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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 228106 times)

plantpot

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1005 on: June 19, 2011, 09:51:10 am »

i dont know if this has been asked or brought up befor but would it be possible to use pheodus graphics with the mod couse im have't been play DF long but i disslike other tilesets but last time i attempted to instal pheobus with the mod i mucked up and on the walls were there would be an image for a matterial i had cats and trees. but i like the items added so keep up the good work
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Anathema

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1006 on: June 27, 2011, 03:46:55 pm »

i dont know if this has been asked or brought up befor but would it be possible to use pheodus graphics with the mod couse im have't been play DF long but i disslike other tilesets but last time i attempted to instal pheobus with the mod i mucked up and on the walls were there would be an image for a matterial i had cats and trees. but i like the items added so keep up the good work

I merged Mayday graphics with Civilization Forge, and I assume you could merge Phoebus in the same way if you want to make the effort (it's not that hard if you're comfortable with modding the raws, but it is time-consuming).

Basically, start with a copy of CivForge and a separate copy of Phoebus. Copy the entire raw/graphics folder and data/init/init.txt file from Phoebus to CivForge. Now check all the text files in CivForge's raw/objects folder: if the text file does not end in _cf, open it and see if there's a note at the top saying it's been modified by CivForge. If it hasn't been modified by CivForge, you can overwrite it by copying over the equivalent file from Phoebus. That was all pretty easy to do, and you can stop here and you'll have a basically functional CivForge+Phoebus: anything added/changed by CivForge will have incorrect graphics, but most of the vanilla stuff will display properly at least. The next steps are if you have some time to kill and want more complete graphics.

Now open any raw/object file that ends in _cf or has a note saying it was modified by CivForge (all the ones you didn't replace before), and manually fix every TILE: field (find and replace helps a lot). As far as which tile to use, use Phoebus as a guide: for example when you're selecting tiles for CivForge's minerals, compare to the mineral file in your Phoebus folder and use the same tiles Phoebus does.

Also if you want to stop graphic tiles from appearing in names, this is due to special characters in CivForge's language files, the easiest fix is to overwrite them with vanilla languages. So make a copy of, say, the language_DWARF.txt file from Phoebus, rename it to language_DWARF_CHAOS.txt, and use that to replace CivForge's language_DWARF_CHAOS.txt. Replace all the new CivForge languages with vanilla languages of your choice, and no more graphic tiles appearing in names.

Lastly, figure out how you want new CivForge creatures to display. You have a few choices:
-Do nothing, leaving new critters to display as letters.
-Copy the relevant parts of Drayath's graphics pack to fill in the gaps of Phoebus.
-Get graphics from some other source, you could even make them yourself! See Drayath's pack for an example of how to write the .txt files in the graphics folder to make your new tiles work.
« Last Edit: June 27, 2011, 03:57:10 pm by Anathema »
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Goddifist

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1007 on: June 28, 2011, 12:51:07 am »

i was wondering and sorry if you ansewered this but......64 is way too many pages but it will be a simple question
i downloaded in was just wondering how do i get the buildings for alchemy?
i mean i did everything right as far as everything else goes. Glacium (i think its spelled) and such.
but i just don't have the buildings.
so yea a little help with that would be...well...helpful.
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Seraphyx

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1008 on: June 28, 2011, 09:07:00 am »

Hello everyone, firstly this looks like an amazing mod but I have some concerns about it. I play DF casually so I really don't have the time or will to search 68 pages or numerous other topics that are probably discussing this mod, aside from that I'm not very informed on anything modding DF related, so in short I'm a newb.

My first concern is that I "need" to play with a graphics pack, by need I mean highly want, and will not play DF without one just because I can't, it's too much on my brain and it will explode trying to make sense of everything (props to anyone who can play it and prefers it in ASCII). I've seen some posts that mentioned a lot of heavy editing of files, I don't exactly have time to go through and do that and 'hope' that I get everything done correctly. My question is can someone who has already done this for Phobeus(?) graphics pack upload it somewhere? I don't really care which graphics pack I think I'll get used to any, I just prefer Phobeus since that's what I learned to play on.

The second thing is that I saw someone was making a graphics pack specifically for this mod and I have a question about it. How finished is it and how functional is everything? I've read that a few people have issues with the alchemy thing? Is that related to using the graphics pack someone made for this mod or what?

Thanks in advance to any who help.
« Last Edit: June 28, 2011, 09:10:08 am by Seraphyx »
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1009 on: June 28, 2011, 11:25:36 am »

i was wondering and sorry if you ansewered this but......64 is way too many pages but it will be a simple question
i downloaded in was just wondering how do i get the buildings for alchemy?
i mean i did everything right as far as everything else goes. Glacium (i think its spelled) and such.
but i just don't have the buildings.
so yea a little help with that would be...well...helpful.

Depends on what you mean. The buildings themselves should be under the standard building and smelter menus. If you're wondering how you make the buildings, it depends on the building in question but the game should tell you what you need. If you don't have the buildings showing up, I suggest reinstalling the mod.

 
@Seraphyx: Anathema created a download pack for the mod with Mayday's graphics. You can get that here


I'm adding the Alchemy flowchart and the graphic pack version to the OP so it's easier for people to find.
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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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Anathema

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1010 on: June 28, 2011, 06:35:49 pm »

Hello everyone, firstly this looks like an amazing mod but I have some concerns about it. I play DF casually so I really don't have the time or will to search 68 pages or numerous other topics that are probably discussing this mod, aside from that I'm not very informed on anything modding DF related, so in short I'm a newb.

