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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 ... 60 61 [62] 63 64 ... 95

Author Topic: Civilization Forge 3.0  (Read 228137 times)

vhappylurker

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Re: Civilization Forge 2.4 - DF31.21 update released!
« Reply #915 on: March 27, 2011, 08:06:18 pm »

Might have some issues. Quite a few files got updated with the most recent release. Fortunately it shouldn't take me too long to get a new version out.
31.21 -> .24 doesn't have many changes in the raws except a few body changes and some new creatures... took me about 20 minuites.

Spiffy. I can wait.

Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #916 on: March 28, 2011, 04:17:00 pm »

Civilization Forge 2.41 has been released.

Nice and easy to do, this time.
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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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Dohon

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #917 on: March 28, 2011, 05:44:48 pm »

Sweet!

Once I play some DF (Still haven't played DF 2010 ... "Just one more release so I can have the best experience!"), I'm gonna try the mod. Been keeping an eye on it for quite some time.
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vhappylurker

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #918 on: March 29, 2011, 01:20:39 pm »

I am in my happy place now. Thank you.  :D

InsanityPrelude

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #919 on: March 31, 2011, 02:08:03 am »

The game's crashed a couple times now a few seconds after a dyansauri caravan appearing. Nothing's showing up in the error log, and the only changes I made were to add some things from another mod to their entity definition which work fine for other races, so I don't know what's going on there.

Edit: Nevermind, the crash still happened after a quick mod tweak to keep them from sending a caravan.

Edit 2: That time the crash seemed to be because of my modding the raws for that save after worldgen, except... the arrival of a dyansauri caravan just crashed the game again, in a fresh worldgen. :| Is this happening to anyone else?
« Last Edit: April 02, 2011, 02:54:04 am by InsanityPrelude »
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ricree

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #920 on: April 06, 2011, 04:31:42 am »

I'm not sure if I've already thanked you these past 60 pages, but if I haven't it's long past time.

This is easily my favorite DF mod, and I find that its changes make things a lot more varied and interesting.
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Deon

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #921 on: April 06, 2011, 04:42:50 am »

The game's crashed a couple times now a few seconds after a dyansauri caravan appearing. Nothing's showing up in the error log, and the only changes I made were to add some things from another mod to their entity definition which work fine for other races, so I don't know what's going on there.

Edit: Nevermind, the crash still happened after a quick mod tweak to keep them from sending a caravan.

Edit 2: That time the crash seemed to be because of my modding the raws for that save after worldgen, except... the arrival of a dyansauri caravan just crashed the game again, in a fresh worldgen. :| Is this happening to anyone else?
Did you play around with beekeeping/wax materials? Are you sure they can get those?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

InsanityPrelude

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #922 on: April 06, 2011, 08:30:58 am »

No? I didn't change anything related to beekeeping at all.
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Forget down stairs, make an up stair
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #923 on: April 06, 2011, 08:59:45 am »

The game's crashed a couple times now a few seconds after a dyansauri caravan appearing. Nothing's showing up in the error log, and the only changes I made were to add some things from another mod to their entity definition which work fine for other races, so I don't know what's going on there.

Edit: Nevermind, the crash still happened after a quick mod tweak to keep them from sending a caravan.

Edit 2: That time the crash seemed to be because of my modding the raws for that save after worldgen, except... the arrival of a dyansauri caravan just crashed the game again, in a fresh worldgen. :| Is this happening to anyone else?

Hmm. I'll poke around a bit to see if I can figure anything out.
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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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InsanityPrelude

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #924 on: April 06, 2011, 01:36:56 pm »

I don't think it's actually related to Civforge, since dyansauri showed up in a different fort without any problems.

It looks like you did forget to give them egg materials though.
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Forget down stairs, make an up stair
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #925 on: April 06, 2011, 04:17:15 pm »

I don't think it's actually related to Civforge, since dyansauri showed up in a different fort without any problems.

It looks like you did forget to give them egg materials though.

Huh. They have them in my copy. I wonder if the wrong file got added to the zip.
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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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InsanityPrelude

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #926 on: April 06, 2011, 10:30:47 pm »

Spoiler (click to show/hide)

The references to LOCAL_CREATURE_MAT egg materials are there but not the "use these material templates" tag. Or else I missed it, which is entirely possible.
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Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

Knight Otu

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #927 on: April 07, 2011, 04:51:01 pm »

Well, the crash that Deon mentioned seems to occur when an entity has a reaction/tool related to a job that the entity lacks. Or maybe it is restricted to beekeeping. The dyansauri only seem to lack the PLANTER job though in InsanityPrelude's raws.

Mephansteras: Creatures that lay egg all have a BODY_DETAIL_PLAN that adds the egg materials to the creature, which the dyansauri lack at least in InsanityPrelude's raws.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #928 on: April 07, 2011, 05:53:28 pm »

Yeah, I have those in my RAWS but not the one he showed. Maybe have not made it in or something like that. The last release got worked on multiple computers, so it's entirely possible things were a little out of synch. I'll have to go in and make sure all the egg-layers have those tags. I'll put out a patch release for that sometime soon.
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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

volnrok

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #929 on: April 09, 2011, 10:34:54 am »

Hey people of Civ Forge!

I have one problem with the Land Striders included with CF. They are too big.
Butchering one gives about 270 meat and plenty of other meat bits.
With the new grazer update in DF recently, all of my land striders are starving to death. This is because they have the tag [GRAZER:12], meaning that they eat as much as elephants. To quote the DF wiki here http://df.magmawiki.com/index.php/Pasture:
Quote
It is believed that each time unit adds one point to hunger. An animal takes an average of one turn per ten time units, and so a creature of standard speed and agility with [GRAZER:10] would have to eat grass on every single one of its turns just to stave off starvation. Since it takes another turn just to move to the next tile to graze, anything with [GRAZER:20] or less is completely incapable of feeding itself enough grass, even if enough is available. Because of this, the larger creatures like dralthas are virtually impossible to keep fed, and elephants are incapable of feeding themselves fast enough to stave off starvation.
Also, by comparison, a grown elephant has size 5 000 000, and a land strider 8 000 000.
Just a question: Are land striders supposed to be the size of elephants?

Aside from that, I really like this mod, especially the alchemy and other races.
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