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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 227826 times)

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1320 on: August 20, 2013, 11:16:28 am »

Yeah, haven't gotten much modding done in the last year or so. My creative energies have been redirected into making boardgames.
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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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RoguelikesESP

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Re: Civilization Forge 2.70
« Reply #1321 on: August 20, 2013, 02:12:09 pm »

*o*U!!!
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1322 on: August 20, 2013, 02:21:17 pm »

*o*U!!!

I'm...not really sure what you're trying to say.
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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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Northstar1989

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Re: Civilization Forge 2.70
« Reply #1323 on: August 27, 2013, 03:37:04 am »

@Northstar1989 & Mephansteras: I was just offering the information about my "solution" for the growdurations. I didnt mean that it should be taken or is in CivForge, it was just that Mephansteras said: "I probably should rebalance this", so I wanted to show a possible balancing idea.

About removing civs: MasterworkDF has nothing to do with CivForge, I did not add or remove anything. ;)


I apparently got a little confused there- I was apparently mixing you up with the maintainer of a combined Modpack including both Masterwork and CivForge (and "Accelerated Mod"), though you're the author of plain Masterwork Mod (hence why I call it the "Masterwork Modpack" instead of the "Masterwork Mod"), and the Modpack is someone entirely different.  Sorry about that- yeah, Masterwork *Mod* doesn't have to do with CivForge...  Would be nice if there was a better merger modpack for combining the two though (the combined modpack removes a number of CivForge civs and features, despite the author claiming in the initial summary it's "still the same Civforge" or some such...)

Sorry about that.   :-[
« Last Edit: August 27, 2013, 03:41:22 am by Northstar1989 »
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Putnam

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Re: Civilization Forge 2.70
« Reply #1324 on: August 27, 2013, 12:08:28 pm »

Masterwork is a modpack, which probably adds to the confusion. You're looking for Thistleknot, I think.

Northstar1989

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Re: Civilization Forge 2.70
« Reply #1325 on: August 29, 2013, 01:49:02 am »

Masterwork is a modpack, which probably adds to the confusion. You're looking for Thistleknot, I think.

Exactly.  I didn't remember who made which one, and I had just been looking at the Masterwork Modpack before posting here, which had led to the confusion on my part..


Anyways, Meph (the other Meph- Civforge maker)- I was wondering when we might see an updated version of CivForge posted with the changes to the plant growth times or seasons and see cookability (forgive me if it's already included in the latest version posted here somehow).  Also, I noticed a few other things that might need tweaking, going through the Raws, and from gameplay:

- Considering the number of new Tundra creatures added, you might want to tweak (increase) the population sizes of a few of the Vanilla creatures so they still show up in Tundra Biomes reasonably often.  Particularly, the populations for Polar Bears are far too small- only 2-3 per Biome/Region (I'm not sure which the population size refers to- but either way it made collecting a breeding pair extremely difficult *without* all the new creatures- and near-impossible with them).  With all the new creatures added, and their much larger population sizes (relatively speaking) you almost never see Polar Bears because of all the Wooly Rhinoceros herds roaming the Tundra and whatnot...

- The material values for Ironhide Centipede Chitin need a tiny bit of tweaking.  They don't seem to be working properly, and I find I can easily buy it from the Dwarven Caravan for usually about the same price as most other types of leather (the raws seem to indicate it should cost somewhere between 5 and 10 times as much as standard leather- I saw multiple value multipliers listed, and I'm not sure which was meant to apply).  IT currnetly costs less than jaguar leather, for instance.  I say this needs fixing even though I rather enjoy my bins upon bins full of cheap uber-leather.  :D

- Manuscript Crates seem to be usable as blocks for most purposes.  I'm not sure if this was intended, but I can build Roads, Bridges, Walls, and even Wells from what should be nothing more than a pile of paper or parchment!  Then again, considering how Ash and Soap bars can both be used for all these same purposes as well, maybe it really isn't so out-of-the-ordinary for Dwarf Fortress...

- Finally, there doesn't seem to be any way to restrict the new Alchemical economic stones from being used to make pots, grates, doors, and whatever else I choose to make out of stone...  I was examining the changelogs, and it seems like in a previous version you had it working correctly so that these stones would show up in the Economic Stones screen, but now, the only way I seem to have to stop all my Stibnite and Saltpeter from being used to make common pots and doors instead of being reserved for their intended Alchemical purposes, is to just order/make more of them!  That's rather annoying when I end up with 50 +Saltpeter Doors+ instead of having Saltpeter reserves for my budding Mithril production industry!  It is even more annoying when I chose to build my fortress in a Tundra, and have to IMPORT all my Saltpeter, as I have no readily available sources of Saltpeter- it is neither found locally in the stone layers, nor does the biome support any surface trees which I could use to fuel Saltpeter Beds!!!

(Thankfully, the new Ore-stones work properly with the Economic Stones screen...  At least Dwarves don't make 42 *Large Truesilver Pots* out of all my Truesilver ore...)

EDIT:  If they did, at least it would make my Truesilver-liking Weaponsmith very, very happy...
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There once was a dream that was Rome...

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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1326 on: August 29, 2013, 01:22:17 pm »

Meant to make those changes over the last weekend, but I've been sick. Hoping I'll get a chance sometime soon to put them in.

Thanks for the feedback on the other bugs. I'll add those to my list of things to look at.
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Northstar1989

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Re: Civilization Forge 2.70
« Reply #1327 on: September 24, 2013, 05:18:40 pm »

Meant to make those changes over the last weekend, but I've been sick. Hoping I'll get a chance sometime soon to put them in.

Thanks for the feedback on the other bugs. I'll add those to my list of things to look at.

I hope it wouldn't be inappropriate to give a little *poke* on this?

I haven't heard anything- did you end up implementing the bug fixes and fixing the plant growth times (and seed cookability) yet?
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There once was a dream that was Rome...

Dathateyo, SDQR- (for the) Senate Dwarves Quo Romanus!

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1328 on: September 24, 2013, 06:59:50 pm »

*sigh* No. I keep getting my programming times pre-empted by various things.

But! This Friday is getting blocked out as a project night, so I'm going to use this as my project for the evening.

So I'm setting myself a deadline to get these fixes in place and out Friday night.
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1329 on: October 01, 2013, 10:53:28 pm »

Update! I've made a bunch of the changes, currently testing everything out. Still have a few bugs left to squash, but I'm making progress.
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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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Splint

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Re: Civilization Forge 2.70
« Reply #1330 on: October 04, 2013, 11:11:54 am »

I'm sure this will be good. I should try another community fort with this mod...

thistleknot

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Re: Civilization Forge 2.70
« Reply #1331 on: October 16, 2013, 07:38:01 pm »

what's going on with this mod?  I see some update posts on oct 1...

Splint

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Re: Civilization Forge 2.70
« Reply #1332 on: October 16, 2013, 07:42:59 pm »

He said he's ironing out the bugs so it'll probably be a bit before we see a fresh release.

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1333 on: October 16, 2013, 10:53:06 pm »

Yeah, working on stuff. Got tomorrow night free, so I'm planning on doing more work on it then.
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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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"Let us maintain our chill composure." - Toady One

thistleknot

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Re: Civilization Forge 2.70
« Reply #1334 on: October 17, 2013, 11:15:55 pm »

I hope you figure out a way to fix grime from quintains... it can't be set to evaporate at 0, because it will destroy the quintain, so as is, it just sits in stockpiles to be cleaned up.

I do see one possible solution, quantum stockpiling it with minecarts
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