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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 157922 times)

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #630 on: August 29, 2014, 08:37:15 am »

Well, Mastiffs are bigger, which usually makes everything combat related better.

Non trained Mastiffs can already rio to shread most animals and weak invaders, and steel clad ones are not that far from a low/medium skill military member.
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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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Bainin

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Re: ☼Humans☼ - Everything Human Mode
« Reply #631 on: August 29, 2014, 06:34:15 pm »

Im having a weird bug my people cant seem to find my Gold coins... as soon as they got stockpiled no matter iv i delete the stockpile and remove bins on it and let the Bookkeeper catch up kinda annyoing to me i cant even sell items i obviously have like Gems or Wood my hole market system is messed up i tried restarting it but it wont work.. also i have tons of Stone blocks clustering my splitters still my workers sometimes cant seem to find them >.> and my farms wont work inside my fort sometimes i can plant kobold bulbs or how their called but nothing else my farms only work iv i build them outside is that a feature on purpose or also a bug?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #632 on: August 29, 2014, 06:51:34 pm »

Interpunctuation is nice, as is "known bugs section" in the manual, I guess its the burrows bug. Or you store your coins in bins, and as soon as someone picks up a bin, all coins in it get unavailable.

What biome are you in? Most things dont grow in mountain, desert, tundra or glacier biomes.

Stone blocks: Did you set the materials to non-economic in the stone stocks screen?
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #633 on: August 29, 2014, 06:54:47 pm »

Double check burrows and stockpiles set to 'g'ive.
If a stockpile is set to give to any workshop, that workshop can no longer take items that are not form one of thee stockpiles set to 'g'ive to it.
Similarily, if a stockpile is set to give to workshop A, but not to workshop B, the workshop B won't be able to take items from that stockpile.

As for burrows, I am not experienced enough with them, but I read multiple times about them causing a workshop entry to remain red when you have the materials.

If you stockpile your coins, NEVER use bins, it tends to only mess things up, with the job cancel thing when your bins are transported.


Blocks not found, there is usually only one reason, being that you are trying to build in a place that doesn't have ground access to your blocks at the time you are trying.
It can be a bridge retracted, a wrong z-level (easier to make the mistak with the multi zlevel view), stairs/bridge/floor not yet built...

And finally, for farms, humans don't start with underground plants, being an above ground race and all.
My tip for you is to farm above ground, and the easy way to do so is to channel a soil area, to get rid of all the normal above ground things that prevent farms.
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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

Flare

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Re: ☼Humans☼ - Everything Human Mode
« Reply #634 on: August 30, 2014, 02:13:07 am »

Does this lua reaction REACTION:LUA_HOOK_USEMAGMA require the workshop to be 3x3?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #635 on: August 30, 2014, 09:04:30 am »

Does this lua reaction REACTION:LUA_HOOK_USEMAGMA require the workshop to be 3x3?
No.
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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 :::

QbertEnhanced

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Re: ☼Humans☼ - Everything Human Mode
« Reply #636 on: August 31, 2014, 03:55:03 am »

Any chance of an option to disable the guild system for unlocking buildings? Would make doing some quick runs a lot more convenient.
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #637 on: August 31, 2014, 08:00:00 am »

Wouldn't that kind of ruin the entire point of the humans?

Well, I guess you can do it manually anyway.

As a big, WARNING, I'll say that you should always backup the files before editing them.

Now, open "Dwarf Fortress\raw\objects\reaction_human.txt".
Search for "[REACTION:LUA_HOOK_UPGRADE_BUILDING_UPGRADE_NORTH_CARPENTER]" (the first of the extension upgrade).
For each of the reaction entries until you encounter a long line of "########", remove the lines with "[REAGENT:Z:1:TOOL:".

As for why this works, you are basically removing the need for the permit.
That way, you won't have to build a single guild for that.
You will have to generate a new world for it to work.


I'll say it again, but I really feel that if you remove the need for gold coins for the guilds, human mode looses quite a lot in the process, but now you know how to do 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

QbertEnhanced

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Re: ☼Humans☼ - Everything Human Mode
« Reply #638 on: August 31, 2014, 03:18:51 pm »

Thanks. And yes, it would take a lot of progression out of it. I mostly just wanted to play around with the system at leisure for a bit.
Thanks again.
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fedobear

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Re: ☼Humans☼ - Everything Human Mode
« Reply #639 on: September 01, 2014, 03:16:39 pm »

I made two citizens run the reaction to become cooks guild apprentices, they are now for all intents and purposes animals. I think they can still do labor but therapist sees them as animals and it's making managing their labor an annoyance.

Intended due to the transformation script or bug?
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firefly68

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Re: ☼Humans☼ - Everything Human Mode
« Reply #640 on: September 01, 2014, 03:20:51 pm »

I made two citizens run the reaction to become cooks guild apprentices, they are now for all intents and purposes animals. I think they can still do labor but therapist sees them as animals and it's making managing their labor an annoyance.

Intended due to the transformation script or bug?

I haven't played much human so far, but I would guess it functions in the same way as dwarf mode guilds? In dwarf mode it takes some time after they become guid apprentices before they undergo another transformation turning them into full guild members which can then be given labors like usual.
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #641 on: September 01, 2014, 04:24:32 pm »

Yep, that's the same, they stay "tame" for a little while (the training period, if you wish), then they should transform to the right caste.
It won't fix their XP rates (even if therapists says it does), you'll need a small script I posted a while ago in the dwarves post for 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

SammyLiimex

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Re: ☼Humans☼ - Everything Human Mode
« Reply #642 on: September 02, 2014, 07:56:12 pm »

Dumb question, but how do I collect blood in a reliable way?

To make bloodsteel, do I really need to buy it from caravans?
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kyranzor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #643 on: September 02, 2014, 11:34:17 pm »

I assume an orc workshop will allow you to get an orc worker to collect blood and stuff. So the foreign workshop rented out to orcs using an orcish contract.
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smakemupagus

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Re: ☼Humans☼ - Everything Human Mode
« Reply #644 on: September 03, 2014, 12:02:13 am »

Doing a little raws delving, there is a reaction "[REACTION:HUMAN_EXTRACT_BLOOD][NAME:Extract blood]" at a building called "GUILD_COOK_N"

and the description of that building is

"
cook north - culinary kitchen (has the new kitchen reactions, otherwise humans have vanilla kitchen)
[BUILDING_WORKSHOP:GUILD_COOK_N]
[NAME:Culinary Kitchen]
"

Hope it helps.  I haven't played human mode enough to confirm it in-game.
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