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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 ... 46 47 [48] 49 50 ... 95

Author Topic: Civilization Forge 3.0  (Read 228232 times)

Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #705 on: September 15, 2010, 12:25:45 pm »

Cool. Thanks, Deon.
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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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Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #706 on: September 15, 2010, 12:33:45 pm »

I try to figure out are there old-styled towns for major locations... I don't want to see the shops gone :(.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #707 on: September 15, 2010, 12:34:28 pm »

I think Toady said that they're out for the moment. They'll be back in eventually, but I think you're better off with 31.12 for adventure mode.
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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

Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #708 on: September 15, 2010, 12:42:30 pm »

Yeah, I see it. I will upload two versions then, one for adventure and another for fortress :).

Right now it's impossible to find quest-givers in those hunderds of towns.
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midnightlupine

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #709 on: September 17, 2010, 05:04:33 pm »

Okay, I had a look through this forum, and I couldn't see anything on the topic.
But for whatever reason I am not receiving any traders. I only get two migrant parties so I am under the assumption that I've screwed up under the civilization section. Pressing 'c' does however show that my mountainhomes parent city is still alive. But I do not get any traders, no prompts saying I don't have a trade depot, nothing. It's been four years in game, and nobody has come. I don't get goblin thieves [which is nice], but I've realized that I'm the only civilization recognized.
I am not sure if there is something I've installed badly with the mod. I'm using 0.30.12. My guess is I've made a newbie error somewhere without realizing. Has anybody else had this kind of problem, and do they know of any way to fix it? I do have Mayday's tileset, as well as Undseadstag's ontop of it.
You'll have to forgive me, I'm new to the whole dwarf fortress thing, I've only got some basic experience modding games like Oblivion. So, did I do something incredibly obvious?
Please help my dwarves are starving, and there is little to eat or grow within the pantry.
That and I'm pretty sure my dwarves are starting to become a little inbred... it's disconcerting.
« Last Edit: September 17, 2010, 05:07:27 pm by midnightlupine »
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #710 on: September 17, 2010, 05:18:12 pm »

Sounds like you embarked on an area with no access to outside civs. An enclosed valley or island will do that.

As for your parent civ, does it have any members listed? A king or queen, perhaps? If not, you probably have a dead civ even though it shows up as existing.

If it's not dead, you *should* be getting plenty of migrants and traders.

As for the starvation issue, you probably need to brave the caverns. Should be plenty of muddy ground down there to grow stuff on, as well as plants to pick and animals to hunt. It's dangerous, so you'll want to wall of a safe section that nothing can get in to as well as trap the corridors leading to your main fortress. But no outpost should starve if it can dig.

Also, I recommend bringing chickens along. They're dirt cheap and bread fast, and a few of them on embark can breed a large enough population to feed lots of dwarves.
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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

midnightlupine

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #711 on: September 21, 2010, 06:27:50 pm »

Cheers, followed your advice, took over a cavern and have a large plantation of plump helmets. I'm not in the middle of a valley or island as far as I can tell... but oh well, it might just be dead.

I did have a titan wander into my outpost... but the inbreeding program must be paying off, cause I looked away for a brief moment and then on of my dwarf hicks came dragging himself into my hospital, covered in vomit and blood. Following the trail led me to the slain corpse of the hill titan with the hard to pronounce name.

So I must be doing something right... or terribly wrong.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #712 on: September 21, 2010, 06:34:16 pm »

Hehe. Well, there should be plenty of fun to be had down in the caverns. And a fortress that has to breed it's future can be kind of cool. You get a lot of generational stories and since the game has rudimentary genetics you can actually track how the traits go from parent to child.
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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

demol

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #713 on: September 22, 2010, 02:25:53 am »

Mephansteras, is your mod compatible with graphical mods?

For example, can i install it above MayDay's DFG? (yes, i can, but would it work properly?)
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Moonshine Fox

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #714 on: September 22, 2010, 05:12:56 am »

Mephansteras, is your mod compatible with graphical mods?

For example, can i install it above MayDay's DFG? (yes, i can, but would it work properly?)
No, it wouldn't unfortunately. You'd have to do A LOT of merging RAWs to make it work. So far, we have a Phobeus set and an Ironhand set out there (someone did the work for you) but not Mayday as far as I am aware.
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demol

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #715 on: September 22, 2010, 06:47:59 am »

Hmm, thank you.
New question.

Are there any irreducible obstacles to the installation of the CivForge and referred graph mods to the core of DFG?

I very appreciate it fulscreenness, and tripple-window structure, but can't understand interface-design of original DF to make the same things in it  (unlucky for me) :(

Did somebody try it?
((yes, block we roll, ball we pull)) :(

//

Do I understand correctly, that Phobeus and Ironhand sets ARE compatible? or i made a logical mistake.

O, yes. Found the ironhand-graphic version. thank you Deon!

Can't find Phobeus-graphic version to compare :)

« Last Edit: September 22, 2010, 07:32:13 am by demol »
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #716 on: September 22, 2010, 12:13:30 pm »

There's probably a link to it somewhere in this thread. If not try doing a search for Civilization Forge (or maybe Civ Forge) and Phobeus. That should find it.

In general modding news, I've been pondering how to handle the Primitive Civs with the latest version. They're not a problem in a Large region, but they do make finding embark spots rather tricky in smaller worlds. I could move them to the caves, which would keep them from spreading out as much, but I'm not sure how much I like that option.

In amusing news, Turtlemen seem to be able to make settlements just about anywhere in the ocean they want, so you see their little 'farmed' areas all over the place out in the water. I guess they have a lot less competition out there....
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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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demol

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #717 on: September 24, 2010, 11:05:33 pm »

There is a real and strange problem with parent Civ.

three testruns:

Dwarves has "members" at start but at some moment (after first year, i think) they disappears.
In result: 6-9 migrants only, all arrive at first year. No dwarven caravans. No dwarven civ members.
But other (unmarked at first year) civs appearing, if not on island.

--
Thank you for mod
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #718 on: September 25, 2010, 01:21:34 am »

Hmmm. Odd. Which version of DF is this?
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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

demol

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #719 on: September 25, 2010, 05:48:19 am »

Deon's "graphic pre-pack", 2.23 Civ Forge on DF version 0.31.12


After third year i enjoy the caravans from all continental civilisations, but excluding dwarven.
« Last Edit: September 25, 2010, 05:54:01 am by demol »
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