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How do you use this mod?

This is how I play Dwarf Fortress!
I use pieces of it
I use it for modding examples
I don't, I was just curious
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Author Topic: Civilization Forge Mod  (Read 79896 times)

darkedone02

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Re: Civilization Forge Mod
« Reply #105 on: November 08, 2008, 08:02:51 pm »

it seems that my dwarfs cannot wield anything... I continue to see my woodcutter drop and try to pick up the axe over and over and cannot hold it, same with my recuits.
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Thuellai

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Re: Civilization Forge Mod
« Reply #106 on: November 08, 2008, 08:03:53 pm »

Those items are two-handed.  Assign those dwarfs to use two weapons and they'll hold them fine.
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Mephansteras

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Re: Civilization Forge Mod
« Reply #107 on: November 19, 2008, 10:11:57 pm »

Ok, version 1.7 is now up.

I'm slowly working on making a modbase compatible version, but haven't had much time to devote to it yet. I'll get it done eventually.

In the meantime, enjoy the new version. And, as always, feedback and stories are appreciated!
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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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A_Fey_Dwarf

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Re: Civilization Forge Mod
« Reply #108 on: November 19, 2008, 10:44:19 pm »

Is it possible to play a save made in the old version of the mod (1.6) with the new version of Civ forge? I ask because I have started a succession fort game with your mod (again) and I am wondering about whether players should download the newest version or not.
« Last Edit: November 19, 2008, 10:46:28 pm by A_Fey_Dwarf »
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Mephansteras

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Re: Civilization Forge Mod
« Reply #109 on: November 19, 2008, 11:56:59 pm »

This version's going to break, I think. Or, at the least, it has new stuff that'll break if the main game is version 1.7 and the players are on 1.6.
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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

DJ_Muffinman

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Re: Civilization Forge Mod
« Reply #110 on: December 19, 2008, 09:52:57 pm »

This is about the War Horse issue:
Would it be possible to add the [prefstring:likes fighting] tag to the war horse? Or is that only for entities?
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Mephansteras

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Re: Civilization Forge Mod
« Reply #111 on: December 19, 2008, 11:48:46 pm »

Not quite sure what you mean. Do you want them to have the LIKES_FIGHTING tag? Or do you want dwarves to like them because they like fighting?
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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

Mephansteras

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Re: Civilization Forge Mod
« Reply #112 on: January 01, 2009, 07:22:35 pm »

New version up. Really minor, just a few civ tweaks and some new weapons I added in for flavor.
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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

removed1

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Re: Civilization Forge Mod
« Reply #113 on: January 06, 2009, 12:24:10 am »

Great mod.  Lot's of things to do, lot's of enemies to kill. ;D
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Mephansteras

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Re: Civilization Forge Mod
« Reply #114 on: January 06, 2009, 12:24:54 am »

Glad you like it!
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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

jasonxfri13th

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Re: Civilization Forge Mod
« Reply #115 on: January 21, 2009, 10:41:22 pm »

Do units have graphics yet?
That is the only thing keeping me from playing this mod...
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Mephansteras

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Re: Civilization Forge Mod
« Reply #116 on: January 21, 2009, 11:50:39 pm »

No, I've never gotten around to it. I don't use tilesets so it hasn't been a huge priority for me. That and I'm not a particularly great artist when it comes to digital art.

Maybe I should do a contest to see if I can get someone to make them for me.
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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

jasonxfri13th

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Re: Civilization Forge Mod
« Reply #117 on: January 22, 2009, 01:01:53 pm »

what do the civs look like right now? (what letter for people) and will graphic sets work with this mod???
and what about all of the new items? if i use a grpahic set (if they work) what will the new items look like?
« Last Edit: January 22, 2009, 01:05:26 pm by jasonxfri13th »
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Mephansteras

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Re: Civilization Forge Mod
« Reply #118 on: January 22, 2009, 01:08:44 pm »

Graphic sets work fine, you just get letters for things that don't have specific tiles set aside. The emerald wasps, for example, show up as 'w'. At least, that's what I gathered from the succession fort that I started, since one of the players was using the Mayday graphics pack.

As for races, let's see...
High Elves=É
Chaos Dwarves=ô
Hobgoblins=h
Dyansaurai=Æ
Sand Raiders=[I can't seem to find out how to print this ascii character. It looks like an upside down U]
Bugbears=ß
Vamarii=v
Frost Giants=F
Jawas=j
Zephyr=z

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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

jasonxfri13th

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Re: Civilization Forge Mod
« Reply #119 on: January 22, 2009, 04:07:41 pm »

okay, i'll give it a try.
How many times do you get attacked compared to the normal version?
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