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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 228217 times)

Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #645 on: August 16, 2010, 03:50:27 pm »

As far as I know that hasn't been fixed.
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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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Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #646 on: August 16, 2010, 04:16:55 pm »

Ah, I had a closer look at the reaction format and it seems you're right - or at least, I was wrong. It can look for empty containers or containers full of, say, lye, and it can output the product to a container(presumably a vial would work here - FLASK:NO_SUBTYPE:GLASS_MATERIAL:NO_SUBTYPE or something similar), but that still leaves the other half of the problem.

Curses. Though even if it had, that would have left the problem of how to handle the various substances. Mercury is a metal, sure(it just has a very low melting point), but some of the others might be... kind of iffy.
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Niveras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #647 on: August 16, 2010, 10:54:32 pm »

The reactions for separating mithril and levisium refer to the tempering chamber instead of the separation chamber, even in 2.23. However, although the tempering chamber would inform you that no tasks were available and to check for material access and fuel (at least in the case of my magma tempering chambers, built directly over the magma sea), I was able to get the separation chambers to work after fixing the appropriate entries:

Spoiler (click to show/hide)
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #648 on: August 17, 2010, 01:45:51 pm »

Yeah, that's pretty much how it looks in 2.3

Spoiler (click to show/hide)

Anyone with the 2.3 test files had any experience with the Beastmen yet? They're the last part that I haven't really seen show up in fort mode yet. I may need to do a specific test of them.

Once I know they work ok, I'll probably release 2.3. Any additional bugs can just come out in future versions.
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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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drayath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #649 on: August 17, 2010, 03:02:08 pm »

Not seen any beastmen yet in my game, which has just resulted in fortress death.

With all primitive races on you seem to get 2-3 years before chaos strikes. Due to large amount of ambushers combined with large amounts of caravans to be killed you quickly upset some->most of the friendly/neutral civs.

Note that the first siege in all 3 forts i have had has been dynisoria riding flying ants. Not so bad for a fully below ground fortress, but a nightmare if you are relying on large amount of above ground defence tower, fortification corridors. Allways seem to miss a single floor tile somewhere letting in the flying squad.

Had the entire border of a 4x4 embark within xbow range of by defensive wall, but was missing a single floor tile above one of the fortifications, and it seems flying things can travel diagonally downwards.
Code: [Select]
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F F
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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.

Prepaid Lenin

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #650 on: August 18, 2010, 08:06:10 am »

I'm not certain, but I think flint may have displaced coal entirely from limestone layers :X
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #651 on: August 18, 2010, 10:17:29 am »

It shouldn't, although I suppose you could get maps where the RNG gives you much more flint than anything else.
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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 2.23 Alchemy released!
« Reply #652 on: August 18, 2010, 11:53:06 am »

argh I can't find the test files, where are they?
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #653 on: August 18, 2010, 12:17:18 pm »

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kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #654 on: August 18, 2010, 12:28:02 pm »

ok then thanks, downloaded now, added all primitive civs, and beastmen, did not add filler stone.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #655 on: August 18, 2010, 12:32:38 pm »

Thanks. Let me know how it goes.

Also, you might find *all* of the primitive civs a bit excessive. But I suppose that's just more opportunity for 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)
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kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #656 on: August 18, 2010, 01:31:46 pm »

I rather like having huge hordes of enemies, find it a challenge, also am planning on pissing off any of those who trade so they attack too.  One thing to report, I have no idea what is used to 'throw' the throwing items, I've tried longarms, crossbows, bows, ect and they wont use it (and I do know to assign ammo, quivers ect.) 
-Also even when I didn't add in the filler stones package, I've continously strike limestone within limestone...... and I've mined two levels and found gems and flint but no ore because of it, guess flint hand axes are gonna be my military weapon... along with bone crossbows, this shall be fun.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #657 on: August 18, 2010, 01:34:39 pm »

Hmm, the throwing weapons should work just fine with the Longarm. They do on my games, at least. Just make sure that the squad that uses them *only* uses throwing weapons and long arms for ranged, otherwise they'll grab the wrong ammo type and walk around clubbing people.

Anyone else using the test files get longarms to work? I'm not sure how tested those were by the time I put out the test files...

I'll have to look into the Limestone issue. Sounds like that's causing problems.
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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

Shurhaian

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #658 on: August 18, 2010, 02:05:36 pm »

On a different note, I confess to having some difficulty understanding alchemy. Some of this may be because I'm not working with it in sufficient volumes to stay fresh(dratted lack of rock salt), but whatever the cause, it means a lot of scrolling back and forth in the Basics file, thinking "And that's used for what, exactly?" or "What is it that I need to make this, again?"

Is anyone out there half-decent at graphical design? A visual "tree" of what's needed for what, a flowchart like there was for crops in 40d, might help connect the dots - or at least reinforce what's necessary and what would be redundant. It would need care, especially where two different reactions can produce the same thing(I'm looking at you, Emen Aren), but it might make for a helpful at-a-glance guide.
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Working on: drakes - making the skies(mostly) a bit more varied

My guards need something better to do than make my nobles happy with hugs and justice.

Mephansteras

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Re: Civilization Forge 2.22 Alchemy released!
« Reply #659 on: August 18, 2010, 02:08:27 pm »

Yeah, drayath made one.

Here is a diagram showing how the alchemy reactions link together if it helps anyone use alchemy.

http://www.brightsoft.net/AlchemyGraph.png

Key:
Boxes = mineable items
Triangle = bars
Dotted boxes = plants/trees
Ovals = alchemy materials
Dotted Ovals = alternative ways to make something.

If you want to recreate or tweak the diagram here is the data to create the graph using the free GraphViz program.
Spoiler (click to show/hide)
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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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