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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 227915 times)

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1275 on: June 14, 2012, 04:46:59 pm »

I'm pretty sure all of the new metals are magma safe.
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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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Putnam

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Re: Civilization Forge 2.70
« Reply #1276 on: June 14, 2012, 05:33:58 pm »

Ah, I remember this was the first mod I ever used~

Tierre

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Re: Civilization Forge 2.70
« Reply #1277 on: June 15, 2012, 04:21:31 am »

I still use it in all my games:) I love xelics and other races from here. Also i really like alchemy and crystal metals. Though i had to change rock crystal occurance - it was waaaay too high.
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1278 on: July 27, 2012, 11:53:22 am »

Started tinkering around with the mod again. Inspired by something CaptainArchmage did for a succession game I put in the ability to turn alchemical stones to block into the Alchemist's lab. Mostly so they'll show up as Economic stones again.

I've also taken Whips and Scourges out of every civilization's weapon list. They're just too broken. But I added in the ability to make Leather Whips/Scourges for most civs in the craft workshop, so you should be able to have your captain of the guard walk around whipping people if you want. So that might be fun. Still needs more testing.

Next version will also see the return of the Primitive Civs as an optional set of races. I miss having Snakemen around in my worlds.

After that, I'm finally going to start mucking with the various special syndromes and whatnot. Magic potions shall be experimented with!
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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

Hugo_The_Dwarf

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    • Regeneration: Forced Evolution
Re: Civilization Forge 2.70
« Reply #1279 on: July 27, 2012, 12:08:32 pm »

Yay! It's nice to see another mod raise up and come back to life :P

Altho it's more of already raised, just needed a few extra steps ;)

Creepy thing I think both our mods are quite simliar. When I have time I'm for sure going to play this.
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Kon

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Re: Civilization Forge 2.70
« Reply #1280 on: July 27, 2012, 01:27:19 pm »

Looking forward to new version of Civ Forge. Currently in year 2 of a new fortress using latest Genesis mod.
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1281 on: August 20, 2012, 01:10:02 pm »

Been slowly working on this. I think I have the primitive civs working properly again, we'll see how that goes with my current test fort.

Also added in Arbalests, as a heavy two-handed crossbow. Uses heavier ammo than a regular crossbow, so they're good against heavily armored foes. No shields, though, so you'll have to be careful about enemy archers.

Next up is some advanced alchemy work.
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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

Cal

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Re: Civilization Forge 2.70
« Reply #1282 on: October 09, 2012, 07:31:13 pm »

Just wanted to note something. I grabbed the 34.11 version (thank you both, Mephansteras and Anathema, still my favourite mod) and was getting a crash during worldgen when it was progressing the years. What do you call that stage anyway?

I got no crash dump or error log about it so I tinkered with some things and nothing seemed to work until I changed number of civs to 40 from 12. Possibility that too few civilizations with so many to choose from caused it?
« Last Edit: October 09, 2012, 07:33:10 pm by Cal »
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1283 on: October 09, 2012, 07:54:58 pm »

Maybe. I'd have to try genning with a small number of civs to see if it causes problems.

Thanks for the Report.
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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

CaptainArchmage

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Re: Civilization Forge 2.70
« Reply #1284 on: October 10, 2012, 03:21:16 pm »

If development is continuing, I'd like to point out the language files are missing some of the new words. I'd also like the, *ahem* words removed in DF2012 to remain in the mod if possible please  :D.
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1285 on: October 10, 2012, 05:06:45 pm »

Yeah, I need to revamp the language files at some point.

Development is...sluggish. Been testing things off and on, but I've been busy and keep being distracted by shiny new games.
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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

Beenoc

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Re: Civilization Forge 2.70
« Reply #1286 on: November 10, 2012, 04:55:28 pm »

What is the purpose of "grime"? I've been training my dwarves at a bunch of pells and now my food stockpile is full of the stuff.
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This is a dwarf. It is decorated with dwarfiness and menaces with spikes of Brit. Engraved on the dwarf is an image of a dwarf digging a hole. This relates to the digging of a hole by Honeydew the dwarf in 2011.

I was the deceased vessel through which dark magick was done and Necrothreat III was created from the ruins of my old forum posts: http://www.bay12forums.com/smf/index.php?topic=118805.0

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1287 on: November 10, 2012, 10:17:03 pm »

What is the purpose of "grime"? I've been training my dwarves at a bunch of pells and now my food stockpile is full of the stuff.

Reactions have to produce something. So pells produce 'grime'. Just put a food stockpile just for it next to the pells/quintain and disallow containers. Your dwarves will put it there and then clean it up later.
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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

Beenoc

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Re: Civilization Forge 2.70
« Reply #1288 on: November 11, 2012, 08:15:15 am »

What is the purpose of "grime"? I've been training my dwarves at a bunch of pells and now my food stockpile is full of the stuff.

Reactions have to produce something. So pells produce 'grime'. Just put a food stockpile just for it next to the pells/quintain and disallow containers. Your dwarves will put it there and then clean it up later.
Ah, ok. I was going to say you could make it useful, then I saw that even with all my dwarves cleaning it up as fast as they could, from 5 pells and a quintain, I had over 900 grime at any given time. That would be a little OP XD
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This is a dwarf. It is decorated with dwarfiness and menaces with spikes of Brit. Engraved on the dwarf is an image of a dwarf digging a hole. This relates to the digging of a hole by Honeydew the dwarf in 2011.

I was the deceased vessel through which dark magick was done and Necrothreat III was created from the ruins of my old forum posts: http://www.bay12forums.com/smf/index.php?topic=118805.0

Deon

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Re: Civilization Forge 2.70
« Reply #1289 on: November 11, 2012, 09:47:28 am »

You could make grime to evaporate at room temperature.
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