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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 228060 times)

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #270 on: May 19, 2010, 10:29:30 am »

Any comments or suggestions on the new Steel Industry?
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JusticeRings

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Re: Civilization Forge 2.1 Ironworks released
« Reply #271 on: May 19, 2010, 12:09:43 pm »

the price at embark for bronze/iron anvils is the same, is their no practical difference between the two?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #272 on: May 19, 2010, 12:11:41 pm »

Nope, none.

Actually, the game doesn't even give a practical difference between those and Steel anvils at this point. Hopefully material and quality of anvils will matter someday, but right now it just effects the value of the workshop.
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LordShotGun

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Re: Civilization Forge 2.1 Ironworks released
« Reply #273 on: May 19, 2010, 06:43:07 pm »

I just installed it and genned a shallow world (less then 50 z levels total) so I should get my magma workshops up and running pretty quick.


BTW how do you feel about incorperating other mod's stuff? Like the genesis cast dwarfs? I rather enjoyied the varied types of dwarves but I feel that just about every other part of your mod is superior, the metal work, the farming, the animals and the races.

Edit: Also I REALLY liked some of thier custom workshops like the dodgeing trainers and doctor training shop.
« Last Edit: May 19, 2010, 06:47:04 pm by LordShotGun »
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Deon

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Re: Civilization Forge 2.1 Ironworks released
« Reply #274 on: May 19, 2010, 06:50:04 pm »

I could object that I have the same plants but some shrooms and more and the same critters but beetles and much more, but I won't :P.

I agree that the latest Ironworks addition is great. It really adds to the game.

About castes, you could just copy/paste my dwarf creature in this mod and it would work nicely.
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LordShotGun

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Re: Civilization Forge 2.1 Ironworks released
« Reply #275 on: May 19, 2010, 06:52:12 pm »

I could object that I have the same plants but some shrooms and more and the same critters but beetles and much more, but I won't :P.

I agree that the latest Ironworks addition is great. It really adds to the game.

About castes, you could just copy/paste my dwarf creature in this mod and it would work nicely.

Well it seems like a small thing but the whole underground farming system I dislike. I find it logical that you could grow whatever whenever you want as long as its underground since the temp DOES NOT CHANGE under a certain level.

Also you have WAY to many plants. Some is fine for the flavor but too much just drowns the player. I never made anything but ordinary plants and potatoes.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #276 on: May 19, 2010, 07:31:41 pm »

I'm glad you're enjoying it. :)

In general, though, I'm against adding in stuff from other mods that don't fall into the balance category. I've tried to make Civilization Forge as friendly as possible for combination with other mods, so hopefully it's easy for people to mix in whatever other stuff they like. But I'll let Deon keep his special dwarves in Genesis. If I did something like that, I'd have my own spin on them.   ;D
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Deon

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Re: Civilization Forge 2.1 Ironworks released
« Reply #277 on: May 19, 2010, 07:32:50 pm »

Heh, it must be my obsession with herbalism and different plants growing everywhere. Anyway, I tried to make every useful info in the Excel file which comes with the mod, so it should be easy to get what does what.

Speaking of Excel, Meph, do you plan to make a spreadsheet of your mod as a readme file? I've found that it helps players a lot.
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LordShotGun

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Re: Civilization Forge 2.1 Ironworks released
« Reply #278 on: May 19, 2010, 07:38:24 pm »

I'm glad you're enjoying it. :)

In general, though, I'm against adding in stuff from other mods that don't fall into the balance category. I've tried to make Civilization Forge as friendly as possible for combination with other mods, so hopefully it's easy for people to mix in whatever other stuff they like. But I'll let Deon keep his special dwarves in Genesis. If I did something like that, I'd have my own spin on them.   ;D
Alright then, how do I go about adding the castes, and/or some of the new workshops?
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #279 on: May 19, 2010, 07:50:39 pm »

Heh, it must be my obsession with herbalism and different plants growing everywhere. Anyway, I tried to make every useful info in the Excel file which comes with the mod, so it should be easy to get what does what.

Speaking of Excel, Meph, do you plan to make a spreadsheet of your mod as a readme file? I've found that it helps players a lot.

Hmmm, I could I suppose. Might do that after the next release, which should have the new alchemy stuff in it. That'll probably warrant some additional explanations of how to get stuff.
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JusticeRings

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Re: Civilization Forge 2.1 Ironworks released
« Reply #280 on: May 20, 2010, 12:35:59 am »

Two things I noticed, not sure if its the mod or a bug of DF but all the traders are only bringing me leather and maybe a handful of other things. They never have wagons, and I do have room for them to bring them. And if I remove a rope or chain restraint the rope/chain is forever gone.
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Cheddarius

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Re: Civilization Forge 2.1 Ironworks released
« Reply #281 on: May 20, 2010, 12:43:19 am »

Daaang, Ironworks looks awesome. 31.04 means that it works with the newest version of DF, right?
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JusticeRings

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Re: Civilization Forge 2.1 Ironworks released
« Reply #282 on: May 20, 2010, 12:47:40 am »

Other then what I just mentioned it works just dandy in the newest build.
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LordShotGun

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Re: Civilization Forge 2.1 Ironworks released
« Reply #283 on: May 20, 2010, 05:48:14 am »

Two things I noticed, not sure if its the mod or a bug of DF but all the traders are only bringing me leather and maybe a handful of other things. They never have wagons, and I do have room for them to bring them. And if I remove a rope or chain restraint the rope/chain is forever gone.

The leather thing happens in unmodded dwarf fort, possibly due to leather being light, pretty valuable, and able to be stored in bins so traders bring lots of it because its easy to transport.

As for the restraits...did you mass dump any items? Because while built, the chain/rope will not be dumped but as soon as you deconstruct it, the dwarfs auto dump it. Same with weapons in weapon traps and stones in stonefalls.
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JusticeRings

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Re: Civilization Forge 2.1 Ironworks released
« Reply #284 on: May 20, 2010, 12:02:53 pm »

dont dump anything, so it will be in the refuse pile?
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