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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 228148 times)

Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #450 on: July 20, 2010, 01:46:29 pm »

Had a random idea this morning that I decided to implement.

I give you, the Dwarven Longarm!
This modified Crossbow fires not bolts, but specially designed throwing axes, daggers, and hammers. Watch as your enemies have limbs hacked off by flying axes! See chain shirts rendered useless as chunks of spinning metal break bones and shatter faces!

I imagine it as something like a hand catapult.

Not sure how I'm going to use it yet, but it was fun to mod in! Might create a special workshop for it or something. Make it require metal mechanisms to work. The ammo, of course, will be forged as usual.

Also added in Elven Longbows and High Elven War bows. The Longbows are more powerful than the other ranged weapons and fire larger arrows. The Warbow has blades attached to it so the High Elven archers can put up a better fight in close combat.
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #451 on: July 20, 2010, 04:22:22 pm »

The wiki has been given some basic updates to reflect the new Alchemy additions.

What kind of information would you guys like to see on the wiki?
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ChickenLips

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #452 on: July 20, 2010, 05:00:32 pm »

Okay, here are the changes.  I'm totally new to all this, so I can't promise anything is optimal, but I'm going off of how he set it up in the Ironhand plant_standard.txt, and my own examination of the tileset.

Also, I could not totally suppress the editor in me, so I offered a few suggestions and corrections (often repeatedly where applicable, to make them easily locatable, preceded by ****).  Do with them as you wish.

So, first, a catalog of tile numbers in Ironhand, and a description of what they look a bit like:
Spoiler (click to show/hide)

Also, I'm totally new to modding DF, so I don't know if it's important, but just as a heads-up, I noticed that in most standard entries, the PICKED_TILE and color lines come early in the plant entry, while the TILE and COLOR lines for the shrubs and dead shrubs come toward the end of the entry.  I have *not* done that here, so if it's a problem, my apologies and those parts will
(obviously) needs to be cut and pasted in their appropriate spot.

Finally, note that I was not at *all* creative or careful when assigning shrub colors.  I just copied the color of the picked plant over to the shrub color, and that may make a few look strange.  You'll definitely want to go over those.

Cheers!
CL

Spoiler (click to show/hide)


And while I'm on a marthon post, I tried to get your unused SING_SILVER_WOOD reaction to work -- I imagine it's unused as of yet because it's problematic?  (I got an error when assigning it to a civ.)  Will it be fixed and included?  I like it.  :)

Finally, since I just read it, I like the idea of the elven bows a lot, but I'm not crazy about the crossbow-like thrower device.

Cheers!
« Last Edit: July 30, 2010, 04:54:48 pm by ChickenLips »
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breadbocks

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #453 on: July 20, 2010, 05:05:40 pm »

You can make metal mechanisms? Huh. Also, like the idea of throwing weapons, but can't you just make the weapons and mark them a one use or something?
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Deon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #454 on: July 20, 2010, 05:09:06 pm »

You can't.
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #455 on: July 20, 2010, 05:10:09 pm »

@ChickenLips: Yeah, that stuff is broken at the moment. I'll probably mess around with it again sometime soon to see if I can get it to work. It wasn't important to the rest of the 2.2 release, though, so I left it out.

I'll try playing with the graphics a bit at some point. Might not be this week, though, since I'm going to be at ComicCon for most of it.

@breadbocks: Sadly, no. If I could just give dwarves throwing weapons I'd do that, but the only people who know who to throw things in fortress mode are tantruming dwarves. I guess Toady just hasn;t gotten around to it yet. So this is sort of an odd workaround for it. Nor can I set items to be one-use or anything like that. All I can do is make it so that you have stacks of ammo to fling from a weapon. Plus, the idea of a strange catapult-like device hurling axes at people just sounds sort of dwarven to me.

Maybe I should give the humans a sling or something. Might need to play around with that idea.
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Lord Shonus

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #456 on: July 20, 2010, 05:41:13 pm »

I'm actually working on making slings and atlatls. If I get anywhere with them, I'll post them.
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #457 on: July 20, 2010, 07:25:28 pm »

Cool.

Started working on the Primitive Civs. Wolfmen and Jackalmen are working now.

Current list of Primitive Civs to add:

Wolfmen - Done
Jackalmen - Done
Raccoonmen
Ratmen
Lizardmen
Turtlemen
Goatmen
Bearmen
Tigermen
Snakemen
Crabmen
Ravenmen
Monkeymen

They will all come in a Primitive Civs folder. This makes them optional, since having EVERY civ is probably going to be unworkable. Or at least boring, since you'd have a dozen trading partners and fewer enemies around. But adding them to any given world-gen will be easy, since you just have to move their entity, creature, and language files up to the main raw/objects directory.

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ChickenLips

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #458 on: July 21, 2010, 02:50:42 am »

About time we got goatmen!  :D

Look forward to it.
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Deon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #459 on: July 21, 2010, 04:03:17 am »

Goatmen = satyrs :P.
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Shintaro Fago

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #460 on: July 21, 2010, 04:43:47 am »

Satyr and goatman. And yes, I'm from the city.
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Deon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #461 on: July 21, 2010, 05:12:16 am »

I meant satyrs are pretty much goatmen. But yeah, they do not have goat heads :D.
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Deon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #462 on: July 21, 2010, 05:17:12 am »

Meph, your wiki link in the first post is wrong.

It should be http://df.magmawiki.com/index.php/Civilization_Forge.
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ChickenLips

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #463 on: July 21, 2010, 05:34:03 am »

Goatmen = satyrs :P.

Not really.  Satyrs are libidinous fellas with the heads and upper bodies of men, and goats' lower bodies.  Goatmen, on the other hand-- well, this could just be me, but the general idea of goatmen, as far as I understand, is akin to those Warhammer beastmen with goat or ram heads.  Satyrs are playful and mischievous, taking your daughter off into the woods.  Goatmen want your blood.

In short, one is horned, and the other is just horny.  :D

However the interpretation goes here, it is quite welcome.   :thumbsup:
« Last Edit: July 21, 2010, 05:35:34 am by ChickenLips »
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #464 on: July 21, 2010, 09:41:53 am »

Thanks Deon.

And, yes, these Goatmen are going to be humanoid goats, so they're a bit different from satyrs. They won't quite be the evil monsters that you find in Warhammer or Diablo, though. But I am going to give them those nasty two-handed morning stars that they used in Diablo/Diablo2. I figure Goatmen have a rather practical brutality about them when it comes to dealing with threats.

Ooh...I bet I can give them a headbutt attack!
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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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