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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 157864 times)

Flare

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Re: ☼Humans☼ - Everything Human Mode
« Reply #465 on: August 02, 2014, 09:35:55 pm »

On the embark screen in the tools section, living stone tools cost nothing, is this intentional?
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #466 on: August 03, 2014, 04:32:09 pm »

love all the balancing changes, only have a few final suggestions, although i don't know if it will be possible to implement them, or if this is the path you want to take with humans.... first suggestion is an immersion one, basically, if it's possible, randomize the adventurers upi get from the tavern so they are real people, and you don't end up with a squad of five snu snu's (barbarian is a little unbalanced right now for the price)
Second suggestion is adding halfelves/halforcs/half...fill in the blank, as a rare caste for the humas and the orcs/elves/whatever.... that would add some universality to the humans i think....
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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 #467 on: August 03, 2014, 04:35:36 pm »

Half-breeds: No, cant do that. A human+human marriage could give birth to a half-breed the way castes are set up. and they cant get unique graphics.

randomized names: Cant do that either. I can in theory get a larger selection of pre-set names, but it would require a lot of work. You do know that you can rename them? I never liked the set name... but the script doesnt allow randomized names. I can call them "warrior, the warrior", and you give them a name yourself.
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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 :::

UltraValican

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Re: ☼Humans☼ - Everything Human Mode
« Reply #468 on: August 03, 2014, 04:39:14 pm »

Well, we do have a bunch of merchants of other races running around...
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #469 on: August 03, 2014, 04:41:07 pm »

Impliying the implications... ^^
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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 :::

Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #470 on: August 03, 2014, 05:25:21 pm »

cool, i figured as much, thanks for the imput..... also i got a colliseum and the two blizzard men i summoned won't die..... what's up with that?
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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

Excaerious

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Re: ☼Humans☼ - Everything Human Mode
« Reply #471 on: August 03, 2014, 05:39:36 pm »

Hey, Meph I noticed in your tutorial/playthrough of Humans you have that calender speed fix - is there anyway we can edit our raws/saves to get the same result? I don't mod, so I have no idea how you would go about such a thing. It's slightly hard to enjoy human-mode or get to end-game human-mode in the Alpha without such. Usually my fort implodes due to not having enough time to do everything I need to do.
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UristMcDuck

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Re: ☼Humans☼ - Everything Human Mode
« Reply #472 on: August 03, 2014, 06:27:25 pm »

Random human question:

A few editions ago, back in 0.4b, I had a fortress that did so resoundingly well (ultimately reaching 10-ingame-years and over a billion in generated wealth) that I decided to familiarize myself with the world and surrounding civilizations.  One very interested detail was that my on-again off-again human allies had a *plague wraith* as their king!  Now, was that a stroke of luck to have so unique an occurrence, or do humans have a habit of being led by creatures of that sort?  Furthermore, can a human fort eventually become the equivalent of a Mountainhome and have such a creature move in and become a citizen?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #473 on: August 03, 2014, 07:07:55 pm »

Blizzard men need to be bisected to be killed.

Timestream, the calender time setting, will be released in the next update. You can in theory use it on old saves, too. :) IndigoFenix posted it in here http://www.bay12forums.com/smf/index.php?topic=141524.0 , so you can just grab the script if you want. It should be included in the current test version... did you try v.1 of the humans?

Any civ can start to worship any megabeast, and they might or might not become king. I once saw a gnome civ with a mountain giant king, and a dwarven civ with a cursed queen that was transformed into a drider, half-dwarf, half-spider. And yes, if you become the "mountainhome" of the humans, the king will arrive, and the king will be that plague wraith. He will be tagged friendly and hang around your meeting area.



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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 :::

Excaerious

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Re: ☼Humans☼ - Everything Human Mode
« Reply #474 on: August 03, 2014, 10:34:00 pm »

Blizzard men need to be bisected to be killed.

