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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 228163 times)

Hoooooooar

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #855 on: January 23, 2011, 08:37:19 pm »

Just downloaded and played my first game, awesome mod.  I do have a few questions i hope this is the correct place to ask them.

#1.  Where do i find iron at?  I don't have any hemitite or liminite or anything anywhere that you use in vanilla.  This was the downfall of my glorious castle, that and i wasn't anticipating 4 convoys showing up at the same time killing each other and blaming me for it, then all invading me at the same time :0  I like that, but i'll be more prepared next time, if i could figure out how to get my metal industry rolling that would help.  I read the changes of everything and i get it, but i cannot find any iron, i've tried 4 different embark places across the continent.

#2  When multiple convoys arrive all at the same time how do you pick which one to trade with?

#3  I use.. phoebeus i think graphic pack whatever one comes with lazynewb pack, i love it, but getting invaded by hills and armies of green leather looks a little odd, any graphic packs for the new stuff that i can use in addition to the lazynewb one?

thats about it, #1 is obviously the most important and probably obvious. i checked the wiki couldn't find anything on it.

Thanks in advance, great mod can't wait to start up another castle, i just love building up in the air what can i say.
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #856 on: January 23, 2011, 11:06:57 pm »

#1) Iron shouldn't be a problem. All of the normal ores are in place, and Ilmenite had been added in. Bad luck, I guess? My current fort is swimming in the stuff.

#2) When trading you can just pick from a list. The game handles that just fine.

#3) Couldn't say, sorry. I don't use any graphics packs. Maybe someone else can comment?

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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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rephikul

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #857 on: January 24, 2011, 12:35:21 am »

ya you may want to consider using plain characters to represent your units because graphics sets usually have modified most original symbols save for plain characters.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Hoooooooar

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #858 on: January 24, 2011, 12:37:31 am »

i guess so this evil continent has no iron :0 on a side note, i just built a wall over a brook and literally just had about 200 fish collide on the wall and are flapping about the surface now, automatic fish catcher.
« Last Edit: January 24, 2011, 01:04:02 am by Hoooooooar »
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #859 on: January 31, 2011, 02:06:17 pm »

New Poll up, btw. I'm curious to see what things you guys are interested in.
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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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nbonaparte

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #860 on: January 31, 2011, 06:36:38 pm »

The dyansauri tend to be at war with the elves and high elves, and they all come to trade at the same time. I mean, I like the free stuff they leave, but my depot gets covered in giant beetle vomit and I don't want to make everybody siege me at once. Perhaps the dyansauri's season could change.
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #861 on: January 31, 2011, 07:21:59 pm »

Yeah, I may need to tweak things on that front. It gets kind of ugly right now.
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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 2.31 - DF31.18 update released!
« Reply #862 on: February 03, 2011, 01:05:54 pm »

Looks like Libraries has the commanding vote right now. I've got a bunch of ideas on how to do that in an interesting fashion.

I'll probably wait until Toady releases the next version of DF, since that's supposed to be soon and it'll be changing trading and resources a bit, I think. Shouldn't effect too much of what I want to do, but I'd like to avoid the Transport Tube workaround if possible.
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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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crappypappy

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #863 on: February 13, 2011, 02:53:39 pm »

i for the life of me cant get either of ure graphics packs uve supplied us with, working and idk how to >.< any one got a vanila version of civilization forge with either of the graphics packs or a complete graphics pack for it that they could upload onto here? please and thank you
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

Anathema

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #864 on: February 15, 2011, 09:20:58 pm »

The dyansauri tend to be at war with the elves and high elves, and they all come to trade at the same time. I mean, I like the free stuff they leave, but my depot gets covered in giant beetle vomit and I don't want to make everybody siege me at once. Perhaps the dyansauri's season could change.

Yeah I get this too, except more often with the Vamari and the Frost Giants. I mean, I expect caravans to be in danger - I get flooded by ambushes and sieges and many caravans don't make it 3 steps alive, that's part of the unique challenge of CivForge, but there are things you can do to try and get caravans safely to your trade depot. But what can you do when you've gone through all that effort to get a couple caravans inside safely, and they decide to butcher each other on the depot itself? It's a bit frustrating, sure you get their stuff for free, but it spoils the chance to have a healthy trading relationship with about half the caravans.

