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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 228102 times)

Lexx

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1020 on: July 08, 2011, 07:39:34 am »

Just genning a large region with your mod to try it. It sounds fun! Will post on my experiences later.

EDIT: Okay I have started a game but for some reason when I try to change Z levels with the standard keys nothing happens. Meaning i cant chance Z levels at all. So you know I downloaded the graphical edition of the game. Any help figuring out how to fix this would be appreciated.
« Last Edit: July 08, 2011, 11:22:53 am by Lexx »
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1021 on: July 08, 2011, 11:29:59 am »

Go look at your config files. One of them controls key bindings, and was probably changed in the graphics pack.
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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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Lexx

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1022 on: July 08, 2011, 11:50:24 am »

Go look at your config files. One of them controls key bindings, and was probably changed in the graphics pack.

I checked and weirdly it hasn't got them any different than what they are normally. To be clear I downloaded from the 4th link on the first page. I made sure my keyboard is working and it works on all my other DF game installs when in Fortress mode. This one seems to be the only exception. Thanks for the effort though. I'm stumped though for the time being what might be wrong.
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Fallen Flame

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1023 on: July 10, 2011, 10:16:22 pm »

Hey I'm not sure if this is a known glitch or not, but i cant seem to be able to make Ikal Nabid in alchemy, I have both Olivine and Dolomite and it wont let me produce any. Any help?
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Anathema

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1024 on: July 12, 2011, 03:33:59 pm »

Go look at your config files. One of them controls key bindings, and was probably changed in the graphics pack.

I checked and weirdly it hasn't got them any different than what they are normally. To be clear I downloaded from the 4th link on the first page. I made sure my keyboard is working and it works on all my other DF game installs when in Fortress mode. This one seems to be the only exception. Thanks for the effort though. I'm stumped though for the time being what might be wrong.

I didn't change the keybindings in making the graphics pack - they should be the same as vanilla DF, which is < and > for up/down z-levels (meaning you hold shift+comma or shift+period). I just redownloaded the file to double check that, < and > work for me, not sure what to tell you =/

Maybe try changing the binding from within the game? (hit escape while in fortress mode, choose key bindings, general).
« Last Edit: July 12, 2011, 03:43:16 pm by Anathema »
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1025 on: July 12, 2011, 03:40:23 pm »

Hey I'm not sure if this is a known glitch or not, but i cant seem to be able to make Ikal Nabid in alchemy, I have both Olivine and Dolomite and it wont let me produce any. Any help?

Hmm. You should be able to.

I'll try to do some testing tonight. I need to fix up a bunch of Alchemy issues anyway, so I'll add that to my list of possible issues.
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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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Fallen Flame

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1026 on: July 14, 2011, 05:55:37 pm »

In regards to me not being able to make Ikal Nabid, I was looking at the raws and neither Talc, Dolomite, or Olivine are in the Magnesium reaction class group. which is what the Ikal Nabid reaction requires, so wouldn't that be the problem?

Forgive me if im wrong, im not too competent with the raws, but i thought id look.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1027 on: July 14, 2011, 06:07:37 pm »

That would be an issue. Might be a disconnect between my version and the raws that got uploaded. That happens sometimes when I'm working from different computers.

I'll double-check the versions.
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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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Fallen Flame

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1028 on: July 14, 2011, 07:08:38 pm »

yeah that was definitly the problem, i added [REACTION_CLASS:MAGNESIUM] to dolomite, talc, and olivine, and now i can make Ikal Nabid.

EDIT: Well that fixed part of the problem, I can now produce it, but it will not store it into jar, and cant be used in any further reactions.

Also another question on the Alchemy Graph on the first page it says that the different types of crystal materials require crystal glass, while in the reaction it specifies Crystal seed, are these the same or is the graph wrong?

Another thing that I found out, I cannot make Alum from Bauxite, and the flowchart indicates that I can. Bauxite seems to be missing the Alum reaction tag in the raws.
« Last Edit: July 23, 2011, 06:41:13 pm by Fallen Flame »
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Harry959

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1029 on: August 01, 2011, 04:54:19 pm »

I'd just like to tell you that the "entity_default" file missing a few tags, like the one that allows the Jarmaker's Workshop, so we can't actually make Jars and such.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1030 on: August 01, 2011, 05:03:40 pm »

You can make jars from the regular workshops, now. They're like pots and jugs.
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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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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1031 on: August 03, 2011, 12:35:47 am »

yeah that was definitly the problem, i added [REACTION_CLASS:MAGNESIUM] to dolomite, talc, and olivine, and now i can make Ikal Nabid.

EDIT: Well that fixed part of the problem, I can now produce it, but it will not store it into jar, and cant be used in any further reactions.

Also another question on the Alchemy Graph on the first page it says that the different types of crystal materials require crystal glass, while in the reaction it specifies Crystal seed, are these the same or is the graph wrong?

Another thing that I found out, I cannot make Alum from Bauxite, and the flowchart indicates that I can. Bauxite seems to be missing the Alum reaction tag in the raws.

Sorry, missed the question about Crystal Seed. Everything should use Crystal Seed now instead of crystal glass.

As for the others, I've confirmed that all of the materials in my set of the raws have the correct Reaction Classes. So once I finish up a few other fixes for alchemy I'll get a new set out. Hopefully tomorrow night, as I'm stuck on an issue at the moment. But I'm back to actually spending time modding, so that's a good thing.
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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

Nighthawk

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1032 on: August 03, 2011, 11:04:25 am »

Never saw this mod before. How did that happen?

This looks really cool. I'll be sure to download it once my fortress (inevitably) experiences Fun.
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UristMcHuman

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1033 on: August 04, 2011, 04:46:43 pm »

Will I have to abandon ALL my forts to successfully download this?


Will my modifications to the smelter, weapons, armour, entities and creatures stay the same, or will I have to redo them all once I download this mod?
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1034 on: August 04, 2011, 05:27:45 pm »

The mod is NOT going to be compatible with any of your existing worlds, so there isn't any reason to abandon your fortresses. Any changes to the base raws won't have any effect on existing fortresses since each save has it's own copy of the raws now.

If you have any other modifications to the raws you'll need to redo them in the raws that come with Civ Forge. WinMerge makes that a lot easier. Keep in mind that Civilization Forge has a huge number of changes to a lot of files, so you'll need to be careful when working in other mods to make sure things don't break.

Generally, I'd just suggest installing another copy of Dwarf Fortress 31.25 and putting Civilization Forge in there. Mostly to keep things clean, and it lets you muck around with the new stuff without breaking any of your old stuff.
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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
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