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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on April 07, 2014, 06:58:35 pm

Title: ☼Humans☼ - Everything Human Mode
Post by: Meph on April 07, 2014, 06:58:35 pm
(http://i.imgur.com/1CxJo2v.png)

Please post all discussion, questions, suggestions and bug reports for Humans in this thread. Thank you.

The human race will be the next race to be developed. For now, this thread serves only to collect ideas by the community.
Title: Re: [HUMANS] - Post your ideas
Post by: moseythepirate on April 07, 2014, 07:08:29 pm
It seems pretty promising. I like a lot of what I see here.

Just an idea about the Caste system...might it be possible to limit how one advances through the castes? For example, a peasant needs to become a squire before it can become a knight. Also on the subject of the squire, I think it would make sense for the squire to not be that great in combat, but it gives nearby knights a buff.
Title: Re: [HUMANS] - Post your ideas
Post by: Vabalokis on April 07, 2014, 07:14:47 pm
IMO df humans should be really slow miners but really fast wall builders thus making blocks would be a thing. 
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 07, 2014, 07:24:18 pm
I thought about peasent to squire for free, after three years as a squire he gets a 50% (25-33%?) for a promotion to knight, from that point on once a year, till he gets the promotion. So maybe after 3, or if unlucky it might take 4-5-6 years till knighthood.

Squire buffing knight makes perfect sense.

Good masons were mentioned, maybe a 8-block-per-boulder ratio could be a thing. Or something akin to the dwarven Brick Oven.

Slower mining learning can be done, and leads to more aboveground forts. Good idea.
Title: Re: [HUMANS] - Post your ideas
Post by: dshannon on April 07, 2014, 08:08:27 pm
Perhaps have some form of tar kiln which can use coal/wood/oil/peat to produce tar/pitch

This can then be used as a possible reagent in a form of ship-making, wood polishing or better yet, as a form of castle defence, maybe one which produces a physical liquid that acts like lava but burns out after time?
Title: Re: [HUMANS] - Post your ideas
Post by: moseythepirate on April 07, 2014, 08:12:40 pm
Another thought...perhaps humans can't smelt their own steel or make their own steel stuff, but can buy it (at a premium, either lots of money or some special, hard to obtain currency) from the Dwarven Smith, perhaps with qualities levels at different prices, or linked to merchant skill. It makes sense...legendary weapons and tools made by magical races with talents human don't possess have long been a part of RL human legends.
Title: Re: [HUMANS] - Post your ideas
Post by: Denisac on April 07, 2014, 08:16:31 pm
Here's a random collection of ideas.

Make heavy cave adaptation a bad... BAD thing for humans (very miserable + sick).  That would force more more open layouts for towns and force more above ground construction.

A dichotomy of light versus dark where having too many dark areas in living quarters and work areas can lead to random crime and even dementia over time (dark alley syndrome).

Dark cults and other random !FUN! which can pop up on its own if the people are not being properly shepherded by the righteous and pious clergy (who themselves could be at risk of the same corruption as everyone else).

If new specialized farms are being developed, cook in a slight chance of blights or other destructive events to occasionally harm outputs.

Make wealth a more coveted resource.  Do not allow coinage to be directly created, but generated from various buildings/reactions and spent as a reaction resource.

Inns to attract random mercenaries from the 'Dwarven Legion' faction.  Do not allow these characters to be hired/controlled, but have a slight chance of criminal behavior.  They're basically fodder to 'buy' materials from the various marketplaces.

Marketplaces in general where visitors can congregate and generate coinage.  Allow marketplace reactions to turn materials (food/booze/fish/etc) into a generic 'goods' resource.

Gambling dens, better at generating money, but tend to cause criminal behavior.

Allow accrued wealth to be spent to hire 'mercenaries' as part of migration waves.  Basically make them war trained pets that have to be assigned to a civ member 'leader'.  Upgradable to better equipment via reaction at a mercenary camp of sorts.

Allow wealth to be spent at the various faction shops to buy gear (dwarven steel, elven arrows, kobold poisons, etc).
Title: Re: [HUMANS] - Post your ideas
Post by: blapnk on April 07, 2014, 10:21:20 pm
Going for the multicultural angle, is it possible to get other races as fully controllable civ members you can assign labours to? Have one or two dwarves around for dwarfish labours and forget they need booze unlike the rest of your humans.

Maybe something to do with adventurers, might just because human towns are the only ones developed in adventure mode right now but humans seem pretty adventurous to me. Dwarves set out on expeditions, Orcs raid the seas and rivers, Warlocks send out minions to ravage the countryside, what if humans went out by themselves on quests of personal glory? It could give them combat experience as well. Your warriors need something to do if you're buying out all the invaders and creating a terrible time of peace and prosperity.

If they can't make steel I suppose mithril and bloodsteel are out too? Steeloak wood? Netherbark leather probably needs a drow connection like the orcs do. Honestly I can't remember the last time I made steel the normal way with flux and pig iron in masterwork.
Title: Re: [HUMANS] - Post your ideas
Post by: IndigoFenix on April 08, 2014, 01:18:32 am
Nice.

I had an idea a while back for a religion system that lets you build a generic altar, then consecrate it in the name of a particular god worshipped by at least one of the members of your community.  By praying or sacrificing at the altar you can then improve your relationship with that god and get bonuses based on the particular god's spheres (or possibly penalties for neglecting them).  I don't have good ideas for some of the spheres though.  Obviously would require heavy dfhack use but it's certainly possible...

As for gnomes, you can make copies of the automatic machines if you really want to, but that probably wouldn't be thematically appropriate.  The 'crate of technological wonders' is intended for trade though, it contains a random assortment of gnomish armor and weapons which should be appropriately sized if you open it with a reaction.
Title: Re: [HUMANS] - Post your ideas
Post by: kingu on April 08, 2014, 02:58:56 am
I dont know if it is technically possible to mod but CAVALRY!
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 03:34:54 am
These suggestions require dfhack:
-  Cavalary
- IndigoFenix Pantheon/Religion
- Criminal behavior (maybe possible to fake with interactions)
- Multicultural fort (Currently I can spawn for example a Goblin civ member in a human fort, but all je does is hang around the meeting area and eat/drink. No labors)
- Denisacs Inns/Marketplaces (idlers/visitor mingling places)
- Tar liquid (I think thats impossible)

Good ideas:
- Tar-based defenses, like tarpots in weapon traps that start fires, or as catapult ammo.
- Heavy cave adaption. Perfect. Leads to open courtyards, windows and aboveground forts. (Maybe some form of lamp/torch/candle) that can be used to make humans temporarily immune, otherwise it would be impossible to fight/mine into caverns.)
- Before anyone asks: No, Rendermax light can not be hooked into that.
- Race-specific merchants. Base the merchant stalls on trade-permits you have to buy from the caravan. That makes sense and simulates the permanent merchant arriving with the caravan. These could sell all kinds of race-specific goods, making it more interesting than just "item merchant x".
- Mercenary "pets": Dont know about that one. Maybe human civ members with gear and combat skills you can buy? Pets invite all kinds of funky behaviour like pet-names, belonging to an owner, being butcherable, edible as foodsource, and wont carry gear and wont be treated in the hospital. Very curious if dfhack allows more options.
- Dark cults/Dark alley syndrome: Very advanced stuff, I will put it on the late late list together with magic and similar things. Its possible with interactions, but very timeconsuming to write and hard to balance.
- Casino: Never found a good way to write those wiyh raws, but warmist was working on some fancy idle-script, that allows idle workers to do jobs themselves... like playing games.
- (Major idea: Make use of this script to make idle humans a good thing. The more idlers you have, the more they use gambling, shops and the merchant stalls to generate income for you.)
Title: Re: [HUMANS] - Post your ideas
Post by: Vabalokis on April 08, 2014, 04:30:09 am
Quote
Major idea: Make use of this script to make idle humans a good thing. The more idlers you have, the more they use gambling, shops and the merchant stalls to generate income for you.

that would be awesome
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 04:45:47 am
It would be new and reward large populations, which fits well with the theme of large busy towns. Requires dfhack r5 though, which is far away. But so is this human-cadtle idea ;)
Title: Re: [HUMANS] - Post your ideas
Post by: Kiefatar on April 08, 2014, 09:06:39 am
They should definitely be able to make steel from the onset, but more advanced ores should probably only come from high end trading with Dwarves/Gnomes/Orcs.

Have there be multiple Tiers of trading buildings for each race? Denoting increasing levels of trade/cooperation?

Libraries/Barrack reactions for training soldiers would be nice, and maybe a 'Quarry' building that allows them to generate stone blocks/boulders, potentially slowly, but so that mining is done exclusively for metals (or not at all and they acquire it via trade only). Combine with severe cave adaptation and it sounds good. I'd like the concept of them having an outside quarry that they then go and bring the stones back to the fortress, to make true above ground castles.

Maybe some advanced Wall/Floor reactions to improve creation speed?
Title: Re: [HUMANS] - Post your ideas
Post by: LMeire on April 08, 2014, 11:00:49 am
How about a thieves' guild and an assassins' guild with associated castes?

Thieves would sneak up on idle workers and "pickpocket" them generating cash and possibly making the victim unhappy, if possible, pickpocketing should be seen as a crime by the guards but unnoticeable to ordinary citizens. Maybe a series of "front-shops" for the thieves' guild to increase the rate that thieves attempt a pickpocketing in addition to usual craft-production.

Assassins would be a military caste with naturally high dodge and ambush skills. The assassins' guild could be used to put a bounty on any unit on the map in exchange for an expensive fee, causing all assassins on the map to attack the targeted unit on sight. Assassinating a civ-member would still be seen as a murder if witnessed, but if possible should not start a loyalty cascade. Assassins might automatically target a worker that shares a grudge against someone, generating cash instead of costing it like a bounty.
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 11:45:53 am
Vanilla DF humans do not have steel, thats why I dont want them to have it. (without some dwarven smith/merchant)

Multi-tier traders is possible. I just have to avoid spamming too many new workshops.

Library maybe. I think it would be best to simply copy the dwarven library. I cant see how humans would set it up differently, and it causes less confusion for the player, since he/she already knows how it works.

Advanced wall/floor reaction? They are no reactions, but constructions. Giving higher mason and carpentry skill will accomplish that.

Quarry: I think an actual quarry that you dig would be much better.  Strip mining a giant hole drops enough stones for construction and makes the tiles light/outside. This way you can mine in sunshine, level foe level. I think thats much nicer than a quarry-workshop.

lmeires assassins/thieves: I wouldnt even know where to begin to write something like this. AI modding cant be done.
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 08, 2014, 02:14:07 pm
Maybe give them a whet-stone building to make sharpened iron, which is somewhat comparable to normal steel?

And perhaps "true" suits of armour, which are composed of both plate mail and chain mail for improved iron armour?
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 02:18:15 pm
Whetstone to sharpen weapons: theoratically possible. it might get a bit confusing with equipping military though. (sharpened iron != iron)

Armor: Chainmail can already be worn under platemail.
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 08, 2014, 02:19:32 pm
Whetstone to sharpen weapons: theoratically possible. it might get a bit confusing with equipping military though. (sharpened iron != iron)

Armor: Chainmail can already be worn under platemail.

I wish I knew that about the chainmail :P

Not sure if you can build gold or platinum weapons with any of your races already, but they are theoretically easy metals to work with, and much heavier blunt weapons might make a good compensation for only having iron edged weapons?

Edit: Or failing the above, an alloy of silver and lead or iron and lead to make them heavier?

Edit 2: Definitely powder weapons, and how about mortars, if you can make shrapnel occur upon explosion?

Ditto on cannons as siege weapons

Edit 3 (last one): Ah, powder weapons are already on there, but the handheld mortar/handcannon is a thing :P
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 02:29:19 pm
Silver and gold can be used for weapons already and wolfram is the go to choice for this. Will be covered by dwarven smiths.

Siegeengine cannons: Maybe with dfhack. Warmist is the person to ask about that.
Title: Re: [HUMANS] - Post your ideas
Post by: Dorenabel on April 08, 2014, 02:48:33 pm
- Aboveground-only farm workshops, like dairy farm, agriculture monocultures and mills.
Is it have chance to include animal farm? Build workshops (with bureaucratic permission, written with inks and some rare ingredients on paper to keep it late game buildings) wich produce yarn, cheese, and even scales (also require blueprint available from dwarves), chitin (drow contract) for example, to reduce amount of animals from 500+ to reasonable amount and save late game fps? Well, ability to purchase all this with coins via some trade house also fine.
 I have zero experience with DF modding, so everything below just ideas, which probably possible to implement.
 Diplomacy - option to invite "enemy of my enemy" to repel invaders and leave items/corpses on ground much more appealing, but I afraid they will just camp map edge forever even if it possible.
 Witchhunters - let them have own workshop. To send them in wilderness to hunt foul sorcerers and develop own magic in fortress with occasional loot they bring back (absolutely not foul, even this +dwarf cultist skin cloak+ as pure as childs tears. Our fort specializing in child's tears, ya know?) Of course they aren't interested in gold, but will gladly hunt whatever you want with orders (paper and ink to create one) from.. yes it's some bureaucratic structure again.
 Caves, tunnels, underground - is it possible to add some kind of autospell to every human which spawn some faceless terror if he spent to much time underground (linked to cave adaptation, which even orcs have it seems)? Well, idea to make them appear in tunnels below surface, rip human apart and leave misleading message in combat log like "Peasant X suddenly noticed CreepyShadowHorror lurking in darkness" instead of "Peasant X summoned CreepyShadowHorror, which actually hostile / opposed to life". But opposed to life can be abused imho, so hostile to humans only civ should be better, but no idea is it possible or no.
 As for gameplay aspects - take away magma from humans, let them order/purchase some fuel in tradehouse and give them bureaucracy. Dwarfs can pour all they see with magma, orcs can fight all they want, kobolds all about survival and short lifespan, warlock about sorcery, humans.. humans could do all this but they don't have permission in 3 exemplars signed by Gran Councellor, verified by Scrivener so..  ::)
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 02:58:34 pm
I am not sure if burocracy makes for a fun haming experience. :D

I cant take magma away from them, but with their cave adaption it will be hard to use. Could you please explain your creepyhorror idea further? I am not sure if I got that. Are you suggesting some form of fort-mode boogeymen that appear to heavily cave adapted humans?
Title: Re: [HUMANS] - Post your ideas
Post by: Dorenabel on April 08, 2014, 04:01:43 pm
 Bureaucracy always fun unless you meet it yourself. Idea to add some background to race, humans in df isn't look like religious fanatics but rather merchants, one fit another, and since all you need to add it is to rename some ink+paper reactions which already exist it's not going to be time consuming or hard to implement (relatively). So with little effort you can get some new aspect to control late-game building spam, mass production of goods which aren't supposed to be mass produced by adding *Signed orders on greathammer* (just example, replace with any weapon which supposed to be advanced/rare like doomcannon) to reaction to make one (unless you really have tons of ink and paper). Overall it's just library system which already exist under new angle.
 Creepyhorror - name isn't important, actually idea came from fact that adaptation grow over time and have some value stored memory, so somewhat can be used (no idea if it really can, and don't remember where it came from) to track how much creature spent time underground, otherwise it's just to random. Well, yes, fort-mode boogeymen, not creature randomly running around and listed as hostile but something suddenly appearing in darkness to stalk it's prey - each human who spent to much time in darkness, light source maybe negate effect (autobuff condition/possibility or banish creature) if possible, just otherwise i don't see any reason to not move underground. If they move slow - send 20 miners there, if they melt slow build 20 smelters, and it's always faster to dig rooms rather than build them. However if every descend in underground level organized like military operation it will give me good reason to build castle, not to dig one  :) Also something new in game to have fun with. Maybe even for "Conquest of underground and horrors beneath" for some human forts :) So, pretty lame explanation because i don't know what to explain exactly.. Alot of caster already use spells wich they buff on themselves repeatedly, but it's mostly protective spells, (merchants in combat log animating dead to spawn animated weapon on arrival so probably somewhat possible to use spells to summon) so technically all human castes should have this "boogeyman spell" which they think is buff and able to cast, and will cast as soon as some condition met, some cave adaptation value in this case. So problem is - is it really possible to use adaptation value (or whatever else but no idea what else can be used) to initiate "harmful buffing" or not to summon creature around. Because if possible it's just like horror movie with terrors lurking in darkness and new aspect in game with not so friendly underground levels.. something like this. If bogeyman composed of something what dissolves on light titles it's even better but so far haven't seen anything like this in game.
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 04:09:20 pm
Yes, thats possible.

I can make heavily cave adapted humans spawn hostile boogeymen that either time out or die when exposed to the sun. First I would have to make sure that inside != underground, otherwise they would appear inside buildings as well.

"Fake" animal farms to help FPS by keeping the amount of pets down are possible, but I cant think of a neat way to do this. Plants are easy, Seed in, Plant out. But animal farms... i cant use animals as reagents.
Title: Re: [HUMANS] - Post your ideas
Post by: LMeire on April 08, 2014, 04:14:07 pm
...

lmeires assassins/thieves: I wouldnt even know where to begin to write something like this. AI modding cant be done.

Ah well, I guess I got too excited.

To add to your agricultural buildings, how about Eel ponds for farming high-quality fish meat? IRL, eels were farmed all over Europe as a delicacy for feast-times, so I figure it's at least thematic. They could require an eel egg-sac to build and produce raw freshwater eels of a random gender for the fishery. Egg-sacs could have a low chance of being produced with every female eel caught.

Title: Re: [HUMANS] - Post your ideas
Post by: Shardey on April 08, 2014, 04:16:03 pm
Maybe it would be possible to have 'trade caravans' between towns on the map, so that making multiple settlements and one big central castle would be beneficial. Of course those settlements would need to be protected and there could be a whole giant problem with food logistics..

Different settlements could have bonuses for their specialization, let's say a special 'town hall' building which radiates some kind of bonus to the surrounding workshops. And you can only have one town hall of each kind.
Title: Re: [HUMANS] - Post your ideas
Post by: arbarbonif on April 08, 2014, 04:27:13 pm
Rather than cave adaption, humans should not be able to see in the dark.  Can you give speed/skill malus when in a place that would give cave adaption?  Then you could add a line of sight effect to light sources that remove the dark penalty, so they could still mine and such they just suck at it without light.
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 08, 2014, 04:39:14 pm
Can you make power sources only provide temporary power? If so, how about peat-burning furnaces? That way, you can devote a group of the lower-lower-LOWER-class peasants to constantly feeding the peat/coal/wood-burning furnaces.

Edit: and in addition to the above suggestion about dark-blindness, add whale-oil/kerosene/alcohol lamps that use the same mechanic as pylons from warlock tower (treated by animals by the game, but meant to be just objects, for easy deployment) that can easily be moved throughout the tunnels. I'm reading that kerosene was distilled in persia as early as the 9th century AD

Edit 2: Bonus points if they start fires when attacked
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 04:43:22 pm
Eel pond: I thought I could just use the existing fish pond. But good to know, I did not know about the rl eel farming.

Not seeing in the dark: That was what I was going for before I saw the boogeymen idea. Slow movements and malus on most things, except if equipped with a candle/torch. I cant do line-of-sight ti lightsources, except from creature to creature, like I do with skeleton to pylon/warlock in warlock mode. Maybe dfhack allows something like that.

AoE buffs for specific guilds: The guildhalls could make banners/signs. Immobile creatures that give guild-specific buffs. That would lead to specialised districts, for example jewelers and glassmakers would work faster near the jewelers banner. There could only ever be one banner per guild at the same time. The only issue with that it that I would have to make guilds a caste, exactly like in dwarf mode.

Features between forts on the worldmap I cant do.

Bennerman: Are you new to df or the mod? Peat can already be used as fuel (screw press & smelter) and power is temporal. If there is no manual labor, water or wind, it will stop.
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 08, 2014, 04:44:59 pm
Eel pond: I thought I could just use the existing fish pond. But good to know, I did not know about the rl eel farming.

Not seeing in the dark: That was what I was going for before I saw the boogeymen idea. Slow movements and malus on most things, except if equipped with a candle/torch. I cant do line-of-sight ti lightsources, except from creature to creature, like I do with skeleton to pylon/warlock in warlock mode. Maybe dfhack allows something like that.

AoE buffs for specific guilds: The guildhalls could make banners/signs. Immobile creatures that give guild-specific buffs. That would lead to specialised districts, for example jewelers and glassmakers would work faster near the jewelers banner. There could only ever be one banner per guild at the same time. The only issue with that it that I would have to make guilds a caste, exactly like in dwarf mode.

Features between forts on the worldmap I cant do.

Bennerman: Are you new to df or the mod? Peat can already be used as fuel (screw press & smelter) and power is temporal. If there is no manual labor, water or wind, it will stop.

I don't think I've ever had to use peat. Always had plenty of lignite and coal
Title: Re: [HUMANS] - Post your ideas
Post by: Dorenabel on April 08, 2014, 04:50:28 pm
"Fake" animal farms to help FPS by keeping the amount of pets down are possible, but I cant think of a neat way to do this. Plants are easy, Seed in, Plant out. But animal farms... i cant use animals as reagents.
If issue because you need animal - no idea aswell. But fishpond in game already and dwarves could summon some food (i hope they could, but i don't trust to my memory), kobolds could steal it so probably issue isn't in animal.
 If issue because you want to make it neat - i had idea, but it was something like
-use coins to purchase at farm - no farming skill involved.. plain, simple, boring but stable because it was done alot already. And it more like tradehouse rather than farm.
-or worker taking orders signed in 3 exemplars and moving to farm to work there, because he have orders to do so and stock forts with 5 scales/ shear sheep for some wool, etc etc and resulted amount depends from worker skill in shearing or another farming skill related to task. But seems bureaucracy haven't passed idea firewall, so doesn't matter.  :P
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 04:53:56 pm
Dorenabel, where are you from, if I might ask? (please say japan^^)
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 08, 2014, 04:56:32 pm
Well, if you are interested in the kerosene lamp idea, apparently it can be derived from bituminous coal (do you want coke for weapons or kerosene to keep the boogeymen away?), or from "oil shale", which should be easy to mod in. Apparently, in addition to kerosene, it's constituants include iron and nickel. Perhaps if you turn 5 boulders at once into kerosene, you get an extra bar of nickel and/or iron?

In addition, apparently the early english used to cut and polish them into ornaments, maybe giving it a medium material value if you craft it?
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 04:59:39 pm
Oil shale is in the mod already. ;) And candles made from oil should be there as well, simulating what you just described. Dwarf mode should have all of this already. :)
Title: Re: [HUMANS] - Post your ideas
Post by: Dorenabel on April 08, 2014, 05:00:57 pm
Not really, between me and japan was Japanese sea for 30 years but i never crossed it. Same country as Deon.
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 08, 2014, 05:01:47 pm
Oil shale is in the mod already. ;) And candles made from oil should be there as well, simulating what you just described. Dwarf mode should have all of this already. :)

Holy crap, I am off my game today. I'm gunna go play dwarf fortress for a few days to get my knowledge up-to-snuff (bearing in mind my last major fort was over 6 months ago) :P
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 08, 2014, 05:09:59 pm
Not really, between me and japan was Japanese sea for 30 years but i never crossed it. Same country as Deon.
Ok thanks. It was just a thought. When I read your text I automatically kinda read it with a japanese accent, because of the grammar. It remindet me of some friends from japan/korea. Sorry for being offtopic. ^^

Bennerman: Look at kiln and chandler. :)
Title: Re: [HUMANS] - Post your ideas
Post by: Denisac on April 08, 2014, 11:29:45 pm
Had an additional thought.  What about making created artifacts not necessarily a good thing in all cases?  Think the same with some archaeology finds. Dark whispers (or the occasional curse) leading to horrible misdeeds or catastrophe centered around a coveted item.

Thinking of some of the old folk tales regarding a cursed chair that doomed anyone who sat in it to a horrible death before the month's end or the more contemporary 'mummy's' curse that was really just a nasty fungal syndrome caked on a piece of jewelry....  Maybe work it in with the boogeyman idea.
Title: Re: [HUMANS] - Post your ideas
Post by: lcy03406 on April 09, 2014, 12:17:12 am
Human is the race of traders in DF world. But it's not fun if we just play in human race to forge more and more money and buy everything from merchants.
So I'd like to add some fun or maybe !FUN! into humans.

"He needs MONEY to get through the working day."

I don't know if it is possible though. It would be nice to record personal wealth. Maybe you can use the alcohol dependent variables, or a "bank" workshop, or an organ named "wallet" which can be "injured", literally.

Every high-end reaction, from forging a kiteshield to brewing red wine, needs a small amount of coins, and results in wealth increment of the worker who run the reaction. humans tend to waste a lot of labor in minting (and spending) money.

Men would be unhappy if had not earned money for too long. Unemployment is a big problem in human society.

So players should worry about the number of idle men. We can buy some raw material and offer those poor men a job to make some trade goods, and sell them to buy more raw material to produce more goods and coins and more happy workers. It' driven by the human nature of greedy and industrious.

And If you like the paradox of vanilla anvils, you can add coin consuming to the reactions of mint.
Title: Re: [HUMANS] - Post your ideas
Post by: LMeire on April 09, 2014, 01:14:37 am
For human religion and clergy, how about you make them do nothing? Like, not that they have no purpose, but rather they reduce the effects of good, evil, and elemental magic around them with the sort of anti-superstition rhetoric that Christian priests used to convict suspected heretics and convert pagan villages. The lower levels of clergy could all have a special skill that temporarily removes all "magical" reactions like fireballs and necromancy from an opponent; while the high priests could possibly deny the existence of titans and FBs while in combat with the things, proving (transforming) that the monsters are in fact ordinary animals like wolves or alligators and making them that much easier to kill. But at the same time, having a powerful church presence would mean that a fortress loses access to beneficial livestock such as unicorns, faedogs, and fire birds.
Title: Re: [HUMANS] - Post your ideas
Post by: Jiamil on April 09, 2014, 02:08:11 am
Just took a small look at this thread. No Steel for humans seems a bit odd. I know, humans don't have steel in Vanilla, but in Masterwork, they always had. A Paladin-Armor (Bronze) seems weird. In Vanilla I always thought of the human race as something like ancient Greece (or similar culture in this time period) with bronze and iron weapons. In Masterwork, they looked more Medieval with their Steel Armors and Weapons.
I would think, that steel would be a necessetiy if you want to make them look medieval (like you want it, if I read this thread correctly). Everything above steel, well, I would say is too much for humans I would say.
Title: Re: [HUMANS] - Post your ideas
Post by: blapnk on April 09, 2014, 05:42:08 pm
I think the idea in making them playable means moving them back to vanilla humans. Orcs and warlocks don't exist in vanilla so you can take them in any direction you want, but people new to masterwork will see humans and expect them to be vanilla humans with some extras.

This is why like I something to do with adventurers, because most of my interactions with humans in dwarf fortress has been in adventure mode and all the three main races start their adventures in a human town (in current version).

These suggestions require dfhack:
-  Cavalary
- IndigoFenix Pantheon/Religion
- Criminal behavior (maybe possible to fake with interactions)
- Multicultural fort (Currently I can spawn for example a Goblin civ member in a human fort, but all je does is hang around the meeting area and eat/drink. No labors)

What about other races as sterile castes of humans? Would that be too much of a kludge? Humanised/Assimilated dwarves and elves who have long since left their original culture. Or in the cases where their race doesn't have a civilisation at all, they just wandered in from the wild with no where else to go in the way you can make outsider adventurers.
Title: Re: [HUMANS] - Post your ideas
Post by: BlackFlyme on April 09, 2014, 06:54:42 pm
These suggestions require dfhack:
-  Cavalary
- IndigoFenix Pantheon/Religion
- Criminal behavior (maybe possible to fake with interactions)
- Multicultural fort (Currently I can spawn for example a Goblin civ member in a human fort, but all je does is hang around the meeting area and eat/drink. No labors)

What about other races as sterile castes of humans? Would that be too much of a kludge? Humanised/Assimilated dwarves and elves who have long since left their original culture. Or in the cases where their race doesn't have a civilisation at all, they just wandered in from the wild with no where else to go in the way you can make outsider adventurers.

