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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 228072 times)

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #300 on: June 02, 2010, 04:09:12 pm »

Sadly, no. All I can do is change the overall ratios of ores and gems compared to the rest of the rock types.

I'm not looking to make it so hard that you jump for joy at the mere sight of a hematite vein. I was just thinking of tweaking the numbers to try to reduce the amounts down to 40d levels.
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Psieye

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Re: Civilization Forge 2.1 Ironworks released
« Reply #301 on: June 02, 2010, 04:17:48 pm »

Possibly expand that poll to have a middle ground option? 40d was too scarce for my tastes, but I understand how DF2010 is insane. Personally I'm happy with the abundance but I wouldn't mind a middle ground option. Or perhaps, tweak ore differently to gems - it's much easier to import gems than it is to import metal. Sure sieges leave behind metal, but it's dwarf labour intensive to collect then melt it all down.
« Last Edit: June 02, 2010, 04:19:58 pm by Psieye »
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Jiri Petru

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Re: Civilization Forge 2.1 Ironworks released
« Reply #302 on: June 02, 2010, 04:33:33 pm »

I liked the 40d levels. I think now with waaaay more Z levels even 40d level of mineral abundance would give you tons of metals. Also, the open caverns reduce the need of exploratory mining.
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Ampoliros

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Re: Civilization Forge 2.1 Ironworks released
« Reply #303 on: June 02, 2010, 04:45:32 pm »

I'm quite happy with the level of minerals in the new version; it's a bit draining when you're just starting out and trying to stockpile most of them until you can get smelting set up, but it also prevents you from having to lovingly treasure every single last bar of tin and silver and lead because you've no idea if there's any more.

Anyhow, i had heard at least with some people they had simply decided to make it so that smelting reactions consumed more iron ore per bar to deal with the overabundance; i haven't really seen fit to do so thus far. At the very least, i'd make it an optional thing to addin/swap out.

Also, i did catch a frost giant siege, but i had no military set up what with bugs to test any combat stuff.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #304 on: June 02, 2010, 04:47:19 pm »

An optional set of files might be a good compromise.

1 normal set, 1 set with reduced ore/gem values, and a new file that adds in clusters of the layer stones to them. That way people can mix-match the options to get whatever level of mineral density they like.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #305 on: June 03, 2010, 12:14:33 pm »

Some disappointing news for Alchemy. My testing so far makes it look like we won't be getting any alchemical components from traders. You can still order the base stones, of course, but vials of quicksilver or vitriol or whatever don't look like they're something you can request from a liaison. Not 100% sure they won't show up on the caravan anyway, but I haven't seen any yet.

I'm going to try one new thing. I'm going to make a new Toy object called a Jar, and have the reactions produce a filled jar instead of a filled flask. This will, at least, prevent your soldiers from walking off with your alchemy supplies. You should also be able to request Jars from the traders, although I have no idea if we'll see the alchemy filled ones show up or not.

EDITED: I'm not quite as worried as I was before. Now that I've broken everything out onto a spreadsheet it seems that the Mithril, Levisium, and Elemental metals will require different alchemical items than the Crystal items. And, except for Void Crystal, those should be pretty easy to get.

Mithril is fine. It's far above even Crucible Steel in effectiveness, so I'm fine with it being expensive and difficult to make.

Levisium isn't too much of a problem. It's mostly just expensive and light anyway, since it tends to make weaker alloys.

The Elemental metals might end up being rebalanced a bit. Glacium was originally pretty common, since it was really just a cheap but limited way to get a steel equivalent from iron. While Frost Crystals will probably stay common, I'm not sure how easy it'll be to actually make Glacium with the new system, so I might get a power boost. The other types were always very powerful and rare, so I imagine the additional alchemical steps won't do all that much to deter them any more then their old scarcity did.

Another option is to add in some plants that can provide some of the more common components. Perhaps the wood of some underground trees could be used, to give you incentive to delve deep. Plus, it'd explain why the dwarves are so much better at alchemy than most of the other races. This doesn't look like it'll be quite as necessary, but still might be a neat idea.
« Last Edit: June 03, 2010, 01:44:26 pm by Mephansteras »
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #306 on: June 04, 2010, 02:12:22 pm »

Most of the base alchemy modding is done now. I need to run some more tests, but it looks like it'll work pretty well. Since I'm using Jars instead of vials now I've added in a Jar making workshop. Basically a glassblower's furnace that converts raw glass to jars so you don't have to make tons of glass toys hoping for jars. Plus it makes 3 jars at a time from one raw glass object, so it should let you create plenty of glass jars for use in alchemy.

Next up is the addition of the new furnaces for the Crystal Tempering, Mithril/Levisium extraction, Elemental Infusions, and the like.

