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Author Topic: Update 1.08 - HUMANS! 6th playable race, with largest tech-tree by far.  (Read 26276 times)

smakemupagus

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What do you think about having Grim or Stahl's armory raw files enabled by default (or both, although they conflict, e.g. arming swords).  There could still be a separate GUI control for whether or not they get loaded into the Dwarvish entity.  It would be nice if they were accessible for custom foreign reactions, like for human merchants and orcish raiders.  There are a few Terrible weapons I would consider using at a goblin ghetto or un-upgraded Auxillary yard. 

In the current state where they're "sort-of" available depending on user settings i can't count on using them in reactions, but also i feel like to avoid extra bloat and user confusions I shouldn't recreate another weapon with too similar name either.

zakhad

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How do you use the new ingame manager instead of workflow T_T? Also I enable both grim and stahl's armoy's the problem is i spent over 2 hours looking at the raw's just to figure out how good each weapon was, Bardiche are wayyyyy too good in the early game, when you haven't configured a good armor configuration for your military.
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Meph

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Quote
What do you think about having Grim or Stahl's armory raw files enabled by default (or both, although they conflict, e.g. arming swords).  There could still be a separate GUI control for whether or not they get loaded into the Dwarvish entity.  It would be nice if they were accessible for custom foreign reactions, like for human merchants and orcish raiders.  There are a few Terrible weapons I would consider using at a goblin ghetto or un-upgraded Auxillary yard. 
I wanted to do something like this, if its really helpful for you, I can do that this week.

Its mostly a question of "keep third-party mods like they are" or use their content and change it.

Quote
How do you use the new ingame manager instead of workflow T_T?
Its not in the mod yet, next friday I'll update to 43.03.
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smakemupagus

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Quote
What do you think about having Grim or Stahl's armory raw files enabled by default (or both, although they conflict, e.g. arming swords).  There could still be a separate GUI control for whether or not they get loaded into the Dwarvish entity.  It would be nice if they were accessible for custom foreign reactions, like for human merchants and orcish raiders.  There are a few Terrible weapons I would consider using at a goblin ghetto or un-upgraded Auxillary yard. 
I wanted to do something like this, if its really helpful for you, I can do that this week.

Great!  No hurry to do it this week in particular, but I'd definitely make use this content whenever it's done.

Meph

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Great news... I started playing a succession fort with humans, first year, early winter I got a visitor.

A titan.
A titan made of amber.
A flying titan made of amber.
A flying titan made of amber, beware its webs.

Yeah... lets see how that plays out.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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forsaken1111

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Great news... I started playing a succession fort with humans, first year, early winter I got a visitor.

A titan.
A titan made of amber.
A flying titan made of amber.
A flying titan made of amber, beware its webs.

Yeah... lets see how that plays out.
Is there an associated thread? I'd like to follow along once you update
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Meph

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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 :::

squamous

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whoa we can play as humans now? Neat. How soon can we expect all this stuff ported over to 43.04?
EDIT: Oh right I forgot, gotta wait for other utilities to update.
« Last Edit: June 30, 2016, 10:04:57 pm by squamous »
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daisha

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- Removed bamboo

The mouseover text for standardized grass in the GUI does not reflect this.

Thanks for the update, by the way!  Can't wait to dive in.
« Last Edit: June 30, 2016, 10:20:23 pm by daisha »
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Meph

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- Removed bamboo

Why?  The poor pandas!?
Because I removed the need for them to eat bamboo a while back, but forgot about the actual bamboo ^^
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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 :::

forsaken1111

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After a little time messing with this I have a suggestion. I'm playing as a human lumber yard right now, cutting down trees and selling the logs or wooden goods. I would KILL for a 'building' that is little more than a stack of logs to more efficiently store my hundreds of logs without resorting to minecart shenanigans. Just a building with no reactions that takes 5, 7, 10 or however many logs you think is appropriate. To get the logs back you just deconstruct the building. Call it a lumber pile or lumber storage.

Or if you have a better way to do this via a 'storage building' and reactions that works too.
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Meph

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So an official quantum-stockpile just for wood? That would be easy to do.
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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 :::

forsaken1111

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So an official quantum-stockpile just for wood? That would be easy to do.
Only if you feel it would be appropriate, but it seems like stacking logs into a pile wouldn't be that game breaking or rules bending. Logs don't have other options for storage like most items do. Bins, barrels, bags, etc. Stone would be the other one that would be nice to make piles of, but I'll leave that to you to decide.
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lokyar

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a thing: The merchants and guild "workshop" in the workshop building menu has the same hotkey as the brick splitting block, namely lowercase i.
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