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 ... 40 41 [42] 43 44 ... 66

Author Topic: ☼Humans☼ - Everything Human Mode  (Read 157920 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #615 on: August 28, 2014, 05:14:11 pm »

But do you truly only have copper as material, if you play humans that have a cheap and early metal merchant that can sell you any bar? If you got lamellar leather, you sure enough have meat, bones and other butchery products that can be sold for gold, which buys you any metal you want. ;)
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 :::

kyranzor

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #616 on: August 28, 2014, 05:37:12 pm »

It was terrible timing anyway, I was probably 10 minutes away from having a fully walled and draw-bridged hilltop castle. I was finaly getting my huge stockpile of copper and fire opals and spare plants sold to start buying guilds too.

I made copper helms, shields, mail and breastplates and leather gauntlets and greaves.. I also made copper spears and all solders also had bone bows with bone arrows.

I am familiar with ironbone from my couple of Orc forts so I'll aim for that on my new fort if I dont go straight for metal industry...

Squires make my soldiers into permanent soldiers right? That's fine because these guys were professionals anyway, until the Naga showed up and wiped them out. I managed to fend off about 30 white tiger men though so I guess the Naga have very high combat skill and their higher quality weapons were my doom.



« Last Edit: August 28, 2014, 05:46:29 pm by kyranzor »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #617 on: August 28, 2014, 05:38:54 pm »

Nagas are not supposed to be that hard though. And squires are currently bugged, once they turn to Paladins (4 years later), you get a lot of transformation spam, because one number in the interactions is wrong. I have to fix that for the next release.
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 :::

kyranzor

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #618 on: August 28, 2014, 05:52:14 pm »

Well it will take me a few years game time to get the squires in the first place, and if they survived another 4 years of slaughter then I dont mind a bit of spam. If I were to fix the number in the file, would the changes work in my world or would I need a new fort for it to take effect?

Also is it reasonable to try and get pistols and rock bullets early on? Or is there a tech issue with gunpowder? I've never investigated guns yet in MWDF so I'm not sure if the humans have a special way different to existing wiki info..
« Last Edit: August 28, 2014, 06:01:11 pm by kyranzor »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #619 on: August 28, 2014, 05:55:25 pm »

Quote
If I were to fix the number in the file, would the changes work in my world or would I need a new fort for it to take effect?
It would work on a running save. :)  If you need it, just send me a PM.

Bullets I want to buff a bit, they seem less powerful than arrows atm, because of their small size.
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 :::

slay_mithos

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #620 on: August 28, 2014, 06:08:12 pm »

I don't know, my only go with bullets and rifles was pretty conclusive.

I mean, they are not the most raw power, but they penetrate pretty well, and they tend to blow the target away.

It might have been luck, but they really reminded me the vanilla crossbows in many ways, and dark stranglers being shot back a few tiles per shot was nice to see.

If you are going to up the raw power for bullets, you might in turn want to up the reload time a bit, to prevent guns from being as over powered as vanilla ranged weaponry (like, 1 shot with wooden arrow killing legendary fighter clad in masterwork steel).
Logged
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

kyranzor

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #621 on: August 28, 2014, 06:21:41 pm »

If I buy pistols from a rented human merchant shop, and make some bullets, will it work? Or do I need academics guild with alchemy add-on for blackpowder as some kind of secondary ammo?

Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #622 on: August 28, 2014, 06:28:20 pm »

Bought weapons and ammo work.
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 :::

kyranzor

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #623 on: August 28, 2014, 06:38:18 pm »

Okay, thanks! I am going to enclose my fort faster this time and attempt to go ranged weapon heavy until I can get some actually useful weapons and armour.

Oh as a final note to the Naga killing my last fort, I had actually scavenged quite a lot of steel and iron and other metal weapons better than copper so i think it was just very skilled Naga and the fact my troops were so spread out and terrible combat AI (I hope toady fixes this eventually, the whole military system needs fixing)
Logged

Raszul

  • Escaped Lunatic
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #624 on: August 29, 2014, 06:23:22 am »

Hello everyone !
I'm new to this forum, but already a huge MDF fan since about half an year now. You guys did an amazing job here ! Really, the mod is just genius !

So I finally signed up here, becouse I got a simple problem: I felt like the Humans lack a good guard animal, so I thought "no problemo, just make the dwarfen mastiff available for humans at embark". After 2 days playing around with the tags on the mastiff and the entity of the human race, I surrendered ....well, my understanding of the raws is a bit underwhelming :D It would be awesome if someone could help me out here :)

Oh, and I hope I placed this question right, wasn't really sure about where to put it.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #625 on: August 29, 2014, 06:26:30 am »

look at dwarffortress/hack/scripts/AddPetToCiv.lua, open in text editor, scroll to the bottom and look for ENTITY:HUMAN and ENTITY:MOUNTAIN. You will find the mastiff in there somewhere, just copy it into the human section as well. :)
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 :::

Raszul

  • Escaped Lunatic
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #626 on: August 29, 2014, 07:31:51 am »

First of all, thank you for the quick reply :)

So I took
Spoiler (click to show/hide)
from the dwarves section and copied it in the human section too.
Was that right ? Couse nothing happens.
« Last Edit: August 29, 2014, 07:36:54 am by Raszul »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼Humans☼ - Everything Human Mode
« Reply #627 on: August 29, 2014, 08:01:51 am »

Yes, thats it. Did you regen a new world? Its all thats necessary. You do have to change the MOUNTAIN to PLAINS though, which is the correct Id for the human civ. (mountain is dwarf civ)

Its insertPet("PLAINS","MASTIFF","MALE") and FEMALE. I think it might even work without a regen, but you certainly need to re-embark.
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 :::

Raszul

  • Escaped Lunatic
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #628 on: August 29, 2014, 08:19:19 am »

Quote
Its insertPet("PLAINS","MASTIFF","MALE") and FEMALE
Yeah already thought of that, but needed to regen a new world.

Well thank you good sir, my next human city will thank you. ;)
Logged

kyranzor

  • Bay Watcher
    • View Profile
Re: ☼Humans☼ - Everything Human Mode
« Reply #629 on: August 29, 2014, 08:20:24 am »

are the normal war dogs (with steel armour?) not good enough for the purpose? Are Mastiffs really that awesome?
Logged
Pages: 1 ... 40 41 [42] 43 44 ... 66