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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 157938 times)

kyranzor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #645 on: September 03, 2014, 12:32:09 am »

Ah that would make sense - I just looked at the human cheat-sheet in the guilds area and it doesn't specifically mention the extraction of blood, only other refinements of body parts into things like glue. Perhaps the word blood should be added there in the next revision Meph/someone else does.

Also in the library info part on the cheat sheet it says that you need the screw press for glue, but the cook guild north extension also deals with glue? Is this intended double-access to glue production, or has the screw press had glue reactions removed?

Meph i'm trying to confirm where on the cheat sheet I saw the hint/tip "melt all copper and silver into coins" but I cant seem to find it anymore - It was definitely somewhere though perhaps in the manual. If I find it again i'll post where it is.

« Last Edit: September 03, 2014, 08:25:25 am by kyranzor »
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #646 on: September 03, 2014, 10:51:49 am »

I think you saw it on an early version that I uploaded while I made it, but its not on the one I released with the mod update.
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Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #647 on: September 03, 2014, 01:07:38 pm »

I have dug further into the repeating paladin problem.  I have noticed something odd about all units where I have changed the caste.  unit.caste does not equal unit.status.current_soul.caste.  Working from a post made by slay_mithos in the dwarf thread, I created this script:

Code: [Select]
for _,v in ipairs(df.global.world.units.active) do
if dfhack.units.isCitizen(v) ==true then
if dfhack.units.isAlive(v) then
--print(v.race)
--print(dfhack.TranslateName(dfhack.units.getVisibleName(v)))
local x,y,z = dfhack.units.getPosition(v)
if(v.caste ~= v.status.current_soul.caste) then
if (z>0 or y>0) or x>0 then
print(dfhack.TranslateName( dfhack.units.getVisibleName(v)))
print((df.global.world.raws.creatures.all[v.race]).caste[v.caste].caste_name[0] .. " - " .. x..","..y..","..z)
print('Unit caste', v.caste,' ',(df.global.world.raws.creatures.all[v.race]).caste[v.caste].caste_name[0])
print('Soul caste', v.status.current_soul.caste,' ',(df.global.world.raws.creatures.all[v.race]).caste[v.status.current_soul.caste].caste_name[0])
print('\n')
v.status.current_soul.caste = v.caste
end
end
end
end
end

I will now let the world run from year 108 to 111 to see if the paladins switch again.
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #648 on: September 03, 2014, 02:01:32 pm »

If I'm reading correctly, you are basically applying what I did to all the active units.

I can say for certain that it doesn't fix the problem (I ran my script on my squire/knight/paladin each time they transformed).
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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
DFHack tips and tricks for your everyday tasks

SammyLiimex

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Re: ☼Humans☼ - Everything Human Mode
« Reply #649 on: September 03, 2014, 02:02:24 pm »

Thanks for the help! Cooking guild is definitely one of the ones Ill start up early then when Im ready to make bloodsteel.

How can I deal with the lack of magma power for fuel? Do I need to mass produce booze?
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Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #650 on: September 03, 2014, 02:13:12 pm »

If I'm reading correctly, you are basically applying what I did to all the active units.

I can say for certain that it doesn't fix the problem (I ran my script on my squire/knight/paladin each time they transformed).
Dangnabit!
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

LMeire

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Re: ☼Humans☼ - Everything Human Mode
« Reply #651 on: September 03, 2014, 02:54:02 pm »

Thanks for the help! Cooking guild is definitely one of the ones Ill start up early then when Im ready to make bloodsteel.

How can I deal with the lack of magma power for fuel? Do I need to mass produce booze?

You can burn wooden planks for one coke each at the smelter, that 4 coke per log if you use a wood splitter. (Presumably more if you get a sawmill, but I have yet to successfully acquire one without everything going to hell first.)
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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

kyranzor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #652 on: September 03, 2014, 03:07:39 pm »

Thanks for the help! Cooking guild is definitely one of the ones Ill start up early then when Im ready to make bloodsteel.

How can I deal with the lack of magma power for fuel? Do I need to mass produce booze?

Just cut down some trees, and use saw mill or the wood splitter block to make each log into 4 logs, and then use a normal smelter to product coke [1] out of wooden planks [1] giving you a total of 4 fuel per tree log. That's pretty damn awesome. If you have a lack of available workers, just use the smelter and go straight to Coke [3] for a single wooden log (an unprocessed one).



