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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 ... 54 55 [56] 57 58 ... 95

Author Topic: Civilization Forge 3.0  (Read 228182 times)

Sarudak

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #825 on: January 10, 2011, 05:23:26 pm »

Right right... I guess most of the alloys in the game don't really have any practical use since they generally have the same value as their component metals did and they take extra work and effort to produce.

Also do you know if trapavoid creature avoid triggering pressure plates(I've actually never used pressure plates before)? I'm working on an impregnable fortress setup and I want it to be able to handle chaos dwarves too... (I hate them they slaughtered everyone in my last fort). Right now my only idea is repeating spikes on a one tile bridge suspended above a huge pit with spikes at the bottom. Nothing should get through that.
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #826 on: January 10, 2011, 05:24:51 pm »

They should avoid pressure plates, yes.

And you're supposed to hate them. Although they do bring nice stuff for you to loot after you kill 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

Sarudak

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #827 on: January 10, 2011, 06:46:54 pm »

*sigh*

Well I guess I'm stuck with manually triggered magma traps and of course my repeating spike traps (no one can avoid those right? RIGHT???). And if all else fails good old blood and steel (or in this case incendium, mithril, and elementium)
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vrga

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #828 on: January 11, 2011, 08:42:58 am »

Well I guess I'm stuck with manually triggered magma traps and of course my repeating spike traps (no one can avoid those right? RIGHT???)
fliers in some cases? :p
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Zeocin's take on the current situation in Ardentdikes:
Otherwise known as the Release Urist Now Apocalyptic Weapon of Arse Yerking, or the R.U.N.A.W.A.Y. system.

Crossroads Inc.

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #829 on: January 14, 2011, 10:34:00 am »

Hey Meph!
Do you still have the 0.28 version of Primitive Civs?  I am puttign together a version of DF for my brother whose never played before and using .28 since it is a bit easier to a newcomer. I want to load it up with some interesting mods and hoing to use your old one but cant find it anymore.
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #830 on: January 14, 2011, 11:30:07 am »

Should still be on DFFD. It might be mispelled as primative instead of primitive, though.

EDIT: Found it

Here you go
« Last Edit: January 14, 2011, 12:57:07 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)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Crossroads Inc.

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #831 on: January 14, 2011, 01:09:00 pm »

Awesome! thanks matie!
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #832 on: January 14, 2011, 01:13:56 pm »

I should have the stand-alone Primitive Civ mod done soon too. Just finishing up the Satyr/Nymph civ today.
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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

Crossroads Inc.

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #833 on: January 14, 2011, 02:49:21 pm »

Just out of curiousity What is the list of Civs you are thinking of addig to the new version?
I mostly am curious  because I know your other mods have dozens of new races, but the Prim-Civ was mostly just makign the existing "beast men' into civs.
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #834 on: January 14, 2011, 02:59:50 pm »

Primitive Civs has:
Bearmen
Frogmen
Goatmen
Jackalmen
Lizardmen
Monkeymen
Raccoonmen
Ravenmen
Snakemen
Squirrelmen
Tigermen
Turtlemen
Wolfmen
Ratmen
Satyr/Nymph
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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

Crossroads Inc.

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #835 on: January 14, 2011, 03:11:59 pm »

Awesome thanks, can't really think of ayone I would't want on the list, or anyone else to add.  Maybe frogmen, not really sure about a Frogmen civ, they seem so, squishy ;P

That said can't wait to gen a new 40D world when this comes out ;D
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #836 on: January 14, 2011, 03:17:35 pm »

Awesome thanks, can't really think of ayone I would't want on the list, or anyone else to add.  Maybe frogmen, not really sure about a Frogmen civ, they seem so, squishy ;P

That said can't wait to gen a new 40D world when this comes out ;D

Eh, they breed fast.

And this is for 31.18, not 40d. And it's going along well. I'm just about done, I think. Just need to run some tests and clean up any of the inevitable 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)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Sarudak

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #837 on: January 15, 2011, 11:37:45 am »

I really love this mod by the way.
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vrga

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #838 on: January 15, 2011, 01:03:19 pm »

i'll have to bitch about the amount of clutter constant 12-16 ambushes and siege after siege after siege bring constantly.




i mean, almost the whole embark (2x2) is blood smeared.



so yeah :p



also, glacium, elementium, incendium stuff is evil.


blazing incendium is meh. i have approximately 30 or so weapon traps with blazing incendium serrated discs. not a single fart was incinerated.


or... derp.


i just remembered i had temperature turned off.


derp derp deeeerp...
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Zeocin's take on the current situation in Ardentdikes:
Otherwise known as the Release Urist Now Apocalyptic Weapon of Arse Yerking, or the R.U.N.A.W.A.Y. system.

Sarudak

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #839 on: January 17, 2011, 03:27:01 pm »

You may want to look into modifying how and where the elemental crystals are spawned. I had noticed that I was regularly finding frost crystal but none of the others. Using the prospector in DF_Hack I has consistently seeing 0-50 of storm, ward, fire heart, and flare crystals while having 1000-3000 (!!!!) frost crystals on the map. This is the case even on maps that I specifically chose to have 2 layers of granite and one of marble, as a side point though the prospector claimed they were there on using reveal I could find no evidence of said crystals. This means that all the elemental metals are EXTREMELY rare (far rarer than mithril which is stronger and lighter) except for glacium which is limited only by how much rock salt you can find. Not to mention all those frost crystals makes for ridiculously valuable encrusting (not that an experienced player has any difficulty making value just sayin). I think the problem relates to competition for spawning but it may be something else entirely because I can't say I've ever actually found a fire heart cluster and I think I've found storm crystals and ward crystals once each even though on one map I searched two entire marble layers.
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