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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 228255 times)

kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #660 on: August 18, 2010, 02:15:09 pm »

hum interesting note, 'stone hand axes' take their material from the wood used not the stone, thus instead of having flint hand axes, I'm ending up with oak hand axes... which really suck.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #661 on: August 18, 2010, 02:16:54 pm »

hum interesting note, 'stone hand axes' take their material from the wood used not the stone, thus instead of having flint hand axes, I'm ending up with oak hand axes... which really suck.

Hmm. Sounds like Flint might be a bad thing to have in the game at this point. Maybe I should take it out until making stone weapons is actually practical.
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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

kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #662 on: August 18, 2010, 02:54:28 pm »

shouldn't you just be able to change the reaction for making stone weapons to take the material from the stone and not the wood, cause not having to make iron axes for all my woodcutters, yet still having half decent axe for them is a good thing.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #663 on: August 18, 2010, 02:59:46 pm »

Well, I can't effect the crafts workshop. I could make a custom workshop for various weapons out of stone and wood, though. I don't think they'd have quality modifiers, but they'd probably be better than wooden weapons.
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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!
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Lord Shonus

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #664 on: August 18, 2010, 03:00:18 pm »

It's a DF display bug. It happens with vanilla obsidian as well. Absolutely nothing can be done about it. (I'm nearly certain that it is, in fact, purely a display issue. My experiments in vanilla showed the "wooden" weapons made from obsidian were much deadlier than normal wooden weapons against soft targets.)
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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.

kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #665 on: August 18, 2010, 03:03:06 pm »

ah that's a good thing, only odd thing is that my high master wood crafter is the one making them, of course they are all masterful because of it, haha anyways first dwarven caravan showed up, expecting animalmen to show soon too due to their civs being on the "c' menu.
edit*This may be a problem
Quote
Duplicate Object: entity MOUNTAIN_EVIL
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #666 on: August 18, 2010, 03:04:25 pm »

It's a DF display bug. It happens with vanilla obsidian as well. Absolutely nothing can be done about it. (I'm nearly certain that it is, in fact, purely a display issue. My experiments in vanilla showed the "wooden" weapons made from obsidian were much deadlier than normal wooden weapons against soft targets.)

Ah. Well, in that case I guess we're fine.
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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

kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #667 on: August 18, 2010, 09:06:46 pm »

latest fort has a ratmen civ beneath it, and they seem to work fine.
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drayath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #668 on: August 20, 2010, 11:59:36 am »

If anyone wants to test civforge 2.3 TEST with graphics (and some other tweaks) try this:

http://www.brightsoft.net/Drayaths_Dwarf_Fortress_Pack.html

Hopefully after civforge 2.3, next version of df and the significant graphics pack update this should allow (text can use a separate ttf font instead of the graphics tiles, + other features) I will have something ready to go on the first post if that offer is still open.

readme
Spoiler (click to show/hide)
« Last Edit: August 20, 2010, 12:25:10 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 2.23 Alchemy released!
« Reply #669 on: August 20, 2010, 12:09:38 pm »

Cool
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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

Repulsion

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #670 on: August 20, 2010, 08:05:11 pm »

  Any help in getting graphics to work in Civforge 40d?
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #671 on: August 23, 2010, 12:33:14 pm »

The 40d Civilization Forge thread should have some info on that.

Horribly busy weekend for me, so I didn't get a chance to play. May or may not get some time tonight. I do have a new fort set to test the Beastmen, though, so as soon as I get to see them in action I'll be able to figure out what tweaks I need to make (if any).
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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

negorath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #672 on: August 24, 2010, 01:18:12 pm »

If anyone wants to test civforge 2.3 TEST with graphics (and some other tweaks) try this:

http://www.brightsoft.net/Drayaths_Dwarf_Fortress_Pack.html

Hopefully after civforge 2.3, next version of df and the significant graphics pack update this should allow (text can use a separate ttf font instead of the graphics tiles, + other features) I will have something ready to go on the first post if that offer is still open.

readme
Spoiler (click to show/hide)

You, sir, are a gentleman and a scholar!
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Lord Shonus

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #673 on: August 24, 2010, 05:08:31 pm »

If anyone wants to test civforge 2.3 TEST with graphics (and some other tweaks) try this:

http://www.brightsoft.net/Drayaths_Dwarf_Fortress_Pack.html

Hopefully after civforge 2.3, next version of df and the significant graphics pack update this should allow (text can use a separate ttf font instead of the graphics tiles, + other features) I will have something ready to go on the first post if that offer is still open.

readme
Spoiler (click to show/hide)

Question on this. Will this pack work properly with graphics off and the default tileset, or did you do remapping like the graphic versions of Genesis? I like the package, but I don't particularly like the graphical tiles.
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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.

Gearheart

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #674 on: August 25, 2010, 05:29:12 pm »

I really like the additions to the game made by this package, the new races especially, but the graphics change throws me off a bit. It's not bad, quite the opposite, but I'm so used to using Phoebus that it all just seems a bit strange.

Eh, guess I'll have to deal with it though, because the additions are totally worth me being a little uncomfortable about graphics.
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