Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 34 35 [36] 37 38 ... 95

Author Topic: Civilization Forge 3.0  (Read 228229 times)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #525 on: July 30, 2010, 01:32:14 am »

I personally got used to ignoring of the stuff like ore everywhere, but it's a nice solution. Not as good as some worldgen tweak for mineral richness (it would be awesome) but still it's okay and it works. Nice :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Dohon

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #526 on: July 30, 2010, 10:32:35 am »

A while back, you spoke of adding Aprons and "civilian weapons" (long knives for example) to your mod. Are those in already? The idea of "arming" my smiths with aprons and some kind of small weapon makes me salivate.

*Dohon engages Lurk-mode: figuring out Military Screen*
Logged
Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #527 on: July 30, 2010, 10:47:08 am »

They are in the current version, though not all dwarven civs will have aprons. They're common, but that doesn't guarantee anything. Right now the only dwarven civilian weapons are light hammers and hand axes, since I seem to have forgotten to add large daggers to the dwarven weapon list. That'll be fixed for the next version, and you can add that line in pretty easily to entity_default in the meantime.

Just add [WEAPON:ITEM_WEAPON_DAGGER_LARGE] in the dwarven weapon list. You'll have to gen a new world to see it, though.

Still playing around with the new primitive civs and the longarm. I've changed it to use the throwing skill and made it a one-handed weapon. It also fires with less force than a crossbow, so it shouldn't be more powerful anymore. I'm testing a dwarf in my current fort who uses thrown weapons in one hand and a melee weapon in the other. We'll see how that goes.
Logged
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

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #528 on: July 30, 2010, 12:02:02 pm »


Still playing around with the new primitive civs and the longarm. I've changed it to use the throwing skill and made it a one-handed weapon. It also fires with less force than a crossbow, so it shouldn't be more powerful anymore. I'm testing a dwarf in my current fort who uses thrown weapons in one hand and a melee weapon in the other. We'll see how that goes.
EPIC!!!!  Also I think that the evil civs shouldn't trade, something about frost giants actually wanting helms made for dwarves seems so wrong to me.  Also due to the fact that dwavres use ranged weapons and they believe them wimpy, along  with traps.  Hob-goblins I wholly disagree with, shouldn't they carry over the hate of dwarves from their goblin cousins.  Dyansaur, well IDK about them.
« Last Edit: July 30, 2010, 12:03:37 pm by kilakan »
Logged
Nom nom nom

Dohon

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #529 on: July 30, 2010, 12:22:50 pm »

Thanks for the reply, Mephansteras. And I agree with kilakan. Frost Giants trading with little "runts", who above that throw sticks at their foes, is something most of those giants would find odd. Just like the Dynasauri. Hobgoblins are the cruel, stronger but honorable versions of Goblins, no? Since Goblins don't trade, why should their bigger, badder cousins? :)

But in the end, it is your mod. :) You have the last say. As long as you don't turn the game into a "peace and love" kinda thing, everything is cool by me.  ;D
Logged
Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #530 on: July 30, 2010, 12:32:31 pm »

Ideally it would be based on general politics and economics. The Frost Giants would generally look down on the dwarves and the dwarves would find some of the Giant's habits distasteful. But they may get together to trade occasionally, since the Giants would want dwarven metals and gems and the dwarves would want some of the tundra items (like Winter Wine) or animals. War Mammoths, anyone? But most of the time the Giants would ignore the dwarves or raid them for their goods instead of trade. Dwarves in hot climates should never see a Frost Giant (although there will be other types around eventually).

The Hobgoblins might trade occasionally, but should generally prefer to simply conquer the dwarves. Depending on the political landscape I could see the two even having an uneasy alliance, though, since Hobgoblins at least can be trusted more than the other evil races.

The Dyansauri are savage and brutal. They might trade with the dwarves if they're busy fighting some of the other races, but would generally prefer to raid for what they need. In this case I think the dwarves would be the ones refusing trade, since the Dyansauri aren't too trustworthy and have a habit of eating people.