The problem with creature castes is that there is no way to control what castes are born, only the frequency in which the castes appear. Even though elves, goblins, dwarves, etc. would be sterile in your suggestion, humans would be able to give birth to dwarves, goblins, and elves.
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 09, 2014, 07:44:40 pm
Ok, I'm not sure if you can make this, but I think this is a very solid idea:

A magma desalinator. Saltwater and magma go in, the water is boiled in a retort or still, the steam is condensed back into desalinated water, and the salt can be used as a cooking ingredient. Thoughts?
Title: Re: [HUMANS] - Post your ideas
Post by: moseythepirate on April 09, 2014, 07:47:59 pm
Ok, I'm not sure if you can make this, but I think this is a very solid idea:

A magma desalinator. Saltwater and magma go in, the water is boiled in a retort or still, the steam is condensed back into desalinated water, and the salt can be used as a cooking ingredient. Thoughts?

Interesting idea...doesn't seem very humany though. Most salt production by real life humans has been either mining rock salt or old-fashioned solar pond...

OH! You meant the purpose would be desalinization...still doesn't seem very humany.
Title: Re: [HUMANS] - Post your ideas
Post by: bennerman on April 09, 2014, 07:49:37 pm
Ok, I'm not sure if you can make this, but I think this is a very solid idea:

A magma desalinator. Saltwater and magma go in, the water is boiled in a retort or still, the steam is condensed back into desalinated water, and the salt can be used as a cooking ingredient. Thoughts?

Interesting idea...doesn't seem very humany though. Most salt production by real life humans has been either mining rock salt or old-fashioned solar pond...

OH! You meant the purpose would be desalinization...still doesn't seem very humany.

Humans have always had a talent of thriving on the sea. This is a good way to make that easier.

Edit: you have elves in the forests and dwarves in the mountains. Let the humans have the sea xP
Title: Re: [HUMANS] - Post your ideas
Post by: lcy03406 on April 09, 2014, 08:58:54 pm
you have elves in the forests and dwarves in the mountains. Let the humans have the sea xP
You are not serious. Human have the plain.
Title: Re: [HUMANS] - Post your ideas
Post by: Arcvasti on April 09, 2014, 09:11:46 pm
Being strongly trade-based and having mediocre metallurgy skillz are both pretty neat ideas for a unique gameplay experience. If it wasn't mentioned earlier, having a lower mining skill gain and maybe some form of sky adaptation [Negative effects after too long underground], would be nice. If above ground structures are being encouraged, maybe we should have parquet tiles or some other blocks that can only be used in constructions, but are really easy and efficient to make. Some cool agriculture stuff would be neat too. I'm thinking that their magic system should be loosely based off of the Warlock spell system[They're pretty much the same, except the Warlocks study more powerful forbidden magic], but they can only learn the first two spells of some of the schools.
Title: Re: [HUMANS] - Post your ideas
Post by: lcy03406 on April 09, 2014, 09:39:09 pm
"Fake" animal farms to help FPS by keeping the amount of pets down are possible, but I cant think of a neat way to do this. Plants are easy, Seed in, Plant out. But animal farms... i cant use animals as reagents.
You can make it more realistic, for example, hay in, milk out.
But I'd argue against the animal farms. The problem is not how, but why. Trading works jut fine. Who need so many domestic animals that hurts FPS?
Every caravan brings more than enough cheese, leather, yarn, fresh heart, meat.
We can also buy meat from trading workshops, in case of starving.
The reason why we have too many animals is not about the product at all. It's about the animal itself. So an animal farm can't help much.
Someone, sometimes want an army of cragtooth boars, or ironclad horses for human.
Want cats to hunt vermin.
Want drake scales. I doubt human's ability in breeding drakes. It's better to buy the scales from dwarves.
Want eggs. Egg is not better than meat in any aspect. Animal farm has not the same sense of hen and nest box. So it's not useful and not fun.
Want pets to make people happy. You can write an reaction of "look at the beautiful birds", but it's better to actually look at some statues in the meeting hall.
So the best way of keeping the amount of pets down, is not to breed them at all. We don't need an alternative way to breed them, really.
Title: Re: [HUMANS] - Post your ideas
Post by: Meph on April 10, 2014, 06:23:06 am
General feedback seems to support the idea of a playable human race. Thats good to know.

I think Dwarves, Humans and Orcs as easier to play races, and Warlocks, Gnomes and Kobolds for more experienced players is fitting.

I am not sure if I want to do a clergy/christian belief thing, because it simply does not fit DF. Dwarves have Armok of course and that Warlocks meddle with demons from hell makes sense, but there is nothing in the game that supports the idea of god, the church, heaven and angels. Even more so since the humans will be shown as worshippers of all kinds of procedually generated gods ingame.

But if someone does come up with some dfhack pantheon religion feature, I would of course add it. Putnam, Warmist and IndigoFenix come to mind, all three have at least mentioned things like that.

I think writing the humans will be much easier than the Warlocks, because the modding behind the traders and guilds is not new territory. I just have to expand the features that already exist in dwarf mode. The only difficult ghing will be balancibg the traders. Avoiding people walling in and buying everything from these merchant stalls all the time, with no outside access.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: bragos on April 10, 2014, 06:53:08 am
For the prevention of walling in the trade stalls, maybe you could mod in a some sort of "trade_supplies".

These trade supplies would make the operation of the trade stalls possible (like warlock pylons for instance), but would expire after a certain time. Because the expiration one would need to aquire the supplies regularly.
By making then only available as trade goods (like licences) you force the player to trade with the caravans.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Jiamil on April 10, 2014, 07:11:42 am
About the traders:
Maybe make the prices extremely high, so importing goods with the normal merchants is the more cost efficient option. Or maybe place a random element to the traders, so in some cases the trade won't happen because the bartering failed or prices are even higher than normal (which might give a bad thought like "Made a bad deal recently"). Makes it a little more like a gamble.
Another thought to this could be "Tier 1" and "Tier 2" traders: the first offer only a small amount of different goods and are meant for early game, the second would have a wider range but need a Trad License in order to be built (which need to be imported).
Is it possible to make a workshop need access to the outside?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: kingu on April 10, 2014, 07:42:19 am
Can one connect stuff like merchant stall to the depot access function to get people to not wall in?

Also, Is masterworks humans as they look now going to change? It will be strange if humans with access to muskets and pistols in unable to use steel.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Kiefatar on April 10, 2014, 08:54:57 am
Maybe, how Kobolds can steal plans for advanced tech, Humans will be able to trade for the knowledge? They buy a contract on a dwarven metallurgist and thus gain access to most of the metallurgy reactions through a unique building? Research via trade as opposed to via true research?

Also, Bandit Kings, have some sort of raiding system? Opposite end of the trading spectrum? I'd also bump up human learning rates to take into account their shorter lives.

Also... Berserkers, great big nordic types that run around with 2 handers, maybe some sort of charge or rage mechanic? A few unique military types would be nice.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Stronghammer on April 10, 2014, 12:33:53 pm
The trade supplies idea is a cool one. You could have them only available from the caravans and are needed for the reaction at the stalls. So for example you buy 10 "trade goods" crates, you then can either have these unpacked in the store house for trade good supplies and then every reaction at the stalls requires coins and one of these trade good's supplies. This way it is simulated that the merchants are shipping the goods in. The only problem this method has is that you "pay" twice for one good. But this can dealt with by have the crate of goods be a low cost and then having a lower cost at the stall. But it still simulates economic activity. And yes BANKS..BANKS BANKS BANKS please banks. The idea of a human trading town with mighty merchant guilds and trade banks is really cool.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: moseythepirate on April 10, 2014, 02:12:49 pm
For the prevention of walling in the trade stalls, maybe you could mod in a some sort of "trade_supplies".

These trade supplies would make the operation of the trade stalls possible (like warlock pylons for instance), but would expire after a certain time. Because the expiration one would need to aquire the supplies regularly.
By making then only available as trade goods (like licences) you force the player to trade with the caravans.

Honestly, I've always found that needing to trade with caravans to unlock an entire aspect of your fort is obnoxious and restrictive. You are suddenly dependent DF's fickle trade mechanics, which is no fun at all. I do like the idea of expiring trade supplies, but making it dependent on caravans would get awful quickly. Make them available on caravans, by all means, but not reliant on them.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Kiefatar on April 10, 2014, 02:21:13 pm
Indeed, a combination of Caravans and specific reactions to produce the trade item resource would be fine. Much as a few buildings use coins as a tradeable resource for various tiems, you could acquire the trade packages through a similar mechanism. Maybe use direct trades, ie barrels of food, sets of logs, stone, metal, whatever for an appropriate # of trade boxes, or just knock everything into coins before trading them back out into the trade boxes.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Denisac on April 10, 2014, 08:51:14 pm
Hmm... maybe a voucher system of some sort using bars (ingots).  Make items cost a certain number of vouchers as a reaction component.  Use a bank as a means to convert items (maybe a generic trade good) to vouchers and lower rank vouchers to higher rank vouchers.  Might be a way around some of the issues with stacks of coins and would kind of insert a bit of bureaucracy along the lines of finding a permit 38 in the place that sends you mad.
Title: Re: [HUMANS] - Post your ideas
Post by: lcy03406 on April 10, 2014, 10:48:15 pm
Avoiding people walling in and buying everything from these merchant stalls all the time, with no outside access.
With no outside access and absolute safety, you can't do anything to attract them out, because all they need is grow turnips year by year. Any trade goods are not more attractive than absolute safety, and not necessary if you are absolutely safe.

Dwarves can also wall off the world (and magma-flood it) and live a self-sufficient life, grow plump helmets year by year.

If players don't want to play fun, you can't force them to play.


Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: bennerman on April 10, 2014, 11:22:51 pm
Say for the dwarven smith shop:

You can't make steel, but what if you have to supply them with coke and iron to supply them, and then pay in sovereigns to "commission" weapons out of those materials?

That way you can give them supplies for "Dwarven supplies" or buy "dwarven supplies" from a caravan?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Jiamil on April 11, 2014, 12:52:22 am
I would still say give Humans their steel. As far as I get it they have a hard time getting the ressources for it through mining. They also need quite a lot coke to produce it, maybe make coaldust more garmfull to them to up the difficulty to get metal at all and maybe add a higher accident risk ar the "steel smelter" because they can't work as well under the heat as dwarfes for example.
The dwarven smith could make it easier to get stell mid to late game, as long as you got some poor idiots miners to get the ores.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: omniclasm on April 11, 2014, 04:56:41 am
The most defining element of humans SHOULD be the ability to use mounts.

However, that is not possible as far as I know in the game. Unless you make a really weird "mounted" caste that is basically a centaur lol
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Denisac on April 11, 2014, 04:00:17 pm
Would definitely leave the compact peat reaction on the screw press from dwarf mode since peat was a common source of fuel in some areas classically.  Also, since there is a decided lack of dwarfy strength, the diamonds outta coal thing probably is not appropriate.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 11, 2014, 05:51:04 pm
Judging from the poll: Steel it is.

Wolfram/Titanium etc just from dwarves.
Adamantine not at all, Dwarves wouldnt give this knowledge/metal to humans.
The dwarven merchant would pay a lot for raw adamantine though.

Sounds good?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: CptCrunchy on April 11, 2014, 06:04:11 pm
That sounds perfect to me.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 11, 2014, 06:38:42 pm
I think that you should put a new metal in for humans that only they only have access to... like maybe Aerogel for arrows and bolts and Starlite for armor. I also think that they should be enemy to drows, orcs, goblins, and maybe elfs because humans cause more damage to trees.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 11, 2014, 08:51:30 pm
I think that you should put a new metal in for humans that only they only have access to... like maybe Aerogel for arrows and bolts and Starlite for armor. I also think that they should be enemy to drows, orcs, goblins, and maybe elfs because humans cause more damage to trees.
I vote against this. We have too many kinds of metal now. It's a pain to set uniforms while some pieces are iron, and some are ironbone, and some others are lamellar leather. (I'll bring ores on embark and don't touch ironbone anymore, when play as dwarves.) I think we should not put in new metals for every new race unless necessary.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 11, 2014, 08:56:33 pm
Judging from the poll: Steel it is.

Wolfram/Titanium etc just from dwarves.
Adamantine not at all, Dwarves wouldnt give this knowledge/metal to humans.
The dwarven merchant would pay a lot for raw adamantine though.

Sounds good?

Good.

Another question about tech level.
You should give human enough tech to build high-pressure chambers and make artificial diamonds. That's because you said this in dwarf manual:
Quote
And the most awesome show of dwarven might: Press coal together so hard, that it becomes a diamond. Humans need high-pressure chambers for this, but dwarves do it with their biceps.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Jiamil on April 12, 2014, 01:18:35 am
Quote
Judging from the poll: Steel it is.

Wolfram/Titanium etc just from dwarves.
Adamantine not at all, Dwarves wouldnt give this knowledge/metal to humans.
The dwarven merchant would pay a lot for raw adamantine though.

Sounds good?

Yes, it does.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Avacado on April 12, 2014, 01:37:16 am
Welp, I actually had a pitch for a Human Empire plugin that I was holding until I actually figured out dfhack/lua. Your ideas are really close to what I had in mind though.

My idea for the central "idea" of the human race was that money should rule everything.

The most basic custom building for the humans would be the Caravan stop, which would allow you to sell basic luxuries (Gems, Bullion,Silk, Spices, Wines, dyes) , and purchase Guild writs, which would work like the trade permit item for the dwarves. Guild writs would allow you to build Guildhouses, which would be the backbone of the progression system. Guildhouses would handle the training humans to castes, and would allow the purchase of building and item schematics.

For example: The basic forge would only allow basic, shoddy armor and weapons to be made (Humans are not natural craftsmen like the dwarves). However once the blacksmith's guild is built, you can buy the schematics for the advanced forge (which would take a few other tools like grindstones, calipers, hammers, etc). The advanced forge would then be able to produce any advanced weapon or armor that you've purchased the schematics for. You could then have an even more expensive forge available for older forts.

The other way that I felt that a gold economy could affect the humans, is to have them start at peace with every not-entirely-monsterous civ at the start, and have the different races declare war once the player has amassed enough gold.

---

Another Idea that I had was that since humans are really the only "farming" race in a lot of fiction, why not give the ability to do horticulture?

There would be different "tiers" of each human-only crops, of which only the basic will be available. When seeds are produced, there would be a small chance to produce a cluster of seeds of the next tier (If this is not available, a horticulture station that takes in seeds and has a chance to return an upgraded seed would do).

An example would be:

Wild corn would be extremely low value food, and could not be used to produce much of anything other than animal feed.

Domesticated corn would have a higher value than most other plants, would grow in larger clusters, and  could be used to make various powders/extracts and corn whisky.

Improved corn would be yet more valuable and efficient, and could be used to make higher tier food items, or even industrial ethanol for other reactions.

Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 03:00:18 am
Avacado, these suggestions are amazing. Horticulture can be done and using the guilds as basis I wanted to do anyway... but your idea is even better. If the guilds cost gold than players will have to start with trading... then build one industry at a time, getting better gear and tradegoods, unlocking more industries because they make more money.

And I finally know what to do with paper. Printing paper money. :)

icy03406: That was more a joke. RL modern humans have high prrssure chambers for that, not medieval ones ;)

No new metals. New plants or maybe silk types (luxury tradegoods again), but we have enough metals.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: HereticUK on April 12, 2014, 05:31:12 am
I think adding steel for the humans was definitely a good idea, plus removing Adamantine to make them different to the dwarves was a good move as well.

What about magic for humans? Whenever I think of humans (in a fantastical world) I always think of priests and paladins from WoW or some similar lore. In which case I would say the single God/Christianity style religion could be quite good for that as it would tie-in nicely. Alternatively, a multi-god religion could work well when tied in with magic: priests of each god could have access to different spells.

I, for one, would prefer the multi-god religion because that could add a lot of variety to the humans.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 08:36:51 am
Just a personal note as the modder who will have to do the work: Religion and Magic are a lot of work, hard to balance and are so high-end that most players wont use them. Thats why I wanted to focus o. guilds and traders first.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: palu on April 12, 2014, 10:14:18 am
Perhaps, instead of trade permits,  you could have items, similar to the orcish slaves, that you purchase from the caravan, such as "trader", "dwarven smith", or "guild representative". You could then use them to build Trade buildings, guildhalls, and other advanced buildings. They would basically be coming along with the caravan, and then you'd "hire" them, by buying them.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Denisac on April 12, 2014, 11:41:04 am
If you are going to go the siege cannon/mortar route (given the muskets/hand cannons humans already bring in MW), maybe make them setup like the arbalest, but have a much slower rate of fire with ammunition based abilities.  It just would not make sense to be able to switch between solid/grapeshot/incendiary with some toggle as it should require some preparation to keep such a setup supplied with ammunition (and powder).  Maybe some ammunition storage item like a brass monkey (that has problems with scattering its contents when freezing).  As another point, don't make ammunition recoverable (grapeshot/burning/booming) or immediately reusable for solid shot (the spent cannon ball would have to be recast if it didn't completely shatter).  Cannons/mortars should definitely be something that would be setup in a static location and be torn down to be moved.

I think I'm starting to get a bit far afield on ideas, but something about a screaming horde of invaders coming around the corner into the waiting jaws of doom is appealing.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 12:53:57 pm
i wanted to make cannons like the turret creature that dwarves have, with three differences:
 - They shoot extremely slowly.
 - The projectiles explode and do massive damage/fire.
 - They need to be manually loaded after each shot.

Loading would work like this: Cannon stand on or next to a small workshop, the arsenal. Or whatever name fits well for powder and cannonball storage. These workshops are cheap and you will probably make several along you walls. A human runs the "load cannon" reaction which costs one cannonball. It gives the cannon creature the interaction to shoot once. It would shoot automatically and on invaders in sight, across zlevels. This means you could have the cannon in line of sight of enemies, but your human civilians are just out of sight, which allows them to reload in combat. The cannons AI would also ignore most wildlife, its pretty much against other races only.

Cannons would be build at a specific forge, ammo as well... and they can be upgraded with higher skills that allow them to shoot more precise.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 12, 2014, 03:48:50 pm
Cannons sound good but how will humans get access to gunpowder since its very high in the tech tree for dwarfs?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 04:44:11 pm
Its not high end. You can make it first year. Researcher => research chemistry => build chemist.

Brimstone and Saltpeter can even be made from potash (unlimited) and gypsum.

For humans it would obviously be tied to guilds. Alchemists Guild? Blacksmiths Guild? Cannons should be high end. Or at least expensive.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: moseythepirate on April 12, 2014, 05:59:46 pm
I was about to say that the canon sounds obnoxious, but then I actually read what you wrote. You seem to have thought of everything ^_^

Just a thought, maybe the workshop that you mount the canon on could be called "canon mount" or "canon turret" to make it clear that you are supposed to put the canon on it.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Denisac on April 12, 2014, 06:26:35 pm
One added note on cannon batteries.  Any chance on using the probability reaction to generate a misfire (which could be anything from jammed to calamitous chemical catastrophe)?  Other than the manual loading, there's the usual need for something to somewhat discourage people from just lining up bunch of cannon side by side.  Though now that I think about it, you could simulate something like the hulk of a large pirate ship wrecked on a beach with that setup....
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Vherid on April 12, 2014, 06:45:19 pm
While thinking about human ideas myself, I personally enjoyed this direction just to add ideas to the discussion.

A very imperialistic group devoted to purging the land of the unclean for the greater will of god. A huge focus on a christianity like religion, but with an even more extreme devotion to it, fantasy style, almost similar to some of such religions among humans in Warhammer. Human branding of religious runes, clergy, devotion above all else. I pictured a 19th century russian appearance/weaponry, great coats, ushankas, huge bardiches/melee weaponry and muskets/gunpowder weaponry. Huge focus on masonry and carpentry, mining allowed, but less or no living underground, lack of sun = depression. I pictured possibly similarities to Khador of Warmachine. Also of course, vodka. You could also take all of this and mix it with a germanic steel knight reiksguard type of deal.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 06:49:14 pm
While i can belief that powder sometimes didnt fire, I dont think that they ever exploded. Its a big chunk of metal, after all. If I add misfiring, I predict people coming by with "bug reports" about cannons that dont always fire.

They can miss their target, I count that as missfire enough.

Maybe a 5x1 and a 1x5 workshop would be good. Human works in the middle, cannons stand at both ends near open space or fortifications.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 06:57:41 pm
Vherid, that sounds highly specific, and not RL medieval at all. Its like the suggested berserker idea, someone else made... not a bad idea in itself, but Berserkers are more celtic/tribal/germanic and historically way before the dark medieval ages.

Same goes for Comrade Warhammer Inquisition. ;) 19th century appearance and weaponry is not what I had in mind for an integral part of Masterwork DF. Remember, other races will have to fight against them. (or trade with)
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Vherid on April 12, 2014, 07:11:06 pm
Yes it is very specific, but just ideas I had for some other race or human repaint of my own.

However the idea of making these guys "realistic" and equating to RL medieval, is a really weird idea to me, considering the base game, and furthermore this mod itself doesn't really apply to that, at all.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 07:21:17 pm
The idea is to make them easy to learn and play. Warlocks and Gnomes are so unique and different from dwarves, that I wanted something simple, for players that say: Warlocks, no, they are so odd and I dont even know what I am supposed to do.

If the playable humans are based on expanding features that are already known from dwarf mode and are naturally accessable because people know them from RL historical knowledge... it should ease their way into playing them.

Gnomish rocketboots and brainjack? wtf. I dont even. Pylons? Feral Ghouls? Shadowbeasts? O.o
Human halberds and turnips? Hey, I know these words. You eat one and hit people with the other.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Vherid on April 12, 2014, 07:24:29 pm
Well that makes sense then, I figured dwarves would be the case for that, considering they're the vanilla race
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 12, 2014, 07:36:18 pm
Most fantasy settings use humans as the basic go-to race with no special abilities... but this thread exists to gather ideas, so keep them coming. But of course its clear what direction I am leaning towards, and feedback so far has been positive about it. :) (i remember several complaints about too much warhammer and/or too much magical stuff, which is also a reason to do a very grounded race)
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: dshannon on April 12, 2014, 07:41:17 pm
Human halberds and turnips? Hey, I know these words. You eat one and hit people with the other.

Yup mhmm mhmm, I would totally hit a kobold with a turnip, hmmm :D kabob halberd?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: bennerman on April 12, 2014, 08:25:29 pm
Avacado, these suggestions are amazing. Horticulture can be done and using the guilds as basis I wanted to do anyway... but your idea is even better. If the guilds cost gold than players will have to start with trading... then build one industry at a time, getting better gear and tradegoods, unlocking more industries because they make more money.

And I finally know what to do with paper. Printing paper money. :)

icy03406: That was more a joke. RL modern humans have high prrssure chambers for that, not medieval ones ;)

No new metals. New plants or maybe silk types (luxury tradegoods again), but we have enough metals.

How about making paper money require one sheet of paper and one sheet of cloth? There is simply zero chance of 100% paper notes surviving in the hands of middle aged peasants.

How about adding mulberry trees as both a source of food, and a requirement for silkworm farms, as another renewable source of silk? The best part is, you can use them for both at the same time (The silkworms only eat the leaves, and the people only eat the berries).
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Propman on April 12, 2014, 08:38:13 pm
Humans in Dwarf Fortress seem to be based off of both Middle Eastern (pyramids, head veils, predominantly square buildings, scimitars, ect.), and Mediterranean (bronze and copper are the predominant metals, pantheons and temples) cultures more then they are medieval western European. On religion, I'd say it should be possible for humans to be either monotheistic or pantheonic based on the civilization in question, but until Toady allows such variance, it would perhaps be more accurate to make them polytheistic given the current assets. Definitely keep an option for human civs to variate heavily in the future, however.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: bennerman on April 12, 2014, 08:40:41 pm
Humans in Dwarf Fortress seem to be based off of both Middle Eastern (pyramids, head veils, predominantly square buildings, scimitars, ect.), and Mediterranean (bronze and copper are the predominant metals, pantheons and temples) cultures more then they are medieval western European. On religion, I'd say it should be possible for humans to be either monotheistic or pantheonic based on the civilization in question, but until Toady allows such variance, it would perhaps be more accurate to make them polytheistic given the current assets. Definitely keep an option for human civs to variate heavily in the future, however.

Nice catches. For some reason, I assumed they were Western European (England, French, etc)
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: LMeire on April 12, 2014, 09:00:19 pm
Is it possible for one race to value a particular type of item more than others? 'Cause I figure that those of a race with as much focus on wealth and agriculture simply wouldn't tolerate having to eat fresh greens, roots, and berries all the time if specialty breads, seasoned cheeses, and cured meats were available. So how about some intermediate-late game food preparation buildings for making more decadent ingredients to prepare meals with?

First of all, humans would need some method of procuring salt. I figure the easiest ways would be either grinding rocksalt at a mill or evaporating sea-water somehow.

Second, an extension of the vanilla butchery: the "Smokehouse". The most basic function of a smokehouse would be to take a bag of salt and a stack of meat and combine them into an empty bag and a higher value "cured meat" stack. Further functions would take this cured meat and a log to produce an even higher valued "smoked meat" stack and maybe some ash, there could be a different "flavor" of meat for every type of log burned in the reaction.

Third, an "Artisans' Cheesemaker" the whole concept would be taking a barrel of milk, an over-ground spicy plant of some sort, and a bag of "yeast" made by either grinding an underground plant or a boulder of cavefungus at the mill, and turning it into a few wheels of high valued artisan-cheese.

Fourth, a "Bakery" that would take flour, yeast, eggs, fuel, and milk to produce loaves of bread in bulk. In addition, the bakery could have additional recipes that require sugar and a berry plant to produce high value pastries.

Last, have the higher-tier foods give sort sort of temporary happiness buff when they're eaten. Like, maybe increase their resistance to tantruming/insanity or something, or maybe a small boost in speed to simulate how much healthier they are now that they're actually cooking their food instead of just eating it raw.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 12, 2014, 09:29:38 pm
There alchole should be limited to beer, mead and wine from only surface plants. For animals I feel that they should only get surface animals but are some how able to ride them giving buffs to speed but losing in dodging.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: blapnk on April 12, 2014, 09:34:46 pm
A lot of stuff I think about for humans is already done by orcs. Mass produce bricks at the factory for above forts and mass producing low quality gear compared to dwarven masterworks. Even building on the turnip farm idea they can turn excess food into trade goods at the labour cells, although that's only later once you've got the raiding going. Humans could do that better, with more and earlier ways to use up excess food. Buying out caravans with lavish meals is silly but there ought to be plenty of other thematic ways use up excess food and even encourage mass food production factories. Feasts could be a way of giving buffs, especially to the military (an army marches on its stomach). The better feasts could only take advanced foodstuffs like the ones LMeire suggested.

Could there be a way to boost the meat output of livestock with buffs similar to how turning undead increases size and muscles (http://www.bay12forums.com/smf/index.php?topic=113638.0). Clearly it's something that could be weaponized, but maybe using the same mechanic to buff the war animals could work. The problem of balance is one is a pure economic decision: the cost should be less than the extra meat you'll get out of it. The other is improving the cost effectiveness of a war unit. It's all fine when you're just giving steroids to your sheep dogs but then you buy some war elephants from the elves...

And speaking of the animals, I feel they should be able to armour horses if nothing else. Being followed around by a steelclad horse is the next best thing to actively riding one. Could they have an interaction to give a speed buff, possibly to humans only? I'm guessing it'll be impossible to have it targeted at their assigned partner, so would the other options be too counter-intuitive or fiddly? If it's a single target you know they're going to chose the wrong person. Or if they have a general low level buff to everyone around them to represent the general use of work animals in day to day life improves productivity and combat effectiveness, is that too abstract? A low enough buff that's not game breaking, it might not be worth going out of your way to get it, and definitely not worth micro managing, but you can a least feel that those horses blowing out gas around your meeting area are giving you a net boost and a reason to have them over some more productive meat producers.

For producing mass bricks for constructions, maybe they can have a way of turning dirt into mud bricks like the orcs can quickly turn clay into earthenware blocks (I haven't checked to see if that reaction can take dirt as well as clay. I do remember the dwarves used to be able to turn dirt into slade...).

