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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


Pages: 1 ... 44 45 [46] 47 48 ... 95

Author Topic: Civilization Forge 3.0  (Read 228210 times)

drayath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #675 on: August 25, 2010, 07:14:00 pm »

Very quickly before i head to bed, at the moment there is not a complete set not using graphics, but;

All workshops and reactions are in separate files and are graphic independent, if you take the core civforge 2.30 TEST pack as the base, then add/replace the following files from my pack into its raw folder:

building_crematorium.txt
building_crushstone.txt
building_destroystone.txt
building_display_case.txt
building_distillseed.txt
building_gemsplitter.txt
building_library.txt

entity_default.txt

item_ammo.txt
item_ammo_cf.txt
item_armor.txt
item_armor_cf.txt
item_library.txt
item_weapon.txt
item_weapon_cf.txt

reaction_crematorium.txt
reaction_crushstone.txt
reaction_destillseed.txt
reaction_destillseed_cf_addon.txt
reaction_destroystone.txt
reaction_ironworks_cf_burnstuff_addon.txt
reaction_library.txt
reaction_nickelscrew.txt
reaction_splitgem.txt

This should get you all changes except the plant growth time modifications, for them you would have to copy the new grow time across manually (plant graphic specifications are changed as well as the grow time in my version)

plant_cf.txt
plant_standard.txt

If you want the custom map copy across:

data/init/worldgen.txt

Finally you probably want to grab the _Documentation folder for the alchemy/production diagrams.

--

Untested but should work as each item was added separately when something irritated me.

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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.

Gearheart

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #676 on: August 25, 2010, 08:32:51 pm »

Thanks, now I can get the best of both worlds.

I appreciate the help.

In all actuallity, I'm fairly new to this, and don't understand the quirks of modding, if there are any, so don't take offense to my asking, but is there any possibility of all those alchemical rocks/workshops being rendered graphicless? Or indeed, altered to fit the Phoebus set?

I'd really love to play around with them a bit, but I simply cannot adjust to a new graphic set. Call me stubborn, but I'm too used to that tileset by now.

Again, I don't mean to impose, just curious is all.
« Last Edit: August 25, 2010, 09:02:40 pm by Gearheart »
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vhappylurker

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #677 on: August 26, 2010, 08:42:50 pm »

Downloaded both the regular version and drayath's tweaked version. This sounds like FUN.

negorath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #678 on: August 27, 2010, 06:36:06 am »

My fortress is now under siege by no less than 5 civs, definitely brings on the Fun, but a bit extreme perhaps? :p
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #679 on: August 27, 2010, 09:26:03 am »

It can get a bit brutal. But I guess that's what magma is for.
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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

tigervx

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #680 on: August 31, 2010, 01:28:36 am »

Chiming in here to note that me and all my clan mates are currently hooked on your mod, we just love the complexity and variety that it adds to dwarf fortress. I currently have a 90+ dwarf fortress that is constantly under siege by at least 4 armies at a time like the previous poster, maybe next time I'll let some of the races die out during world gen since I tried so hard this time to keep them all alive  :P Luckily my wrought iron metal industry is keeping up well enough to defend me with the aid of many traps and crossbow defensive towers,.

I have to say I hate the sand raiders the worst, they are incredibly difficult to fight and always sneak. Runner ups are Chaos Dwarves for having trap avoid. My fortress is a battlefield since I used to get caravans that would get ambushed and multiple caravans would fight multiple ambushes, resulting in death all around my castle. Eventually the good races would lay siege to me to try and get revenge for their dead diplomats, only to spawn inside evil sieges and... Well, the entire map is basically a battlefield. There's even random kobold and jawa thieves running around stripping the dead and stealing their items.

Some fun things to report, on embark the bugbears were at war with the dwarves for no particular reason, with the big red WAR letters next to the Bugbear civ. A general of their civilization even came on map leading a bugbear host mounted on land striders, a fucking dwarf! Filthy traitor. Also I've been seeing a lot of frost giants leading chaos dwarves and giant ants being used as mounts. It seems like all the new races are doing fine. I'd give alchemy a go, but the constant sieging doesn't allow for such luxuries, and I dont have the ingredients anyways for half the stuff. Keep up the good work!
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #681 on: August 31, 2010, 10:04:22 am »

Sounds like things are working more or less as intended. Glad you're enjoying the mod!
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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

Asagi

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #682 on: September 05, 2010, 11:03:04 am »

Don't know if this has been posted in this thread but, I'm unable to plan oil nut seeds above or below ground during any season.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #683 on: September 05, 2010, 11:10:32 am »

Probably the wrong biome for them. Did you trade for them or did you pick them?
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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

Asagi

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #684 on: September 05, 2010, 12:07:36 pm »

I brought them on embark, its a hot sinister grassland. I also noticed I'm not able to make Obsidian a non economic stone, it isn't even on the list.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #685 on: September 05, 2010, 01:23:04 pm »

Yeah, Oil Nuts won't grow there.

The Obsidian thing is a bug with DF in general.
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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 2.23 Alchemy released!
« Reply #686 on: September 09, 2010, 12:25:57 pm »

Sorry for the lack of updates, guys. I've been horribly busy and haven't had much time to even play DF, let alone do any modding.

I'm considering just releasing 2.3 as-is, although I may have to rework everything once Toady releases the next version of DF.
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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

Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #687 on: September 09, 2010, 01:00:53 pm »

I think you can try to "fix" the obsidian by making a reaction which is not used anywhere. I have to test it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #688 on: September 09, 2010, 01:40:47 pm »

Hmm, that's an idea. I'll try that.

But if you get a chance to try it before me, let me know if it works. :)

Even if I need a place where it is used, I can do that. Some interesting Alchemy reaction or something.
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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

Niveras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #689 on: September 09, 2010, 02:03:43 pm »

Is it known that imported stone can't be used in alchemy reactions? I think it might've even been mentioned before.

Though even some bauxite of my own can't be processed into alum anymore, after I had rebuilt my magma labs.
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