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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 157670 times)

lordofgilneas

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Re: ☼Humans☼ - Everything Human Mode
« Reply #855 on: April 12, 2015, 12:21:36 am »

Lol. Guns are pretty handy.

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #856 on: April 12, 2015, 03:49:24 am »

A small musket squad, with decent ammo (at least copper grade, possibly iron) can do insane damages.

On any small-ish entities, it also has a decent chance to knock them back, so they take a bit more damage from slaming on walls and such.

When I play humans, I have a sniper tower over my entrance, with always at least one musket user at any time, and that is enough to ward off most hostile animals from wandering near and entering.
It also doubles as a good way to not be caught too off guard when an attack comes, with at least one shooter at the ready to try and save any civilians that might still be out.
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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

lordofgilneas

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Re: ☼Humans☼ - Everything Human Mode
« Reply #857 on: April 12, 2015, 04:14:42 am »

Dude. Make a wall. Load with canons. When a titan comes. Play attack on titan music. Let the fun begin.

jomen

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Re: ☼Humans☼ - Everything Human Mode
« Reply #858 on: April 12, 2015, 09:36:57 am »

If it's not burrows, it can be because the stockpile is set to 'g'ive to something.

When a stockpile is set to give to even a single output (other stockpile or workshops), it forbids anything else to take from it, potentially making some problems in the process.

The other way around is true to, any workshop set to recieve from a stockpile will never scan for stockpiles not set to give to them.

It can be a bit confusing at first, but it can also be used to fine tune your processes, with the biggest impact being with boulders and cut gems, letting you use specialised stockpiles with only the wanted material, and using it to feed the workshops, ensuring that the correct materials are used.

Actually i did'nt used workshops set to receive stockpile but maybe i have set it accidentally i will check. It work with the manager but the reaction still unusable with workshops , it still red. The problem is that with manager i don't choice always what workshop will be used for generic reaction like "join the guild" :( . I ill try to pu gold next to workshop too.

Thanks for all your advice
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Wyzack

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Re: ☼Humans☼ - Everything Human Mode
« Reply #859 on: April 12, 2015, 10:39:18 am »

Jesus training buildings like the guardhouse and university are nearly completely useless unless you use workshop profiles to decide who can train there, and it takes a massive assload of micromanagement. I did however make all my shooters into marksmen, as well as making my champion-headed melee squad into squires for an eventual team of badass paladins.

Also is it worth jumping through the massive hoops required to teach a few guys the way of magic? With warlock contracts i can teach a few spells like boulder throw and curse to my wannabe wizards, as well as powerleveling their sorcery skills at the university. Is there anything about magic i should know? I have never played warlock mode before.
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lordofgilneas

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Re: ☼Humans☼ - Everything Human Mode
« Reply #860 on: April 12, 2015, 11:03:40 am »

Well spells can be pretty handy for all kinds of things. Healer mages can extend your armies lifespan. And fireballs deter any ideas.

Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #861 on: April 12, 2015, 11:12:11 am »

I had mages with fireballs. Once. And then, a snatcher showed up...
Nothing of that time remains, but ash and sorrow.
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Wyzack

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Re: ☼Humans☼ - Everything Human Mode
« Reply #862 on: April 12, 2015, 11:59:17 am »

How the frig do i make totems? I can queue the job from the manager screen but it always gets cancelled, saying we have no totem producing body parts or something like that. I ask because they are needed for a few reactions at the Warlock workshop
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smakemupagus

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Re: ☼Humans☼ - Everything Human Mode
« Reply #863 on: April 12, 2015, 12:00:18 pm »

How the frig do i make totems? I can queue the job from the manager screen but it always gets cancelled, saying we have no totem producing body parts or something like that. I ask because they are needed for a few reactions at the Warlock workshop

Not a human expert, but I assume it's the same as other races (and vanilla) - at the craftshuman, from skulls.

moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #864 on: April 12, 2015, 12:20:26 pm »

How the frig do i make totems? I can queue the job from the manager screen but it always gets cancelled, saying we have no totem producing body parts or something like that. I ask because they are needed for a few reactions at the Warlock workshop
I've had this problem before; to make totems, you need skulls. I find it helps if you use a craftsman's shop near your bonehoard/butchers. If you have plenty-o-corpses around, try
  • rders, [r]efuse, humans gather refuse from
  • utside.


Hope this helps.
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Congratulations, you've managed to weaponize air.