Once I have those I can get the reactions in to actually make the new metals.

So, things are moving along nicely now and hopefully the new alchemy will be interesting without being so cumbersome that no one bothers with the new metals.
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UnLimiTeD

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Re: Civilization Forge 2.1 Ironworks released
« Reply #307 on: June 04, 2010, 06:12:28 pm »

Just reading about all those metals makes it look overly complicated to me. At 1 am, that is. ;)

Regarding the poll, how do you actually reduce them?
I take it the standard way would be the chances, which are mostly around 100, but reducing them to 20 or 15, while significantly lessening the message spam, didn't have a real subjective effect.

Is there an other way to do so, or would that be the way to go?
In that case, I think 15 for common stuff and coal, 10 for weaponizeable metals and cheap gems, and less for the precious stuff sounds like a good amount.
It would probably still be slightly more than 40d.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #308 on: June 04, 2010, 06:21:28 pm »

Well, one major idea I had was to add in cluster stones for each layer stone. That would replace a lot of the mineral pockets with more "layer" stone. You'd probably get messages about striking Limestone or whatever, but it should do the trick.

I'm going to test all of that out once I get the Alchemy done. I've got a lot done there, but there is a lot more to do. It's also going to need a pretty decent spreadsheet or usage guide, I'm sure.

On that note, I've added in a new workshop called the Oil Press. It takes a new aboveground plant (the Oil Nut) or Tunnel Tube and presses it into oil which is placed in glass jars. This oil is going to be used to Froth separate Cobaltite into Midnight Elixir. The Midnight Elixir will be used to make Night Crystal (of course), as well as being an additive you can use with Bronze or Copper. Cobaltite has arsenic as well as cobalt in it, so this way you can make arsenic bronze or arsenic copper, which is a bit stronger than the base versions. So, even if you don't make much Night Crystal the Cobaltite will still be useful. I think the Frothing job will also need a new workshop. Maybe a frothing pool or something.
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Godmouth

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Re: Civilization Forge 2.1 Ironworks released
« Reply #309 on: June 05, 2010, 01:42:01 am »

Reading about all this stuff makes me really want to play it. Will it work with 03? Because 04 and 05 don't work for me.

For the minerals, I'd like to see less, but not as little as in 40d. Something in between would be nice, so you don't have giant piles of redundant material, but still don't have to explore the entire map just to find metal.
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Drawde

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Re: Civilization Forge 2.1 Ironworks released
« Reply #310 on: June 05, 2010, 05:38:44 am »

A question about magma blast furnaces.  Where do you need the channel for the magma to fuel it?  I've torn down two of them so far because they didn't have any fuel.
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Lofn

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Re: Civilization Forge 2.1 Ironworks released
« Reply #311 on: June 05, 2010, 10:13:36 am »

A question about magma blast furnaces.  Where do you need the channel for the magma to fuel it?  I've torn down two of them so far because they didn't have any fuel.

It needs to be under one of the eight boundary tiles, and it needs to have at least 4 units of magma below it.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #312 on: June 05, 2010, 11:02:39 am »

Reading about all this stuff makes me really want to play it. Will it work with 03? Because 04 and 05 don't work for me.

For the minerals, I'd like to see less, but not as little as in 40d. Something in between would be nice, so you don't have giant piles of redundant material, but still don't have to explore the entire map just to find metal.

There haven't been any raws changes from 03-05, so it should work just fine.
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Drawde

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Re: Civilization Forge 2.1 Ironworks released
« Reply #313 on: June 05, 2010, 12:41:21 pm »

It needs to be under one of the eight boundary tiles, and it needs to have at least 4 units of magma below it.
The blast furnace is a 5x5 custom workshop from this mod.  I can't figure out which of the 25 tiles works, except it's not your choice of any of the edge tiles.  And it has enough magma.
« Last Edit: June 05, 2010, 01:24:23 pm by Drawde »
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #314 on: June 08, 2010, 11:57:54 am »

Hmmm, I actually hadn't tested the Magma Blast Furnace, so I'm not sure. I'll try testing it out tonight to see which tiles work.

In other news, I've gotten most of the alchemy in and working. I'm currently adding in the actual reactions to make the various Crystal metals, as well as the separation of Mithril from truesilver and Levisium from levitite.

I've also made a slight change to the ores. Smelting truesilver will now always give Bright Silver, and smelting levisium will give Green Copper. Only by using the separation chamber will you be able to get the pure metals out from the ore. From there you can use them as-is or alloy them with other metals at the smelter.

I have a huge amount of testing to do, but I hope to have all of the new raws at least in place and not throwing errors by the end of the week. I might also release a new Abandoned World with the new code so that people can test stuff out before the actual release.
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