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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 157800 times)

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #330 on: July 29, 2014, 08:49:35 pm »

You know, I think my issues with the economy are partly just ignorance of the way it works.

Right now I've got a small farming village producing alcohol (historically a very good trade good). The way I have it set up, we're pulling down a lot of gold and buying just about everything else we need.

ETA:

Embark with the farming profile, ate all the animals (except the egg layers, who consistently produce food without management).

Put down 4 garden plots of 5 X 5 (25 stacks).

Spam brew and create a drink tent to sell the booze.

Build stone tent and buy stone. (2 barrels of booze buys 10 stone which produces a TON of blocks).

Build a mega city.

That's really all there is to it.
« Last Edit: July 29, 2014, 09:05:17 pm by Guthbug »
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #331 on: July 30, 2014, 01:50:05 am »

A question. Do purchased weapons and armor have quality levels? Will a human with great negotiation (or possibly diplomacy) be able to buy high-quality armor and weapons?

If not, I feel they should...

Edit:

And Meph, is there going to be a change to the whole "15 human barony" problem? Or the fact that merchants tend to call us "dwarves?" *didn't do a whole lot of touchy-feely trade stuff with the warlocks or orks that I've played*
« Last Edit: July 30, 2014, 01:59:05 am by moseythepirate »
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #332 on: July 30, 2014, 02:33:27 am »

The "dwarves" thing is hardcoded. If I change it, even dwarves wont be adressed as dwarves anymore.

The barony thing is not on purpose, but I think I keep it, because the "force diplomat" only works if you are a barony. This way you can directly use the council, and elves will come and ask about tree-cutting quotas.

Weapons and all other items that can be bought that have quality DO have quality which depends on the negotiation skill of the dwarf making the trade.

And before anyone asks: No, I cant make the quality of the weapon affect the result of the reactions, so a cheaply made iron sword sells for the same as a masterwork iron sword. ;)
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Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #333 on: July 30, 2014, 04:08:06 am »

I don't know if it's normal, but all children in the town suddenly became bugged, and stood there doing nothing.
Shortly after, they died of thirst and half of the town started throwing tantrums.

And it was going so well.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #334 on: July 30, 2014, 08:41:46 am »

The "dwarves" thing is hardcoded. If I change it, even dwarves wont be adressed as dwarves anymore.

The barony thing is not on purpose, but I think I keep it, because the "force diplomat" only works if you are a barony. This way you can directly use the council, and elves will come and ask about tree-cutting quotas.

Weapons and all other items that can be bought that have quality DO have quality which depends on the negotiation skill of the dwarf making the trade.

And before anyone asks: No, I cant make the quality of the weapon affect the result of the reactions, so a cheaply made iron sword sells for the same as a masterwork iron sword. ;)

I can handle the barony thing. From a thematic perspective, the emperor or king would want as many human settlements as possible, and he would want each one to have a noble who was appointed by him and loyal to him. Even if it's a sloven collection of huts and pig pens.

As to the other, are you saying that the higher a person's negotiation skill, the better of an item they're going to get from the stall for the same price?
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Fleeb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #335 on: July 30, 2014, 08:43:25 am »

Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #336 on: July 30, 2014, 09:16:33 am »

Quote
As to the other, are you saying that the higher a person's negotiation skill, the better of an item they're going to get from the stall for the same price?
yes

Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.
I dont know... Maybe I can figure something out.

I don't know if it's normal, but all children in the town suddenly became bugged, and stood there doing nothing.
Shortly after, they died of thirst and half of the town started throwing tantrums.

And it was going so well.
That sounds very odd, because children behaviour is not something I can affect. But I do remember a baby that died of thirst in my test forts... not sure if related.
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Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #337 on: July 30, 2014, 09:25:46 am »

Oddly enough, one of the children managed to advance in terms of age (Baby -> Child) just before the others died, and started acting normally, and by normally i mean it began to eat and drink, and in the end - survived.

My guards managed to "calm" everyone, and the life goes on, but if this happens again, it will be the end of me.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #338 on: July 30, 2014, 09:32:20 am »

I've had numerous heavy-baby fort go just fine. No problem at all, so I haven't encountered this bug.

The problem I have with babies in human forts is that they get snatched a LOT if I haven't walled us in. The nearby goblin fort must have more human babies in it than it does goblins by now. This one family has had 4 babies snatched so far.

The last snatching ended weirdly. Goblin snatcher was detected way up by the village well. The militia followed him, embedding at least 10 wooden bolts into his body until he got to the gate. At that point, Snu-Snu the she-barbarian who stands guard there took off his head with her axe.

Where's the baby? He's not in a sack. He's not returned to his momma. He's no longer a member of the fort, it seems.
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Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #339 on: July 30, 2014, 09:40:35 am »

As for the freezing water, is it possible to fill barrels/waterskins with water? If it can be done, then stocking many barrels during summer/spring, and then using it during winter, like the alcohol barrels, may work just fine.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #340 on: July 30, 2014, 09:41:31 am »

Oddly enough, one of the children managed to advance in terms of age (Baby -> Child) just before the others died, and started acting normally, and by normally i mean it began to eat and drink, and in the end - survived.

My guards managed to "calm" everyone, and the life goes on, but if this happens again, it will be the end of me.
Wait, you said children, not babies... babies never feed themselves, and dont walk... they are carried and fed by the mother.
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Emperor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #341 on: July 30, 2014, 09:46:56 am »

Wait, you said children, not babies... babies never feed themselves, and dont walk... they are carried and fed by the mother.

If it is as you say, then it might be result of causalities sustained during the orc siege. My apologizes.
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #342 on: July 30, 2014, 12:07:29 pm »

Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.

Oh, that's easy. Make an underground "well room." Since water that is underground never freezes, you want a chamber that is entirely above ground (to avoid cave adaptation issues) save for a single square which is underground (where you put your well).

designate a channeled area, but leave one square in the middle unchanneled. When it's done, you should have a pit with a little mound in the middle. Then roof off the whole area INCLUDING the mound, building a staircase or something for accessibility. Finally, dig out the mound. Since it never "saw" sunlight, it is still "subterranean" You now have an underground room that won't cave-adapt your humies with a single tile where water won't freeze. Dig out your well on that square, leave a sizable cistern, and a floodgate to prevent flooding out the chamber (since it's below water level), and you'll have a nice little gathering hall.

I've been building above-ground forts for years, and this works like a charm.

Mind you, you need to get the water into the cistern in the first place, so you may have troubles in environments that are always frozen.

Some pictures if I wasn't clear...
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Then, channel out the now underground square, stick in your cistern, plop the well on the hole there, and BOOM, a well that won't freeze in the wintertime.

Spoiler (click to show/hide)

Sorry for the last one, I just couldn't resist showing off my awesome city. ^_^
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #343 on: July 30, 2014, 12:11:32 pm »

moseythepirate & guthbug: You two seem to play most, so please, pretty please, could you write some feedback? Anything you can think of. Things missing, inbalanced, stuff you might want to see, things that dont seem to fit...
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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 :::

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #344 on: July 30, 2014, 12:13:38 pm »

Definitely. I like playing DF and talking about DF. :)
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