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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 157943 times)

smakemupagus

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Re: ☼Humans☼ - Everything Human Mode
« Reply #660 on: September 10, 2014, 10:07:13 am »

Bone and wood arrows are both fine against unarmored targets and ofc they're OK for training.  Regular archer training has worked fine for my wife and I for years, I am always somewhat perplexed by the bug threads. 

FWIW here's a photo that includes the archery training grounds in Ghoshash, although the veterans got most of their archery practice live patrolling the citadel or the cavern perimeter towers, the new scrubs would get their start here. you can see the used arrows littering several of the firing lanes.


Anyway, switching up even to copper is a big help.  I wouldn't "waste" steel on arrows unless you're swimming in it, it's a marginal improvement I think.
« Last Edit: September 10, 2014, 10:13:37 am by smakemupagus »
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #661 on: September 10, 2014, 10:31:33 am »

I also tend to use copper arrows for military purpose, but I have to disagree with the bone ones.

If you are not short on wood, wood and bone arrows are very similar in damage, but bone ones come in very small stacks.
It is OK for legendary hunters or training (either on live targets or when it works on target practice), but early hunters would often not kill their prey in 5 shots, making them cancel and come back to fetch an other 5.

An other thing I tend to do later on is to use ironwood or steeloak to make iron/steel grade wooden arrows, but that's only when I have enough bars of the respective metal.
It is slightly better than 'normal' metal arrows, because it doesn't require fuel to make (as humans often don't have a good access to lava).


Also, not sure if it can help you, but I tend to make a 3-4 squad for my archers (rather than hunters), and put them with an order that is "At least 1" and "Station", targeted on a guard tower above my entrance.
That way, there will be someone ready to shoot any hostile without delays.
I let the other train normally, to gain the other skills (shield/armour, mostly).

All in all, it all comes down to your specific fort, but most human forts gain access to quite a vast amount of copper early on (with the quarry digging), and appart from very early military, weapon traps or training your smith(s), there are not many uses for it.
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Arcvasti

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Re: ☼Humans☼ - Everything Human Mode
« Reply #662 on: September 10, 2014, 10:43:47 am »

With a quiver, I've seen archers carry several stacks of bone arrows and use all of them. Using the hunting labour is a terrible idea most of the time anyways. I make archer squads and set them to kill wildlife when suitable wildlife spawns and patrol the walls when inactive. That leads to lots of training and meat and is more controllable then using the hunting labour.
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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #663 on: September 10, 2014, 11:19:45 am »

Oh, then by all mean, give me your tips to have multiple stacks.

I even tried to up the number to 1000, and they still were only bringing one stack, no matter the actual stack size (meaning even only 1 when I unforbid some by accident).
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For the 55 people who did download V1.5 till now:  You human race is not working.
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foxtrot

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Re: ☼Humans☼ - Everything Human Mode
« Reply #664 on: September 14, 2014, 06:12:59 pm »

I dont know if this problem has been answered before but here goes

I've built my fortress and its going smooth and I decided to try and make my fisrt guild hall. I picked the smiths and built it underground with room for extensions. I had already made plenty of gold coins and decided to enlarged it to so it could have its first extension and after building the north extension and buying its permit, I just cant build the crucible. I select it press A for new task and everything is still in red and i cant select the crucible or anything else? If anyone knows how to solve this problem please help.

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slay_mithos

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Re: ☼Humans☼ - Everything Human Mode
« Reply #665 on: September 14, 2014, 06:38:55 pm »

Code: [Select]
[REACTION:LUA_HOOK_UPGRADE_BUILDING_UPGRADE_NORTH_SMITH]
[NAME:*Smith - Crucible*]
[BUILDING:EXTENSION_NORTH_BASE:NONE]
///the reagents are the buildmats of the building.
[REAGENT:A:2:BLOCKS:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:450:BAR:NONE:INORGANIC:IRON][PRESERVE_REAGENT]
[REAGENT:Z:1:TOOL:ITEM_TOOL_GUILD_SMITH_N:INORGANIC:BLANK_HUMAN]
[PRODUCT:100:0:BOULDER:NONE:INORGANIC:UPGRADE_NORTH_SMITH]
[SKILL:DESIGNBUILDING]

This is the entry for the "upgrade" of the north expansion for the smith guild.
It means you need 2 blocks, a bit of iron bars (not certain how many bars it takes) and the permit.

