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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 157870 times)

palu

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Re: ☼Humans☼ - Everything Human Mode
« Reply #495 on: August 07, 2014, 08:31:27 pm »

They don't need bonuses, I just want the flavor of it. And I  for one support guild sigils. Someday I'll build a guild-centered town.
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Hmph, palu showing off that reading-the-instructions superpower.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #496 on: August 07, 2014, 08:37:01 pm »

I might add a apprentice - journeyman - master system, like the squire - knight - paladin, that has guild members upgrade over time and get free skills. But first I have to find a way to relyably run naturalskills.lua on them, after they transform. Without that script, the transformed creature does not take on the natural skills of the new creatures they became.
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palu

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Re: ☼Humans☼ - Everything Human Mode
« Reply #497 on: August 07, 2014, 09:46:06 pm »

Isn't there a command to run a script periodically? And I remember the idea for the dwarves. I actually liked it.
« Last Edit: August 07, 2014, 09:48:09 pm by palu »
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #498 on: August 07, 2014, 09:53:54 pm »

I thought about SyndromeTrigger, that the transformed unit themselves run it once. That way its only called when its needed, not periodically all the time, regardless of units needing the fix or not.
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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 :::
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #499 on: August 08, 2014, 01:09:57 am »

A question regarding the Bardic Songs played over at Deon's Tavern. Do the songs require line of sight to provide the bonuses? It's relevant to my towns layout.
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kizucha

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Re: ☼Humans☼ - Everything Human Mode
« Reply #500 on: August 08, 2014, 03:09:41 am »

Someone can say me what the stockpile settings are for storing waterbarrels? I like to set up a tavern like building with a stockpile for food and drinks. The big problem with this is, it looks like water is also stored in meat-fish-stockpiles? ??? In the "extract (animal)" is an obtion for water but in the meat-fish-stockpile i dont have it enabled. So i'm a bit confused. :D
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #501 on: August 08, 2014, 06:12:48 am »

A question regarding the Bardic Songs played over at Deon's Tavern. Do the songs require line of sight to provide the bonuses? It's relevant to my towns layout.
yes.

Someone can say me what the stockpile settings are for storing waterbarrels? I like to set up a tavern like building with a stockpile for food and drinks. The big problem with this is, it looks like water is also stored in meat-fish-stockpiles? ??? In the "extract (animal)" is an obtion for water but in the meat-fish-stockpile i dont have it enabled. So i'm a bit confused. :D
Vanilla doesnt have any stockpiles for barreled water, it might end up in any food stockpile. I am not sure.
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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 :::

windalu

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Re: ☼Humans☼ - Everything Human Mode
« Reply #502 on: August 08, 2014, 08:09:02 am »

So, I just embarked with humans for the first time. A group of wild wolves was literally a part of the starting group, I didnt notice them among the livestock before unpausing. About 1/3 of livestock dead or hurt, some citizens hurt too. I have never before seen wild animals to be right on the starting spot, do humans have somehow altered embarks or is it just my "there is a first time for everything"?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #503 on: August 08, 2014, 08:10:53 am »

So, I just embarked with humans for the first time. A group of wild wolves was literally a part of the starting group, I didnt notice them among the livestock before unpausing. About 1/3 of livestock dead or hurt, some citizens hurt too. I have never before seen wild animals to be right on the starting spot, do humans have somehow altered embarks or is it just my "there is a first time for everything"?
Happens sometimes.
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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 :::

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #504 on: August 08, 2014, 11:45:45 am »

Hey,

I tried the human for a bit, and there is one point that confuses me greatly.
I wanted to go for a wood route, and I couldn't figure out how to get a sawblade that's needed for the sawmill.

Not at embark, not at forge, do I seriously have to grind gold and summon the dwarves for something as human as sawing wood?
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
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Guthbug

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Re: ☼Humans☼ - Everything Human Mode
« Reply #505 on: August 08, 2014, 12:06:23 pm »

Hey,

I tried the human for a bit, and there is one point that confuses me greatly.
I wanted to go for a wood route, and I couldn't figure out how to get a sawblade that's needed for the sawmill.

Not at embark, not at forge, do I seriously have to grind gold and summon the dwarves for something as human as sawing wood?

I think it is at the forge ... check under trap components.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #506 on: August 08, 2014, 12:26:37 pm »

Nope. All trap components are made in the Trap Engineer of the Engineers Guild. But honestly I did not think of the Sawmill.
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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 :::

Nuhaine

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Re: ☼Humans☼ - Everything Human Mode
« Reply #507 on: August 08, 2014, 01:17:41 pm »

The Wood Industry is somewhat/largely unbalanced under certain circumstances.

1. Embark with as many Steeloak Saplings as possible next to a volcano, or find/create magma.

2. Channel out an area of 4 10x10 farms for Steeloak Saplings, and 4 5x5 farms for your food crops.

3. Mine for some Minerals, sell them at Ore Trader.

4. Build a Carpenter Guild. Upgrade to Level 4.

5. Build a Trap Merchant. Buy 4 Bronze Sawblades.

6. Build Sawmill and Exotic Wood buildings (4 of each)

7. Dedicate workers to them, then create your forges. Make Knuckledusters (worth 2 Vouchers for 1 Steel Bar!)

8. Sell Knuckledusters for Vouchers, then sell Vouchers for coins.

Bonus: Equip your farmers, sawmill people, exotic woodworkers, smiths and merchants with Rocket Boots from the Gnome Merchant. You are now hyper efficient and can convert Acorns to Coins at lightspeed.

You are now rolling in coins, and can easily approach a million.

http://i.imgur.com/APYkXu3.png

(Had over 1 Million before, but I bought 12 Mechanical Dragons and a crapload of Flamethrower Turrets.)
« Last Edit: August 08, 2014, 01:20:22 pm by Nuhaine »
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Before this mod, I never pitied the bad guys in any of the fantasy novels I'd read. The undead lich king always seemed like such an uber-menace, but now I know his secret pain of having morons for minions, a vampire doctor just waiting for him to go to sleep, and a constant feeling of anger and depression because he's one armor stand short in his bedroom suite.

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #508 on: August 08, 2014, 01:20:19 pm »

That seems fine. Smart play abuses the system. It rewards players that find loopholes. Not everyone will have magma and steeloaks, and figure out that knuckle dusters have the highest return rate of all finished goods. ^^
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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 :::

Nuhaine

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Re: ☼Humans☼ - Everything Human Mode
« Reply #509 on: August 08, 2014, 01:23:41 pm »

You could reduce the output by half by reducing the amount of bars you get for 1 Knuckle Duster. It's also not all that hard to buy 60 Coal for 1000 Sovereigns (15 Wood to 60 Planks to 60 Coal/45 Coal if directly from Wood)
« Last Edit: August 08, 2014, 01:25:37 pm by Nuhaine »
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Before this mod, I never pitied the bad guys in any of the fantasy novels I'd read. The undead lich king always seemed like such an uber-menace, but now I know his secret pain of having morons for minions, a vampire doctor just waiting for him to go to sleep, and a constant feeling of anger and depression because he's one armor stand short in his bedroom suite.
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