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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 228085 times)

Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #315 on: June 09, 2010, 11:39:05 am »

Well, 31.06 is out now and this one actually has some raw changes. So I'll need to get those properly integrated. He also did some balance tweaks similar to Arkhal's, so I'll have to see which values I like better (or if they're the same).

Otherwise, I'm busy testing out the new Crystals as well as Mithril/Levisium and their alloys. Once I'm happy with those I can move on to the Elemental weapons. I have a lot of playing around to do with those. I'd like to see if Glacium and Incendium will be more effective against fire/ice creatures than normal weapons. Not sure if the game really supports that yet, but we'll see.
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Roses

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Re: Civilization Forge 2.1 Ironworks released
« Reply #316 on: June 09, 2010, 02:50:07 pm »

Can't wait for the next release. Really digging (pardon the pun) the ironworks section. Very excited to see your alchemical work. Keep up the great work!
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #317 on: June 09, 2010, 03:52:36 pm »

Glad you're enjoying the ironworks! I think the Alchemy will add a nice touch to the game. It's generally not required to have a functional fortress, but will add an interesting level of complexity for those who enjoy that sort of thing.


On 31.06, I've looked through the files. You should just be able to install Civilization Forge 2.1 over 31.06 and it'll work fine. I didn't touch some of the files he changed, and the rest of them are already balanced properly (at least for the mod).
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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 2.1 Ironworks released
« Reply #318 on: June 10, 2010, 12:35:41 pm »

Didn't get much chance to mod last night, but I do a bunch of arena tests for the Elemental metals. Elementium is just below Adamantine in power, which is as it should be. Tempestium bolts are borderline unfair, but since that's a scarce resource and they get used up with use I'm not too worried about that.

Still trying to balance out Glacium, Incendium, and Ward Iron. It's getting close. (Fun Fact, a small group Frost Giants using Glacium can kill whole armies. Even those using 'better' materials)

Glacium and Incendium have fixed temperatures, but that doesn't seem to do a whole lot right now. I'll keep messing with stuff, but giving them decent elemental properties may have to wait until Toady adds more capability to dwarf fortress.
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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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Jiri Petru

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Re: Civilization Forge 2.1 Ironworks released
« Reply #319 on: June 10, 2010, 01:55:33 pm »

(Fun Fact, a small group Frost Giants using Glacium can kill whole armies. Even those using 'better' materials)

Does it mean some of the alchemical metals will be used by different civilizations? Because that would be awesome. Having it only for the player would get too easy.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #320 on: June 10, 2010, 02:22:25 pm »

Yes, different races can now have an appropriate array of metals. So you'll see various groups using the different special metals.

Still debating who gets what, a little bit.

Frost Giants get Glacium, of course.

High Elves get Mithril.

Dyansauri get Tempered/Blood/Night Crystal

Violet Xelics get all of the Crystals, including Void.

Hobgoblins should have something significant, but I haven't decided what yet. Possibly Mithril like the High Elves, since the hobgoblins are their Evil counterpart.

Chaos Dwarves get pretty much everything, of course. They're supposed to be your worst enemies.

I'm thinking that perhaps the Silver Xelics will get the Elemental metals to better differentiate them from the Violet Xelics.

Can't decide what to do with the goblins, though. Right now I think the best they get is Bright Silver. Which is decent, but still pretty weak compared to what a lot of the other races get.

Vamarii and Humans probably get the short end of the stick, being pretty much stuck with Bronze. But that's ok. I don't want too many trading partners showing up with good stuff. That'd probably get a bit too easy.

Bugbears, of course, get squat. Might even knock them down so that they really only get to use Copper, Silver, and Gold from native deposits. They're supposed to be pretty primitive and poor at metalworking, after all.

Sand Raiders need thought.
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Jiri Petru

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Re: Civilization Forge 2.1 Ironworks released
« Reply #321 on: June 10, 2010, 02:40:26 pm »

Can you somehow influence the rarity of the expensive materials, or will invaders spawn with pretty much full mithril inventories? Because that would make getting good weapons really easy.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #322 on: June 10, 2010, 02:42:46 pm »

I don't think I can. But from what I've seen, the game is pretty haphazard about what people show up with. So you'll almost never see anyone in full mithril. You'll get some guy with mithril gloves, tempered crystal chain shirt, wrought iron leggings, night crystal boots, a bronze shield, and a copper sword. Or some other random mish-mash of metals. It's pretty bizzare, really.

But I'll see what further testing gives me.
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ThaMuzz

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Re: Civilization Forge 2.1 Ironworks released
« Reply #323 on: June 11, 2010, 04:38:48 pm »

Using DF31.06, I'm not able to generate worlds with this mod.  DF just crashes as soon as I begin generation
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #324 on: June 11, 2010, 05:02:49 pm »

Hmmm. Odd. Are you getting any error messages in errorlog.txt or gamelog.txt?
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ThaMuzz

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Re: Civilization Forge 2.1 Ironworks released
« Reply #325 on: June 11, 2010, 06:09:06 pm »

It seems that none of the tokens are being recognized.
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #326 on: June 11, 2010, 06:17:14 pm »

Hmmm. Can you give me the specific errors? It works fine on my computer.
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Deon

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Re: Civilization Forge 2.1 Ironworks released
« Reply #327 on: June 11, 2010, 06:23:27 pm »

I think there can be duplicates or a wrong install. Try to make a clean install. Everything works fine.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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ThaMuzz

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Re: Civilization Forge 2.1 Ironworks released
« Reply #328 on: June 11, 2010, 06:57:42 pm »

I've tried it with a clean install twice, once with the phobeous graphics pack, and one without any mods at all.


This is only the first bit of the errorlog.

Spoiler (click to show/hide)
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Mephansteras

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Re: Civilization Forge 2.1 Ironworks released
« Reply #329 on: June 11, 2010, 07:06:32 pm »

Looks like you're missing some core Dwarf Fortress raws.

How are you installing this? You have to do a clean install of 31.06 and simply copy the files from Civilization Forge into it. Don't delete any files that exist already, just overwrite the ones that are changed with the mod.
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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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