For now, though, I may just stick them in a folder and give them two entity files for you to pick from. One that's neutral and one that trades. It's a bit more maintenance work in the long term, but the flexibility might be worth it.
Logged
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

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.21 Alchemy released!
« Reply #531 on: July 30, 2010, 07:03:28 pm »

Current list of Primitive Civs to add:

Wolfmen - Done
Jackalmen - Done
Raccoonmen - Done
Ratmen
Lizardmen - Done
Turtlemen - Done
Goatmen - Done
Bearmen - Done
Tigermen - Done
Snakemen - Done
Crabmen
Ravenmen
Monkeymen

Things are progressing nicely. Snakemen are pretty frightening, copper weapons notwithstanding. They tend to have large territories. The downside to this is that the Sand Raiders tend to snatch a bunch of them. Then you get the Sand Raiders mostly composed of iron-clad snakemen. Scary.

Not as scary as the one map I let gen to 2000, though. It was mostly 2 Sand Raider empires made up of Frost Giants, a Frost Giant Civ, and one lonely Dwarven Civ who I guess was just ignored. Seriously, one of the Sand Raider empires was composed of over 4000 Frost Giants! It's no wonder they smashed everyone else.

Well, there were a few scattered civs out on islands, but I guess they were just lucky.
Logged
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

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #532 on: July 30, 2010, 07:28:33 pm »

Yikes.  Looking forward to the new variants.

By the way, I just checked out your alchemical and metallurgical modwork close-up, and I just wanted to say, very, very nice work.  Rigorous, creative in naming schemes, interesting.  I really appreciate the care, attention to detail and intricacy of it.  Even the workarounds, like the transport tubes, are done with style.  I can't wait to get the time to actually play it.
Logged
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?)

Organum

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #533 on: July 31, 2010, 12:07:10 am »

Hey, Mephansteras. I think I genned a world that used Kobold as it's native tongue. It's called Uturycysefathubupythyhÿp.

?:|

Spoiler (click to show/hide)
« Last Edit: July 31, 2010, 12:08:47 am by Organum »
Logged
If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #534 on: July 31, 2010, 12:20:45 am »

Huh. Never seen that before.
Logged
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

Organum

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #535 on: July 31, 2010, 12:56:56 am »

Yeah. I'm not sure what's up with that, but it's pretty humorous.
Logged
If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Dohon

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #536 on: July 31, 2010, 03:39:08 am »

Heh, flexibility is always nice. A pain to update though. If you are willing to go through with it, my hats off to you, good sir! Also thanks for the write-up about the evil races.

Sand Raiders ARE scary! I knew Snatchers were a pain in the backside, but having those little buggers bring up Frost Giants and armoured Snakemen ... I sense much Dwarf Slaughter. Which is Fun, ofcourse.

Oh, about the Beastmen: They are based off the Goatmen civ, but what weapons will they have? Just natural weapons? Or some copper?
Logged
Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #537 on: July 31, 2010, 11:45:34 am »

The Beastmen use Wrought Iron, and are armed generally with two-handed weapons. They also wear armor. Mostly scale, I think.
Logged
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

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #538 on: August 01, 2010, 03:51:29 am »

Nasty. Fully-armoured, human-sized freaks, running full tilt at you with a wicked blade. No wonder you'd need alcohol to get through the day. ;)
Logged
Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

majikero

  • Bay Watcher
  • Poi~
    • View Profile
Re: Civilization Forge 2.22 Alchemy released!
« Reply #539 on: August 02, 2010, 04:50:28 am »

There's a problem with the iron works mod that doesn't let you smelt on the magma versions. I poked around and fixed it myself though. Now my dwarfs are armed with crubicle steel
Logged
Pages: 1 ... 34 35 [36] 37 38 ... 95