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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 228176 times)

Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #495 on: July 26, 2010, 10:37:15 pm »

None of the changes for 2.22 should effect graphics.
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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

bobbens

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #496 on: July 27, 2010, 03:08:23 am »

I am seeing arrows and daggers rip off limbs.  Combat went from laughably easy pre .10 to VERY deadly after.

And I occationally have a game where I cannot make hauberks as well.

I've seen it like that in vanilla df. It seems like everything can rip off limbs like crazy. It's a bit comical. The old version was comical in the sense that maces and stuff would send enemies flying all over (was very cool imho), but the new version is much more sadic. I had a guy in full steel get his hand ripped off in the first hit by a copper dagger or something like that. Not sure I like it too much, it just makes it so the first serious hit they land on a soldier cripples him for life, no matter the armour.
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Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #497 on: July 27, 2010, 11:17:24 am »

Sounds like we'll have to just wait until Toady tweaks the combat results a bit more.

In honor of 31.12 making combat work, and me being generally grumpy about my laptop going out on me, I've decided to add in Beastmen today. Nasty, foul, will-always-attack-you style beastmen based off of the Goatmen. Should be Fun.
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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 2.22 Alchemy released!
« Reply #498 on: July 27, 2010, 12:47:18 pm »

Beastmen! Woo!
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Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

Lord Shonus

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #499 on: July 27, 2010, 01:47:24 pm »

Any opinion on the sling I made?
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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 2.22 Alchemy released!
« Reply #500 on: July 27, 2010, 01:51:16 pm »

Haven't had a chance to play with it yet, sorry. But I'll try to get to it soon.
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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

drayath

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #501 on: July 27, 2010, 05:46:18 pm »

Hi,
   Spotted a small issue with the latest version:

*** Error(s) found in the file "raw/objects/plant_cf.txt"
BERRIES_RASPBERRY: Could not locate material template PLANT_SOAP_TEMPLATE

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Drayath's Gem Splitting Workshop - Split large gems and gem trinkets into numbers of small gems.
Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #502 on: July 27, 2010, 05:50:39 pm »

Hmm, must have been left in from when I was playing around with getting Elves to make soap. I stopped working on that when I realized that merchants wouldn't bring soap anyway.

I'll have that fixed for the next version. Shouldn't break anything at the moment, I hope.
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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

drayath

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #503 on: July 27, 2010, 06:31:24 pm »

Do you have any map seeds that still have most/all of the civilizations alive at year 1050.

Ideally a medium region, but I am having trouble managing for a large region at the moment. (had 10 on a large but managed to delete the seed).
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Drayath's Gem Splitting Workshop - Split large gems and gem trinkets into numbers of small gems.
Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

Lord Shonus

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #504 on: July 27, 2010, 06:32:29 pm »

I ran into the same problem. I just edited all the entities to start with 1000 pop.
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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 2.22 Alchemy released!
« Reply #505 on: July 27, 2010, 06:34:50 pm »

I just start around 300, since by 1050 none of the babysnatching races ever have any of their actual race left. And 300 is long enough to get some decent empires and wars for the history.
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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 2.22 Alchemy released!
« Reply #506 on: July 27, 2010, 06:36:54 pm »

My civs were dying out by 75.
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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 2.22 Alchemy released!
« Reply #507 on: July 27, 2010, 06:37:35 pm »

You can also try doubling the number of Civs that get placed initially. That usually helps 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)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

kilakan

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #508 on: July 27, 2010, 08:22:27 pm »

I usually just place 100 civs, atleast one always survives.  Course if more then one survive, well FUN when the ambushers get around.
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Nom nom nom

ChickenLips

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #509 on: July 28, 2010, 05:16:51 am »

EDIT: Bah, I gave bum scoop.  I *thought* I saw someone mention that the "fixed potential crash in container reactions" thing meant that reactions could now check containers, but I think I misread it.  Sorry bout that...   :-\

[ . . . ] BUM SCOOP QUESTION SNIPPED [ . . . ]

(Plus, I seem to get a number of dorfs with preferenced for "oil filled alchemical" and such.)
« Last Edit: July 30, 2010, 08:37:53 pm by ChickenLips »
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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?)
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