Silly ideas: Humans can do a lot with dirt. Some are even employed as full time mud farmers. They can even make food out of it for the poorest of them. You can tell if someone's important because they're not covered in mud.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: CptCrunchy on April 12, 2014, 09:44:59 pm
In regards to mounted humans, could they potentially be like werecreatures/druids? Earlier in the thread someone mentioned the idea of having a mounted human caste kind of like a centaur, is it possible to have a human transform into a mounted human when they see an enemy? Maybe have the 'mounted human' transformation have the equivalent of steel armor/steelclad horse armor, and a sword/mace/axe arm like the animated armors do.  It would seem a bit silly to have them constantly in horse-mounted mode when not in battle, and it doesn't seem like a new transformation would be difficult to do. 
There could be a reaction in a workshop somewhere called Become a Cavalryman that requires steel armor and bars for the man, horse and weapon. 
There is the problem with them dropping their gear when they transform, though I suppose you could just not assign anything toyour military mounted humans.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: bennerman on April 12, 2014, 10:17:42 pm
In regards to mounted humans, could they potentially be like werecreatures/druids? Earlier in the thread someone mentioned the idea of having a mounted human caste kind of like a centaur, is it possible to have a human transform into a mounted human when they see an enemy? Maybe have the 'mounted human' transformation have the equivalent of steel armor/steelclad horse armor, and a sword/mace/axe arm like the animated armors do.  It would seem a bit silly to have them constantly in horse-mounted mode when not in battle, and it doesn't seem like a new transformation would be difficult to do. 
There could be a reaction in a workshop somewhere called Become a Cavalryman that requires steel armor and bars for the man, horse and weapon. 
There is the problem with them dropping their gear when they transform, though I suppose you could just not assign anything toyour military mounted humans.

The problem is, killing either the horse OR the human would kill both, because they would count as one entity. While falling from a horse in battle would POSSIBLY kill you, and almost certainly cripple you, I wouldn't think the odds are high enough to justify a death like that
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: BlackFlyme on April 12, 2014, 10:25:15 pm
-snip-

The problem is, killing either the horse OR the human would kill both, because they would count as one entity. While falling from a horse in battle would POSSIBLY kill you, and almost certainly cripple you, I wouldn't think the odds are high enough to justify a death like that

Depends on how they die. If one gets bisected, they both die, but if one loses a head, the other will still survive.

That creates the problem of a headless horse still moving and attacking just fine, or a headless rider still swinging their weapons.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: bennerman on April 12, 2014, 10:26:30 pm
-snip-

The problem is, killing either the horse OR the human would kill both, because they would count as one entity. While falling from a horse in battle would POSSIBLY kill you, and almost certainly cripple you, I wouldn't think the odds are high enough to justify a death like that

Depends on how they die. If one gets bisected, they both die, but if one loses a head, the other will still survive.

That creates the problem of a headless horse still moving and attacking just fine, or a headless rider still swinging their weapons.

When you say it out loud, it seems more awesome than problematic XD
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Avacado on April 13, 2014, 01:14:35 am
Like, maybe increase their resistance to tantruming/insanity or something, or maybe a small boost in speed to simulate how much healthier they are now that they're actually cooking their food instead of just eating it raw.


I kind of like this idea of the diet slowly influencing a human's stats; something like eating preserved meats would boost Strength a tiny amount, baked goods would increase endurance, Hard Alcohol/Beer would increase pain tolerance, fine wines would increase social stats, etc.


Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Propman on April 13, 2014, 01:15:16 am
Heh, ya are what you eat, after all.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 13, 2014, 04:08:50 am
1. Diet influencing stats: I think if they drink fine wines, eat cheese and bakery goods all day, they will simply get slow and fat, not strong and fast. They would have to train, not eat. But I see the valua as a gameplay mechanic, its a nice idea :)

2. Hybrid human/horse cavalary: No. Really. They couldnt even get their own graphics(since civ member graphics are profession, not caste dependant)

3. Full time Mudfarmers? Mudfarmers. ... JAYNE! THE MAN THEY CALL JAYNE! (sorry, had to do it.)

4. Vanilla df humans as mediterean/greek: Good catch. They also have western articles though. It seems Toady wanted to cover Europe and bordering regions (near orient, but no indians, mayas incas, chinese or japanese, aboriginies, maoris or red indians) Its mostly european, ottoman/arabic...

No idea how to add this. Maybe I can make several versions of humans and only the entity file is different. Changing the weapons/armor/clothing/language and creature sprites should be enough to make several human races. That way people could tick "play as king/sultan/caesar/shogun"
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: blapnk on April 13, 2014, 08:30:23 am
It's too bad there isn't a way to send people to just collect buckets of water from the water source like you can, otherwise bucket of water + dirt/clay = adobe block. If they can still extract water from booze there's that.

However some basic wikipedia (http://en.wikipedia.org/wiki/Adobe) research says mudbricks use organic material like straw and manure in the mixture too which could work as a reagent. Following the orc fort pattern of brick production you could have something like:

Mold clay/dirt (5) into bricks (40) with plants: 5 clay/dirt + stack of any plant = 40 adobe bricks
Mold clay/dirt (5) into bricks (40) with water: 5 clay/dirt + bucket of water = 40 adobe bricks + empty bucket

The batch of bricks would then need to be sundried the same as other pottery products but not need fuel for firing at the end. Technically using a wicker bale or bundle of hay might be better but the idea is for a way to make lots of cheap bricks quickly. You could have options to make adobe bricks out of sand bags too.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 13, 2014, 08:39:39 am
I am not sure if I would want mud/straw bricks in the first place. The game treats a 1tile mud wall as strong as a 5 tile granite wall. Its absurd.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: blapnk on April 13, 2014, 12:55:24 pm
It worked well enough in the bronze age for fortifications and there are some pretty impressive buildings (http://www.touropia.com/amazing-mud-brick-buildings/) still standing made out of mudbricks. It might not be as strong as a granite wall but I think we're still talking about needing proper siege engines/huge monsters to bring it down.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 13, 2014, 10:20:59 pm
While i can belief that powder sometimes didnt fire, I dont think that they ever exploded. Its a big chunk of metal, after all. If I add misfiring, I predict people coming by with "bug reports" about cannons that dont always fire.

They can miss their target, I count that as missfire enough.

Maybe a 5x1 and a 1x5 workshop would be good. Human works in the middle, cannons stand at both ends near open space or fortifications.

The tower would be as follows. I assume the two tiles between the cannons and the working place is solid and cut the line of sight.
Code: [Select]
FFWWWFF
FCBHBCF
FXWXWXF
FCBHBCF
FFWWWFF
where F=fortification, W=Wall,X=up/down stairs, B=the solid tiles in the workshop, H=human, C=Cannon
The problem is that it's not a square tower, and it doesn't cover the space directly to the north or south.

I suggest 1x3 and 3x1 workshops.
Code: [Select]
OOOFFFOOO
OOOFCFOOO
OOOWBWOOO
FFWWHWWFF
FCBHXHBCF
FFWWHWWFF
OOOWBWOOO
OOOFCFOOO
OOOFFFOOO
where O=open space
This particular tower needs more micro-control to build because you must build floors first and build the workshop and put the cannon, and replace the floor with fortifications. But it's more beautiful.

EDIT: I find this tower design is amazing for dwarves. Replace B with floodgate and fill the central stair with fun.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Hotawotwot on April 13, 2014, 10:27:35 pm
A civ-exclusive siege cannon would probably be nice.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: kingu on April 14, 2014, 03:54:54 am
I like the ide of mass producing blocks/bricks

If a race it to be a real choice to play over dwarfs they will need to be better at certain aspects. not just "dwarf fortress with handicap". Perhaps a focus on better building above ground would make humans the choice for aove ground megaproject players?

I play kobolds now but only for the added challenge. It really just feels like a way to make the game harder since they dont reallt have any advantages. Just like a "hard" setting
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 14, 2014, 05:56:55 pm
Same here I play kobold for a challenge but some times its to annoying when they get killed off by forest spider.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: kamikazi1231 on April 14, 2014, 05:59:31 pm
A civ-exclusive siege cannon would probably be nice.

I agree about siege engines.  The humans could be a good opportunity to expand the already added custom siege engines, refine them, and add others.  I'm personally thinking slow firing net launcher that on impact stuns, knocks down, and possibly spawns a web.  I guess I just picture humans as above ground cities with walls, so a siege engine like that might be useful with their wall defenses.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Arcvasti on April 14, 2014, 06:47:50 pm
I play kobolds now but only for the added challenge. It really just feels like a way to make the game harder since they dont reallt have any advantages. Just like a "hard" setting

Personally, I find kobolds EASIER then dwarves. They can't tantrum, don't need to hit stone to be relevant, have absurd food surplusses because jack rats breed so much , don't need alchohol and have  relatively easy access to iron-grade armour and weapons without even using a thieves tunnel. Their only real disadvantage is their size, and they have ways of mitigating that. It seems more like easy mode to me and I've played kobolds a lot. I've only stopped playing them because Warlocks.

Back on topic, Humans should be natural farmers and masons and carpenters. Those are the main areas I would think humans would be better at. Plus they're larger then dwarves, so they'll be better in combat, so no steel seems fair[Maybe until you unlock a certain dwarven workshop?]. I love the idea of a trade-based tech tree[It would fit right in]. Being really good at cooking would fit too. I think it might be neat if there was a workshop[Accounting Offices?], which unlocked certain DFhack-enabled managerial benefits[Not quite sure what, but there probably some possible ones] if you can meet its randomized "mandates". That sounds like it would be possible, in theory.

FAKEEDIT: Siege engines sound really nice and themetic too. I'm in favour of those.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 14, 2014, 09:10:34 pm
Okay I agree on no steel armor and siege engines too but what about weapons now?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Arcvasti on April 14, 2014, 09:41:36 pm
Okay I agree on no steel armor and siege engines too but what about weapons now?

Maybe the normal people should have a small penalty to anything which isn't a spear or a pike? While the knights and squires are better with swords and maces. They should also have some way to get a bunch of cheap weapons quickly in case of emergency conscription. My suggestion is have a workshop that creates a bunch of copper-grade pitchforks and gives all nearby workers a combat buff, but have the pitchforks dissolve after a while [Sort of like the Ethereal Forge weapons do with Warlocks] and have it run the siren script. It stops parties and breaks, gives basic weaponry and rallies the peasants. Great for when your pathetic 3 Knight militia got killed by a goblin ambush and you need to DRAFT EVERYBODY BEFORE WE ALL DIE! But the "troubled by lack of adequate protection" and "complained about the draft" thoughts mean that the peasants will be unhappy about it. Also, some way to have the workshop deconstruct once its used[Some workshops which AREN'T supposed to do it deconstruct after use, so its possible] and maybe have a limit of only using its effect once every 3 months or something.[Not sure if this is possible] Maybe make the workshop tedious to re build once its deconstructed itself? The pitchforks would need to be valueless and not be usable in reactions.

^This sounds like a cool idea which I think would work with humans. If it doesn't fit, it might also be suited for kobolds.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 14, 2014, 09:43:19 pm
Humans should be natural farmers and masons and carpenters.
Masons I don't think so. Humans should not be better manson than dwarves.
If humans need cheap building materials, I think bricks and concrete blocks are better.
Carpenters Yes. Usually humans don't make chairs from stone, tables maybe, bins unthinkable, cabinets sometimes from bricks. So there should be a lot of work for carpenters.
In addition, humans should be good potters. Humans can make porcelain pots and jugs which are as light as woodwork and do not cost too much fuel in the process.
Humans don't smooth and engrave stone floors. They build high value floors with wooden boards and porcelain mosaics, usually above ground.
Humans should make concrete blocks from stones, not slags.
I think humans should be more like humans, not just "dwarves in easy mode". Sticking in wooden furniture makes it a little harder to maintain a good relationship with elves. Porcelain definitely needs more steps than stonework. But that's more realistic, and more fun.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: LMeire on April 15, 2014, 02:13:32 am
Small idea here: since humans wouldn't be living underground, they'll probably miss out on the room-value-boosting engravings that make nobles somewhat tolerable for every other race. So I suggest replacing wall and floor engravings with "paintings", a 1x1 decorative building that has to be placed adjacent to a wall, and "rugs" a building that can be placed anywhere. Idea is that rugs and paintings are decorated with history, nature, and themes in a similar manner to engravings and artifacts, they'd be made at a craftsman's workshop with cloth and dye and constructed to enhance the value of aboveground rooms.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 15, 2014, 08:40:23 am
Okay I agree on no steel armor and siege engines too but what about weapons now?

Maybe the normal people should have a small penalty to anything which isn't a spear or a pike? While the knights and squires are better with swords and maces. They should also have some way to get a bunch of cheap weapons quickly in case of emergency conscription. My suggestion is have a workshop that creates a bunch of copper-grade pitchforks and gives all nearby workers a combat buff, but have the pitchforks dissolve after a while [Sort of like the Ethereal Forge weapons do with Warlocks] and have it run the siren script. It stops parties and breaks, gives basic weaponry and rallies the peasants. Great for when your pathetic 3 Knight militia got killed by a goblin ambush and you need to DRAFT EVERYBODY BEFORE WE ALL DIE! But the "troubled by lack of adequate protection" and "complained about the draft" thoughts mean that the peasants will be unhappy about it. Also, some way to have the workshop deconstruct once its used[Some workshops which AREN'T supposed to do it deconstruct after use, so its possible] and maybe have a limit of only using its effect once every 3 months or something.[Not sure if this is possible] Maybe make the workshop tedious to re build once its deconstructed itself? The pitchforks would need to be valueless and not be usable in reactions.

^This sounds like a cool idea which I think would work with humans. If it doesn't fit, it might also be suited for kobolds.
Yeah that militia building sounds like a good idea, Also since the humans in dwarf fortress are Mediterranean
Spoiler (click to show/hide)
then it could be put in new swords based around that culture area. Also how good are pitchforks in battle?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 15, 2014, 08:55:42 am
Workshops (rugs/paintings) dont increase room value, only furniture does that.

Here is an idea from me:
Make a basic human template. A civ with traders and guilds, and copy it 5 times.

Asian (japanese/chinese) with katanas, kimonos, sake, dojos, martial arts, and japanese language file. Nobles called shogun and daymio etc. Their kidnappers and thieves could be called ninjas.

Western (britons/french) with halberds and longbows, steel, muskets and cannons. Nobles named king and dukes etc.

Southerners (greek/roman empire) with gladius and legionnaires. Togas and sandals. Latin language files. Nobles are ceasar and praefects and the senate.

Arabs (ottoman/persian) with kaftans, turbans and scimitars. Mass mud brick manufacturing, great doctors. Nobles called Sultan and grand vezir.

Amerindian (atztek/maya/inca) with bows and spears and macautlis. Shamanism and blood magic (human sacrifices and all that) and nobles called high priest and god king.

Other options: African tribes. Germanic/barbarians. Vikings. Mongolian hordes. Egyptians.

The basic idea: The human race is the same, but the weapons, graphics and noble names change, and each different culture gets 2-5 unique workshops. Its not that much extra work, and with the gui you can mix them up as you like.

Play as Westerners with early Amerindian Invaders, buy your steel from the Roman Legion to defend agains late Arabic invaders while you get visits by japanese ninjas (lvl15 thieves, like kobolds but more dangerous)

Or just enable one of them, the one you like most.

It would be a neat community project as well, because smaller parts can be done by different people. If you have good historical knowledge or always wanted to do 1-2 things for a specific mod like vikings or japanese, that would be the perfect oppurtunity. Once I finish the basic workshops that they would all share, it would be simple to split them into different cultures by a few small additions.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 15, 2014, 09:48:27 am
Hm I just need to learn about modding in depth but about American part of humans I was wondering since they used obsidian a lot over there will we be incorporate that into their culture?

Edit- I might be able to mod in obsidian weapons for them.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Hotawotwot on April 15, 2014, 10:44:04 am
Given how humans are not meant to have the ability to create steel, I believe the Arab culture should get a pattern weld smith capable of using a variety of metals, given the history of Damascus Steel (though in reality the steel used to make the swords was made in India).
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Hugo_The_Dwarf on April 15, 2014, 11:37:53 am
Workshops (rugs/paintings) dont increase room value, only furniture does that.

Here is an idea from me:
Make a basic human template. A civ with traders and guilds, and copy it 5 times.

Asian (japanese/chinese) with katanas, kimonos, sake, dojos, martial arts, and japanese language file. Nobles called shogun and daymio etc. Their kidnappers and thieves could be called ninjas.

Western (britons/french) with halberds and longbows, steel, muskets and cannons. Nobles named king and dukes etc.

Southerners (greek/roman empire) with gladius and legionnaires. Togas and sandals. Latin language files. Nobles are ceasar and praefects and the senate.

Arabs (ottoman/persian) with kaftans, turbans and scimitars. Mass mud brick manufacturing, great doctors. Nobles called Sultan and grand vezir.

Amerindian (atztek/maya/inca) with bows and spears and macautlis. Shamanism and blood magic (human sacrifices and all that) and nobles called high priest and god king.

Other options: African tribes. Germanic/barbarians. Vikings. Mongolian hordes. Egyptians.

The basic idea: The human race is the same, but the weapons, graphics and noble names change, and each different culture gets 2-5 unique workshops. Its not that much extra work, and with the gui you can mix them up as you like.

Play as Westerners with early Amerindian Invaders, buy your steel from the Roman Legion to defend agains late Arabic invaders while you get visits by japanese ninjas (lvl15 thieves, like kobolds but more dangerous)

Or just enable one of them, the one you like most.

It would be a neat community project as well, because smaller parts can be done by different people. If you have good historical knowledge or always wanted to do 1-2 things for a specific mod like vikings or japanese, that would be the perfect oppurtunity. Once I finish the basic workshops that they would all share, it would be simple to split them into different cultures by a few small additions.

but what about graphics for each? and custom castes etc. As each race should have bonuses, My suggestion is this:

Spoiler (click to show/hide)

This just holds all the materials as all humans have the same well materials.

then create a custom human creature for each ASIAN, WESTERN, GERMANIC, ROMAN, PERSIAN. This allows you to use custom sprites, castes, descriptive features, etc. but keep the clutter of materials down, like "this is a splattering of asian blood, and a pool of western blood" it'd just be all "human blood" less of course it's a named creature, but that's not a new material just a named material.

you probably meant this by the comment:
Quote
The basic idea: The human race is the same, but the weapons, graphics and noble names change, and each different culture gets 2-5 unique workshops. Its not that much extra work, and with the gui you can mix them up as you like.

why not allow them all at once? and just let the GUI disable/enable the playable feature?
and since custom entities can easily make sure that there are enough places for all races (humans, bolds, elves, FD races)
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Avacado on April 15, 2014, 01:11:33 pm
If you're worried about rooms having a low value due to lack of engraving (and relative lack of stone assuming you're not doing a dedicated quarry), why not add the ability to make smoothed/polished/lacquered wood planks for higher base material value furniture?

Another potential idea is to make various reactions that take in raw materials like lumber, boulders, (nails?), etc, and produces a number of "bricks" of a high value construction type.

IE: 5 lumber + Iron Nails (tool) produces 25 "Crossbeam" bricks, which then would show as Crossbeam walls or floors (or roads or bridges I guess).


It would be a neat community project as well, because smaller parts can be done by different people. If you have good historical knowledge or always wanted to do 1-2 things for a specific mod like vikings or japanese, that would be the perfect oppurtunity. Once I finish the basic workshops that they would all share, it would be simple to split them into different cultures by a few small additions.

I would personally love to mod a scandinavian variation of the base human template.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 15, 2014, 02:32:57 pm
Yes, hugo, I did intend to give each of them their own sprites. :)
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Hugo_The_Dwarf on April 15, 2014, 03:06:06 pm
Then I'll just leave this here to quicken your needs


Spoiler: human tissue templates (click to show/hide)

Spoiler: Human BDP (click to show/hide)
Some of these might give you errors as I customly designed this for my own use, not MW but I'm sure you can iron out errors that pop up. Tried to generic-ize it the best I can.

EDIT:
If any tags are missing that you desire for your "template" add them in. Save it, then start copying and pasting this for your indiv Human types.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 15, 2014, 03:10:43 pm
But why should I link all of them to this template, if I can copy the normal human, keep the name and just change the ID? Shorter raws?
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: IndigoFenix on April 15, 2014, 03:17:01 pm
Doesn't making multiple possible civs based on real world cultures defeat the purpose of a 'procedurally generated fantasy world'?

Seems to me that it would be more reasonable to make humans simply be a highly adaptable race.  Give them a lot of different options from many real-world cultures, but let the player mix them up as they so choose.  Alternatively, give them many functionally similar but differently named variants of clothing, armor and weapon types, but don't make any of them forced... let the game determine which mix you wind up with, so each time you play your civ has a different cultural 'flavor' (or mix of flavors).
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Hugo_The_Dwarf on April 15, 2014, 03:21:58 pm
But why should I link all of them to this template, if I can copy the normal human, keep the name and just change the ID? Shorter raws?

Linking to the material template "HUMAN" will reduce the number of "Human materials in stocks and such" and in game (FPS)
The creature human template uses all the templates to attach all the things that are similar
So all you need to do is copy that Human template change the _XXX to your custom ID "HUMAN_ROMAN" and rename the castes and such so you can get in your worldgen:
"The Roman hamlet of sadfghxsdgf" and things like "urist like Romans for their lust of booze and gluttony"

You might have to PM me what you really meant.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 15, 2014, 03:47:44 pm
Oh yeah, that makes sense hugo. :) (less entries in lists)

About the procedual thing: There are people writing viking and japanese human mods as we speak, and the people here are already discussing if the vanilla df humans are western or rather greek/mediterrean.

The strong point of MDF has always been the GUI. I would make the rather generic western medieval humans the default, and players can add other rl civs if they like. That way you do have the option. I will put this to a vote at some point, and maybe make a thread in the modding section to see if anyone wants to do a specific type. Otherwise I just start with the western humans and wait to see the communities feedback.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 15, 2014, 04:10:10 pm
what token are clubs under and also is there a club weapon for dwarfs? Im trying to mod a Macuahuitl in
Spoiler (click to show/hide)
so I'm trying to think if I put it in mace or club if there is one.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: LMeire on April 15, 2014, 05:55:18 pm
Military idea: Make military captains (and commanders) into moderately demanding nobles that refuse to work, simulating the old-world arrangement of peasantry supporting land-owners with labor and land-owners supporting the royal family with their martial prowess. It would make the squad-size decision based on a player's ability to provide luxuries for their nobles, rather than just hard-coded training quirks.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: danmanthedog on April 15, 2014, 07:52:40 pm
Military idea: Make military captains (and commanders) into moderately demanding nobles that refuse to work, simulating the old-world arrangement of peasantry supporting land-owners with labor and land-owners supporting the royal family with their martial prowess. It would make the squad-size decision based on a player's ability to provide luxuries for their nobles, rather than just hard-coded training quirks.
That sounds good but that will be more on the Europe side of things, well western would be like you can be a noble if you are a priest or high military already.

He is a rough draft of the Sword/club for aztecs. It's first weapon I made so yeah, I need to now how to make it obsidian only weapon and what values should I put for it.
Spoiler (click to show/hide)
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: LMeire on April 15, 2014, 09:31:50 pm
Military idea: Make military captains (and commanders) into moderately demanding nobles that refuse to work, simulating the old-world arrangement of peasantry supporting land-owners with labor and land-owners supporting the royal family with their martial prowess. It would make the squad-size decision based on a player's ability to provide luxuries for their nobles, rather than just hard-coded training quirks.
That sounds good but that will be more on the Europe side of things, well western would be like you can be a noble if you are a priest or high military already.
...

I'm not sure what you mean by "more on the Europe side", the Japanese had samurai clans, the Aztecs had the 'Jaguar' and 'Eagle' warrior societies, lots of empires just left everything up to nepotism.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 15, 2014, 09:53:12 pm
Doesn't making multiple possible civs based on real world cultures defeat the purpose of a 'procedurally generated fantasy world'?
Seconded.

Meph & Hugo, while you are digging into the deep technical details of multicultural human races, I request an option of "Simple human" in the GUI to disable it, please.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Propman on April 15, 2014, 10:17:35 pm
The same could be argued with the Drow of course (who themselves are technically just a culture of elves separate from the woodlanders), but until Toady actually allows procedurally generated cultures to be a thing, generic humans would be difficult to distinguish from the basic Middle-Eastern civ in their current state. That being said, I see no reason not to disclude a generic human civ without any culture specific buildings, but with all human-specific tools available for possible generation (set to uncommon), and a 50/50 chance of either being poly or monotheistic. Who knows, perhaps one might come across a bunch of Katana-wielding monotheistic pseudo-Africans with tricornes, living in the arctic.

Edit: Of course, the hardest bit would be designing a sprite sheet that is sufficiently generic. Or better yet, so detached from anything one would see in real life that one couldn't immediately pin them to a specific culture.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 15, 2014, 10:55:28 pm
The cons of multiple human races:

1. Dwarf players will get several caravans in summer. They kill FPS and don't bring many unique useful goods. Even worse, they may be at war. By carefully (not too much) design you can avoid human and elven caravans to meet. But 5 human races, what the hell?

2. You prefer human to be the choice of starter players. But They will confuse at so many start choices. And they will keep trying different humans before they go to dwarves/orcs/cobolds. It will be long enough to lose patience and put MDF away.

3. Before you have designed goblin and elf, maybe also drow and antmen, it's hard to design multiple human races. It will be either too different, that some humans are more like dwarves and some are more like elves thus no human feel, or too same, that the differences are only renaming some weapons, skills and castes, thus not different feelings.

4. It does not fit in the game's world. While a race can found many civs, it's hard to say humans have divided into many RACES, before worldgen. Their difference should not equal that of elf and drow. We don't have humans living in the tree or living underground, and reproductive isolated over many generations.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Avacado on April 15, 2014, 11:18:10 pm
You can set all races to good and get a bunch of caravans too.  I fail to see why this is a problem. Nothing says that the various human variations have to match perfectly when it comes to trade either.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Propman on April 15, 2014, 11:33:59 pm

4. It does not fit in the game's world. While a race can found many civs, it's hard to say humans have divided into many RACES, before worldgen. Their difference should not equal that of elf and drow. We don't have humans living in the tree or living underground, and reproductive isolated over many generations.

http://en.wikipedia.org/wiki/Pygmy_peoples

http://en.wikipedia.org/wiki/Si-Te-Cah

http://en.wikipedia.org/wiki/Yaodong

Humans can easily variate in ways as extreme as the elves can (evidently, someone tell Toady to allow civs to have size variations; dwarf-sized humans/human-sized dwarves would be a boon to trade with!) That being said, could one possibly limit caravan access to one human civ a year (the particular civ set through some trade interaction) using DF Hack trickery? Since six human caravans at once is rather large, though one would assume each caravan would bring culture-specific weapons and other items.

If everything were ideal, and we were at v 0.64 instead of 0.34, humans (and elves, and the GDA) likely wouldn't have to be split into separate races, but the current solution seems to be a reasonable stopgap for the time being.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 15, 2014, 11:41:14 pm
You can set all races to good and get a bunch of caravans too.  I fail to see why this is a problem. Nothing says that the various human variations have to match perfectly when it comes to trade either.
So will you set some of humans to evil, or tolerant a bunch of caravans? Will you prefer all them come at summer, or come one after another and whole year along?
It's not a big problem, but what's the benefit to do so? You want to buy some large kimonos? You want to equip your army with katanas and scimitars on half and half?

While we have "Simple XXX" options to wipe out unnecessary vanilla objects for higher FPS and neater UI, I don't understand why we should throw 5 times of such things in.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 16, 2014, 06:51:01 am
I feel like you have been ignoring this part:

One generic/medieval human race on by default. The others are disabled and people that like these cultures can add them and play as or with them.

None of the points you list as cons are a problem, because the default mod settings would have one human race with steel, knights and muskets, just like they have now. Only people that like multiple caravans or a specific type can enable this.

Renaming nobles, replacing sprites and language file and adding 2-3 unique workshops will take one day per race, not more. As I said, its not a lot of work. If I could do this procedually in one entity file, I would. But as it stands you would get a wild mix of everything. Steel paladin helmets and leather loincloths on ninjas that wield scimitars.

