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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 228701 times)

thistleknot

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Re: Civilization Forge 2.60
« Reply #1260 on: May 20, 2012, 11:56:36 am »

Any hope on 34.09 compatibility soon?

ooh ooh, me too

btw, he's working on it.
« Last Edit: May 20, 2012, 12:16:35 pm by thistleknot »
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Jeoshua

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Re: Civilization Forge 2.60
« Reply #1261 on: May 20, 2012, 11:56:41 am »

I made a suggestion a year ago about [NEEDS_POWER:x] and [GENERATES_POWER:x] tags for buildings.  It was well recieved.  It isn't in the game.

And that's precisely what would be required to make a Magma forge that generates power.  That or a hardcoded building of the same type.
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I like fortresses because they are still underground.

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1262 on: May 20, 2012, 02:40:54 pm »

Any hope on 34.09 compatibility soon?

Soon, yes! I'm going through my tests today. I'm hoping that it will all work ok and I'll be able to put out a version tonight. But we'll see how it goes.
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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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thistleknot

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Re: Civilization Forge 2.60
« Reply #1263 on: May 21, 2012, 10:42:39 pm »

woohoo!  Civ Forge 2.70...

wait...


oh man!

(secretly scurry's back to Masterwork which supports 34.09... btw, that's guys a hard core mf modder...  bikes all over the world, and still has time to mod, wtf is up with that? (sorry... be watching too much 'the wire' slang)
« Last Edit: May 21, 2012, 10:50:43 pm by thistleknot »
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1264 on: May 21, 2012, 11:37:30 pm »

Civilization Forge 2.70 is now ready for download.

I think everything works ok, but I didn't get a chance to really test everything fully. Seems to run fine, though. Please let me know if you run into any bugs!

Primitive Civs is next. I'm hoping to get them rolled back in tomorrow (as well as a separate download for Crossroads). Busy week for me, though, so we'll see. Mostly just depend on how much free time work leaves me with during the day.
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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

Pan

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Re: Civilization Forge 2.60
« Reply #1265 on: May 21, 2012, 11:41:44 pm »

Won't primitive civilizations sort of clutter everything up? I mean, I'd hate to have a 1 squad primitive frog man race come and block the dwarven caravan...

Also, I suppose this is compatible with Legend of Forlorn Realms mod, right?
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Jeoshua

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Re: Civilization Forge 2.70
« Reply #1266 on: May 21, 2012, 11:48:13 pm »

In my experience, the Primitive Civs are kind of lame during worldgen.  They get beat up on and therefore make up a sort of "savage" race group.  If any significant amount of dwarves, humans, goblins, or elves are in the area they tend not to survive long.  This means you get Ruins and ancient stories about animal men in legends/engravings... but not so many seiges unless you're stuck on an island with just them.

As it should be!
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I like fortresses because they are still underground.

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1267 on: May 21, 2012, 11:54:19 pm »

Won't primitive civilizations sort of clutter everything up? I mean, I'd hate to have a 1 squad primitive frog man race come and block the dwarven caravan...

Also, I suppose this is compatible with Legend of Forlorn Realms mod, right?

They can clutter stuff up, but you're free to use any number of them. Or none at all.

As for Legend of Forlorn Realms, I have no idea. Perhaps someone else here has combined them in the past? Civilization Forge generally plays well with other mods, but some aspects do cause problems. Mostly when trying to merge together changes to the dwarven civ entity.
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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 2.70
« Reply #1268 on: May 22, 2012, 12:20:05 am »

I combined older versions of Genesis, Civ Forge, and LFR into one master mod.

Haven't done it with the current versions, but it wasn't terribly hard and there were only a few doubled creature names.  Most everything in those mods is very modular, and WinMerge did a very nice job of letting me merge the changes to the Entities easily.

So yeah it can be done, and nothing will really "break", but there is abit of love that needs to be performed on the files that are changed in both mods.

Biggest trouble spots:
entity_default.txt
creature_standard.txt
item_weapons.txt
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I like fortresses because they are still underground.

Anathema

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Re: Civilization Forge 2.70
« Reply #1269 on: May 22, 2012, 07:28:34 pm »

DF 34.10 with Mayday graphics and Civilization Forge posted to DFFD.

Not thoroughly tested but it seems good, let me know about any bugs.

Edit: And a slightly newer version of 34.10 has been posted as of now (Late 5/22). I reverted the open air/chasm tiles to how they looked in the old version - missed that in the first pass - if you prefer Mayday's new version it's included as an alternate tileset ("maydaynew").
« Last Edit: May 22, 2012, 11:38:18 pm by Anathema »
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Wannabehero

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Re: Civilization Forge 2.70
« Reply #1270 on: May 30, 2012, 04:44:23 pm »

Geez Meph, I wish I had known about this hugemongous mod earlier.  Looking through your changes and modifications, a great many of them are things I modded for myself in my personal games because they bugged me (casting anvils, proper alloying ratios, greater selection of items, more bars from ores, ect.)

Then there are all the nice little things on top of all that stuff!  This is a really great package dude, thanks for it!
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1271 on: May 30, 2012, 05:11:36 pm »

Enjoy!
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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

Anathema

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Re: Civilization Forge 2.70
« Reply #1272 on: June 05, 2012, 03:28:57 am »

DF 34.11 with Mayday graphics and Civilization Forge posted to DFFD.

Many thanks to Doren for his critter graphics pack, I'm now using it to supplement Mayday (it's included in the latest Mayday+Civforge pack linked above). Many, possibly most, of the random new critters and animalmen recently added to DF should have graphics now.
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1273 on: June 05, 2012, 10:26:03 am »

DF 34.11 with Mayday graphics and Civilization Forge posted to DFFD.

Many thanks to Doren for his critter graphics pack, I'm now using it to supplement Mayday (it's included in the latest Mayday+Civforge pack linked above). Many, possibly most, of the random new critters and animalmen recently added to DF should have graphics now.

Thanks, Anathema!
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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

Shiramizu

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Re: Civilization Forge 2.70
« Reply #1274 on: June 14, 2012, 04:11:20 pm »

Great mod. I really enjoy having a dozen races to trade (or wage war :P) with.
A small question. You mention in the readme how each new metal is for making weapons/armor, but I would like to know which of them if any are magma-safe.
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