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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 157886 times)

Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #510 on: August 08, 2014, 01:40:14 pm »

If you have balancing suggestions, I am all ears. :)

Knuckle dusters give less.
Less wood for same price.
Less gold for fungiwood/sporetrees.

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Nuhaine

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Re: ☼Humans☼ - Everything Human Mode
« Reply #511 on: August 08, 2014, 01:58:29 pm »

Gnome Shop:
Rocket Boots to Rollerskates (You must use the Tinker Workshop to produce the best item)

All Workshops:
Should require an additional 500 Gold Coins in every reaction. This will emphasize that they are getting paid by the fort for their service. It will also make it less efficient than actually being the race, which makes Humans somewhat unbalanced.

Become A Squire:
Should require 500 Coins or some sort of material. As it stands I can improve the quality of every human that doesn't require a guild for free.

Warlock Merchant:
Dreadnought set should be 20,000 Coins, same as Human Plate set.

Drow:
Giant Drowspider should be at least 15,000 Coins, as it's arguably more valuable than a Human Barbarian. It should make access to the Silk industry require a marginal investment.

University:
Haven't looked into the Library much, but I'm assuming if the Library skill cap is 10 or under, it becomes redundant compared to this.
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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.

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #512 on: August 08, 2014, 02:41:18 pm »

Wood stalk plant doesn't seem to be able to make money by itself or as booze (unless I missed an other way to use it?).
No big deal, but it's a bit odd, when all other embark seeds can make money.
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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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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #513 on: August 08, 2014, 04:20:06 pm »

Wood stalk plant doesn't seem to be able to make money by itself or as booze (unless I missed an other way to use it?).
No big deal, but it's a bit odd, when all other embark seeds can make money.
Woodstalks should be kobold specific, but they appear randomly through all civs, depending on who has access to it in worldgen. So in theory it shouldnt even be there.

Nuhaine:: These are good and all of them are in my todo list. :)
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #514 on: August 08, 2014, 06:08:00 pm »

Well, in the "many biomes" world, both dwarves and humans consistently have access to it, was the case in the old version too, so it lead me to think it was just one of those standard above ground seeds.

Oh well, at least it makes booze reliably, and is the only standard non tree plant that grows in winter above ground, superb with the harder farming for underground plants.

EDIT/Double post:
I prayed a god for a while (1 priest, 1 altar, full time 'free' prayer with occasional sacrifice of a fish), and I can't seem to find how to check my "merit", if there is a value I can check.
« Last Edit: August 08, 2014, 06:14:29 pm by slay_mithos »
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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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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #515 on: August 08, 2014, 06:18:20 pm »

After an altar is consecrated you can run the reaction again, it will show the merit in the announcements.
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Angle

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Re: ☼Humans☼ - Everything Human Mode
« Reply #516 on: August 08, 2014, 07:30:27 pm »

Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #517 on: August 08, 2014, 07:34:41 pm »

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.
What about Z levels?
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #518 on: August 08, 2014, 07:35:44 pm »

yes, across z levels, if its in line of sight.
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #519 on: August 08, 2014, 07:53:41 pm »

yes, across z levels, if its in line of sight.
Peeeeerrrrfect.
*starts building an elevated open-air tavern in the middle of my town*
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LMeire

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Re: ☼Humans☼ - Everything Human Mode
« Reply #520 on: August 08, 2014, 10:52:03 pm »

Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.


I've been settling in cliffy deserts for the glass and stone access. Plus, some of the larger hills can be easily hollowed, smoothed, and refloored for a nice castle to house the nobles and guardsmen.
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Mithril Leaf

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Re: ☼Humans☼ - Everything Human Mode
« Reply #521 on: August 08, 2014, 11:00:53 pm »

Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.
I like a mostly flat desert with a brook running though. I tend to play humans like freaky dwarves, so I have a bunch of miner as the starting force and we quarry down a few levels then floor over it, so it's technically aboveground.
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moseythepirate

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Re: ☼Humans☼ - Everything Human Mode
« Reply #522 on: August 08, 2014, 11:31:24 pm »

I disagree.
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.

I like building my towns on world-gen created roadways. It adds a nice bit of structure to the map, and doing things like paving/protecting the road become fun projects.

All Workshops:
Should require an additional 500 Gold Coins in every reaction. This will emphasize that they are getting paid by the fort for their service. It will also make it less efficient than actually being the race, which makes Humans somewhat unbalanced.
I disagree. I would argue that we already paid for their service when we bought the license. I also feel that balance between the different playable races is, in a word, pointless. It's not like your fortresses will interact with each other.
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Nuhaine

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Re: ☼Humans☼ - Everything Human Mode
« Reply #523 on: August 09, 2014, 12:46:07 am »

Quote from: Moseythepirate
I disagree. I would argue that we already paid for their service when we bought the license. I also feel that balance between the different playable races is, in a word, pointless. It's not like your fortresses will interact with each other.

Well in the real world you buy the contract, and often pay more on top of that contract for additional services. The contract is just to get them under your thumb. I didn't really mean to compare the races, per se, just state that having the extra versatility is unbalanced. Dwarf Fortress is meant to be difficult, and with too much versatility without enough difficulty to access or benefit from that versatility, you can easily negate the 'FUN' in DF.
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.

I'm currently building on a flat Glacier, because building on a flat Glacier is fun and gives me room to build. I'm bordering a Tundra, and Polar Bears have eaten a few of my humes. The resulting tantrum spiral crippled half my fort, but I now have a burgeoning metal industry. Once I have more men, my marginal stockpile of 100k coins should quintuple quite easily. Snow Storms were problematic, but I have a castle 4 Z-Levels tall that is slowly expanding now.

(Buy Wood -> Make Coal, Buy Iron -> Make Pig Iron, Steel @ Crucible -> Make Steel Knuckle Dusters -> Sell for just under double the investment in coins.)
« Last Edit: August 09, 2014, 01:35:57 am 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.

SharpKris

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Re: ☼Humans☼ - Everything Human Mode
« Reply #524 on: August 09, 2014, 01:00:48 am »

running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
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