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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 157897 times)

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #585 on: August 20, 2014, 09:38:55 am »

If I understood correctly, high god 'power' (through praying) has an effect that depends on the god (god of volcanoes having a different effect than a god of fertility).

I myself am not sure what type of god results in what effect (I have no clue where to look), but I would advise choosing gods that have positive or war-related theme, because I would not put it past Meph to randomly spawn a volcano in the heart of my map, or other similar FUN.
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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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palu

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Re: ☼Humans☼ - Everything Human Mode
« Reply #586 on: August 20, 2014, 01:25:51 pm »

The plugin is here.
List of effects:
Spoiler (click to show/hide)
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #587 on: August 20, 2014, 02:10:00 pm »

Awesome, I will add this to the manual. :)

Water eruption in freezing temperatures is very powerful... instantdeath by ice encasing. :)
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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 :::

LMeire

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  • Likes Troglodytes for their horradorability.
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Re: ☼Humans☼ - Everything Human Mode
« Reply #588 on: August 20, 2014, 06:49:00 pm »

The plugin is here.
List of effects:
Spoiler (click to show/hide)

So that's why AngelSilver burned to the ground! My best guess till now was one of those fire-succubi-things but I wasn't anywhere near rich enough to attract one of them.
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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #589 on: August 21, 2014, 09:00:52 am »

While trying to setup a small early military, I was wondering what the difference between squire and guard.

As far as I can tell, the guard guard is all around worse, with the squire having the same EXP bonuses, with more and a few gifted levels for combat.
The only drawback being that squire (and knight/paladin) can't gain EXP for any standard job.

Did I miss something obvious, or is the guard only good for civilian conscription?
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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

Kiefatar

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Re: ☼Humans☼ - Everything Human Mode
« Reply #590 on: August 21, 2014, 09:33:58 am »

Any way to add Coal transactions to one of the vendors (Stone, Ore or Metal)? We don't need all the varieties, but I figured something a bit more efficient than buying/burning wood would be nice. Though in the end, 15x3 coke per 1000 coins isn't bad.

A few questions too...
1. I had set up a simple 1man wood bow/arrow armed military with my starting 7. He went and got one stack of arrows, but then refused to pick up any more. I even set up a ammo stockpile, but nobody's touching the 4 other stacks. They most certainly aren't forbidden or dumped.

2. Why would a whole freshwater lake be fishless? My most recent embark was on a shore so I could take advantage of a fishing economy, but my fisherman soon tells me it's empty. I can imagine the smaller ponds that can appear to be barren, but a whole multi-embark tile lake?
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Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #591 on: August 21, 2014, 10:13:03 am »

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.
It I had a string stockpile taking from the workshops :(.  I forgot that this kept the seeds from being sent to the see stockpile.  whoops.  Thanks for looking at this for me.  I appreciate your time especially when it was such a silly mistake.
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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.

Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #592 on: August 21, 2014, 11:09:39 am »

While trying to setup a small early military, I was wondering what the difference between squire and guard.

As far as I can tell, the guard guard is all around worse, with the squire having the same EXP bonuses, with more and a few gifted levels for combat.
The only drawback being that squire (and knight/paladin) can't gain EXP for any standard job.

Did I miss something obvious, or is the guard only good for civilian conscription?
Guards/Marksmen are your militia fighters.  The can have a civilian occupation.  Squire/knight/paladin are your dedicated warriors/haulers.  They will gain only fighting skills.
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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 #593 on: August 22, 2014, 10:12:24 am »

Ok, so the squires transformed just fine to knight, then paladin (reverting all that training's stats in the process).
Now, about twice a season in 1/8 speed (so about once a year for normal time?) they transform from paladin to paladin, the exact same caste too.
I know it's already been mentionned, but it is annoying, because now, I am left with high legendary paladins, but with stats that certainly don't match because they transform all the time, rerolling basic attributes every time.

Last time (right now), one even transformed back into a knight (from paladin).


Now, I know exactly what is causing this messing things up (the timed transformation syndrom), but something doesn't make any sense in the raws.
[SYN_IMMUNE_CREATURE:HUMAN:PALADIN_FEMALE]

This line (I assume) is supposed to prevent my female paladins to run the syndrom, but there are other syndroms (?).

In order to track the problem, I used "showunitsyndromes", and copied the two units:
Spoiler (click to show/hide)

My guess is that the problem comes from the fact that those syndromes stayed, as [permanent], rather than being discarded once run.

I have absolutely no clue on if and what I should remove via a command to make them stop this crazyness.

Also, DT shows "Paladin", "Squire To Knight" and "Knight To Paladin" in the "buffs", which I assume comes from those syndromes.

Anyway, the point is that the whole Squire line is completely worthless as it is, because you loose all those juicy stats from training and combat, making them all around worse than guards for combat in the long run (yeah, weapon EXP bonus is nice, but it does not change things that much compared to maxed stats.
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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 #594 on: August 25, 2014, 08:50:30 am »

My human fort just found a Red Marker.  Um... there isn't a reaction in the Sacred Altar for this like the dwarves have.  What do I do?  Can I atom smash it?
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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.

Gildemoron

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Re: ☼Humans☼ - Everything Human Mode
« Reply #595 on: August 25, 2014, 09:34:47 am »

Any ideas how to fix that problem with paladins turning into paladins again and again?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #596 on: August 25, 2014, 10:45:46 am »

Red marker shouldnt do anything to humans much.

I will fix the paladins in the next update... i have no access to the raws atm, so I cant check where the typo is. Probably one syn class not properly named.
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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 :::

Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #597 on: August 25, 2014, 10:47:31 am »

I just looked at the human raws.  The transformation from squire to knight has a delay of 1,000,000 while knight to paladin is 100.  That would explain why they do not spend two years as knights.  I also changed the natural skills for knights from 2 to 4 and for paladins from 2 to 6 and then run natural skills after the change.  This got the paladin's skills closer to what was expected if they don't train at all.

I do not have the problem of repeated transformations.  I was very careful to only make one squire at a time.  I did not queue up the next job until the first squire left the building.

Back to the evil red marker.  I have one of its minions in a cage and the rest are being butchered.  The marker is about to be atom smashed.  Hopefully this keeps them from coming back.

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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.

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #598 on: August 25, 2014, 10:51:14 am »

Oh, in that case it was a leftover from testing. ^^

I will make them run naturalskills automatically. :)
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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 :::

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #599 on: August 25, 2014, 11:59:29 am »

Oh, that's good news, and sorry to be so bad at reading the raws (it confuses me greatly when taking on interraction-based issues, things all over the files, and I can't understand where to look and in what order...).

Anyway, I decided to scrap that fort, after loosing my main defense mean at the time and getting attacked by gnome necromancers (and there I thought they were my allies) that remained hidden but revived my big pile of remains, destroying all access to my food supplies (and creating a small 70 entities, against my 6 military and 30 normal humans).
I kept a save that happens to be just a few days after the last transformation I noted (right before my earlier post), long before the gnomes, so if you think you might need it, I can upload it.
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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
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