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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 228174 times)

Patchouli

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #510 on: July 28, 2010, 05:21:24 am »

Hey, Meph, I've seen Deon note (in another thread) that reactions can now check in containers.  Does that mean the placeholder materials (inorganic_workarounds_cf) and other such things are no longer technically necessary?  And, if so, are you coming out with a fix for that shortly?  Just asking, cuz I'm starting a new game and all, and trying to see if I should delay for another version.  :D

(Plus, I seem to get a number of dorfs with preferenced for "oil filled alchemical" and such.)
Out of curiosity, couldn't odd preferences like "oil filled alchemical" be avoided by giving it separate STATE_NAME and STATE_ADJ?
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drayath

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #511 on: July 28, 2010, 10:09:39 am »

Packaged up the new version of civforge with the Phoebus graphics pack.

http://www.brightsoft.net/df_31.12_civforge_graphics_pack_V2.rar

31.12 V2 (26/07/10)
- Removed: 3rd party tools (i.e. now just dwarf fortress + things that modify the raw and graphics files)
- Updated civforge: 2.21 => 2.22
- Updated Phoebus: 0.31.12v00 => 0.31.12v01
- Added: Drayaths Seed Brewery
- Added: Female caste names for common animals (for easier caging and breeding programs)
- Fixed: Errors from Civilization Forge Graphics Pack logged to errorlog.txt
- Fixed: Missed the higher learning mod entries from the entity_default.txt file!

Readme
Spoiler (click to show/hide)
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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 #512 on: July 28, 2010, 10:10:09 am »

Hmm, hadn't heard that Toady had fixed that. I'll have to check it out.

Sadly, my laptop is officially dead at this point. So my development speed is going to be reduced a bit as I get my desktop back in proper modding order.
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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 2.22 Alchemy released!
« Reply #513 on: July 28, 2010, 05:46:29 pm »

Dwarves can now menace with spikes. I've added in a punch dagger called a Fist Spike for dwarves that used the striking skill. It's a decent enough weapon with good armor penetration ability. Plus, it's good for those rookie dwarves who have general fighting/wrestling experience but no real weapon skill.
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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

majikero

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #514 on: July 29, 2010, 10:07:23 am »

Can I ask a question? What how strong is mithril as a weapon and armor? I have truesilver every where. In my work shops, forge, magma chambers, bedrooms even the main stairs. I wanna know before use them for my future army.
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Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #515 on: July 29, 2010, 10:36:43 am »

Mithril is one of the best metals in the game. I wouldn't bother making maces or hammers out of it, since it's pretty light, but for everything else you'd need to get Elementium or Adamantine to do better.

Bright Silver (which you get by merely smelting truesilver) is only slightly better than Iron, so only smelt the truesilver if you really need metal for your army. Otherwise you're better off making Emen Aren and separating out the mithril.

In modding news I discovered what's wrong with the Magma Jarmaker's shop and the Magma Tempering Chamber. They're missing the [NEEDS_MAGMA] tag that actually makes them magma workshops. *sigh* So that fix will be in the next version. Easy enough to add in yourself, though, to fix your current forts.

I also learned that the Longarm, since it's a crossbow type weapon, seems to confuse the dwarves. They keep sticking the wrong type of ammo in their quivers. Very annoying. The only workaround for it right now is to make it so my squad only used longarms or crossbows, not both, since then I can specify the correct ammo for the squad. I'll have to play with it some more to see if I can fix that. I like the Longarm, having hammers flying around smacking people is fun, but I'm not sure it's worth the hassle if I can't get them to carry the right ammo.
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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 2.22 Alchemy released!
« Reply #516 on: July 29, 2010, 12:45:06 pm »

Other news:

I've created the 'filler stone' file that will reduce the richness of sites. It basically adds in a bunch of clusters of the layer stone. You'll get messages about striking granite and whatnot, but that shouldn't be a big deal.

It'll be in a folder of Optional Stuff in the download, so those of you who want to use it will have to specifically copy/move it out.

I'll also be releasing a stand-alone version for normal Dwarf Fortress. Note that this version will NOT work right for Civilization Forge, so you'll need to use the _cf specific version.

