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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 228111 times)

kilakan

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Re: Civilization Forge 2.1 Ironworks released
« Reply #390 on: July 07, 2010, 05:14:59 pm »

that would be awesome.  that is all.
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Org

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Re: Civilization Forge 2.1 Ironworks released
« Reply #391 on: July 07, 2010, 07:43:03 pm »

Shameless Self Plug.
My Livestream is up, in case anyone wants to see the mod in work.

 :D
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kilakan

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Re: Civilization Forge 2.1 Ironworks released
« Reply #392 on: July 07, 2010, 08:36:06 pm »

I would, how do I get to it?
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Org

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Re: Civilization Forge 2.1 Ironworks released
« Reply #393 on: July 07, 2010, 09:07:08 pm »

Blarg. I am off now.
Maybe I should have posted the link.   :P
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #394 on: July 08, 2010, 01:02:30 pm »

Probably.

Spent a good amount of time playing last night. The simplified alchemy jars are in, so now it doesn't matter what type of glass you make them from. Much cleaner this way. A few other random bugs have been fixed, and Incendium no longer makes people burst into flame. Which is kind of sad, but necessary. Might make a 'Blazing Incendium' metal that you can make by adding Flare Crystals to the mix so people can play around with super hot metals if they really want to. It'll be deep so random visitors don't show up with it, but you can make it and play with it to your heart's content.

Still need to add in the transport tubes so you can trade for alchemical supplies, but once that's done I should be able to release the files for more testing by you guys.

Oh! And following a suggestion by someone in another thread I successfully had a marksdwarf take down a Giant Wasp. Apparently the trick is to make sure your marksdwarves have the Hunting job enabled. It only sort of works, but it did work!

Granted, that won't matter once 31..09 comes out, but it's a useful trick for now.
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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

Org

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Re: Civilization Forge 2.1 Ironworks released
« Reply #395 on: July 08, 2010, 01:17:07 pm »

Man, Giant Beetles are great if you want to train dwarves.
I had a guy with a crossbow hit him unsuccessfully for 68 pages. He skilled up quite a bit.
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Lord Shonus

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Re: Civilization Forge 2.1 Ironworks released
« Reply #396 on: July 08, 2010, 04:54:54 pm »

Out of curiosity, why didn't you give frost giants a super-powerful missile weapon to go with their powerful melee weapons?
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #397 on: July 08, 2010, 04:58:42 pm »

When I originally made them, they were one of the Evil races that could be selected as your opponent for that Fortress (back when you just got 1 race per season). They were very large and had building destroyer, so to keep them manageable I decided they considered missile weapons dishonorable and cowardly so they refuse to use them.

I haven't really changed that about them. And, considering how scary a group of frost giants is, I don't think they need overpowered range weapons.

When I add in the other Elemental giants I'll probably give some of them ranged weapons. Storm Giants, for sure, since they'll get Tempestium.
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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!
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Lord Shonus

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Re: Civilization Forge 2.1 Ironworks released
« Reply #398 on: July 08, 2010, 05:02:28 pm »

Ah. That makes sense.

Edit: If you're making other elemental giants, you could give the fire ones your hypothetical "super-incendium" metal to use in their weapons and armor, by only giving them the necessary reaction.
« Last Edit: July 08, 2010, 05:04:20 pm by Lord Shonus »
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #399 on: July 08, 2010, 05:21:25 pm »

Ah. That makes sense.

Edit: If you're making other elemental giants, you could give the fire ones your hypothetical "super-incendium" metal to use in their weapons and armor, by only giving them the necessary reaction.

That's a fun idea. Make them immune to heat, and give them weapons that cause their opponents to burst into flames. I like 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

Lord Shonus

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Re: Civilization Forge 2.1 Ironworks released
« Reply #400 on: July 08, 2010, 07:22:25 pm »

In theory, you could do the same with frost giants and glacium, but I don't think cold is as useful as heat right yet.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #401 on: July 09, 2010, 01:00:23 am »

Yeah, I tested out super-cold Glacium, but it didn't seem to make much of a difference. Eventually, though, that'll be the goal.

So, apparently there is a bug where you can't make Crystal glass items right now. Lame. So I'm going to make a temporary workshop so you can make raw crystal glass. It'd be hard to make the Tempered Crystal items without 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!
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #402 on: July 09, 2010, 03:29:12 pm »

Getting the tradable alchemy bars in place today. Since Toady's releasing a lot of changes with 31.09, I'll probably have to make a bunch of adjustments for that. Once those are done I'll release the next set of test files.
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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

Dohon

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Re: Civilization Forge 2.1 Ironworks released
« Reply #403 on: July 09, 2010, 03:50:47 pm »

I'm looking forward to your changes. Your "Ironworks" sure peaked my interest and now the Library stuff is also looking good.

It isn't a very Dwarfy thing to ask, but, do you intend on having some kind of graphics pack for the mod, somewhere in the future?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #404 on: July 09, 2010, 04:29:43 pm »

There is a set of graphics that were made for the 40d version, which apparently work with a bit of tweaking. But, no, I don't have any plans for an 'official' set since I don't use graphics packs myself.
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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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