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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)

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Author Topic: ☼Humans☼ - Everything Human Mode  (Read 157803 times)

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #390 on: July 30, 2014, 10:03:25 pm »

Brilliant. Hadn't thought of that at all. Thanks!

It might let me squeeze out to a slightly bigger world and give me more options.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #391 on: July 30, 2014, 10:53:11 pm »

Here's something I really liked ...

My militia commander ended up crippled due to a run in with a rhino. He had to walk with a crutch. His squad was assigned all muskets, but he could no longer wield one due to his crutch. So I assigned him a pistol and he uses it just fine. No ammo change required. Same bullets. That is a HUGE micromanagement issue solved.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #392 on: July 30, 2014, 11:57:00 pm »

Done playing for the night. Looking good. Balance seems pretty fine. My initial concerns about the economy seem to be worked out well enough. You just can't do any one thing direct. You have to spread yourself around some.

I have a small hunting camp of about 27 humans. 6 of them are in a military squad, armed with muskets. Two of them have steel halberds. The musketmen wound the prey and the halberdiers finish it off. Pretty easy. We made short work of the succubus ambush we've had so far.

Have a handful of tents set up to trade goods. Can get pretty much whatever we need. We're not really producing much but meat and tuber beer, but that keeps our military going.
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Blightedmarsh

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Re: ☼Humans☼ - Everything Human Mode
« Reply #393 on: July 31, 2014, 12:03:27 am »

As to the humans knights being too western you have to remember that medieval western culture never existed in a vacuum. It has pretty much always been heavily influenced by the near east. The knights didn't just spring from nothing. Their development was influenced by by the Byzantines and the Romans all from the Persians before them. Even the Muslims made their mark with the idea of a holy warrior; something fairly antithetical with the traditional christian concept of "blessed are the meek" (also an import from the near east).

As to other military guilds; are you aware of the existence of fencing guilds? Organizations like the Marxbrüders and the Federfechter where very important in late medieval Germany and where granted an official monopoly on "mastery of the sword".

One last thing is people also used to make wooden cannons. They where as dangerous and as primitive as they sound and had a nasty tendency to burst...like most early cannons really only more disposable.
« Last Edit: July 31, 2014, 12:08:12 am by Blightedmarsh »
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Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #394 on: July 31, 2014, 12:59:56 am »

Did i messed up something again, or...I don't know. The thing is, everytime i change my tileset and launch the game, an error "Phoebus 16x16 art not found" ( or something like that) pops up. It's...Irritating.
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #395 on: July 31, 2014, 01:50:52 am »

i was going to suggest a marine style troop, soldier with a melee ranged weapon similar to the orcish corsair arms, but if we have bayonetted guns, then that does the trick.... the idea of humans arming all their soldiers with one weapon that can do everything (while still keeping balance) seems very..... human

I've also started a fortress trying the viking thing (living on a glacier with very few trees) i'm using the timber block to conserve wood as best as possible, but since i am trying to build as much as possible before the FUN starts, my people are all super unhappy because they are caught in the weather.... seeing as humans don't live underground and are probably more adapted to surface weather than dwarves, i was wondering if there was something you could do to make that less likely... although to be far, living in a constant blizzard would suck, and i'd be pissed too.

wellp... yet again the bears killed me.... i tried to build too much in too little time, got sieged withought a military, andafter recovering enough to start my wall..... bears
« Last Edit: July 31, 2014, 05:56:42 am by Megaman_zx »
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #396 on: July 31, 2014, 04:14:14 am »

But if you embarked on a glacier, why not just build everything with ice?
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LMeire

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Re: ☼Humans☼ - Everything Human Mode
« Reply #397 on: July 31, 2014, 04:37:36 am »

You'd have an easier time embarking on a perma-frozen ocean than a glacier, as that ice counts as "aboveground" from the surface to the seafloor, and you can play in such an environment much as you would a dwarf fort- as long as you stick to digging in the surprisingly well-lit natural ice.
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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #398 on: July 31, 2014, 05:05:57 am »

That is a pretty smart trick, and will go into the manual :)
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::: ☼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 :::

Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #399 on: July 31, 2014, 06:03:17 am »

guess it wasn't a glacier then..... just ALOT of snowstorms, and some taiga fruits, which sucked for farming, dug out a really big quarry and had planned to build a crazy castle on top with all the blocks and shipped in wood, but alas.... humanity was thwarted by the superior might of frostwyre bears

no complaints though... bears are uncomfortably currious (realistically so) in human fort (haven't played enough with the other civs to ever come across them)
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #400 on: July 31, 2014, 06:31:02 am »

Plan:
Garrions => Marskmen (better musketeers) and Guard (better shield/armor) training. Also trains ranged combat skills and has siren to wake up sleeper/stop parties.

Hall of Knights => Become Squire (no combat boost) => After 1 year automatically turn to => Knight (combat boosts and skills) => After 3 years automatically turn to => Paladin (more boosts and minor good spells, mostly against undead).

Thoughts?
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::: ☼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 :::

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #401 on: July 31, 2014, 06:50:34 am »

Did i messed up something again, or...I don't know. The thing is, everytime i change my tileset and launch the game, an error "Phoebus 16x16 art not found" ( or something like that) pops up. It's...Irritating.
Run the settings as admin.
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::: ☼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 :::

Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #402 on: July 31, 2014, 07:51:32 am »

Run the settings as admin.

Well...That didn't worked. I figured out my Phoebus16x16.png turned to a file that i can not open anymore, and it's size reduced to few kilobytes - a most likely corrupted file.
I replaced the file with a new one, extracted from the folder containing previous version of Masterwork, and it did the trick.

As for the garrison idea - looks promising, i look forward to trying. Any chance to get our hands on a newer version, with all the fixed workshops, cannons, etc?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #403 on: July 31, 2014, 07:53:16 am »

I plan to upload another test version later today, when I do the daily dev log thing.

I wrote splinterz about the .png error, because I tested and can replicate the issue. Lets hope that he can find a solution. Manually copying does work though.
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::: ☼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 :::

Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #404 on: July 31, 2014, 08:19:39 am »

As far i know, when a creature is killed by a cannonball, no corpse is left behind.

My question is - does it also affect megabeasts, and mobs like Frost Giants? Entirely mutilating a giant, who is 25 times bigger than a dwarf seems...Unrealistic.
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