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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 228051 times)

Bishop36

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Re: Civilization Forge 2.1 Ironworks released
« Reply #285 on: May 21, 2010, 02:38:15 am »

This is awesome.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #286 on: May 25, 2010, 02:42:34 pm »

No real news to speak of. I've been horribly busy and haven't had time to do much. Currently finishing up balancing the Mithril and Levisium alloys right now. After that I'll start playing around with Alchemy. I'm a bit limited, in that you can't have reactions look inside containers to get stuff. So, no filling up vials with mercury or whatnot and using it later.

There are a few workarounds with this, but I need to try stuff out to see which one I want to use. None that are ideal, sadly.
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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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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #287 on: May 26, 2010, 04:10:48 pm »

Played around with the rest of the alloys. Those seem to be balanced about right, although I still need to play with pure Levisium a bit more.

I think I've found a good workaround for the alchemy issue. It does mean that all alchemy reagents will have to be put into glass vials, but I think it'll be doable. My first test reaction doesn't throw any errors, at least. I'll test it tonight once I get home from work. If this does what I expect it to I'll be able to really start moving forward with the alchemy aspect!
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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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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #288 on: May 27, 2010, 10:21:40 pm »

Well, I've gotten my alchemist's workshop to give me back a 'quicksilver filled green glass' flask from cinnabar and a green glass vial. Only problem with this is that the flask is still technically empty. I can probably fill it with liquid mercury, though, which might give us some redundancy but should at least stop the dwarves from filling up vials of mercury with dwarven wine and taking it on patrol with them.

I'll play with it and see how it goes. It's a workaround, no doubt about it, but if I do it right this should give us functional alchemy until Toady changes things so that the game can look in containers for reagents.
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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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Cheddarius

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Re: Civilization Forge 2.1 Ironworks released
« Reply #289 on: May 27, 2010, 11:36:37 pm »

filling up vials of mercury with dwarven wine and taking it on patrol with them.
I see no problem with this whatsoever.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #290 on: May 27, 2010, 11:41:42 pm »

Well, it does have the added problem that any flask they grab for the soldiers won't be usable for further alchemy, which might get annoying.
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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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Ultimarr

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Re: Civilization Forge 2.1 Ironworks released
« Reply #291 on: May 28, 2010, 02:16:40 am »

 I just want to say, thanks for making such an awesome mod. I have yet to try 2.1, but I will once my contest fort is done. The 40d version was awesome, and expect the very same this time 'round! Yay :D
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JusticeRings

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Re: Civilization Forge 2.1 Ironworks released
« Reply #292 on: May 28, 2010, 04:45:06 am »

You sir are a genius. I wish I had remembered to put this in on my current fortress. The classic method of getting steel is really hating me/not working. So yours is a favorite.
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UnLimiTeD

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Re: Civilization Forge 2.1 Ironworks released
« Reply #293 on: May 28, 2010, 08:20:47 am »

What will alchemy actually be good for?
I tinkered with it myself, but so far I didn't find a lot to use it for, so I pretty much gave up on the matter.
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LordShotGun

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Re: Civilization Forge 2.1 Ironworks released
« Reply #294 on: May 28, 2010, 09:24:12 am »

Could we get a list of new metals and where they would be found? Like in what kind of stone would Mithril and Levisium be found?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #295 on: May 28, 2010, 10:23:27 am »

@UnLimiTeD: My immediate goal is to use it for extracting Mithril/Levisium from their respective ores as well as the creation of the various Tempered Crystal metals and the Elemental Metals. Long term, I'd like to see what other things I can do with it. Perhaps some sort of poison gas trap.

@LordShotGun: I will, once I get everything in. In the 40d version Mithril showed up in Granite & Gneiss while Levisium showed up in Marble. That'll probably hold true for this version. Not sure about the Elemental Gems, but I imagine that Frost Crystal will still show up in Microcline.
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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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bluephoenix

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Re: Civilization Forge 2.1 Ironworks released
« Reply #296 on: May 31, 2010, 07:23:46 am »

Great mod, all those civilizations sure bring a lot of "fun" if treated the right way
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #297 on: June 01, 2010, 12:21:28 pm »

Anyone ticked off the Frost Giants enough to get them to siege yet? I haven't tried, but based on how nasty they are in the arena I'm guessing they're pretty scary.

As for the next version, I don't think I can pre-fill the newly produced bottles. Apparently the only thing you can fill with a reaction product is one of the reagents. *sigh*

So, we'll just have to have odd empty '* filled green glass flasks' and work with that. Shouldn't be too bad, since you should be able to control where things go with proper stock-pile usage.

In any case, I'm going to move ahead with the alchemy work and start getting all of the basic alchemy components made up. Then I can work on the new workshops/furnaces necessary to make the new metals.
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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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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #298 on: June 02, 2010, 11:47:53 am »

Looks like Chaos Dwarves, Tainted Men, and Dark Elves was the preferred naming scheme, so I'll go with that.

New poll is up! Basically, we've all noticed that the frequency of ores and gems is insane. You can't create a fortress now without tripping over a few dozen veins of ore and enough gems to create a tower of gem windows. All without even trying to find something worthwhile.

I'm tempted to reduce the numbers of gems and ores so that they show up much less frequently. You'd still get pockets of normal rocks, though. I might be able to get around that a bit by having some new 'cluster' layer stones to even things out. So the game could just spawn a cluster of Limestone in the limestone layer instead of some other rock. It'd even things out a bit.

Do people want this? Or does everyone love the overabundance of minerals?


Oh, and I noticed that Flint and Bladestone are messed up. They both need the [IS_STONE] tag added to them to be usable. That'll be fixed in the next version I release, but it's pretty simple to add yourself if you've been bothered by them.
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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

Roses

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Re: Civilization Forge 2.1 Ironworks released
« Reply #299 on: June 02, 2010, 03:55:52 pm »

Currently I think Minerals and gems are to easy to get, but I don't think it should be so hard to find them that you have to dig up the whole map just to make a suit of armor for your dwarves. Is there any way to set it up so minerals are more abundant the deeper you go down? That would be a nice compromise, that way if you wanted to find the minerals they are there, but you're not just running into a crap ton of everything right away.
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