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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 228095 times)

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #375 on: July 03, 2010, 12:25:39 pm »

Hmm. Odd. I'll have to look into that. I thought I'd selected specific ants for killing before, I may have just been stationing squads around.
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microMOOSE

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Re: Civilization Forge 2.1 Ironworks released
« Reply #376 on: July 04, 2010, 10:56:29 am »

I notice that chitin cannot be made into "leather" and that it just sits in the tanning workshop.  Quivers and stuff made with it cannot be put into any stockpiles.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #377 on: July 04, 2010, 11:28:48 am »

Hmm. I haven't noticed any problems when using chitin. I know it doesn't become 'leather' specifically, but it always ends up in my stockpiles and I can use it as if it were leather just fine.
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Org

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Re: Civilization Forge 2.1 Ironworks released
« Reply #378 on: July 04, 2010, 07:02:32 pm »

I will be livestreaming Dwarf Fortress with this mod for the next few days.
However I am also doing a challenge, so I may die out.
Very fast.
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marcusbjol

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Re: Civilization Forge 2.1 Ironworks released
« Reply #379 on: July 05, 2010, 12:12:44 pm »

The Hammerdwarf bashes The Sugar Beetle in the right second leg with her ({levisium war hammer}), but the attack glances away!


LOL - Might as well be attacking with a peacock feather.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #380 on: July 05, 2010, 12:33:50 pm »

Yeah...levisium's pretty much worthless for a blunt weapon. It works as an edged weapon against an unarmored opponent, but that's about it.

Right now it's also pretty worthless as armor, since just about anything will rip through it. I might change that, since weightless armor is a cool idea.
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Re: Civilization Forge 2.1 Ironworks released
« Reply #381 on: July 05, 2010, 12:46:48 pm »

Kinda Off topic, but how can I get dwarves to hunt?

Annoying.

and Meph, are there any civs I should watch out for because of early sieges?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #382 on: July 05, 2010, 12:50:06 pm »

Make sure they have ammo assigned to hunters from the military screen, and make sure you have quivers and crossbows available.

No early siege groups in normal Civ Forge right now. As far as enemies to watch out for, it's still Tainted Dwarves and Violet Xelics.
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Re: Civilization Forge 2.1 Ironworks released
« Reply #383 on: July 05, 2010, 12:51:34 pm »

Okay. My poor dwarves shouldn't have too many problems.
Ah, I guess it is the quivers.


Also, Meph, chain coifs can be made from cloth.
I am assuming this is not right.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #384 on: July 05, 2010, 01:16:49 pm »

Well, you shouldn't be able to make them from cloth. But for some reason migrants can come in with lots of stuff made from cloth, like lamellar. It's silly. But I think it's a DF bug, since migrants can show up with cloth quivers and you can't make those yourself.
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Re: Civilization Forge 2.1 Ironworks released
« Reply #385 on: July 05, 2010, 01:37:40 pm »

Probably.
It was a starter dorf.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #386 on: July 06, 2010, 04:46:40 pm »

Sorry about the delay in getting a new test version out (and the actual new version out at all). I've been horribly busy.

It looks right now like Incendium is going to just be mildly warm for now. I can't really get it to be useful without toasting the users. I did discover that dwarves could haul ridiculously hot stuff around, though, and make super hot floors. Sadly, the floors don't seem to do anything. Might be able to make steam by dropping hot bars into water, though. I'll have to test that.

In any case, I'll try to get the new version of the test files out this week. I'll have the tradable alchemy bars in as well as simplified jars.

Looking forward to after this release, I'll probably start getting the various Primitive Civs in. I'm also thinking about ways to implement a Library in a suitable fashion. Those have cropped up in a few places, and I'd like to do something like that. But probably a bit more intensive then the small-scale stuff that people have put in place so far. I'm thinking Scribing Tables that take in some sort of Ink and Paper (skins, maybe?) and produce Scrolls of a given type. Architecture, Farming, Engineering, and the like. Those scrolls would then be required to produce a library workshop that trains that skill.

I can't enforce skill levels at this point, I don't think, but I figure you can make things realistic yourself if you're so inclined. Simply require a sufficiently high level skill in the Scribing Tables and a sufficiently low skill cap in the actual Library sections and you can simulate highly skilled dwarves writing down knowledge to train lesser-skilled dwarves with.
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Re: Civilization Forge 2.1 Ironworks released
« Reply #387 on: July 06, 2010, 05:00:50 pm »

Siege Engineering is a must.
No need in wasting all of the ballista arrows just to increase skill.
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marcusbjol

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Re: Civilization Forge 2.1 Ironworks released
« Reply #388 on: July 07, 2010, 04:20:12 pm »

Umm.. ya used arrows for practice?  Why not set up a catapult and use the most abundant resource around.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #389 on: July 07, 2010, 04:32:57 pm »

Well, Siege Operating lets you use stone. Siege Engineering (making the siege engines) requires quite a lot of wood to train up right now. And it's an area where I can really see book learning help a good bit. After all, we don't start out modern engineering students out by having them crank out chunks of stuff endlessly. We start them with basic book learning and THEN have them try to make stuff.

I'm also thinking of making Scroll Tubes so that you can import books on various subjects. They'll show up as bars, but at least they can show up. The ability to import scrolls to make various libraries out of should be nice, since it'll make trade more useful and let you make up for deficiencies in your fortress skill set.
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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
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