Timestream, the calender time setting, will be released in the next update. You can in theory use it on old saves, too. :) IndigoFenix posted it in here http://www.bay12forums.com/smf/index.php?topic=141524.0 , so you can just grab the script if you want. It should be included in the current test version... did you try v.1 of the humans?

Any civ can start to worship any megabeast, and they might or might not become king. I once saw a gnome civ with a mountain giant king, and a dwarven civ with a cursed queen that was transformed into a drider, half-dwarf, half-spider. And yes, if you become the "mountainhome" of the humans, the king will arrive, and the king will be that plague wraith. He will be tagged friendly and hang around your meeting area.

Was pretty sure I downloaded the latest but apparently somehow I didn't. Downloading the newest resolved that issue right up quickly. Thanks. Fun as hell now with Humans.
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UristMcDuck

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Re: ☼Humans☼ - Everything Human Mode
« Reply #475 on: August 04, 2014, 12:29:41 am »

And yes, if you become the "mountainhome" of the humans, the king will arrive, and the king will be that plague wraith. He will be tagged friendly and hang around your meeting area.

That's hot.
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #476 on: August 04, 2014, 12:45:03 am »

ok, another stupid awesome suggestion.... there should be a dark brotherhood/assasin's guild where you can buy assasins, or train your people into assasins... they could use some version of vampirism so that they would kill your people while they slept (if possible changing the flavor text to read urist mchuman has been found with a slit throat) they would also get maybe a combat ability or 2 to make it worth it

Blizzard men need to be bisected to be killed.

figured as much.... is there any way to tell my soldiers that?
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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 #477 on: August 04, 2014, 01:12:02 am »

Tenement Housing For Dummies!

I'm sure there are as many ways to handle human housing as there are players, but I wanted to share my own method of handling the challenge.

First, you Designate your floor-plan by Channeling it into a flattened, cleared area.

Spoiler (click to show/hide)

Once it's dug out, you carefully roof over the dug rooms with Constructed Floors. Access to the basement rooms should be via Constructed UP/DOWN stairways. You will, of course, need lots of blocks.

Spoiler (click to show/hide)

Now for the trick: Go to Construct Walls, but enable Box Select by pressing 'b.' Make a big 'ol rectangle over the previously built or designated roofs. Did I mention the blocks? You'll need them. Have 3 or 4 brick-splitters going.

Spoiler (click to show/hide)

The wall placement will automatically skip over the previous constructions, and fill in each wall with a single stroke of the 'enter' key.
Handy!

Spoiler (click to show/hide)

This building is also easily expandable; just go up a level, and extend the up/down stairway. Repeat the process (placing the floors, then box selecting the walls), and you have an easily built second floor. Of course, this being dwarf fortress, you'll still need to babysit your humans as they build it, but it's worth the ease and safety of construction. If you construct it out of marble blocks, even small rooms will be luxurious enough to keep your humans happy. It also looks, in my opinion, awesome.

Spoiler (click to show/hide)

That's my two cents. I'm sure most of you have your own means of doing such things, but I figure if I can save one person some trouble, it'll be worth the effort ^_^
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Congratulations, you've managed to weaponize air.

vonsch

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Re: ☼Humans☼ - Everything Human Mode
« Reply #478 on: August 04, 2014, 08:11:55 am »

That box select trick had not occurred to me. That will help. Means it will pay to centralize housing on the whole to make building easier. I had been spreading mine out in this last game and it means every building is a block by block designation.

Doing work up in the sky is dangerous. Especially if you have to deconstruct and you get attacked by gargoyles in the middle of it!

'Ware beloooowwww....
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Insanegame27

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Re: ☼Humans☼ - Everything Human Mode
« Reply #479 on: August 04, 2014, 03:40:45 pm »

Therapist isnt working for human mode. It shows 7/0/0 in the top right but nothing in the middle. You cant edit anything using therapist. Then i remembered autolabor.

PS: anyone know how to stop hunting in autolabor?
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The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.
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