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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 157793 times)

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #300 on: July 28, 2014, 02:56:53 pm »

Quote
when your miner is highly skilled.
I will make their mining skill increase slower.  :)

Curse you, Meph! :)

It probably ought to though. I don't bother with that weird quarry thing. So far I've just been digging down and pulling out 5-10 boulders at a time. Guys with wheelbarrows aren't in there long enough to get sick.

My last little town was doing pretty good. Had a couple of trade stalls up, a forge churning out copper weaponry, and enough food to get us through the winter and sell as much as needed too.

Then came the vicious monkey attack of the winter of 68. A dozen gray langur charged my beautiful 4 story inn, threw poop everywhere, and bit everyone.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #301 on: July 28, 2014, 03:11:33 pm »

As long as you are just mining, and not living underground that fine. When I emberked with my "all miner" embark, I managed to clear out half a screen of soil before the first guy got dizzy.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #302 on: July 28, 2014, 03:19:22 pm »

There's been monkey feces and blood inside the inn for over a year now and nobody seems interested in cleaning it up. All cleaning labors are enabled, but the humans are a filthy lot. :)
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #303 on: July 28, 2014, 03:29:05 pm »

Caravans are still your best bet to sell stuff, if you can wait. Otherwise you don't get the true value for things with the masterpiece bonus (or whatever level your crafter is).
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #304 on: July 28, 2014, 04:45:11 pm »

Caravans are still your best bet to sell stuff, if you can wait. Otherwise you don't get the true value for things with the masterpiece bonus (or whatever level your crafter is).
Well, that depends on whether or not you want it for goods or for special services caravans can't provide, like the mercenaries at the tavern for instance.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #305 on: July 28, 2014, 04:59:39 pm »

Yeah, guess so. I only trade raw materials like raw fish, meat, or plants. It's not worthwhile to trade for the gold you need in terms of crafted items.

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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #306 on: July 29, 2014, 04:06:23 am »

So, I playtested humans for a few hours, and I have some thoughts...

Stonecrafting levels up astonishingly quickly on the brick-splitting block. After less than a year, an untrained, unguilded human nearly hit legendary.

I haven't tested with all of them, but the Dwarven Merchant stall at least is bugged. If you select "rent to dwarves (year)" your human will bring a license over, which will disappear and be replaced by a big pile of gold.

Finally, your liason offers to make your town a Barony remarkably quickly. Again, within the first year or so. I'm a hamlet barony.

I have some other observations, but it's 3:00 AM here and my brain is fried.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #307 on: July 29, 2014, 05:14:53 am »

Yeah, the barony thing is weird. I was like, "We're 17 people crowded into a hut stained with blood and monkey poop, and you think this place ought to be a barony?"

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Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #308 on: July 29, 2014, 05:16:54 am »

What about adding water-boiling reaction to the kitchen?
It could possibly further expand humans adaptability, and remove the constant complaints about nasty water when embarking in a swamp area, or, give you a fast way to make water from ice in colder regions.

Also, what about modifying ways of generating wealth? My town consisting of a farm, few workshops and 2x2 houses for peasants had more generated wealth than a self-sustaining vanilla dwarven fortress.

« Last Edit: July 29, 2014, 05:20:07 am by Emperor »
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Kiefatar

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Re: ☼Humans☼ - Everything Human Mode
« Reply #309 on: July 29, 2014, 08:56:09 am »

I just tried a human fort, was ok. I was actually doing rather well, had my first compound cordoned off and was starting on my second compound, to be used for trading and military.

Then unfortunately, a pack of gargoyles came swooping in before I had any sort of military or weaponry set up (just after 2nd migrant wave) and my war dogs simply weren't enough. Calm environs but I swear, at least a fifth of my forts fall to Gargoyles. Even simple militias can oft-times get slaughtered by them. Steelclad Horse was no help either, but that's to be expected I guess (note to self, butcher the horse make steel stuff).

So question... what's the 'process' by which to make a profit using the traders? Though you have near infinite money if you have reliable fishing, all other reactions seem to be fairly product neutral after processing. Or is it about exploiting whatever you have locally and only import that which you need? With the various merchants, I'm not even sure if you need a farm at all. A few transactions can get you all the booze you need pretty quickly.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #310 on: July 29, 2014, 09:59:38 am »

I generated a ton of gold just by selling raw fish. Didn't build a fishery, just had 3 fishermen fishing and the sell fish command on repeat.

Something seems broken about the economic system though. I can't put my finger on it.
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Fleeb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #311 on: July 29, 2014, 12:13:51 pm »

So, for the brick-splitting block thing, how do I tell it not to use economic stone? I have a ton of granite laying around, and my humans insist on grabbing the gold-bearing rock.
« Last Edit: July 29, 2014, 12:40:46 pm by Fleeb »
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #312 on: July 29, 2014, 12:29:41 pm »

So, for the brick-splitting block thing, how do I tell it not to use economic stone? I have a ton of granite laying around, and my humans insist on grabbing the gold-bearing rock.

I did that through stockpile settings, and then told the splitting workshop to take from that stockpile only. Though I really didn't mind them splitting malachite. Made for interesting green buildings.
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Fleeb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #313 on: July 29, 2014, 12:41:10 pm »

Cool I'll give that a shot, thanks!

Unrelatedly... OMG this is killing me. I'm trying to build a wall, and there's two spots where construction keeps getting suspended. My mason walks over, stands on the spot where the wall should go, and suspends the construction due to a creature occupying the spot. The creature is himself! There's plenty of other spots he could stand and build it, but he insists on standing right where the wall should go.

Eh, fixed it by building a wall next to where I want it, deconstructing it and then building it again in the proper place. Stupid humies.
« Last Edit: July 29, 2014, 12:45:37 pm by Fleeb »
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #314 on: July 29, 2014, 12:46:05 pm »

Some walls just go like that. :) Stop the build and recreate and it usually goes fine. Happens in all mods and vanilla too.

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