PS: 90% of the items, graphics and language files exist already, either in mdf or other minor mods in the forum. Its only a matter of putting them together.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Meph on April 16, 2014, 06:56:20 am
Poll about religion:
44% pantheon/procedual.
30% rl christians
15% no religion features
11% as meph wants to do (for now: none)

Looks like everyone wants something else, as always ;) 44% for pantheon, 30% for "god" and 26% for no religion ( besides the worshipping in the unit description)

I added a new poll, about the RL civ idea.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: IndigoFenix on April 16, 2014, 11:16:21 am
How about making the default civ a combination, with all the armor and weapons taken from the different cultures, so they wind up with a random assortment of cultural elements that will be different each time?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Hugo_The_Dwarf on April 16, 2014, 12:01:33 pm
Armor I believe is randomized but weapons and shields are accepted im sure "all" the time but im not 100% on that statement. So you'd more or less have invaders and such just dressed randomly for gear but using the same weapons all around, a katana wielding centurion anyone?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on April 16, 2014, 01:17:32 pm
Possible and maybe even an interesting way of chaos, but only for traders or sieges. Not for a playable race that makes many items in custom reactions and has many custom workshops. I will just wait a few days, for people to vote and see where it goes. In the end the community decides, as they are the ones who will play it.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on April 16, 2014, 05:47:13 pm
I don't see why the different human cultures have to be separate. Orcs have just as much variety in their designs, and they seem pretty unified. (Going by the presence of early-game Aztec weapons, mid-game Arabic Caravanserai, late-game Japanese weapons, and the overall theme resembling pre-Charlemagne Europe.)
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: lcy03406 on April 16, 2014, 09:21:11 pm
I feel like you have been ignoring this part:

One generic/medieval human race on by default. The others are disabled and people that like these cultures can add them and play as or with them.

None of the points you list as cons are a problem, because the default mod settings would have one human race with steel, knights and muskets, just like they have now. Only people that like multiple caravans or a specific type can enable this.
I'm happy with that. I always play in the default settings so it's OK.

And you will disable all the additional items by default so I won't have a dwarf who wish to consume sake, and I won't have to scroll a long list to find superior zweihanders?

Apologize for my nervousness, adding 5 or 6 races is a big thing as I understood.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: blapnk on April 16, 2014, 10:35:53 pm
It is something prone to feature creep, it could just be as simple as different names for nobles and a few flavour items but it could expand further and further.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on April 18, 2014, 05:32:46 am
So far we have 31 Yes, 10 Maybe and 3 No. (for multiple RL civs)

The major points for No are:
- Not procedually generated (unfortunately modders cant do that, only Toady can)
- Too many civs at a time (can be toggled in the GUI, only one active by default)
- Feature Creep (True. They would share the same basic features among all human civs)
- Too much work (I estimate one extra day to give civ-specific features, so 5-7 days of modding)

I think it would be a good idea to open a new thread in the general modding area and invite people to post ideas for different civs. I would update the first post with a list and the features that could be added for each. The thread here would continue about the "default mdf humans" the western knights, muskets and trader/guild idea, which has been discussed so far. :) This would be the race thats active by default and gets the biggest attention in terms of features and balancing.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on April 18, 2014, 10:01:24 am
About the "multiculturalism"- that is, humans inviting other races to live in their cities. What if you used a sort of "pet" for the races, like livestock that none of the caravans would carry? (Or if they did carry them it would be because that particular caged person did something to get exiled and the caravan didn't trust them out of the cage.) To skirt around their not being able to work, I'm thinking that you can make them lay "eggs" that are called "dwarven/orcish/elven work procedures" which could then be used to build their unique workshops and/or produce race-specific items. The tokens could expire relatively quickly, necessitating a constant supply in the form of a large population.

Actually, is it possible to have only certain castes of a race lay eggs? (Or to have males lay "eggs", for that matter?) 'Cause I just thought that the whole "humans-occasionally-having-other-races-as-kids" thing could be explained away with adultery or maybe the idea that in MWDF, humans themselves are a thorough mix of all the other races combined. ("An orc baby? Why you must take after your great-great-maternal grandfather! Let's name you after him.")
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: danmanthedog on April 18, 2014, 10:06:54 am
Do you need help modding the Civs Meph because I think that every body would willing to help you?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: moseythepirate on April 18, 2014, 12:09:24 pm
I think the important thing about multiple human civilizations is to make sure that it doesn't get to time consuming to make...it's more important that we get humans than get 5 different flavors of human. I really want the multiple different civs, don't get me wrong, but...baby steps?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: MDFification on April 18, 2014, 12:51:48 pm
Not sure if this has already been suggested, but slavery is enabled for vanilla human civs and was common throughout history. Perhaps some uber-complicated slavery mechanics (with potential revolts or required slave-specific religious facilities, for example) can be implemented?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on April 18, 2014, 01:02:53 pm
I dont need help, but it would be nice to have, especially when people have good historical knowledge or already finished Raws to offer.

I plan to only do 2-3 civ specific workshops each, which comes easy to me by now. Nothing complex. The rest is just the creature and entity. Two files and a few buildings are not a lot of work. It should give a basis for other modders that can add many more smaller parts if they want to.

I am unsure about the guilds. Western-only, or part of the basis for all? (guilds in atztecs or vikings makes no sense...)

Slavery I would suggest as main feature for either Goblins or Drow, not humans.

Egg laying cross species pet-orcs/goblins/elves: Ehm... No. Being able to call all caravans, building race specific workshops and maybe spawning the odd off-race civilian to hang around has to be enough.

EDIT: Made that topic in the general modding section, lets see if others people want to chime in or not.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: omniclasm on April 19, 2014, 06:16:45 am
I voted yes for the different humans.

However, I was thinking more along the lines that the playable civ would just be medieval European, and the others would be an extra option for world gen, like Drow currently are. I think if you're going to make different cultures, they should be thoroughly different rather than just having a workshop that makes katanas instead of broad swords.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Hugo_The_Dwarf on April 19, 2014, 05:06:04 pm
Yeah I'd suggest only being able to play as two types of Humans (one being western all the time as it's like the vanilla humans) then you can activate and pick the second. After that the others become either friendly traders or hostile invaders (depending on the settings)
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: moseythepirate on April 20, 2014, 01:21:15 pm
I am unsure about the guilds. Western-only, or part of the basis for all? (guilds in atztecs or vikings makes no sense...)

I would argue that whenever there is a civilization, skilled craftsmen would band together. Guilds by any other name and all that. Also, it would be a pain in the bum to try to balance having a key feature that only some cultures have.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on April 20, 2014, 03:39:35 pm
Had they lasted long enough without Western interference, I've no doubt that the Aztec/Inca/Iroquois would have eventually had something resembling the guilds and trade companies of Europe. They already had taxation, specialized labor, and artificially valued currency, it wouldn't have taken much to bureaucratize it a bit.

Plus, I'm pretty sure Scandinavia had tradeguilds, even if they aren't as famous for it as England and France.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: MDFification on April 20, 2014, 04:51:43 pm
I am unsure about the guilds. Western-only, or part of the basis for all? (guilds in atztecs or vikings makes no sense...)

I would argue that whenever there is a civilization, skilled craftsmen would band together. Guilds by any other name and all that. Also, it would be a pain in the bum to try to balance having a key feature that only some cultures have.

There were guild-like organizations in India and East Asia, historically. Essentially, any organized, urban society can develop a guild-like structure given enough time.
I mean historically guilds were just another racket. You get some craftsmen together, and they beat up anyone who'd threaten their business and construct a monopoly.
Title: Re: [HUMANS] - Post your ideas - Added poll
Post by: Stiefel on April 20, 2014, 06:54:46 pm
While thinking about human ideas myself, I personally enjoyed this direction just to add ideas to the discussion.

A very imperialistic group devoted to purging the land of the unclean for the greater will of god. A huge focus on a christianity like religion, but with an even more extreme devotion to it, fantasy style, almost similar to some of such religions among humans in Warhammer. Human branding of religious runes, clergy, devotion above all else. I pictured a 19th century russian appearance/weaponry, great coats, ushankas, huge bardiches/melee weaponry and muskets/gunpowder weaponry. Huge focus on masonry and carpentry, mining allowed, but less or no living underground, lack of sun = depression. I pictured possibly similarities to Khador of Warmachine. Also of course, vodka. You could also take all of this and mix it with a germanic steel knight reiksguard type of deal.
I also got the idea of a human crusader-civilization type idea, except they would model actual medieval crusader states like Kingdom of Jerusalem, Antioch, etc. Humans already have crusader helms, so why not? Plus, with the tech apparently being somewhere around the 15th century, we could easily imagine them with roughly the same battle tactics and weaponry as the Knights of St. John. I'd really like a monotheistic and hyper-religious theocratic civilization for a change.

But please don't throw in ninjas and samurai and all that crap. Maybe some Asia-inspired tech like repeating crossbows and primitive rocket launchers, but any further would be just too out of place in my opinion.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on April 21, 2014, 04:58:57 am
Stiefel, why are middle-eastern crusaders fine and samurais are not? Both are highly specialised things from a specific time and place... 14th century earth had both. Robots or Neandertals would be out of place, but why Asians?

In the general modding thread someone even suggested doing Japanese, Chinese, Mongolians, Indians and Polynesians seperately. 5 civs, all Asia.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Traece on April 21, 2014, 07:05:37 am
I'm a bit late in this discussion but I'll toss in my two cents. I think the biggest issue is finding enough diversity to warrant branching new human civs at all.

Take Feudal Japan and Medieval Europe for example. Both are differentiated by location and culture. Beyond that they use swords, spears, farm and keep animals, and build above-ground structures. They're also both noble-based societies. They're basically vanilla humans, except Japan would have katanas and buildings made of wood, bamboo, and paper. The same goes for the Middle East in that time period, which doesn't differ much. Vikings are a bit more unique, and the trade republics of the Mediterranean Sea are the most unique of the lot.

You could go through the trouble of statting out all those different weapon/armor/building material assets for a bunch of roughly identical medieval-period (ballparking here) civilizations, or you could go with something a bit more fantasy.

Why not a magic-based human race, and a normal medieval-style human race? We have Warlocks, so why not a race of human Archmages that summon golems and elementals, living in towers made of marble by their various constructs? Or perhaps the archmages just use the golems and elementals for defense, and count on their townsmen to do all the work? It could even employ a command structure that's not noble-based, such as some sort of ruling council.

In short, you could maintain a normal vanilla-style medieval human race, and then create a fantasy-based melding of the Warlocks and said vanilla humans.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Delta_02_Cat on April 21, 2014, 07:10:30 am
A race of human Archmages would be really cool!
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Vabalokis on April 21, 2014, 07:23:18 am
I hope cats and dogs will comeback.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Stiefel on April 21, 2014, 09:04:32 am
Stiefel, why are middle-eastern crusaders fine and samurais are not? Both are highly specialised things from a specific time and place... 14th century earth had both. Robots or Neandertals would be out of place, but why Asians?

In the general modding thread someone even suggested doing Japanese, Chinese, Mongolians, Indians and Polynesians seperately. 5 civs, all Asia.
I wouldn't mind a separate Asian civ, but I think it would be out of place for samurai to be fighting alongside knights for example. I just don't know how you're going to do that unless you're going to make separate raws for separate civilizations, which would require making them entirely separate races to my knowledge.

Also, media with fantasy settings tend to have a fairly Eurocentric representation of human civs. Not that I'm against Asian civs being in the game alongside European ones, but I just think a lot of people would be uncomfortable without some European-esque human civ.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Gamerlord on April 21, 2014, 09:18:42 am
Frankly I would be happy if we kept humans 'Western' and maybe added a few more Eastern influences to the Orcs. Kinda annoyed that I can't make wazikashis, nodachis and other such things in that mode to be honest. But back on topic, iI just feel that a Northern European, Roman or Russian setup would be good for humans; for some reason I just can't help but see my Warlocks as Western European.

Just a thought on how playing them feels/would feel.
Dwarves- Colonial Britain. Seriously.
Elves- Sorta Celtic but also a bit like Natives from Oceania.
Goblins- Their slavemaking and the colosseum they unlock in kobold mode (Is that still a thing?) makes them kinda Romanish - as in the Romans at their worst and most depraved.
Drow- No idea.
Orcs- The Orient, Japan, Mesoamerica
Warlocks- France, Germany, etc.
Gnomes- Sweden obviously.
Kobolds- They seem very 'tribal African' to me.
Frost Giants- Not enough info.

And that leaves humans. I reckon maybe a basic medieval, Viking or maybe even a Mongol setup. Maybe all three.

Stiefel, why are middle-eastern crusaders fine and samurais are not? Both are highly specialised things from a specific time and place... 14th century earth had both. Robots or Neandertals would be out of place, but why Asians?

In the general modding thread someone even suggested doing Japanese, Chinese, Mongolians, Indians and Polynesians seperately. 5 civs, all Asia.
I wouldn't mind a separate Asian civ, but I think it would be out of place for samurai to be fighting alongside knights for example. I just don't know how you're going to do that unless you're going to make separate raws for separate civilizations, which would require making them entirely separate races to my knowledge.

Also, media with fantasy settings tend to have a fairly Eurocentric representation of human civs. Not that I'm against Asian civs being in the game alongside European ones, but I just think a lot of people would be uncomfortable without some European-esque human civ.
If you want samurai try out Orc mode. They do a pretty good 'honour' thing.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Stiefel on April 21, 2014, 09:50:16 am
If you want samurai try out Orc mode. They do a pretty good 'honour' thing.
They do have the whole bushido thing down pretty well, but Japanese culture is also known for quality craftsmanship whereas orc craftsmanship is quite frankly shit.

I think the violet/silver xelics from the Civ Forge mod would make a great Japan-inspired civ. Two arms on each side makes for dual-wielding katanas and the exoskeleton makes fairly decent armor. Really deadly.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Gamerlord on April 21, 2014, 09:51:39 am
If you want samurai try out Orc mode. They do a pretty good 'honour' thing.
They do have the whole bushido thing down pretty well, but Japanese culture is also known for quality craftsmanship whereas orc craftsmanship is quite frankly shit.

I think the violet/silver xelics from the Civ Forge mod would make a great Japan-inspired civ. Two arms on each side makes for dual-wielding katanas and the exoskeleton makes fairly decent armor. Really deadly.
The orcs have the Damascene Forge as well as the Ancient Forge. They can make sone elegant stuff.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Stiefel on April 21, 2014, 09:56:59 am
The orcs have the Damascene Forge as well as the Ancient Forge. They can make sone elegant stuff.
They can make some good-looking stuff, yet what they mass-produce is patchwork rusty steel armor. Japanese armies were usually fairly small (as was the case in most feudal societies) with quality gear (even the peasant and vassal soldiers looked fairly decent). Orcs in most fantasy settings tend to be about quantity over quality. Of course the elite soldiers are going to have some nice equipment, but the average soldier is going to be covered in old sheet metal.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Gamerlord on April 21, 2014, 10:08:51 am
Actually I always take the time to kit out my fighters well in orc mode. Cos usually if they die tantrum spirals follow. Plus I set them up into little clans AND GOD DAMN I WAS GONNA GET A SELF SUSTAINING POPULATION FOR A FEW CLANS BUT SIEGES. Seriously. Fuck that.

Also, who would I give the patchwork armour to? The Uruk Elite? The Olog Linebreakers? My Snaga snipers? Or maybe my rank and file normal orcs, of whom one death could cripple the entire fortress?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Gamerlord on April 21, 2014, 10:13:14 am
The reason I make the clans is because I love the idea of ancestral armour and blades. Plus having a family called the Dragon Fangs all clad in Dragon Scale Armour is SO BADASS.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Stiefel on April 21, 2014, 10:24:20 am
Actually I always take the time to kit out my fighters well in orc mode. Cos usually if they die tantrum spirals follow. Plus I set them up into little clans AND GOD DAMN I WAS GONNA GET A SELF SUSTAINING POPULATION FOR A FEW CLANS BUT SIEGES. Seriously. Fuck that.

Also, who would I give the patchwork armour to? The Uruk Elite? The Olog Linebreakers? My Snaga snipers? Or maybe my rank and file normal orcs, of whom one death could cripple the entire fortress?
I mean the AI gives their soldiers patchwork armor. I've never had too much trouble with tantrum spirals in my Dwarf forts concerning military deaths, but that's probably just because I tend to keep military dwarfs isolated from the general population in a barracks just inside the fortress walls. The reason I like to deck out my fighters is so they gain experience instead of get chopped to pieces. Full coffins are more of a liability to your military than an asset, are they not? Especially if a necromancer happened to walk by...
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Stiefel on April 21, 2014, 11:03:46 am
To clarify my stance, I don't think groups like Vikings or Slavs or Romans/Byzantines should be in the same civ as the more Frankish civs either.

Ah! Romans! It would be pretty neat to have Roman legions with lorica segmentata and gladii running around conquering everything for their emperor. I'd really like to see Dwarf Fortress simulate the heavy infantry doctrine of the Romans fighting against the heavy cavalry doctrine of the Franks.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on April 21, 2014, 03:28:32 pm
Can buildings be restricted to specific biomes? If they can, then why not restrict "culture buildings" to certain biomes and there won't be any weird mixes. Aztecs could have jungles, Vikings could have tundras, Greco-Romans could have Savannas, Egypt-Persia-Arabs could have deserts, Westerns could have forests and Indo-China-Japan could have mountains; humans stay as one race (and thus avoid unfortunate implications) and Vikings almost never show up with centurion platemail.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Stiefel on April 21, 2014, 07:07:19 pm
Can buildings be restricted to specific biomes? If they can, then why not restrict "culture buildings" to certain biomes and there won't be any weird mixes. Aztecs could have jungles, Vikings could have tundras, Greco-Romans could have Savannas, Egypt-Persia-Arabs could have deserts, Westerns could have forests and Indo-China-Japan could have mountains; humans stay as one race (and thus avoid unfortunate implications) and Vikings almost never show up with centurion platemail.
I actually think it would be funny for the Vikings to commit ethnic cleansing against all the other human races. Your idea would probably require different entity and creature files to begin with to deal with the different sets of equipment, biomes, and phenotypes. How about you, i don't know, maybe not let the first thoughts that come to your mind be white supremacist ideas? You could have all of them be equal where intrinsic stats are involved, with all the other differences being either cultural or just having to do with skin color.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: moseythepirate on April 21, 2014, 11:10:45 pm
Can buildings be restricted to specific biomes? If they can, then why not restrict "culture buildings" to certain biomes and there won't be any weird mixes. Aztecs could have jungles, Vikings could have tundras, Greco-Romans could have Savannas, Egypt-Persia-Arabs could have deserts, Westerns could have forests and Indo-China-Japan could have mountains; humans stay as one race (and thus avoid unfortunate implications) and Vikings almost never show up with centurion platemail.
I actually think it would be funny for the Vikings to commit ethnic cleansing against all the other human races. Your idea would probably require different entity and creature files to begin with to deal with the different sets of equipment, biomes, and phenotypes. How about you, i don't know, maybe not let the first thoughts that come to your mind be white supremacist ideas? You could have all of them be equal where intrinsic stats are involved, with all the other differences being either cultural or just having to do with skin color.
...
Um...what?
Is it just me, or did this topic get weird on me?
While I don't want to start putting words in another human's mouth, I don't think he was talking about the humans being one race in terms of...you know...skin color. I think he just meant not having to split humans into different civs that would need to be manually selected on or off at the launcher, so as to simplify things for the player. Let's all just cool our jets a little bit.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: BlackFlyme on April 21, 2014, 11:34:53 pm
Can buildings be restricted to specific biomes? If they can, then why not restrict "culture buildings" to certain biomes and there won't be any weird mixes. Aztecs could have jungles, Vikings could have tundras, Greco-Romans could have Savannas, Egypt-Persia-Arabs could have deserts, Westerns could have forests and Indo-China-Japan could have mountains; humans stay as one race (and thus avoid unfortunate implications) and Vikings almost never show up with centurion platemail.

You can't limit workshops by biome, just as you can't restrict a workshop to above or below ground, or make it require power. At least, not in vanilla. I don't know enough about how DFHack works to be able to say anything about that.

Regardless, even if it were added in, it would likely not be respected in world-gen, so different regions would end up with items from a different culture. That's assuming that the reactions are even utilized in world-gen.

Though I could be wrong.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Gamerlord on April 22, 2014, 12:59:52 am
Can buildings be restricted to specific biomes? If they can, then why not restrict "culture buildings" to certain biomes and there won't be any weird mixes. Aztecs could have jungles, Vikings could have tundras, Greco-Romans could have Savannas, Egypt-Persia-Arabs could have deserts, Westerns could have forests and Indo-China-Japan could have mountains; humans stay as one race (and thus avoid unfortunate implications) and Vikings almost never show up with centurion platemail.
I actually think it would be funny for the Vikings to commit ethnic cleansing against all the other human races. Your idea would probably require different entity and creature files to begin with to deal with the different sets of equipment, biomes, and phenotypes. How about you, i don't know, maybe not let the first thoughts that come to your mind be white supremacist ideas? You could have all of them be equal where intrinsic stats are involved, with all the other differences being either cultural or just having to do with skin color.
*hits Stiefel*
No. Bad Stiefel.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on April 22, 2014, 03:32:06 am
Can buildings be restricted to specific biomes? If they can, then why not restrict "culture buildings" to certain biomes and there won't be any weird mixes. Aztecs could have jungles, Vikings could have tundras, Greco-Romans could have Savannas, Egypt-Persia-Arabs could have deserts, Westerns could have forests and Indo-China-Japan could have mountains; humans stay as one race (and thus avoid unfortunate implications) and Vikings almost never show up with centurion platemail.
I actually think it would be funny for the Vikings to commit ethnic cleansing against all the other human races. Your idea would probably require different entity and creature files to begin with to deal with the different sets of equipment, biomes, and phenotypes. How about you, i don't know, maybe not let the first thoughts that come to your mind be white supremacist ideas? You could have all of them be equal where intrinsic stats are involved, with all the other differences being either cultural or just having to do with skin color.

Dude. Like, what? I cannot even begin to refute your argument, 'cause I'm not sure how you got from "multiple cultures within a civ" to "only Vikings, all else must die". Like seriously, reread or rephrase or something.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on April 23, 2014, 10:23:32 am
Just to clarify: Different civs would use different creature and entity files.

I really like the idea of biome-based workshops, but only if someone writes fancy dfhack scripts for that. It will also be weird when you embark on 2-4 biomes on one map.

Archmages and other fantasy stuff: No. The idea behind this is that multiple human civs are a small amount of work. Writing sone magical race is a lot of work... I would do that for elves, drow or goblins.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: moseythepirate on May 04, 2014, 08:08:04 pm
Haven't heard anything of the humans in a while; I was just wondering if they are still in the pipeline?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 05, 2014, 01:47:26 am
Sure, there is a second thread in the general modding section. But as I mentioned: I am still travelling atm. ;)

(Salamanca, Spain by now, have about 3000km more to go.)
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: migshark on May 05, 2014, 10:00:25 pm
Instead of the caste system being used to define guilds, would it be possible to use it to define cultures (Asian/Western/Arabic etc'), then specialise the cultures in a guild-like way? The civilization itself could be a 'refugee' based mish-mash of cultures, sort of like Venice but with a larger variety. Problems that occur to are: incorporating those Viking and Japanese mods that are presumably built differently; and I'm not sure, but I imagine an Asian/Arabic couple giving birth to a Westerner would be problematic.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 06, 2014, 04:40:02 am
It would be near impossible to restrict a fort to one type. I cant say "block all non-eastern buildings, as soon as you build an eastern building".

In short: It would result in a wild mix.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Gamerlord on May 06, 2014, 05:02:09 am
Is there a way to create a build material that can only be made once, and is one of a set of choices that unlock different sets? Sort of how Warlock mode only allows you to have one Overlord at one time. You'd build the 'entry level' building, run the reaction that unlocks the 'civilisation' you want and unlock another building that makes the materials for the rest of that 'build tree'. Sound good?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 06, 2014, 08:12:47 am
Only with creatures. Yes, in theory I could hack something together, but it wouldnt affect weapons and armor, language, biomes they live in , nobles or graphics. So... no. It wouldnt work.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on May 19, 2014, 12:06:24 pm
Building Idea: Candy Shop. Takes mints, spices, and other such tasty plants, purifies them into "extract of ___"- which make for moderately valuable tradegoods. Next, takes sugar or honey as a base material, mixes the base with an extract, and makes a stack of highly valued "___ candy".

Additional, culturally-linked reactions could include things like sherbet (IRL an invention by the Chinese), marshmallows (Egypt), chocolate (Aztec), calisson (medieval Italy), and pastila (Russia).

Another building: Gourmet Kitchen. Works like a vanilla kitchen, but instead of stacking ingredients into prepared meals, it just makes them into courses- bigger ingredients. Then the courses can be stacked at a kitchen to create meals with as many as 16 different types of food with a little stockpile management. Should be late-game to avoid OPness, maybe by requiring a certain amount of gold coins to construct?
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 19, 2014, 02:26:53 pm
What is sherbet, calisson and pastila? ^^

Real meals, as in "prepared meals" I cant do, they are hardcoded. All these fancy candy, bread and other food stuff will either be categorized as meat or cheese. Same issue, I cant invent new item types. -.-
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on May 19, 2014, 05:30:31 pm
Sherbet's a sort of "ice cream" made from frozen fruit juice, those that could afford to would often add milk and honey. (They may not have called it "sherbet" though, that's just the name of the stuff sold in the States.) Pastila is a sort of pudding/cake/thing made from fruits and egg whites. Calisson can be thought of as a sort of cookie, and is made from candied citrus fruits, ground nuts, and fondant icing.

Shame about the meals, but advanced foodstuffs would still make a decent humany tradegood, IMO.

While I'm thinking about it I've got another one:

Feast Hall: A large, town-center type building with functions similar to the dwarven Tavern. But instead of requiring an instrument, all reactions require various meats, cheeses, and drinks. Simple reactions like would just take a raw meat and a barrel of drinks, and reactions would get more powerful and longer lasting as culinary mastery went on. Things like "Celebrate the Winter Solstice" would take drinks, candies, and smoked meat and could provide economic benefits like temporary [NO EAT] that would come in handy for a hard winter.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 19, 2014, 07:35:00 pm
Just keep stacks in mind. Value of the prepared meals with such ingredients might go into the millions... and the reactions would always use up stacks of this food.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on May 20, 2014, 10:38:24 am
Ahh, that does sound like it's inching close to being OP...

Would it be possible to make it so that only humans saw advanced food as worth the price? Then a dwarf trader could look at a wheel of "Chef's Guild Approved Artisan Pepperjack Cheese" or whatever and decide that it's worth about the same as any of the generic cheeses from any "Grandmaster Cheesemaker" in any mediocre food-production-fort, while traders from the human capital are stumbling over themselves to be the ones that offer the delicacy to His Majesty. Same with orcs or kobolds, they'd be all like "Why would 'smoked-meat' be special? All meat is smoked if it dies in a fire!"

That would at least limit the ability of humans to cheaply acquire war-machines, magic, and warbeasts.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 20, 2014, 11:41:22 am
In short: No.

With custom trading in workshops yes, but not with caravans.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: IndigoFenix on May 21, 2014, 02:53:36 am
Just keep stacks in mind. Value of the prepared meals with such ingredients might go into the millions... and the reactions would always use up stacks of this food.

If you make them out of a custom material that is EDIBLE_RAW but not EDIBLE_COOKED, you can prevent them from being used in prepared meals.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 21, 2014, 06:36:46 am
Interesting. Maybe I do have to change CHEESE into FINEFOODS or something, otherwise people go crazy with the stockpile menus.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: LMeire on May 22, 2014, 04:02:21 pm
Not sure if religion is still on the table anymore, but one thing that would work for multiple cultures and mono/poly theologies would be the practice of "Augury"- that is, the ritual sacrifice of an animal to predict important events. It fits with just about every organized faith from the Sumerians to the Aztecs, and could work by transforming cattle into a short lived "Ritual remains" (I remember someone saying that killing of animals to produce materials was hard-coded.) and borrowing the gnomes' "talking to birds" thingy for the prediction or other divine benefits like banishing the undead. Basically an agrarian version of Armok's dwarven war-cult.

Maybe somehow scale the chances of successful reactions by the size of the animal sacrificed? Both to keep players from spamming bunny-death to spare their cows and to simulate how pleased Armok/local spirits are by the offering of a potential war-beast like an elephant.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Podesta on May 27, 2014, 05:53:00 am
On the magma workshops, I agree that taking it away would be very hard for most players, but we also have to agree that the huge stairway to hell wouldn't be exactly 'humanish(?)'. Maybe make it more viable with wood, outputting more charcoal for each wood used, still leading to deforestation, but still viable and not too much of a annoyance. For later game maybe instead of the magma workshop make those furnaces run on power, but maybe that's more related to the gnomes than to the humans. Perhaps the magma should be exclusive to the dwarfs, but giving the other races viable alternatives.

