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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 227979 times)

Mephansteras

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Re: Civilization Forge 2.x
« Reply #135 on: April 14, 2010, 05:49:57 pm »

Odd.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #136 on: April 15, 2010, 05:00:08 pm »

Ok, just uploaded a new version of the Test files.

Changes:
  Fixed some minor typos
  Added civ language files
  Added Giant Wasps and Redstripe Wasps (along with some associated body & description files)

Just download and overwrite your raw files with these.

Thanks for any input you guys can give me. I haven't had much time to play lately and getting a long-term fortress to test everything is very time consuming!
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #137 on: April 19, 2010, 12:24:54 pm »

New version of the Test Files is now up.

New Items:
High Elves
Sand Raiders
Tainted Dwarves (were Chaos dwarves in CF 1)
New Plants (Glow Caps, Raspberries, Blueberries, Blackberries, Cotton)
New Animals (Chickens, Pigs, Cave Crabs, Giant Beetles, Sugar Beetles, Spike Beetles, Giant Ants, Redstripe Wasps, Giant Wasps)

Changed Items:
Dwarves have Trapavoid
Alloys have been rebalanced
Crops seasons have been rebalanced
Cows now have a third caste, Ox, which is sterile and used as a pack animal (represents castrated males trained for hauling)
Trade capacity has been rebalanced and made reasonable (~200lbs for a mule, for example)
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Deon

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Re: Civilization Forge 2.x
« Reply #138 on: April 19, 2010, 12:30:22 pm »

Quote
Trade capacity has been rebalanced and made reasonable (~200lbs for a mule, for example)
That's a right approach, I've made the same. In the vanilla they carry like a truck :P.

Also, happy to see it's being developed. I dig Sand Raiders' flavor :).
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Ampoliros

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Re: Civilization Forge 2.x
« Reply #139 on: April 19, 2010, 01:37:53 pm »

New version of the Test Files is now up.

fantastic.

I've only had about a 2.5-year fort before a completely weird crash bug wiped out most of my progress, but some small feedback:

-noticed that chickens now give leather; dunno if this is intended (or avoidable), as i know in the old civforge they didn't. It makes them pretty powerful, especially being only 6 points apiece on embark. 10 breeders will easily turn into over a hundred in 2 years, and is significantly cheaper than a pair of pigs or a single horse

-sugar beetles have a very low maxage, the pair i had on embark died by the second spring. There were plenty of them roaming in the first underground level, but they could use a bit of a life extension regardless.

edit: also, i liked "chaos dwarves" better  ;D
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #140 on: April 19, 2010, 01:44:20 pm »

Chickens gave leather back in the old version too. It's kind of silly but it'd also be weird for them not to have a skin layer. I'll look into it, though. Maybe I can do something to balance it.

I've had a sugar beetle die on embark too, so upping the max age for them it probably a good idea.

As for the Chaos/Tainted dwarves I'm still deciding on that. I'm also going to have chaos tainted humans and elves, and 'tainted men' just sounds better to me than 'chaos men'. But it's still a debatable item.
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Ampoliros

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Re: Civilization Forge 2.x
« Reply #141 on: April 19, 2010, 02:09:06 pm »

Chickens gave leather back in the old version too. It's kind of silly but it'd also be weird for them not to have a skin layer. I'll look into it, though. Maybe I can do something to balance it.

I've had a sugar beetle die on embark too, so upping the max age for them it probably a good idea.

As for the Chaos/Tainted dwarves I'm still deciding on that. I'm also going to have chaos tainted humans and elves, and 'tainted men' just sounds better to me than 'chaos men'. But it's still a debatable item.

hm. I remembered the chickens having the [noskin] or something tag back in 40d16 version. Ah well, it's not really gamebreaking anyhow; worst comes to worst, just bump the cost up by 2-3 points and all's well.

