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How do you use this mod?

This is how I play Dwarf Fortress!
I use pieces of it
I use it for modding examples
I don't, I was just curious
Other

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Author Topic: Civilization Forge Mod  (Read 79898 times)

FlamingCow

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  • !!Cow!!
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Re: Civilization Forge Mod
« Reply #375 on: October 23, 2009, 07:44:54 pm »

Just going to drop in and say this is a great mod. Been playing it for a couple of days and I love it. Although, and I don't see this how could've happened, the game now appears to be ignoring my Population cap entered in the init file... It's set at 45 and I've just had two immigrations, one at 52, the next at 58 >.> As I said, I'm not sure how this would occur, but if anyone has any ideas, they'd be greatly appreciated.
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Im_Sparks

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  • Half man. Half machine. All messiah.
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Re: Civilization Forge Mod
« Reply #376 on: October 24, 2009, 05:45:29 pm »

Can someone please make a beastairy for this game?

I looked through the wiki, but A TON of stuff is missing. Notably, mist flayers.
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Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

Mephansteras

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  • Forger of Civilizations
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Re: Civilization Forge Mod
« Reply #377 on: October 24, 2009, 05:53:14 pm »

There are basic listing for animals on the Civilization Forge Wiki, but they don't go into specifics (Mist flayers are grouped in under the flying jellyfish entry). I suppose I could break it out a bit more and add in all of the actual animals in the mod to the list.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Im_Sparks

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Re: Civilization Forge Mod
« Reply #378 on: October 24, 2009, 06:09:44 pm »

There are basic listing for animals on the Civilization Forge Wiki, but they don't go into specifics (Mist flayers are grouped in under the flying jellyfish entry). I suppose I could break it out a bit more and add in all of the actual animals in the mod to the list.

Huzzah!
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Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

Skittles

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Re: Civilization Forge Mod
« Reply #379 on: October 25, 2009, 11:48:51 am »

Does the mod use the slot for turtles in the kitchen cook/disable cook menu for one of the modded-in beasts?  I'm trying to disable cooking of turtles so I prevent artifact creation insanity due to lack of shells and turtles isn't in the list.
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Mephansteras

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  • Forger of Civilizations
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Re: Civilization Forge Mod
« Reply #380 on: October 25, 2009, 11:58:56 am »

No, turtles should work just fine. I disable them from cooking in all my games.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

darkflagrance

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  • Carry on, carry on
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Re: Civilization Forge Mod
« Reply #381 on: October 25, 2009, 12:09:46 pm »

Does the mod use the slot for turtles in the kitchen cook/disable cook menu for one of the modded-in beasts?  I'm trying to disable cooking of turtles so I prevent artifact creation insanity due to lack of shells and turtles isn't in the list.

This might be because you don't have turtles in the first place. You can only forbid stuff you have from the kitchen menu.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Skittles

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Re: Civilization Forge Mod
« Reply #382 on: October 25, 2009, 12:27:18 pm »

^Ah that was it.  Now if something will eat this turtle I just traded for before my gem cutter goes mad...

Is there an addendum to the Civ Forge wiki?  The Sun Catcher appears to be undocumented for example.

Thanks!
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Mephansteras

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  • Forger of Civilizations
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Re: Civilization Forge Mod
« Reply #383 on: October 25, 2009, 12:46:42 pm »

Not yet. When I get a chance I'm going to expand out the creatures section.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

jayseesee

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Re: Civilization Forge Mod
« Reply #384 on: October 27, 2009, 05:21:10 am »

For some reason, the graphics for this do not work that well.  I started a clean install and fresh download of civforge and added the graphics.  Had to manually fix the creatures, but most of the new races show up like this.
Spoiler (click to show/hide)
That is a Jawa, but Xelic's, Frost Giants, and a few others do the same thing.
Here is my civi_forge_races.bmp.
Spoiler (click to show/hide)
Any help folks?
Thanks!
--Jay
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I'd do that, but I don't think dwarves have words for "fair" or "logical".

SquirrelWizard

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Re: Civilization Forge Mod
« Reply #385 on: November 07, 2009, 02:09:10 pm »

I'm trying to combine the mayday graphics mod with the civ forge mod. I'm also trying to mod in breedable dragons, but that shouldn't affect the game.

now mayday green mod with no additional mods will export the local image to the df folder, but when I put the civforge information in, it makes it so that I cant export the local image to the df folder. Any suggestions on how I fix this?
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Balanced Wheels is just rolling along

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NRN_R_Sumo1

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Re: Civilization Forge Mod
« Reply #386 on: November 07, 2009, 03:38:33 pm »

something else to note, there is no download link on the Wiki, only here on the first post, although there IS a download link on the wiki for the variations.
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A dwarf is nothing but an alcohol powered beard.

pluckcitizen

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Re: Civilization Forge Mod
« Reply #387 on: November 13, 2009, 02:24:22 pm »

Mod Website: 502 Bad Gateway

Help!
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Mephansteras

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  • Forger of Civilizations
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Re: Civilization Forge Mod
« Reply #388 on: November 13, 2009, 02:30:58 pm »

Yeah, the DFFD seems to be having issues. Not much I can do about that. Although if it continues to stay down for awhile I can upload the mod to a different site as well.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Neonivek

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Re: Civilization Forge Mod
« Reply #389 on: November 13, 2009, 02:36:47 pm »

Wait wait wait...

Spoiler (click to show/hide)
« Last Edit: November 13, 2009, 02:39:08 pm by Neonivek »
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