As for the race discussion, maybe an idea would be to include all of them on the same game, but all the specific workshops would be dependent on a first 'guild'/build that you would essentially choose which civilization you want to be part of. Special care would need to be taken so it doesn't become a lot of pages with a bunch of buildings (maybe a specific menu just for the specific workshops, divided in subgroups, making clear what which offer of different, and that the player have choices) and for once one is chosen he can't simply demolish it and choose a different one. I think this way you could still end up having a medieval armor guy with a japanese katana, but only through trade (and even that wouldn't be a necessity), without creating a total mess, mixing a bunch of different 'civs'.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 27, 2014, 06:11:48 am
I cant take away the vanilla magma workshops, they are hardcoded.

I dont know if its possible to make things unique, like "build workshop A, makes workshop B,C and D impossible". If I could do that it would be much easier, but I am fairly certain that there is no way to do that.
Title: Re: [HUMANS] - Post your ideas - NEW POLL!
Post by: Meph on May 27, 2014, 01:52:40 pm
Just a backup

Quote
This threads purpose is to collect ideas for a playable human race. I will not start modding on them anytime soon, but I am interested what the people have to say. Elves would be the next best choice, but I would like to give a more dfhack-knowledgeable person a chance with this more magical race.

Till then I will improve Warlocks, integrate IndigoFenix Gnomes better, and brainstorm about the humans.


HUMANS

- Vanilla df human creature and civ as basis.
- Cant make steel.
- Pretty much normal DF nobles.
- Like castles and towns (difficult to build)
- Many Carpenters and Masons, for aboveground buildings.
- Custom kennels for special dog breeding and training.
- Custom stables for special horse breeding and training.
- Aboveground-only farm workshops, like dairy farm, agriculture monocultures and mills.
- Monocultures mean a workshop called "Turnip Farm" or "Vineyards".
- Winery makes red/white wine for nobles.
- Not alcohol dependant.
- Get one building per tradeable race, each other race can trade one blueprint.
----- Dwarf: Smith: Makes better metals, but wont reveal the secret of steel.
----- Elf: Fletcher: Makes better ammo and upgrades ranged weapons.
----- Drow: Poisoner: Small selection of poisoned goods.
----- Gnome: Tech-Building: Lets wait for IndigoFenix input.
----- Kobold: Trapper: Food and animal products.
----- Goblin: Slaver: Ransom hostages (more workers for you)
----- Orc: Clan Artisan: Handmade war-gear. Good weapons and armor.
----- Warlocks: Talismonger: Magical doodads and potions.
----- (No Automaton/Frost Giants, they are too hostile)

As you can see they would be heavily trade-based. Each caravan of these races can possibly sell you the buildmat for one of the mentioned buildings. But you have to take care not to call a goblin and dwarf caravan at the same time, because they might be at war. Maybe even two buildings per race. Dwarven Constructs, Elvish healers, Drow Alchemist, Gnome Engineer, Kobold Thief, Goblin Weapon/Trap Dude, Orc Mercenary, Warlock Necromancer.... many possibilities.

- Embassy that can call any diplomat, liaison and caravan, even orc/goblin/warlock.
- War Council that can declare war upon any race.
- Trade Storehouse to pack/unpack crates/special tradegoods.

- East Empire Trading Company: You can "ask for a trade request" and get a list of items you need. If you manage to get all the items on the list (maybe with a time limit) you can bring them to this workshop and "trade" them away for a big reward by the company.

- Merchant stalls. Like the ones in dwarf mode or the orcish caravanserai.
----- Weapons Merchant
----- Armor Merchant
----- Food Merchant
----- Creature Merchant
----- Jewel/Glass Merchant
----- Metal/Blacksmith Merchant
----- Wood/Carpentry Merchant
----- Tool Merchant (tools, toys, instruments, general items)
----- Clothing Merchant
----- Drink Merchant (Tavern?)

- A Bank to change or store money.
- Bribe invading armies into leaving.
- No butchering of sentients, that means no scalps or souls.
- Butchery, Brewery, Archeologist, Sawmill, general basic mod workshops.
- Custom workshop to cheaply make and arm siege engines.
- Halberds, swords, bows and crossbows, maces and hammers. Classical medieval weaponry.
- Pigs, Horses, Cats, Dogs, Chicken, etc. Normal RL domestic pets.
- Turnips, wheat, potatoes(?), tomatoes, grapes, etc. Normal RL plants.
- Muskets and Cannons (?)
- Breastplates, Greaves, Gauntlets, normal medieval armor and clothing stuff.

- Castes: A simple system:
----- Peasent: Menial labor caste.
----- Squire: Gets minor combat buff.
----- Knight: Gets major combat buff.
----- Merchant: Better for the merchant stalls etc.
----- Noble: Better for noble roles.
----- Clergy (???): (dont know about that one.

- Guildhalls: One large workshop that unlocks more uses for the category. The Carpenters Guildhall could unlock a better Carpentry and Sawmill. A Masons Guildhall could unlock the Stonecutters Workshop and a better Boulder-to-Block ratio. Each Guildhall would also have a training reaction for the fitting skills. Maybe 12 Guildhalls in total.

Guilds would cost gold to build and unlock better industries, this way your technological progress depends on your money. Since humans dont mine much, most of it will have to come from trading.

----- Masons
----- Carpenters
----- Smiths
----- Merchants
----- Healers
----- Tanner/Leatherworkers
----- Clothiers/Textile
----- Farmers
----- Fishers
----- Engineers
----- Jewelers/Glassmakers
----- Cooks/Brewers/Butchers

- Simple training workshops like a weightbench, a custom barracks/archery range.

- Taxation: Use paper and ink to make ledgers and have your peasents pay your 10% of all the made goods to you. (Input "goods", Output "taxed goods" + 10% bonus.) Means a workstep more for more money. Should be possible. Mostly to use up paper/ink and dimulate the RL 10% that farmers had to pay the landowners.

- Immigration Office: Request migrants or exile people (send unhappy humans off the map)

- Some form of religion. Maybe? Dfhack? I have no fresh idea for this yet.

- Arcane Library, Paladins, Witchhunters, Inquisition, all kinds of high-end shenanigans possible. No clear idea yet.

Overall they should be played mostly aboveground with little magical nonsense and be  a pure medieval humas town+castle that invites all kinds of traders and is very multicultural. They would rely more on diplomacy or walls+siege engines for defense, but can send knights into combat. (maybe I can make fake-mounts with rider on horseback as one creature)

 Just as a note:
12 Guildhalls, unlocking 1-2 fitting workshops each.
~10 basic mod workshops. (Pottery, Weightbench etc)
8 race-specific workshops. (Maybe 16)
10 (?) Merchant related workshops.
~6 human-specific workshops. (Knights, Embassy, etc)
~12 human-specific farm workshops, aboveground-only.
Thats a basic concept for ~80 workshops already. :)

What do you guys think? Good concept, or boring? More ideas to flesh this out a bit?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on May 27, 2014, 02:40:14 pm
I will use this for steel making:

A custom building I modded in for myself that others might appreciate.
A bloomery is a sort of low-tech, low-profile, smaller-batch method of iron smelting, where you don't actually need a forge capable of reaching melting temperatures. Instead you just get the iron hot enough to be spongy, and you hammer it and knock out the brittle impurities while the metal stays together. You can also use oxygen and carbon and steady nerves to make steel using the technique, bits which you then weld together by folding them into bars that are useful.

Thus, this is a realistic method of producing steel without flux. (Iron there's no point since the normal smelter in game is more efficient, and I can't mod that to require flux)
In terms of actual reactions:
1) Build a bloomery which requires fire safe material and a firesafe anvil (for hammering blooms and welding)
2) Smelt 1 iron ore into 4 iron blooms using coal and a fuel.
3) Carburize individual blooms using a coal and a fuel. You have a 50% chance of getting flakes of steel each of 4 times per bloom (it's easy to screw up, which in reality would give you pig iron that you can't use a bloomery to smelt. So in game, 10% chance of a pig iron bar representing errors, which you can use normally if you trade for flux or find some later)
4) Weld 4 flakes into a steel bar using a fuel. (uses blacksmithing)

Each steel bar on average = 3.5 jobs, 6 trees (if using charcoal only), 0.5 ore     (And comes with 0.5 bars worth of pig iron, if you have the means to use it)
Steel bars using the normal flux process = 1.5 jobs, 2.5 trees, 0.25 ore

So this is about double labor and resource intensive, but in return you do not need flux. Only iron and trees, or iron and coal. And it is actually metallurgically realistic still.

Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Propman on May 27, 2014, 05:48:41 pm
Masterwork Dwarf Fortress: Surprisingly human.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on May 29, 2014, 07:14:54 am
(http://i.imgur.com/ihPJJsT.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Gamerlord on May 29, 2014, 07:32:11 am
Nice!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: palu on May 29, 2014, 09:11:06 am
Wit the upgrades, you mean that the building will transform into the new one? And will the other ones still be available? Also, those buildings look great!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on May 29, 2014, 10:18:39 am
You can turn/upgrade a building into a new one. Like "Lesser Forge => Greater Forge".

In the example above you can only build the Council Chamber. Then you upgrade it to one of the three versions on the right. If you want an additional version, you need to build a new Council Chamber and upgrade it to another version.

I think I will do the same with Guildhalls. Have a generic "Guildhall" as a workshop and the upgrades are called "Appoint this Guildhall to the Carpenters" or "Upgrade to Carpenters Guild" or something like that... and then I can add 12 reactions for the 12 guilds, BUT I only need a single building in the building menu. Its great. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Isngrim on May 29, 2014, 10:47:53 am
this is cool meph

maybe make the dwarven Human guildhall upgrades be called Reserve for the carpenters guild,or requisition for the carpenters guild.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on May 29, 2014, 10:49:03 am
Human guildhalls. The dwarven one will stay like it is.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Isngrim on May 29, 2014, 10:57:37 am
*Cough**Cough* ???

Don't know where i got dwarves from,sorry about that
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: danmanthedog on May 29, 2014, 01:25:53 pm
Is it possible to make a new trap that is like tart barrel which you hook up to a lever which when pulled would make it go boom spreading fire and shrapnel all around?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on May 29, 2014, 01:33:33 pm
No. But we do have landmines in the mod, that do exactly that, just as a creature. Put them in a cage linked to a lever, and you get exactly what you are describing.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: zach123b on May 29, 2014, 03:02:17 pm
if the changing a building runs a script, could the script disallow other buildings or only allow the one building to be built? ifso can you deconstruct a building and construct another one elsewhere?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on May 29, 2014, 03:03:13 pm
No, it cant make things unique/mutually exclusive. You can still build others and upgrade them to something else.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Buel on June 03, 2014, 10:27:47 am
I do adore the idea of humans being neutral people starting out. But like the civs should be more willing to join you if say. The goblins got amazing meals. So they would wanna ally up to see what else you offered. As the say drows got crappy mugs and being displeased they'd not join your civ. As in making the trader happy thus leading to the king or queen hearing of your civilizations greatness and them wanting to ally. Maybe have them go, i'll be allies with you if you agree to fight with me against the say "elves"
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 03, 2014, 10:30:24 am
Actually, you would still get sieged by them. Orcs and Goblins still raid your towns, but you can in addition to that, be it war or not, invite their traders.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 05, 2014, 11:19:07 am
Did some buildings designs.

(http://i.imgur.com/FQcw4Vu.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Crysalis on June 06, 2014, 08:26:13 am
Desings looks great, i cant wait to play humans  :'( When, Meph, when?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 06, 2014, 08:27:54 am
If I had to guess: The day the fundraiser is finished + ~30 days to actually write something.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Dark5pawn on June 13, 2014, 02:10:28 pm
So i know that you probably already set it up but when I was reading through the suggestions for cavalry something kinda came to me. Why not make "cavalry" a boot/foot armor. I know that different armors/shields have attacks specifically done to them and that you already worked out the speed up from the bard/tavern. Why not make a armor preset of "cavalry" which includes cavalry boots that speed you up and give the chance of executing an attack similar to wildlife that can trample kick etc. I understand it may not be that easy but it seems fairly simple to me. You could also still do cloth through meteoric etc cavalry boots with cloth simulating riding a horse in your socks and metals being riding with riding boots. Anyway take what you will from this.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Blightedmarsh on June 14, 2014, 02:00:42 am
My two cents:

Culture and civilizations:

My concept is that we don't look at a human fortress as an out post of an expanding civilization. Instead it builds initially like an indigenous local community. It acquires "civilization" through trade and contact or conflict with other cultures.  Under this model their would only be 1 playable human race but multiple non playable human cultures.  Rather than spam different caravans from multiple races you would send out an expedition to a given civilization to pay homage and open up trade with that culture. This system would also mean that if you got invaded by a Persian army it would only have Persian equipment

Essentially you would buy into a chosen culture through the purchase of trade licenses and the construction of embassies. This system would allow you as the player to create a cultural blend that suits your playstyle/aesthetic desires. Because there would be two or three levels of increasingly expensive investiture in each culture it would be hard to just spam up all cultures; rather you would have to weigh the pros and cons of each pick.


Cavalry:

I don't know if mounts are something possible in game as of yet. I think that a stop gap would be to use a system for temporarily buffing warriors into "cavalry". This would be a stable where the warrior would run the reaction "mount up" the stable would require a breeding pair of animals as build materials.


Mud bricks:

Don't knock them. Mud brick walls hold up to cannon fire better than stone as they absorb the impact. In fact there is a kind of siege works called gabions still in use today; large earth filled wicker baskets that can absorb cannon fire.

Slaves:

The problem with slavery as you know is that it is not really supported by the game engine. Orcish slavery and pet based slavery are essentially work arounds. Whilst the basic concept is strong enough to be almost universally applicable I believe that it would depend on modding support by the Toady one.

weapons

Two range weapons I would like to see emphasized early game are the atla and the sling. An atla is essentially a stick used to throw a javelin further and harder.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: omniclasm on June 14, 2014, 05:00:08 am
After spending several hours playing with cavalry, really not sure it could work.

The "mount" script I tried worked in getting the unit on top of the mount, but then the mount just wandered around as it normally would.

I guess a secondary script could exist that sets the mounts destination coordinates to whatever the rider's destination coordinates are, but that would still get weird with pasturing and various other things.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 14, 2014, 06:47:40 am
Rumrusher has been playing around with mounts, but mostly adv mode. Not sure how you would get horses to take commands in fort mode.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SIGVARDR on June 19, 2014, 09:24:41 pm
Question: would it be possible to make a "workshop" for hiring mercenaries for the humans? We already have shops that take various coins, so that part obviously works.

It fits in well with the trade,diplomacy and expansionism traits. as well if going for an early medieval feel, mercenaries were essentially always around, and played huge roles.

I suppose one could create a specific mercenary caste with fighting oriented traits, 0 birth chance, that would only appear when spawning through the mercenary workshop. One could in fact even have dwarf, elf mercenaries, etc. I suppose, if my memory on how that system works is correct.

From there, would it be possible for them to require monthly or seasonal "payments" or have a chance of leaving modified by mood? (emigration script I suppose) Or the initial fee could simply be exorbitant as to represent a permanent contract.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 19, 2014, 09:41:53 pm
Human mercenaries, yes. But not off-race, the graphics wouldnt fit and you couldnt control them.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Crysalis on June 20, 2014, 12:47:43 am
Maybe humans should use some cement or concrete? From sand, clay, water and something else?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: migshark on June 20, 2014, 02:49:43 am
After brushing up on this thread a few of things stood out to me:

I didn't see any mention of bath houses. They were pretty popular in the Mediterranean in the general era that you're basing humans off of and I think they'd make a nice addition.

Money making the whole civ tick is awesome, but on a gameplay level it would mean countless satellite stockpiles and extra hauling jobs, but that's only troublesome if it were an additional reagent. I propose for every non-vanilla/raw-resources workshop, money should be the only reagent necessary for every reaction, with the exceptions of any research/trade partner like things you might need. It would make it really feel like you're balancing the books more than you're micromanaging industries, and help to not swamp newer players with so many MW items.

The guildhall/garrison etc' and libraries being separate in Dwarf mode has always felt weird to me, and with the workshop upgrade feature there's the possibility of combining them without making it difficult to get people into castes, even if you don't have library supplies. I figure combining them for humans would make the guildhalls more useful, and thus more central to the civ.

'Bit of a silly thought and this might be an unwanted degree of difficulty, but is it possible to have disease-based religion or factions and use buffs to increase/decrease susceptibility to particular strains, like propaganda? If it would mean everyone is blinking all the time, or modifies their ability to resist regular diseases, then I guess not.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 20, 2014, 02:55:54 am
Bathhouses: I can make a mist-generator, but if you want a proper bath with water, you have to build one yourself. Ingame, with 3/7 water and soap bars.

Money for everything: You mean.... everything? "Brew Drink - 500 coins", "Forge Sword - 500 coins", "Make Chair - 500 coins" etc ? That would be different for sure, but I have no idea how balanced that would be... or if people would even like that. Embarks on a gold vein would be seriously overpowered. And it would mean that no skills are needed, because all items are bought... no crafters would create anything, so quality plays no role.

Libraries are merged already in dwarf mode. :)

Disease-based religion? Propaganda gives resistance against strains? I think you have to go a bit more into details here, because that sounds somewhat weird.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: burrito25man on June 20, 2014, 03:44:28 am
How would the bogeymen spawning from the cave adapted peasants behave? Would it be similar to adventure mode, where they vanish if a another person sees them; or would they spawn as permanent creatures? Need to know what I'll be in for when a poor sap gets sent to the pits  ;D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 20, 2014, 04:03:19 am
They would be permanent.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: migshark on June 20, 2014, 05:02:57 am
Yeah I did more or less mean a mist generator - some sort of social aspect to it would be good too, but I'm not sure what.

I... kinda forgot about item quality, that does put a damper on the money thing. The vanilla workshops would still operate normally, so I guess it depends on what other stuff you want to make and if quality would affect them much? Or you could give humans no labour skill gain, and instead make them pay ~yearly dues to their respective guild in order to maintain a particular skill level, which would be a fun balancing game in combination with the 'the more idlers the better' concept. Actually ordering every human to pay dues would be tedious though, so I'm thinking that would only work if their was an auto banking system somewhat similar to the druidic merit system. With banking, exchange rates, more denominations of coins(?), and generally the ability to sell most goods at fair rates, embarking on gold shouldn't matter too much. I know that's a lot of balancing, but for a trade-based civ, it's kinda necessary pat pat.

I meant that the guildhall would be the base building, and you'd upgrade it to have inbuilt libraries, since they both serve to educate... though with multiple types of guildhalls that might require two tiers of upgrades, not sure if that's possible?

Also: debt collectors as an enemy?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 20, 2014, 05:08:45 am
I did a first test embark with humans. New entity file, phoebus spriteset, and ported dwarven buildings. Its quite amazing how many things I ended up putting in there.

Mist Generator could be done, either like the gnomish one, or a special human bath.

Linking skill gain to coins you have to pay wouldnt work that well. I already do that for skeletons in Warlock mode, skills for souls, and people report that its quite a lot of micromanagement.

Coins are stacks as well, so I can only use 500*x for everything.

I want to give them 20 workshops that are trade-based. 10 of them traders that sell/buy stuff for coins, and 10 workshops that make race specific goods. Thats the big trade-based part of the race.

Quote
I meant that the guildhall would be the base building, and you'd upgrade it to have inbuilt libraries... though with multiple types of guildhalls that might require two tiers of upgrades, not sure if that's possible?
Possible, but why would you build libraries into guildhalls? They are two different techs. One handles castes, the other trains skills.

Quote
Also: debt collectors as an enemy?
Ehm, no?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: migshark on June 20, 2014, 05:18:57 am
Ah whoops, I meant to say a wider variety of metal coins, or possibly ingots bullion used, not denominations. The guildhall/library thing was mostly to save floor-space/make them more thematic.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on June 20, 2014, 11:17:26 am
Amongst that trading could there be reactions that try to cheat the trade partner out of money, and so have a chance to start a siege? Or something.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 20, 2014, 02:55:25 pm
Amongst that trading could there be reactions that try to cheat the trade partner out of money, and so have a chance to start a siege? Or something.
You get most race attacking you anyway. That would only add additional sieges from elves, humans and gnomes. Its a bit harsh... "hey, that guy cheated on me" "Oh, hey, a trader of my race made a bad deal, lets kill everyone." (which would also mean that the trader makes no business at all afterwards)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on June 20, 2014, 04:30:58 pm
Amongst that trading could there be reactions that try to cheat the trade partner out of money, and so have a chance to start a siege? Or something.
You get most race attacking you anyway. That would only add additional sieges from elves, humans and gnomes. Its a bit harsh... "hey, that guy cheated on me" "Oh, hey, a trader of my race made a bad deal, lets kill everyone." (which would also mean that the trader makes no business at all afterwards)
That's fair. I just thought a lot of races have some sort of way to call a siege through their actions, like raiding or stealing, and it seemed the human equivalent would be cheating people.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 20, 2014, 05:30:14 pm
Dwarves, Warlocks, Gnomes and Succubi do not have those. Only Orc Raids and Kobold Thievery triggers sieges.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on June 20, 2014, 09:28:52 pm
Dwarves, Warlocks, Gnomes and Succubi do not have those. Only Orc Raids and Kobold Thievery triggers sieges.
Dwarves used to. :P
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 20, 2014, 09:41:46 pm
No. The dwarven expedition system existed before the force script, and the reactions never triggered any sieges. It was on my todo list though.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on June 20, 2014, 10:13:30 pm
No. The dwarven expedition system existed before the force script, and the reactions never triggered any sieges. It was on my todo list though.
Ah, that's what I'm remembering then. Thanks for the clarification. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 24, 2014, 08:42:18 am
Got a good idea today:

Build base workshop / merchant stall.
"Rent workshop/stall to instert-race-here"
Costs 1 trade permit thingy from a caravan.
Turns the workshop into the specific workshop you wanted. (Merchant stall empty into Gnome Merchant for example)
Also produces 500 gold coins.
After 1 year (or a similar time) workshop returns to empty state.

This means you have to invite caravans, trade for a race specific item, use it to "rent out a building", which gives you money, and you can trade with these guys for a year. You can "prolong contract" for another of the race specific items you got from caravans, add another year for each time you do this, also creating more coins for you.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Axmeister on June 25, 2014, 09:20:00 am
Is it possible to play as Humans in fortress mode yet?

I've seen changes being made in the update logs but in the civilisation selection tab it is still impossible to select Humans to play as.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 25, 2014, 10:03:28 am
Is it possible to play as Humans in fortress mode yet?

I've seen changes being made in the update logs but in the civilisation selection tab it is still impossible to select Humans to play as.
Ask again in 3 weeks. Then it will be a yes.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: GreyPowerVan on June 25, 2014, 06:46:37 pm
Got a good idea today:

Build base workshop / merchant stall.
"Rent workshop/stall to instert-race-here"
Costs 1 trade permit thingy from a caravan.
Turns the workshop into the specific workshop you wanted. (Merchant stall empty into Gnome Merchant for example)
Also produces 500 gold coins.
After 1 year (or a similar time) workshop returns to empty state.

This means you have to invite caravans, trade for a race specific item, use it to "rent out a building", which gives you money, and you can trade with these guys for a year. You can "prolong contract" for another of the race specific items you got from caravans, add another year for each time you do this, also creating more coins for you.

That sounds really cool.  Can't wait for multi-racial fortresses (Someone will figure it out, one day).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 27, 2014, 02:47:15 am
Another Idea: Stage (empty).
Quote
- Warlock   magic show      
 - Succubus   burlesque show      
 - Kobold   comedian      
 - Orc      show fight      
 - Drow      shadow play      
 - Goblin   troupe         
 - Human   bard         
 - Elf      singer         
 - Dwarf   storyteller      
 - Gnome   tech exhibition   
   

Each version would either affect anyone nearby, like the Dwarven Tavern, or only the worker.
Renting out the stage gives you gold.
Attending a show costs you gold.
Reactions/Buffs would be similar to Dwarven Tavern, giving buffs to attributes, adding tags or giving good thoughts.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Snaaty on June 27, 2014, 08:51:16 am
One Question:

Is it possible to make mounts available for your citizens in Dwarf Fortress mode?

Perhaps through one of those transformation-reactions?

I suppose it would be quite difficult, at the same time I think it would fit humans (esp. knights) very well, to ride into battle on their mighty steed.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 27, 2014, 08:57:49 am
In short: Sadly no.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Snaaty on June 27, 2014, 10:09:22 am
Spoiler (click to show/hide)

 :'(
Is that because it would be incredibly difficult to mod, or because it is simply impossible?

Maybe the humans could also use the hive-industry some more. With my dwarves I usually forget about harvesting bees and other insects. Not incredibly flavourful for humans, but perhapy a nice gimmick.
(Not sure, what could be added. Is it even possible to make some hive-reactions available only for one race, because the insect are "vermin"?)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 27, 2014, 10:16:27 am
Hivekeeping is more for the insect race, and there is a vanilla bug that prevents you from using more than 1 hivekeeper. Not a good thing.

And yes, its impossible. There is a very hacky dfhack thing that puts creatures on mounts, but the mount dictates the movement. So even if you have 10 humans on horses, and order the squad to move to X, the horses just meander around. And the humans complain about not being able to move anywhere and die of thirst.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SIGVARDR on June 27, 2014, 08:54:29 pm
It's the sort of thing that will just have to wait for official updates adding in functionality. You could probably do some horrifically weird dfhack transformation thing to where the mount is actually the real citizen of the fortress so that the AI would function but then you'd just have a horse going around doing dwarf things with a dwarf-shaped vegetable sitting atop it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on June 30, 2014, 10:41:16 am
Throwing another idea at the whole mining thing, you could remove the default metal working reactions and instead require the humans to dump every rock and mineral they find into a workshop that spawns new materials that can be smelted at custom smelters.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 30, 2014, 11:01:41 am
Quote
default metal working reactions
No, I cant.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Mithril Leaf on June 30, 2014, 01:43:53 pm
It would be cool if humans got access to some specialty hybrid hounds. I mean, dogs only exist because humans and wolves developed a symbiotic relationship. We've got some pretty amazing dogs in the real world, and with access to magic and dire wolves, I can't imagine that the humans of Dwarf Fortress would be stuck with the mastiff as the peak of canine warfare.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nelia Hawk on June 30, 2014, 01:53:28 pm
Hivekeeping is more for the insect race, and there is a vanilla bug that prevents you from using more than 1 hivekeeper. Not a good thing.

And yes, its impossible. There is a very hacky dfhack thing that puts creatures on mounts, but the mount dictates the movement. So even if you have 10 humans on horses, and order the squad to move to X, the horses just meander around. And the humans complain about not being able to move anywhere and die of thirst.

wouldnt it be possible to create one "creature knight caste something" that is horse+rider in one? with 4 horse legs, 2 rider legs, horse head, rider head, organs for both... etc so the horse wouldnt decide the movement, but instead its just a normal "human" with "extra horse bodyparts" and more speed etc.
with maybe some training reaction that requires a horse+a person and then creates a knight? not sure if it could keep track of the 2 used items and recreate them if it would be possible to "unmount" too. (incase of the rider name and repationships, kills and all that)
but maybe its just "once you are a knight you are stuck to the horse and military forever". no more civillian jobs for knights, and instead total devotion to knighting/military... i dunno, we have succubus summoning creatures and dwarfs build in golems, why not a human morphing into a knight 6 leg 2 head horse/human mix?

well it would be quite weird... but maybe that way it would be possible to "fake" something riding something on a basic level?
as gfx maybe it could replace one of the normal weapon unit gfx (pikeman? or something) and have a gfx of a mounted knight.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: burrito25man on June 30, 2014, 02:24:49 pm

wouldnt it be possible to create one "creature knight caste something" that is horse+rider in one? with 4 horse legs, 2 rider legs, horse head, rider head, organs for both... etc so the horse wouldnt decide the movement, but instead its just a normal "human" with "extra horse bodyparts" and more speed etc.
with maybe some training reaction that requires a horse+a person and then creates a knight? not sure if it could keep track of the 2 used items and recreate them if it would be possible to "unmount" too. (incase of the rider name and repationships, kills and all that)
but maybe its just "once you are a knight you are stuck to the horse and military forever". no more civillian jobs for knights, and instead total devotion to knighting/military... i dunno, we have succubus summoning creatures and dwarfs build in golems, why not a human morphing into a knight 6 leg 2 head horse/human mix?

well it would be quite weird... but maybe that way it would be possible to "fake" something riding something on a basic level?
as gfx maybe it could replace one of the normal weapon unit gfx (pikeman? or something) and have a gfx of a mounted knight.

