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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 157893 times)

bennerman

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Re: ☼Humans☼ - Everything Human Mode
« Reply #570 on: August 17, 2014, 05:20:09 pm »

Maybe I've missed this, but can'tfind a topic on it.
Tried to forge bronze bars, but can't.   No forge work for it.  It is listed in the manager's menu as make bronze bars (2), but no one to make them.  Bar merchant does not have them either.


You have to build a smith's guild and then the north extension (the crucible). It's all in the manual... but don't worry, I've been known to ask questions that could be solved by RTFM too.

If you are having trouble getting coins, build a food or drink market and sell drinks and cheese, that's how I do it. For drinks, you may want to set it so you only brew a single type of alcohol in the kitchen menu, preferably whatever plant you have most of, but also make sure you switch when you are low, as I don't think brewing recovers seeds. Hope that helped
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palu

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Re: ☼Humans☼ - Everything Human Mode
« Reply #571 on: August 17, 2014, 05:45:46 pm »

Brewing does recover seeds
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Hmph, palu showing off that reading-the-instructions superpower.
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #572 on: August 17, 2014, 06:03:30 pm »

The text; flux is purposefully more expensive to buy and to sell. Meph did a big price overhaul a while back; I can only imagine a few of the approximately one bajillion reactions have typos.
Makes sense, but someone has to report it, otherwise it might stick for a few versions mostly unnoticed.

As for ways to make gold, it depends on the biome too.
A forested good area makes selling featherwood quite lucrative, a map that makes above ground silk makes for a pretty decent source of coins too.
It is completely possible to even use high quality coin stacks to buy way more from caravans (like coton, silk, plants), and transform that to get both labour experience and coins.
You could also use your high quality products to buy gold and gold bearing ores from caravans for way more coins than a merchant would net.

Really, there are many ways to make quick coins, it all comes down to how you play it.


The only sad thing is that it's impossible to make money out off buying from shops, transforming and selling back, but that's pretty small once you take into consideration all the possible ways to make those coins.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
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bennerman

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Re: ☼Humans☼ - Everything Human Mode
« Reply #573 on: August 17, 2014, 06:05:31 pm »

I actually thought I was screwed when I prospected and there was no gold. Thank god for selling
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Fleeb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #574 on: August 17, 2014, 07:09:02 pm »

So, I made a drinks merchant, but I can't sell anything. Any drink I set to sell I get the error "needs food storage b-containing item"
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bennerman

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Re: ☼Humans☼ - Everything Human Mode
« Reply #575 on: August 17, 2014, 07:19:40 pm »

So, I made a drinks merchant, but I can't sell anything. Any drink I set to sell I get the error "needs food storage b-containing item"

Means you don't have enough. I think it sells about 3 barrels or so. That's why I said, make sure you focus on one specific brew. In my experience, cheese ends up making more money, but both is even better
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Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #576 on: August 18, 2014, 09:51:45 am »

Looks like humans can't open kobold loot bags.  I had to permit the reaction myself.
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #577 on: August 19, 2014, 10:44:06 am »

Not sure if it belongs to here.

I'm pretty sure I read about a way to specify a material to a workshop job, but I can't seem to find out how or to find the post(s).

To explain, I first wanted to use Workflow for various jobs.
For barrels, bins, bags or other similar things, it is great, but it seems to be lacking on the "material" side.

I have a brick block splitter, taking from a pile that only accepts one type of stone (I want my buildings to have the same colour).
Just as is, I can use workflow to limit the clutter, and restart when needed (even though it won't accept specific material through Shift+Enter), but the problem comes just a bit later.

When I built the basics (dormitory and wall around the camp), I usually start by getting a sawmill, and later a second brick splitter for higher price blocks.
The problem is that workflow will interfere with the second brick splitter and wood planks, because all of the outputs are considered "any block".

When I first read about workflow, I really thought it would help me for every repeat jobs, but it seems like the Shift+Enter thing is just there to tease, as it creates the entry, but refuses to apply it to the workshop task, because that task is more generic than the workflow entry.

