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Author Topic: Update 1.08 - HUMANS! 6th playable race, with largest tech-tree by far.  (Read 26256 times)

Meph

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I just wanted to report that whenever I make a tavern, Werebeast and night creature performers start showing up and destroying all my buildings despite being non-hostile. They fight with any traders and war animals as well, but citizens ignore them. They walk right through traps, etc. Happens across worlds, so i assume it's some setting I changed and don't remember.

I apologize if this has already been addressed, or if there's a thread for bug reporting. I looked but did not find.

Also, if you're still doing this in august, I'm giving you a hundred bucks. Wonderful work, but I get paid on a contractual basis and I'm poor 'til then.
Yeah, the taverns/scholars/mercenaries took my by surprise, the AI is borked for visitors. I really have to change that. And yes, I will still be around in August. ;)
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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 :::

leinad88

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Been playing humans last few days already made a few different forts and i have to say the humans are quite awesome, great work meph! Found a few bugs for you,
first the human merchant and the trade voucher for bullets both give arrows, I changed the reaction to give ITEM_AMMO_BULLET instead of ITEM_AMMO_BULLET_L and it seems to work great.

Some other bugs I found were the fishing guild ponds are giving me stones called knowledge(only tested first two ponds) and the tailors guild final expansion(west wing) wouldn't start, no one would go take the money?

A tweak to population ratios would be nice, i was getting way to many work castes(to the point i only ever needed to join a guild once or twice) and not enough soldiers. In my opinion a ratio of 20% schooled workers 20% military castes and 60% peasants would be a better balance. Also about castes and guilds, a military guild(just for the basic war castes) would be super helpful, human peasants mostly make such bad military.

My biggest enemy(excluding the unrelenting army of lightning men that ended my fort) was alcohol. I was losing one or two people a year after I built a tavern including my commander, you should think about adding some alcohol dilution to their civ file I added it at 150 on my second fort and only lost one farmer to alcohol in three years.

Biggest roadblock for my fishing town(non-mining) was running out of coal and wood to melt the things the traders brought, could you add some good coal to the ore merchant? Buying wood to burn was breaking my bank :(.

Last but not least were my theives who alwase seemed to want to take it to the enemy personally,I noticed that if I place my gunners on a wall that is not enclosed instead of going for more ammo like a good gunner(which even my peasant militia knew) they would hop down and try to beat the enemys face in with their guns and I think its from the likes fighting token?
Thats about it, starting a new fort now, ill let you know if I find ANYTHING else.
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Splint

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@ leinad88As far as the rifleman deciding bludgeoning people was a better idea, that behavior seems to be dictated by a few factors - presence of uninjured/non-fleeing allies, discipline, and personality.

A disciplined soldier with lots of friends nearby or one of those erm... Enthusiastic, we'll say, personalities regarding facing danger have in my experiences been prone to not only not running, but rushing forward to beat people/animals over the head with whatever's handy via the quickest approach to said enemy. Crossbow, shield, fist...

Sometimes that's great, but when your largely untrained angry mob decides that they can take that polar bear which proceed to rip six people apart, not so great.

I do second the military castes though.

Meph

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That is very good feedback, thank you leinad88. Added most of it to my todo list.
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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 :::

Urist Reborn

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The sawmill extension to the Carpenter's Guild doesn't consume the serrated disk, or mechanisms.
they should be build-mats
They just sat in the building and could be used again for other buildings (or stolen by kias).
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Wyzack

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Maybe i am crazy but i do not see the wood splitting block in the workshops list. Was it intentionally omitted due to the new abundance of wood? I am also curious, is it still possible to call invasions using the diplomats guild reactions even with the way that entities move on the world map now?
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Meph

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Maybe i am crazy but i do not see the wood splitting block in the workshops list. Was it intentionally omitted due to the new abundance of wood? I am also curious, is it still possible to call invasions using the diplomats guild reactions even with the way that entities move on the world map now?
its intentional because the sawmill does the job.

no way to call invasions since 34.11
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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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Hi, first i wanna say I'm really enjoying the mod. While playing humans I encountered 2 bugs:

- unable to join a caste in a guild. I have a clothiers guild (the first upgrade, no expansions). I have 1000 gold coins from selling stuff at a merchant building. The guild reaction "join the guild (male)" and "join the guild (female)" are both unavailible (red) and are telling me that i miss "gold coin" reagent.
Edit: so i just found out that i need 1500 gold to join a guild. Not sure if that is as it should be, here it says it takes 500 to join a guild http://imgur.com/bKV9Dwp

- unable to plant some seeds bought at embark. Its not a very serious issue, I think this was discussed a long time ago in previous MWDF versions though im not sure how/if it was resolved. My partilular case was cotton and rice in warm, forested and medium wilderness biome so i doubt it was a case of plants being unable to grow in the environment, though i cannot be sure.
« Last Edit: July 06, 2016, 03:31:55 pm by windalu »
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Kahlish

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The sawmill extension to the Carpenter's Guild doesn't consume the serrated disk, or mechanisms.
they should be build-mats
They just sat in the building and could be used again for other buildings (or stolen by kias).

I just KNEW that I shouldn't trust Kia Motors. God damned thieves, stealing mechanisms for their cars !  >:(
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Wyzack

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Humans do not seem to have the reaction to make coke from lignite or bitumous coal in their smelters
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forsaken1111

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Re: Update 1.08 - HUMANS! 6th playable race, with largest tech-tree by far.
« Reply #100 on: July 07, 2016, 09:15:41 am »

Humans do not seem to have the reaction to make coke from lignite or bitumous coal in their smelters
Yeah some basic smelter reactions are missing, meph don goofed. He's gonna fix it this friday I think
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Wyzack

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Re: Update 1.08 - HUMANS! 6th playable race, with largest tech-tree by far.
« Reply #101 on: July 07, 2016, 09:23:45 am »

Ah makes sense. Are we going to see the return of the religion system? I loved making huge cathedrals with congregation areas to house my holy altars.

Also will we see a return of the large two handed weapons that needed to be made in two parts at the armory (zwiehanders, poleaxes and the like) or are they already covered through the various weapon mods in the launcher?
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BlakMajiK

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Re: Update 1.08 - HUMANS! 6th playable race, with largest tech-tree by far.
« Reply #102 on: July 08, 2016, 10:36:27 am »

Is there a way for humans to make alloys that I'm missing? Doesn't seem to be a way to make bronze, electrum, etc.

Also, buying strawberries from the merchant stall gives "plants", with an error in the dfhack window.
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forsaken1111

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Re: Update 1.08 - HUMANS! 6th playable race, with largest tech-tree by far.
« Reply #103 on: July 08, 2016, 11:51:12 am »

Is there a way for humans to make alloys that I'm missing? Doesn't seem to be a way to make bronze, electrum, etc.

Also, buying strawberries from the merchant stall gives "plants", with an error in the dfhack window.
Those would be the smelter reactions meph goofed on I think. :P
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Wyzack

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Re: Update 1.08 - HUMANS! 6th playable race, with largest tech-tree by far.
« Reply #104 on: July 08, 2016, 12:55:28 pm »

If you are too impatient like me you can just bury/forbid a bunch of your iron and use DFHACK to spawn the pig iron. You can use the "make steel efficiently" reaction in the crucible from the metalsmiths guild
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