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Would this be helpful for you?

I would love to have this!
- 42 (58.3%)
I'd use it, but I use Civilization Forge anyway so I don't need a separate mod
- 8 (11.1%)
I might try it out
- 16 (22.2%)
Sounds too complicated, I wouldn't use it
- 6 (8.3%)
Other
- 0 (0%)

Total Members Voted: 72


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Author Topic: Ironworks 1.1  (Read 12401 times)

Mephansteras

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Re: Ironworks
« Reply #45 on: May 21, 2010, 10:13:59 am »

Quite the awesome.
However, I guess I'll just use Civ Mod and remove all those pesky star wars creatures and dinosaurs.
Not quite sure what I should vote for, looks like it's decided anyways.

Hehe. Well, really only the Jawas are Star Wars, the Sand Raiders are actually a good bit different at this point. Especially since they have a very different look to them than the Star Wars Tusken raiders. And I don't have any Dinosaurs in the mod yet, anyway, unless you count the Dyansauri.

Anyway, removing stuff from Civ Forge should be simple, since all of the new files have _cf in them and all the races are in separate files.

I haven't heard of any issues from that area yet, so I'll start breaking things out for the Ironworks mod. I should have that available soon, probably Monday at the latest.
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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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Mephansteras

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Re: Ironworks
« Reply #46 on: May 25, 2010, 02:49:47 pm »

Ok, initial release is up and seems to work ok. Let me know if anyone has any issues with anything.
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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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Bishop36

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Re: Ironworks
« Reply #47 on: May 25, 2010, 03:10:42 pm »

I love you!
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Jiri Petru

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Re: Ironworks
« Reply #48 on: May 25, 2010, 07:11:14 pm »

Seems like a nice mod. Does this come along with Arrkhal's material rebalance?

EDIT: Also, which civilisations can use the new metals/workshops?
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Mephansteras

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Re: Ironworks
« Reply #49 on: May 25, 2010, 07:14:22 pm »

It uses Arrkhal's balance mod values for the metals, but I didn't include the rest of the changes from that mod (which includes weapon balances as well as various non-metal material values).

For Vanilla DF, Dwarves can use all of the new buildings and materials. Humans and Goblins have access to Bronze and Wrought Iron (and the Finishing Forge). Elves, of course, don't get any of it. Nor do Kobolds or any of the animal men.
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Jiri Petru

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Re: Ironworks
« Reply #50 on: May 26, 2010, 03:38:23 pm »

Thanks. I'll be using this in my next game along with the rest of Arrkhall's mod.
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Flaede

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Re: Ironworks
« Reply #51 on: May 26, 2010, 03:53:33 pm »

I love the look of this! And I am much likelier to use it whole than the entire Civ Forge mod.

I am curious why you don't mention changing bituminous coal and lignite considering the new charcoal yields of wood, however.
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Mephansteras

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Re: Ironworks
« Reply #52 on: May 26, 2010, 03:56:33 pm »

I decided not to change the coals because with the new abundance of minerals if you've got coal on your map you're pretty well set. It's just wood-based economies now that can be difficult to pull off.
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Jiri Petru

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Re: Ironworks
« Reply #53 on: May 26, 2010, 05:09:15 pm »

So you haven't reduced the abundance of veins? What does this mean then?
Quote
Ore frequencies and values have been balanced
Thanks.
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Mephansteras

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Re: Ironworks
« Reply #54 on: May 26, 2010, 05:18:49 pm »

Hmmm, I think I must be a bit misleading there. I tweaked a few of the ore frequencies (platinum, for example, only shows up in small clusters now). I have not reduced the overall levels of ore all that much.
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Coidzure Dreams

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Re: Ironworks
« Reply #55 on: May 26, 2010, 05:50:26 pm »

Seems like a nice mod. Does this come along with Arrkhal's material rebalance?

EDIT: Also, which civilisations can use the new metals/workshops?

Ok, I just took this to google and the DF search function.  And the community mod list...

Link please?

Mephansteras

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Re: Ironworks
« Reply #56 on: May 26, 2010, 06:03:00 pm »

Arrkhal's weapon and material mod v0.3

Maybe I should put a link to that in the OP.
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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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Coidzure Dreams

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Re: Ironworks
« Reply #57 on: May 26, 2010, 06:45:56 pm »

Arrkhal's weapon and material mod v0.3

Maybe I should put a link to that in the OP.

Thank you, thank you very much.

Acanthus117

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Re: Ironworks
« Reply #58 on: May 26, 2010, 07:15:50 pm »

Did it fix the whole thing about meat being uneatable?
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Mephansteras

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Re: Ironworks
« Reply #59 on: May 26, 2010, 07:21:40 pm »

My dwarves seem to eat meat just fine, so I'd say yes.
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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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