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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 228202 times)

Prepaid Lenin

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #555 on: August 03, 2010, 06:47:44 pm »

Alchemy is so dizzyingly complicated I'm ignoring it for a while until I can get everything else in place in the fort. Mostly they are inferior to steel, but incendium and elementium look like awesomesauce.

Then I get to experiment!
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Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #556 on: August 03, 2010, 06:49:34 pm »

Void Crystal, Mithril, Orihalcum, and all of the Elemental metals are better than Steel.
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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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kilakan

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #557 on: August 03, 2010, 06:57:31 pm »

I trade for bars of elemental metals/crystal bars that I want, I don't bother taking the time to figure alchemy out (though I may eventually, I'm not saying remove it.)
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Prepaid Lenin

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #558 on: August 03, 2010, 07:03:58 pm »

Void Crystal, Mithril, Orihalcum, and all of the Elemental metals are better than Steel.

More to discover then!
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drayath

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #559 on: August 03, 2010, 07:37:53 pm »

Not actually used any alchemy yet, the diagram was my attempt to see want i needed to do.

From brief looks with dfreveal i have seen lots of frost crystals and a few flare crystals but very few of any other type (though if may just have been my maps) and a few of the other minerals seem to be both rare and found in very small clusters. I've also seen almost no rock salt on the couple of maps i have played properly, which prevents all the special weapon materials, a few extra reactions to produce intermediate reagents from trace elements in common stones may make alchemy a bit easy to use in practice (even if trace reaction only produce 5% of output so need 20 boulders & possibly 20 fuel)

Part of the imbalance i think is because the amount of special metals/crystal weapons and armour i have collected from ambushers in the second year of my fort if more than i could get from completely mining out multiple levels of the map.

As a final not i like the couple of evil races coming to trade, after all our loyal dwarfs (i.e. the ones not swimming in magma!) don't care who if bringing them stuff. And the get a ringside seat when foxes, hobgolbins? and elfs send caravans at the same time; the elves avoid the depot safely until an ambush happens, which is chased by the evil guard brings them too close to the elven caravan, which gets accidental slaughtered by the evil guards. Diplomatic chaos thus endues.
« Last Edit: August 03, 2010, 07:50:46 pm by drayath »
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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 #560 on: August 04, 2010, 10:49:09 am »

http://dffd.wimbli.com/file.php?id=2891

I haven't used the file depot before, but I think I got it right.

Ok, found the problem. Somehow the new reactions files didn't make it into whichever version you're on, but the new entity files did. Which means that none of the Magma buildings actually have any reactions assigned to them that your civ can use.

I'll check out what's in 2.22 to see if it's correct. If you're not on 2.22, you should grab that one.
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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 #561 on: August 04, 2010, 11:52:37 am »

Ok, looks like it was a problem with the files in 2.22. I'll get 2.23 up as a patch sometime today.

It'll probably include some of the misc. changes that I've been working on for 2.3, but it won't have any of the new civs.
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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 #562 on: August 04, 2010, 03:50:56 pm »

Version 2.23 is up!

Note: Seems this will *NOT* patch old saves properly. So you'll either have to hack in the fixes or gen a new world.

To fix the broken magma workshops, simply add in the magma building to the normal reactions.

For example:

Code: [Select]
[REACTION:STEEL_MAKING_PATTERNWELD]
[NAME:make pattern welded steel bars]
[BUILDING:FORGE_FINISHING:'s']
[BUILDING:FORGE_FINISHING_MAGMA:'s']
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Adding in the [BUILDING:FORGE_FINISHING_MAGMA:'s'] line to this reaction should allow your civ to properly use the magma finishing forge to make pattern-welded steel.
« Last Edit: August 04, 2010, 06:16:10 pm by Mephansteras »
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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

bobbens

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #563 on: August 04, 2010, 04:56:44 pm »

Version 2.23 is up!

Note: You can install 2.23 over your existing 2.2x version. You won't see the new stuff unless you gen a new world, but it'll fix the issues with the broken workshops without harming anything.

Cool, was just starting to run into the magma issues as I had just gotten magma running at my fort. Let's hope it fixes all the issues. The mod is looking pretty great overall, just the alchemy is still a bit too complex, I haven't even bothered with metals yet, sort of scared. Locked up between sieges on the surface and forgotten beasts in the depths.

EDIT: It doesn't run: missing plant gloss: ROOT_SOAP. I'll see if I can hack fix it.

EDIT2: Blargh, also missing reaction definitions. So this definitely doesn't upgrade older saves well. Luckily I kept a backup.
« Last Edit: August 04, 2010, 05:10:40 pm by bobbens »
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Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #564 on: August 04, 2010, 06:14:06 pm »

Well, rats. Sorry about that. I'll edit my other post to note that it's not compatible with other saves.

In other news, here is a Test File for Civilization Forge 2.3 for those who want to play with it. It should be stable, but as always I can't promise anything.

This includes all of the primitive civs, the beastmen, and the longarm.
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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 2.22 Alchemy released!
« Reply #565 on: August 05, 2010, 02:42:28 am »

Well, rats. Sorry about that. I'll edit my other post to note that it's not compatible with other saves.

In other news, here is a Test File for Civilization Forge 2.3 for those who want to play with it. It should be stable, but as always I can't promise anything.

This includes all of the primitive civs, the beastmen, and the longarm.

To fix the magma reactions what files would I have to copy over?

EDIT: Been messing around and can't seem to get any of the magma stuff working with an old save... Anyone have luck with that?
« Last Edit: August 05, 2010, 06:38:15 am by bobbens »
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #566 on: August 05, 2010, 07:48:37 am »

You should just need to make the modifications I mentioned a few posts up in the reaction_ironworks file. Don't *copy* the file over, just add the line for the magma workshop buildings to the regular reactions.
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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 2.23 Alchemy released!
« Reply #567 on: August 05, 2010, 08:40:30 am »

You should just need to make the modifications I mentioned a few posts up in the reaction_ironworks file. Don't *copy* the file over, just add the line for the magma workshop buildings to the regular reactions.

Yeah, I haven't been able to get that to work. It's pretty strange. However all the magma stuff from civ forge doesn't show anything at all. It just says the "lacks fuel or accessible raw" stuff. Everywhere I've read seems to indicate there is no need to regen world, however I am not seeing that.

EDIT: After testing with the harden iron, it seems to dislike the need for iron bars. Without them it works fine... It's a bit strange.

EDIT2: Hilarious, it seems like there's a bug where workshops _ONLY_ search for reagents in the current burrow... Funky. I'll see if it's been reported.
« Last Edit: August 05, 2010, 11:31:22 am by bobbens »
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kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #568 on: August 05, 2010, 08:15:24 pm »

that's not a bug, it's made that way to cause you to be able to select specific stockpiles for use/item upgrading.
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Prepaid Lenin

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #569 on: August 05, 2010, 10:03:25 pm »

So magma workshops are still not working in this version of the mod. Does that workaround on the last page still apply? I saw that line in the reactions file.
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