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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 157765 times)

Snaaty

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Re: ☼Humans☼ - Everything Human Mode
« Reply #240 on: June 27, 2014, 10:09:22 am »

Spoiler (click to show/hide)

 :'(
Is that because it would be incredibly difficult to mod, or because it is simply impossible?

Maybe the humans could also use the hive-industry some more. With my dwarves I usually forget about harvesting bees and other insects. Not incredibly flavourful for humans, but perhapy a nice gimmick.
(Not sure, what could be added. Is it even possible to make some hive-reactions available only for one race, because the insect are "vermin"?)
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #241 on: June 27, 2014, 10:16:27 am »

Hivekeeping is more for the insect race, and there is a vanilla bug that prevents you from using more than 1 hivekeeper. Not a good thing.

And yes, its impossible. There is a very hacky dfhack thing that puts creatures on mounts, but the mount dictates the movement. So even if you have 10 humans on horses, and order the squad to move to X, the horses just meander around. And the humans complain about not being able to move anywhere and die of thirst.
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SIGVARDR

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Re: ☼Humans☼ - Everything Human Mode
« Reply #242 on: June 27, 2014, 08:54:29 pm »

It's the sort of thing that will just have to wait for official updates adding in functionality. You could probably do some horrifically weird dfhack transformation thing to where the mount is actually the real citizen of the fortress so that the AI would function but then you'd just have a horse going around doing dwarf things with a dwarf-shaped vegetable sitting atop it.
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Flare

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Re: ☼Humans☼ - Everything Human Mode
« Reply #243 on: June 30, 2014, 10:41:16 am »

Throwing another idea at the whole mining thing, you could remove the default metal working reactions and instead require the humans to dump every rock and mineral they find into a workshop that spawns new materials that can be smelted at custom smelters.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #244 on: June 30, 2014, 11:01:41 am »

Quote
default metal working reactions
No, I cant.
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Mithril Leaf

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Re: ☼Humans☼ - Everything Human Mode
« Reply #245 on: June 30, 2014, 01:43:53 pm »

It would be cool if humans got access to some specialty hybrid hounds. I mean, dogs only exist because humans and wolves developed a symbiotic relationship. We've got some pretty amazing dogs in the real world, and with access to magic and dire wolves, I can't imagine that the humans of Dwarf Fortress would be stuck with the mastiff as the peak of canine warfare.
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Nelia Hawk

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Re: ☼Humans☼ - Everything Human Mode
« Reply #246 on: June 30, 2014, 01:53:28 pm »

Hivekeeping is more for the insect race, and there is a vanilla bug that prevents you from using more than 1 hivekeeper. Not a good thing.

And yes, its impossible. There is a very hacky dfhack thing that puts creatures on mounts, but the mount dictates the movement. So even if you have 10 humans on horses, and order the squad to move to X, the horses just meander around. And the humans complain about not being able to move anywhere and die of thirst.

wouldnt it be possible to create one "creature knight caste something" that is horse+rider in one? with 4 horse legs, 2 rider legs, horse head, rider head, organs for both... etc so the horse wouldnt decide the movement, but instead its just a normal "human" with "extra horse bodyparts" and more speed etc.
with maybe some training reaction that requires a horse+a person and then creates a knight? not sure if it could keep track of the 2 used items and recreate them if it would be possible to "unmount" too. (incase of the rider name and repationships, kills and all that)
but maybe its just "once you are a knight you are stuck to the horse and military forever". no more civillian jobs for knights, and instead total devotion to knighting/military... i dunno, we have succubus summoning creatures and dwarfs build in golems, why not a human morphing into a knight 6 leg 2 head horse/human mix?

well it would be quite weird... but maybe that way it would be possible to "fake" something riding something on a basic level?
as gfx maybe it could replace one of the normal weapon unit gfx (pikeman? or something) and have a gfx of a mounted knight.
« Last Edit: June 30, 2014, 01:55:56 pm by Nelia Hawk »
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burrito25man

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Re: ☼Humans☼ - Everything Human Mode
« Reply #247 on: June 30, 2014, 02:24:49 pm »


wouldnt it be possible to create one "creature knight caste something" that is horse+rider in one? with 4 horse legs, 2 rider legs, horse head, rider head, organs for both... etc so the horse wouldnt decide the movement, but instead its just a normal "human" with "extra horse bodyparts" and more speed etc.
with maybe some training reaction that requires a horse+a person and then creates a knight? not sure if it could keep track of the 2 used items and recreate them if it would be possible to "unmount" too. (incase of the rider name and repationships, kills and all that)
but maybe its just "once you are a knight you are stuck to the horse and military forever". no more civillian jobs for knights, and instead total devotion to knighting/military... i dunno, we have succubus summoning creatures and dwarfs build in golems, why not a human morphing into a knight 6 leg 2 head horse/human mix?

well it would be quite weird... but maybe that way it would be possible to "fake" something riding something on a basic level?
as gfx maybe it could replace one of the normal weapon unit gfx (pikeman? or something) and have a gfx of a mounted knight.

