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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 228006 times)

Kon

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1185 on: January 26, 2012, 10:38:22 am »

Sorry about the delay on this, folks, I've been getting a crash on my latest test fort and haven't been able to pin down what it is.

Does it occur when a caravan shows up? What is the last entry in the log file?
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Mephansteras

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Re: Civilization Forge 2.42 - Alchemy Bug Fix
« Reply #1186 on: January 26, 2012, 11:08:30 am »

Sorry about the delay on this, folks, I've been getting a crash on my latest test fort and haven't been able to pin down what it is.

Does it occur when a caravan shows up? What is the last entry in the log file?

One time it was after a caravan showed up. Another time it was after a cat had kittens. And another time the last few messages were just about some craftsdwarf creating masterpieces. It's odd and I haven't been able to pin it down at all.

I did start up another fort, which has been going along ok without any errors at all. So I'm wondering if it's just one of those rare DF bugs and I shouldn't worry about it too much. Although the next release of DF should be within the next few weeks so...eh.

I guess I can release it as-is. People will either play with it or wait, and I'll be working on the next version soon regardless.
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Mephansteras

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1187 on: January 28, 2012, 07:02:21 pm »

Ok, new version is up!

Sorry for the lack of documentation. Hopefully it's all easy enough to figure out in game. If not, feel free to ask questions.

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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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TehNoob

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1188 on: January 29, 2012, 08:23:05 am »

How powerful are violet xeiics, frost giants and hobgoblins?? I intend to give this mod a go, and I'd like to poke around and see what I'm in for.
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Mephansteras

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1189 on: January 29, 2012, 01:04:21 pm »

How powerful are violet xeiics, frost giants and hobgoblins?? I intend to give this mod a go, and I'd like to poke around and see what I'm in for.

Violet Xelics can be nasty, since they can carry multiple shields, but they don't wear armor as often as other races so they're not too bad. Hobgoblins are slightly tougher than goblins, but you won't actually fight them or the Frost Giants unless your civ is at war with them. Frost Giants are brutal if you actually have to fight them, although they don't use missile weapons so they're pretty easy to pick off if you get them blocked off.
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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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Kon

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1190 on: January 30, 2012, 02:06:38 pm »

Ok, new version is up!

Yeah! In my current Civ Forge fort, I will soon (3 or 4 dwarf years) be ready to unleash the forces of hell. Whether that goes well or not, my next fort will use the new version.
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Sabre of Pain

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1191 on: February 22, 2012, 05:51:37 am »

does this work with the latest version of DF?

it seems it wouldn't but reading raws is painfully slow when I don't know what I'm looking for.
« Last Edit: February 22, 2012, 06:38:14 am by Sabre of Pain »
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Mephansteras

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1192 on: February 22, 2012, 11:23:11 am »

It will not work with the current version. I've started the slow process of going through everything and converting things as necessary, but it'll be a bit before I have the mod compatible with 34.x.
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Sabre of Pain

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1193 on: February 23, 2012, 03:34:09 am »

I don't suppose it would be possible to get the things you do have done? I'm anxious to play! :3 I tried moving over plants and minerals myself but decided it was too much work and that my understanding of things is too low to do it.
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Mephansteras

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1194 on: February 23, 2012, 10:36:28 am »

I don't suppose it would be possible to get the things you do have done? I'm anxious to play! :3 I tried moving over plants and minerals myself but decided it was too much work and that my understanding of things is too low to do it.

Well, not at the state that it is in currently. But I could do a staged approach where I do various mini-releases of the mod.
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Sabre of Pain

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1195 on: February 24, 2012, 01:48:33 am »

that'd be cool, I mean plants and minerals should be relatively easy to add in right?
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thistleknot

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1196 on: February 24, 2012, 06:18:22 am »

I loved civ forge in 31.25.  It was way harder than the current iteration of DwFort.  If your editing mainly similar raw's, I would suspect using an editor that does text diff/comparison's would come in handy.  I personally use pspad (I've used it in modding myself for other games, primarily Call to Power 2) and it's great.  It will highlight all different text lines of varying sizes between two similar documents.  Might want to check it out (although you may already have a tool you use).

Mephansteras

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1197 on: February 24, 2012, 11:56:41 am »

Yeah, I use WinMerge to help me with that sort of thing. Lots of minor changes in files this time (Like animals getting Tongues), but I can see about getting plants and minerals done first. I'd meant to get a bunch of modding done last night, but ended up not having time to do much.

Hopefully tonight will be less eventful.
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Sabre of Pain

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1198 on: February 27, 2012, 07:01:02 am »

hey, you might already do this idk but i had an idea, what if you had all the changes your made to the raws in their own txt files so that if theres ever another compatibility break you can just copy paste the stuff that still works (like buildings reactions minerals and plants)
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Mephansteras

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Re: Civilization Forge 2.50 - Library and Training edition!
« Reply #1199 on: February 27, 2012, 11:22:54 am »

hey, you might already do this idk but i had an idea, what if you had all the changes your made to the raws in their own txt files so that if theres ever another compatibility break you can just copy paste the stuff that still works (like buildings reactions minerals and plants)

Well, everything new in Civilization Forge already has its own file. Changes for existing files...that probably wouldn't be any more convenient than doing the merge, since I'd have to remember where it all goes anyway.

My current system works pretty well, I just haven't had as much time to Mod this past week as I'd have liked.

However, I think I have things far enough along to release an interim version. Haven't been able to do the various new civilizations, creatures, or get the Library stuff reworked to deal with the books in the game yet, but everything else seems to work ok.

So I'll try to get that packaged out and released some point today.
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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)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One
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