I know someone else mentioned something like that earlier, however having a human-horse "fusion" caste would lead to strange querks like the rider dying from blood loss when a horseleg is lopped off, or the rider continuing to fight after losing one of it's "heads"
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: CptCrunchy on July 02, 2014, 12:45:20 am
Yeah, I suggested that exact thing a couple months ago and was made to see how that wouldn't work D:
The multiple heads thing was the main issue, though a graphic for them would be annoying to implement too
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nelia Hawk on July 02, 2014, 01:32:37 am
yeah didnt think it was possible anyways :D

i guess its not possible for a function/interaction/something to scan a creature if i.e. one "bodymass" stops living ?
i.e. if the function notices that the horse head gets chopped off the horse part would stumble on the groudn and the rider fly off... i.e. it removes the "Knight" and creates a dead horse and the rider gets spawned with a force flying a few tiles into the direction they were "facing" (the rider might still got saved somewhere when the "knight" was made from a person + horse interaction or so)
or when the horse looses the ability to stand/move a similar thing.
if the rider stops living it might spawn a horse and the saved person as dead or so.
(well probably would still be a problem to remove the dead "knight" from the military and reassign the new spawned rider back to the squad. not even talking about assigning the correct legend kills to the correct horse/rider again when one dies or so... all that would probably be quite a hassle to get working)

so ya as its not really possible to create knights that way... no point riding around on a dead horse.... erm... idea here haha.
well we can still assign war horses to swordsman. (maybe we can make armored war horses?)

maybe toady will at some point update the military stuff so we might be able to "assign" mounts to people similar to how we can assign war animals to people. maybe with a function in the military screen to "always be mounted" or "just be mounted on duty" similar to how the uniform works with always in uniform or civ cloths or so...
maybe the mount would be stored in assigned stables then similar to how armor/weapons would be stored in barracks armorstands/weaponstands offduty.
(not even sure if this even works atm... think they dont store their items in the barracks and just drop them? at least i think they did that some time ago, havent checked if that got updated at some point and they store their items properly now in weapon racks etc and reequip properly from there once on duty. *shrugs*)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuttycompa on July 02, 2014, 08:29:59 am
I just come here to throw some idea at you Meph.

I think Gnome's druid point is a very fun system to play with.
So how about, instead of druid point, Human will have "Chivalry point" that will be foundation of everything about knight system.

You can gain a point in many different way, like +1 for every evil creature you kill or -1 for every peasants that you can't protect.

I don't think it will be much work as Indigo had lay out a very strong foundation for this, you just have to adjust it to fit the theme :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 02, 2014, 08:31:25 am
I just come here to throw some idea at you Meph.

I think Gnome's druid point is a very fun system to play with.
So how about, instead of druid point, Human will have "Chivalry point" that will be foundation of everything about knight system.

You can gain a point in many different way, like +1 for every evil creature you kill or -1 for every peasants that you can't protect.

I don't think it will be much work as Indigo had lay out a very strong foundation for this, you just have to adjust it to fit the theme :D
But what should it do? Yes, I can collect points of Chivalry, but to what end?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuttycompa on July 02, 2014, 08:39:33 am
 :o This is actually a hard question

May be it will unlock some upgrade to your knight
Or allow you to transform more of your peasant to knight cast
Or transform your knight to more badass tier like inner circle knight, knight of round or grandmaster
Or....................well I don't even know what I,m talking anymore  :'( :'( :'(

Well all I think is it can be something that give player a feeling of achievement something, well may be someone will have a better idea about how to put it to good use :P 
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on July 02, 2014, 08:46:06 am
:o This is actually a hard question

May be it will unlock some upgrade to your knight
Or allow you to transform more of your peasant to knight cast
Or transform your knight to more badass tier like inner circle knight, knight of round or grandmaster
Or....................well I don't even know what I,m talking anymore  :'( :'( :'(

Well all I think is it can be something that give player a feeling of achievement something, well may be someone will have a better idea about how to put it to good use :P
There's been a lot of discussion about how to make progression possible, if you could make buildings our reactions dependent on these points you could get a cool progression system. Must kill so many undead before paladins are unlocked, etc.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 02, 2014, 08:58:46 am
We already have a progression (money), and it makes no sense whatsoever to tie your technological advancements to "how nice you are". Especially when I think back to the second world war and all the tech that has been invented at the time. ^^
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on July 02, 2014, 09:05:08 am
We already have a progression (money), and it makes no sense whatsoever to tie your technological advancements to "how nice you are". Especially when I think back to the second world war and all the tech that has been invented at the time. ^^
I was thinking more along the lines of paladins being semi magical undead slaying knights. In which case it makes sense to kill a few undead first. :-)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 02, 2014, 09:08:08 am
I havent even started with anything that has to do with combat castes or knights and all that. Its all guilds and traders atm. ^^
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Corundum on July 02, 2014, 10:28:53 am
Regarding mercenaries, maybe make it so you have to hire them for a specific time frame? You have a reaction that hires a legendary-skilled mercenary for gold/paper money. Make the contract last for a year and make it renewable by the human hired. In other words, he/she runs a reaction to renew the contract.

I don't know if it's possible, but maybe have some sort of warning message that 'Mr. Axeman's contract is about to expire' a month before it happens? This might get too hard to manage but that could be part of the the cost of hiring a legendary warrior.

Another part of hiring them would be giving them a noble position(not really a noble, but a position similar to captain of the guard in dwarf mode) that requires giving them quarters and furnishings. After all, if you want the best you have to pay for it. ;)





Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 02, 2014, 10:40:02 am
Regarding mercenaries, maybe make it so you have to hire them for a specific time frame? You have a reaction that hires a legendary-skilled mercenary for gold/paper money. Make the contract last for a year and make it renewable by the human hired. In other words, he/she runs a reaction to renew the contract.

I don't know if it's possible, but maybe have some sort of warning message that 'Mr. Axeman's contract is about to expire' a month before it happens? This might get too hard to manage but that could be part of the the cost of hiring a legendary warrior.

Another part of hiring them would be giving them a noble position(not really a noble, but a position similar to captain of the guard in dwarf mode) that requires giving them quarters and furnishings. After all, if you want the best you have to pay for it. ;)
Hire them for a time frame: Possible, they could turn "friendly" and leave with the next caravan. That can be done. I think I can even make them "renew contracts", maybe. But not the noble thing.

I can allow a noble position that only accepts mercenaries, but they wouldnt be assigne automatically.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Snaaty on July 02, 2014, 02:25:57 pm
First off, Meph, keep up the good work, the humans are really making me curious now.

Now for the (late and general) criticism:

As far as I can see, money is generaly a very important factor in the average human fortress. Yet, I feel that money never really fits in the df universe. The simulation that is dwarf fortress, lets you take on the role of a purely producing and consuming economy, the only exchange of goods is through "item for item" trade with caravans (at least in vanilla df), and everything in the fortress belongs to you and can be freely disrtibuted (except in some noble situations). Wealth is being counted anyway, you don't have to amass piles of gold coins in your chambers.

The actual problem I see with putting emphasis on using coins and "money", is the following. Depending on how much gold you mine, you can make more, or less gold coins. Fair enough, in medieval times it was probably somewhat similar. Still I feel like something is "wrong", if you can just mine for gold and print your own money to eventually buy stuff with that. Basically this chain of production is the same as mine for gold, make masterwork gold bracelets, and profit (through caravans). Increasing the importance of coins also creates the impression that there are actually two seperate "currencies" in your fort; coins and "items".

Now, as far as I can see, humans even have plenty of reactions to create coins from not-mining, so maybe that's not that much of a problem.

Also, this is not intended to belittle your ideas for the humans, I just wanted to give my two cents. I hope I could somehow show what my problem with coins in Dwarf Fortress is.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 02, 2014, 02:30:41 pm
Snaaty, I am making a wild assumption here: You do not know about the vanilla DF economy, in which people have to pay rent for rooms. With money. In vanilla DF. Its still in the init, there is a tax-collector noble in vanilla, tax-escort soldiers and currencies for entities.

All this has been disabled by Toady One because it wasnt too refined and caused lag because of all the single coins floating around.

Economy and money is a DF thing. And Toady One will write his own system one day.

Quote
Still I feel like something is "wrong", if you can just mine for gold and print your own money to eventually buy stuff with that.
That is exactly how it was in RL history. Or, if you like a fantasy example, how the Lannisters got so rich.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on July 02, 2014, 02:35:59 pm
Erm, not to sound dismissive but couldn't you just play dwarves. Money maybe isn't terribly dwarfy, which is what I think you're getting at. But shiny coins is 100% a normal human thing to do.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 02, 2014, 02:42:37 pm
Idea about the mercenaries: What about "hire a thief/warrior/barbarian/mage" ? Classical RPG stuff here, with the thief being good at ranged combat and dodging, the warrior in shield, weapon and armor skill, the barbarian in wrestling with some strength bonus, and the mage with some support/ranged spells?

The building would be "adventurers tavern" or something similar, and you can hire them for coin, adding them as a newly spawned unit to your fort. I think I'd make the price very high and let them stay permanently. They could even spawn with equipment (which would lie on the floor next to them).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: draeath on July 02, 2014, 02:46:53 pm
Quote
Still I feel like something is "wrong", if you can just mine for gold and print your own money to eventually buy stuff with that.
That is exactly how it was in RL history. Or, if you like a fantasy example, how the Lannisters got so rich.

Yep. This (commodity (http://en.wikipedia.org/wiki/Commodity_money)) is exactly the way money works before development of a fiat currency (http://en.wikipedia.org/wiki/Fiat_money).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on July 02, 2014, 05:30:59 pm
Small question on renting to non-humans: Does renting say, a stage prevent workers from trying to rent out the stage again until the first group clears out? I prefer using Manager Orders for the really tedious things that can't be run on repeat, so if queuing up a few hundred "rent stage to Warlock Magician" jobs ended up using the entire stock of Warlock contracts without giving me the appropriate income (Or worse, if this would collect on hundreds of 3-month rent payments from a single stage at once.)- well that would be rather nice to know ahead of time.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 02, 2014, 05:43:42 pm
Quote
Does renting say, a stage prevent workers from trying to rent out the stage again until the first group clears out?
yes. The building changes, so the first "rent out" reaction is not available anymore.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Erivor on July 04, 2014, 06:28:21 am
just a random thought don't know if this has been posted before.

what if humans could carry bags of money around as a type of belonging, it might help simulate wealth and it might tempt players into causing "unfortunate accidents" to the richer citizens.

again completely random idea.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on July 04, 2014, 08:37:09 am
Wait for Toady to fix the economy system. Then everyone will do that.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 17, 2014, 11:22:21 am
Well. Old topic is old.

Anyway, I've been playing with a human town, and I like what I see so far (though it is still admittedly in very early phases). I especially love how the foreigner shops charge rent.

My biggest problem has been getting building materials. Since humans are an above-ground race, It's really important that they obtain enough stone and wood for building materials, but they can't quarry really effectively because of their cave sickness. I don't think free building materials (like the Warlocks have) is the answer for thematic reasons; it makes sense with Warlocks, since they are magically pulling blocks from the aether, but humans? Naw. Though it might make sense to be able to buy a late-ish game workshop from Warlocks in which you can get such things, but that's a different post.

Perhaps a solution might be if they could split logs and stone into low-or-zerp value materials in large quantities? For example, boulder > 8 cobblestones, or even block > 4 cobblestones (though I think it would be more streamlined to let it go directly from boulders). I know that there could easily be clutter issues, but it would help ease the burden of getting your initial buildings up and running.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti on July 17, 2014, 11:55:26 am
I think that the new absurdly spacious trees in the new version should help with this once Masterwork updates to 40.xx, but some way to do this sort of stuff is probably important. Especially if you're making something that LOOKS like a town rather then something aboveground you can use.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 17, 2014, 01:16:20 pm
I had an overabundancy of wood on my test fort, because I embarked in a forest with 5 woodcutters, and constantly had 5 wood splitting blocks running. But the 8 to 1 block ratio for stone is planned, which was mentioned somewhere at some point. ^^
Title: Re: [HUMANS] - Post your ideas
Post by: FearsomeClarinet on July 17, 2014, 03:04:16 pm

- Casino: Never found a good way to write those wiyh raws, but warmist was working on some fancy idle-script, that allows idle workers to do jobs themselves... like playing games.
- (Major idea: Make use of this script to make idle humans a good thing. The more idlers you have, the more they use gambling, shops and the merchant stalls to generate income for you.)

I can just imagine the large amount of jobless deadbeats in human towns.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti on July 22, 2014, 09:21:25 pm
Just finished some playtesting of Humans. Their trade-based system works fine and is well made. The wholes license and coins side of things seems well balanced. It seems to me that the most effective way to make money[Bar renting out a ton of merchant stalls] is to buy stone at the stone stall and sell stone crafts at the craft stall. Except the craft stall didn't have any reactions. Neither did the Tavern. I'm assuming that the Tavern's lack of reactions was just because the Humans are unfinished, although all the other local trading stalls had reactions, so the craft stall's lack of them might have been a mistake. The Human cave-adaptation is a PAIN to deal with. Just building normally is WAY too difficult. 8 to 1 block ratio would help, but you would have to GET stone in the first place. The Carpenters Guild Sawmill requires you to have gold, which you can only really get via renting out stalls, which you can’t do until at least second Spring. I only manage aboveground stuff with Kobolds because they have leather and bone blocks aplenty by mid-game and have a decently accessible sawmill. Plus, they don’t tantrum, so getting dining rooms and dormitories isn’t a priority. Eventually, I ended up channeling out rooms from aboveground, removing the ramps, roofing it over and then putting in whatever I wanted in that room. Because there was no way I was making enough blocks to make actual buildings[I found out about the 100 granite block test reaction in the still later. Even then, I would have had to run it 2-3 times to actually build even a basic wall around some workshops with a dining hall and a dormitory, let alone roof it off to protect from fliers.]. So Humans DEFINITELY need a way to make absurd amounts of blocks. The 25 marble or obsidian blocks reactions in the Humans trade stall seemed like they were on the right track, but were super overpriced[100 gold pieces PER INDIVIDUAL BLOCK? THE HELL IS WITH THAT?] Maybe add in a buy 25 granite[Or another more common stone] blocks to the Human stall for half the price of the current buy 25 marble/obsidian block reactions?[Or even less. But that might tip the balance too far the OTHER way.] Also, adding in a "clear workshop" reaction to the local stalls would help immensely. I spent a lot of time constructing and deconstructing the local trading stalls to look at their reactions. The sell leather for 150 copper actually gives you 500 copper, for the record. Not sure if you can actually make a reaction give less then that. If that’s the case, I recommend buffing the yield on selling rarer types of leather. Also, THANK YOU for letting us sell bags of feathers at that stall. They usually just sit around and annoy me with their clutter after I murder a bunch of flightless birds. And I ended up with a steelclad horse as one of my pack animals. I butchered it and melted down its steel armour thing for 10 whole steel bars. Since steel is supposed to be mid-late game tech for Humans, this seems like an exploit.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vjmdhzgr on July 23, 2014, 09:23:47 am
Just finished some playtesting of Humans. [Bunch of stuff cut out because it was a really long message]
Building supplies will probably be less of a problem in the future when every tree you cut down gives you over ten wood. About the stone, I remember the idea of buildings a big quarry being mentioned, did you try that? I haven't been able to play humans yet, but if quarries aren't good then maybe the cave adaptation should take longer to come into effect.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 23, 2014, 10:10:00 am
I haven't gotten my hands on humans for any playtesting yet, but just as a thought ... what about the "ethereal gate" that warlocks use for some things as an inspiration for a large "quarry" building?

What did the ancient Egyptians use to get lots of stone? Bread and beer! Consume some bread and booze as part of the reaction, and then maybe a 90% chance to lose your mining pick and I'd think running a continuous reaction on a building to produce stone blocks might be acceptable.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 24, 2014, 04:40:37 pm
What did the ancient Egyptians use to get lots of stone? Bread and beer! Consume some bread and booze as part of the reaction, and then maybe a 90% chance to lose your mining pick and I'd think running a continuous reaction on a building to produce stone blocks might be acceptable.

The problem with this is that you need to have an industry (namely, farming) in order to produce your stone, when having large amounts of building materials are required to get your town off the ground. The solution needs to be something that can be done immediately upon embarking. Good thinking, though.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 24, 2014, 05:19:48 pm
Haven't you ever heard the expression, "Rome wasn't built in a day?" :)

I'm just thinking of how real human cities develop. First it's a village, then it's a town, then it's a city.

I'm looking forward to playing humans. Seems like there's a lot of good stuff in there. Initially I thought they'd be kind of bland, not being a fantasy race, but it looks like "bland" has been well and truly fixed.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 24, 2014, 05:55:07 pm
Haven't you ever heard the expression, "Rome wasn't built in a day?" :)

I'm just thinking of how real human cities develop. First it's a village, then it's a town, then it's a city.

Well...yeah. But the problem is that you need lots of stone for even basic facilities. For example, a 6/3 dorm/dining hall (which is pretty small, and would need to be expanded upon very quickly) would require...
*BOOPBEEBOOPBEEEPBEEP*
22 blocks for the walls, and 20 for the roof. That is just one small building that you need within the first season. What about giving all humans their own home? Or building a warehouse to keep your goods safe? Or a wall around the town? This isn't skyscraper material here but those migrants aren't going to wait for a nice, reasonable growth. This isn't like the Warlocks, where you get two migrant waves and then you can call it good. You are going to need to constantly expand, and you can only build up and out...while, I suppose you could do what Arcavesti did and hollow out basements, but that's hardly "human-y."

But hey, there are lots of solutions to this problem. Maybe you could have early game reactions that make large amounts of stone blocks to get started, and later game reactions that make skull-crackingly silly amounts of...concrete?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 24, 2014, 06:04:04 pm
Hrm. That is rather a lot of stone. It would seem like, in most areas, stone is going to be the secondary building material with people relying mostly on wood.

I foresee lots of tenement housing in human towns.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on July 24, 2014, 07:07:55 pm
Once we go to v40 you'll have more than enough wood to erect housing. Alternatively, clay huts.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 24, 2014, 07:12:14 pm
Once we go to v40 you'll have more than enough wood to erect housing.
You know, I hear a lot of people say that, but I don't want to have to embark in a forest, you know? Any race that requires you to embark in certain conditions is one that needs work, if you get what I'm saying.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 24, 2014, 07:25:39 pm
Once we go to v40 you'll have more than enough wood to erect housing.
You know, I hear a lot of people say that, but I don't want to have to embark in a forest, you know? Any race that requires you to embark in certain conditions is one that needs work, if you get what I'm saying.

PARTICULARLY humans, I would think, who are known for their adaptability.

I, for instance, live in a desert. Not that much wood. Many of the buildings we have built here on the farm use sand as the base of their construction. Sand bags. Fill them up with sand, stack them up, and then put a roof on it and you have a very good building. It'll last hundreds of years and stays 10 degrees cooler than everything else because of the thick, earthen walls.

I would think that having multiple building materials would lend a very interesting air to humans.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on July 25, 2014, 01:58:33 am
Personally, I think the key to to human housing should be opportunism and adaptability, not "one plan fits all" designs and metrics. There's a 4000 year-old city in northern Africa where each multistory townhouse is made entirely of unfired clay, villages along the amazon river are sometimes little more than a wall-less stilt-huts made from woven reeds; before the industrial era, the only times anything was regularly built with stone or metal was either for the rich, the religious, or the military. If your embark site has lots of trees, build with wood. If you have a clay layer, build with either raw clay or earthenware bricks. If your embark site is excellent for farming grasses and vines, build with thatching. Lack all three, mix up some concrete like the Romans did. etc.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 25, 2014, 02:38:18 am
Personally, I think the key to to human housing should be opportunism and adaptability, not "one plan fits all" designs and metrics. There's a 4000 year-old city in northern Africa where each multistory townhouse is made entirely of unfired clay, villages along the amazon river are sometimes little more than a wall-less stilt-huts made from woven reeds; before the industrial era, the only times anything was regularly built with stone or metal was either for the rich, the religious, or the military. If your embark site has lots of trees, build with wood. If you have a clay layer, build with either raw clay or earthenware bricks. If your embark site is excellent for farming grasses and vines, build with thatching. Lack all three, mix up some concrete like the Romans did. etc.
Clay/mud walls, earthenware/stoneware bricks, thatch/wicker, wood... thats all available already to them. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 25, 2014, 11:24:44 am
Personally, I think the key to to human housing should be opportunism and adaptability, not "one plan fits all" designs and metrics. There's a 4000 year-old city in northern Africa where each multistory townhouse is made entirely of unfired clay, villages along the amazon river are sometimes little more than a wall-less stilt-huts made from woven reeds; before the industrial era, the only times anything was regularly built with stone or metal was either for the rich, the religious, or the military. If your embark site has lots of trees, build with wood. If you have a clay layer, build with either raw clay or earthenware bricks. If your embark site is excellent for farming grasses and vines, build with thatching. Lack all three, mix up some concrete like the Romans did. etc.
Clay/mud walls, earthenware/stoneware bricks, thatch/wicker, wood... thats all available already to them. :)
Perhaps the humans could have means of mass-producing blocks of all materials? You obviously need to have the raw supplies, but they are a thrifty bunch, and can make the materials stretch in ways the other races don't.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 27, 2014, 04:10:57 pm
Building outside is a LOT harder.

I started with an old fashioned motte and bailey design, and I'm already out of room inside the walls, so most of the workshops and stuff will have to go out.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 27, 2014, 05:23:58 pm
So is anything in the stalls/guild line working at this point in the old download?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Bainin on July 28, 2014, 01:22:57 am
Hi this is my first post on Bay 12 but i rlly love this mod so i make some suggestions for the Humans (playing Masterwork DF it for years now also im not nativ english)
First of a Stonequarry would be nice mutch like the spawn Blocks from the Warlocks Where you can generate Stoneblocks for your Walls and Housing you should be able to chose the Color like white marble or gray stone and so on to give your city walls the color you like.
A normal woodenfence which protects your Animals from Hostile land animals except flying ones alternativ would be the scarecrow nice or combined for land and flying animals.
I donbt know iv its just me but i dont build often outside because i have issues building the Roof of the buildings we should be able to build mutch faster or having a increased build range of 1 Z lvl because Humans are bigger then Dwarfs which would make the roof building alot easyer.
I think Steel should be able to use for Humans even iv they have to research it having Guns but no steel is kinda odd to me but thats my opinion.
Also would i like it iv there would be a way you can build walls which are already like 1x5 or 5x1 and 1x10 10x1 long whith the materials at hands you could build these wall faster and without abording all the time because the dwarf/Human stands on the tile he wants to build on.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 28, 2014, 01:31:49 am
I cant affect buildrange or size, but humans have the brick oven for colored blocks, and they have the "stone splitting block", which is build near your open mine.

Humans have steel, made by the smiths guild.

A trick: channel one level down, make a large open area, then build a floor as ceiling. Way less work than building up walls and stairs and ceiling.

Here:
(http://i.imgur.com/J8Ma5RK.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 07:29:56 am
That makes a fine early building with a table to start off in, but then later you build walls around it and it becomes the basement of the village inn.

I use a lot of "basements" for food storage and the like. We're humans, not hobbits! :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 10:03:42 am
I can't seem to get my human settlement past the beginning stages. It's like year seven now and the liason approached me with an offer to become a barony. These humans must be hard up if they think this settlement represents high human achievement.

We still don't have anything up but vanilla buildings. I finally bought some contracts from an elf caravan and rented out a merchant stall, and there's 500 gold coins in the basement of the village inn, but the guild hall doesn't recognize that and won't let me advance. :(

Strangely enough though, I'm more attached to this fort than even my largest, most thriving dwarf settlements. Watching walls for various buildings go up and then seeing fields and a fishing dock expand out into the river is very satisfying.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 28, 2014, 10:41:45 am
Its 5000, not 500 for the guild in your version. But I am uploading my new dev version, its 1000 for the first stage. It should be a lot easier.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 10:46:48 am
Its 5000, not 500 for the guild in your version. But I am uploading my new dev version, its 1000 for the first stage. It should be a lot easier.

Holy crap. No wonder. :)

Do they take different denominations? If I have 50,000 copper coins on hand, will it take what it needs from that or is it gold and only gold?

If they only take a certain coinage, I would suggest separating out a moneychanger booth early on, or else human forts are going to take 2+ years to even become developed at all.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 28, 2014, 10:47:48 am
I covered that. No more copper or silver coins. All traders take and produce gold coins now. So instead of 1 leather for 500 coppers you now sell 4 leather for 500 gold.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 10:49:11 am
I covered that. No more copper or silver coins. All traders take and produce gold coins now. So instead of 1 leather for 500 coppers you now sell 4 leather for 500 gold.

Brilliant fix to simplify. Should be more playable now.

When you get the new version uploaded, I'm going to try to build Laketown. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 28, 2014, 11:10:57 am
Here you go: http://dffd.wimbli.com/file.php?id=8735
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 11:20:48 am
*squeals like little girl*
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 01:10:24 pm
Couldn't find a suitable lake to embark on, so I picked a taiga and went with a group of "viking" types.

They were wiped out by a wandering herd of woolly mammoths in the second year. :(

Next we'll try a desert. :(

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 02:28:07 pm
Some early tips for humans ... thought some of y'all who have been playing longer might have more input on the accuracy of these, plus add your own.

1. Defense sucks unless you wall yourself in early on. Have a tower, church, or room in the inn where you can burrow your citizens and have them run for a centralized location to defend. Ambushes suck all the way around though.

2. Stone is better than wood. The stone cutter yields more blocks than the wood splitter does.

3. Mining straight down in a quarry is good, but unless you modify the cavern settings, you're going to hit that first cave layer all too soon.

4. You can mine in small chunks without worrying about cave adaptation. Mine out about 10 rooms at a time at first, then move on to 20 when your miner is highly skilled.

5. Food production is easy. Big farms, lots of fishing and hunting.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 28, 2014, 02:37:50 pm
Quote
when your miner is highly skilled.
I will make their mining skill increase slower.  :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 02:56:53 pm
Quote
when your miner is highly skilled.
I will make their mining skill increase slower.  :)

Curse you, Meph! :)

It probably ought to though. I don't bother with that weird quarry thing. So far I've just been digging down and pulling out 5-10 boulders at a time. Guys with wheelbarrows aren't in there long enough to get sick.

My last little town was doing pretty good. Had a couple of trade stalls up, a forge churning out copper weaponry, and enough food to get us through the winter and sell as much as needed too.

Then came the vicious monkey attack of the winter of 68. A dozen gray langur charged my beautiful 4 story inn, threw poop everywhere, and bit everyone.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 28, 2014, 03:11:33 pm
As long as you are just mining, and not living underground that fine. When I emberked with my "all miner" embark, I managed to clear out half a screen of soil before the first guy got dizzy.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 03:19:22 pm
There's been monkey feces and blood inside the inn for over a year now and nobody seems interested in cleaning it up. All cleaning labors are enabled, but the humans are a filthy lot. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 03:29:05 pm
Caravans are still your best bet to sell stuff, if you can wait. Otherwise you don't get the true value for things with the masterpiece bonus (or whatever level your crafter is).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 28, 2014, 04:45:11 pm
Caravans are still your best bet to sell stuff, if you can wait. Otherwise you don't get the true value for things with the masterpiece bonus (or whatever level your crafter is).
Well, that depends on whether or not you want it for goods or for special services caravans can't provide, like the mercenaries at the tavern for instance.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 28, 2014, 04:59:39 pm
Yeah, guess so. I only trade raw materials like raw fish, meat, or plants. It's not worthwhile to trade for the gold you need in terms of crafted items.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 29, 2014, 04:06:23 am
So, I playtested humans for a few hours, and I have some thoughts...

Stonecrafting levels up astonishingly quickly on the brick-splitting block. After less than a year, an untrained, unguilded human nearly hit legendary.

