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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


Pages: 1 ... 92 93 [94] 95

Author Topic: Civilization Forge 3.0  (Read 228657 times)

Splint

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Re: Civilization Forge 3.0
« Reply #1395 on: September 06, 2014, 07:26:25 am »

A bump and to say I'm gonna give this a whirl today.

Hope you remembered to make anything war trainable fearless since now most fighting animals turn right around and flee instead. Stupid leopards were a waste of gold mugs.

Mephansteras

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Re: Civilization Forge 3.0
« Reply #1396 on: September 06, 2014, 10:45:21 am »

It's on the list of things, but hasn't been implemented yet, sorry.
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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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Splint

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Re: Civilization Forge 3.0
« Reply #1397 on: September 06, 2014, 07:38:29 pm »

Has anyone else had trouble getting a world to generate? I've been sitting here and sitting here since I woke up from my nap and nothing.

EDIT: I've only gotten one world genned and that was less than ideal. Apparently there's some kind of trouble regarding crops, which is causing some serious problems. Also my errorlog is getting flooded with things regarding goatmen.

Mephansteras

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Re: Civilization Forge 3.0
« Reply #1398 on: September 07, 2014, 02:39:02 am »

Odd, I'll have to check it again. Maybe something go messed up with the raws, since I had it working fine before.
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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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Timeless Bob

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Re: Civilization Forge 3.0
« Reply #1399 on: September 07, 2014, 01:56:34 pm »

I think they figured out the .09 farming bug in the Middle Earth mod.
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CaptainArchmage

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Re: Civilization Forge 3.0
« Reply #1400 on: September 08, 2014, 08:31:03 pm »

Good to see this is still being updated, I think I’ve found some errors though.

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Splint

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Re: Civilization Forge 3.0
« Reply #1401 on: September 11, 2014, 11:34:22 am »

Those were what showed up in my game too. i thought they had something to do with the rejections but they didn't. It also appears that the goatmen/beastman civ isn't properly insane and hateful of everything around them like they should be.

Mephansteras

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Re: Civilization Forge 3.0
« Reply #1402 on: September 11, 2014, 02:24:24 pm »

Sorry about the delay on getting a new version out, I started a new job this week and have been quite busy.

Goatmen are actually different from Beastmen. They're just normal goat people. Beastmen...aren't in this version, actually. I need to put them back in.
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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

infiniteunrest

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Re: Civilization Forge 3.0
« Reply #1403 on: September 26, 2014, 06:11:50 am »

Sorry about the delay on getting a new version out, I started a new job this week and have been quite busy.

No worries, looking forward to it though! Good luck with the new job.
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Orange Wizard

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Re: Civilization Forge 3.0
« Reply #1404 on: September 26, 2014, 05:33:52 pm »

Trying to gen a new (small) world with this mod. Unless I reduce the number of civilisations via the Advanced menu, the game will always reject a world after placing civs. Assuming it doesn't crash.
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Xyon

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Re: Civilization Forge 3.0
« Reply #1405 on: April 02, 2015, 10:14:35 pm »

Oh man I remember this from years ago, glad to hear you got a new job, I guess the updates have not been coming along much for this though?
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Mephansteras

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Re: Civilization Forge 3.0
« Reply #1406 on: April 02, 2015, 11:11:11 pm »

Yeah, I'm behind a bit. I'll probably get it updated after the new version comes out. I'll have to see how the knowledge stuff shakes out to see how it'll effect the libraries and alchemy and whatnot.
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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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Splint

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Re: Civilization Forge 3.0
« Reply #1407 on: April 02, 2015, 11:49:04 pm »

Don't forget the display stands for junk artifacts.

Mephansteras

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Re: Civilization Forge 3.0
« Reply #1408 on: April 03, 2015, 12:27:37 am »

Ah, yes.
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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

Xyon

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Re: Civilization Forge 3.0
« Reply #1409 on: April 03, 2015, 06:38:43 am »

Cool, cant wait to see what happens over the horizon.
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