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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 228027 times)

Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1125 on: August 19, 2011, 06:52:05 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?

Hmmm. I'd need to play with it, but usually I make a stockpile for bags, which where the powders end up, and a stockpile for tools. Haven't noticed alchemy ingredients going to the food stockpiles, but I'll keep an eye on it.
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Fallen Flame

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1126 on: August 20, 2011, 12:57:29 am »

Well to be honest it might be something that you fixed (havent goten the newest update yet) and it was only the alchemy ingredients that were stored in jugs that got put in Food stockpiles.
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spanish.fly

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1127 on: August 24, 2011, 09:13:18 am »

hi, is there a way to add diplomats to the new races?
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1128 on: August 24, 2011, 10:54:28 am »

hi, is there a way to add diplomats to the new races?

Which sort of diplomats? Some of them have the human Merchant Prince tags. The only other types of diplomats are the Elven ones who bug you about wood and the liaison from the mountainhomes.

So, if you want diplomats that you can make trade agreements with then yes, if you add in the [MERCHANT_NOBILITY] tag to a race they should send you a diplomat.
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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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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1129 on: August 24, 2011, 02:13:52 pm »

General mod news: Still doing long long-term testing on the training/studying reactions. Grime seems to be ok. If you want to ignore it you can just forbid grime from all of the food stockpiles. You can also stick a grime-specific stockpile near the training areas, which speeds up the cleaning a bit.

It's not an ideal solution, but at least it works ok.

Also decided to go and add in some stuff I've been meaning to do for a bit. A bunch of wild animals now have natural skill levels, so wolves and the like are a little more deadly. Not a whole lot more, but enough to make them at least a low level threat. Some animals also have thicker skins, so having Cow leather armor is now much better than, say, goatskin leather armor. Dragons are also a bit more of a threat now, with scales as hard as iron. Oh, and I added in the code to allow scaled hide to be tanned, so you can have pretty awesome Dragon Hide armor now if your fort manages to kill one.

Also considering an option to allow bedrolls made of cloth that function like beds. It'd be a sensible alternative for wood-poor forts.
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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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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1130 on: August 24, 2011, 08:27:31 pm »

Bedrolls are in now. Seem to work fine, so that's cool. Does make me want to add in Fur, though, so we can have fur bedding and the like. So that might go in, depending on how much work it is.

Also, I think I'm going to leave grime in for training. However, I think I have a better solution for studying. Candles! They can be used as a reagent for the studying, and are turned into wax globs at the end with a chance of being used up. I'll probably have each training session use up 2 or 3 candles. So you'll have a reason to make stuff out of wax, which is cool. Although I guess tallow candles is probably also historically accurate. I'll need to think about that. I can probably make it work regardless, but it'll take testing.

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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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spanish.fly

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1131 on: August 25, 2011, 04:17:22 am »

hi, is there a way to add diplomats to the new races?

Which sort of diplomats? Some of them have the human Merchant Prince tags. The only other types of diplomats are the Elven ones who bug you about wood and the liaison from the mountainhomes.

So, if you want diplomats that you can make trade agreements with then yes, if you add in the [MERCHANT_NOBILITY] tag to a race they should send you a diplomat.
thanks, yes i mean liaison, do i need to re-gen after adding [MERCHANT_NOBILITY] ?
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1132 on: August 25, 2011, 11:17:28 am »

Probably, but I'm not 100% sure on that. I don't know if the merchant nobility of the humans is generated or taken from historical figures. My guess would be that they're historical, so you'd need to gen a new world.



Did a ton of testing last night. I think I'll definitely do candles. The ability to do wax or tallow should make them pretty easy to make.

I did notice that I needed an insane amount of glue to do anything with my current reactions, though. So I might change that somehow. Maybe make it so you get more than 1 glob of glue per reaction. Right now you need 1 glue to make the ink and another to make the book. That means a single library section needs you to render 10 glue globs. That's a lot of hides or hooves to render down, and then you still need 5 leather to bind the book in. Not to mention the parchment or paper. In fact, if all you have is skin available you could end up using 4 skins for a single book. I really wish skins had some sort of size property to them. Kinda silly that you get the same amount from a cow as you do a cat.

All told, a single book right now (assuming you use the basic carbon ink) takes Ash, 2 glue, 1 leather, and parchment/paper/papyrus. It's a fair investment of resources, although books are worth quite a bit. And the training ability is pretty powerful.

I've also decided to switch Giant Beetles over to being carnivores. They eat too much right now to really be viable as herbivores. I had one female starve herself to death raising a clutch of eggs. She managed to get them to hatch, but starved to death shortly afterwards following around the dwarf that trained her.
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UristMcHuman

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1133 on: August 26, 2011, 10:39:57 am »

So you're making candles, huh? Interesting. I can't wait to see how the next release turns out!
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DOOMCHUG

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1134 on: August 30, 2011, 11:45:46 am »

I don't know if its my end or yours but none of your download links are working.
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1135 on: August 30, 2011, 11:47:22 am »

Links work ok for me. What kind of an error are you getting?
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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

DOOMCHUG

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1136 on: August 30, 2011, 11:55:30 am »

Oh its working now must of been maintenance. thanks anyways.
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UristMcHuman

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1137 on: August 30, 2011, 12:43:19 pm »

Hey, Mephansteras, is zinnwaldite a particular ore of anything in this mod? 'Cause I'm starting a 10k point mega-embark, and I have a choice of bringing a stone known as 'zinnwaldite' in my options. I looked up the stone on the wiki and it came up with nothing. Is this stone in your mod, and if so, what is it an ore of?
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1138 on: August 30, 2011, 01:12:17 pm »

It's a type of mica. Purely an ornamental stone, with a yellow color. It is worth more than regular stone, but it's not an ore.


Still testing things. I hope to get some good play time in tonight. If I'm lucky I'll have things polished up enough to at least get a test version released so you guys can start looking at the new stuff.

Oh, and...fear dragons. They just got a massive upgrade in lethality.
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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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UristMcHuman

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1139 on: August 30, 2011, 03:54:11 pm »

It's a type of mica. Purely an ornamental stone, with a yellow color. It is worth more than regular stone, but it's not an ore.
Oh. Sorry. I always thought that anything that ended with an "ite" in its name was an ore unless the wall tiles said so.
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