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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 228037 times)

Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #225 on: May 12, 2010, 02:20:47 pm »

Also, general update. I think the Ironworks additions are pretty well settled at this point. I'm really just waiting on Toady to release 31.04 since it sounds like that should be in the next few days. Then I can merge my code with that and release it.

I've started doing material testing for the Crystals. Got Tempered Crystal working pretty well. It's in between copper and Bronze, as it should be. Next up is Blood Crystal and Night Crystal, then Void Crystal.

Not sure yet what I'll have to do to make Night Crystal better than Blood Crystal for armor but not weapons. Might just go with high and low Max Edge numbers, so Night Crystal may be better for blunt weapons. I'm ok with that, I guess.
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LordShotGun

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #226 on: May 12, 2010, 03:59:29 pm »

They shouldn't be able to spawn inside, I don't think. Although they may have snuck inside before you found the others and closed the gate.

And, no, you won't be able to make all of the armor types. You're guaranteed at least one level 2 armor (chain vest, shirt, scale armor, whatever) but your civilization may only have one. Might have more. It seems to be pretty random. Dwarves like chain, though, so usually you'll have a chain armor plus maybe a few other types of chain or scale/lamellar.
Pretty damn sure they spawned inside since they spawned on top of my trading depot while I had some elf traders there. Also I never knew that differently generated civilizations developed different types of armor. That explains some questions I'v had for awhile.

BTW after figuring out my silly arsenal dwarf problem, I continued playing my fort (thankfully I always have on seasonal saving) and now I have gotten several sandraider ambushs with giant ant mounts. So far I only see soldier giant ants which makes sense but they are by far the more difficult unit to kill over the sand raiders now that my dwarfs are completly armored in masterful steel armor.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #227 on: May 12, 2010, 04:02:18 pm »

Soldier ants are pretty scary. I recommend countering them with Giant Beetles, who are a good bit bigger and share all of the natural advantages the ants have. Beetles win hands down.

The ants as a mount is pretty funny, though, since the ants are size 50000 while the Raiders are size 70000. I guess the ants are strong enough but...still pretty funny.
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Deon

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #228 on: May 12, 2010, 04:04:29 pm »

They probably just have long enough legs so it's ok for me.

Spoiler (click to show/hide)
« Last Edit: May 12, 2010, 04:08:10 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #229 on: May 12, 2010, 04:05:46 pm »

That's a good point. The size is total volume, so they probably have long spindly ant legs and such. So, thin but strong. I can see that working.
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Deon

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #230 on: May 12, 2010, 04:08:58 pm »

Yeah, and sorry for the mess, I've spoilered the images :).
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #231 on: May 12, 2010, 04:11:36 pm »

Hehe. No worries.

Still pretty funny looking, though.

Hmmm, Giant Beetles are about cow-sized. That would be a pretty scary mount for enemies to show up on.
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Vertigon

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #232 on: May 12, 2010, 04:26:47 pm »

Just nitpicking, I'm pretty sure they're called falchions, not falcions. Great mod though.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #233 on: May 12, 2010, 04:35:34 pm »

Just nitpicking, I'm pretty sure they're called falchions, not falcions. Great mod though.

Hmm...spelling seems to be a bit mixed on this one. Not surprising, since the word probably had multiple spellings over the years. But falchion does seem more common, though, so I'll probably fix that.
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LordShotGun

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #234 on: May 13, 2010, 06:27:08 am »

I am rather curious if you used any type of combat rebalance because arrows/bolts are quite effective aginst unarmored targets but pretty useless aginst fully armored foes unless using a higher "tier" metal like steel over iron/bronze.

I ask this because I just had my first "mega" beast an ettin. It had the misfortunae toarive just as my dwarven caravan arived and the three guards RIPPED IT UP. The crossbow dwarve did TERRIBLE TERRIBLE damage and then the speardwarve and swordsdwarve killed it before my militia even suited up.

Then some comedy afterwards when one of my dwarves tried to drag the body inside but after checking his stats he had unquestionably weak so it took him almost an entire season to drag the corpse across half the map.
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Lord Shonus

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #235 on: May 13, 2010, 06:42:24 am »

Wrong thread.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #236 on: May 13, 2010, 10:37:50 am »

The material balance mod I've included does effect range weapons a little bit. I've noticed the problem with trying to hurt armored opponents, but haven't found a solution yet. I'll play around with the numbers a bit more to see if I can find something that'll work well.
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LordShotGun

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #237 on: May 13, 2010, 12:38:04 pm »

Soldier ants are pretty scary. I recommend countering them with Giant Beetles, who are a good bit bigger and share all of the natural advantages the ants have. Beetles win hands down.
A few questions on the new animals

How good are the new animals warbeast wise? I would imagine cave crabs being tougher then dogs but do they have the same problem with not being able to bite through just about any type of clothing? You meantioned above that giant beetles are pretty good but are they able to take on ambushes if you have beetles in large enough numbers?

Suger beetles are meantioned to have sweet valuable meat but its value it rather low for such a prized animal (I traded for the meat). Also everythime I slaughter one, I only get absolutly nothing at all, no meat, no chitan, no fat.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #238 on: May 13, 2010, 12:44:15 pm »

I'll have to check the value of the sugar beetle meat, it's *supposed* to be higher. Not sure why you're not getting anything when you slaughter them, though, they seem to work fine for me. I'll run some tests on it, though.

Cave Crabs are better than dogs but still not great at dealing with enemy warriors in armor. Good for random snatchers and marauding critters, though. I may have to do a crab-intensive fort and see just how many I can throw at an ambush. It'd be interesting to see how well they do.

Giant Beetles are pretty much a 1-1 match for most opponents. I've had two dwarves and a few beetles hold off an entire ambush of goblins, and the beetles got their share of the kills. Elite soldiers tend to smack them, of course, but they don't lose too much otherwise.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #239 on: May 13, 2010, 02:39:27 pm »

Did some more arena tests with cave crabs. A group of them was able to take out a goblin dressed in cow leathers using a wrought iron dagger without any casualties on their side, although a few of them did get injured.

It takes a while for them to do serious damage, but they do seem to be able to get through leather pretty well.
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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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