Love the tile-set, sexy as hell, especially the new Egyptian-themed one, I might have to redecorate the inside of my fort if it doesn't go to hell before I can figure out if it's save compatible.
Have a few questions:
1) When I tried making Adamantine floors/walls/doors/tables/chairs/etc to see how they look in-game, out of Adamantine Wafers if it matters, the graphics were that of your normal Metal set, not your custom Adamantine one pictured in the OP, which I do also see in data\art\_Meph_constructions.png
I would post a screen shot but that fortress experienced a bit of fun that not spending Adamantine on walls and floors could have solved.
I did also manage to find the data\init\overrides.txt which references the .png and has what look like entries for the other material set types, but I couldn't find any for Adamantine.
Now I'm completely new to using mods so although I was able to find those files in the data\art and data\init directories I know precisely as much about modding and understanding anything related to modding as a dwarven child knows about doing things other than breaking out of my fortifications and charging undead hordes with nothing other than their tiny little bearded fists and getting themselves killed as if merely pretending to be a ghost haunting my fortress while they play make believe and drinking all my alcohol isn't bloody good enough for them anymore.
So either I'm doing something horribly brain-dead wrong, which is more than likely since I always do my best to match drinks with my dwarves while I play for maximum dwarven fortress overseer immersion, or those Adamantine constructions took after those dwarven children and somehow disappeared from the files at some point, and no one noticed because no one has as of yet been insane enough to actually blow their precious Adamantine on building walls and floors.
2) Aside from having the Varied Statues checked, which was enabled by default, is there something else I have to do to get them in-game?
I've only tried building statues with Gold so far but they came out looking as they do in data\art\_Meph_furniture-top.png
3) I'm also trying out the included Fortress Defense mod, so far I've seen the Raptormen, Frogmen, and White Tigermen.
The Frogmen and Tigermen had their graphics working as far as I could tell, but the Raptormen appeared as some grey open hand image
(not the purple undead hand with the grave) I tracked down to the data\art\_Meph_32x32.png file, it's the 6th from the top and 3rd from the left if my alcohol-addled mind has somehow managed to count correctly, right above the monkey.
I'm using the Vordak's Dwarves which is enabled by default if it matters.
I don't have a bloody clue what that hand icon is supposed to indicate so maybe I'm insane and it was working correctly because the Raptormen just really like waving at me while they free my children from their terrible misery of only pretending to be ghosts.
Thank you very good Raptormen maybe now my adults who occasionally stop partying long enough to do an entire half of an hour of work every bloody month will stop complaining about the lack of alcohol while they come to my office and complain that no one has mined out their bloody bedrooms right next to my strategically placed stockpile with no less than one pick for every single dwarf in the fortress with mining enabled which is every single one of those lazy bastards.
I'm considering performing a little self therapy by letting our Lord and Savior Armok take them in the first of many sacrifices to build and consecrate an all new fortress out of the glorious new sand tile-set.
4) Speaking of enabling labors and therapy, the included Dwarf Therapist is telling me version 41.0.3 is available, and it was easy enough to download and replace in the utilities folder, just thought I'd give you a little heads up in case you feel like including the updated one in your next release.
https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/v41.0.35) More on the included utilities, two of them, "Announce" and "DFMon",
won't launch from your launcher.
With Armok's blessing I think I have managed to divine that "Announce" is the "Announcement Window" in the utilities folder, and it works if you run the .exe from the there, but if you run it from your launcher it gives the message:
"An error has occurred. Please see the created ERRORLOG.txt file and email it to dfstorymaker@gmail.com, or let TheGazelle (either on Reddit or the Bay12 forums) know about its contents so he can fix it."
I have a sneaking suspicion some certain pip-squeak ghosts have found their way into your launcher's shortcut pathing on their path to hell and have decided to take up residence and spend their time making stories about punching undead in their eternal quest to play make believe.
I'm about to make a story about what happens to drunk freeloading dwarven fortress rats who don't stop haunting my bloody Announcement Window.
"DFMon" I couldn't find in the utilities folder.
I tried downloading it separately from
http://dffd.bay12games.com/file.php?id=7946 and put the "DFMon V0.9" folder in your utilities folder and the launcher miraculously managed to launch it, but it gave me some error log that my brain cell deficient skull has no hope in hell of deciphering aside from some little "A 32 bit processes cannot access modules of a 64 bit process." comment.
Launching it from it's own .exe in the utilities folder returned the same error.
It's beginning to dawn on me that maybe this program which was last updated 6 years ago may perhaps be too outdated to work with the current build of Dwarf Fortress.
Or that like with most other things in life I am spectacularly failing to see something directly in front of my face.
If it really is obsolete I see you've got more than 18 utilities included in there, and 11 shortcut spots on the launcher, could grace one of those other utilities with that shortcut slot.
I had no idea any of those other utilities were even packaged with this until I tried to figure out why those two weren't launching.
Thanks for putting together this tile-set and giving it a whole launcher, I tried the LNP first and wanted to use your tile-set but it was only partially in there, and I couldn't tell my hand from my ass when I tried to get your updated set installed in there.
It's even got the Fortress Defense mod with my new favorite baby-sitters the Raptormen of the Grey Hand which I wouldn't have even known about if I used the LNP.
Cheers for making it
Not that I want to impart other work on you or make you do something you don't want to and/or have the time to do, but I think it'd be nice if, instead of integrating it into your default tileset and making it a part of the overall thing, just add a little submod or something that would, while affecting the balance of the game, also make it so other races would be viable to use? Kinda like how you've integrated Vordak's dwarf skins whilst also keeping your own as a setting. I'm not sure how much effort that would take, as I'm not well versed in what DF modding is like, so I completely understand if you wouldn't want to do that for various reasons, but it'd be nice! Also, thanks for the really cool pack, this'd be a nightmare to put together all by itself.
Friend has Meph got a mod for you:
http://www.bay12forums.com/smf/index.php?topic=125638.0Although goblins aren't in yet they're on the TO-DO list
- Playable goblins, dark fortresses with dungeons full of slaves."
but you could try out the other races (Kobolds, Orcs, Humans, Succubi) or the fleshed out Dwarves while you wait
I haven't tried it out myself yet since I still need more experience with vanilla DF before I venture in, but I had a look at some of the mod files
The races even have their own unique toys to make and play with
From the item_toy.txt, here's the ones for the Succubi
[ITEM_TOY:ITEM_TOY_HANDCUFFS]
[NAME:handcuff:handcuffs]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_BLINDFOLD]
[NAME:blindfold:blindfolds]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_FLOGGING_WHIP]
[NAME:flogging whip:flogging whips]
[HARD_MAT]
I'm about to throw that part in to my game for all those intoxicated children infecting my fort
Let's see those bastard freeloaders try to drink my fortress dry when they're blind, flogged, and cuffed to a stone fall trap