I haven't tested with all of them, but the Dwarven Merchant stall at least is bugged. If you select "rent to dwarves (year)" your human will bring a license over, which will disappear and be replaced by a big pile of gold.

Finally, your liason offers to make your town a Barony remarkably quickly. Again, within the first year or so. I'm a hamlet barony.

I have some other observations, but it's 3:00 AM here and my brain is fried.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 05:14:53 am
Yeah, the barony thing is weird. I was like, "We're 17 people crowded into a hut stained with blood and monkey poop, and you think this place ought to be a barony?"

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 29, 2014, 05:16:54 am
What about adding water-boiling reaction to the kitchen?
It could possibly further expand humans adaptability, and remove the constant complaints about nasty water when embarking in a swamp area, or, give you a fast way to make water from ice in colder regions.

Also, what about modifying ways of generating wealth? My town consisting of a farm, few workshops and 2x2 houses for peasants had more generated wealth than a self-sustaining vanilla dwarven fortress.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kiefatar on July 29, 2014, 08:56:09 am
I just tried a human fort, was ok. I was actually doing rather well, had my first compound cordoned off and was starting on my second compound, to be used for trading and military.

Then unfortunately, a pack of gargoyles came swooping in before I had any sort of military or weaponry set up (just after 2nd migrant wave) and my war dogs simply weren't enough. Calm environs but I swear, at least a fifth of my forts fall to Gargoyles. Even simple militias can oft-times get slaughtered by them. Steelclad Horse was no help either, but that's to be expected I guess (note to self, butcher the horse make steel stuff).

So question... what's the 'process' by which to make a profit using the traders? Though you have near infinite money if you have reliable fishing, all other reactions seem to be fairly product neutral after processing. Or is it about exploiting whatever you have locally and only import that which you need? With the various merchants, I'm not even sure if you need a farm at all. A few transactions can get you all the booze you need pretty quickly.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 09:59:38 am
I generated a ton of gold just by selling raw fish. Didn't build a fishery, just had 3 fishermen fishing and the sell fish command on repeat.

Something seems broken about the economic system though. I can't put my finger on it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on July 29, 2014, 12:13:51 pm
So, for the brick-splitting block thing, how do I tell it not to use economic stone? I have a ton of granite laying around, and my humans insist on grabbing the gold-bearing rock.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 12:29:41 pm
So, for the brick-splitting block thing, how do I tell it not to use economic stone? I have a ton of granite laying around, and my humans insist on grabbing the gold-bearing rock.

I did that through stockpile settings, and then told the splitting workshop to take from that stockpile only. Though I really didn't mind them splitting malachite. Made for interesting green buildings.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on July 29, 2014, 12:41:10 pm
Cool I'll give that a shot, thanks!

Unrelatedly... OMG this is killing me. I'm trying to build a wall, and there's two spots where construction keeps getting suspended. My mason walks over, stands on the spot where the wall should go, and suspends the construction due to a creature occupying the spot. The creature is himself! There's plenty of other spots he could stand and build it, but he insists on standing right where the wall should go.

Eh, fixed it by building a wall next to where I want it, deconstructing it and then building it again in the proper place. Stupid humies.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 12:46:05 pm
Some walls just go like that. :) Stop the build and recreate and it usually goes fine. Happens in all mods and vanilla too.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 01:52:05 pm
Whomever is making the manual for humans, it might help if the upgrades and items requiring coin (such as Deon's tavern, etc.) had it listed as to how much coin they require. Some list it, some don't.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 01:54:48 pm
Also, water is a huge problem in freezing biomes if you don't have a cavern source.

Even with dfhack, I can't get a decent water source that doesn't freeze. Indoor water even in the basement of a building will freeze.

If someone has figured a way around this, I'd love to hear it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vonsch on July 29, 2014, 02:03:53 pm
Cool I'll give that a shot, thanks!

Unrelatedly... OMG this is killing me. I'm trying to build a wall, and there's two spots where construction keeps getting suspended. My mason walks over, stands on the spot where the wall should go, and suspends the construction due to a creature occupying the spot. The creature is himself! There's plenty of other spots he could stand and build it, but he insists on standing right where the wall should go.

Eh, fixed it by building a wall next to where I want it, deconstructing it and then building it again in the proper place. Stupid humies.

Sometimes D-O-R on the spot will fix it. Sometimes it's because a prior worker was interrupted and dropped the block on the spot. The dwarf (err, humie) walks into it to pick up the block, then rather than stepping back, tries to build it while there anyway...  Of course, his feet are in the way. As Guthbug said, stop the construction (which drops the block outside the spot) and restart it. That combined with D-O-R has always worked for me.

D-O-R is also great when the silly dwarf (err, gnome... err, humie!) insists on standing on the cavern side of the wall so he can wall himself in with the head-snapping spiders or because he's feeling a real urge to fast. Or you can use the old start a wall on all the spots you don't want him to stand and suspend it, but then you have to come back eventually and remove those. You can forget the traffic designation and it won't result in a oops wall later.  8)




Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on July 29, 2014, 02:04:43 pm
Yeah, I figured it wasn't a bug related to humans, just didn't know where better to vent my frustration :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 29, 2014, 02:15:09 pm
Also, water is a huge problem in freezing biomes if you don't have a cavern source.

Even with dfhack, I can't get a decent water source that doesn't freeze. Indoor water even in the basement of a building will freeze.

If someone has figured a way around this, I'd love to hear it.
Brew drinks? Just because humans done need them, doesnt mean they wont use them.

Otherwise: Cavern lakes. 
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 02:16:39 pm
Yeah, I figured it wasn't a bug related to humans, just didn't know where better to vent my frustration :D

Vent on, brother. Vent on!

I just had this major epiphany for humans. I was out in the garden earlier thinking about what they lacked. It seemed to me that every other race had something special to them and humans just didn't have that.

Then it clicked when I came back in and sat down to play a bit ...

Trade.

Whatever you're missing, you can get. You just have to find some raw material to sell for it.

Looking at the economy though, it's borked. It doesn't appear to have any "Adam Smith" style value add.

For instance, buy silk cloth, turn it into a silk shirt and it's value increases dramatically over the original cloth. You have used labor to increase value (a basic economic principle) ... however it's not reflected in the merchant stalls because you can't sell the shirt for more coin!

I can hold the shirt until a caravan comes along and then sell it for the traditional "wealth" in a barter exchange, and use it to trade for gold bars. Then I can take those gold bars and mint gold coins with them, but unless I get much more than 3,000 sovereigns per gold bar, then I've lost money.

See the economic problem?  (I'm a gardener and author of children's books, not an economist, so I can't guarantee I'm explaining the principle correctly.)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 02:18:20 pm
Brew drinks? Just because humans done need them, doesnt mean they wont use them.

Otherwise: Cavern lakes.

They won't use them for some poor soul in the hospital. He requires water in a bucket. :(

Cavern lakes are my preferred method, but there's not always one on the first cavern level and I don't know that I can drill down to the second.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 29, 2014, 02:19:32 pm
You can sell a silk shirt in at the clothing merchants.

But Adam Smith like supply and demand (reactions prices that change) I cant do.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 02:32:50 pm
You can sell a silk shirt in at the clothing merchants.

But Adam Smith like supply and demand (reactions prices that change) I cant do.

Well, skip the demand and just look at the principle of labor value add.

1 hematite ore < 1 iron bar < 1 iron dagger

If I dig the iron ore out of the ground, it has a value of 500 shillings.

If I smelt the iron ore myself, using a piece of charcoal (1 log) and some human labor, then I should be able to sell the iron bar for (for instance) 500 sovereigns.

Then upwards of there would be the 3 iron bars + 1 charcoal which goes into an iron sword. How many sovereigns is that worth?

It's the same basic economic principle that makes the world go around. A piece of bologna is worth $0.10 and 2 pieces of bread is worth $0.25, but a sandwich costs you $5. :)

There is a base multiplier that goes into each "upgrade" of materials as the labor gets added to it. But the reverse seems to be true in this economy, which means humans are the worst businessmen in the history of the masterwork universe. :)

sell 4 iron bars nets 500 sovereigns.
Buy hematite ore costs 1500 sovereigns.

So unless smelting the ore nets you 12 iron bars, you are operating at a LOSS.

Simply: You cannot buy raw goods and turn them into finished goods for a profit within the human economy.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 02:41:38 pm
Have only tested this for a little bit so far, but yeah, it seems to be like what I'm saying unless I'm missing something:

Buy 1 malachite bearing ore = 500 sovereigns

Run malachite bearing ore through ore processor and it produces 1 pure rock

Smelt pure rock and it creates 4 copper bars.

4 copper bars sold back to metal merchant = 500 sovereigns.

So all the extra time and labor the humans put into it is less worth than a sweat shop in Mumbai.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 03:10:49 pm
This may somewhat resolve itself in the voucher system I'm looking at now.

Weapon merchant ... to get a steel battle axe costs 4 steel vouchers at 2500 gold each.

That is 10,000 gold.

4 copper bars = 500 gold, so if I smelt 80 copper bars it is worth one steel battle axe.

Compare this to fishing.

3-4 fishermen consistently pulling fish out of the river nets me 500 gold on a fairly constant basis (if I eat no fish). You will have money coming out of your ears. Same with hunting if you can kill big things.

Selling crops is a complete waste of time. Each plant stack creates one seed which creates one new plant stack which then must be used to brew a drink for sale, consuming a barrel or pot in the process. You lose money selling agricultural products.

So a small fishing village by the sea, a lake, or river with its primary vocation being fishing will be ROLLING in gold while the village with access to underground gold deposits will be poor. :)

ETA:

Ok, checked the math before I posted. There DOES seem to be a way to generate income based on brewing.

If you buy plants, they come in stacks of 6 for 500 gold. Since the still will use a whole stack for a drink, you can't make a profit by selling that drink.

But if you produce seeds and then plant large fields of the stuff, you will get a stack from each set of seeds you planted, which can then make a large batch of alcohol to sell, and generate new seeds for a constant renewable source of income. It's harder than fishing, but if you paired it WITH fishing then you would be ROLLING in gold.

--- Theoretically, anyway. Needs some testing to see how the individual stacks are consumed.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 03:56:47 pm
Ok, tested another fort away from water and was able to viably build an economy upon strawberries and strawberry wine.

Planted a strawberry field, disable strawberries for cooking. (Make sure your people have other forms of food so they don't eat your profits.)

At harvest time, rapidly turn it into strawberry wine and then forbid it so nobody drinks it. Store it in a different stockpile for ease of use. Once you have brewed all the strawberries, unforbid and quickly sell it all.

You will have all the seed you need to plant the fields again, plus plenty of wine to sell (even if someone drinks some). A sustainable and renewable resource which can be ramped up quickly by buying strawberries and strawberry seeds from caravans. The brewery extension would be a huge value add, allowing a village to quickly become the Milwaukee of its day. :)

Of course this is still very baseline agricultural economy and not what I would think humans would do in the high end. I think from looking at it, the sell prices for metal bars, clothing, and finished goods (non-smithing) need to be doubled over that of their raw material base cost. This simulates the labor value add and would even allow you to create a viable fortress/economy where you imported raw materials and turned them into export goods for trade.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 03:59:40 pm
Oh, as it is now ... I see a future in every human city where you progress to the point where it's better to make items for normal trade with the other races in exchange for gold bars (or crates of gold bars) which you turn into gold coins.

Perhaps this is as intended, being indicative of nation-states.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kiefatar on July 29, 2014, 04:28:28 pm
Not gold bars... Meat or other materials.

You can buy crates of cloth and leather pretty cheaply via bartering and turn them into gold fairly easily. Same with bartered booze and other food stuffs.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 04:43:53 pm
Isn't the gold bar the highest return? A raw one costs about 140 (dwarf bucks or whatever the native system is) and it turns into 2500 sovereigns.

The inherent economic system sort of borks all human trading. When I can trade a food pot prepared by a master cook for half of everything the traders bought, it sort of makes everything else seem weak.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 29, 2014, 08:49:35 pm
You know, I think my issues with the economy are partly just ignorance of the way it works.

Right now I've got a small farming village producing alcohol (historically a very good trade good). The way I have it set up, we're pulling down a lot of gold and buying just about everything else we need.

ETA:

Embark with the farming profile, ate all the animals (except the egg layers, who consistently produce food without management).

Put down 4 garden plots of 5 X 5 (25 stacks).

Spam brew and create a drink tent to sell the booze.

Build stone tent and buy stone. (2 barrels of booze buys 10 stone which produces a TON of blocks).

Build a mega city.

That's really all there is to it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 30, 2014, 01:50:05 am
A question. Do purchased weapons and armor have quality levels? Will a human with great negotiation (or possibly diplomacy) be able to buy high-quality armor and weapons?

If not, I feel they should...

Edit:

And Meph, is there going to be a change to the whole "15 human barony" problem? Or the fact that merchants tend to call us "dwarves?" *didn't do a whole lot of touchy-feely trade stuff with the warlocks or orks that I've played*
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 02:33:27 am
The "dwarves" thing is hardcoded. If I change it, even dwarves wont be adressed as dwarves anymore.

The barony thing is not on purpose, but I think I keep it, because the "force diplomat" only works if you are a barony. This way you can directly use the council, and elves will come and ask about tree-cutting quotas.

Weapons and all other items that can be bought that have quality DO have quality which depends on the negotiation skill of the dwarf making the trade.

And before anyone asks: No, I cant make the quality of the weapon affect the result of the reactions, so a cheaply made iron sword sells for the same as a masterwork iron sword. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 30, 2014, 04:08:06 am
I don't know if it's normal, but all children in the town suddenly became bugged, and stood there doing nothing.
Shortly after, they died of thirst and half of the town started throwing tantrums.

And it was going so well.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 08:41:46 am
The "dwarves" thing is hardcoded. If I change it, even dwarves wont be adressed as dwarves anymore.

The barony thing is not on purpose, but I think I keep it, because the "force diplomat" only works if you are a barony. This way you can directly use the council, and elves will come and ask about tree-cutting quotas.

Weapons and all other items that can be bought that have quality DO have quality which depends on the negotiation skill of the dwarf making the trade.

And before anyone asks: No, I cant make the quality of the weapon affect the result of the reactions, so a cheaply made iron sword sells for the same as a masterwork iron sword. ;)

I can handle the barony thing. From a thematic perspective, the emperor or king would want as many human settlements as possible, and he would want each one to have a noble who was appointed by him and loyal to him. Even if it's a sloven collection of huts and pig pens.

As to the other, are you saying that the higher a person's negotiation skill, the better of an item they're going to get from the stall for the same price?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on July 30, 2014, 08:43:25 am
Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 09:16:33 am
Quote
As to the other, are you saying that the higher a person's negotiation skill, the better of an item they're going to get from the stall for the same price?
yes

Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.
I dont know... Maybe I can figure something out.

I don't know if it's normal, but all children in the town suddenly became bugged, and stood there doing nothing.
Shortly after, they died of thirst and half of the town started throwing tantrums.

And it was going so well.
That sounds very odd, because children behaviour is not something I can affect. But I do remember a baby that died of thirst in my test forts... not sure if related.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 30, 2014, 09:25:46 am
Oddly enough, one of the children managed to advance in terms of age (Baby -> Child) just before the others died, and started acting normally, and by normally i mean it began to eat and drink, and in the end - survived.

My guards managed to "calm" everyone, and the life goes on, but if this happens again, it will be the end of me.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 09:32:20 am
I've had numerous heavy-baby fort go just fine. No problem at all, so I haven't encountered this bug.

The problem I have with babies in human forts is that they get snatched a LOT if I haven't walled us in. The nearby goblin fort must have more human babies in it than it does goblins by now. This one family has had 4 babies snatched so far.

The last snatching ended weirdly. Goblin snatcher was detected way up by the village well. The militia followed him, embedding at least 10 wooden bolts into his body until he got to the gate. At that point, Snu-Snu the she-barbarian who stands guard there took off his head with her axe.

Where's the baby? He's not in a sack. He's not returned to his momma. He's no longer a member of the fort, it seems.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 30, 2014, 09:40:35 am
As for the freezing water, is it possible to fill barrels/waterskins with water? If it can be done, then stocking many barrels during summer/spring, and then using it during winter, like the alcohol barrels, may work just fine.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 09:41:31 am
Oddly enough, one of the children managed to advance in terms of age (Baby -> Child) just before the others died, and started acting normally, and by normally i mean it began to eat and drink, and in the end - survived.

My guards managed to "calm" everyone, and the life goes on, but if this happens again, it will be the end of me.
Wait, you said children, not babies... babies never feed themselves, and dont walk... they are carried and fed by the mother.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 30, 2014, 09:46:56 am
Wait, you said children, not babies... babies never feed themselves, and dont walk... they are carried and fed by the mother.

If it is as you say, then it might be result of causalities sustained during the orc siege. My apologizes.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 30, 2014, 12:07:29 pm
Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.

Oh, that's easy. Make an underground "well room." Since water that is underground never freezes, you want a chamber that is entirely above ground (to avoid cave adaptation issues) save for a single square which is underground (where you put your well).

designate a channeled area, but leave one square in the middle unchanneled. When it's done, you should have a pit with a little mound in the middle. Then roof off the whole area INCLUDING the mound, building a staircase or something for accessibility. Finally, dig out the mound. Since it never "saw" sunlight, it is still "subterranean" You now have an underground room that won't cave-adapt your humies with a single tile where water won't freeze. Dig out your well on that square, leave a sizable cistern, and a floodgate to prevent flooding out the chamber (since it's below water level), and you'll have a nice little gathering hall.

I've been building above-ground forts for years, and this works like a charm.

Mind you, you need to get the water into the cistern in the first place, so you may have troubles in environments that are always frozen.

Some pictures if I wasn't clear...
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Then, channel out the now underground square, stick in your cistern, plop the well on the hole there, and BOOM, a well that won't freeze in the wintertime.

Spoiler (click to show/hide)

Sorry for the last one, I just couldn't resist showing off my awesome city. ^_^
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 12:11:32 pm
moseythepirate & guthbug: You two seem to play most, so please, pretty please, could you write some feedback? Anything you can think of. Things missing, inbalanced, stuff you might want to see, things that dont seem to fit...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 12:13:38 pm
Definitely. I like playing DF and talking about DF. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 12:30:35 pm
moseythepirate: Wouldnt the water in the bucket freeze instantly? human goes to well, fills bucket, stands on "aboveground" tile, water frozen?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 12:33:13 pm
The workaround I used was the following:

Dig down into a hole, don't channel out the roof so it's still underground. Channel one hole in the floor and then a hole out underneath. Use dfhack liquids command to fill it with water. Use it as a well.

Water with "aboveground" will freeze, whether it's 30 levels down or 1 level down, but water in an underground room will not. And the humans go in, get a drink, clean off, then leave, so it's not a major issue with cave adaption. But it's problematic in that an underground well is not thematic.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti on July 30, 2014, 12:34:59 pm
The workaround I used was the following:

Dig down into a hole, don't channel out the roof so it's still underground. Channel one hole in the floor and then a hole out underneath. Use dfhack liquids command to fill it with water. Use it as a well.

Water with "aboveground" will freeze, whether it's 30 levels down or 1 level down, but water in an underground room will not. And the humans go in, get a drink, clean off, then leave, so it's not a major issue with cave adaption. But it's problematic in that an underground well is not thematic.

Instead of DFhack, why don't you just use a bucket and a pond zone.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 30, 2014, 12:39:57 pm
I assume that mandates of a noble will end automatically when the noble dies, so, do you know any reliable, tantrum-less way to dispose of noble? The baron is getting in my way for far too long.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 12:44:14 pm
The workaround I used was the following:

Dig down into a hole, don't channel out the roof so it's still underground. Channel one hole in the floor and then a hole out underneath. Use dfhack liquids command to fill it with water. Use it as a well.

Water with "aboveground" will freeze, whether it's 30 levels down or 1 level down, but water in an underground room will not. And the humans go in, get a drink, clean off, then leave, so it's not a major issue with cave adaption. But it's problematic in that an underground well is not thematic.

Instead of DFhack, why don't you just use a bucket and a pond zone.

You could, but only one person will try to fill it. You have to make like 10 different zones in order to get 10 different people to all haul water. And the water evaporates faster than one person can usually fill. It's just a weird game mechanics thing.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 01:40:31 pm
Town design is very important as humans. You can't just dig holes in the ground like all the other races. You have to plan building structures and such.

I've been using sort of a "Wild West" city layout with a main street and buildings along the side, but in a larger fort that becomes unmanageable. All storage is done underground in "basements".

Other designs I've tried:

Motte and Bailey (works well but gets very crowded very quickly)
Roman Villa (the buildings also form the walls)
Various castle designs (just haven't gotten this to work well so far)

Essentially, you need a place to create a burrow and run when an invasion strikes. I use a fortified tower for that purpose with dogs on a restraint outside so that the invaders will path to within musket range.

Right now I restarted and am working on an actual city. I have four districts planned and started and the city itself is sprawling out over 80% of the map. I have a dedicated military squad with ranged weapons who follow a patrol route around the city perimeter and eliminate wildlife. No hunters needed.

I have not been able to efficiently use guild halls and merchant stalls before this city. I kept trying to have a "market" where all the stalls were located, but they were too far from their respective needs and sell items.

This time, I have divided the city into 4 districts: agricultural, smithing, tailoring, and government. The city is arranged around a central fortified tower (3 levels). There are no exterior walls. This design is working much better and I'm about to start paving all the grassy areas within the city limits. It is modeled after the Hanseatic League city "Lubeck".
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 01:44:16 pm
Lübeck is pretty ugly, if I may say so.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 01:47:25 pm
Lübeck is pretty ugly, if I may say so.

Never been there, but I found an old map of it from when it was dominated by merchant guilds so I thought it'd work pretty good as a base design. :)

I haven't seen much of big European cities. I've seen Middle Eastern cities, American cities, and Central and South American cities but not much of European, and none of the Asiatic nations.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 30, 2014, 01:48:14 pm
moseythepirate: Wouldnt the water in the bucket freeze instantly? human goes to well, fills bucket, stands on "aboveground" tile, water frozen?

Really? I can't say I've noticed, though admittedly that that particular fort is in a tropical environ, and I never needed to worry about cave adaptation in my previous aboveground forts. And easy fix, though. Just make the adjacent tiles underground too. BA BAM. Water liquid, human hydrated, and they won't stick around long enough to be cave adapted.

In regards to balance, I think that fish need to have a lower value. That fort there has an embark on a river, and with three food shops working full time selling it, I have pretty much infinite money, and am still catching fish faster than I can sell them. Fish being a limitless source of money is fine (I don't see how that could be changed, anyway), but they should be cheaper.

Also, just as a comment, it seems like the Orc merchant is really useful...I've been able to outfit my squad with full Ashland Glass and Ebonglass armor and weapons, with my Master Armorer and Legendary Weaponsmith courtesy of the Dwarf Teacher. Admittedly, when I can't just make infinite licenses, the balance will change significantly.

I also love, love LOVE the guildhouse system, but the building is ENORMOUS, especially if you make the extensions attached (as seems intended). Since I'll be needing a lot of them, and I can't remove them without losing my investments, you end up building a lot of the guildhouses, each one of which is gigantic. Since each town is topside, space is at a premium, and this quickly becomes a sizable problem. I feel and easy solution is to make the guildhouse and extensions smaller. Maybe 5X5 for the guildhouse and 5x3 or 5x2 for the expansions.

Additionally, I can't seem to order Crates of Goodies from my own human caravans...I can only assume they haven't been implemented yet, but it's kind of weird to have a crate-opening extension for the humans they can only use when buying from foreigners.

Finally, a combat guild like the dwarf legionnaires would be appreciated. Because you spend so much time building, it can be difficult to get an early-game militia going, and the skill boost of a combat guild would be a huge help. If I might make a recommendation to my fellow human players out there, I would recommend taking some skills away from the original seven so you could make two of them competent and reasonably equipped militia. You can always train up your fellows at the University, and if you get attacked by dire crocodiles or something before you get a wall up, you won't have the luxury of a door to close.

All in all, I'm having a ton of fun with the humans. But like Guthbug said, they require a lot of planning. Protip: Tenement housing is your friend. In my screenshots in my previous post, to the left of my example wellhole (which Meph promptly torpedoed. Remember, make those well-adjacent tiles underground too!) you can see my tenement. I channeled out those rooms, roofed them over, and then used the Box select for Constructing Walls to fill in the gaps. Then, you can roof the next floor off, and so on. An easily built apartment building that can be made taller in a snap. Maybe I'll post a tutorial or something, it really is a neat trick.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 02:02:09 pm

I would second that fish issue. It's sort of unbalancing. If you doubled or tripled the number in one reaction (from 6 to 18) then it might seem more fair. However in terms of realism, fish are a huge export item. Fish are 40% of Iceland's GDP. :)

And in a human civilization with large armies, salted fish would of course be a staple. An army marches on its stomach, and many human cities would undoubtedly exist near these bodies of water.

Fishing is also only going to be viable in areas near flowing water. Basic vanilla DF has as a bug (or feature) the fact that fish do not respawn in still waters, and I assume MDF has the same issue.

Building upwards helps a lot, but that still takes a lot of space. Plus, you run into an issue that just bugs the heck out of me ... I can't see everything that's going on at the same time. I normally build my underground forts in such a way that I can see everything important happening on one level.

I built an inverted ziggurat channeling downwards and just covered up the open areas with a tile floor. Even though the humans were 6 levels underground, they still felt ok about it because all of the roofs above them were constructed.

A very large and prosperous city could quickly end up taking up all of the map on a standard 3x3.



Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 02:10:30 pm
Have any of you been able to have a functional and reliable medieval castle yet?

I can build a pretty decent castle, but all of the industry and agriculture has to be outside. Can't find room for it within.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 02:13:24 pm
You can always do 2-3 story buildings. Or embark on larger maps. ;)

The guilds are already downsized from the 11x11 dwarven guilds to 7x7 human guilds. I wont redo the design. That would take at least 10 hours of work. Its over 100 buildings.

Good thinking on the fish, I will make it produce less money.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 30, 2014, 02:23:37 pm
That would take at least 10 hours of work. Its over 100 buildings.
Oh. I will maintain that they are too big, but that's understandable. That said, I do have some more thoughts to manage the size.

If you build the guildhouse and each extension, you'll note that there are 3x3 empty spaces on the corners. Perfect for putting associated workshops. So one could make a big building, with an entrance and stairway on one corner, and workshops related to the guild on the other corners. It could have a stockpile basement, and the floors above dedicated to apartments for your workers or simply more guildhouses, all stacked on each other. A Skyscraper of guildhouses!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on July 30, 2014, 02:29:17 pm
One comment i have, which may not be able to e easily changed is that humans seem to be rather old for the time.... my fort had the youngest mother as 27, and the oldest as 56!? the fort only lasted 3 years, before it fell to save corruption, but the babies never turned to children.... based on my idea of medieval society, most women were getting married at 14-16 and having 8-9 kids.... it seems to me like baies should turn to children at age 2-3 and children to adults at age 12-13.... besides that, i had a few generic alpha bugs (save got corrupted, dont know why) and i kept trying to set up foreign human gun merchants, which didn't work because i didn't have the license, but all my worshos spawned succubus summoners?   
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 02:30:15 pm
I assumed people would use the 3x3 corners for stockpiles of related materials, but smaller, normal workshops fit as well.

And the water issue is resolved. Stills can now be build next to water, and it takes water to fill buckets (for hostitals) or barrels (for your drink stockpile). It took a script by IndigoFenix, altered by Roses, proofread by Milo Christiansen and tested by me, but hey... nothing is too hard to bring you guys something as complex and difficult as "put water in barrel". :D

But seriously, you can now queue up 50 "fill barrel with water" reactions, stockpile it for sieges.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 02:33:04 pm
I'm fine with the guild size. It doesn't bother me. It's sort of thematic to have them all grouped together like that. Market districts and such.

I tend to do 3 story buildings with a basement, so that gets me 4. I have a macro that builds the same building each time. I just have to make sure I have the right amount of materials. Tower1, tower2, tower3, and tower4 all build differing levels of the same tower. The only problem is you have to sometimes go in and touch up the corners or spots where they suspended for some reason.

Just now, rattlesnake men were in my bank for some reason. (A central basement under the tower where I store all the coins.) They killed the guy who found them, and then ran out the gate. Of course Snu-Snu the only gateguard just happened to be sleeping back in her room. This is what I get for hiring a barbarian.

