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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


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Author Topic: Civilization Forge 3.0  (Read 228717 times)

thistleknot

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Re: Civilization Forge 2.50 - Plus Interim 34.02 edition
« Reply #1215 on: March 09, 2012, 03:06:48 pm »

Mostly new races, equipment, alchemy, and libraries. Sounds like he'd like the Xelics and possibly some of the Giant Insect creatures, but I'd have to let him speak to that himself. But if you do see anything you really want to use, feel free. As long as I get credit I don't mind pieces being taken. I know the Ironworks section has been used in a few different mods, including Genesis.

Btw, your name throws me for a loop every time I see it, since that's usually how people shorthand mine.

yes, the giant insect races kick ass because they have like 5 arms so they can wield multiple weapons.

Meph

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Re: Civilization Forge 2.50 - Plus Interim 34.02 edition
« Reply #1216 on: March 09, 2012, 03:14:32 pm »

@thistleknot: So what feature is it that interests you, the xelics ? I have the antmen, they are not too far away from them, but I could replace the ants, with this more fantasic creation. Would add more flavor (?)

@meph :P : The alchemy system looks very impressive. And very difficult to learn. How were the reports you got about it ? Do most people use it, or disregard it because they found it overburdened ? 
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Mephansteras

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Re: Civilization Forge 2.50 - Plus Interim 34.02 edition
« Reply #1217 on: March 09, 2012, 03:17:23 pm »

Alchemy is...probably underused due to the complexity. It does add some fun for people who like interesting and complex work interactions to play around with, but I imagine most people just ignore it and import the various metals. It'll get more use once I add in stuff with Interactions from the current version, since I'll be able to do stuff that isn't just 'a better metal' then you can do with the smelter.
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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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Meph

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Re: Civilization Forge 2.50 - Plus Interim 34.02 edition
« Reply #1218 on: March 09, 2012, 03:33:10 pm »

Good luck with the interactions, you can do tons of stuff. It is maddening, since one does not know when to stop. I want to do diseases after I finish with the mage system, but that will be complex and hard to balance.

I refrained from doing chemistry/proper alchemy yet, exactly because of the complexity. Not so difficult to set up, but make it easily understandable is a real task.

I will have a look through your mod, and if anything strikes out and I would like to use it, I will PM you. :)
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thistleknot

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Re: Civilization Forge 2.50 - Plus Interim 34.02 edition
« Reply #1219 on: March 09, 2012, 05:55:48 pm »

Sand raiders were cool too!

trees

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Re: Civilization Forge 2.50 - Plus Interim 34.02 edition
« Reply #1220 on: March 09, 2012, 11:00:05 pm »

Posting so that I don't forget to check for updates regularly. Always enjoyed this mod, odd that I've yet to post.
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1221 on: March 09, 2012, 11:58:47 pm »

Civilization Forge 2.6 is released! Should be in pretty good shape, although there is a known bug with error messages stemming from broken eyelid raws with forgotten beasts and other generated creatures. Doesn't seem to hurt anything too much, but I'm looking into it.


Let me know if you run into any bugs.

As for the future, I am planning on exploring the new interactions system to make Alchemy much more interesting and worthwhile. New potions, possibly some traps, and probably a return of the old 40d Stone Guardians in some form.
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thistleknot

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Re: Civilization Forge 2.60
« Reply #1222 on: March 10, 2012, 12:41:33 am »

you think I can copy my game from my interim?

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1223 on: March 10, 2012, 12:50:19 am »

Yeah, there aren't many changes from that so your save should be ok.
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trees

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Re: Civilization Forge 2.60
« Reply #1224 on: March 10, 2012, 04:20:57 pm »

Should be in pretty good shape, although there is a known bug with error messages stemming from broken eyelid raws with forgotten beasts and other generated creatures. Doesn't seem to hurt anything too much, but I'm looking into it.

Sounds like an issue with one of the raw changes that was in vanilla 0.34.05.

From file_changes.txt:
Code: [Select]
body parts
new eyelids in rcp body
body plans
fixed r_eye/l_eye

I think [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] is what was changed. This is what it looks like in .34.05:
Spoiler (click to show/hide)

Compared to .34.03:
Spoiler (click to show/hide)

Looks like the underscores were removed for R_EYE and L_EYE, is all. Should be a simple fix.

As for body_rcp, it looks like the following replaced the old [BODY:RCP_EYELIDS]:
Spoiler (click to show/hide)

Hope this helps! For all I know you might have already solved this by now, but I felt like I should give back to someone who's made something that I've spent a lot of time enjoying.
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1225 on: March 10, 2012, 04:29:14 pm »

Yeah, it was body_rcp that was the culprit. I'd thought I'd fixed it but it looks like the fixed file didn't make it in with the others.

Thanks, though, you made me go back and check 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)
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Meph

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Re: Civilization Forge 2.60
« Reply #1226 on: March 12, 2012, 12:37:05 am »

Just wanted to let you know: Poll results:
#1. Keep Antmen Civ as it is. (keeps realistic creatures) 39 (34.2%)
#1. Replace with Xelics from CivForgeII. (similar creatures, just fantastic version) 15 (13.2%)


Twice as many people want to keep the good old ants, so your intellectual property is save from me ;) Although if I ever do an chemistry/alchemy system I know who to ask, I dont think anyone has done a more complex one then you.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Drago55577

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Re: Civilization Forge 2.60
« Reply #1227 on: March 17, 2012, 10:15:43 pm »

so does this has the reaction things when you press x?

like in genesis (i think) but im downloading, looks good
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Anathema

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Re: Civilization Forge 2.60
« Reply #1228 on: March 26, 2012, 01:00:12 am »

Civilization Forge with Mayday graphics has been updated to 34.06.

Sorry about the delay, for the first few weeks I was waiting on CivForge's updated to 34.xx, and then I couldn't resist waiting for the training and clothing changes in 34.06. Now that we have both Mayday 34.06 and a version of CivForge to go with it, I've finally gotten around to updating the graphics pack.
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Anathema

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Re: Civilization Forge 2.60
« Reply #1229 on: March 31, 2012, 09:46:10 pm »

And CivForge with Mayday graphics is updated again to bring it up to 34.07 (plus a couple minor bug fixes).

Should be save compatible for those that got the 34.06 version. After copying your 34.06 save folder into the 34.07 version, if you want to get the bug fixes, you'll have to copy all 'language' files and creature_domestic_cf from 34.07/raw/objects to 34.07/data/save/yoursavename/raw/objects.
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