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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 228048 times)

derigo

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #255 on: May 14, 2010, 03:31:43 pm »

Beetles are small!  I didn't even look.

Now that you say that, I'm looking around in my main fort and ALL the non-dwarves are 'gigantic and very fat' or some variation along those lines. Is this just me?  If it is, some other change I made somewhere along the lines is causing it.  That'd be troubling, I have no idea what it could be.

EDIT: 
oh nvm its a known bug.  http://www.bay12games.com/dwarves/mantisbt/view.php?id=739
« Last Edit: May 14, 2010, 03:37:13 pm by derigo »
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #256 on: May 14, 2010, 03:53:54 pm »

Ah. Well, at least that's not a mod problem, then.


I've started playing around with the various crystals, mithril and levisium. So far everything is working out ok, although I'm testing to see what happens when you have a material with a negative density. So far all I've discovered for sure is that it doesn't throw any errors. Might have caused a crash when quitting, though, so that needs more testing.

General notes so far:

Tempered Crystal is a bit worse than bronze or wrought iron, as expected. Better than copper, though, so still a decent choice if you've got nothing else to work with.

Blood Crystal is ok for armor but quite good for bladed weapons. Not as good as steel, but better than bronze or iron.

Night Crystal is good armor and ok weapons. Except for flails, for some reason, which slaughtered everyone who wasn't wearing steel. Not sure why, so that needs more tests. Kind of cool, though.

Mithril is pretty awesome, weak only to Steel Mauls, which seems to get through it pretty easily (even Breastplate and Greaves). Mithril hammers and maces probably suck, need more tests there.

Levisium is...weak. Which is intended, since you're supposed to alloy it with other stuff for the weight reduction. However, it needs more testing since I didn't see any particular benefit to wearing it when I took over the various arena dwarves. Agility still made a much bigger difference than whatever armor I was wearing. So, lots more testing to do there.

I also haven't even started work on the alchemy aspects. But that can get done after I have the end products working properly.
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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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LordShotGun

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #257 on: May 14, 2010, 06:44:13 pm »

Hmmm, check to make sure you don't have any diagonal gaps in your walls or a ramp you didn't know about?

All ambushes should start at one of the edges and work their way in from there. How close to the edge of the map are they spawning inside your walls?
Look, it not like all ambushes happen like this, only war ants and sandraiders do this. Also, I am an experience DF player who has played the orcs mod...I know how to build a sealed wall-in  ;D

And its not like they managed to sneek inside. Even when sneeking ambush attackers set off weapon traps, that how I usually discover ambushes when my dwarves go clean the traps and/or recover a corpse. Even if they did manage to get past my traps one warant and 2 sandraiders spawn ON TOP of my stair stack where dozens of dwarves would have found them but when I press z on the anouncment sceen it alwasy shows a cat or something being the one to discover it.
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Must... eat... demon raaaaaaat! ARGLEBARGLEBARGLEBARGLE *CRASH* OMNOMNOMNOMNOM.

Tastes like... SAAAATAAAAAAAN!

Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #258 on: May 14, 2010, 06:45:51 pm »

The Ants know ways in....they always get in, they're ants. :P

Seriously, though...I have no idea. Drones can fly, but that shouldn't help all of them.
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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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derigo

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #259 on: May 14, 2010, 06:53:17 pm »

flying ambushers!  that's terrifying!
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LordShotGun

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #260 on: May 14, 2010, 07:40:39 pm »

flying ambushers!  that's terrifying!
Its been done in a 40d mod, I forget which one
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Must... eat... demon raaaaaaat! ARGLEBARGLEBARGLEBARGLE *CRASH* OMNOMNOMNOMNOM.

Tastes like... SAAAATAAAAAAAN!

derigo

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #261 on: May 14, 2010, 07:47:03 pm »

its still terrifying!
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Morrigi

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #262 on: May 16, 2010, 09:21:41 pm »

Update? :D
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #263 on: May 16, 2010, 11:23:58 pm »

Soon, probably Monday night at some point. I need to check everything out and iron out any wrinkles with the new version. But the Ironworks update will be up as soon as I can.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #264 on: May 17, 2010, 11:33:55 am »

So, good news is that there are no raw changes with 31.04, so I don't have to worry about that. I do need to finish packaging the new version up and getting info written up on how to use all of the new ironworks material, but I should definitely have the new version out tonight.
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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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Wyrm

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #265 on: May 17, 2010, 02:35:22 pm »

Please note that [WAGON_PULLER] is buggy currently, which is why currently dwarves show up with the quantum donkeys. When I tried, the caravan didn't show up at all. Jus' sayin'.
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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #266 on: May 17, 2010, 02:37:32 pm »

So far everything is working fine for me. No wagons, yet, but caravans seem to show up fine and with a variety of pack animals.
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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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Mephansteras

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Re: Civilization Forge 2.02 Bugfix - Released!
« Reply #267 on: May 17, 2010, 09:12:55 pm »

Version 2.1 is now released!
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JusticeRings

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Re: Civilization Forge 2.1 Ironworks released
« Reply #268 on: May 17, 2010, 09:48:47 pm »

So its up to date with 31.04?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #269 on: May 18, 2010, 12:36:21 am »

Seems to work ok for me. 31.04 didn't have any RAW updates anyway, so it shouldn't have any issues.
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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
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