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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 ... 37 38 [39] 40 41 ... 95

Author Topic: Civilization Forge 3.0  (Read 228184 times)

Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #570 on: August 05, 2010, 11:42:54 pm »

I'm not sure what the current situation is. It sounds like bobbens may have been having an issue caused by burrows.

Can anyone confirm if they've gotten them to work for older saves? How about new worlds? Those should work just fine.
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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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bobbens

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #571 on: August 06, 2010, 02:59:22 am »

that's not a bug, it's made that way to cause you to be able to select specific stockpiles for use/item upgrading.

It is a bug. It only affects actually setting the task iirc. So if you have queued it already and change the burrow, they won't cancel. This also happens without actually assigning civilians nor restricting them to the burrow, it just happened that my stockpile was new and I hadn't added it yet.
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Jiri Petru

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #572 on: August 06, 2010, 05:47:57 am »

Meph, I'm trying to make the goblins friendly. I've removed the SNATCHER tag but no matter what I do, they always show up as "NO TRADE" on the embark screen. Could you please advise me how to enable goblins caravans? I'd like to play as the evil side.  8)
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Markus Cz. Clasplashes

Prepaid Lenin

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #573 on: August 06, 2010, 08:24:47 am »

The Alchemy workshops aren't working either. I designated a burrow with all the needed reagents in it and it still doesn't work. :(
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Knight Otu

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #574 on: August 06, 2010, 08:33:13 am »

Meph, I'm trying to make the goblins friendly. I've removed the SNATCHER tag but no matter what I do, they always show up as "NO TRADE" on the embark screen. Could you please advise me how to enable goblins caravans? I'd like to play as the evil side.  8)
Goblins lack any sort of trade animal, so they can't trade. If you add, for example, the following creature, they should be able to trade.

Spoiler (click to show/hide)
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Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Prepaid Lenin

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #575 on: August 06, 2010, 08:39:12 am »

I managed to get the ironworks working. I copied the ironworks reaction file over from the Genesis mod. There is probably a typo in the current version of the file.

Alchemy sill doesn't work. I'm going to look at differences between the two files and see if I can see what's up.

Edit: It looks like the current ironworks folder just doesn't have the magma reactions in it.
« Last Edit: August 06, 2010, 08:43:08 am by Prepaid Lenin »
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #576 on: August 06, 2010, 10:11:10 am »

Yeah, those got consolidated in. Having both buildings set for the same reaction DOES work. I just confirmed it by adding in the magma crucible to the main crucible steel reaction in the bugged save that was uploaded. Plus everything works fine in my games.

So I guess older saves just need to have the Magma reactions in place because the game expects them. They shouldn't actually be necessary for a new world.

I'll try genning a new world with a fresh install of 2.23, though, just to make sure.

@Jiri: Knight Otu is right, the goblins just lack a pack animal to actually trade with. His example beast should work just fine.
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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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Prepaid Lenin

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #577 on: August 06, 2010, 11:48:59 am »

Any idea what the hangup is on the alchemy workshops for me then? I bought a truckload of elixers from the caravan and can't use them.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #578 on: August 06, 2010, 11:50:46 am »

Oh! That's easy! You need to transfer them from the transport tubes to jars at the Alchemist's Workbench.
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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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Prepaid Lenin

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #579 on: August 06, 2010, 12:22:49 pm »

Yeah this might be my ignorance about glass making in general causing me to think that the alchemy is broken. I'm a metallurgical dwarf, not a ponce glassmaker damn it!
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #580 on: August 06, 2010, 12:35:04 pm »

Hehe.

Yeah, you'll need to make Alchemical Jars at the Jarmaker's shop. Then you can transfer the alchemy items from their transport tubes (bar form) to the Jars for use. You need the Alchemy Workbench, not Laboratory, for this.

Once they've been transferred over they should be usable in the various Chambers and at the Laboratory.

However, I did discover a problem. 31.12 has a bug where glass vials don't get created properly, and the Dwarven civ seems to lack the ability to make Crystal Vials at the workaround Crystal furnace. I'll have to fix that, otherwise it'll be very difficult for people to create Alchemy Laboratories in the first place!
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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 2.23 Alchemy released!
« Reply #581 on: August 06, 2010, 05:08:50 pm »

Currently working on getting the last Primitive Civ done (Crabmen). Everything is pretty much set, otherwise. I just need to make sure everyone works properly in-game. Especially the Beastmen, since I want to confirm that they'll siege pretty early on.

Those of you who've downloaded the test files, do you have anything to report?
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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

Jiri Petru

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #582 on: August 06, 2010, 07:03:36 pm »

Goblins lack any sort of trade animal, so they can't trade. If you add, for example, the following creature, they should be able to trade.

It worked!  ;D Thanks a lot.

---
Mephansteras: What's the deal with primitive civilisations? I mean how will they differ from the primitive civilisation that already are in the game? Perhaps you've already explained it somewhere, and in that case simple link to the thread/message will do. Thanks in advance.
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Yours,
Markus Cz. Clasplashes

Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #583 on: August 06, 2010, 07:21:40 pm »

These primitive civs aren't the underground feature ones. They're overland civs, so they'll make villages and spread out and trade and war and whatnot with everyone else. Unlike the main races, however, they're very limited technologically. They can only use copper, gold, or silver items and have a very limited range of armor and weapons that they can use. Not that this stops some of them from being very deadly (snakemen), but it generally means that they lose if they get into a war with any of the major races.

Gameplay-wise, it adds some more flavor to the world. Most of them will come trade with you, a few will try to steal items from you, and you might end up at war with them. I'm sure they'll make things much more interesting in Adventure mode than they do in Fortress mode, especially since Toady is expanding on that.

I created the Primitive civs as a standalone mod back in 40d and quite a lot of people liked it, so I figured I'd fold them into Civilization Forge this time. I'll also release a vanilla version of them as a stand-alone mod.
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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

Prepaid Lenin

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #584 on: August 07, 2010, 02:43:46 pm »

So my weaponsmith made a platinum fist spike. :O

I didn't even know they were modded in. Does it use wrestling or something else?
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