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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 157753 times)

migshark

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Re: ☼Humans☼ - Everything Human Mode
« Reply #225 on: June 20, 2014, 05:18:57 am »

Ah whoops, I meant to say a wider variety of metal coins, or possibly ingots bullion used, not denominations. The guildhall/library thing was mostly to save floor-space/make them more thematic.
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Samarkand

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Re: ☼Humans☼ - Everything Human Mode
« Reply #226 on: June 20, 2014, 11:17:26 am »

Amongst that trading could there be reactions that try to cheat the trade partner out of money, and so have a chance to start a siege? Or something.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #227 on: June 20, 2014, 02:55:25 pm »

Amongst that trading could there be reactions that try to cheat the trade partner out of money, and so have a chance to start a siege? Or something.
You get most race attacking you anyway. That would only add additional sieges from elves, humans and gnomes. Its a bit harsh... "hey, that guy cheated on me" "Oh, hey, a trader of my race made a bad deal, lets kill everyone." (which would also mean that the trader makes no business at all afterwards)
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Samarkand

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Re: ☼Humans☼ - Everything Human Mode
« Reply #228 on: June 20, 2014, 04:30:58 pm »

Amongst that trading could there be reactions that try to cheat the trade partner out of money, and so have a chance to start a siege? Or something.
You get most race attacking you anyway. That would only add additional sieges from elves, humans and gnomes. Its a bit harsh... "hey, that guy cheated on me" "Oh, hey, a trader of my race made a bad deal, lets kill everyone." (which would also mean that the trader makes no business at all afterwards)
That's fair. I just thought a lot of races have some sort of way to call a siege through their actions, like raiding or stealing, and it seemed the human equivalent would be cheating people.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #229 on: June 20, 2014, 05:30:14 pm »

Dwarves, Warlocks, Gnomes and Succubi do not have those. Only Orc Raids and Kobold Thievery triggers sieges.
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Samarkand

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Re: ☼Humans☼ - Everything Human Mode
« Reply #230 on: June 20, 2014, 09:28:52 pm »

Dwarves, Warlocks, Gnomes and Succubi do not have those. Only Orc Raids and Kobold Thievery triggers sieges.
Dwarves used to. :P
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #231 on: June 20, 2014, 09:41:46 pm »

No. The dwarven expedition system existed before the force script, and the reactions never triggered any sieges. It was on my todo list though.
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Samarkand

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Re: ☼Humans☼ - Everything Human Mode
« Reply #232 on: June 20, 2014, 10:13:30 pm »

No. The dwarven expedition system existed before the force script, and the reactions never triggered any sieges. It was on my todo list though.
Ah, that's what I'm remembering then. Thanks for the clarification. :)
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #233 on: June 24, 2014, 08:42:18 am »

Got a good idea today:

Build base workshop / merchant stall.
"Rent workshop/stall to instert-race-here"
Costs 1 trade permit thingy from a caravan.
Turns the workshop into the specific workshop you wanted. (Merchant stall empty into Gnome Merchant for example)
Also produces 500 gold coins.
After 1 year (or a similar time) workshop returns to empty state.

This means you have to invite caravans, trade for a race specific item, use it to "rent out a building", which gives you money, and you can trade with these guys for a year. You can "prolong contract" for another of the race specific items you got from caravans, add another year for each time you do this, also creating more coins for you.
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Axmeister

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Re: ☼Humans☼ - Everything Human Mode
« Reply #234 on: June 25, 2014, 09:20:00 am »

Is it possible to play as Humans in fortress mode yet?

I've seen changes being made in the update logs but in the civilisation selection tab it is still impossible to select Humans to play as.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #235 on: June 25, 2014, 10:03:28 am »

Is it possible to play as Humans in fortress mode yet?

I've seen changes being made in the update logs but in the civilisation selection tab it is still impossible to select Humans to play as.
Ask again in 3 weeks. Then it will be a yes.
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GreyPowerVan

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Re: ☼Humans☼ - Everything Human Mode
« Reply #236 on: June 25, 2014, 06:46:37 pm »

Got a good idea today:

Build base workshop / merchant stall.
"Rent workshop/stall to instert-race-here"
Costs 1 trade permit thingy from a caravan.
Turns the workshop into the specific workshop you wanted. (Merchant stall empty into Gnome Merchant for example)
Also produces 500 gold coins.
After 1 year (or a similar time) workshop returns to empty state.

This means you have to invite caravans, trade for a race specific item, use it to "rent out a building", which gives you money, and you can trade with these guys for a year. You can "prolong contract" for another of the race specific items you got from caravans, add another year for each time you do this, also creating more coins for you.

That sounds really cool.  Can't wait for multi-racial fortresses (Someone will figure it out, one day).
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #237 on: June 27, 2014, 02:47:15 am »

Another Idea: Stage (empty).
Quote
- Warlock   magic show      
 - Succubus   burlesque show      
 - Kobold   comedian      
 - Orc      show fight      
 - Drow      shadow play      
 - Goblin   troupe         
 - Human   bard         
 - Elf      singer         
 - Dwarf   storyteller      
 - Gnome   tech exhibition   
   

Each version would either affect anyone nearby, like the Dwarven Tavern, or only the worker.
Renting out the stage gives you gold.
Attending a show costs you gold.
Reactions/Buffs would be similar to Dwarven Tavern, giving buffs to attributes, adding tags or giving good thoughts.
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Snaaty

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Re: ☼Humans☼ - Everything Human Mode
« Reply #238 on: June 27, 2014, 08:51:16 am »

One Question:

Is it possible to make mounts available for your citizens in Dwarf Fortress mode?

Perhaps through one of those transformation-reactions?

I suppose it would be quite difficult, at the same time I think it would fit humans (esp. knights) very well, to ride into battle on their mighty steed.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #239 on: June 27, 2014, 08:57:49 am »

In short: Sadly no.
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