Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 68 69 [70] 71 72 ... 95

Author Topic: Civilization Forge 3.0  (Read 228083 times)

UristMcHuman

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1035 on: August 04, 2011, 06:22:49 pm »

Ok, good. I just abandoned two of my forts on my five worlds.

DAMMIT. I worked hard on my modifications. And I didn't use any pre-made mods, I just fiddled around a bit with creatures, entities, weapons and the smelter.

OK. But last time I tried installing the game a 2nd time, it didn't show another Dwarf Fortress thing in My Documents.


Perhaps I could download 0.31.24 and use Civ Forge on that game.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1036 on: August 04, 2011, 06:26:27 pm »

Or you could just make a shortcut to the second DF install and use that.
Logged
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

UristMcHuman

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1037 on: August 04, 2011, 08:17:45 pm »

I got 0.31.34 in. Now what?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1038 on: August 04, 2011, 09:19:55 pm »

Just unzip all of the files in the mod into the objects/raw folder. Then you should be able to create a new world with the mod and start playing.
Logged
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

UristMcHuman

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1039 on: August 04, 2011, 09:21:33 pm »

Mass-modding before first world. Hoping to redo some things from my normal 31.25 games. Turning invaders off. Making sand-people, kobolds, and Jawas playable by me. Using the Just Embark tool to embark on other settlements. Modding the workshops and entities.

Did you fix the 'no waggons' bug?

Did  you add more embark points so I can take more skills and more stuff?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1040 on: August 04, 2011, 09:23:35 pm »

Haven't been able to fix the no wagons bug, but I do have some larger pack animals that can sort of make up for them.

You can add more embark points if you do a custom world. That's not really a mod thing so much as an advanced DF parameter thing.
Logged
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

UristMcHuman

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1041 on: August 05, 2011, 07:15:57 am »

I'm gonna see if I can use the embark party size to take 30 dorfs and gonna mod the advanced world gen raws to get a whopping 5000 embark points.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1042 on: August 05, 2011, 10:52:53 am »

Have fun!
Logged
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

UristMcHuman

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1043 on: August 05, 2011, 04:33:58 pm »

Did you remove bogeymen? Because I haven't been ambushed by them in adventure mode lately.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1044 on: August 05, 2011, 04:43:30 pm »

Nope, didn't touch them at all.
Logged
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

UristMcHuman

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1045 on: August 05, 2011, 10:05:33 pm »

I'm modding the different things to spew out the really expensive, valuable and useful stuff, as well as the ordinary items. Gonna see if I can make some other creatures controllable by me.
Logged

Thundercraft

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1046 on: August 05, 2011, 11:20:56 pm »

Haven't been able to fix the no wagons bug, but I do have some larger pack animals that can sort of make up for them.

If you don't mind my asking: Which animals in particular has the extra capacity to help make up for the missing wagons?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1047 on: August 06, 2011, 01:22:44 am »

Haven't been able to fix the no wagons bug, but I do have some larger pack animals that can sort of make up for them.

If you don't mind my asking: Which animals in particular has the extra capacity to help make up for the missing wagons?

Land Striders, Wolly Mammoths, and Elephants can all carry a great deal. Land Striders are the major one, though.
Logged
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

The Doctor

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1048 on: August 06, 2011, 01:29:08 am »

Uhm. Are the cave crab eggs edible? o.o They're in my food stockpile, but they won't eat them and the eggs aren't in my kitchen Z-screen.
Logged

vrga

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1049 on: August 06, 2011, 03:53:29 am »

I'm just gonna be saying hi here, and congratulating you , mephansteras on a job being very well done :)


CivForge is one of those things i cant play DF without anymore.

So, cheers, and dont you dare ever quit working on this :D
Logged
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.
Pages: 1 ... 68 69 [70] 71 72 ... 95