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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


Pages: 1 ... 6 7 [8] 9 10 ... 95

Author Topic: Civilization Forge 3.0  (Read 227974 times)

Mephansteras

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Re: Civilization Forge 2.x
« Reply #105 on: April 08, 2010, 09:04:07 pm »

Oh, yes, but I need to discover how to *get* blood from animals you have in fortress mode if you don't have any.
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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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Org

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Re: Civilization Forge 2.x
« Reply #106 on: April 08, 2010, 09:11:02 pm »

Oh, yes, but I need to discover how to *get* blood from animals you have in fortress mode if you don't have any.
Hmmm...
let me try
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Crossroads Inc.

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Re: Civilization Forge 2.x
« Reply #107 on: April 08, 2010, 11:08:47 pm »

Hey Meph, have you done an update of your "Extra Civs" mod? The one that turns most of the Animal-Men races into lesser civs that trade?
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.x
« Reply #108 on: April 08, 2010, 11:11:25 pm »

Not yet. It's planned, though.
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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

Crossroads Inc.

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Re: Civilization Forge 2.x
« Reply #109 on: April 08, 2010, 11:19:00 pm »

Not yet. It's planned, though.
Awesome... Do you mind If I make a humble request?

Do you think you could take out "Frogmen" form the group and add in "Satyrs" ?There was a "Satyr Mod" a while ago and I always wanted to merge it with your civ mod

EDIT:

found the Satyr Mod link if yoru interested
http://dffd.wimbli.com/file.php?id=1276
« Last Edit: April 08, 2010, 11:22:11 pm by Crossroads Inc. »
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.x
« Reply #110 on: April 08, 2010, 11:56:31 pm »

I probably won't take Frogmen out, but I could make a Saytr mod easily enough.
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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

Org

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Re: Civilization Forge 2.x
« Reply #111 on: April 09, 2010, 10:04:58 am »

Bearmen!
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #112 on: April 10, 2010, 09:35:07 pm »

My girlfriend broke her arm, so I've been busy taking care of her. But, I have gotten a little work done.

Cave Crabs work properly now, as do Giant, Sugar, and Spike beetles. Haven't seen Fire Beetles or Giant Ants, yet, but hopefully they'll wander in sometime soon.

Next up I'll probably add in the last few plants and start working on the first batch of races.
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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

Org

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Re: Civilization Forge 2.x
« Reply #113 on: April 10, 2010, 09:38:11 pm »

Oh no
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kilakan

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Re: Civilization Forge 2.x
« Reply #114 on: April 10, 2010, 11:08:33 pm »

OH YA!

...sorry for your girlfriend, just couldn't resist though.
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Crossroads Inc.

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Re: Civilization Forge 2.x
« Reply #115 on: April 11, 2010, 11:22:13 am »

Hope your Girlfriend feels beter and the bones knit soon! Send here all of our hugs!
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.x
« Reply #116 on: April 11, 2010, 12:37:50 pm »

Thanks guys, I'll let her know. :)

Fixed a bug with my the insects and cave crabs so that they can breed now. Once I've confirmed that I'll move on to the next set of items (rest of the plants and a few new races).

The first Abandoned World will probably be up sometime later today.
Logged
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.x
« Reply #117 on: April 12, 2010, 12:14:13 am »

For those that are interested, the first Abandoned world is up.
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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.x
« Reply #118 on: April 13, 2010, 12:40:57 pm »

Currently working on some racial additions. High Elves are pretty much done, and I've started working on the Sand Raiders (since they're pretty easy to do).

Question for people: Would anyone be willing to do some long-life test forts for me? I have a few things I'd like to see tested (like actually seeing Giant Ants show up) but I don't want to slow down my work on the mod long enough to run a fort to the point where I see them.
« Last Edit: April 13, 2010, 01:36:05 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

Org

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Re: Civilization Forge 2.x
« Reply #119 on: April 13, 2010, 04:48:15 pm »

Ill try.
What version? .28 right
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