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Poll

How should libraries be set up

Single Giant library workroom. Takes a bit of set-up but once done is done.
- 90 (40%)
Specific Library sections. Books are in the library and the menu is managable.
- 111 (49.3%)
Generic library sections with free floating books. Messy, but flexible.
- 19 (8.4%)
Other: Describe (keep in mind the limits of modding)
- 5 (2.2%)

Total Members Voted: 224


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Author Topic: Civilization Forge 3.0  (Read 227970 times)

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1230 on: April 02, 2012, 11:54:48 am »

Thanks, Anathema! I'll get this link added to the OP.
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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)
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Paramatter

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Re: Civilization Forge 2.60
« Reply #1231 on: April 08, 2012, 07:41:28 pm »

I think I've spotted an error in creature_crustacean_cf.txt;  CRAB_EMERALD and CRAB_SEA_GIANT both have "giant sea crab" in all of their name tokens, I imagine that one of those is supposed to be called something else?

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1232 on: April 08, 2012, 11:50:16 pm »

Good catch! Ill get that fixed.
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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

Jeoshua

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Re: Civilization Forge 2.60
« Reply #1233 on: April 09, 2012, 03:38:12 pm »

Been a while since I've been around but I come back to see all my favorites, including the actual game itself, updated to wonderous shiny new splendor! Amazing.

Slight bug in the "34.07 compatible" version of Civ Forge tho.  The Body_RCP.txt file is not updated to 34.07's version at all, and contains no real changes otherwise.  This causes world gen to fail out with a long string of complaints about eyelids in the error log.  Using the original file from the 34.07 version of DF's original raws seems to fix the problem and allow worldgen to complete.

Kudos anyways.  I couldn't play DF without CF (and other things of course)

Edit: Spoke too soon.  I'm getting a continuous error on worldgenning a custom map.  I'm going to try a random map with default values and see if the problem keeps occuring.  It might be something in my worldgen parameters, but it's a CTD during the history portion so I kind of doubt it has to do with the world itself...
« Last Edit: April 09, 2012, 03:58:54 pm by Jeoshua »
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I like fortresses because they are still underground.

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1234 on: April 09, 2012, 03:49:50 pm »

Hmm. Ok, I'll see if I can upload a new version tonight. I fixed a few minor issues like that, so maybe your crash bug is fixed as well. I'm not having any errors popping up on my world gens, at least.
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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

Jeoshua

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Re: Civilization Forge 2.60
« Reply #1235 on: April 09, 2012, 03:59:02 pm »

It seems I may have left some dll files from a previous version of DF in the root directory of my installation.  Changing them out and I generated a few pocket universes and am currently generating the custom world I wanted without the same problem.
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I like fortresses because they are still underground.

Zale

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Re: Civilization Forge 2.60
« Reply #1236 on: April 15, 2012, 12:35:45 am »

How.. Exactly do you use the other races? I can't for the life of me figure it out.

EDIT: I mean, is it possible to play as any of these in Fortress Mode?
« Last Edit: April 15, 2012, 12:45:41 am by Zale »
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1237 on: April 15, 2012, 01:02:10 am »

How.. Exactly do you use the other races? I can't for the life of me figure it out.

EDIT: I mean, is it possible to play as any of these in Fortress Mode?

Not by default, no. Although it's a fairly simple change in the raws to play as another race. Getting them to work in a way that feels non-dwarven...that takes a bit more work. What race did you want to play as?
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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

Stiefel

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Re: Civilization Forge 2.60
« Reply #1238 on: April 29, 2012, 03:18:55 pm »

In my kennels it seems that I can't train war dogs. This became an issue only when I installed this mod, so it's probably related to this mod.
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1239 on: April 29, 2012, 04:56:50 pm »

In my kennels it seems that I can't train war dogs. This became an issue only when I installed this mod, so it's probably related to this mod.

That's not the mod, it's the new version of DF. Training is now assigned via the Animals screen off of the main fortress status screen (z).
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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

Tierre

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Re: Civilization Forge 2.60
« Reply #1240 on: May 03, 2012, 07:05:30 am »

Could you please update README file in archive?:) It is really confusing downloading 2.6 and seeing in readme that it is 2.3 with changes up to 2.5 O_O
And no word about 2.6:)
btw in body_rcp files toady made 2-3 eyelids parts while you don't have them in archive and only got eyelids.... need rework here i think.
Thanks for your great work anyway - i use your mod for more than 1 year in all releases (well with changes to suit myself).

Also you got a mistype in file creature_large_temperate - in red panda : [DESCRIPTION:A small tree-dwelling mammal will distinctive color. - should be with

In creature_ocean_new - shouldn't horseshoe crab have [AMPHIBIOUS][UNDERSWIM] tags?

In creature_savage_tropical - scorpions are not insects but arachnids... so Toady is right in its description of [CREATURE:SCORPION_DESERT_GIANT]
   [DESCRIPTION:A gigantic arachnid with huge pincers and a poisonous barbed tail.

Also why did you delete all [BENIGN] tags from all creatures? Was it intentional to make them appear in savage biomes?

in creature_birds_new [CREATURE:GIANT_BUSHTIT] have wrong prefstring - [PREFSTRING:small size] should be    [PREFSTRING:somewhat great size] as it is waaaaay bigger than original (in 40007 times actually) so i guess it's not that little anymore.

Another thing - file material_template_plant_cf is empty.... is this intended?
« Last Edit: May 03, 2012, 08:43:47 am by Tierre »
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1241 on: May 03, 2012, 10:28:16 am »

Most of those issues are actually vanilla DF. I didn't add in or touch any of those creatures. Might want to submit a bug report on those to Toady.

I can go in and fix them for Civ Forge, though.

And, yeah, the Readme needs to be overhauled a bit, I just haven't had time to really do much with it. I need to get everything cleaned up a bit and sorted out. There is still some lingering stuff from previous versions that really doesn't need to be cluttering stuff up anymore.
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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

Tierre

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Re: Civilization Forge 2.60
« Reply #1242 on: May 03, 2012, 01:35:07 pm »

Well i was modding ironhand 0.68 - 34.07 which is a copy of vanilla 34.07 but with his tileset and after modding some of my ideas i started to installing your CivForge with WinMerge (so that i can change everything to Ironhabd on the fly and let my modifications be left alone:)). And this is all the things i found which actually differ from original raws. I checked with vanilla ASCII 3407 DF and they are the same - so i guess it was an issue in 34.05 and already repaired in 34.07. I hope i helped a little.
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Crossroads Inc.

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Re: Civilization Forge 2.60
« Reply #1243 on: May 03, 2012, 02:26:20 pm »

*pokes*
Ahoy mang :D

Did I miss the Primtive Civ for the newest version yet/
Or is it still under works?
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1244 on: May 03, 2012, 06:41:51 pm »

*pokes*
Ahoy mang :D

Did I miss the Primtive Civ for the newest version yet/
Or is it still under works?

Still under works, sorry. Haven't had too much time to mod lately, and I haven't gotten around to fixing them up yet. I'm hoping to have some time this weekend though!
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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
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