Anyway from my third human fort so far, I found that it was really hard to start making any gold coins, when finally I found some gold ore (a shitload actually, I have 200+ bars and still heaps of ore yet to be smelted) it still took ages to smelt enough.

Also I had an immigration wave that was 0, and it gave me a message saying nobody had migrated this season. I was stuck for ages with only 36 people. Then I made a council chamber and demanded more people so I could get my fort moving along faster, and then I got basically a double migration taking me up to ~70-75 people.

I have not found ANY metal other than gold so far, which is awesome of course because I can just buy lots of hematite ore and smelt into ~3 iron bars each so far (does skill of the smelter worker mean i get better yield from a single pure hematite piece??). I managed to get a merchant guild and it's first two extensions and order crates of metal bars from my trade partners which was also a nice way to get stuff.

Meph, may I suggest you adjust the description of the reaction requirements for the merchant guild extensions? I was stumped for almost an hour trying to work out what "Empty boxes and bags" meant as a requirement. Turns out it just wanted a few cloth bags, which I had none spare, but even looking at the raws it was very obscure. There is no such thing as a "Box" in DF or MWDF so it was even more weird and annoying.
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #653 on: September 03, 2014, 04:16:34 pm »

Meph can't do anything about "Empty boxes and bags", it's a vanilla problem, coming from the fact that both chests and bags are in the same category (even in stockpiles).
I guess it was Toady being a bit lazy at the time (1 item type, chest/bag depending on the material), and never changed it.
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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
DFHack tips and tricks for your everyday tasks

kyranzor

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Re: ☼Humans☼ - Everything Human Mode
« Reply #654 on: September 04, 2014, 01:13:05 am »

ah righto. I guess Toady will get around to it, or maybe try to use string tables rather than hardcoding stuff like that.

Can I ask how the Deon's Tavern hiring scheme works? I think I bought a warrior for 25k gold coins, but I wasn't paying attention to if it ACTUALLY bought him/her. Is there something unique or obvious I can look for in Dwarf Therapist for example, to help me find them so I can put them in a military squad?

edit: LOL nevermind, they are still ferrying coins over to the tavern to buy the guy. wow.

edit: Huh, the guy spawned, hes called "Uther" but he has no gear, just some crappy silk clothing half of which is worn out. His skills aren't that exciting either.. I think I got ripped off - I thought the warriors came with full Steel armour and weapons!?
Spoiler (click to show/hide)

edit: *Sigh* seems that he did indeed spawn with steel equipment, but my squad sergeant ran up and grabbed it all.. how do I make the sergeant unequip all that stuff? All of my military uses iron based armour and weapons perhaps I can set their uniform to iron material and he'll drop the steel equipment?
« Last Edit: September 09, 2014, 10:36:26 am by kyranzor »
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Flare

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Re: ☼Humans☼ - Everything Human Mode
« Reply #655 on: September 04, 2014, 03:33:51 am »

Yes that will cause them to drop it if their equipment is set to exact match (on by default I think).
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Altaree

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Re: ☼Humans☼ - Everything Human Mode
« Reply #656 on: September 09, 2014, 10:22:22 am »

Has anyone solved the mystery of the repeating Paladins yet?
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

Violaceus

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Re: ☼Humans☼ - Everything Human Mode
« Reply #657 on: September 10, 2014, 06:18:18 am »

Hmans should have possibility to make parquet tiles from wooden planks, like dwarves, only for walls and floors. Building city requires thousands of blocks...
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Szarrukin

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Re: ☼Humans☼ - Everything Human Mode
« Reply #658 on: September 10, 2014, 09:33:31 am »

For the first time I'm seriously consider using archers in military (with hunting as a method of training, as far as I know regular archer training is still bugged). Which are better - bone or wooden arrows? Should I try to produce sufficient amount of metal arrows (iron/steel), or it is too expensive?
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Arcvasti

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Re: ☼Humans☼ - Everything Human Mode
« Reply #659 on: September 10, 2014, 10:06:54 am »

Copper arrows work the best for arrow material. Its one of the most common metals, does good damage and is useless for most other non-hammer weapons. Bone arrows works decently well against un/badly armoured foes, but bounce off of [blood]steel most of the time. For hunting and training though, bone arrows are your friends. Plus you can make more out of the animals you kill with them.
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