I see your point with chaos men. I suppose you could do something like 'chaos barbarians' with humans, but it wouldn't be very descriptive of the race in general.
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Org

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Re: Civilization Forge 2.x
« Reply #142 on: April 19, 2010, 03:21:34 pm »

Maybe call them cursed men
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #143 on: April 20, 2010, 01:56:23 pm »

I've been doing some more actual modding. Vamarii and Xelics work in the Arena and show up during world gen, though I haven't seen them in fortress mode yet. Also just went through and added in all of the new rocks and gems (except for the elemental gems and the new ores). Rock Crystal should also be suitably common again. Chert is also a nice dark grayish-blue now, as well as sharp, and flint has been added in to show up in limestone and chalk. It is, of course, also sharp.

Sugar Beetles should live a bit longer now, so you shouldn't have too many of them die on you before they start breeding.

I need to actually test all of this fortress mode, but if I keep modding at this rate I may have a potentially buggy first release of Civilization Forge by this weekend. Obviously, any feedback you guys can give me from the test files I've put out there will be appreciated since I'd like to catch as many bugs as possible ahead of time.

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Mephansteras

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Re: Civilization Forge 2.x
« Reply #144 on: April 21, 2010, 02:08:19 pm »

The next Abandoned World is now up!
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #145 on: April 23, 2010, 01:18:31 pm »

Added in the code to make Chitin tannable, which should make the various beetles a little more useful after butchering.

I'm hoping to get the last few civilizations done in the next few days. I might also add in some new weapon and armor types, but they might not make it into the initial release. We'll see what I decide to work on.


Anyone have any feedback from the test files yet?
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #146 on: April 23, 2010, 03:08:08 pm »

Aaaand, I got inspired to add in some new armor over lunch. So we now have chain vests, chain hauberks (long chain coats), Lamellar armor, Heavy Lamellar (basically long coats of lamellar), scale armor (identical to chain, but there for flavor), scale hauburks, and chain mail coifs.

I can't do that much with the new armor system, sadly, but I think the new variety will be nice. Chain vests should only take 1 bar of metal, so it's a cheap light way to armor a soldier a bit. Hauberks take 3 bars but provide very good protection. The chain coif offers a little better protection than a cap, though it's flexible so I think it won't work as well against bludgeoning. It can also be worn under a helm, and the combination is very protective.

All of this needs more testing, but it worked about right in the Arena.
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Ampoliros

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Re: Civilization Forge 2.x
« Reply #147 on: April 23, 2010, 11:40:57 pm »

Can offer some more small stuff.

- Ambushes seem very fierce. I had four ambushes my second (1 year after embark) spring, which is double-terrifying when you realize that two squads of them were tainted dwarves that would have waltzed through traps and rampaged through my fortress if i didn't hide like a little girl behind my walls. The spring after that caught me a migrant wave of 26 who were all slaughtered by a total of seven ambushes, including four tainted dwarven ones. I like the challenge, so no complaints from me, although others may find it a bit too strong.
-However, because of the above, I haven't really been able to break about 40 dwarves, so no sieges.

Creatures:
-Giant wasps and the redstripe wasps are a bit terrifying, although lots of that is because I've been having problems with crossbows and equipment from military-setup bugs. Dogs seem very driven to attack the giant wasps when they appear, which can be somewhat of a problem as the wasps are so much more powerful that they'll frequently rip the dogs in two (literally) before you even notice there's combat going on. Might reduce their strength a bit and focus more on paralyzing/venomous aspects?
-No sign of fire beetles or giant ants after three years or so.
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Org

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Re: Civilization Forge 2.x
« Reply #148 on: April 24, 2010, 10:36:12 am »

Okay, so I am going to embark again, and I have ten thousand embark points, just so I can take a bunch of stuff and take some animals to make sure they aren't bugged.

I took two of every animal.
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Org

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Re: Civilization Forge 2.x
« Reply #149 on: April 24, 2010, 10:45:18 am »

Sorry, not two of each animal.

Two of each animal GENDER. OH MY GOD I HAVE THREE PAGES OF TAMED BEASTS.

Edit:Make sure to fix the typo in the pig's description. It says "it is bred for it's meat".
That would mean it is bred for it is meat.
« Last Edit: April 24, 2010, 10:48:10 am by Org »
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