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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 228110 times)

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #420 on: July 14, 2010, 02:44:25 pm »

Yeah. For now, Alchemy is only useful in getting your hands on the various new metals. It'll have more point in the future, but this was a good starting point.

As for why you would want to get these new metals...well, here's a rough listing of power

Levisium (near weightless)
Iron
Blood Crystal
Night Crystal
Steel
Void Crystal
Orihalcum
Glacium
Incendium/Ward Iron
Mithril
Tempestium
Elementium
Adamantine
« Last Edit: July 14, 2010, 08:09:14 pm by Mephansteras »
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Dohon

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Re: Civilization Forge 2.1 Ironworks released
« Reply #421 on: July 14, 2010, 03:46:35 pm »

OOoh, "civilian" weapons. And aprons! In order to have the civvies wear that, you just have to create a squad and put them on a permanent "stand down", right? This mod looks awesome. I'm gonna have my "DF 2010" cherry popped once the new version of your mod hits the market. So, take your time and make this mod a real doozie. :)

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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #422 on: July 14, 2010, 04:13:38 pm »

I'm quite close to being able to release, I think. I do have two more things I want to add in, though.

1) The poor wood Elves are even worse off now than they were before. So I need to give them something decent. I'm thinking a druidic circle workshop that lets them turn wood into something as strong as steel. Most elves will still probably have pine swords or whatever, but this way they'll have a chance at actually killing something.

2) Blazing Incendium still sounds fun, so I need to add an alchemical reaction to make it. It'll be player-only, though. Just something for you guys to mess with and try to come up with ingenious traps and whatnot.

Any more bugs show up for those of you testing the last set of files?
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Org

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Re: Civilization Forge 2.1 Ironworks released
« Reply #423 on: July 14, 2010, 04:14:38 pm »

Bloodwood.
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Cult of the Raven

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Re: Civilization Forge 2.1 Ironworks released
« Reply #424 on: July 14, 2010, 05:05:45 pm »

I've been having a trouble:
When genning a world, 9 times out of 10 the dwarf civ dies. I wouldn't mind, except that getting migrants after the first year is nice.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #425 on: July 14, 2010, 05:10:13 pm »

Hmmm. What size world are you genning? Also, how long do you have the world go on? I usually keep it around 200-300 years before I start, mostly because I like to have *some* possibility of there actually being goblins, violet xelics, and the like actually living in their settlements.
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Lord Shonus

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Re: Civilization Forge 2.1 Ironworks released
« Reply #426 on: July 14, 2010, 07:46:26 pm »

What's ward iron used for?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #427 on: July 14, 2010, 08:08:42 pm »

Ward Iron is one of the best armor materials in the game. My list is slightly wrong, it should be Incendium/Ward Iron. Incendium can only be used for weapons, Ward Iron for armor, and Tempestium for ammo.
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Ampoliros

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Re: Civilization Forge 2.1 Ironworks released
« Reply #428 on: July 14, 2010, 09:44:18 pm »

yeah, few bugs/problems/suggestions:

I'm finding most of the elemental crystals to be too inconsistent their rarity. Frost crystal, like microcline, is basically everywhere, and there are *some* firehearts in granite layers, but ward and storm crystals just don't seem to exist anywhere (and i'm looking around with reveal and dfprospector on maps with lots of granite/marble). It might be worthwhile to add firehearts, ward crystals, and storm crystals to common types of non-mineral layer stones (orthoclase, olivine, alunite, verdenite, etc) instead of directly to the layer to ensure somewhat of a uniform rarity

The tannable chitin stuff was (accidentally?) removed i think in the second test set, probably because of the material_template_default changes

I have a dwarf who currently likes 'alum filled alchemical'; i don't really know if that's fixable given the workarounds necessary.

