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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


Pages: 1 ... 82 83 [84] 85 86 ... 95

Author Topic: Civilization Forge 3.0  (Read 228719 times)

Crossroads Inc.

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Re: Civilization Forge 2.60
« Reply #1245 on: May 04, 2012, 07:22:55 am »

No worries.
I am proly the only one who really wants this mod :P

I guess I just liek having a bunch of extra races without changing the basic game too much.
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Pan

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Re: Civilization Forge 2.60
« Reply #1246 on: May 04, 2012, 07:59:03 am »

I remember this mod back in 40d. I loved it back then. What's the new versions got to offer in a nutshell?
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1247 on: May 04, 2012, 10:56:52 am »

I remember this mod back in 40d. I loved it back then. What's the new versions got to offer in a nutshell?

Most of the stuff from 40d is still in, plus an expanded Alchemy system as well as Libraries and Training dummies. Oh, and a more detailed and flexible Ironworks system that makes the steel industry more realistic.
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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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Saeldanya

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Re: Civilization Forge 2.60
« Reply #1248 on: May 07, 2012, 09:02:49 am »

I'm quite fond of war trained giant beetles. However, I've noticed that newborn beetle larvae keep on being snatched up as pets and then cannot be war trained. Can this be fixed with some sort of change in the text files? Or if not, can they be set to unavailable as standard in a future version of the mod?

Thanks much!

p.s. I noticed that unlike an older version of the mod, the beetles now no longer need to be pastured to survive. This helps a lot. Thanks for that change!
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1249 on: May 07, 2012, 11:21:25 am »

I'm quite fond of war trained giant beetles. However, I've noticed that newborn beetle larvae keep on being snatched up as pets and then cannot be war trained. Can this be fixed with some sort of change in the text files? Or if not, can they be set to unavailable as standard in a future version of the mod?

Hmm. I haven't noticed this issue. I'll have to keep an eye out for it.
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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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Tierre

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Re: Civilization Forge 2.60
« Reply #1250 on: May 13, 2012, 10:21:02 am »

Are OIL_NUTs working in producing oil? In my 31.25 version i never seen them used up to make oil though i had few hundreds of them. I even made burrows with workshops and food stockpile which had only oil nuts - never worked:( Is it working in 2.6? Or i will have to do personal reaction to make it into oil.
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thistleknot

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Re: Civilization Forge 2.60
« Reply #1251 on: May 13, 2012, 10:31:05 am »

Just wanted to say, I'm still using this mod (vs Masterwork).  I read that Masterwork was too crammed full of stuff (altho... I hear they have awesome siegers).

But after hearing Masterwork didn't really incorporate anything of civforge, I think I'm gonna be hard dier here until I burn out on civforge

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1252 on: May 13, 2012, 12:22:01 pm »

Are OIL_NUTs working in producing oil? In my 31.25 version i never seen them used up to make oil though i had few hundreds of them. I even made burrows with workshops and food stockpile which had only oil nuts - never worked:( Is it working in 2.6? Or i will have to do personal reaction to make it into oil.

Hmm. It's supposed to work. I'll have to check it out. Thanks for the head's up!

@thistleknot: Thanks for the support!
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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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thistleknot

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Re: Civilization Forge 2.60
« Reply #1253 on: May 18, 2012, 07:53:59 am »

Hey, I had some ideas...

what do you think of a building/power source, a steam magma forge.
  all it does is make steam to generate power...
  benefits are, no more vertical axles to get power below ground, just a water source.

what about building's that act as ballista's/catapults, hopefully to circumvent the z level problem currently associated with siege weapons.  I started a discussion on the forums about modding ballista's to shoot across z levels.  Someone said it might be possible to create a weapon that shoots boulders...

???QUESTION???

Does your version (2.6) remove access to wheelbarrels?  I can't seem to build one from within a carpenter's workshop inside version 34.09.
« Last Edit: May 18, 2012, 09:24:00 am by thistleknot »
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Mephansteras

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Re: Civilization Forge 2.60
« Reply #1254 on: May 18, 2012, 09:57:14 am »

2.6 isn't compatible with 34.09 yet. I'm hoping I'll finally have time to get 2.70 done this evening.

As for the ideas, I'll have to see what is possible in the new version. I know that you couldn't generate power in earlier versions, but I haven't even had a chance to look at the raw changes yet so I'm not sure if that is possible now. It might be, with the rollers and whatnot. We'll have to see. Same with the siege weapons. Before they were hard coded, not sure if there is anything we can do yet but it might be interesting to see.
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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!
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Crossroads Inc.

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Re: Civilization Forge 2.60
« Reply #1255 on: May 18, 2012, 11:50:08 am »

Any update of the prim civs?
Should be less work next to how ambtious your full mod is ;)
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Meph

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Re: Civilization Forge 2.60
« Reply #1256 on: May 18, 2012, 12:14:55 pm »

So far as I know power still cant be generated and siege engines are still not modable. Would be nice though...
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thistleknot

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Re: Civilization Forge 2.60
« Reply #1257 on: May 18, 2012, 12:28:59 pm »

So far as I know power still cant be generated and siege engines are still not modable. Would be nice though...

just think of the steam magma forge as a windmill that sits on magma (but doesn't need flow).

tada, instant steam magma forge underground!

Of course.... there should be water somehow implemented as a requirement.

Here was the discussion on catapults and z-levels

http://www.bay12forums.com/smf/index.php?topic=104027.msg3076181#msg3076181

Mephansteras

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Re: Civilization Forge 2.60
« Reply #1258 on: May 18, 2012, 12:58:01 pm »

So far as I know power still cant be generated and siege engines are still not modable. Would be nice though...

just think of the steam magma forge as a windmill that sits on magma (but doesn't need flow).

tada, instant steam magma forge underground!

Of course.... there should be water somehow implemented as a requirement.

Here was the discussion on catapults and z-levels

http://www.bay12forums.com/smf/index.php?topic=104027.msg3076181#msg3076181

As far as I know, though, Windmills/watermills are hardcoded. There isn't anything in the raws that deals with power generation.

The movable siege engines as a creature is interesting. Might be able to get that to work. I'll have to ponder it.
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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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Asra

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Re: Civilization Forge 2.60
« Reply #1259 on: May 20, 2012, 11:29:46 am »

Any hope on 34.09 compatibility soon?
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