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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 228090 times)

Eagle_eye

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Re: Civilization Forge 2.1 Ironworks released
« Reply #360 on: June 27, 2010, 03:01:22 pm »

I just had 7 ambushes and 3 caravans at once, and they all killed eachother, leaving only two dynasauri guards.
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marcusbjol

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Re: Civilization Forge 2.1 Ironworks released
« Reply #361 on: June 27, 2010, 06:27:02 pm »

I am drooling over the idea of having my trap entrace covered with incendium blocks.  Wondering how to make blocks of the stuff without killing the dorfs.

will have to see the effect of glacium on water.  Or dropping goblins in a galcium/incentium checkerboard pit.
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Eagle_eye

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Re: Civilization Forge 2.1 Ironworks released
« Reply #362 on: June 27, 2010, 11:08:21 pm »

even better: flaming arrows (incentium heads)
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #363 on: June 28, 2010, 05:53:14 pm »

Still trying to figure out why the Oil Press isn't requiring Oil Nuts. Also playing around with the Incendium values a bit.
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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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marcusbjol

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Re: Civilization Forge 2.1 Ironworks released
« Reply #364 on: June 29, 2010, 01:58:57 am »

I have play 3 years into a game so far, and I can make one observation -

Its too easy to get all the metals from caravans.  Wealth is far to easy to come by (its a game problem).  With just a 10x5 farm plot, flowing into foods and textiles (alcohol for my dorfs), and 13 dorfs (1 farmer, 1 brewer, 1 cook, 2 threshers, 2 millers, 2 weavers, 2 dyers, 2clothiers) I can buyout every caravan.  Melt down the goods...

These new materials alter the game dramatically, and aquiring them so easily should not be possible... then again, ambushers were dressed in this way...
« Last Edit: June 30, 2010, 12:52:53 pm by marcusbjol »
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Ampoliros

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Re: Civilization Forge 2.1 Ironworks released
« Reply #365 on: June 29, 2010, 07:41:52 am »

The oil press thing looks like there's a missing tag at the end of the reagent info. It should look like:
   [REAGENT:A:1:PLANT:NONE:PLANT_MAT:OIL_NUT:PLANT]
as opposed to
   [REAGENT:A:1:PLANT:NONE:PLANT_MAT:OIL_NUT]

also, odd question - i was wondering if it was intended that many of the new CF plants be only plantable inside their native biomes. It'd make sense as an encouragement to trade, but i was pretty confused when I bought a bag of black pepper seeds and couldn't plant them  :)
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #366 on: June 29, 2010, 09:46:50 am »

@Ampoliros: Yeah, that was it. Felt rather stupid when I figured it out. And, yes, it is intended for plants to only grow in their own biome. You have to have some reason to open your doors!

@marcusbjol: Being able to get all of the metals from trade shouldn't be overly unbalanced, since with the reduced trade capacity you can't actually get too many pure bars of metal and melting down items from traders won't get you all that much. And, as you mentioned, your enemies show up with it as well so it should all work out. But if people find it too easy to just outfit everyone in full mithril armor without having access to truesilver that might be a problem. After all, I'd rather you had a reason to use alchemy.

I do think that green copper and bright silver are worth too much right now. The ores, while they should be valuable, are really only valuable because they can be turned into Mithril and Levisium. The natural smelted metals really aren't all that great and world-wise aren't really any rarer then gold, so they shouldn't be quite so expensive.

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marcusbjol

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Re: Civilization Forge 2.1 Ironworks released
« Reply #367 on: June 29, 2010, 12:15:04 pm »

Its not the nature of the materials, but the amount of them and their relative strength vs existing materials.

3 years into it, not building an alchemist shop, I have:

7 royal bronze
5 orihalcum
9 glacium
4 tempestium
4 ward iron
6 mithril

and I have not worked the caravans yet to import the high end stuff to melt yet.

On a side note, I love it when an sheathed invader in an ambush with an incindium weapon...
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #368 on: June 29, 2010, 12:20:47 pm »

Hmm, I wish I could make materials rare without forbidding them outright.

Do you find it unbalanced in practice? As in, you can make enough armor and weapons from the high end metals you've gotten that you don't have any real problems with the ambushes?
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marcusbjol

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Re: Civilization Forge 2.1 Ironworks released
« Reply #369 on: June 30, 2010, 02:14:14 am »

Well, this is the first time I have used a weapon trap hallway... very nice (only been playin a month or 2)... so I havent fielded a military yet.  I am waiting 20 of a type of ore before making a peice of armor.

I estimate, as in my 2 smelters cannot keep up with goblinite supply, that all the ores will be readily avaible enough that I can field 10 dorfs in mithril , another 10 in void crystal, another 10 in orihalcum... all within 10 years sitting behind my walls.

It probably has to do with the item probablity of weapon and armor grade materials went up considerably (3 or 4 times), so that means copper/iron/steel/silver/bronze happens 1/3 or 1/4th the time.  The rest are the new materials.

If there was a way to limit these materials to only the player civ, that would fix this problem.

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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #370 on: June 30, 2010, 02:20:50 am »

Well, it's easy to limit them to just the player. I can make them all DEEP metals, which means you can only get them by making them yourself. No one will be able to trade you bars or use items made from it, and no one will be able to use it.

That's how it was in 40d. Mostly because Civs defaulted to the most powerful thing available in that version, and I didn't want all of your enemies running around in mithril.

What does everyone else think? Too common to allow the other civs to actually use?
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kilakan

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Re: Civilization Forge 2.1 Ironworks released
« Reply #371 on: July 01, 2010, 05:56:18 pm »

naw, i thinks it's awesoem that an enemy commander can show up with a flaming sword.... and the burst into flame from it's hilt.. FUN!
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Nom nom nom

Lord Shonus

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Re: Civilization Forge 2.1 Ironworks released
« Reply #372 on: July 01, 2010, 08:03:48 pm »

It's too bad that blade and hilt can't be different materials. If they could, incedium would be the ultimate in blades.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #373 on: July 01, 2010, 08:27:40 pm »

Yeah. Someday, perhaps.
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microMOOSE

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Re: Civilization Forge 2.1 Ironworks released
« Reply #374 on: July 03, 2010, 12:09:46 pm »

I noticed that like attacking forgotten beasts you can't attack giant ants... I had to station them to make em attack.
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