and sheriff. Fungiwood and towercaps (shows as yellow and as is ingame, which matches the color of the woodpile derived from them). I cheated on the latter, actually rendering them from 3d models. ^_^
Part of
third and all of
fourth row: walls, based largely on Phoebus' rounded walls, but entirely made from scratch and chamfered on the corners rather than rounded (quite happy with how it turned out)
Fifth row: chief medic, doctor, diagnoser, surgeon, bone doctor, suturer, ranger, animal caretaker, animal trainer, hunter, trapper, animal dissector.
Sixth row: metalsmith, furnace operator, weaponsmith, armorsmith, blacksmith, metalcrafteer, woodworker, carpenter, bowyer, woodcutter, loot, weapon/slash.
Seventh row: coins, master versions of the military dorfs
Eight row: tree 1, tree 2, tree 3, stone, bag, amulet, bush, small towercap/random fungi, statue, palm, and restraint/chain.
There are more, but that's enough for now. I'm still not fully satisfied with the civ dorfs. I've also been playing with floor and ground patterns. Most of my problems however are in anticipating what colors things are actually ingame. Particularly the trees which become washed out completely and monochromatic ingame. I've figured out the wall engravings bit; by adding the transparency for the engravings then a black background I could predict how gray the transparent areas are going to be (and thus prevent the engravings from showing up).