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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 228222 times)

drayath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #615 on: August 11, 2010, 05:05:29 am »

Playing with 2.3 test at the moment (with all primitive civs included and alive, which seems to be working so far).

Might just be my playing around but had two [ENTITY:MOUNTAIN_EVIL] items (from memory chaos_dwarf and dwarf_tainted)

The reactions in reaction_seperation_cf.txt should have been using the building CHAMBER_SEPARATION.

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Fortress up and running, just about to start building all the metal/glass working and alchemy buildings now. See how things go them.

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A request; Could you consider adding male/female caste names to the domestic (I.e. possible embark, and ideally all tameable animals). Makes management of breeding, caging and slaughter of animals much easier if you can tell there sex in all df lists. (E.g. Horse & Mare (or Horse mare), Horse foal, Mare foal (or Horse mare foal). This is also a pain to merge into all the appropriate raw files on updates if you do it yourself.

Keep up the good work
Drayath
« Last Edit: August 11, 2010, 05:12:15 am by drayath »
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #616 on: August 11, 2010, 09:56:22 am »

Argg. Stupid tainted dwarf file. I keep removing it and it keeps creeping back in from somewhere. I'll make sure it's gone for the actual release.

And, yeah, I could get names for a bunch of the domestic animals. Should be easy enough to do.
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drayath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #617 on: August 11, 2010, 11:00:28 am »

Here are i think most of the ones i am presently using, can see where i started getting stuck with names near the end.
Choose to use a original name plus a postfix to indicate the females, means they stay together in sorted lists, but female children can end up with names that dont show up clearly unless you use the 1/2 screen menus instead of the 1/4 screen menus.

Spoiler (click to show/hide)
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #618 on: August 11, 2010, 11:09:15 am »

Some animals also have specific names for juveniles of a given sex. Young female horses are Fillies, for example. That might solve the space problem a bit.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #619 on: August 11, 2010, 11:35:23 am »

there are two entries for rock salt, one between levitite and hematite, the other between claystone and limestone. maybe thats your problem? Also, for the alchemy workshop, maybe you should just have it use alchemy jars from the jarmakers furnace? At least until the flask bug gets fixed.

P.S. Good advice on the folders for the races.

If you're referring to the economic stone list that's just because there is the layer rock salt and the rock salt deposits that show up in sand. They have different tokens, so they should be fine.

Yeah, I should switch the alchemist's lab to need jars. Easier to make sure you have at the moment.
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drayath

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #620 on: August 11, 2010, 11:38:24 am »

Beetle were the ones i got particularly stuck on, as far as i can tell they are normally just called "female xxx beetle". Long names for children is not that bad (though messy in the ui), cant do much except stick them in a cage to save FPS until they grow up anyway.
Land Strideress might work for land strider, made up but short.

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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #621 on: August 11, 2010, 11:40:52 am »

Yeah, I don't think anyone ever bothered to come up with sex-specific beetle names. Eh, I'll think about it.

Hmm, I could just have the males be called Land Strider Bulls, which would work just as well.
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kilakan

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #622 on: August 11, 2010, 02:13:04 pm »

ha bull and Betty like in morrowind.
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Lord Shonus

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #623 on: August 11, 2010, 04:10:21 pm »

If you have foxes ((Can't remember)) the females are called "vixens."
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #624 on: August 11, 2010, 04:17:41 pm »

Foxes are standard DF animals, and not normally domesticated, but I guess I could change them.

Hmm...I suppose I could also call female Vamarii Vixens, since they're basically humanoid arctic foxes.
« Last Edit: August 11, 2010, 04:24:25 pm by Mephansteras »
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Lord Shonus

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #625 on: August 11, 2010, 04:21:32 pm »

That's an idea.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #626 on: August 12, 2010, 11:58:08 am »

Having no better options for the beetles, I think I'll call the males Bulls. That's used commonly enough in naming male animals and it's short. So you'll have a Giant Beetle Bull or a sugar beetle Bull.

Also, I'm adding in some more Crab species. An ocean-going version of the Cave Crab, and a Giant Cave Crab that'll show up further in the depths. Plus Semimegabeast and Megabeast versions of Crabs and Beetles.

Hmm. I should also add in some vermin crab to the ocean as well. I don't think those are in there.
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Niveras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #627 on: August 12, 2010, 01:17:57 pm »

Are the workaround buildings for creating crystal glass intended only to make windows, blocks, and raw crystal? I'd like to make crystal vials for the alchemy lab but obviously the standard glass furnace is still bugged and the option doesn't exist in the crystal furnace.

I suppose in retrospect using rock crystal for anything other than raw crystal and crystal bars is a waste, given you are limited to only what you have on your map (or, if you're lucky, what few extra traders bring you).
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #628 on: August 12, 2010, 01:20:14 pm »

You're supposed to be able to make vials too, but I apparently forgot to add that reaction to the dwarven civ. It'll be in for 2.3.
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Mephansteras

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Re: Civilization Forge 2.23 Alchemy released!
« Reply #629 on: August 12, 2010, 10:18:11 pm »

I have 2.2, and I'm having a problem. The dwarves refuse to use rock salt for anything (I haven't tried alchemy yet), regardless of the economic stone toggle.

Not sure what's causing that for you. I just made a new fortress and was able to use rock salt just fine after toggling it to usable.

Are you using the Filler Stones? If you are, there are three Rock Salt options in the stones list, not just two.
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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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