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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 228004 times)

Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #195 on: May 06, 2010, 12:05:14 am »

Ok, found a workaround. It seems that the only custom furnaces that get messed up are those that you build before saving for the first time. Any furnaces built after you first save/load the game are fine even after multiple save & loads.

So, it will be important to save your fortress before you do anything with the new metal industry. It's mildly annoying, but I think it's a minor enough detail that people will be able to live with it.
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Lord Shonus

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #196 on: May 06, 2010, 02:05:20 pm »

Found something I think is a bug. Chain Coifs keep showing up made out of cloth.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #197 on: May 06, 2010, 02:11:36 pm »

Hmmm. Odd. The raws for the chain coif doesn't include SOFT, so they really shouldn't be showing up as cloth. Must be a bug with the game. I guess knitted coifs is a fashion statement?
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #198 on: May 06, 2010, 03:30:22 pm »

Ok, Wiki Page is up now. I'll try to expand on it later, but at least all the basic info is up.
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Morrigi

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #199 on: May 06, 2010, 05:18:39 pm »

No cloth coifs that I've noticed in my games.
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Roses

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #200 on: May 06, 2010, 07:42:09 pm »

Hey, just wanted to stop by and say I love the work your doing. Played CF for the 40d and had some pretty awesome forts. I was just wondering how much more you have on your 'wishlist' to do for this release. I've been playing a little bit here and there, but I don't want to start a huge fort and project only to find out that you just added like 100 new things.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #201 on: May 06, 2010, 07:53:40 pm »

Well, next release is going to have the new Iron and Steel upgrades and changes. I'm currently testing that, and it should be out in the next week.

After that I have a major Alchemy and Special Metals overhaul to bring the various Mithril, Levisium, Crystal, and Elemental metals and alloys back. That'll be quite a bit of work, so I don't really have a release estimate on that. Probably several weeks after the Iron and Steel release at the earliest.

Once that's done I'll take a look at the Guardians, Megabeasts, and other animals. At which point I'll actually be caught up with everything from the 40d version.

After that, I've got more races I want to do, some new animals, and I don't know what else.

So to answer your question, I've got a few new changes with the next release but long-term a lot more to do. So if you want to wait for the Ironworks release you only have to wait a little while. Anything beyond that and you're probably safe starting a major fort and just playing the mod. I'll be adding stuff pretty consistently for a while, but I expect the delays between releases to be pretty long.
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derigo

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #202 on: May 08, 2010, 05:04:22 am »

I was wondering if you were aware of this: http://www.bay12forums.com/smf/index.php?topic=55798.0

Its a pretty painless change to make as a temporary fix until toady gets around to putting balanced values in place.  Since you are freely editing weapon balance yourself elsewhere in your mod anyway, I thought you might want to fiddle with the numbers there as well.

Also about chickens:
Custom reactions aren't able to use creatures as inputs or outputs yet, so you can't create a 'harvest eggs'  reaction or anything of that nature.  On the other hand, if you're willing to accept the farmer's workshop 'Milk Creature' job can be extended to egg harvesting, you can very easily add eggs to chickens.  create a custom material template based on milk, but make copy its temperature states from cheese so that it's solid at room temperature.  Anything 'milked' must go into a bucket initially, but after that its fair game. 

Add something like this to the female chicken caste:
      [USE_MATERIAL_TEMPLATE:EGG:CREATURE_EGG_TEMPLATE]
         [STATE_NAME:ALL_SOLID:chicken egg]
         [STATE_ADJ:ALL_SOLID:chicken egg]
         [STATE_NAME:LIQUID:melted chicken egg]
         [STATE_ADJ:LIQUID:melted chicken egg]
         [STATE_NAME:GAS:boiling chicken egg ]
         [STATE_ADJ:GAS:boiling chicken egg]
         [PREFIX:NONE]
      [MILKABLE:LOCAL_CREATURE_MAT:EGG:100000]



And add something like this to your material defs(copied from CHEESE, altered to be more like MILK).
[MATERIAL_TEMPLATE:CREATURE_EGG_TEMPLATE]
   [STATE_COLOR:ALL_SOLID:YELLOW]
   [STATE_NAME:ALL_SOLID:egg]
   [STATE_ADJ:ALL_SOLID:eggy]
   [STATE_COLOR:LIQUID:YELLOW]
   [STATE_NAME:LIQUID:n/a]
   [STATE_ADJ:LIQUID:n/a]
   [STATE_COLOR:GAS:YELLOW]
   [STATE_NAME:GAS:n/a]
   [STATE_ADJ:GAS:n/a]
   [DISPLAY_COLOR:4:0:1]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:4181]
   [IGNITE_POINT:10338]
   [MELTING_POINT:10078]
   [BOILING_POINT:NONE]
   [HEATDAM_POINT:10250]
   [COLDDAM_POINT:9900]
   [MAT_FIXED_TEMP:NONE]
   [SOLID_DENSITY:1200]
   [LIQUID_DENSITY:1200]
   [MOLAR_MASS:NONE]
   [IMPACT_YIELD:10000]
   [IMPACT_FRACTURE:10000]
   [IMPACT_ELASTICITY:50000]
   [COMPRESSIVE_YIELD:10000]
   [COMPRESSIVE_FRACTURE:10000]
   [COMPRESSIVE_ELASTICITY:50000]
   [TENSILE_YIELD:10000]
   [TENSILE_FRACTURE:10000]
   [TENSILE_ELASTICITY:50000]
   [TORSION_YIELD:10000]
   [TORSION_FRACTURE:10000]
   [TORSION_ELASTICITY:50000]
   [SHEAR_YIELD:10000] no data
   [SHEAR_FRACTURE:10000]
   [SHEAR_ELASTICITY:50000]
   [BENDING_YIELD:10000]
   [BENDING_FRACTURE:10000]
   [BENDING_ELASTICITY:50000]
   [MAX_EDGE:0]
   [ABSORPTION:100]
   [CHEESE_CREATURE]
   [EDIBLE_VERMIN]
   [EDIBLE_COOKED]
   [ROTS]
   [GENERATES_MIASMA]

