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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 157861 times)

Boltgun

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Re: ☼Humans☼ - Everything Human Mode
« Reply #480 on: August 04, 2014, 05:06:58 pm »

Amazing. Above ground alway made me crazy, I will be doing this soon.
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #481 on: August 05, 2014, 01:45:02 am »

Hmm...it appears that there is still a distressing number of Sell Item things in the shops that only produce copper and silver...the Ore shop, for instance.
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Flare

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Re: ☼Humans☼ - Everything Human Mode
« Reply #482 on: August 05, 2014, 04:15:41 am »

Hmm...it appears that there is still a distressing number of Sell Item things in the shops that only produce copper and silver...the Ore shop, for instance.

Replaced the silver and copper with gold. Haven't touched the conversion rates though.

Code: [Select]
[REACTION:HUMAN_SKILL_BOOKKEEPER]
[NAME:===SKILL BOOKKEEPER=====]
[BUILDING:GUILD_MERCHANT_E:NONE]
   [REAGENT:A:500:COIN:NONE:INORGANIC:NONE]

[REACTION:HUMAN_COPPER_COIN_TO_SILVER]
   [NAME:1000 coppers for 500 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_A]
   [REAGENT:A:1000:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:500:COIN:NONE:INORGANIC:SILVER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_COPPER_COIN_TO_GOLD]
   [NAME:2000 coppers for 500 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_B]
   [REAGENT:A:2000:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:500:COIN:NONE:INORGANIC:SILVER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_SILVER_COIN_TO_GOLD]
   [NAME:1000 sovereigns for 500 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_C]
   [REAGENT:A:1000:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:500:COIN:NONE:INORGANIC:GOLD]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_SILVER_COIN_TO_COPPER]
   [NAME:500 sovereigns for 1000 coppers]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_D]
   [REAGENT:A:500:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:1000:COIN:NONE:INORGANIC:COPPER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_GOLD_COIN_TO_SILVER]
   [NAME:500 sovereigns for 1000 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_E]
   [REAGENT:A:500:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:1000:COIN:NONE:INORGANIC:SILVER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_GOLD_COIN_TO_COPPER]
   [NAME:500 sovereigns for 2000 coppers]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_F]
   [REAGENT:A:500:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:2000:COIN:NONE:INORGANIC:COPPER]
   [SKILL:RECORD_KEEPING]
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Szarrukin

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Re: ☼Humans☼ - Everything Human Mode
« Reply #483 on: August 06, 2014, 08:07:24 am »

OK, I'm sure it was already reported, but brick splitting block makes blocks from EVERY stone. Including economic stones, like cave fungus or lignite, which is quite annoying. Is there any way to fix it?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #484 on: August 06, 2014, 08:25:38 am »

OK, I'm sure it was already reported, but brick splitting block makes blocks from EVERY stone. Including economic stones, like cave fungus or lignite, which is quite annoying. Is there any way to fix it?
yes, I know. I am working on the humans atm, doing last fixes and balancing. its easy to fix, just add [WORTHLESS_STONE_ONLY] after the reagent.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #485 on: August 06, 2014, 11:36:33 pm »

Humans officialy released: http://www.bay12forums.com/smf/index.php?topic=141919.0

Have fun. :)
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kizucha

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Re: ☼Humans☼ - Everything Human Mode
« Reply #486 on: August 07, 2014, 05:53:49 am »

Hm i'm blind or are the humans unable to process tree saplings? I dont have the carpenters guild yet(maybe in the guild is a way?) but in the manual i cant find any way to make wood from farming. :-\ I know the trade and all but i will miss it a bit. :D
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Jilladilla

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Re: ☼Humans☼ - Everything Human Mode
« Reply #487 on: August 07, 2014, 06:27:45 am »

Hm i'm blind or are the humans unable to process tree saplings? I dont have the carpenters guild yet(maybe in the guild is a way?) but in the manual i cant find any way to make wood from farming. :-\ I know the trade and all but i will miss it a bit. :D

Carpenters guild grants the sawmill that'll do what you want (and yes I checked the reaction file to make sure) hope your tree farming operation ends up successful!
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kizucha

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Re: ☼Humans☼ - Everything Human Mode
« Reply #488 on: August 07, 2014, 06:45:42 am »

Carpenters guild grants the sawmill that'll do what you want (and yes I checked the reaction file to make sure) hope your tree farming operation ends up successful!

Thank you! :) Ok so my first thought was right. Full ahead to the wood farming! :D
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #489 on: August 07, 2014, 04:33:33 pm »

i noticed that the knights hall was replaced by the colliseum, but i don't know how to turn a soldier into a squire? it seems to only summon monsters as it did before
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“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 #490 on: August 07, 2014, 04:35:55 pm »

i noticed that the knights hall was replaced by the colliseum, but i don't know how to turn a soldier into a squire? it seems to only summon monsters as it did before
Garrison makes squires. Its in the manual AND the flowchart.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Megaman_zx

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Re: ☼Humans☼ - Everything Human Mode
« Reply #491 on: August 07, 2014, 04:40:49 pm »

Thanks, was still using the beta manual  :o 
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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

SharpKris

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Re: ☼Humans☼ - Everything Human Mode
« Reply #492 on: August 07, 2014, 07:30:38 pm »

It seems humans are much more FPS efficient
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palu

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Re: ☼Humans☼ - Everything Human Mode
« Reply #493 on: August 07, 2014, 07:30:53 pm »

What happened to the guild sigils idea? Maybe instead you could make "guildmasters", one of each guild, perhaps appointed at the guildhall, similar to the warlock overlord.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #494 on: August 07, 2014, 08:28:59 pm »

What happened to the guild sigils idea? Maybe instead you could make "guildmasters", one of each guild, perhaps appointed at the guildhall, similar to the warlock overlord.
No one said "yeah, guild sigils", some people said "I dont like all guild buildings in one place" and "I dont like using immobile pet creatures", so I didnt do them.

If people still want them, they are not hard to do. 30mins or so, top.

Guildmasters wont work, since they would move around. The sigils idea is to give boni for having all guild buildings in one place.
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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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