Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Should humans get several civs, based on RL civs? (Asian/Western/Arabic/etc) Only one would be active by default, but players can chose to enable more or play as different ones.

Yes, please give us Vikings and Ninjas and Knights.
Yes, but only if it doesnt take too much work.
Maybe better to only make one civ, as close to vanilla DF humans as possible.
Maybe better to only make one civ, as close to MDF humans as possible.
No, I dont like it because it doesnt fit a procedually generated fantasy world.
No, I dont like it, because... (please post the reasons)

Pages: 1 ... 18 19 [20] 21 22 ... 66

Author Topic: ☼Humans☼ - Everything Human Mode  (Read 157763 times)

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #285 on: July 27, 2014, 04:10:57 pm »

Building outside is a LOT harder.

I started with an old fashioned motte and bailey design, and I'm already out of room inside the walls, so most of the workshops and stuff will have to go out.
Logged

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #286 on: July 27, 2014, 05:23:58 pm »

So is anything in the stalls/guild line working at this point in the old download?
Logged

Bainin

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #287 on: July 28, 2014, 01:22:57 am »

Hi this is my first post on Bay 12 but i rlly love this mod so i make some suggestions for the Humans (playing Masterwork DF it for years now also im not nativ english)
First of a Stonequarry would be nice mutch like the spawn Blocks from the Warlocks Where you can generate Stoneblocks for your Walls and Housing you should be able to chose the Color like white marble or gray stone and so on to give your city walls the color you like.
A normal woodenfence which protects your Animals from Hostile land animals except flying ones alternativ would be the scarecrow nice or combined for land and flying animals.
I donbt know iv its just me but i dont build often outside because i have issues building the Roof of the buildings we should be able to build mutch faster or having a increased build range of 1 Z lvl because Humans are bigger then Dwarfs which would make the roof building alot easyer.
I think Steel should be able to use for Humans even iv they have to research it having Guns but no steel is kinda odd to me but thats my opinion.
Also would i like it iv there would be a way you can build walls which are already like 1x5 or 5x1 and 1x10 10x1 long whith the materials at hands you could build these wall faster and without abording all the time because the dwarf/Human stands on the tile he wants to build on.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #288 on: July 28, 2014, 01:31:49 am »

I cant affect buildrange or size, but humans have the brick oven for colored blocks, and they have the "stone splitting block", which is build near your open mine.

Humans have steel, made by the smiths guild.

A trick: channel one level down, make a large open area, then build a floor as ceiling. Way less work than building up walls and stairs and ceiling.

Here:
« Last Edit: July 28, 2014, 01:41:00 am by Meph »
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #289 on: July 28, 2014, 07:29:56 am »

That makes a fine early building with a table to start off in, but then later you build walls around it and it becomes the basement of the village inn.

I use a lot of "basements" for food storage and the like. We're humans, not hobbits! :)
Logged

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #290 on: July 28, 2014, 10:03:42 am »

I can't seem to get my human settlement past the beginning stages. It's like year seven now and the liason approached me with an offer to become a barony. These humans must be hard up if they think this settlement represents high human achievement.

We still don't have anything up but vanilla buildings. I finally bought some contracts from an elf caravan and rented out a merchant stall, and there's 500 gold coins in the basement of the village inn, but the guild hall doesn't recognize that and won't let me advance. :(

Strangely enough though, I'm more attached to this fort than even my largest, most thriving dwarf settlements. Watching walls for various buildings go up and then seeing fields and a fishing dock expand out into the river is very satisfying.

Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #291 on: July 28, 2014, 10:41:45 am »

Its 5000, not 500 for the guild in your version. But I am uploading my new dev version, its 1000 for the first stage. It should be a lot easier.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #292 on: July 28, 2014, 10:46:48 am »

Its 5000, not 500 for the guild in your version. But I am uploading my new dev version, its 1000 for the first stage. It should be a lot easier.

Holy crap. No wonder. :)

Do they take different denominations? If I have 50,000 copper coins on hand, will it take what it needs from that or is it gold and only gold?

If they only take a certain coinage, I would suggest separating out a moneychanger booth early on, or else human forts are going to take 2+ years to even become developed at all.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #293 on: July 28, 2014, 10:47:48 am »

I covered that. No more copper or silver coins. All traders take and produce gold coins now. So instead of 1 leather for 500 coppers you now sell 4 leather for 500 gold.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #294 on: July 28, 2014, 10:49:11 am »

I covered that. No more copper or silver coins. All traders take and produce gold coins now. So instead of 1 leather for 500 coppers you now sell 4 leather for 500 gold.

Brilliant fix to simplify. Should be more playable now.

When you get the new version uploaded, I'm going to try to build Laketown. :)
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #295 on: July 28, 2014, 11:10:57 am »

Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #296 on: July 28, 2014, 11:20:48 am »

*squeals like little girl*
Logged

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #297 on: July 28, 2014, 01:10:24 pm »

Couldn't find a suitable lake to embark on, so I picked a taiga and went with a group of "viking" types.

They were wiped out by a wandering herd of woolly mammoths in the second year. :(

Next we'll try a desert. :(

Logged

Guthbug

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #298 on: July 28, 2014, 02:28:07 pm »

Some early tips for humans ... thought some of y'all who have been playing longer might have more input on the accuracy of these, plus add your own.

1. Defense sucks unless you wall yourself in early on. Have a tower, church, or room in the inn where you can burrow your citizens and have them run for a centralized location to defend. Ambushes suck all the way around though.

2. Stone is better than wood. The stone cutter yields more blocks than the wood splitter does.

3. Mining straight down in a quarry is good, but unless you modify the cavern settings, you're going to hit that first cave layer all too soon.

4. You can mine in small chunks without worrying about cave adaptation. Mine out about 10 rooms at a time at first, then move on to 20 when your miner is highly skilled.

5. Food production is easy. Big farms, lots of fishing and hunting.

Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #299 on: July 28, 2014, 02:37:50 pm »

Quote
when your miner is highly skilled.
I will make their mining skill increase slower.  :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Pages: 1 ... 18 19 [20] 21 22 ... 66