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 ... 73 74 [75] 76 77 ... 95

Author Topic: Civilization Forge 3.0  (Read 228025 times)

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #1110 on: August 12, 2011, 02:04:30 pm »

Progress is going fairly well. I think I have the the crash bug resolved. I'm hoping to get that fully tested this weekend, so fingers crossed for a release on Monday.

Library stuff is moving. Right now I'm testing having both options 1 & 2 available. I don't think it'll be a big issue for me, and if it makes things easier for everyone else then I might as well.

I'm also going to add in training dummies. That's pretty easy, and useful. There will be some military knowledge in the libraries as well, but I don't like the idea of dwarves learning TOO much just by reading about it. Although there were fighting manuals in period which are quite helpful, so I'm thinking of having both.

People can always restrict skill levels in the various areas to keep their Master Swordsdwarves from hogging the training dummies.
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 #1111 on: August 14, 2011, 03:17:13 pm »

I've noticed that your giant ants have some sort of weakness: the abdomen. I just 1shotted two by slashing them there with a SILVER bastard sword, and they sailed off. The third took two shots to kill, but it died though. A fourth one killed me. AGAIN. Damn thing bit me in the head AND I DIED INSTANTLY. Why do they have that nasty habit of ALWAYS going for your head and ALWAYS hitting?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1112 on: August 15, 2011, 06:40:03 pm »

Ok, bug fix is up!

Still working on Libraries. Getting everything to work the way I want it to has been annoying, but it's been going reasonably well. I'll probably add some other stuff in while I'm add it. Mostly minor stuff, like some new creatures.
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

Anathema

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1113 on: August 15, 2011, 10:00:06 pm »

Graphics pack (see signature) updated to CivForge 2.42.

[Edit: Hold on, missed something. Now the graphics pack is fully updated to 2.42 and uploaded.]
« Last Edit: August 15, 2011, 10:14:54 pm by Anathema »
Logged
The good news is that ghosts die of old age.

Saeldanya

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1114 on: August 15, 2011, 11:57:01 pm »

Do previous savegames work with the update?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1115 on: August 16, 2011, 12:35:33 am »

Do previous savegames work with the update?

They should, but I'm not 100% sure.
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

Sol Invictus

  • Escaped Lunatic
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1116 on: August 16, 2011, 10:48:52 am »

Probably some of you will like Civilization Forge with Phoebus graphics pack and creature tilesets from several other sources.
I prepared the package very quickly so errors are possible
The file is already uploaded on Dwarf Fortress File Depot
http://dffd.wimbli.com/file.php?id=4845
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1117 on: August 16, 2011, 04:25:47 pm »

Thanks, Sol. Added that link to the OP.


Got an amusing bug this morning. I had my dwarves make parchment and glue from hides and got one of them to make a book from it. All well and good. I had him make another, and instead of grabbing the other unused parchment he decided to re-use the parchment from the existing manuscript. While that's technically period, it's not at all what I wanted. But I think I have that sorted out now.
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

Anathema

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1118 on: August 16, 2011, 05:40:26 pm »

Probably some of you will like Civilization Forge with Phoebus graphics pack and creature tilesets from several other sources.
I prepared the package very quickly so errors are possible
The file is already uploaded on Dwarf Fortress File Depot
http://dffd.wimbli.com/file.php?id=4845

This is pretty hilarious. You credit me as the source of some of the creature graphics; I, in turn, credit Drayath who I got them from, and Drayath credits someone named Undeadstag who he got them from. Those critters get around..

By the way, I'm sure people can figure out what you mean, but you may want to revisit this line just to be sure:

Quote
4. Copy the files from <this package>\raw\objects\ to <your Dwarf Fortress folder>\raw\graphics\
Logged
The good news is that ghosts die of old age.

UristMcHuman

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1119 on: August 16, 2011, 08:16:27 pm »

What was the bug? I never managed to use and Alchemy Laboratory.

And your giant ants helped me and my companions sort of by attacking the Sand-men. They were all killed, though, and I butchered their corpses.

I made a scraper and want to clean their chitin. I drop an uncleaned chitin, and I got the scraper in my hand. I hit 'x' and select Clean Chitin, but it says I need and Unrotten CHITIN_MAT producing body part. I got the uncleaned, unrotten chitin from butchering, but it still says I need An Unrotten CHITIN_MAT producing material. What gives?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1120 on: August 17, 2011, 09:32:47 am »

There was an issue with a few reactions. Powders not going into containers properly, and some other reactions producing the wrong amounts.

Not sure what the issue is with Chitin in adventure mode. I'll have to test that out to figure out what's going on.
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 2.42 - Alchemy Bug Fix
« Reply #1121 on: August 17, 2011, 07:26:37 pm »

Sorry. I was thinking about Wanderer's Friend. My bad...
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1122 on: August 17, 2011, 09:23:44 pm »

Ah. No worries.

Getting some good progress done on the libraries and military training dummies. Needs a bunch of testing, but I think I'm getting close. I'll probably upload a test version at some point so we can get some more eyes on it.
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

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1123 on: August 18, 2011, 03:52:00 pm »

Having some issue dealing with studying/training. In order for a dwarf to gain skill, the reaction has to produce something.

I tried making it produce an item that immediately boils away, but that destroyed the workshop. I've successfully made the training dummies (pells) produce grime after a practice session. Which is ok, but in order for it to be cleaned up the dwarves have to first take it to a stockpile. Kind of odd. Maybe if you forbid grime in food stockpiles it will be cleaned where it is? I'll have to check that.

I'm debating having the actual library ones require tablets that could be engraved with notes or something. But that'll clutter the fort up with junk. So maybe grime there as well? Means there are lots of cleaning jobs to be done, but I guess that's ok.
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

Fallen Flame

  • Bay Watcher
    • View Profile
Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1124 on: August 18, 2011, 10:51:59 pm »

Quick question, how can you make a stockpile that accepts alchemy ingredients, my dorfs always store them in the food stockpile and how can I make them stop storing them there?
Logged
Pages: 1 ... 73 74 [75] 76 77 ... 95