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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 157823 times)

Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #375 on: July 30, 2014, 04:15:58 pm »

Miner's helmet ... a helmet with a candle on it. :)

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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #376 on: July 30, 2014, 04:20:12 pm »

Impossible. Helmets are assigned in a military uniform, which clashes with the mining "uniform", which constists of a pick. Same with hunters and woodcutter btw, never have any of these three labors on your soldiers.

Can only be done with the pick, or not at all. Even if I would use a helm "clothing" item, which is not armor but clothing, like the hood, you couldnt specific which human should wear it.
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Samarkand

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Re: ☼Humans☼ - Everything Human Mode
« Reply #377 on: July 30, 2014, 04:22:41 pm »

Impossible. Helmets are assigned in a military uniform, which clashes with the mining "uniform", which constists of a pick. Same with hunters and woodcutter btw, never have any of these three labors on your soldiers.

Can only be done with the pick, or not at all. Even if I would use a helm "clothing" item, which is not armor but clothing, like the hood, you couldnt specific which human should wear it.
Would this be a good time to bring up my earlier cutebold torchbearer suggestion?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #378 on: July 30, 2014, 04:25:25 pm »

Probably not. ;)

Except if I do 1 pet-race version for all 10 races. Kobold torchbearer, goblin fisher, orc warrior, warlock necromancer, succubus fireball-throwing dudette, and so on.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #379 on: July 30, 2014, 04:29:38 pm »

Impossible. Helmets are assigned in a military uniform, which clashes with the mining "uniform", which constists of a pick. Same with hunters and woodcutter btw, never have any of these three labors on your soldiers.

Can only be done with the pick, or not at all. Even if I would use a helm "clothing" item, which is not armor but clothing, like the hood, you couldnt specific which human should wear it.

Ah. The same problem I run into when playing gnomes and I want to equip my non-military citizens with the nifty inventions.

Some sort of specialized miner's pick then would work. If it's even a real problem. I don't know that it is. So far I've mined out significant areas underground to pull up ore and I haven't had issues.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #380 on: July 30, 2014, 04:46:20 pm »

I noticed that the baron looks a bit weird. Turns out phoebus never did the human nobles... I made new sprites now. :)

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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #381 on: July 30, 2014, 04:54:40 pm »

I need more base embark profiles.

Starting with a couple of muskets would make life infinitely better.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #382 on: July 30, 2014, 05:13:39 pm »

Muskets are expensive. Try bows/crossbows instead.

I made two more embark profiles, Cannoneers and Masons. One for early cannons, bringing 2 and some iron for ammo, and the other one with 200 boulders and lots of masonry/stonecraft skill for early constructions.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #383 on: July 30, 2014, 05:39:31 pm »

Muskets are expensive. Try bows/crossbows instead.

I made two more embark profiles, Cannoneers and Masons. One for early cannons, bringing 2 and some iron for ammo, and the other one with 200 boulders and lots of masonry/stonecraft skill for early constructions.

Those are good choices. Why is it humans can't build bows? I've checked the forge and the bow workshop and it's not available in either. Only crossbows.

I typically arm EVERY adult in a fort and give the non-active members at least leather armor and some sort of projectile weapon. It just helps keep them safer.

Any ideas for dual weapons? Pistol and sword corsair style?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #384 on: July 30, 2014, 05:42:37 pm »

Crossbows are the normal go-to weapon, people are used to them from dwarf mode. Thats why. Elves will get bows by default. Dual-weapons dont work well, but a bladed/bajonetted musket does the same. A musket with edge attack is just as good as a musket and a sword or spear.

How about 2 buildings for the military side: One more knight/medieval, the other more muskets/empire.

I would take the 11x11 military garrison from the dwarves for the musket/empire design, and it offer guard training, which is a caste transformation, as well as trains musket skills and has the alarm siren reaction.

The knight/medieval one would be the "hall of knights", also 11x11. The large size in on purpose, you should only build 1 each. It can turn humans into squires and later into knights, maybe even paladins with some anti-undead stuff. Also works with transformation, and could give access to moonsilver/shadesilver that way.

Thats the design:
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #385 on: July 30, 2014, 05:47:10 pm »

Love it! I was wondering if there was going to be some sort of military-castes. Seems like with all the guilds, it fits.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #386 on: July 30, 2014, 05:51:23 pm »

Its horribly western though. So if indeed I make some vikings, arabs and romans, these will have to change for sure. The trade and guilds are such an integral part that I cant touch them, it would be way too much work across four civs.
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Arcvasti

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Re: ☼Humans☼ - Everything Human Mode
« Reply #387 on: July 30, 2014, 06:28:15 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.

Kobold torchbearers were mentioned at some point.
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #388 on: July 30, 2014, 06:42:01 pm »

Its horribly western though. So if indeed I make some vikings, arabs and romans, these will have to change for sure. The trade and guilds are such an integral part that I cant touch them, it would be way too much work across four civs.

It's a western civilization. It might be interesting to rework humans as multiple civs with different style buildings later on (particularly since they could fight each other) but there's not a one flavor fits all type deal.

All of modern fantasy is largely western themed, so I don't know how you'd avoid it unless you'd explicitly started out to in the beginning.

And some suspension of belief is to be expected on the player's behalf. If the caste says "knight" and I am building a Japanese-style city, then it's just understood that it's not a knight but rather a samurai in my head.

When I play dwarves, I do not feel that magic fits the theme of dwarves, so I never build any of the magic buildings. :) If it bothers the player too much that it's a Renaissance-style knight and not a Mameluke, a samurai, or a Zulu warrior ... then they'll just skip the building.

There are certain things in all of the races that bug me, and I just go edit the raws to reflect my particular taste. :) You'd be shocked and horrified to see what I did to your warlocks.

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MDFification

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Re: ☼Humans☼ - Everything Human Mode
« Reply #389 on: July 30, 2014, 10:01:45 pm »

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.

A simple way of getting around this (probably a recommendation to all human players) is to gen a world with only one cavern layer. It massively reduces the FPS drop as map size increases, but plants/animals/trade goods reliant on the caverns will still for the most part be available. If you're not digging to the caverns anyway, there's no point in keeping the extra ones - they're just a source of FPS lowering from beasts and pathfinding.
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