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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 ... 58 59 [60] 61 62 ... 95

Author Topic: Civilization Forge 3.0  (Read 228139 times)

Anathema

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #885 on: March 10, 2011, 04:03:05 pm »

I guess I'm just a traditionalist - have a hard time wrapping my head around dinosaurs-with-feathers, scientific accuracy be damned, so I picked "no."

But anyway, looking forward to the new release! I'm definitely still planning to upload a mayday graphics version once we get the new civforge, as a few people seemed to like the old one.
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vhappylurker

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #886 on: March 10, 2011, 06:31:16 pm »

Personally, I think male Dyansauri should at least have a color head frill and/or elaborate tails like peacocks, but whatever sounds most reasonable.

I'm eagerly awaiting an update to 31.21 for this mod.

Mephansteras

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  • Forger of Civilizations
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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #887 on: March 14, 2011, 12:22:14 pm »

Almost ready to release. Still working out a kink with some of the Alchemy reactions. Most of it works ok, but I'm having an issue with Quicksilver and Midnight Elixir. The alchemists use an entire container's worth when making the various crystals. Which would be ok, except that a container holds 5 uses and the game won't use just part of it. So I'm stuck either forcing you to make crystal in batches of 5 or reducing the ratio of Cinnabar/Cobaltite to Rock Crystal to 1. I was trying to keep the scare resources, like the stones, from being a bottleneck in actually producing the crystals.

I'll keep playing with it, but which do you guys prefer? Only being able to make crystal in batches of 5 (so, 5 Quicksilver, 5 Crystal Seed, and 5 ikal nabid to make 5 Blood Crystal bars) or only getting 1 Blood Crystal bar per cinnabar.

In other news: Dyansauri, Hobgoblins, and Frost Giants all now show up in Winter since they're the most likely to be at war with other races. Elves and High Elves show up in spring, Silver Xelics and Humans show up in Summer, and Vamarii and Dwarves show up in Fall.

If you're using the various Primitive civs...well, you may get lots of caravan wars going on. There are too many of them for me to really try and prevent too much conflict, sorry.
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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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Niveras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #888 on: March 14, 2011, 12:52:22 pm »

Maybe an interim step where you turn the stone into 5x of something (cinnabar tablet?), which is then used in the reactions to produce the metal/crystal? Perhaps produced at a masonry or jewelcrafting, using alchemy skill (the shops have the tools needed to create the tablets, the skill is the knowledge to make them without much waste), or it could just be added to one of the alchemy workshops.

Personally, I find it odd at the lack of interim materials used in DF. It doesn't make sense to me that dwarves only ever work in huge boulders or a whole tree-as-log. If I were so inclined I'd create reactions for "blanks" of stone (wood would make planks), which can then be used in the same way we use boulders now. The number of blanks used for furniture or other items would vary, similar to how materials worked in 40d (though not quite the same; a door might take 2, a statue 10, where each boulder/plank produces 3 blanks). Furniture and other things could still use a single boulder, but they'd be "rough" and have a lower value than items made from blanks. Blocks would be removed; the blanks could be used as blocks are now. Metal would only ever have bars, used pretty much as they are now (maybe increasing the number of bars you get from a boulder, and increasing the number of bars needed to make items equivalently). Glass especially would benefit from this process: you'd make glass blanks, which you'd then either cut into glass gems or mold into furniture. You wouldn't buy sand anymore, but instead glass blanks that you can use as you'd like, instead of having only sand and raw/cut glass gems.

But that is way outside the scope of your mod. Sorry for my tangent. :-p
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #889 on: March 14, 2011, 01:08:25 pm »

Well, powders seem to work ok. So maybe I just need to turn the various Elixirs into some sort of powder for now.

Still, kind of annoying that it won't let me put them into separate containers AND won't let me just use 1 dose per use. But I haven't given up yet, I still have a few things to try.
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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 #890 on: March 17, 2011, 11:05:20 pm »

Figured it out. The liquid containers have tags, so it was just a matter of having container a, container b, etc.

Bah. So obvious. Can't believe that it took me this long to figure that out.

Anyway, almost done. Doing some testing tonight. With any luck I'll have a release tomorrow.
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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

SalmonGod

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #891 on: March 18, 2011, 01:47:54 am »

Looking forward to trying this mod when 31.22 comes out.
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Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Morrigi

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #892 on: March 18, 2011, 09:56:13 pm »

Good to hear there's progress, it will be great when this comes out because it looks like genesis mod won't be updated for awhile.
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #893 on: March 19, 2011, 05:01:31 pm »

Ok. Two last tests to run and I'll be done.

Still getting some annoying behavior out of the dyansauri feather descriptions, but it's not a big deal so I'm not going to let that hold up the release. Today I'll be a bit too busy to wrap things up but I expect to get a release bundled up and out tomorrow.
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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

Jeoshua

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #894 on: March 19, 2011, 06:41:59 pm »

Yay! And I can once again plunder this mod for it's gooey center XD
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Skald

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #895 on: March 20, 2011, 03:41:51 pm »

Yeaaah. Looking forward to that update.

I just installed the latest version of Civ Forge over a clean install of 31_21, and well...

I'm getting some weird civilizations showing up...

I mean, playing as elves where there are no dwarves is one thing, but being at war with a race of sentient wagons and giant roaches? That's a bit much for my tastes...
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Scaraban

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #896 on: March 20, 2011, 04:09:54 pm »

Catten FireBelch's speech to the militia before the Great Caravan of 1057
DWARVES!
The wagons come to trade blood for wood in their annual effort for our trade...
[Troops laugh uproariously]
BUT WE SHALL SEIZE THEIR GOODS AND LET NONE ESCAPE WITH PROFIT!!!!
NOW TO THE DEPOT!!!!
[AHOO! AHOO! AHOO!]
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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

tigervx

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Re: Civilization Forge 2.31 - DF31.21 update released!
« Reply #898 on: March 20, 2011, 11:08:09 pm »

Thanks for the release! I come back to Dwarf Fortress to try out the new Caravan features and can use my favorite mod again without skipping a beat, appreciate it.
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