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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


Pages: 1 ... 31 32 [33] 34 35 ... 95

Author Topic: Civilization Forge 3.0  (Read 228147 times)

drayath

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #480 on: July 25, 2010, 08:46:39 pm »

Hi,
   If anyone wants to use Civ Forge with graphics i have put together a little pack for civforge + Undeadstag graphics + Phoebus graphics + some other mods and tweaks to get them all working nicely together.

http://www.brightsoft.net/df_31.12_civforge_graphics_pack.rar  (16Mb)

--
Dwarf Fortress 31.12 by Toady One http://www.bay12games.com/dwarves/
------
  • Civilization Forge 2.21 by Mephansteras http://www.bay12forums.com/smf/index.php?topic=31157.0
  • Dwarven Higher Learning Mod by Shukaro (v2.1) http://www.bay12forums.com/smf/index.php?topic=60853.msg1377358
  • Crematorium Workshop by Lazureus http://www.bay12forums.com/smf/index.php?topic=54058.msg1159978
        - Drayaths tweaks to add Magma Crematorium, normal crematorium now needs fuel, new reactions to burn fat/tallow, outputs tweaked
  • Profits Stone Annihilator (2.00.000)
        - Drayaths tweaks to support civforge stone types and to add a new set of reactions to crush boulders into sand.
  • Drayaths Gem Splitting Workshop
        - New mod, allow the cutting of large gems and gem crafts into a number of small gems.
        - If you have a legendary gemcutter this can result in significantly more gems as they produce more gem crafts.
          - Uses Gem Cutting skills (only affects speed)
          - Crown => 5 small gems
          - Scepter => 3-5 small gems
          - Figurine => 2-4 small gems
          - Large Gem => 1-5 small gems
          - Earring => 2 small gems
          - Amulet => 0-4 small gems
          - Ring => 1-2 small gems
          - Bracelet => 1-2 small gems
------
Hope you enjoy
Drayath
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Drayath's Gem Splitting Workshop - Split large gems and gem trinkets into numbers of small gems.
Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #481 on: July 25, 2010, 10:35:20 pm »

Very cool, Drayath!

Would you like me to link that in 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)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Dohon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #482 on: July 26, 2010, 03:12:24 am »


Having a file just called README or with a README extension is an old convention. It makes finding README files really easy, since they have this nice blaring extension telling you that they're not just another file for the program. So I've used that convention here. It should open in any text editor just fine.

...

I'll be ... All those years of using a computer and I didn't know a .readme extension worked! Handy. Very handy indeed.

so don't move any entries into appropriate raws?

No. You simply extract all the files from the archive to the raws\objects folder. No need to insert the entries manually into other files.
 
...

Thanks for your efforts, Drayath!
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Scaraban

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #483 on: July 26, 2010, 08:29:29 am »

text in that package is very hard to read, numbers look fine but most letters have pieces of their top & bottom missing, except for sum reason the word "Evil" on search function, which appears as "Cvil" still playable but annoying
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #484 on: July 26, 2010, 10:47:03 am »

*sigh*

My laptop seems to be having issues and isn't booting up this morning. Which means all the work I did last night is unavailable at the moment. And, maybe forever. But I hope not.

I'll see if I can remake the patch files for 2.22 to get it synced up with 31.12 over lunch today.
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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

Dohon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #485 on: July 26, 2010, 12:26:01 pm »

Ouch, that sucks. :( Hope the laptop decides to bring itself back to life!
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Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

Cheddarius

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #486 on: July 26, 2010, 01:28:02 pm »

Hopefully at the very least you can recover the hard drive, yes?
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #487 on: July 26, 2010, 03:29:52 pm »

I should be able to. Most of my data is fine, anyway, since I made a full backup of the hard drive about a week ago and my DF work is generally backed up on a thumb drive. I'll just have lost the work I'd done the night before when I hadn't had a chance to copy the files over to my thumb drive. And the new fortress I'd started to test some of the primitive civs, but it wasn't even to the first autumn yet so that's not a huge loss.

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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

marcusbjol

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #488 on: July 26, 2010, 05:59:44 pm »

Has the Weapon rebalance mod been updated to v.10+?  If not, it might be making weapons a little too effective.
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #489 on: July 26, 2010, 06:03:01 pm »

Weapons should generally be fine. What behavior are you seeing that makes you say that?
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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

marcusbjol

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #490 on: July 26, 2010, 06:10:37 pm »

I am seeing arrows and daggers rip off limbs.  Combat went from laughably easy pre .10 to VERY deadly after.

And I occationally have a game where I cannot make hauberks as well.
« Last Edit: July 26, 2010, 06:12:20 pm by marcusbjol »
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #491 on: July 26, 2010, 06:16:36 pm »

Hmm. Haven't seen that. But the core weapons are now vanilla DF, so they're as balanced as regular DF is. I can see about playing with them, though, to see if I can rebalance them a bit.

Hauberks aren't used by all Dwarf Civs. You're guaranteed at least 1 type of basic chain torso armor, but which type is random. You could just have chain vests, you could have all of the chain + scale + lamellar, although that's really rare. It's just how DF determines clothing/armor options.
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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

Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #492 on: July 26, 2010, 07:35:42 pm »

Version 2.22 has been released.
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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

darkedone02

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #493 on: July 26, 2010, 09:26:55 pm »

Any new graphics compatable with this?
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Scaraban

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #494 on: July 26, 2010, 09:29:00 pm »

You could just have chain vests, you could have all of the chain + scale + lamellar, although that's really rare. It's just how DF determines clothing/armor options.
I'm special... :D
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