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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 228235 times)

Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #690 on: September 09, 2010, 02:26:48 pm »

Imported stone should work just fine. Are you sure you have everything you need? Enough jars and all that? Some reactions take up to 5 alchemical jars.
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Moonshine Fox

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #691 on: September 09, 2010, 02:30:41 pm »

Am I just a retard, or is there no way to forge weapons and armor? I'm not finding the option to do so. Nevermind, I'm an idiot. Found it.
« Last Edit: September 09, 2010, 02:35:38 pm by Moonshine Fox »
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Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #692 on: September 09, 2010, 06:01:04 pm »

I don't really have time right now because I try to make CivForge to work with Ironhand, but was it reported that you have entity_tainted_dwarf_cf.txt and entity_chaos_dwarf_cf.txt with the same entities?
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Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #693 on: September 09, 2010, 06:15:38 pm »

I've used Drayath's graphical compilation and set up all necessary files to use the mod with Ironhand's pack.

Here you can find a pre-packaged version: http://dffd.wimbli.com/file.php?id=3090. I just thought that it can expand your player base, Mephansteras. Your mod is great, but not everyone plays with ASCII and not everyone wants to learn how to set up the graphics correctly, and some people are too used to some specific tilesets. So, here it goes :).
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #694 on: September 09, 2010, 06:18:23 pm »

I don't really have time right now because I try to make CivForge to work with Ironhand, but was it reported that you have entity_tainted_dwarf_cf.txt and entity_chaos_dwarf_cf.txt with the same entities?

The tainted dwarf file can, and should, be removed.

And I don't mind at all, Deon. The more pre-packaged versions the better, I imagine. I just haven't managed to get around to messing with it myself.
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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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Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #695 on: September 09, 2010, 06:48:40 pm »

Ehh, I removed the chaos dwarf file in the prepackaged version instead. Is that bad? Should I reupload it? The "tainted" file seemed to cause no errors but maybe it has some entity flaws?
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #696 on: September 09, 2010, 07:32:56 pm »

I think the tainted dwarf file is outdated, so the chaos one is better. I don't think it would cause problems, per se, but it's the wrong file.
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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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Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #697 on: September 09, 2010, 09:38:50 pm »

Okay, I will update it soon.
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Niveras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #698 on: September 09, 2010, 11:05:28 pm »

Heh. I just had 3 squads of masterful steel equipped dwarves beating on a chaos dwarf for, like, 5 days. The only damage they managed to do was some bruising to his limbs, some cutting around his toes... and to lop off his hands. His orichalcum armor was constantly deflecting all other attacks, no one could get a deathblow in. I finally decided to just take my squads off duty to let him die of infection, but the chaos dwarf finally got up and staggered off the map.

Without his hands. I am imagining him something akin to Dooku in the beginning of Return of the Sith (just before he gets killed, anyway), completely depressed about the loss of his hands. But given this is Dwarf Fortress he'll probably come back with two daggers jammed into his stumps.

Guess it's time to upgrade my weapons to void crystal.
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Moonshine Fox

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #699 on: September 09, 2010, 11:26:02 pm »

I've used Drayath's graphical compilation and set up all necessary files to use the mod with Ironhand's pack.

Here you can find a pre-packaged version: http://dffd.wimbli.com/file.php?id=3090. I just thought that it can expand your player base, Mephansteras. Your mod is great, but not everyone plays with ASCII and not everyone wants to learn how to set up the graphics correctly, and some people are too used to some specific tilesets. So, here it goes :).
I think I'm in love with you. Thank you SO much for this! I love the Civmod, but plugging through tons of raws (when you've never done it before) to make it work with Ironhand seemed harsch >.<
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Grocer

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #700 on: September 10, 2010, 04:29:49 am »

Couple years in with 2.3 Test and I've gotten jackal-, tiger-, wolf-, frog-, turtle-, lizard- and snakemen traders, and raccoon- and rat-thieves.   Silver and copper weapons exclusively which seemed a bit odd, I'd expected at least some wooden and bone weapons, for bows if nothing else.  A bow-lizard showed up wearing large giant desert scorpion fatty armor, which didn't seem right.

Questions:  what is soaproot, and how do I use it?  Some traders showed up with it, might have been hobgoblins.  How does devilwood differ from silverwood?

Overall the primitives seem really nice, they feel pretty good.  A jackalman latched onto a racconwoman's head and then shook her till the head popped off, which was pretty nice.  It'll be cool to see them differentiate more culturally once that civ stuff gets more fully into the main game.  Frogmen traders showing up loaded with lots of fish, tigermen with exotic leathers, jackalmen with fancy bonecrafts, that sort of thing.

Excellent mod, really great work.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #701 on: September 10, 2010, 09:57:59 am »

Didn't realize that soaproot was still in there. It's part of a non-fat soap I was working on for the elves, which I stopped working on once I realized that they wouldn't show up with it to trade anyway. Might get back around to it at some point, but I'll probably remove it from 2.3 for the actual release.

Devilwood is similar to Silverwood, in that it is actually decent for weapons and armor, but not quite as good.

As for the primitive races using wood/bone, I don't seem to be able to do that at this point without preventing them from using metal at all. Pretty annoying, really. Hopefully Toady will give us more options there at some point.
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Roses

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #702 on: September 13, 2010, 04:20:58 pm »

Just got attacked by a 60 strong Chaos Dwarf siege with each one riding a different animal (although Rutherer is the most common). Their only leader attacked with them, the might Bearman wearing nothing but a cloak. I felt bad for all those Chaos Dwarves...
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #703 on: September 15, 2010, 12:19:08 pm »

Well, with 31.13 out now I suppose I'll run some tests on it. I may have a few minor tweaks to do, but hopefully I'll be able to release 2.3 this week.
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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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"Let us maintain our chill composure." - Toady One

Deon

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #704 on: September 15, 2010, 12:23:17 pm »

I've just merged Genesis and it requires only to remove [START_GROUP_NUMBER:X] in entity files and replace/change the inorganic_stone_mineral.txt (and if you had it unchanged, just replace it with new).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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