Wyzack

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Re: ☼Humans☼ - Everything Human Mode
« Reply #865 on: April 13, 2015, 12:44:43 pm »

Hooleeeeee shit, that was the most intense battle i have ever had in this game.

So i decided i was getting a bit bored, what better way to fix this than to slay some goblins! Challenge goblins to war x10 from my merchants guild and wait.

Next thing i know i am getting ambush after ambush. At its peak i think we had something like 270 invaders including their mounts. Not even a siege, just a fuckload of ambushes. My riflemen lined the walls and fired until they ran out of bullets. More goblins road in as fast as we could kill them. My mages stood alongside the riflemen, slinging chainlightning, curses and enfeeblement from their warlock staves. My troops eventually run out of bullets, and they cannot seem to grab more because the gobbos keep spooking them.

I build some extra staircases to get them out of there, and open the outer drawbridge to lure some goblins into the killzone. I set the leverpull on repeat so that we could hopefully slam or fling a few gobbos. What actually happened was that my outer bridge broke. Now the only thing keeping the goblin hordes back was a single locked door, and some trolls were on the way. My musketmen reload and retake the walls, but there are no fortifications between them and the trading courtyard, so they trade fire with the goblin bowmen. All of my melee troops and my mages are behind that door, just waiting for it to burst open. I draft a few more ragtag musket people to join them.

A troll finally wisens up and busts down the door. Battle is joined instantly. 80 or so gobbos vs my ten swordlord paladins and a handfull of weaker melee troops, backed by mages. The door makes an excellent choke point, and between getting slashed up and hexed we start to push them back. I totaly thought i was fucked, but my paladins really pulled through for me. I order all squads to run out to the front of the fortress into the thick of the remaining goblin bowmen. They beat back the frontline swordgoblins and sprint into the arrows. Bullets fly and cripple a few as the paladins and mages clash with the front ranks of the bowmen. Despite lacking any melee training my mages start cracking skulls with their staffs and enfeebling everyone, which was badass. The goblins finally begin to crumble in the face of the carnage and break. Very few escape thanks to my remaining gunmen, and the day is ours. I thought we were totally fucked, but we did it.

270 citizens down to 245, mostly military casualties but a few civilians in there too. Also my Lord Paladin's giant war tiger, rip in peace.

Not sure i will ever be able to top this, probably gonna retire the fort and try warlock mode or something
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RodriguesSting

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Re: ☼Humans☼ - Everything Human Mode
« Reply #866 on: April 13, 2015, 01:05:19 pm »

A single door waiting to be broken by gigantic trolls, with a couple of elite soldiers and mage(s) behind it as the last line of defense for the city?

That was Minas Tirith, dude.

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Wyzack

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Re: ☼Humans☼ - Everything Human Mode
« Reply #867 on: April 13, 2015, 01:51:42 pm »

But more shooty i guess. I also forgot to mention the mechanical dragon that was outside the front gate. It killed about 10 goblins and 14 mounts, as well as crippling a further 5 goblins and tying up two whole squads for a really long ass time while they sat there trying unsuccessfully to kill it. Those things are fucking monstrously powerful.
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lordofgilneas

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Re: ☼Humans☼ - Everything Human Mode
« Reply #868 on: April 13, 2015, 03:44:18 pm »

That. Was. Awesome.

Plazma_Rush

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Re: ☼Humans☼ - Everything Human Mode
« Reply #869 on: April 15, 2015, 07:47:58 pm »

Silly question, probably. How does one go about building a cannon? When I use the cannon engineer's build a cannon task, my engineer just takes all the materials, work for a while, then leave the workshop empty handed.

I read on the manual that cannons are supposed to be creatures, is a cannon supposed to spawn at the cannon engineer's when the build cannon task is complete? If so, what could cause the cannon to not spawn?
You are right, it should spawn a creature. I checked, the product is missing, I'll fix it.

Has anyone been able to fix this? Since the whole Masterwork Reborn thing there hasn't been an update to fix that for those of us playing the old version.

Code: [Select]
[REACTION:BUILD_CANNON]
[NAME:Build a cannon]
[BUILDING:GUILD_ENGINEER_W:CUSTOM_A]
[REAGENT:A:1500:BAR:NONE:INORGANIC:IRON]
[REAGENT:B:2:TRAPPARTS:NONE:INORGANIC:IRON]
[REAGENT:C:2:WOOD:NONE:NONE:NONE]
[SKILL:SIEGECRAFT]

Either it's supposed to spawn something and the product is missing or there's a reaction hook script that spawns the unit. Those are my best guesses, at least.
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