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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 228157 times)

Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #465 on: July 21, 2010, 01:24:35 pm »

Ok, Goatmen are in. Headbutt attack and all. Which is pretty nasty, especially if you don't have a helm on. They killed quite a few opponents by smashing their bits of skull into brains.

Wolfmen are scarier, though, and tend to win any straight fights. Makes sense, I guess.

Also, while looking through the weapon raws I noticed that most two-handed weapons are only two-handed for dwarves, goblins, and the like. Pikes, for example, are only [TWO_HANDED:67500]. Which means that even a slightly smaller than average human should be able to use a pike one-handed.

Time to correct this. I'm switching all two-handed weapons of that sort to [TWO_HANDED:75000]. A really big human could use it one-handed, but otherwise they should be two-handed for all normal races. I've got the Skullcrackers, Bastard Swords, and War Axes for the two-handed to smaller races and one-handed to humans set.

Frost Giants still scoff at the puny normal weapons, of course.
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Dohon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #466 on: July 22, 2010, 07:04:59 am »

I'm a huge fan of the Warhammer Beastmen, so I will put them in my install. :) Are all the Primitive Civs considered friendly? As in, we-will-trade-but-keep-ripping-us-off-and-we-will-rip-you-limb-from-limb?

The idea of one-handing a pike is indeed ... odd. You can't balance it in one hand and two hands are required to accurately use the weapon. But then again, Conan would probably sneer at the "puny man" and throw the entire length of it like it was just a spear.

What's a skullcracker? Huge hammer/mace?
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #467 on: July 22, 2010, 09:30:05 am »

All of the primitive civs are pretty much neutral by default, since I didn't want to make any of them baby snatchers. So you'd have to either start at war with them or tick them off to fight them. So, yeah, minor trading partners for the most part.

Yeah, the Skullcracker is basically a Dwarven maul.
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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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kilakan

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #468 on: July 22, 2010, 01:42:00 pm »

can't wait, loved the primitive civs in the old one, being able to go from fighting 3 guys to fighting 15 by killing all the liasons was GREAt!
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Dohon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #469 on: July 22, 2010, 03:39:58 pm »

Heh, yeah, that would be fun. 15 ticked-off civs. The slaughter will be glorious. And bloody Fun. I really wanna see that Skullcracker do its gory business.  ;D
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #470 on: July 23, 2010, 12:51:28 am »

Hehe. Yeah, talk about blood everywhere! At least the primitive civs don't have too much equipment to litter the battlefield with.

Still need to run a bunch of tests with the new two-handed values, but I expect everything will work out ok.

Not too likely that I'll get anything done for the next few days though, since I'm so busy with Comic-Con.
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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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Lord Shonus

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #471 on: July 23, 2010, 06:47:54 am »

Here's the Sling and Atl-Atl I made, in case you want to include them.


http://www.bay12forums.com/smf/index.php?topic=62199
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Dohon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #472 on: July 23, 2010, 07:44:39 am »

Take your time with the new version. We can wait. And in the meantime, it allows me to dip my feet in the 0.31 DF version. I think that going from 40d to your mod and the new version totally unprepared would make my brains melt. Or smashed to a pulp by the frost giants. Both situations result in "auwch".
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Godmouth

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #473 on: July 24, 2010, 04:06:42 am »

Great mod, been playing it for a while. Just noticed my magma finishing forge refuses to notice magma. Tried pretty much all sides, including digging out everything except for a few tiles for it to stand (so like, 6 channeled tiles with magma underneath, in addition to some on the side for kicks). Still doesn't want to. Also, the magma jar makers workshop doesn't like being placed on channeled tiles at all.
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #474 on: July 24, 2010, 09:26:18 am »

Hmm. I know I've gotten the magma Finishing Forge to work. Not sure why it's ignoring you. I'll check where I have it set up in one of my saves. I'll have to check the magma jar maker, I don't think I actually tested that one.

Also, 31.11 does have some raw changes that I haven't had time to check out too much on what they do. So I'm not sure if 2.21 is actually compatible or not.
« Last Edit: July 24, 2010, 09:37:05 am by Mephansteras »
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kilakan

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #475 on: July 24, 2010, 01:23:08 pm »

It's compatible (as far as I can tell) since that is what I'm playing right now.
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Scaraban

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #476 on: July 25, 2010, 12:22:45 am »

coulb b im retarded *cough* ACT 32 *cough* but i would really appreciate sum more in-depth info on wtf goes where, just 2 b sure i dont royally fuck up sumthing
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Dohon

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #477 on: July 25, 2010, 04:33:42 am »

It all goes into the raw\objects folder. Overwrite if prompted. :)

I noticed that there is a file called "CivilizationForge.README" in the download. Shouldn't it be "CivilizationForge_README.txt" or something akin to it? I haven't actually tried the mod itself though, but I'm a hoarder and I keep the latest version of mods securely in storage. In case the world ends or something. ;) And so, I noticed that it had a file with a rather odd extension.
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Mephansteras

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #478 on: July 25, 2010, 10:10:19 am »

Yeah, Dohon has the instructions correct.

Having a file just called README or with a README extension is an old convention. It makes finding README files really easy, since they have this nice blaring extension telling you that they're not just another file for the program. So I've used that convention here. It should open in any text editor just fine.

Also, I've finished looking at the file changes for 31.11 and 31.12. A few things that might matter eventually, but nothing that should break your games. I'll see about getting 2.22 up with corrected files either tonight or tomorrow, but you should be fine using Civilization Forge with the latest version of DF until then.
« Last Edit: July 25, 2010, 10:45:40 am by Mephansteras »
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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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Scaraban

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Re: Civilization Forge 2.21 Alchemy released!
« Reply #479 on: July 25, 2010, 01:23:45 pm »

so don't move any entries into appropriate raws?
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