Unless it's necessary for the workings of the mod, imho i would remove the various glass-material jars and try to stick to one type...eg, a special type of generic alchemical glass, or just plain green glass, or something along those lines. I think it clutters up things like the jobs and managers screens to have all the various material reactions for all the various jar types and stuff
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #429 on: July 14, 2010, 10:39:10 pm »

yeah, few bugs/problems/suggestions:

I'm finding most of the elemental crystals to be too inconsistent their rarity. Frost crystal, like microcline, is basically everywhere, and there are *some* firehearts in granite layers, but ward and storm crystals just don't seem to exist anywhere (and i'm looking around with reveal and dfprospector on maps with lots of granite/marble). It might be worthwhile to add firehearts, ward crystals, and storm crystals to common types of non-mineral layer stones (orthoclase, olivine, alunite, verdenite, etc) instead of directly to the layer to ensure somewhat of a uniform rarity

Yeah, Frost Crystal is supposed to be a bit more common, since Glacium isn't as powerful as the others. Which others you get seems a bit random, since I know I've gotten both Ward and Storm Crystal on maps before. But bumping up the commonality might be ok. Or maybe reducing the occurrence of Frost Crystal a bit, since you're not supposed to really have much of the Elemental Metals.


Quote
The tannable chitin stuff was (accidentally?) removed i think in the second test set, probably because of the material_template_default changes

Hmmm. Thanks, I'll have to fix that.

Quote
I have a dwarf who currently likes 'alum filled alchemical'; i don't really know if that's fixable given the workarounds necessary.
Yeah, kind of annoying but there really isn't a good way around it at this point.

Quote
Unless it's necessary for the workings of the mod, imho i would remove the various glass-material jars and try to stick to one type...eg, a special type of generic alchemical glass, or just plain green glass, or something along those lines. I think it clutters up things like the jobs and managers screens to have all the various material reactions for all the various jar types and stuff

The second test set should do that. You can make Alchemical Jars from any of the glasses, but after that they're just jars.
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Ampoliros

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Re: Civilization Forge 2.1 Ironworks released
« Reply #430 on: July 15, 2010, 12:36:23 am »

Yeah, Frost Crystal is supposed to be a bit more common, since Glacium isn't as powerful as the others. Which others you get seems a bit random, since I know I've gotten both Ward and Storm Crystal on maps before. But bumping up the commonality might be ok. Or maybe reducing the occurrence of Frost Crystal a bit, since you're not supposed to really have much of the Elemental Metals.
Yeah, just levelling out the rarity inline with the power somewhat was the hope; the frost crystals could definitely do with a bit of reduction, while i thought the rest could use a bit of a tweak upward.
Quote
The second test set should do that. You can make Alchemical Jars from any of the glasses, but after that they're just jars.

fantastic. I hadn't gotten a chance to test the alchemy parts in the second set out just yet, i had just merged the raws with the graphics set I use this afternoon
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Dohon

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Re: Civilization Forge 2.1 Ironworks released
« Reply #431 on: July 15, 2010, 05:04:39 pm »

A question about Libraries:

A couple of replies back, you said you intended to introduce a library to the mod. A rather extensive one. Do you intend to release it in the next version?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #432 on: July 15, 2010, 05:51:15 pm »

After the Alchemy release? Possibly. I know the next release is going to have the various Primitive Civs, but I haven't decided what's going in other than that.
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Cult of the Raven

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Re: Civilization Forge 2.1 Ironworks released
« Reply #433 on: July 15, 2010, 06:01:35 pm »

Hmmm. What size world are you genning? Also, how long do you have the world go on? I usually keep it around 200-300 years before I start, mostly because I like to have *some* possibility of there actually being goblins, violet xelics, and the like actually living in their settlements.

I normally generate the default medium-sized regions. (that makes 1050 years of history, if I recall) I'll try to run some shorter gens though, and see if that is a major factor.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #434 on: July 15, 2010, 06:14:09 pm »

That's probably it. Medium worlds for me always have a few Dwarven civs left after about 300 years.
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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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