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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 227907 times)

Lord Shonus

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Re: Civilization Forge 2.x
« Reply #75 on: April 06, 2010, 12:48:54 pm »

Out of curiosity, are you going to put mithril in again, and, if so, what will the difference be between it and adamantine?
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #76 on: April 06, 2010, 12:59:17 pm »

Mithril will be going in again. Haven't decided its exact properties yet, but it'll probably be similar to how it was. Stronger than steel and lighter, but not as ridiculous as Adamantine. The various alloys will also go back in, and I expect that we'll find Orihalcum hammers and maces to be pretty nasty.

However, none of that will be in the first release. I'll be doing custom workshops, the new metals, and alchemy for the second release.
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sunshaker

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Re: Civilization Forge 2.x
« Reply #77 on: April 06, 2010, 02:37:02 pm »

I have a metal/mineral suggestion and it in part answers the question "where do the kobolds get copper if they can't mine/smelt/etc?" Nuggets of copper, silver and gold, these would be effectively pure metals that do not need processing to be used. It would work as a simple reaction that doesn't need fuel or other refining/processing methods to convert, the mineral would not have a metal_ore token, but would use a straight 1 stone = 1 bar custom reaction, value of the stone and the bar should be equal.

For more information see
http://en.wikipedia.org/wiki/Native_metal
http://en.wikipedia.org/wiki/Old_Copper_Complex
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #78 on: April 06, 2010, 02:41:38 pm »

Hmmm, not a bad idea.
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JanusTwoface

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Re: Civilization Forge 2.x
« Reply #79 on: April 06, 2010, 02:46:35 pm »

@Mephansteras:
- Have you released a version for 0.31.01 yet?  Or were you waiting to finish more of the mod and releasing in a complete pack?
- Random note, the link on the DFFD page for the DF Wiki points to the old URL.  It should point here

@sunshaker
- You should totally send that over to the new Kobold Camp thread as well.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #80 on: April 06, 2010, 02:53:01 pm »

I haven't released a version for 31.01 yet. I don't need it to be complete, but I want to have at least a bunch of the core Civilization Forge elements in it. Right now all I have is some balancing and a few new crops/animals.

I might release an interim version once I have a few races in. Probably High Elves, Chaos Dwarves (still need to decide on a name for them) and the Xelics, since they give a good mix of additions.

The Wiki needs to be updated, yeah. I need to retag that page as the old version of the mod and get a new page up for the current version.
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Org

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Re: Civilization Forge 2.x
« Reply #81 on: April 06, 2010, 03:00:07 pm »

Are Chaos Dwarves worshiping evil gods/equivalent or are they crazy?

It would be funny if they were crazy and wore/used silly things for helmets/armor/weapons. Don Quixote-like Dwarves.
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adam-s

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Re: Civilization Forge 2.x
« Reply #82 on: April 06, 2010, 03:03:12 pm »

Very interested in this as well. This was one of my can't-do-without-it things on the previous versions and I'm missing the nonstop siege/ambush/trade badly. Props for an awesome mod.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #83 on: April 06, 2010, 03:27:11 pm »

@Org: Still trying to figure that out. I may shift them to being Tainted Dwarves, and add in Tainted Men and Elves as well. And maybe Vamarii. I think the Tainted races would be more like the normal races, except they'd have a more goblinish social structure (no real laws, rule by might, that sort of thing) and they'd get bizarre mutant castes that would show up. So you'd get dwarves with a giant crab claw for a hand or elves covered in scales and stuff like that. Something to really set them apart from the normal evil races.

@adam-s: Glad you like it! Keep an eye on the OP, that's where I document where I'm at with everything, along with the occasional post I make.
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Deon

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Re: Civilization Forge 2.x
« Reply #84 on: April 06, 2010, 03:48:17 pm »

I have dusk elves which are pretty much High Elves which hunt animals, also I will have deep dwarves within a day so you may borrow something if you have difficulties with the new version.
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #85 on: April 06, 2010, 04:00:49 pm »

Thanks, Deon. I haven't had any trouble so far, mostly just a lack of time to really dig in and get modding.

Have you noticed any oddities with modding Civs compared to the previous version?
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #86 on: April 06, 2010, 11:30:40 pm »

I've been adding in the various RAW corrections from here. I've also corrected the trade capacity for animals, so they're much more realistic now (mules carry about 200lbs of stuff).

Going well. Still testing a few things with that, and I've yet to get cave crabs to be domestic but only for dwarves, but hopefully I'll make more progress on that soon.
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Lofn

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Re: Civilization Forge 2.x
« Reply #87 on: April 06, 2010, 11:43:39 pm »

Thanks, Deon. I haven't had any trouble so far, mostly just a lack of time to really dig in and get modding.

Have you noticed any oddities with modding Civs compared to the previous version?

Castes and the body/tissue tokens can lead to some confusing errors, and secretions like to be stubborn and illogical, but apart from that most of it is pretty straightforward.
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Deon

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Re: Civilization Forge 2.x
« Reply #88 on: April 07, 2010, 12:12:13 am »

Huh, I didn't see anything illogical yet. There's much more chance to make an error now though, with all the details :P.

If you manage to find out a simple way to limit a creature to dwarves it would be nice. I just haven't tried it yet, but I will have to try it soon (I want a race of dwarves with automatons).
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Mephansteras

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Re: Civilization Forge 2.x
« Reply #89 on: April 07, 2010, 11:35:08 am »

Yeah, I'll let people know if I manage it. Not sure what I'm going to do with the Guardians if I can't. Maybe make them a very rare caste of dwarf? That could be cool.

Made Obsidian properly black again last night. That medium-gray it is in normal DF just bugs me, especially since I'm in an Obsidian and Marble mountain right now.

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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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