Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Too many humans(?) (31.17)  (Read 1244 times)

Dr_Pylons

  • Bay Watcher
  • [GREEDY]
    • View Profile
Too many humans(?) (31.17)
« on: November 12, 2010, 12:16:24 am »

Now, I know that there are still bugs to be fixed in the new version, but Armok seems to be letting the humans to be a little too flourish-y:



Granted, it would be a travesty were it elves doing so well instead of humans.

Anyone else notice this?
Or am I reading too far into this?
Logged

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Too many humans(?) (31.17)
« Reply #1 on: November 12, 2010, 12:18:17 am »

Having lots of humans is a great thing (unless you are at war with them you can get tons of followers from them.)
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

Dr_Pylons

  • Bay Watcher
  • [GREEDY]
    • View Profile
Re: Too many humans(?) (31.17)
« Reply #2 on: November 12, 2010, 12:25:38 am »

WE MUST PROTECT THE PURE DWARVEN RA I wasn't really asserting it to be a bad thing, but it seems to be unbalanced when compared with how the other civs have been faring.
Logged

lolghurt

  • Bay Watcher
  • [PREFSTRING:failures]
    • View Profile
Re: Too many humans(?) (31.17)
« Reply #3 on: November 12, 2010, 03:20:24 am »

WE MUST PROTECT THE PURE DWARVEN RA I wasn't really asserting it to be a bad thing, but it seems to be unbalanced when compared with how the other civs have been faring.
Humans are to worldgen are what cats are to your fist FPS death fortress.
Logged
Quote from: acetech09 date=1343968486
It's probably made from baby bone, with a handle of baby leather. Probably uses the leg bones wound together for the handle, the pelvis for the handle/pick joint, and the pick is the spine.

But that's all in theory, of course. Not like I've made a pick out of my own 5 month old baby before.

Shoku

  • Bay Watcher
    • View Profile
Re: Too many humans(?) (31.17)
« Reply #4 on: November 12, 2010, 04:01:36 am »

Don't read too much into these things until elves have builds and dwarves have... well, their own unique sort of sprawl whatever that ends up being.
Logged
Please get involved with my making worlds thread.

lordofhyphens

  • Bay Watcher
    • View Profile
Re: Too many humans(?) (31.17)
« Reply #5 on: November 12, 2010, 11:32:37 am »

Don't read too much into these things until elves have builds and dwarves have... well, their own unique sort of sprawl whatever that ends up being.

I would think that you'd actually never see dwarven urban sprawl. Although the vast quantity of automatic death traps might clue passer-bys that there's an outpost entrance nearby.
Logged
"Extinction is not an option."

Uzu Bash

  • Bay Watcher
    • View Profile
Re: Too many humans(?) (31.17)
« Reply #6 on: November 12, 2010, 12:33:10 pm »

I would think that you'd actually never see dwarven urban sprawl. Although the vast quantity of automatic death traps might clue passer-bys that there's an outpost entrance nearby.
That's be easy enough to make in fortress mode, and very cool to explore in adventurer mode.
Logged