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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 157819 times)

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #360 on: July 30, 2014, 02:33:04 pm »

I'm fine with the guild size. It doesn't bother me. It's sort of thematic to have them all grouped together like that. Market districts and such.

I tend to do 3 story buildings with a basement, so that gets me 4. I have a macro that builds the same building each time. I just have to make sure I have the right amount of materials. Tower1, tower2, tower3, and tower4 all build differing levels of the same tower. The only problem is you have to sometimes go in and touch up the corners or spots where they suspended for some reason.

Just now, rattlesnake men were in my bank for some reason. (A central basement under the tower where I store all the coins.) They killed the guy who found them, and then ran out the gate. Of course Snu-Snu the only gateguard just happened to be sleeping back in her room. This is what I get for hiring a barbarian.

I have noticed also that when you sell drinks at the drink merchant stall, he doesn't take the barrels or pots. Is he just pouring them into a big vat or what? :)

I've noticed that he also buys for full price lots of drink containers that have 2 or 3 instead of the full 5. It seems my haulers like to sample the wares. :)

I won't say humans are more fun than the other races, at least not in the current stage of development, but dang if they aren't addicting as all get out ... trying to get a good village layout which can be expandable, plus finding a basic economy. Plus, I end up much more attached to my village church or inn than I normally do about an entire fortress underground. I have a macro for a 5 story "Prancing Pony Inn" that I just love. It needs to be broken up into pieces though. It takes up a huge portion of the center of the map, and requires about 4,000 planks or blocks to build.

I'm not sure my computer can handle much more than a 3x3 map. I generally have to play with sub 50 population numbers as it is just to get past the 10th year.
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #361 on: July 30, 2014, 02:33:45 pm »

So one could make a big building, with an entrance and stairway on one corner, and workshops related to the guild on the other corners. It could have a stockpile basement, and the floors above dedicated to apartments for your workers or simply more guildhouses, all stacked on each other. A Skyscraper of guildhouses!

although i never got that far in my game, i completely agree, and had planned to build an epic guildhouse in which to put the pinnacle of human achievement, the guilds are balanced in my opinion
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #362 on: July 30, 2014, 02:34:24 pm »

One comment i have, which may not be able to e easily changed is that humans seem to be rather old for the time.... my fort had the youngest mother as 27, and the oldest as 56!? the fort only lasted 3 years, before it fell to save corruption, but the babies never turned to children.... based on my idea of medieval society, most women were getting married at 14-16 and having 8-9 kids.... it seems to me like baies should turn to children at age 2-3 and children to adults at age 12-13.... besides that, i had a few generic alpha bugs (save got corrupted, dont know why) and i kept trying to set up foreign human gun merchants, which didn't work because i didn't have the license, but all my worshos spawned succubus summoners?
Children grow up when they are 5. Marriages happen when they are idle a lot, if they have no friends/lovers, you get no marriages, and no kids... but usually its 1 kid at a time, I know for a fact that people wont appreciate being flooded with babies...
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #363 on: July 30, 2014, 02:38:52 pm »

I think the FPS drain comes from revealed tiles, so its not such a big difference between a 3x4 map, or a 3x3 map with a lot of dug up tiles... I could be wrong though.

Quote
I won't say humans are more fun than the other races, at least not in the current stage of development
Well, there is not that much more to come. One "knights order" or so for military guilds... the last 3 racial workshops I have to finish, some music for the tavern, and 4 guild extensions that arent done yet. And thats pretty much it. Rest is just fluff, if people suggest content I can put it in, but what you see is what you get. Aboveground humans with trading and guilds. Thats the two big features they have.

