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 ... 39 40 [41] 42 43 ... 95

Author Topic: Civilization Forge 3.0  (Read 228238 times)

Prepaid Lenin

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #600 on: August 09, 2010, 01:43:57 pm »

One other thing that is bugging me is how impossible it is to defend caravans. I only ever trade with the yearly dwarven elixer convoy, but the moment they come on the map they get ambushed because 1 or 2 groups from every hostile species spawn with them. Is it possible to increase the number of caravan guards?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #601 on: August 09, 2010, 01:49:16 pm »

Unfortunately, no.

Best approach I've found is to make a few long underground tunnels for them to take that lead up outside your gate. If that's the only way in you can force them to use the tunnels. At each tunnel entrance you stick a tower with marksdwarves to defend it. As long as they can make it to one of those tunnels, they're pretty easy to defend since your enemies will be peppered by bolts which will hopefully slow them down.

Sticking War Giant Beetles chained up just inside the tunnels helps as well, since they're tough enough to take on a few enemies for a bit which should also slow down the ambushers enough to let the merchants get to your fortress.
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

Prepaid Lenin

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #602 on: August 09, 2010, 05:01:59 pm »

Strangely enough I've been doing exactly that.

Maybe I just need to get more creative with the engineering...
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #603 on: August 09, 2010, 05:19:43 pm »

Well, if you want to get excessive about it you can make a 'Forced Entryway'. Use raised bridges to create a walled off area right on the edge that has a single path to the fortress. Every invader and caravan will arrive at that spot, since that's the only way they can actually get to you. You can then make that area as heavily fortified as possible, including setting up special defense towers that can be opened/closed remotely to allow your warriors to enter and fight off any ambushes that show up. Or have tons of traps, chained animals, archer towers, etc.

You might still lose some caravans to ambushes showing up on top of them, but this gives you the most control.
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

Angle

  • Bay Watcher
  • 39 Indigo Spear Questions the Poor
    • View Profile
    • Agora Forum Demo!
Re: Civilization Forge 2.23 Alchemy released!
« Reply #604 on: August 09, 2010, 05:33:12 pm »

How do I remove the races from the objects? Just delete the entity and creature file? I know I saw some advice for this somewhere, but now I can't find it....

NVM, it was in the README.

Oh, and thank you for your help so far :)
« Last Edit: August 09, 2010, 05:39:44 pm by Angle »
Logged

Agora: open-source platform to facilitate complicated discussions between large numbers of people. Now with test site!

The Temple of the Elements: Quirky Dungeon Crawler

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #605 on: August 09, 2010, 05:46:39 pm »

You're welcome.

Also, if you want some races for a given world-gen but not others, I'd just make a folder called 'Unused' and move the entity files you don't want for that Gen over. For civs you don't even need to remove the creature file, since they won't be placed on the world without the entity file.

The only time you really need to delete a file is if you flat out don't want a given race in your games.
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

Niveras

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #606 on: August 10, 2010, 12:50:59 pm »

Evening, been trying out 2.22 mod, the latest when I first downloaded it, in an attempt to add some complexity and difficulty to the usual game.

However, I have a bit of an issue. On my current map I have gypsum and flint that I'd like to use in some constructions, but they do not appear in the list of possible materials, nor are they even listed in the economic stone menu to enable their use. Is there some workaround to it (or perhaps it was fixed in 2.23)?

Also I assume it is intended that animals only carry a tenth of what they do in vanilla, given there are more trading civilizations (and just to increase the difficulty somewhat)?
« Last Edit: August 10, 2010, 12:55:48 pm by Niveras »
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #607 on: August 10, 2010, 12:56:44 pm »

I think you need to enable 'Gypsum powder' in the economic stones menu to use gypsum. I know I've gotten it to work in the past, and I didn't do any modding to Gypsum anyway. Flint should show up there as well. I'll have to check into it.

Yeah, it was a bit silly seeing a donkey come in with 4 cows on its back. So I made them a bit more realistic, although I may need to adjust the numbers some. The Land Strider was also added as a way to increase trade amounts in a reasonable fashion, since it can carry as much as a wagon.
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

Niveras

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #608 on: August 10, 2010, 01:47:05 pm »

Ah, I found the Gypsum toggle in the economic menu. Was just blind (four pages down and in the middle of a bunch of other disabled but not present stone). Flint, though, is definitely not there - no F stones at all from what I saw. I think it has the same issue as Obsidian - if it's not present as an entire layer, the max edge tag keeps it from being listed for some reason.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #609 on: August 10, 2010, 01:56:28 pm »

That would explain it. Hopefully that's one of the bugs Toady will fix at some point.
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

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #610 on: August 10, 2010, 06:08:36 pm »

I have 2.2, and I'm having a problem. The dwarves refuse to use rock salt for anything (I haven't tried alchemy yet), regardless of the economic stone toggle.
Logged
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

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #611 on: August 10, 2010, 06:10:10 pm »

Hmm, I don't recall having any problems with it. Is this the layer stone or the deposits you find in sand?
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

Lord Shonus

  • Bay Watcher
  • Angle of Death
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #612 on: August 10, 2010, 06:14:21 pm »

Both, actually. They'll dump it fine, I just cant build or craft with it.
Logged
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

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.23 Alchemy released!
« Reply #613 on: August 10, 2010, 06:16:30 pm »

Ok, I'll check it out.
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

Angle

  • Bay Watcher
  • 39 Indigo Spear Questions the Poor
    • View Profile
    • Agora Forum Demo!
Re: Civilization Forge 2.23 Alchemy released!
« Reply #614 on: August 11, 2010, 12:16:30 am »

there are two entries for rock salt, one between levitite and hematite, the other between claystone and limestone. maybe thats your problem? Also, for the alchemy workshop, maybe you should just have it use alchemy jars from the jarmakers furnace? At least until the flask bug gets fixed.

P.S. Good advice on the folders for the races.
Logged

Agora: open-source platform to facilitate complicated discussions between large numbers of people. Now with test site!

The Temple of the Elements: Quirky Dungeon Crawler
Pages: 1 ... 39 40 [41] 42 43 ... 95