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How do you use this mod?

This is how I play Dwarf Fortress!
I use pieces of it
I use it for modding examples
I don't, I was just curious
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Author Topic: Civilization Forge Mod  (Read 78126 times)

Mephansteras

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Civilization Forge Mod
« on: May 05, 2008, 04:56:00 pm »

I've been playing with a pretty heavily modded version of the game for a while. Figured I might as well upload it and let other people play around with it too.

NOTE: This version of the mod only works with Dwarf Fortress 0.28.181.40d and below

Here's the link for it: Civilization Forge Mod
There is now a Wiki for this mod.
Undeadstag has created a complete Graphics Pack for Civilization Forge!
Varients: Frost Giant Citadel
             Unleashed

Vester has started drawing Forum Avatars for Civilization Forge. Because she rocks. :)

Matrix of Metals (Ordered by general effectiveness)
Spoiler (click to show/hide)

And here is the giant list of stuff I've done, updated for the current version: 1.81
Spoiler (click to show/hide)
 
Enjoy! And let me know what you think about it.
« Last Edit: April 30, 2010, 12:42:36 pm by Mephansteras »
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Deon

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Re: Civilization Forge Mod
« Reply #1 on: May 05, 2008, 05:25:00 pm »

Did you make your own graphics for new creatures?
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Mephansteras

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Re: Civilization Forge Mod
« Reply #2 on: May 05, 2008, 05:52:00 pm »

No, I don't use a graphics mod. So they're just using tokens from the standard set. I did try to use tokens that weren't used too much, though, to set them apart from standard creatures. Didn't do that with all of them, though. I think High Elves, Bugbears, Dyansauri, and Chaos Dwarves are the only ones with tokens that aren't just normal letters.
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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

Deon

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Re: Civilization Forge Mod
« Reply #3 on: May 05, 2008, 07:22:00 pm »

Check the Chariots' graphic set if you have a time.

Also I made arabian-type humans graphics tileset. Check the wiki.
Thank you for the mod.

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Mephansteras

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Re: Civilization Forge Mod
« Reply #4 on: May 07, 2008, 10:12:00 am »

I'll look into it at some point. Been pretty busy lately, but I may get around to making some graphics for this mod.

In the meantime, I decided to do a minor update. Mostly just making Jet and Alabaster worth a bit more (like marble), since they're traditionally used to make nice things.

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"Let us maintain our chill composure." - Toady One

Neonivek

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Re: Civilization Forge Mod
« Reply #5 on: May 07, 2008, 10:33:00 am »

I am kinda highly Biased against *Prefix* Race *Suffix*

How would one go around removing High elves, Hobgoblins, and Chaos Dwarves?

[ May 07, 2008: Message edited by: Neonivek ]

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Mephansteras

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Re: Civilization Forge Mod
« Reply #6 on: May 07, 2008, 11:25:00 am »

You just have to go in and delete their entries from the entity_new.txt and creature_newciv.txt files.

Or, if you like the general gameplay ideas behind the races, but don't want those particular races, you could always just rename them to something else that you find more appealing.

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Neonivek

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Re: Civilization Forge Mod
« Reply #7 on: May 07, 2008, 08:12:00 pm »

It mostly has to do with the fact that in my many hobbies I constantly come across *Prefix* species and it gets really annoying after a while... especially since most new additions people make to the setting are just different versions of already existing creatures with a prefix or they are just a dark version (I am much more biased against "Dark" versions of existing creatures... Since they always have WAY more popularity then they should with people usually creating out of context versions... Yes it is true, I REALLY hate the Drow)

Like for Elf
-High elf
-Dark Elf
-Light Elf
-Elf
-Wood Elf
-Chaos Elf
-Half Elf
-Moon Elf
-Sun Elf
-Night Elf
-Day Elf
-Double Bacon Cheese Elf (ok I made this one up)
-White Elf
-Blood Elf
-Bronze Elf
-Iron Elf
-Under Elf
-Paragon Elf
-Christmas Elf
-Aquatic Elf
-Desert Elf
-Arctic Elf
-Plains Elf
-Pocket Elf
-Winged Elf
-Slime Elf
-Savage Elf
-Phantom Elf
-Ghost Elf
-Mummy Elf
-Reptilian Elf
-Draconic Elf
-Celestial Elf
-Infernal Elf
-Wild Elf

So rename them? It works I guess... I just wonder what Id rename some of them too... Like what the world do I rename the High Elf into?

But good idea, Ill try to rename the species I don't like... is it as easy as it looks?

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Deon

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Re: Civilization Forge Mod
« Reply #8 on: May 07, 2008, 08:54:00 pm »

Dwarf elf
O_O
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Mephansteras

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Re: Civilization Forge Mod
« Reply #9 on: May 07, 2008, 11:03:00 pm »

Yeah, it's really easy. There is just an entry for them in the creature_newciv file. You change that, and then change which creature is used for their entry in the entity_new file.

They are pretty heavily magic/wisdom based, so you could call them Mystics. Or just come up with a random word like I did for the Xelics and Vamarii.

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Kagus

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Re: Civilization Forge Mod
« Reply #10 on: May 07, 2008, 11:34:00 pm »

Elf elf.  Double the grace, half the wit.  Now 50% off!

Warmist

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Re: Civilization Forge Mod
« Reply #11 on: May 08, 2008, 09:05:00 am »

Elf +dwarfs = ghost Elf + cheese burger Elf

Interesting mod btw

Mephansteras

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Re: Civilization Forge Mod
« Reply #12 on: May 08, 2008, 10:21:00 am »

Thanks.

I've got a few more things in the works for it. Mostly plants and animals, with some interesting new mega and semi-mega beasts.

I also have a new special metal I'm adding in. Still need to play with everything and get it tested out, though.

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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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Mephansteras

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Re: Civilization Forge Mod
« Reply #13 on: May 09, 2008, 05:11:00 pm »

While I'm still going in and mucking with things, any feedback or requests from people?
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"Let us maintain our chill composure." - Toady One

Warmist

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Re: Civilization Forge Mod
« Reply #14 on: May 11, 2008, 05:16:00 am »

i found that levisium in raws had [BLOCK_PERC:85 (without closing brace)
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