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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 227998 times)

Mephansteras

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Re: Civilization Forge 2.x
« Reply #165 on: April 28, 2010, 02:40:37 pm »

New poll is up. Trying to figure out what to call the chaos tainted races.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #166 on: April 29, 2010, 12:00:33 pm »

Not much to report today. Spent a good while last night testing things. So far things look good.

I did finally have some giant ants show up. Nasty things. They rushed my fort and ended up killing two of my weaker recruits before we took them down. Soldier ants are scary, considering that one soldier killed both of my recruits and both recruits were wearing almost complete sets of armor and had weapons. So I'm happy with the ants. I'm also happy that I had my defenses up and a pair of war beetles tied up at the gate before they showed up. I could easily see a swarm of ants taking out an entire embark party if you were unlucky enough to have them on the map when you first show up.

Anyone have any experience with later caravans? Do wagons ever show up, or is that bugged somehow in 31.03?
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #167 on: April 29, 2010, 12:54:58 pm »

Ok, so after poking around a bit I've discovered that wagons never showing up is a known bug. Since it's not on the list of things fixed for 31.04, I need to do something about that.

Fortunately, I have an easy workaround. One of my forts has the Dwarven Civ in a tropical area and brought Elephants as pack animals, which mimic a wagon's trade capacity pretty well. So, I'll just add in some more large pack animal creatures.

Wolly Mammoths will show up again for Tundra areas, and I'm going to add in a huge animal called a Land Strider for temperate grasslands. That should fix things up a bit.

I also noticed that the WAGON_PULLER tag was missing from the various pack animals, so I'm adding that in. Not sure that'll help, though, since people have reported adding that tag to horses without the caravans showing up with wagons. But..eh, maybe it'll help.
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Ampoliros

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Re: Civilization Forge 2.x
« Reply #168 on: April 29, 2010, 07:41:51 pm »

Chaos dwarves, tainted (or twisted) men of chaos, dark elves.

anyhow, finally bothered to fix my slow FPS, reapply some of the old civ forge graphics, and managed to burn through a couple years of dwarfing with release three. I had a vamarii caravan show up with an outpost liason my first winter, which was nice, except he greeted me with a dwarven greeting ("Greetings from the Mountainhomes" "Farewell, our fortunes rise and fall together", etc)...and instead of handling requests, simply wasted my leader's precious stockpile updating time by complementing my architecture. Dunno if that's expected workings or not.

No wagons thus far in my my fort, but we'll see. My ambush-heavy fort from a few days past seems to be a fluke, which is good. More testing will be coming soon(tm).
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sunshaker

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Re: Civilization Forge 2.x
« Reply #169 on: April 29, 2010, 07:43:40 pm »

Maybe make horses pack animals (muskoxen didn't seem to have a problem being both).

I'm not really playing DF2010 yet as I'm waiting for a Linux build (old machine+Wine+DF2010=Super Low FPS).
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #170 on: April 29, 2010, 07:57:49 pm »

Horses should be pack animals. If they're not, I'll have to give the tag to them.

The Vamarii outpost liaison is odd, yeah. I got it once too,  but had forgotten about it. I'll have to go check their list of allowed positions again.
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Mephansteras

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Re: Civilization Forge 2.01
« Reply #171 on: April 30, 2010, 02:17:48 pm »

Almost ready to release an initial version at this point. I've updated the OP with everything going into this version.

I just need to test a few more things out and make sure there are not glaring errors. The first release should go up sometime tonight or tomorrow.
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Mephansteras

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Re: Civilization Forge 2.01 - Released!
« Reply #172 on: April 30, 2010, 11:36:13 pm »

Ok, version 2.01 has been released!

Check it out and let me know what you think
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Ampoliros

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Re: Civilization Forge 2.01 - Released!
« Reply #173 on: May 01, 2010, 03:00:59 am »

Groovy so far. Slight errors that I noticed starting off:

-cotton's prefstring is 'softnessness'
-web lichen seeds are called 'slime mold spawn'
-black pepper seeds are called 'cinnamon seeds'
-gold crystal seeds are called 'dark crystal seeds'
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Deon

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Re: Civilization Forge 2.01 - Released!
« Reply #174 on: May 01, 2010, 04:02:52 am »

I like the new beetles' variety, land striders (remind me of Silt Striders from Morrowind) and of course the variety of races you have.

It's great how with a bit different style and name for each of surrounding civilizations you suddenly get a feeling of a different world in each mod. Also I appreciate your desire to share your work with others, because I like to do it too and that's why I mod :).

The RedCaps tribes' goblins idea is great. I've read about redcaps when I was 6 or 7 :).
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Org

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Re: Civilization Forge 2.01 - Released!
« Reply #175 on: May 01, 2010, 07:25:48 am »

Is thEre any chance that later on for a troll civ?
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Mephansteras

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Re: Civilization Forge 2.01 - Released!
« Reply #176 on: May 01, 2010, 09:15:59 am »

@Ampoliros - Thanks! I'll get those fixed.

@Deon - Yeah, I like seeing the history of the worlds. It's fascinating seeing different races rise to supremacy in each world. Should only get better as Toady fleshes out the world gen and world interaction with the fortress more.

@Org - Sure. I might even add them into the Primitive Civs section once I start those.
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Daywalkah

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Re: Civilization Forge 2.01 - Released!
« Reply #177 on: May 01, 2010, 09:32:53 am »

It brings me joy to see Civilization Forge finally be released for the new version. I've always enjoyed this mod, even though now I probably won't use a lot of the civs, too crowded  :(. Great job, as usual Mephansteras!
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Mephansteras

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Re: Civilization Forge 2.01 - Released!
« Reply #178 on: May 01, 2010, 09:34:06 am »

Well, it's not too crowded yet. Once it is though you can gen different worlds with different sets of races, which should add a lot of variety to the game.
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Daywalkah

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Re: Civilization Forge 2.01 - Released!
« Reply #179 on: May 01, 2010, 09:37:17 am »

Just downloaded it and I will use it when I get back from the store. Frost Giants, Vamarii, and the Sand Raiders are my favorites out of this mod. But the Frost Giants get crushed by my Fire Giants, obviously  :P.

EDIT: If you wouldn't mind, I would like to use your Frost Giants in my Fanciful Creatures mod. You will recieve the credit, of course. I was going to add them soon, but you beat me to it.
« Last Edit: May 01, 2010, 09:40:51 am by dragon1423 »
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