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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 157872 times)

Nuhaine

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Re: ☼Humans☼ - Everything Human Mode
« Reply #525 on: August 09, 2014, 01:23:56 am »

running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
You could just make bins, your men should put all of the leather into them. Trade Warehouses automatically unpack packages, so it would actually be bothersome to create new packages. Also, you could merely pack-unpack to get the desired quality.
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Before this mod, I never pitied the bad guys in any of the fantasy novels I'd read. The undead lich king always seemed like such an uber-menace, but now I know his secret pain of having morons for minions, a vampire doctor just waiting for him to go to sleep, and a constant feeling of anger and depression because he's one armor stand short in his bedroom suite.

Angle

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Re: ☼Humans☼ - Everything Human Mode
« Reply #526 on: August 09, 2014, 01:24:27 am »

Make a stockpile next to it.

Also, Nuhaine, you are incorrectly attributing a quote to me. Just so you know.  :P
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Nuhaine

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Re: ☼Humans☼ - Everything Human Mode
« Reply #527 on: August 09, 2014, 01:37:13 am »

Whoops, I guess I snipped the wrong code when I was condensing to the smaller quote.
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Before this mod, I never pitied the bad guys in any of the fantasy novels I'd read. The undead lich king always seemed like such an uber-menace, but now I know his secret pain of having morons for minions, a vampire doctor just waiting for him to go to sleep, and a constant feeling of anger and depression because he's one armor stand short in his bedroom suite.

SharpKris

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Re: ☼Humans☼ - Everything Human Mode
« Reply #528 on: August 09, 2014, 02:09:40 am »

running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
You could just make bins, your men should put all of the leather into them. Trade Warehouses automatically unpack packages, so it would actually be bothersome to create new packages. Also, you could merely pack-unpack to get the desired quality.

problem is that they first put the leather in the bins and then take it out one by one to bring it to the merchant
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windalu

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Re: ☼Humans☼ - Everything Human Mode
« Reply #529 on: August 09, 2014, 04:48:54 am »

running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
You could just make bins, your men should put all of the leather into them. Trade Warehouses automatically unpack packages, so it would actually be bothersome to create new packages. Also, you could merely pack-unpack to get the desired quality.
problem is that they first put the leather in the bins and then take it out one by one to bring it to the merchant

put you leather stockpile next to the merchant. Or just a small secondary stockpile that is set to take from the main stockpile. You will still carry one piece at a time but the distance will be short :)
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #530 on: August 09, 2014, 04:51:08 am »

Yeah, but if that pile is right next to the merchant building, it is quite fast.

My setup is 1 stockpile next to the leather production, that 'g'ives to a second one with 1 wheelbarrow next to the merchant (or wherever you need it).
If you have enough bins and the wheelbarrow for it, it can make the whole thing quite efficient in hauling.

PS: windalu was faster, but do add the "1 wheelbarrow", it usually helps having only 1 hauler, but transporting bins.
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PiggiesGoMoo

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Re: ☼Humans☼ - Everything Human Mode
« Reply #531 on: August 09, 2014, 05:28:35 am »

Encountering something odd. The human diplomat gave me a barony and then promoted my baron to a count when I've barely created any wealth. I've barely produced anything or traded anything, and I also haven't created a single weapon, weapon trap, or piece of armor. Also, it's only the summer of the second year of the fortress. It's annoying because I have to appease the noble before I even have my economy going. Is this related to some change you made for the humans? Oh and my "created wealth" value is blank, which is odd.

EDIT: My mistake, apparently this is in the manual.
« Last Edit: August 09, 2014, 02:11:13 pm by PiggiesGoMoo »
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #532 on: August 09, 2014, 06:34:06 am »

Encountering something odd. The human diplomat gave me a barony and then promoted my baron to a count when I've barely created any wealth. I've barely produced anything or traded anything, and I also haven't created a single weapon, weapon trap, or piece of armor. Also, it's only the summer of the second year of the fortress. It's annoying because I have to appease the noble before I even have my economy going. Is this related to some change you made for the humans? Oh and my "created wealth" value is blank, which is odd.
Its intended, which is explicitly stated in the manual.

About the "pay 500 gold to foreign workshops": Nope. You pay gold to traders, the workshops have a worker you already hired. He does jobs, if you give him the materials. It makes more sense from a gameplay perspective as well, to have two different ways of getting off-race items. Either money, or the right materials.
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Fleeb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #533 on: August 09, 2014, 01:19:44 pm »

Weird, so I got like two waves of immigrants, and then I have not gotten a single one since. My fortress has been at 20 humans for the past 5 years or so. Caravans still come, I'm producing a lot of goodies, I've had like one small siege. Haven't lost any guys except for a baby or two that got snatched. I don't even recall seeing the message about "no migrants arriving this season"

Another oddity that I've just noticed is that caravans no longer bring cloth or leather, and they had for the first couple years. I've even requested cloth during the broker meetings. The loss of cloth and the immigrants stopping seem to have occurred at the same time, more or less.
« Last Edit: August 09, 2014, 01:39:21 pm by Fleeb »
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Nuhaine

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Re: ☼Humans☼ - Everything Human Mode
« Reply #534 on: August 09, 2014, 01:47:16 pm »

The loss of cloth and the immigrants stopping seem to have occurred at the same time, more or less.

Necar is a deity of The Cut Nation. Necar most often takes the form of a Male Cave Lobster and is associated with Chaos, Agriculture, and Traveling.
In the Midsummer of 512, Necar cursed the skeleton Kateb Tradeslaughter to prowl the night in search of migrants and cloth.

Kateb Tradeslaughter:
Kills - 5,112 Humans of The Cut Nation.
_________________________________

You may have set the 'Population Cap' too low in the settings, or you may have bought too much cloth or leather, as they stop bringing such materials if you have too much of them. Otherwise I have no idea.
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Before this mod, I never pitied the bad guys in any of the fantasy novels I'd read. The undead lich king always seemed like such an uber-menace, but now I know his secret pain of having morons for minions, a vampire doctor just waiting for him to go to sleep, and a constant feeling of anger and depression because he's one armor stand short in his bedroom suite.

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #535 on: August 09, 2014, 01:48:44 pm »

The civ is dead. Thats why you cant get migrants.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Fleeb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #536 on: August 09, 2014, 02:10:12 pm »

Well, bummer. Not a bug then I'd suppose. Caravans still come when the civ is dead?

Quote
Necar cursed the skeleton Kateb Tradeslaughter to prowl the night in search of migrants and cloth.

:D
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Flare

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Re: ☼Humans☼ - Everything Human Mode
« Reply #537 on: August 10, 2014, 04:22:18 am »

I said a bit back that all the trading that the humans were doing where things like quarries and brewery industries can play a huge part in the game that an oil industry would be pretty cool.

Spoiler (click to show/hide)

How do I add buildings to my game? I've got the buildings and reaction raws in the right human files, as well as the permits in the entities file. Does it have something to do with the launcher?
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #538 on: August 10, 2014, 06:37:08 am »

I'm pretty sure you need to generate a fresh world to see new buildings.

If not, try to add the raw additions to the save's raws.
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For the 55 people who did download V1.5 till now:  You human race is not working.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #539 on: August 10, 2014, 06:47:46 am »

You need a new world for it. What exactly does it do?

It looks very industrial, factory-like. More 18th/19th century than 14th.
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::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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