My first concern is that I "need" to play with a graphics pack, by need I mean highly want, and will not play DF without one just because I can't, it's too much on my brain and it will explode trying to make sense of everything (props to anyone who can play it and prefers it in ASCII). I've seen some posts that mentioned a lot of heavy editing of files, I don't exactly have time to go through and do that and 'hope' that I get everything done correctly. My question is can someone who has already done this for Phobeus(?) graphics pack upload it somewhere? I don't really care which graphics pack I think I'll get used to any, I just prefer Phobeus since that's what I learned to play on.

The second thing is that I saw someone was making a graphics pack specifically for this mod and I have a question about it. How finished is it and how functional is everything? I've read that a few people have issues with the alchemy thing? Is that related to using the graphics pack someone made for this mod or what?

Thanks in advance to any who help.

My signature links to the merge of Civilization Forge+Mayday graphics I put together. The graphics are about 95% complete, just missing some of the animals introduced since 31.19 (lacking graphics, they just show up as ASCII characters). It's fully 'functional' - I made no changes to gameplay (including alchemy), just patched in Mayday graphics. As far as I know, it's the only graphical CivForge updated for 31.25.

There used to be a Phoebus version of CivForge (Drayath's graphics pack here), but it hasn't been updated since 31.12. It could certainly be updated as described in my post above, like I said it's not that hard to do, but it is a bit time consuming.

Also alchemy works last time I checked, but it's.. quite complicated. If you enjoy making steel in vanilla, look into alchemy - it's similar, a complicated process that rewards you with better weapon/armor materials, except moreso. This flowchart gives a nice overview. The crystal materials are generally similar to iron/steel, more complicated to produce, but do not require metal ores (you sort of farm them). The mithril/orihalcum/elemental metals are much better than anything steel or crystal, but rely on lots of rare materials and are also complicated to produce. It's something extra for the experienced player to try and master. There's a more detailed 'alchemy basics.txt' file included in all versions of CivForge, it's a good reference to look up how a specific reaction works.
« Last Edit: June 28, 2011, 06:51:27 pm by Anathema »
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Seraphyx

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1011 on: June 29, 2011, 08:21:51 am »

Thanks for the replies and taking the time to make a graphics pack for this mod. And no, I quite hated making steel ;p I am much more comfortable with it now that I know I can use lignite and such for fuel, which makes it way easier than burning trees with no access to magma. But I will more than likely stay away from alchemy for a very long time if it is more complicated than steel making.
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Anathema

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1012 on: June 29, 2011, 05:04:36 pm »

Yeah I'm honestly not a fan of the alchemy system in its current form either, a little too much micromanagement and making 6 different workshops and hunting for rare ingredients that might not occur on your map.

Note that you can still benefit from superior alchemical metals (mithril, glacium, etc.) without actually doing alchemy - the dwarven caravan will bring you bars if you request them, and the occasional invader will be equipped with something better than steel that you can melt down and reforge into dwarf-sized gear.
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plantpot

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1013 on: June 30, 2011, 09:48:12 am »

thx for the reply about pheobus for now il use the old version if it use's pheobus my main drew to the civ mod oddly is it has tower shields above all other aspecs unfortunatly i dont have the patants when at home to go through and alter the latest version of the mod for use with pheobus i have a tendancy to jump from one thing to another wich would explain why may pc has 8 df's on it each one a different mod.
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Kon

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1014 on: June 30, 2011, 02:37:50 pm »

Sorry if this has been brought up before, but for some reason when I have my dwarves do alchemy instead of putting the resultant products into jars they just leave them as piles in the workshop. Do you know what's causing this?

Someone correct me if I'm wrong, but I believe this is a known bug that has not yet been fixed. The salt, alum, and other powders that you buy from caravans will work, but making them is bugged.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1015 on: June 30, 2011, 02:47:13 pm »

Yeah, it's still kinda bugged. Haven't had a chance to dig into it yet. I have a few other alchemy bugs on my to-do list as well. I just need life to calm down a bit so I can work on 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)
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Goddifist

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1016 on: July 01, 2011, 03:56:25 am »

ive tried reinstalling the mod and it never works
i use lazy newb pack so would that be the reason since it seems any major mod i try never works
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Ascaronth

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1017 on: July 01, 2011, 11:43:18 pm »

Hi, I haven't had the chance to try your mod in depth yet, but I just wanted to tell you that you can't farm crimson crystal grass, meaning it doesn't appear in the list when you [q]uery a farm plot. I'm back to playing now, will report about any bug I find ;)
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1018 on: July 02, 2011, 11:11:58 am »

Hmm. That doesn't sound right. I'll have to check into it, but are you sure you have seeds for it? Because I know I've grown it in the past without any 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)
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"Let us maintain our chill composure." - Toady One

Ascaronth

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1019 on: July 02, 2011, 07:16:38 pm »

Yes, obviously you were right... I though I embarked with every new millable (to dye) plant seed (I'm into textile industry) but I was wrong. Tested on another embark and, yep, my bad. Sorry :-X
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