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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 228180 times)

Urist McUristy

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #795 on: December 02, 2010, 06:24:51 pm »

Had frogmen, turtlemen, snakemen, hobgoblins and silver xelics come, at all once, from each corner of the map. None liked eachother much, and lets just say my marble walls in my depot look like bauxite.
EDIT: And lizard men.
« Last Edit: December 02, 2010, 06:30:22 pm by Urist McUristy »
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #796 on: December 02, 2010, 06:32:45 pm »

Hmmm. That's new. I may have to find a fix for this.

I'm ok with the 'Evil' races and the 'Good' races not getting along, but that's a bit ridiculous.
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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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vhappylurker

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #797 on: December 02, 2010, 08:58:04 pm »

Are they at war?

I didn't see anything saying that they were. Didn't think to check before embarking. Just the first spring the frogmen arrived along with turtlemen, then I had the other two caravans show up and the frogmen went for blood. Happened the next year and now my current year none of them appeared.

Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #798 on: December 02, 2010, 09:08:24 pm »

You can check who they're at war with on the civilizations screen.
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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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vhappylurker

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #799 on: December 05, 2010, 10:52:09 am »

You can check who they're at war with on the civilizations screen.

Thanks.

EvilJawa

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #800 on: December 07, 2010, 08:33:14 pm »

just started playing this mod but i was wondering if anyone knew where i could find a good graphics pack for it

and i seem to get double's of certain ores, like two different stacks of andesite in my building materials list.
« Last Edit: December 07, 2010, 08:37:48 pm by EvilJawa »
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Lord Shonus

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #801 on: December 08, 2010, 07:37:28 am »

That's the filler stone. Material scarcity is bugged right now, so Meph rigged it to generate deposits of worthless stone in place of metal ore or gems. This helps reduce the massive overdose of resources.
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #802 on: December 08, 2010, 07:53:15 am »

Note that's is completely optional. So if you don't want it, just remove the inorganic_stone_filler_cf.txt file.

As for graphics, if you go back through the thread a bit there is a graphics pack that should work.

I really need to find it and put the link in the OP...
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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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L0master

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #803 on: December 10, 2010, 04:21:10 am »

Questions.
1) Can I really plant any seed in any season? I mean I was unable to plant cave wheat in winter in vanilla DF.
« Last Edit: December 10, 2010, 07:21:08 am by L0master »
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #804 on: December 10, 2010, 10:59:36 am »

Questions.
1) Can I really plant any seed in any season? I mean I was unable to plant cave wheat in winter in vanilla DF.

Sort of. You can plant any underground seed in any season in Civilization Forge. Aboveground plants have seasons, unlike in vanilla. It just makes more sense this way.
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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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L0master

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #805 on: December 12, 2010, 12:27:59 pm »

Are there any new labors introduced? Or all the new workshops use some vanilla skills? Which of them then?
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #806 on: December 12, 2010, 02:32:06 pm »

The Alchemy buildings use the Alchemy skill, but that's it. Everything else is normal.
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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

L0master

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #807 on: December 12, 2010, 02:58:06 pm »

As far as i remember I didn't get any migrants with alchemy skill in vanila. I could add skill points to alchemy while embarking though. Are there migrants with alchemy skill now?
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Crossroads Inc.

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #808 on: December 17, 2010, 03:17:36 pm »

*POKES*

Wheres there Primitive civ mod! :P
Silly sod I know you have it in you mate! don't make me come down there! ;)
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Mephansteras

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Re: Civilization Forge 2.31 - DF31.18 update released!
« Reply #809 on: December 17, 2010, 07:33:26 pm »

Ah. Blame work. It's been hectic. Should calm down after Monday, though.

I'll make it a Christmas gift for you guys! :P
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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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