--

Got a Wolfman diplomat this morning, but no merchants. Since I didn't tell the primitive civs to have merchants yet, this is a good sign. It means that I can have truly neutral races who only interact with you if you're at war with them.

Would people like me to move the Hobgobilns, Dyansauri, and Frost Giants over to the neutral status? They're technically EVIL races, so they probably shouldn't be trading with you. On the other hand, having Frost Giant merchant guards rampaging through ambush parties is a lot of fun....

New Poll time, 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)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

majikero

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #517 on: July 29, 2010, 02:32:34 pm »

trying to get mithril but seperation chamber says no materials/fuel? How do you use it? My hope is riding on it working or the dwarven caravan comes with the ward iron. I already have everything. All the native silver is making me rich enough to attack
« Last Edit: July 29, 2010, 02:35:55 pm by majikero »
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Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #518 on: July 29, 2010, 02:38:17 pm »

Should just require one boulder of Truesilver and one Jar of Emen Aren. You'll get Mithril bars about 20% of the time, and silver bars 100% of the time.
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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

majikero

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #519 on: July 29, 2010, 02:56:00 pm »

I have several veins worth of true silver and bins worth of emen aren
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Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #520 on: July 29, 2010, 02:58:32 pm »

Hmm...it should work just fine.

Oh! What version are you on? There was a bug with one of them where the separation reactions were happening in the Tempering Chamber, not the Separation Chamber. Try there.
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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 2.22 Alchemy released!
« Reply #521 on: July 29, 2010, 03:46:48 pm »

Hey, Meph, I ended up cutting some modding teeth working on an expansion of your hobgoblin entity file for a friend who wanted to play, in essence, Hobgoblin Fortress.

It gives them a full slate of thematic nobles (including a couple of twists like making EXECUTIONER also MORALE_BUILDER), and assigns all allowable techs to them (at least in its current stage).  I was sorta wondering if it's worthwhile at all for anyone else, and curious to know if you'd like to take a look at it and implement anything from it.  No worries if not, but if you'd like to see it, lemme know.
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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 2.22 Alchemy released!
« Reply #522 on: July 29, 2010, 03:54:38 pm »

No harm in releasing it. I think I did some stuff with the Hobgoblin culture already, but I haven't fleshed them out too much at this point.

Flavor-wise, they're sort of Anti-High Elves and vaugely Eastern in culture. Sort of the epitome of the evil-but-honorable Chinese Warlord/Japanese Shogun.
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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 2.22 Alchemy released!
« Reply #523 on: July 29, 2010, 04:02:33 pm »

No harm in releasing it. I think I did some stuff with the Hobgoblin culture already, but I haven't fleshed them out too much at this point.

'K.  I suppose I can either throw the code up in a thread, or put it up on DFFD.

Quote
Flavor-wise, they're sort of Anti-High Elves and vaugely Eastern in culture. Sort of the epitome of the evil-but-honorable Chinese Warlord/Japanese Shogun.

Yep, that's sort of my take on it, though my friend preferred the Japanese elements be toned down, so the flavor as I've got it is more about Mongol-ish advanced tribal structure than a more settled feudalistic structure (i.e., more the Chinese Warlord theme than the Japanese Shogun theme).
« Last Edit: July 29, 2010, 04:04:14 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?)

Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #524 on: July 29, 2010, 07:04:45 pm »

I've created the 'filler stone' file that will reduce the richness of sites. It basically adds in a bunch of clusters of the layer stone. You'll get messages about striking granite and whatnot, but that shouldn't be a big deal.

It'll be in a folder of Optional Stuff in the download, so those of you who want to use it will have to specifically copy/move it out.

I'll also be releasing a stand-alone version for normal Dwarf Fortress. Note that this version will NOT work right for Civilization Forge, so you'll need to use the _cf specific version.

Quick note on this. While it does in fact reduce the overall mineral wealth of an area, it doesn't necessarily reduce the mineral wealth on any given z-level. Due to how dwarf fortress calculates things you may still have z-levels chock full of ores and gems and whatnot. It just means that you should also have levels where it's mostly the layer stone and nothing else.

Not ideal, maybe, but good for time when you want levels to build on and levels to mine out.
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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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