Maybe I find the time for this racial split into Northerners, Easterners, Southerners and Westerners, but that is only renaming, different graphics etc. Not sure how much unique content I can write for those.
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #364 on: July 30, 2014, 02:39:33 pm »

Children grow up when they are 5. Marriages happen when they are idle a lot, if they have no friends/lovers, you get no marriages, and no kids... but usually its 1 kid at a time, I know for a fact that people wont appreciate being flooded with babies...

cool, i didn't have any children, only babies, and was wondering why i had a 90 year old woman get attacked by a bear, and still alive?!

thanks for the imput, obviously you've been doing this a lot longer than me... love the mod, can't wait to see humans in their final iteration!!!
« Last Edit: July 30, 2014, 02:41:16 pm by Megaman_zx »
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #365 on: July 30, 2014, 02:50:01 pm »

i kept trying to set up foreign human gun merchants, which didn't work because i didn't have the license, but all my worshos spawned succubus summoners?
Well, for me at least, Workshops will automatically queue the Rent to Whoever reactions if you have the license for it. For some reason Succubi Summoners happen to be queued first. If you go in there and select it manually you should get the dude you want. Of course, then you'll hit the minor detail that the Human Gunsmith doesn't have any reactions. Presumably they are one of the 6 unfinished buildings.

Was it intended for the Workshops to automatically queue up? It might just be me, since it didn't do when I tried just now, but it definitely happened earlier. If it is intentional, I would recommend against it.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #366 on: July 30, 2014, 02:59:10 pm »

Yes, Orc, Goblin and Human workshop are missing, and 4th guild extension for academics, engineers and merchants.

I'll check the automatic thing.
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Fleeb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #367 on: July 30, 2014, 02:59:41 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. ^_^

Iiiiinteresting, that's exactly what I'm looking for. Thanks!
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #368 on: July 30, 2014, 03:07:09 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. ^_^

Iiiiinteresting, that's exactly what I'm looking for. Thanks!
Meph noted that you should make the squares adjacent to the well underground too, to keep it liquid while going to your thirsty dwar-er...human's lips, and it won't help your hospital, but it'll keep your Humans hydrated.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #369 on: July 30, 2014, 03:11:12 pm »

I think I found the issue:

Code: [Select]


[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_SUCCUBUS4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DROW4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ORC4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GOBLIN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_HUMAN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ELF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DWARF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GNOME4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_WARLOCK4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_KOBOLD4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]


These were missing. All 10 racial workshops, if rented for 1 year, would queue up all possible race choices. I will gen a new world to make sure, but I think it only happened to you on workshops and year, correct?

workshop, season. merchant, season. merchant, year... these three options should have been fine. Can you confirm this? (Even the seasonal one would queue up 1 seasonal "moving in" and 10 yearly "moving in". I think I got it. Was just one set of tools missing)
« Last Edit: July 30, 2014, 03:14:42 pm by Meph »
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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 :::

moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #370 on: July 30, 2014, 03:16:01 pm »

I think I found the issue:

Code: [Select]


[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_SUCCUBUS4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DROW4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ORC4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GOBLIN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_HUMAN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ELF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DWARF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GNOME4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_WARLOCK4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_KOBOLD4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]


These were missing. All 10 racial workshops, if rented for 1 year, would queue up all possible race choices. I will gen a new world to make sure, but I think it only happened to you on workshops and year, correct?

workshop, season. merchant, season. merchant, year... these three options should have been fine. Can you confirm this? (Even the seasonal one would queue up 1 seasonal "moving in" and 10 yearly "moving in". I think I got it. Was just one set of tools missing)

I didn't test all 40 reactions, but that seems correct. Year didn't work, season did.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #371 on: July 30, 2014, 03:45:06 pm »

Is there a way to create a stationary item like a fireplace or torch bracket that you can put underground and have it stave off cave adaptation?
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #372 on: July 30, 2014, 03:58:26 pm »

Human's living in caves? madness!!!! next you'll be telling me we use rocks for weapons and hunt wooley mamoths.... jk lolz i love the challenge of building a sprawling metropolis!!!
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #373 on: July 30, 2014, 03:59:53 pm »

Human's living in caves? madness!!!! next you'll be telling me we use rocks for weapons and hunt wooley mamoths.... jk lolz i love the challenge of building a sprawling metropolis!!!

Heh. No, but I'd like to be able to dig out vast mines without worrying about my miners going crazy down there. :)
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #374 on: July 30, 2014, 04:04:46 pm »

No. In short. I could make some, but they would have to be creatures, not buildings. Or a digger item which is "pick and lamp", that would also work.
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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 :::
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