I've experimented with some crude workarounds involving multiple trade depots and locked doors, by the way. It's tough to pull off, sometimes they insist on using the same trade depot even if you cut one side off from it and have a second one they can access, and if any traders or animals get killed, or if they merely get frightened away from the depot after starting to unpack, it seems to bug any trading that season ("no traders present" even after any that still live arrive at/return to the depot). I usually have to settle for trading with one caravan while keeping the other safely locked out. DF just wasn't intended to have caravans hostile to each other, I think.

Edit: Not meant to be a rant though, I do love the mod, and the variety of races to fight/trade with is one of its many high points. Just want to emphasize that this is a problem, it makes it hard to actually enjoy the aforementioned variety of races to trade with. ..Conflicts among ambushes of different races, on the other hand, are hilarious and don't really stop me from interacting with them in the intended way (i.e. killing them).
« Last Edit: February 15, 2011, 09:37:15 pm by Anathema »
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Anathema

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #865 on: February 16, 2011, 02:14:03 am »

i for the life of me cant get either of ure graphics packs uve supplied us with, working and idk how to >.< any one got a vanila version of civilization forge with either of the graphics packs or a complete graphics pack for it that they could upload onto here? please and thank you

I've uploaded the graphical CivForge I hacked together for myself here, it's mostly standard Mayday graphics with the gaps filled in by Drayath's pack from this thread. Let me know if you know run into any problems. That's DF 31.18 + CivForge 2.31, for the record.

I had to overwrite CivForge's languages with default DF ones to stop graphic tiles from appearing in names, so High Elves now speak Elven, etc. I included a backup of the original CivForge languages, so you can revert that change pretty easily if you prefer a greater variety of slightly buggy languages. I've also changed the default Mayday graphics pretty significantly for my own purposes (e.g. made ilmenite look different from magnetite/sphalerite, that was driving me nuts). But graphics and language aside, there should be no actual gameplay changes to CivForge.
« Last Edit: February 16, 2011, 02:30:16 am by Anathema »
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #866 on: February 16, 2011, 05:36:44 am »

Yeah, I've been trying to think of some good workarounds as well. I may tweak the trading seasons a bit, have all the evil races show up at the same time. It'll help at least a little. Can't guarantee anything, though.

But we'll see, with the Caravan arc maybe Toady has fixed it a bit?
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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

crappypappy

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #867 on: February 16, 2011, 03:45:00 pm »

lol anthema thank u very much but erm i may not use it now on the main point that erm the caravan stuff is out now sry and thank u very much. erm lol i feel like an ass
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

Thundercraft

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #868 on: February 16, 2011, 04:13:20 pm »

lol anthema thank u very much but erm i may not use it now on the main point that erm the caravan stuff is out now sry and thank u very much. erm lol i feel like an ass

Personally, I'm grateful to Anathema for putting together a graphics version as I really do not care for ASCII tiles. (Only thing is, version 0.31.19 is out now and it has many new creatures that need graphics.)

But, you do realize that Wagons are missing from all versions of Dwarf Fortress (versions 0.31.01+), right? Unless wagons were fixed in the new 0.31.19 version (and from what I'm reading, that does not seem to be the case), caravans will be bugged no matter what flavor of DF you play.

And, for the record, this other problem of bloody conflicts erupting between multiple caravans - while incredibly annoying - seems just as commonplace in Genesis Mod - and possibly with other mods as well.
« Last Edit: February 16, 2011, 04:24:11 pm by Thundercraft »
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Anathema

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #869 on: February 16, 2011, 04:20:27 pm »

I think he's referring to today's new release, 31.19, not being included in my upload - so yeah, it got made obsolete the day I posted it, hah. Just bad timing, I'll post an updated version when a new CivForge gets released.

No problem by the way, like I said I put it together for my own use, I just cleaned up my copy a little and uploaded it. I'm sure someone will find it useful, at least until there's a new CivForge to go with 31.19.
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