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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


Pages: 1 ... 63 64 [65] 66 67 ... 95

Author Topic: Civilization Forge 3.0  (Read 228118 times)

Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #960 on: April 24, 2011, 07:14:55 pm »

For those who already downloaded CivForge with Mayday Graphics, you may want to redownload the latest version - this one fixes the bugged graphics for dwarves whose highest skill is one of the new professions (i.e. that invaluable high master shearer migrant), along with a few other minor fixes.

If like me you already have a save you don't want to lose, you can fix the bugged dwarf graphics by downloading the latest version and just copying the new /raw/graphics/graphics_mayday.txt file into your existing data/save/region1/raw/graphics folder (where 'region1' is whatever your save is called). Don't copy anything else, some of the other bug fixes aren't save compatible.

Anathema has one.
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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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Ult1mara

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #961 on: April 24, 2011, 08:25:13 pm »

Thank You very very much this is great now I can do my recordings ^_^
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Anathema

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #962 on: April 24, 2011, 11:27:56 pm »

Thank You very very much this is great now I can do my recordings ^_^

FYI I used Mayday graphics (if you prefer Ironhand or Phoebus you're on your own, and I must warn you converting a graphic set to cover all of CivForge's new plants/animals/civs/etc is a bit of a pain :P).

But anyway, it's mostly Mayday - just a few additions from another graphics package to cover the new CivForge stuff, and some arbitrary changes of my own compared to vanilla Mayday (just because I like stone/soil appearance to be more consistent and ores easier to tell apart). Gameplay-wise it's unaltered CivForge though.
« Last Edit: April 24, 2011, 11:53:29 pm by Anathema »
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Kon

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #963 on: April 25, 2011, 10:47:40 am »

The Alum I'm making from Alum Shale is cluttering up my Alchemist's Workshop. I couldn't figure out what stock pile Alum is supposed to go to. For now, I think I need to make just a little bit of Alum and then use it before making more. I'm using the Alum to make Emen Aren, which is used to separate Mithril from Truesilver. Btw, this fort is a real challenge--my only metals are Zinc and Nickel, and I have no sand. Been trading for iron ore, steel, sand, alum shale, truesilver, etc. Thanks for answering my questions, Mephansteras.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #964 on: April 25, 2011, 10:55:02 am »

Alchemical items that are in jars or jugs should just go into a general goods stockpile. I like to make a largish one that only holds tools near my alchemy area.
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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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Kon

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #965 on: April 25, 2011, 11:50:46 am »

Alchemical items that are in jars or jugs should just go into a general goods stockpile. I like to make a largish one that only holds tools near my alchemy area.

The Alum isn't going into jars or jugs. But, I'll take another look when I get home from work.
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #966 on: April 25, 2011, 12:46:18 pm »

Alchemical items that are in jars or jugs should just go into a general goods stockpile. I like to make a largish one that only holds tools near my alchemy area.

The Alum isn't going into jars or jugs. But, I'll take another look when I get home from work.

Powder ending up on the ground is a bug I'm looking at. Not sure where it ends up just as a powder.
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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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InsanityPrelude

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #967 on: April 25, 2011, 06:11:37 pm »

I just tested reactions with bags as the powder container instead of jars, and that works fine.

I'd say the game just seems to have a problem with putting powders in liquid containers, since the liquid alchemy reagents are produced into jars without a problem, except I use the expanded glazes mod too and the glaze powders go into jugs without a hitch. Not sure what's going on here.

Edit: Tried reducing the capacity of jugs back to default, since Expanded Glazes increases it, and got glaze dumped all over the floor in the same fashion. So the problem here is probably that jars can't hold enough.
« Last Edit: April 25, 2011, 07:22:57 pm by InsanityPrelude »
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #968 on: April 25, 2011, 06:40:27 pm »

Hmmm. Maybe I should have powders go into jugs instead of jars.
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Dave1004

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #969 on: April 25, 2011, 09:01:35 pm »

I would love to download this, but if it doesn't work with Ironhand's pack, then it's a no-go...Ah, well, whatever. Sounds awesome though.
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Ult1mara

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #970 on: April 27, 2011, 11:18:52 pm »

Here is my first video for the LP I will be doing of this mod. I hope u all like it and please give me some feedback for wat u think of the video ^_^

http://www.youtube.com/watch?v=qOIYA9YZxK4
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #971 on: April 28, 2011, 11:38:07 am »

Looks like you're off to a decent start. One note, though, bronze doesn't take a 1-1 tin/copper ratio in Civilization Forge. It actually has a somewhat more realistic ratio of 1 tin to 4 copper. The actual ratio is about 10% tin, but that got a bit excessive since we only work with whole bars right now. So you'll find yourself with a good bit of extra tin lying around. Not a bad thing, since copper is easier to get and much cheaper, but I figured you should know.

You might also want to read the AlchemyBasics file. It'll explain a bit more about how all the new alchemy buildings work.
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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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Teneb

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #972 on: May 01, 2011, 02:27:51 pm »

[REDACTED]
« Last Edit: December 01, 2014, 04:15:11 pm by Deathsword »
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Mephansteras

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #973 on: May 02, 2011, 03:39:45 pm »

Yeah, at some point I need to rework the various colored marbles into something more realistic. Right now they're just sort of filler junk that I threw in to make things more interesting.
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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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utuki

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Re: Civilization Forge 2.41 - DF31.25 update released!
« Reply #974 on: May 04, 2011, 11:41:00 am »


-_- and most dwarves seem to like alchemy items. and there are very few funky stones on map  :'(

Alchemy crystals are annoying to look for in caverns, maybe use different tile then normal gems ?
« Last Edit: May 04, 2011, 03:07:07 pm by utuki »
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