I know someone else mentioned something like that earlier, however having a human-horse "fusion" caste would lead to strange querks like the rider dying from blood loss when a horseleg is lopped off, or the rider continuing to fight after losing one of it's "heads"
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CptCrunchy

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Re: ☼Humans☼ - Everything Human Mode
« Reply #248 on: July 02, 2014, 12:45:20 am »

Yeah, I suggested that exact thing a couple months ago and was made to see how that wouldn't work D:
The multiple heads thing was the main issue, though a graphic for them would be annoying to implement too
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Nelia Hawk

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Re: ☼Humans☼ - Everything Human Mode
« Reply #249 on: July 02, 2014, 01:32:37 am »

yeah didnt think it was possible anyways :D

i guess its not possible for a function/interaction/something to scan a creature if i.e. one "bodymass" stops living ?
i.e. if the function notices that the horse head gets chopped off the horse part would stumble on the groudn and the rider fly off... i.e. it removes the "Knight" and creates a dead horse and the rider gets spawned with a force flying a few tiles into the direction they were "facing" (the rider might still got saved somewhere when the "knight" was made from a person + horse interaction or so)
or when the horse looses the ability to stand/move a similar thing.
if the rider stops living it might spawn a horse and the saved person as dead or so.
(well probably would still be a problem to remove the dead "knight" from the military and reassign the new spawned rider back to the squad. not even talking about assigning the correct legend kills to the correct horse/rider again when one dies or so... all that would probably be quite a hassle to get working)

so ya as its not really possible to create knights that way... no point riding around on a dead horse.... erm... idea here haha.
well we can still assign war horses to swordsman. (maybe we can make armored war horses?)

maybe toady will at some point update the military stuff so we might be able to "assign" mounts to people similar to how we can assign war animals to people. maybe with a function in the military screen to "always be mounted" or "just be mounted on duty" similar to how the uniform works with always in uniform or civ cloths or so...
maybe the mount would be stored in assigned stables then similar to how armor/weapons would be stored in barracks armorstands/weaponstands offduty.
(not even sure if this even works atm... think they dont store their items in the barracks and just drop them? at least i think they did that some time ago, havent checked if that got updated at some point and they store their items properly now in weapon racks etc and reequip properly from there once on duty. *shrugs*)
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Nuttycompa

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Re: ☼Humans☼ - Everything Human Mode
« Reply #250 on: July 02, 2014, 08:29:59 am »

I just come here to throw some idea at you Meph.

I think Gnome's druid point is a very fun system to play with.
So how about, instead of druid point, Human will have "Chivalry point" that will be foundation of everything about knight system.

You can gain a point in many different way, like +1 for every evil creature you kill or -1 for every peasants that you can't protect.

I don't think it will be much work as Indigo had lay out a very strong foundation for this, you just have to adjust it to fit the theme :D
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #251 on: July 02, 2014, 08:31:25 am »

I just come here to throw some idea at you Meph.

I think Gnome's druid point is a very fun system to play with.
So how about, instead of druid point, Human will have "Chivalry point" that will be foundation of everything about knight system.

You can gain a point in many different way, like +1 for every evil creature you kill or -1 for every peasants that you can't protect.

I don't think it will be much work as Indigo had lay out a very strong foundation for this, you just have to adjust it to fit the theme :D
But what should it do? Yes, I can collect points of Chivalry, but to what end?
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Nuttycompa

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Re: ☼Humans☼ - Everything Human Mode
« Reply #252 on: July 02, 2014, 08:39:33 am »

 :o This is actually a hard question

May be it will unlock some upgrade to your knight
Or allow you to transform more of your peasant to knight cast
Or transform your knight to more badass tier like inner circle knight, knight of round or grandmaster
Or....................well I don't even know what I,m talking anymore  :'( :'( :'(

Well all I think is it can be something that give player a feeling of achievement something, well may be someone will have a better idea about how to put it to good use :P 
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Samarkand

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Re: ☼Humans☼ - Everything Human Mode
« Reply #253 on: July 02, 2014, 08:46:06 am »

:o This is actually a hard question

May be it will unlock some upgrade to your knight
Or allow you to transform more of your peasant to knight cast
Or transform your knight to more badass tier like inner circle knight, knight of round or grandmaster
Or....................well I don't even know what I,m talking anymore  :'( :'( :'(

Well all I think is it can be something that give player a feeling of achievement something, well may be someone will have a better idea about how to put it to good use :P
There's been a lot of discussion about how to make progression possible, if you could make buildings our reactions dependent on these points you could get a cool progression system. Must kill so many undead before paladins are unlocked, etc.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #254 on: July 02, 2014, 08:58:46 am »

We already have a progression (money), and it makes no sense whatsoever to tie your technological advancements to "how nice you are". Especially when I think back to the second world war and all the tech that has been invented at the time. ^^
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::: ☼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 :::
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