I realize it doesn't entirely line up with reality, but them's the breaks.
« Last Edit: May 08, 2010, 05:28:59 am by derigo »
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #203 on: May 08, 2010, 03:48:25 pm »

I've integrated Arrkhal's material balance mod in which seems to have fixed the issue with ineffective claws/bites. Considering that Giant Beetles can take on an armored goblin and win, I'd say it's working out pretty well.

I may have to play around with the egg stuff. It sounds interesting.
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derigo

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #204 on: May 08, 2010, 10:22:38 pm »

I've now looked through the raws, its seems like Arrkhal went in the other direction.  Rather than make teeth and chitin harder, he made skin softer.  This is a little odd because it leaves teeth and horns MUCH (20 times) softer than bone, but significantly harder than skin.  But as long as its teeth vs skin or chitin vs skin, the combat simulations should work ok.  You won't ever in a million years be able to break anything's bones with a bite attack though, regardless of size/strength differences.  A dragon won't be able to break a chipmunks bones.  He'll crush his organs just fine though. ;p

He also made metal 20 times softer than it was.  This is doubly strange, because he left bone untouched, so bone is 4 times harder than metal, go go bone armor.  This only affects blunt attacks, so limbs should still get severed correctly.  And he probably magnified the velocities(I didn't check) of the various blunt weapon attacks so much that they'll still be effective. 


As to eggs, yea, adding new types of milk or cheese, or making a creature milkable is very very easy to do.  If you don't care about the milk's material state (if you don't care that the eggs are liquid at room tempurature), you can completely omit the new egg material template and just use a standard milk template.  In that case, just copy the pertinent lines from some other milkable creature (like a cow), and change the names that say 'cow's milk' to 'chicken egg'.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #205 on: May 08, 2010, 11:23:19 pm »

Hmm, I'll have to test bone armor in the arena.
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ThaMuzz

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #206 on: May 11, 2010, 01:59:54 pm »

Okay, I may have missed it when I was skimming the thread, but is there any guide on how the new armor types layer?  I'm currently trying to design the uniforms for my fortress.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #207 on: May 11, 2010, 02:06:36 pm »

They layer pretty much the same as the normal armors. Chain Vests, Scale Armor, Lamellar Armor, and the various Hauberks are all the same layer as a Chain Shirt. They'll go over clothing but should go under a Breastplate.

Chain, Scale, and Lamellar leggings will go over pants but would be replaced by Greaves.

Chain, Scale, and Lamellar gauntlets should go over leather or cloth gloves but would be replaced by plate gauntlets.

The chain coif isn't working quite right, for some reason. It should replace a cap but go under the helm, but right now it just replaces the helm.

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Osdeath

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #208 on: May 11, 2010, 02:22:37 pm »

Query, can all axes be used for wood chopping, or is it solely battle axes still?

edit : answered my own question by diving in with hand axes, apparently all axes can be used.
« Last Edit: May 11, 2010, 02:32:06 pm by Osdeath »
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LordShotGun

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #209 on: May 11, 2010, 05:21:47 pm »

Ok first off, Id like to say that I have been playing this mod since the 40d days and its always been FUN. But I just can't play it anymore. This is due to no fault of the creator of the mod (or perhaps it is but I don't think so). The reason I can't play this anymore is due to the @#$%ing military system.

Currently my fort has a massive steel making operation and I have a legendary armorsmith that has created over a dozen complete sets of exceptional or masterful armor sets. But in the military screens NOTHING SHOW UP. I try to equip my troops but even with the basic metal uniform they only pick up weapons that I either brought with me (crappy copper axes and picks) or bought from traders. Its like everything is forbidden but after double and triple checking nothing is. This leads into my second part of my sign off.

Now with vinilla dwarf fort you can servive without a military as long as you don't explore the underground and have lots of weapon traps. Not so with this mod. I JUST got mobbed by a massive sand raider ambush. This was only my second ambush but there was over 20 sandraiders with giant army ant mounts. Normally this wouldnt bother me, I am walled in and I quickly raised my bridges. THEN SOME UNITS ARE DISCOVERED INSIDE MY WALLS AFTER RASING MY BRIDGES. THEY SPAWNED INSIDE MY WALLS!!! Still thinking this was managable I sent my militia after them and my 7 dwarves got torn apart by 1 army ant and 2 sand raiders. Embaresing.

Sorry but until this military system gets fixed so that it doesnt crash every 5 seconds and my dwarfs actually FIGHT then I simply can't play your mod. Until then Goodbye and goodluck modding.
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