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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


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Author Topic: Civilization Forge 3.0  (Read 228096 times)

kilakan

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Re: Civilization Forge 2.1 Ironworks released
« Reply #345 on: June 24, 2010, 06:07:18 pm »

what do the fixed low temperatures do to dwarves who wear it for armor?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #346 on: June 24, 2010, 06:11:50 pm »

In the Arena, it doesn't seem to do anything.

I haven't had time to sufficiently test it out in Fortress Mode. Nor do I know what Incendium items will do over long periods of time in Fortress 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)
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kilakan

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Re: Civilization Forge 2.1 Ironworks released
« Reply #347 on: June 24, 2010, 06:51:41 pm »

ah sounds dangerously FUN!
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Cult of the Raven

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Re: Civilization Forge 2.1 Ironworks released
« Reply #348 on: June 26, 2010, 02:31:44 am »

Hi - I'm running a mildly modded version of Civforge 2.1.

everything was absolutely a-ok in DF 31.06. I was getting a bug where web-lichen bushes showed as a blank square, but once I had fiddled with the file (I think I changed the display tile from '#' to the number of the pound tile) the problem was fixed.

However, now in 31.07 and 31.08, all the shrubs are showing up as white # signs. it's not game-breaking, but it is a little annoying, because I can't think what could be wrong. Any ideas?
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Ampoliros

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Re: Civilization Forge 2.1 Ironworks released
« Reply #349 on: June 26, 2010, 09:37:53 am »

I noticed that there's a tag missing in the 2.1 and 2.2 test files - web lichens don't have the [DRINK:LOCAL_PLANT_MAT:DRINK] tag so they can't be brewed.

ThaMuzz: dunno if you fixed it, but the problem with the cave crab graphics is that the tag changed from [CAVE_CRAB] to [CRAB_CAVE] (or vice versa, i forget which) between civforge versions for 40d and .31, so you'll have to update the graphics files with the new tag, same as with the chaos dwarves
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ojd

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Re: Civilization Forge 2.1 Ironworks released
« Reply #350 on: June 26, 2010, 10:04:10 am »

I found a couple of errors:

The oil press does not need oil nuts to produce a jar of oil.
I could not build the tempering chamber, it would not accept any of the hatches produced as fire safe including ones made out of steel.  Removal of the fire safe tag in the building raw allowed construction.
The frothing chamber produced 5 oil filled jars instead of 5 midnight elixir jars.  The produced oil filled jars allowed the infusion of night and void crystal.

A couple of oddities:

Entities that have ethics against the use of wood do not use bins when bringing trade goods.
Chaos dwarf thieves appear with only a hat and a bag.

And some suggestions:

Would it be possible to only have one type of glass jar? It would simplify the reaction making.
A training building for the alchemy skill would be appreciated.
Some of the ores are hard to find on all maps such as rock salt.  Would it be possible to have another option? 
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microMOOSE

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Re: Civilization Forge 2.1 Ironworks released
« Reply #351 on: June 26, 2010, 11:52:32 am »

I've noticed every captain of the guard assigned is bursting into flames and dying. :(  I could send you my save file but I'm not sure how to do that.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #352 on: June 26, 2010, 12:50:21 pm »

@Cult of the Raven: That sounds a bit odd. I'll have to go in and see what might be up with that. Nothing i can think of would cause all plants to show up incorrectly, though.

@Ampoliros: Thanks, I'll get the drink tag added in.

@ojd: The oil press definitely sounds wrong. I'll check that out. Not sure what's up with the frothing chamber, might just be a name bug. The hatch cover issue is annoying, I discovered that yesterday. But I guess even having wooden hatch covers wouldn't be *too* bad, and most people would use stone anyway.

Does anyone know if Elves bring bins? I'd imagine not, so I guess it's more of a DF bug/feature than a CF one. The Chaos dwarves probably have a civ that doesn't use clothing (to cut down on junk in battles). I can make sure they always have a tunic or robe or something, though.

I considered having any type of glass make a generic 'alchemical jar', but wasn't sure if losing the material type was worth it. Might be, just to cut down on the annoyance factor.

A training building would be doable, I suppose. Would it make that big of a difference, though? I think Alchemy skill will just let them work a bit faster.

As for the ores, I agree. I talked with Toady, though, and I think I have a solution. Since traders will bring bars, I'm thinking of creating a building that creates 'transport tubes' that work kind of like jars. Basically a way to sort of sensibly allow trading alchemical components as bars. That should open up the alchemy options a good bit. You'd just have to use the building to transfer the alchemy items from the bars to the jars, which would be simple and help train up alchemy.

@microMOOSE: That's...really odd. All you should have to do is upload your save folder to DFFD and I can take a look at it.
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microMOOSE

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Re: Civilization Forge 2.1 Ironworks released
« Reply #353 on: June 26, 2010, 01:25:43 pm »

I have a feeling I know what it was. :D He was wearing a incendium battle axe.  Which I assume is not meant to be a worn material.

Spoiler (click to show/hide)
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #354 on: June 26, 2010, 01:28:34 pm »

Ah! So it does have an effect in fortress mode!

Guess I'll have to reduce the temperature to a non-lethal level.
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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

kilakan

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Re: Civilization Forge 2.1 Ironworks released
« Reply #355 on: June 26, 2010, 01:46:29 pm »

Ah! So it does have an effect in fortress mode!

Guess I'll have to reduce the temperature to a non-lethal level.
or give dwarves immunity to that level of heat.
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marcusbjol

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Re: Civilization Forge 2.1 Ironworks released
« Reply #356 on: June 27, 2010, 01:30:59 pm »

Oh wow... first migrant in a wave of 23 was a miner with an incendium pick.  He lasted about 20 steps or so before bursting into flames... causing a forest fire... which killed 22 other migrants.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #357 on: June 27, 2010, 01:49:55 pm »

Well, Incendium is officially too much Fun, I suppose. I'm testing out a lower fixed temp right now. We'll see what works.

Might have a patched version of the test files out today.
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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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Eagle_eye

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Re: Civilization Forge 2.1 Ironworks released
« Reply #358 on: June 27, 2010, 02:16:02 pm »

just a question, can the blast furnace also mass-produce crucible steel?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #359 on: June 27, 2010, 02:52:33 pm »

just a question, can the blast furnace also mass-produce crucible steel?

No, crucible steel can only be created in a crucible.
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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
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