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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
Other

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Author Topic: Civilization Forge Mod  (Read 79927 times)

Mephansteras

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  • Forger of Civilizations
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Re: Civilization Forge Mod
« Reply #210 on: May 11, 2009, 11:20:34 am »

Well, High elves don't normally combust, and even Fire Beetles don't set stuff on fire without being provoked, so I think the magma pipe had to have had something to do with it. Fire Imps, probably.
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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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Grimlocke

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Re: Civilization Forge Mod
« Reply #211 on: May 11, 2009, 12:38:08 pm »

Couldnt have been fire imps, they were long dead and turned into bolts.
Maybe it were fire snakes?
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Mephansteras

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Re: Civilization Forge Mod
« Reply #212 on: May 11, 2009, 12:38:53 pm »

Hmmm, possibly.
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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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P-Luke

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Re: Civilization Forge Mod
« Reply #213 on: May 11, 2009, 12:42:42 pm »

I realise that you must be thinking of all kinds of new, fun things to add, which is great!
But I would first request that you focus on getting art for all creatures and entities you already have.

I know that a lot of "cool" players play without a graphics mod, but it really turns me off to see a 'C' moving over my otherwise interestingly designed screen. I also realise that you are not making the art yourself.. but you have to give the people who do a chance to keep up :p

Well, thats just my two cents though ;) I love the mod otherwise, great work :)
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Mephansteras

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Re: Civilization Forge Mod
« Reply #214 on: May 11, 2009, 12:44:30 pm »

Hehe. Well, I won't be adding in much more at this point, not until the next version of Dwarf Fotress comes out. Too much to change, otherwise. Although I may go back to making versions that have other races as the focus, like I did with the Frost Giants. I still need to finish the Jawas...
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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

Spoonfeed

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Re: Civilization Forge Mod
« Reply #215 on: May 12, 2009, 05:20:39 am »

I can confirm i am having the same issue with "wonky text" as other mayday users.

Not too much of a distraction, but would be nice to have solved.
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Necronic

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Re: Civilization Forge Mod
« Reply #216 on: May 12, 2009, 08:15:20 pm »

I'm having a real issue with my workers dropping whatever they are doing (like miners dropping picks, carpenters abandoning jobs, etc) and just sitting around with "No Job" orders when there is work to do. After a while they go back to their job, but this is a game breaker for me. Anyone else had this problem?

I'm using 40d11 with the Mayday graphics.

Hmmm....it seems my guys never go "on break", is that what they are doing here?
« Last Edit: May 12, 2009, 08:35:33 pm by Necronic »
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Mephansteras

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Re: Civilization Forge Mod
« Reply #217 on: May 12, 2009, 08:56:09 pm »

Sounds like it might be the bug where you have to set woodcutters and miners to use 2 weapons so they don't play the equipment dance with War Axes and Mattocks.

Just go to the military screen and set all woodcutters and miners to use two weapons and you'll be fine.
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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

Necronic

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Re: Civilization Forge Mod
« Reply #218 on: May 12, 2009, 09:02:18 pm »

excellent!

That aside, amazing mod. Very interesting to run across all this crap that I have no idea what it is.

Edit: How do I set them to 2 weapons?
« Last Edit: May 12, 2009, 09:04:13 pm by Necronic »
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Mephansteras

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Re: Civilization Forge Mod
« Reply #219 on: May 12, 2009, 10:37:57 pm »

(M)ilitary->select a dwarf, go over to the number of weapons and hit enter. That'll bump it up to 2.
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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

Necronic

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Re: Civilization Forge Mod
« Reply #220 on: May 13, 2009, 05:43:06 pm »

so where it says #1 switch it to #2? I've done that but it seems to switch back from time to time
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Mephansteras

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Re: Civilization Forge Mod
« Reply #221 on: May 13, 2009, 05:47:29 pm »

That's odd, it shouldn't switch on its own to my knowledge.
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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 #222 on: May 18, 2009, 06:43:10 pm »

Random nifty factoid: Civilization Forge is now the 9th most downloaded item on the DFFD, and the most downloaded Mod. At least in total, since it doesn't rank versions of various files.
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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

Groveller

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Re: Civilization Forge Mod
« Reply #223 on: May 21, 2009, 10:00:43 am »

One of my dwarfs is running about with a dagger, gaining knife skill. Is this part of your mod?
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Mephansteras

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Re: Civilization Forge Mod
« Reply #224 on: May 21, 2009, 10:46:49 am »

Nope. But it is awesome!
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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
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