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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 ... 70 71 [72] 73 74 ... 95

Author Topic: Civilization Forge 3.0  (Read 228074 times)

Saeldanya

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1065 on: August 07, 2011, 02:58:18 pm »

Hmmm. Can anyone help me figure out how to train giant beetles into war beetles? The kennels only work for dogs.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1066 on: August 07, 2011, 02:59:09 pm »

Hmmm. Can anyone help me figure out how to train giant beetles into war beetles? The kennels only work for dogs.

The kennels say dogs, but actually work for any trainable animal. both Cave Crabs and Giant Beetles can be trained there no problem.
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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

Saeldanya

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1067 on: August 07, 2011, 03:22:05 pm »

Ah, thanks! The giant beetle I have does not give the kennels a "train war animal" option to select, but I guess there must be another reason for this... maybe because it arrived as someone's pet?
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UristMcHuman

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1068 on: August 07, 2011, 03:27:53 pm »

Hmm. All three of those are Evil races. Do you get this same behavior with High Elves, Silver Xelics, or Vamarii? My guess is something in the tags for the evil races makes it so that they somehow turn on you.

No, when I was a sand-person, I took other sand-people with me to raid a human town. I walked into a lasher, and my whole sand-man civ turned on me. I haven't tried a silver xelic, high-elf or vamari yet, but I will.
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Lord Shonus

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1069 on: August 07, 2011, 03:39:25 pm »

Ah, thanks! The giant beetle I have does not give the kennels a "train war animal" option to select, but I guess there must be another reason for this... maybe because it arrived as someone's pet?
If it's a named pet, you cannot do anything to it.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1070 on: August 07, 2011, 04:43:56 pm »

Hmm. All three of those are Evil races. Do you get this same behavior with High Elves, Silver Xelics, or Vamarii? My guess is something in the tags for the evil races makes it so that they somehow turn on you.

No, when I was a sand-person, I took other sand-people with me to raid a human town. I walked into a lasher, and my whole sand-man civ turned on me. I haven't tried a silver xelic, high-elf or vamari yet, but I will.

Sand Raiders are also evil.
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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

The Doctor

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1071 on: August 07, 2011, 05:17:34 pm »

If you kill a named animal with, say, a ballistae... Would it be butcherable?
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1072 on: August 07, 2011, 05:58:27 pm »

If you kill a named animal with, say, a ballistae... Would it be butcherable?

I would assume so.
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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

The Doctor

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1073 on: August 07, 2011, 06:43:26 pm »

Good. Because I hate named animals. Only if I assign you a pet, will you have a pet!
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Thrin

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1074 on: August 07, 2011, 10:56:53 pm »

Every single GODDAMN game I play as a race other than human, normal elf or dwarf, the civilization I'm in suddenly turns hostile towards me, even though I didn't do ANYTHING. Is this a bug? Has anyone else experienced this?


EDIT: This is in adventure mode. What gives with this?

I think I remember Kolbold Camp had problems with this as well. If I recall correctly, it had something to do with the LOCAL_BANDITRY tag. I'll go back through that thread and report back.

EDIT:
I belive Deon discovered that being attacked by supposedly friendly towns is a cause of the [LOCAL_BANDITRY] tag which I see 'bolds have.

There you go. Looking through the raws show that all three have the [LOCAL_BANDITRY] tag. Remove them, and your problem is solved. I think.
« Last Edit: August 07, 2011, 11:05:59 pm by Thrin »
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Fallen Flame

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1075 on: August 08, 2011, 02:31:49 am »

Hmm one thing that I've noticed (I'm assuming its a bug) is that I've gotten cave crabs and giant cave crabs spawning in HFS. Anyone else noticing this?
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The Doctor

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1076 on: August 08, 2011, 02:34:23 am »

They're giant insectoid beasts.

Of course they fit in with the clowns. The clowns are probably scared shitless.


Spoiler (click to show/hide)
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Fallen Flame

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1077 on: August 08, 2011, 02:41:02 am »

Well I have not breached it either but in my last world I kept seeing "Giant cave crab is caught in flames x20" (or something like that). So I used DFreveal and went looking for what it was, and basically it was some cave crabs that had spawned in an underground structure which were attacking clowns. On another world I used reveal and unpaused, and as soon as clowns spawned they started attacking random cave crabs in HFS. It's quite odd...

EDIT: looked in the raws and noticed this
Spoiler (click to show/hide)
I'm not sure what impact this would have or if it would do anything, but doesn't this mean they will spawn in a cavern from level 1 to level 5 and since there is only 3 cavern's does HFS count as the fourth?
« Last Edit: August 08, 2011, 02:48:45 am by Fallen Flame »
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Knight Otu

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1078 on: August 08, 2011, 07:16:43 am »

Underground depth 4 is the magma sea. Underground depth 5 is the HFS layer.
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UristMcHuman

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1079 on: August 08, 2011, 08:20:59 am »

Alright, who's goddamn idea was it to make giant ants able to gravely wound, let alone kill me IN THREE GODDAMN TURNS!?!?!?!?!?!?!?!
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