It's the same with the vanilla still, you can't tell it to make wine when strawberry wine gets low.

if someone knows how to get it working, where I went wrong, I would love it, because what I read from Workflow seemed to hint that it is possible to do exactly that.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

Kartag

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Re: ☼Humans☼ - Everything Human Mode
« Reply #578 on: August 19, 2014, 12:53:42 pm »

I am very annoyed with inability to brew drinks caused by the fact that all barrels are occupied. All of my barrels contain stacks of 5-15 units of booze or food, and the wiki says that barrels can contain up to 100 units of food or drinks. So, I think there might be a way to create a reaction that merges stacks of food/drinks of the same type and frees the containers. Is it possible? Even if it involves dfhack, it is fine. Don't know where to post it, so posting here, because storage in aboveground forts can be more of a problem then underground - you can't just dig wider or deeper, you have to build another storey or even another building.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #579 on: August 19, 2014, 01:03:30 pm »

I am very annoyed with inability to brew drinks caused by the fact that all barrels are occupied. All of my barrels contain stacks of 5-15 units of booze or food, and the wiki says that barrels can contain up to 100 units of food or drinks. So, I think there might be a way to create a reaction that merges stacks of food/drinks of the same type and frees the containers. Is it possible? Even if it involves dfhack, it is fine. Don't know where to post it, so posting here, because storage in aboveground forts can be more of a problem then underground - you can't just dig wider or deeper, you have to build another storey or even another building.
No. Barrels can contain up to 15 drinks when used in custom reactions. Toady One "cheats" when he adds 100 units, its above their capacity. Just make rock pots, they are a good replacement.
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #580 on: August 19, 2014, 02:27:49 pm »

Rock block pots, or clay/green glass when you have magma (or too much coal) are great.

Even when using wood, try to get the first two levels of the carpenter guild, and make your stuff from planks (same with rock blocks for rocks), you can make twice as many from the same amount of base materials (and you can choose 'barrel' or 'large pot')

By the way, there is no way to 'unbuild' (south carpenter) wooden large pots, it caused me a few problems in my last fort when trying to get rid of wood as food containers (resorted to throwing them for cheap to a caravan after throwing the content).
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #581 on: August 19, 2014, 02:40:46 pm »

This is odd, my farm workshop is full of rope reed seeds.  My seed stockpile (set to no barrels) does have a bag of rope reed seeds, and my clothier has unused bags sitting in inventory.  I just can't get anyone to bag these seeds.  Other seeds are working fine.
I tried turning on fastdwarf to make sure none of the humans who would get the seeds were otherwise occupied but they just ignored them. 

Also made sure the seeds aren't forbidden.  very odd.
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #582 on: August 19, 2014, 03:16:25 pm »

Odd, my humans do seem to take the reed seeds just fine...
I'll make sure to double check that.

If it was a bag problem, they would put 1 seed per tile on the pile, so that's not the problem, at least, and they tend to make multiple bags when they cancel with "misplaced".
In the mean time, few things you can verify:
Are there any iddler with food hauling enabled?
Is your farmer taking the seeds from the workshop to plant? (forbid the other seeds to be sure)
Is your stockpile accepting rope reed seeds? (they don't remove them if disabled later and no other pile to take them to)
Does your 'j'ob screen show the hauling task for the seeds? (practically impossible to check in big forts with many things happening, but worth a quick look)

EDIT: I had a bit of time to get to my human fort, and had some rope reed (plant) around.
My seeds tasked (blue TSK) as soon as they were ready, so I think the problem is on your end, that's all I can say.
« Last Edit: August 19, 2014, 05:24:30 pm by slay_mithos »
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

Vidox Darkling

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Re: ☼Humans☼ - Everything Human Mode
« Reply #583 on: August 20, 2014, 07:11:30 am »

Odd. I had a few people become Squires, and they served their two years all fine and dandy. Then they became Knights. About a minute later, they went ahead and transformed into Paladins. Not really a bad thing, but a bug. Anyways, about a year later, they reverted into knights, before becoming Paladins again after a minute like before. I have no clue what that was about.
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dukea42

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Re: ☼Humans☼ - Everything Human Mode
« Reply #584 on: August 20, 2014, 09:17:10 am »

Maybe one of the benefits to praying is temporary boosts to your knights?  I was actually going to suggest that as a praying feature but I still can't figure out what all that gains you.

However I was thinking random paladins become Templars with an aura effect or something maybe only for a month or so. It's a human form of magic.
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My posts are probably based on Masterwork DF mod
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