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Author Topic: Too many humans(?) (31.17)  (Read 1248 times)

Dr_Pylons

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Too many humans(?) (31.17)
« on: November 12, 2010, 12:16:24 am »

Now, I know that there are still bugs to be fixed in the new version, but Armok seems to be letting the humans to be a little too flourish-y:



Granted, it would be a travesty were it elves doing so well instead of humans.

Anyone else notice this?
Or am I reading too far into this?
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Xenos

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Re: Too many humans(?) (31.17)
« Reply #1 on: November 12, 2010, 12:18:17 am »

Having lots of humans is a great thing (unless you are at war with them you can get tons of followers from them.)
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This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
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Dr_Pylons

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Re: Too many humans(?) (31.17)
« Reply #2 on: November 12, 2010, 12:25:38 am »

WE MUST PROTECT THE PURE DWARVEN RA I wasn't really asserting it to be a bad thing, but it seems to be unbalanced when compared with how the other civs have been faring.
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lolghurt

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Re: Too many humans(?) (31.17)
« Reply #3 on: November 12, 2010, 03:20:24 am »

WE MUST PROTECT THE PURE DWARVEN RA I wasn't really asserting it to be a bad thing, but it seems to be unbalanced when compared with how the other civs have been faring.
Humans are to worldgen are what cats are to your fist FPS death fortress.
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Quote from: acetech09 date=1343968486
It's probably made from baby bone, with a handle of baby leather. Probably uses the leg bones wound together for the handle, the pelvis for the handle/pick joint, and the pick is the spine.

But that's all in theory, of course. Not like I've made a pick out of my own 5 month old baby before.

Shoku

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Re: Too many humans(?) (31.17)
« Reply #4 on: November 12, 2010, 04:01:36 am »

Don't read too much into these things until elves have builds and dwarves have... well, their own unique sort of sprawl whatever that ends up being.
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Please get involved with my making worlds thread.

lordofhyphens

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Re: Too many humans(?) (31.17)
« Reply #5 on: November 12, 2010, 11:32:37 am »

Don't read too much into these things until elves have builds and dwarves have... well, their own unique sort of sprawl whatever that ends up being.

I would think that you'd actually never see dwarven urban sprawl. Although the vast quantity of automatic death traps might clue passer-bys that there's an outpost entrance nearby.
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"Extinction is not an option."

Uzu Bash

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Re: Too many humans(?) (31.17)
« Reply #6 on: November 12, 2010, 12:33:10 pm »

I would think that you'd actually never see dwarven urban sprawl. Although the vast quantity of automatic death traps might clue passer-bys that there's an outpost entrance nearby.
That's be easy enough to make in fortress mode, and very cool to explore in adventurer mode.
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