If you have all this at disposal, then it means you need to check the usual (stockpiles, burrows).
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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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foxtrot

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Re: ☼Humans☼ - Everything Human Mode
« Reply #666 on: September 14, 2014, 07:55:14 pm »

Thanks man!

I just did'nt have enough iron bars but now it works.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #667 on: September 14, 2014, 11:34:51 pm »

3 bars.
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denspb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #668 on: September 15, 2014, 09:19:11 am »

I select it press A for new task and everything is still in red and i cant select the crucible or anything else? If anyone knows how to solve this problem please help.
Just a hint: if you select and press Enter on red option it will show you all ingredients required for reaction (although not their quantities).
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denspb

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Re: ☼Humans☼ - Everything Human Mode
« Reply #669 on: September 15, 2014, 09:20:33 am »

In 6.1 in Alchemy guild East extension does not have any reaction enabled. I believe that is a bug.
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Angle

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Re: ☼Humans☼ - Everything Human Mode
« Reply #670 on: September 15, 2014, 03:37:22 pm »

Yup. I posted a fix for that:

To get your human alchemist to work, just replace the artificial gem, ironbone and bloodsteel reaction with these:

Spoiler (click to show/hide)
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Plazma_Rush

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Re: ☼Humans☼ - Everything Human Mode
« Reply #671 on: September 20, 2014, 01:16:32 pm »

Dunno if you've noticed this already, but...

Code: [Select]
[REACTION:BUY_VOUCHER_MATERIAL_GOLD]
[NAME:Buy copper voucher for 500 sovereigns]
[BUILDING:WEAPON_MERCHANTS_STALL:NONE]
[BUILDING:MERCHANT_ARMOR:NONE]
[BUILDING:MERCHANT_WEAPON_RANGED:NONE]
[BUILDING:MERCHANT_WEAPON:NONE]
[BUILDING:MERCHANT_TRAP:NONE]
[REAGENT:A:500:COIN:NONE:INORGANIC:GOLD]
[PRODUCT:100:1:TOOL:ITEM_TOOL_VOUCHER:INORGANIC:COPPER][SKILL:NEGOTIATION]

[REACTION:SELL_VOUCHER_MATERIAL_GOLD]
[NAME:Sell copper voucher(2) for 500 sovereigns]
[BUILDING:WEAPON_MERCHANTS_STALL:NONE]
[BUILDING:MERCHANT_ARMOR:NONE]
[BUILDING:MERCHANT_WEAPON:NONE]
[BUILDING:MERCHANT_WEAPON_RANGED:NONE]
[BUILDING:MERCHANT_TRAP:NONE]
[REAGENT:A:2:TOOL:ITEM_TOOL_VOUCHER:INORGANIC:COPPER]
[PRODUCT:100:500:COIN:NONE:INORGANIC:GOLD][SKILL:NEGOTIATION]

The reactions have VOUCHER_MATERIAL_GOLD, but in the entity it's VOUCHER_MATERIAL_COPPER.
The reactions still take copper vouchers, though.
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SammyLiimex

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Re: ☼Humans☼ - Everything Human Mode
« Reply #672 on: September 24, 2014, 09:57:15 pm »

I need help

How do I make bloodsteel and iron bone?

I have a maxed out academics, cook, and smith guilds and the option isnt anywhere in them. I also have masons and engineers. The cheat sheet says its part of the alchemists guild, but when I add a new task, its completely blank and theres nothing to choose.
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Arcvasti

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Re: ☼Humans☼ - Everything Human Mode
« Reply #673 on: September 24, 2014, 10:39:55 pm »

Yup. I posted a fix for that:

To get your human alchemist to work, just replace the artificial gem, ironbone and bloodsteel reaction with these:

Spoiler (click to show/hide)

This might help.
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SammyLiimex

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Re: ☼Humans☼ - Everything Human Mode
« Reply #674 on: September 24, 2014, 11:01:09 pm »

Thank you, Ill try that tonight and report if it worked or didnt
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