![]() All objects with any value (including mined-out areas, bridges, engravings and every kind of created good) will be included in the total. Artifacts are usually one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can easily be worth thrice the value of the rest of your fortress in the early years. ![]() The desired level of accuracy can be set in the settings menu from the nobles screen (when the bookkeeper is highlighted). To increase above the lowest level of accuracy, the bookkeeper needs a meager office. He must work not only to attain an accuracy level, but also to maintain it. If you're looking for good ways to increase your fortress wealth, the same page lists some:Ĭhecking for promising stone layers when selecting your location. Tilesets make for nice screenshots, but I don't use them because you lose some of the information conveyed in ASCII.Searching for and using valuable metals (e.g. A jet door in ascii shows as black, a chalk one as white. This carries over to stones and ore found in the ground often, and to lose stone in your fortress. I've messed with making dwarfort graphics, and that's not normal, the stone colour thing. I'm guessing the character set you were using had too much grey, which would dampen your colours a bit. On a clean white character set, the recolouring should work fine. ![]() The main issue with dwarf fortress graphics is that most of the stuff in the game is drawn from one image, the character set. The 'uncut gem' tile is also the 'turtle' tile Here are some examples: (there's heaps of them, though) Problem is, lots of the characters get used for more than one object. and, of course, 'goblin fortress' is the same as 'cupboard' all the refuse tiles are the same, so 'bone' and 'hunk of flesh' are the same tile there's a list of what tiles are used for what on the wiki at: even the 'chairs' aren't chairs half the time. On top of this, text characters are used as graphics tiles: the 'pillars' at the end of polished walls are upper-case O's. So even the letterforms neet to be designed to suit with their other roles, there's not really a lot you can do to alter the font. Now, if you're making a character set, you can work around all of these issues, by being vague in shaping things, or lots of artists just draw a chair or a fish anyway. But there's no easy way of telling what tradeoffs the artist decided to make when they were designing the thing, what's going to show up in the wrong place, short of trying it for a while ingame. The list of user character sets is here: What counts as good depends on your tastes, and what you're willing to put up with. The other main problem, in my opinion, is that most people prettying up the graphics tend to use 16*16 tiles, because that's what most creature tiles require. This size makes for the most readable creature sets, but everything else looks a bit off. The screenshots for 16*16 will usually crop out all the menus, and most of the character-set graphics - they'll focus on walls and doors and furniture - because monospace text doesn't really work at that size, and using square tiles exacerbates the problem - The base tileset uses 10*12 pixel tiles, and the more you shift away from that, the more stuff looks off. So there's no escaping the matrix, really, because the game is designed to work with it. That doesn't mean that you can't make the most of it, though, and a good character set will make it a nice-looking matrix - so try a bunch of character sets and figure out what suits you. The most important thing you should do, and the easiest thing you can do, is to switch out the palette. This improves the graphics more than any other change you could make. Anything that softens the colours is good. Importantly, use a 'brown' that is actually a shade of brown. The best palette I ever used is the one in the screenshot, above, which is something close to this:īut if anyone else has a cool palette, I want to see it.It’s on its way. Some say that it was the primary inspiration for games like Minecraft, RimWorld, and Prison Architect, and that if you listen carefully, you can hear The grand-daddy of all open-world builders is finally on its way to Steam.
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