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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 228165 times)

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #840 on: January 17, 2011, 04:01:53 pm »

Hmmm. I've found all of them before, but I may need to tweak things. I'll look into that after the next version of DF, since I think Toady is changing how rare resources are for the Caravan arc.
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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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Sarudak

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #841 on: January 17, 2011, 04:40:00 pm »

Also why is Frost Crystal the only one that has a unique way of finding it and all the other crystals are all found in the same stuff? Why not put ward crystals in olivine and verdenite? And fire crystals in cinnabar? And storm crystals in orthoclase? Or something like that...
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #842 on: January 17, 2011, 04:45:21 pm »

Holdover from the old 40d version. I'll probably do something new and interesting with them soon, but I just kept the old system when I migrated everything over.
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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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Sarudak

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #843 on: January 17, 2011, 05:58:08 pm »

So is there no way to make the supposedly warlike nations actually more likely to go to war (without resorting to the baby snatcher tag)? I wouldn't mind it if sometimes they were peaceful but it'd be cool if fairly regularly at least one was at war with me...
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #844 on: January 17, 2011, 10:59:32 pm »

Not yet, no. We'll have to wait until Toady gets more of the War arc done.
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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 2.31 - DF31.18 update released!
« Reply #845 on: January 18, 2011, 05:45:38 pm »

Ok, Primitive Civilizations has been released as a stand-alone mod.

I'll have the Satyrs and Nymphs in the next version of Civilization Forge. I have a few other things I'm going to add there, but hopefully it'll be up soon.
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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

Thundercraft

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #846 on: January 19, 2011, 12:45:07 pm »

I was reading in the Legendary Lands thread and I noticed this:
That's a good system you have going there, Mayday! How long did it take you to whip it up?

I might have to steal this idea. It'll make some of my future ideas much easier to pull off.

This has taken some time to implement. The goal here is to provide a basis upon which I can build Legendary Lands. It is also to provide a resource to help people new to modding to get into it with less difficulty.

Sounds like a good goal. Any objections to me using your work for Civilization Forge at some point?

But upon looking at the raws in the latest Civ Forge, I did not find the telltale "c_variation_VBASE_..." or "creature_LL_..." type files. Does this mean that Civ Forge does not yet have elements of Legendary Lands added? And if not, are there still plans to add this (for more creatures, civs, and or creature variation) at a later date?
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #847 on: January 19, 2011, 12:57:27 pm »

Yeah, I want to move over to V_Base at some point to make things cleaner and use some of the nifty tag that Captain Mayday has come up with. I probably won't be using any actual Legendary Lands stuff, since I like to keep my mod more or less distinct from the other major mods.

Not sure when this'll happen, though, since it's a lot of work to translate everything I've already built over to that system.
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Sabre of Pain

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #848 on: January 22, 2011, 06:27:47 pm »

i cant figure out how to use the separation chamber... i have the necessary reagents but it says i do not
i noticed on truesilver and levitite that it says turning them into their respective metals takes place in the tempering chamber, so i went into the raws and melded the separation chamber and tempering chamber .txt files and interestingly enough i can use the tempering chamber to separate the metals, the separation chamber still doesnt work however
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its so very cold up here in canada... or maybe thats just because i'm naked.

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #849 on: January 22, 2011, 07:42:45 pm »

Hmmm. Should all work ok. Is this with 2.31?
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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

Sabre of Pain

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #850 on: January 22, 2011, 09:52:40 pm »

yeah everything is up to date
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its so very cold up here in canada... or maybe thats just because i'm naked.

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #851 on: January 22, 2011, 09:53:42 pm »

I'll take a look at it.
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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

Sabre of Pain

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #852 on: January 22, 2011, 09:55:36 pm »

i seriously doubt this would have any impact but you never know... i removed the filler stone and i removed several of the hostile races (too much lag with that many units all the time)
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its so very cold up here in canada... or maybe thats just because i'm naked.

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #853 on: January 22, 2011, 10:03:57 pm »

That shouldn't have effected anything, no.

EDIT: Figured it out. An old problem seems to have crept back in.

In reaction_separation_cf there is a line that says:
[BUILDING:CHAMBER_TEMPERING:CUSTOM_M]

when it should say:
[BUILDING:CHAMBER_SEPARATION:CUSTOM_M]
« Last Edit: January 22, 2011, 10:06:44 pm by Mephansteras »
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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

Sabre of Pain

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #854 on: January 22, 2011, 10:10:06 pm »

oh hey there it is, i can't believe i missed that

i must have somehow skipped over it when i was reading the file
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its so very cold up here in canada... or maybe thats just because i'm naked.
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