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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 227987 times)

Mephansteras

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Re: Civilization Forge 2.x
« Reply #150 on: April 24, 2010, 11:28:00 am »

Pig should be fixed for the Second Test files. Org, are you using the first or second set? In any case I've confirmed that they're fixed for the next version.

On the wasps, have you tried sending War Beetles against them? Giant Beetles fared pretty well in Arena mode against both types of wasp. In fact, War Beetles are probably one of your best bets against attackers in general. I've seen three of them take out 6 armed and armored goblins in the arena. I can also slow them down a bit, I suppose, which would make them a little less nasty. It does sound like they might be a little unfair until marksdwarves get fixed, though. But hopefully Toady will fix that soon.

Fire beetles are rare and only in savage areas, so I'm not too surprised they haven't showed up. Disappointing about the ants, though. I'll have to look at their raws, since I haven't seen any either.

The Ambush issue is interesting. I've had some forts that got to their second winter before any ambushes showed up at all. Not sure if that's luck or just a lack of wealth in those forts. I'll have to keep playing with it, but it's good to know.


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Org

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Re: Civilization Forge 2.x
« Reply #151 on: April 24, 2010, 12:37:21 pm »

I stopped playing. The vermin bug is driving me crazy.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #152 on: April 24, 2010, 03:37:37 pm »

That they don't rot? It's not a big deal. Just set up a dumping area outside and periodically set all of the vermin corpses to be dumped. Works just fine. Or set up a trash compactor with a bridge somewhere and crush them out of existence.
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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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Ampoliros

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Re: Civilization Forge 2.x
« Reply #153 on: April 24, 2010, 05:24:18 pm »

I added in the crematorium workshop from elsewhere on the forums (with some minor alterations for balance) to deal with the vermin remains problem, i quite like it so far as it makes cats actually useful, for once.

as to the giant beetles, I haven't gotten enough breeders to properly test their combat abilities. The military will be fixed soon enough though and everything will be fine.

Ambushes may also be a fluke, I had to re-gen to add in the workshop, so we'll see this time around.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #154 on: April 26, 2010, 11:26:07 am »

The new armors seem to work pretty well. They might need a few tweaks, but overall I'm happy with the variety they add in.

Currently working on getting the last few civs added in (Bugbears, Dyansauri, Hobgoblins, Frost Giants, and Jawas).

I'll probably add in some new weapons during this, if nothing else the Dire weapons for the Frost Giants.

I'm also playing around with Arrkalz material balance mod, so those changes might make it in as well if I think they help.

My latest fort has survived a few ambushes. It's been nasty, but not too much nastier than it would have been in 40d so I think we're pretty good there. We'll see if the balance mod changes effect that or not.

I'm hoping to have a preliminary release sometime this week.
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SugaSuga

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Re: Civilization Forge 2.x
« Reply #155 on: April 26, 2010, 03:57:48 pm »

Ill be trying this out, buut it might be helpful to other if you update the Original post so people dont have to dig for links.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #156 on: April 26, 2010, 03:59:19 pm »

Easy enough to do.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #157 on: April 26, 2010, 06:52:51 pm »

All right, Test Set 3 is up!

It includes almost all of the original Civilization Forge races (Frost Giants are all that is left to do), a few fixes to the animals, and the new armors! I'm also including Arrkahlz balance mod, so combat should be a bit more sane. I think it still has a few issues (axes are still probably overpowered), but you'll find that maces and hammers are now good weapons against armored foes.

Have fun and let me know what you think could stand fixing.
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Org

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Re: Civilization Forge 2.x
« Reply #158 on: April 26, 2010, 06:57:13 pm »

Were pigs weakened?
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #159 on: April 26, 2010, 06:58:21 pm »

Pigs needed weakening? The only thing I knew to do with them was fix the typo...
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Re: Civilization Forge 2.x
« Reply #160 on: April 26, 2010, 06:59:09 pm »

Pigs needed weakening? The only thing I knew to do with them was fix the typo...
A somewhat beat-up pig was able to kill a mako shark a few seconds after the pig bled out.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #161 on: April 26, 2010, 07:04:12 pm »

Hmm. Well, lots of stuff was changed in the material balance mod I got from Arrkalz, so...maybe. In any case pigs are docile so I don't expect them to do much fighting. They certainly aren't any nastier than cows are horses.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #162 on: April 27, 2010, 11:22:03 am »

A few things I've noticed and wanted to let people know about.

1) Minor Metal is gone, so all races at least use bronze/iron now. This means that bugbears are no longer pushovers. They're big and strong, and if possible you'll want to have steel to fight them with.
2) Bronze is currently better than Iron for both weapons and armor. Steel is better than both, of course.
3) For those that don't know, the game gives you at [/i]least[/i] one of each armor type/level. This means that you might end up with just one chain/scale/lamellar type armor for your dwarves, or you may end up with several types available. One fort of mine could make Chain Shirts, Chain Hauberks, and Scale Armor. My latest fort just gets chain vests.
4) You'll want to make heavy use of Giant Beetles. Two moderately skilled dwarves armed in iron and four untrained giant beetles managed to take out 7 iron armored goblins of various types. Two beetles died and one dwarf was injured, but you can see how effective the beetles are during an attack.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #163 on: April 27, 2010, 04:07:24 pm »

Spent my lunch break working on Weapons, since I needed to add in the Dire weapons for Frost Giants anyway.

So, we now have Clubs, Hand Axes, War Axes, Raven's Beaks, Skullcrackers (Kind of a dwarf sized Maul), Flambards, Kopeshes, Falcatas, Mattocks, and Bastard Swords along with the Giant's Dire weapons.

I need to actually test most of these out now to see how balanced they are. A few simple tests showed that clubs are definitely worse than maces (as they should be) but Hand axes seem to be better than Battle Axes in certain circumstances. Probably because they're lighter and allow for more attacks, but I need to do more tests to figure out exactly what is going on.

Upside is that I'm getting very close to a full release. I need to add in Frost Giants and the rest of the new plants and do a bunch of testing, but I think we're almost there.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #164 on: April 28, 2010, 12:59:34 pm »

Got the Frost Giants working last night, and added in some more armor.

We now have chain, scale, and lamellar gloves to go along with the normal plate gauntlets (which cover more of the arm and are generally cooler)
Scale and Lamellar leggings have joined the chain leggings, since it seemed odd that civs that don't use chain still used chain for legs
I also added in some more shield options. Regular shields were renamed Round Shields, and I added in Kite and Tower shields which are larger and Targes which are smaller round shields but larger than bucklers.

I have not had a chance to test those outside of the Arena, though, so I'm not 100% sure what the effect will be in fortress mode.

Over all, though, things are shaping up nicely. I still need to get around to adding in the last few plants and I have some more testing to do to make sure nothing breaks horribly. But I'm on track for the initial release to be this weekend.

Any feedback from Test set 3?
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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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