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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 228140 times)

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #435 on: July 16, 2010, 12:59:55 pm »

Currently doing some minor tweaks and testing.

Kimberlite now shows up in large clusters as well as veins, since in RL it actually shows up in giant columns. I've also added Fireheart, Storm Crystal, Flare Crystal, and Ward Crystal to Kimberlite.

Alum Shale is now a nice dark blue, like Kimberlite, so those of you who like that color have a layer stone to play with. Plus it kind of looks dark and oily, the way Alum shale should.

There is a new tree found in good lands called Silverwood. It is somewhat rare, but the wood is quite valuable and as hard as iron. It gives the poor Elves a slightly chance of surviving longer in world gen, now. And gives the dwarves more reason to clearcut joyous forests, I guess.
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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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Mephansteras

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Re: Civilization Forge 2.2 Alchemy released!
« Reply #436 on: July 16, 2010, 06:15:43 pm »

Version 2.2 is out!

Hopefully the number of bugs in it is minimal.
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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 2.2 Alchemy released!
« Reply #437 on: July 16, 2010, 06:43:44 pm »

Is it incompatible with 2.1 saves?
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Mephansteras

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Re: Civilization Forge 2.2 Alchemy released!
« Reply #438 on: July 16, 2010, 06:48:57 pm »

Very much no. You'll need to gen a new world. Especially since Tainted Dwarves went back to being Chaos Dwarves, and for cleanliness sake I renamed the file as well.
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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

Cheddarius

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Re: Civilization Forge 2.2 Alchemy released!
« Reply #439 on: July 16, 2010, 07:39:54 pm »

Alchemy! Sweet!
I must confess that though I have looked forward to this, I have never actually played it... but hopefully I'll get a chance to soon.
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shibdib

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Re: Civilization Forge 2.2 Alchemy released!
« Reply #440 on: July 16, 2010, 11:59:07 pm »

Love the mod.. but for some reason i just cant stand the beetles.. dont see why a bug should be considered a land animal when the rest of them r considered vermin
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Mephansteras

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Re: Civilization Forge 2.2 Alchemy released!
« Reply #441 on: July 17, 2010, 12:00:58 am »

Umm, because it's a giant bug the size of a horse? At least in the Giant Beetles case. The others are more cat sized.

In any case it's easy to take them out. Just don't include the creature_insects_large_cf.txt file.
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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 2.2 Alchemy released!
« Reply #442 on: July 18, 2010, 02:07:10 pm »

2.21 is released. Just a minor bugfix. The separation jobs for Mithril and Levisium were happening in the Tempering Chamber instead of the Separation Chamber, so I fixed that.

If you don't want to re-download it, just replace the reaction_separation_cf.txt file with this.

Code: [Select]
reaction_separation_cf

[OBJECT:REACTION]

-- THis workshop is used to separate mithril and levisium from their native ores
--  something that cannot be done at a normal smelter, as it requires emen aren to do

-- There is only a 20% chance that you'll get usable mithril from truesilver
--   Test...maybe a smaller amount of mithril bars is possible? Must try it.
[REACTION:SEPARATE_TRUESILVER_GREEN]
[NAME:separate mithril from truesilver]
[BUILDING:CHAMBER_SEPARATION:CUSTOM_T]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:TRUESILVER]
[REAGENT:B:1:TOY:ITEM_TOY_JAR:INORGANIC:EMEN_AREN_FILLED_GREEN]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:20:1:BAR:NO_SUBTYPE:METAL:MITHRIL][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:TOY:ITEM_TOY_JAR:INORGANIC:EMPTY_ALCHEMICAL]
[SKILL:ALCHEMY]


-- 33% chance for Levisium from Levitite
[REACTION:SEPARATE_LEVITITE_GREEN]
[NAME:separate levisium from levitite]
[BUILDING:CHAMBER_SEPARATION:CUSTOM_L]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:LEVITITE]
[REAGENT:B:1:TOY:ITEM_TOY_JAR:INORGANIC:EMEN_AREN_FILLED_GREEN]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:33:1:BAR:NO_SUBTYPE:METAL:LEVISIUM][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:TOY:ITEM_TOY_JAR:INORGANIC:EMPTY_ALCHEMICAL]
[SKILL:ALCHEMY]
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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 2.21 Alchemy released!
« Reply #443 on: July 18, 2010, 02:13:39 pm »

Sweet! Can't wait to try it out. Gonna wait a few days though. Toady is going to release a new version with updated training mechanics for the military in a few days. Then I'll load up with this puppy and have at it. :)
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #444 on: July 18, 2010, 02:47:06 pm »

There may be a new update for 31.11, depending on what Toady changes. We'll have to see.
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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

ChickenLips

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #445 on: July 18, 2010, 03:08:53 pm »

Looks really good.  Going to try it out, mixed (with some modifications here and there to taste) with SethCreiyd's Dwarf Chocolate and Flora & Fauna, and Seasonal Crops Mod, in the Ironhand tileset.
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #446 on: July 18, 2010, 11:25:17 pm »

Civilization Forge does have seasonal crops already, so that may not be needed (not sure exactly what that mod does).
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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

breadbocks

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #447 on: July 20, 2010, 01:47:10 am »

Tempest crystal and ward crystal say made of fire, not air an earth in the OP. Just pointing it out.
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ChickenLips

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #448 on: July 20, 2010, 01:58:24 am »

Civilization Forge does have seasonal crops already, so that may not be needed (not sure exactly what that mod does).

Actually, the seasonality of crops under the mod is a minor aspect of it compared to its main function: lengthening all GROWDURS -- most to 2016, some to 672.  That's the part that makes me happy, anyway.  :)

On another note, I converting your CF plants for use with the Ironhand graphics package for my own use.  If you'd like, I can send over the changed raws in case you'd like to have a look and consider making an Ironhand version (after tweaking them to preference). 
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Do not meddle in the affairs of chickens, for you are crunchy and taste like a good seedgrain.

(You are not a seedgrain?  Of course, you and I know that very well.  But does the chicken know it?)

Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #449 on: July 20, 2010, 09:57:00 am »

@breadbocks - Thanks, I fixed it!

@ChickenLips - Ah, ok. I've considered lengthening the GROWDURS, but haven't gotten around to really balancing farming too much yet. Feel free to send me the graphics. I really ought to get around to learning how all that works and maybe creating a graphics bundle for Civ Forge. Lots of people seem to want to use graphics but have issues with 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
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