I have noticed also that when you sell drinks at the drink merchant stall, he doesn't take the barrels or pots. Is he just pouring them into a big vat or what? :)

I've noticed that he also buys for full price lots of drink containers that have 2 or 3 instead of the full 5. It seems my haulers like to sample the wares. :)

I won't say humans are more fun than the other races, at least not in the current stage of development, but dang if they aren't addicting as all get out ... trying to get a good village layout which can be expandable, plus finding a basic economy. Plus, I end up much more attached to my village church or inn than I normally do about an entire fortress underground. I have a macro for a 5 story "Prancing Pony Inn" that I just love. It needs to be broken up into pieces though. It takes up a huge portion of the center of the map, and requires about 4,000 planks or blocks to build.

I'm not sure my computer can handle much more than a 3x3 map. I generally have to play with sub 50 population numbers as it is just to get past the 10th year.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on July 30, 2014, 02:33:45 pm
So one could make a big building, with an entrance and stairway on one corner, and workshops related to the guild on the other corners. It could have a stockpile basement, and the floors above dedicated to apartments for your workers or simply more guildhouses, all stacked on each other. A Skyscraper of guildhouses!

although i never got that far in my game, i completely agree, and had planned to build an epic guildhouse in which to put the pinnacle of human achievement, the guilds are balanced in my opinion
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 02:34:24 pm
One comment i have, which may not be able to e easily changed is that humans seem to be rather old for the time.... my fort had the youngest mother as 27, and the oldest as 56!? the fort only lasted 3 years, before it fell to save corruption, but the babies never turned to children.... based on my idea of medieval society, most women were getting married at 14-16 and having 8-9 kids.... it seems to me like baies should turn to children at age 2-3 and children to adults at age 12-13.... besides that, i had a few generic alpha bugs (save got corrupted, dont know why) and i kept trying to set up foreign human gun merchants, which didn't work because i didn't have the license, but all my worshos spawned succubus summoners?
Children grow up when they are 5. Marriages happen when they are idle a lot, if they have no friends/lovers, you get no marriages, and no kids... but usually its 1 kid at a time, I know for a fact that people wont appreciate being flooded with babies...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 02:38:52 pm
I think the FPS drain comes from revealed tiles, so its not such a big difference between a 3x4 map, or a 3x3 map with a lot of dug up tiles... I could be wrong though.

Quote
I won't say humans are more fun than the other races, at least not in the current stage of development
Well, there is not that much more to come. One "knights order" or so for military guilds... the last 3 racial workshops I have to finish, some music for the tavern, and 4 guild extensions that arent done yet. And thats pretty much it. Rest is just fluff, if people suggest content I can put it in, but what you see is what you get. Aboveground humans with trading and guilds. Thats the two big features they have.

Maybe I find the time for this racial split into Northerners, Easterners, Southerners and Westerners, but that is only renaming, different graphics etc. Not sure how much unique content I can write for those.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on July 30, 2014, 02:39:33 pm
Children grow up when they are 5. Marriages happen when they are idle a lot, if they have no friends/lovers, you get no marriages, and no kids... but usually its 1 kid at a time, I know for a fact that people wont appreciate being flooded with babies...

cool, i didn't have any children, only babies, and was wondering why i had a 90 year old woman get attacked by a bear, and still alive?!

thanks for the imput, obviously you've been doing this a lot longer than me... love the mod, can't wait to see humans in their final iteration!!!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 30, 2014, 02:50:01 pm
i kept trying to set up foreign human gun merchants, which didn't work because i didn't have the license, but all my worshos spawned succubus summoners?
Well, for me at least, Workshops will automatically queue the Rent to Whoever reactions if you have the license for it. For some reason Succubi Summoners happen to be queued first. If you go in there and select it manually you should get the dude you want. Of course, then you'll hit the minor detail that the Human Gunsmith doesn't have any reactions. Presumably they are one of the 6 unfinished buildings.

Was it intended for the Workshops to automatically queue up? It might just be me, since it didn't do when I tried just now, but it definitely happened earlier. If it is intentional, I would recommend against it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 02:59:10 pm
Yes, Orc, Goblin and Human workshop are missing, and 4th guild extension for academics, engineers and merchants.

I'll check the automatic thing.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on July 30, 2014, 02:59:41 pm
Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.

Oh, that's easy. Make an underground "well room." Since water that is underground never freezes, you want a chamber that is entirely above ground (to avoid cave adaptation issues) save for a single square which is underground (where you put your well).

designate a channeled area, but leave one square in the middle unchanneled. When it's done, you should have a pit with a little mound in the middle. Then roof off the whole area INCLUDING the mound, building a staircase or something for accessibility. Finally, dig out the mound. Since it never "saw" sunlight, it is still "subterranean" You now have an underground room that won't cave-adapt your humies with a single tile where water won't freeze. Dig out your well on that square, leave a sizable cistern, and a floodgate to prevent flooding out the chamber (since it's below water level), and you'll have a nice little gathering hall.

I've been building above-ground forts for years, and this works like a charm.

Mind you, you need to get the water into the cistern in the first place, so you may have troubles in environments that are always frozen.

Some pictures if I wasn't clear...
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Then, channel out the now underground square, stick in your cistern, plop the well on the hole there, and BOOM, a well that won't freeze in the wintertime.

Spoiler (click to show/hide)

Sorry for the last one, I just couldn't resist showing off my awesome city. ^_^

Iiiiinteresting, that's exactly what I'm looking for. Thanks!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 30, 2014, 03:07:09 pm
Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.

Oh, that's easy. Make an underground "well room." Since water that is underground never freezes, you want a chamber that is entirely above ground (to avoid cave adaptation issues) save for a single square which is underground (where you put your well).

designate a channeled area, but leave one square in the middle unchanneled. When it's done, you should have a pit with a little mound in the middle. Then roof off the whole area INCLUDING the mound, building a staircase or something for accessibility. Finally, dig out the mound. Since it never "saw" sunlight, it is still "subterranean" You now have an underground room that won't cave-adapt your humies with a single tile where water won't freeze. Dig out your well on that square, leave a sizable cistern, and a floodgate to prevent flooding out the chamber (since it's below water level), and you'll have a nice little gathering hall.

I've been building above-ground forts for years, and this works like a charm.

Mind you, you need to get the water into the cistern in the first place, so you may have troubles in environments that are always frozen.

Some pictures if I wasn't clear...
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Then, channel out the now underground square, stick in your cistern, plop the well on the hole there, and BOOM, a well that won't freeze in the wintertime.

Spoiler (click to show/hide)

Sorry for the last one, I just couldn't resist showing off my awesome city. ^_^

Iiiiinteresting, that's exactly what I'm looking for. Thanks!
Meph noted that you should make the squares adjacent to the well underground too, to keep it liquid while going to your thirsty dwar-er...human's lips, and it won't help your hospital, but it'll keep your Humans hydrated.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 03:11:12 pm
I think I found the issue:

Code: [Select]


[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_SUCCUBUS4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DROW4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ORC4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GOBLIN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_HUMAN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ELF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DWARF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GNOME4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_WARLOCK4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_KOBOLD4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]


These were missing. All 10 racial workshops, if rented for 1 year, would queue up all possible race choices. I will gen a new world to make sure, but I think it only happened to you on workshops and year, correct?

workshop, season. merchant, season. merchant, year... these three options should have been fine. Can you confirm this? (Even the seasonal one would queue up 1 seasonal "moving in" and 10 yearly "moving in". I think I got it. Was just one set of tools missing)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 30, 2014, 03:16:01 pm
I think I found the issue:

Code: [Select]


[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_SUCCUBUS4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DROW4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ORC4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GOBLIN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_HUMAN4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_ELF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_DWARF4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_GNOME4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_WARLOCK4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_KOBOLD4]
[NAME:licence:licences][VALUE:0] [SIZE:1] [MATERIAL_SIZE:1] [UNIMPROVABLE][TILE:235]


These were missing. All 10 racial workshops, if rented for 1 year, would queue up all possible race choices. I will gen a new world to make sure, but I think it only happened to you on workshops and year, correct?

workshop, season. merchant, season. merchant, year... these three options should have been fine. Can you confirm this? (Even the seasonal one would queue up 1 seasonal "moving in" and 10 yearly "moving in". I think I got it. Was just one set of tools missing)

I didn't test all 40 reactions, but that seems correct. Year didn't work, season did.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 03:45:06 pm
Is there a way to create a stationary item like a fireplace or torch bracket that you can put underground and have it stave off cave adaptation?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on July 30, 2014, 03:58:26 pm
Human's living in caves? madness!!!! next you'll be telling me we use rocks for weapons and hunt wooley mamoths.... jk lolz i love the challenge of building a sprawling metropolis!!!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 03:59:53 pm
Human's living in caves? madness!!!! next you'll be telling me we use rocks for weapons and hunt wooley mamoths.... jk lolz i love the challenge of building a sprawling metropolis!!!

Heh. No, but I'd like to be able to dig out vast mines without worrying about my miners going crazy down there. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 04:04:46 pm
No. In short. I could make some, but they would have to be creatures, not buildings. Or a digger item which is "pick and lamp", that would also work.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 04:15:58 pm
Miner's helmet ... a helmet with a candle on it. :)

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 04:20:12 pm
Impossible. Helmets are assigned in a military uniform, which clashes with the mining "uniform", which constists of a pick. Same with hunters and woodcutter btw, never have any of these three labors on your soldiers.

Can only be done with the pick, or not at all. Even if I would use a helm "clothing" item, which is not armor but clothing, like the hood, you couldnt specific which human should wear it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Samarkand on July 30, 2014, 04:22:41 pm
Impossible. Helmets are assigned in a military uniform, which clashes with the mining "uniform", which constists of a pick. Same with hunters and woodcutter btw, never have any of these three labors on your soldiers.

Can only be done with the pick, or not at all. Even if I would use a helm "clothing" item, which is not armor but clothing, like the hood, you couldnt specific which human should wear it.
Would this be a good time to bring up my earlier cutebold torchbearer suggestion?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 04:25:25 pm
Probably not. ;)

Except if I do 1 pet-race version for all 10 races. Kobold torchbearer, goblin fisher, orc warrior, warlock necromancer, succubus fireball-throwing dudette, and so on.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 04:29:38 pm
Impossible. Helmets are assigned in a military uniform, which clashes with the mining "uniform", which constists of a pick. Same with hunters and woodcutter btw, never have any of these three labors on your soldiers.

Can only be done with the pick, or not at all. Even if I would use a helm "clothing" item, which is not armor but clothing, like the hood, you couldnt specific which human should wear it.

Ah. The same problem I run into when playing gnomes and I want to equip my non-military citizens with the nifty inventions.

Some sort of specialized miner's pick then would work. If it's even a real problem. I don't know that it is. So far I've mined out significant areas underground to pull up ore and I haven't had issues.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 04:46:20 pm
I noticed that the baron looks a bit weird. Turns out phoebus never did the human nobles... I made new sprites now. :)

(http://i.imgur.com/9bXVPTZ.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 04:54:40 pm
I need more base embark profiles.

Starting with a couple of muskets would make life infinitely better.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 05:13:39 pm
Muskets are expensive. Try bows/crossbows instead.

I made two more embark profiles, Cannoneers and Masons. One for early cannons, bringing 2 and some iron for ammo, and the other one with 200 boulders and lots of masonry/stonecraft skill for early constructions.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 05:39:31 pm
Muskets are expensive. Try bows/crossbows instead.

I made two more embark profiles, Cannoneers and Masons. One for early cannons, bringing 2 and some iron for ammo, and the other one with 200 boulders and lots of masonry/stonecraft skill for early constructions.

Those are good choices. Why is it humans can't build bows? I've checked the forge and the bow workshop and it's not available in either. Only crossbows.

I typically arm EVERY adult in a fort and give the non-active members at least leather armor and some sort of projectile weapon. It just helps keep them safer.

Any ideas for dual weapons? Pistol and sword corsair style?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 05:42:37 pm
Crossbows are the normal go-to weapon, people are used to them from dwarf mode. Thats why. Elves will get bows by default. Dual-weapons dont work well, but a bladed/bajonetted musket does the same. A musket with edge attack is just as good as a musket and a sword or spear.

How about 2 buildings for the military side: One more knight/medieval, the other more muskets/empire.

I would take the 11x11 military garrison from the dwarves for the musket/empire design, and it offer guard training, which is a caste transformation, as well as trains musket skills and has the alarm siren reaction.

The knight/medieval one would be the "hall of knights", also 11x11. The large size in on purpose, you should only build 1 each. It can turn humans into squires and later into knights, maybe even paladins with some anti-undead stuff. Also works with transformation, and could give access to moonsilver/shadesilver that way.

Thats the design:
(http://i.imgur.com/oLdTTLx.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 05:47:10 pm
Love it! I was wondering if there was going to be some sort of military-castes. Seems like with all the guilds, it fits.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 30, 2014, 05:51:23 pm
Its horribly western though. So if indeed I make some vikings, arabs and romans, these will have to change for sure. The trade and guilds are such an integral part that I cant touch them, it would be way too much work across four civs.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti on July 30, 2014, 06:28:15 pm
No. In short. I could make some, but they would have to be creatures, not buildings. Or a digger item which is "pick and lamp", that would also work.

Kobold torchbearers were mentioned at some point.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 06:42:01 pm
Its horribly western though. So if indeed I make some vikings, arabs and romans, these will have to change for sure. The trade and guilds are such an integral part that I cant touch them, it would be way too much work across four civs.

It's a western civilization. It might be interesting to rework humans as multiple civs with different style buildings later on (particularly since they could fight each other) but there's not a one flavor fits all type deal.

All of modern fantasy is largely western themed, so I don't know how you'd avoid it unless you'd explicitly started out to in the beginning.

And some suspension of belief is to be expected on the player's behalf. If the caste says "knight" and I am building a Japanese-style city, then it's just understood that it's not a knight but rather a samurai in my head.

When I play dwarves, I do not feel that magic fits the theme of dwarves, so I never build any of the magic buildings. :) If it bothers the player too much that it's a Renaissance-style knight and not a Mameluke, a samurai, or a Zulu warrior ... then they'll just skip the building.

There are certain things in all of the races that bug me, and I just go edit the raws to reflect my particular taste. :) You'd be shocked and horrified to see what I did to your warlocks.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: MDFification on July 30, 2014, 10:01:45 pm
I'm not sure my computer can handle much more than a 3x3 map. I generally have to play with sub 50 population numbers as it is just to get past the 10th year.

A simple way of getting around this (probably a recommendation to all human players) is to gen a world with only one cavern layer. It massively reduces the FPS drop as map size increases, but plants/animals/trade goods reliant on the caverns will still for the most part be available. If you're not digging to the caverns anyway, there's no point in keeping the extra ones - they're just a source of FPS lowering from beasts and pathfinding.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 10:03:25 pm
Brilliant. Hadn't thought of that at all. Thanks!

It might let me squeeze out to a slightly bigger world and give me more options.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 10:53:11 pm
Here's something I really liked ...

My militia commander ended up crippled due to a run in with a rhino. He had to walk with a crutch. His squad was assigned all muskets, but he could no longer wield one due to his crutch. So I assigned him a pistol and he uses it just fine. No ammo change required. Same bullets. That is a HUGE micromanagement issue solved.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 30, 2014, 11:57:00 pm
Done playing for the night. Looking good. Balance seems pretty fine. My initial concerns about the economy seem to be worked out well enough. You just can't do any one thing direct. You have to spread yourself around some.

I have a small hunting camp of about 27 humans. 6 of them are in a military squad, armed with muskets. Two of them have steel halberds. The musketmen wound the prey and the halberdiers finish it off. Pretty easy. We made short work of the succubus ambush we've had so far.

Have a handful of tents set up to trade goods. Can get pretty much whatever we need. We're not really producing much but meat and tuber beer, but that keeps our military going.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Blightedmarsh on July 31, 2014, 12:03:27 am
As to the humans knights being too western you have to remember that medieval western culture never existed in a vacuum. It has pretty much always been heavily influenced by the near east. The knights didn't just spring from nothing. Their development was influenced by by the Byzantines and the Romans all from the Persians before them. Even the Muslims made their mark with the idea of a holy warrior; something fairly antithetical with the traditional christian concept of "blessed are the meek" (also an import from the near east).

As to other military guilds; are you aware of the existence of fencing guilds? Organizations like the Marxbrüders and the Federfechter where very important in late medieval Germany and where granted an official monopoly on "mastery of the sword".

One last thing is people also used to make wooden cannons. They where as dangerous and as primitive as they sound and had a nasty tendency to burst...like most early cannons really only more disposable.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 31, 2014, 12:59:56 am
Did i messed up something again, or...I don't know. The thing is, everytime i change my tileset and launch the game, an error "Phoebus 16x16 art not found" ( or something like that) pops up. It's...Irritating.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on July 31, 2014, 01:50:52 am
i was going to suggest a marine style troop, soldier with a melee ranged weapon similar to the orcish corsair arms, but if we have bayonetted guns, then that does the trick.... the idea of humans arming all their soldiers with one weapon that can do everything (while still keeping balance) seems very..... human

I've also started a fortress trying the viking thing (living on a glacier with very few trees) i'm using the timber block to conserve wood as best as possible, but since i am trying to build as much as possible before the FUN starts, my people are all super unhappy because they are caught in the weather.... seeing as humans don't live underground and are probably more adapted to surface weather than dwarves, i was wondering if there was something you could do to make that less likely... although to be far, living in a constant blizzard would suck, and i'd be pissed too.

wellp... yet again the bears killed me.... i tried to build too much in too little time, got sieged withought a military, andafter recovering enough to start my wall..... bears
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 04:14:14 am
But if you embarked on a glacier, why not just build everything with ice?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on July 31, 2014, 04:37:36 am
You'd have an easier time embarking on a perma-frozen ocean than a glacier, as that ice counts as "aboveground" from the surface to the seafloor, and you can play in such an environment much as you would a dwarf fort- as long as you stick to digging in the surprisingly well-lit natural ice.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 05:05:57 am
That is a pretty smart trick, and will go into the manual :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on July 31, 2014, 06:03:17 am
guess it wasn't a glacier then..... just ALOT of snowstorms, and some taiga fruits, which sucked for farming, dug out a really big quarry and had planned to build a crazy castle on top with all the blocks and shipped in wood, but alas.... humanity was thwarted by the superior might of frostwyre bears

no complaints though... bears are uncomfortably currious (realistically so) in human fort (haven't played enough with the other civs to ever come across them)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 06:31:02 am
Plan:
Garrions => Marskmen (better musketeers) and Guard (better shield/armor) training. Also trains ranged combat skills and has siren to wake up sleeper/stop parties.

Hall of Knights => Become Squire (no combat boost) => After 1 year automatically turn to => Knight (combat boosts and skills) => After 3 years automatically turn to => Paladin (more boosts and minor good spells, mostly against undead).

Thoughts?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 06:50:34 am
Did i messed up something again, or...I don't know. The thing is, everytime i change my tileset and launch the game, an error "Phoebus 16x16 art not found" ( or something like that) pops up. It's...Irritating.
Run the settings as admin.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 31, 2014, 07:51:32 am
Run the settings as admin.

Well...That didn't worked. I figured out my Phoebus16x16.png turned to a file that i can not open anymore, and it's size reduced to few kilobytes - a most likely corrupted file.
I replaced the file with a new one, extracted from the folder containing previous version of Masterwork, and it did the trick.

As for the garrison idea - looks promising, i look forward to trying. Any chance to get our hands on a newer version, with all the fixed workshops, cannons, etc?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 07:53:16 am
I plan to upload another test version later today, when I do the daily dev log thing.

I wrote splinterz about the .png error, because I tested and can replicate the issue. Lets hope that he can find a solution. Manually copying does work though.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 31, 2014, 08:19:39 am
As far i know, when a creature is killed by a cannonball, no corpse is left behind.

My question is - does it also affect megabeasts, and mobs like Frost Giants? Entirely mutilating a giant, who is 25 times bigger than a dwarf seems...Unrealistic.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 08:21:29 am
Yes, thats intended. The target is hit by dragonfire (the exploding cannon ball), and it melts everything. Should affect frost giants and megabeasts as well, and you get no megabeast souls and no bifrost that way.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 31, 2014, 08:29:01 am
I see.
What about making different types of bullets? Musketeers shooting bullets covered in poison could make them more deadly. Or, perhaps, bullets blessed by the paladins to make them effective against undead? There are many possibilities.


   
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 08:30:31 am
I dont really see gunslinging paladins. They are more on the melee side. Bullets can be coated in poison by the drow workshop.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 31, 2014, 08:31:47 am
Paladins are only blessing the bullets. They could be used by sort of witch-hunter, or something like that, who also would track vampires in your town - a valuable addition to any bigger town.

I'm just throwing random ideas - you do not must do it all, or even read it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 10:38:55 am
Muskets feel a little weak. A musket-wielding hunter with "competent" skills took 47 lead bullets to bring down a chimpanzee.

A kobold thief evaded an entire squad of crack riflemen because his silk cloak kept deflecting all of the bullets. Finally, out of ammo, the commander stepped forward and clubbed him to death with his rifle.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 12:13:10 pm
With the new version I deviated from my normal "hunting camp" village. Humans absolutely seem to need a renewable, for sale resource to survive. Everything costs money, and some of it costs money on a continual basis.

Now we embarked in a tundra that has a lot of iron and gold. We're attempting to set up a mining town. It's rough. Unprocessed ore is not worth very much to the stall merchants, though good quality armor and weapons are worth a lot to the caravans. We may end up in a situation where we process the metal, sell to caravans for raw resources, and then sell raw resources to the stall economy.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 12:26:24 pm
Metal stall is way out of whack.

Sell 4 iron bars for only 500 sovereigns? Better to hunt and fish than to mine.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on July 31, 2014, 12:28:30 pm
Metal stall is way out of whack.

Sell 4 iron bars for only 500 sovereigns? Better to hunt and fish than to mine.

I concur. In my opinion, the true path to "human-ness" isn't mining materials for your craftsmen, but selling them to pay OTHER races craftsmen.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 12:47:00 pm
Metal stall is way out of whack.

Sell 4 iron bars for only 500 sovereigns? Better to hunt and fish than to mine.

I concur. In my opinion, the true path to "human-ness" isn't mining materials for your craftsmen, but selling them to pay OTHER races craftsmen.

That's my understanding of the human theme as well. It's all about economics as opposed to the eudaimonia of perfect craftsmanship of the dwarves, or the oneness of nature with the elves.

There are certain basic goods which form a starter economy and would be needful in any fort in any environment:

1. Agricultural - meat (fish), hides, plants, food, alcohol, lumber
2. Ores - raw ores, processed bars, potentially stone, but certainly lignite, peat, anthracite should be highly valuable. gems should be worth a lot, lot more
3. processed goods - clothing, armor, weapons

I think the agricultural has been tweaked to a pretty good balance now. Meat is definitely appropriate, fish is still good but it's more appropriate to reflect the proper labor cost. Plants are near balanced, though some distinction should be made between above ground and underground crops, with underground being more valuable. I haven't figured out how to sell cooked food (if you even can) and alcohol is a great money-maker if you are in a biome where you can farm.

Ores and bars are not at all yet balanced. With the numbers the way they are now, there would be no "in theme" reason for the human race to ever expand outside of the fertile biomes. Humans will endure all sorts of hardships to create a settlement in a gold-rich area, or silver, or even iron. Even copper is worth a lot, and since those are non-renewable resources on any map, they should be a lot more valuable than the renewable resources like meat, fish, and plants.

I would suggest the following:

2 copper/lead/tin unprocessed ores sell for 500 sovereigns
1 iron sells for 500
1 silver sells for 1000
1 gold sells for 1500

Processed into bars, they sell for a lot more:

1 copper/lead/tin bar for 500
1 iron for 1000
1 silver for 1500
1 gold for 2500

Marble stone is dang near perfect, but I'd cut the number in half. 2 marble stones for 500. Marble is the stone of kings and mighty palaces are built out of it.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 12:53:34 pm
As for the weapons and armor merchants, they are borderline useless currently.

All of the foreign weapon stalls (humans, warlocks, and goblins I've looked at so far) sell complete armor sets in various materials. The local weapon/armor stalls operate on a voucher system which is confusing until you understand it, and then when you understand it you wonder why you would bother. It is vastly better to make weapons and armor with which to buy stuff from the caravans, which can then be sold to get the sovereigns you need.

I suppose they're useful if you buy vouchers and then get enough of them to get that specific thing you wanted, but it's vastly easier just to set up a metal merchant and a smith and craft that item yourself.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 12:59:42 pm
My gold mining town ... water in the perfect position at the first cavern, like 18 z levels straight down. Build a well from the surface down to there, it's dry. Why? I look, and the water directly underneath straight down has frozen ... in the cavern. :(
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 01:00:39 pm
You metal prices make no sense. 1 gold bar = 2500 gold coins? It may under no circumstance be more than 500, because 500 is what you get when you use it to make your own money. No one would ever buy a gold bar for the price of 5 gold bars.

Lets say you mine 1 metal vein, with 100 tiles. Thats 25 pieces of ore, which gives you 100 bars of metal. 100 iron bars, if you sell them, are worth 12.500 gold atm. 100 gold bars if minted into coins would be 50.000, four times the worth. I think that these prices fit.

The voucher system is pretty good to get rid of goblinite or change items. Get rid of 50 iron bows you dont need, buy iron bullets with it. (which I have to rebalance) But yes, the finished items are very expensive. BUT you dont need the foreign caravans to sell you licences first. ;)

Your water froze, because the one tile under the well was tagged "aboveground". ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 01:16:21 pm
I generally melt down goblinite and reforge, or I sell it to caravans. Haven't had enough invasions yet with humans to really tell how that would work.

I would think the solution to the gold bar issue is to up the number of coins you get when you mint it into coins. :)

As it stands, I don't think creating a mining settlement is worthwhile at all. I just abandoned mine due to the hardships involved. I'll just buy the metal I need from a stall and leave mining and forging to the dwarves.

Looked at the clothing merchant ... numbers look good if you buy cloth from caravans and then tailor it into clothes yourself. If you had to process it from rope reed or wool yarn on your own, yeesh, that would be a nightmare of micromanagement for not much gain. But that's the way it is with the other races as well ... I generally don't bother to ever create a farm for threads (even silk) because one high quality shirt will pay for an entire bin of expensive cloth.

Wood merchant isn't working. Dunno if that just hasn't been done yet or if it's in error. I'm clearly not good at reading the notes. :)

Gems ... one of the most valuable substances known to man but the game doesn't reflect that. (Never has. Even in vanilla. A nice silk shirt is worth 5 times that of a flawlessly cut diamond.)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 01:19:42 pm
Wood merchant is working fine on my end. What part doesnt work?

Quote
I would think the solution to the gold bar issue is to up the number of coins you get when you mint it into coins. :)
Impossible, its hardcoded. 500 = 1 bar.

Gem values can be raised, but obviously that would affect all races... or do you mean the gold coin costs in the merchant stalls?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 01:29:06 pm
Wood merchant is working fine on my end. What part doesnt work?

Quote
I would think the solution to the gold bar issue is to up the number of coins you get when you mint it into coins. :)
Impossible, its hardcoded. 500 = 1 bar.

Gem values can be raised, but obviously that would affect all races... or do you mean the gold coin costs in the merchant stalls?

It wouldn't set one up. I deconstructed the stall and tried again and it wouldn't construct any of the shops. I'm not sure what's wrong there but it seems to be limited to that saved game and only after the reload.

When I mention value in the human testing, I'm specifically talking about the exchange for sovereigns. So I'm talking about the exchange for sovereigns for gems. Seems low.

The number of gold coins is hardcoded in the vanilla forge workshop, but for your special engineer coin mint that is the north extension of the engineer's guild? I haven't built that one yet so I don't know what it's creation rate is.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 01:34:29 pm
If I lower the amount of coins you get in the mint, people would just forge the coins instead.

Can you send me the save with the workshops not changing? Or did that issue resolve itself?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 31, 2014, 01:34:57 pm
Warlocks have minion-raids. Orc have corsair-raids. Not sure about other races, because i haven't played them yet.
What about Humans? Will their king have a special...activity? Conquest, or perhaps trade missions?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kiefatar on July 31, 2014, 01:41:10 pm
I haven't been able to save a human fort, or start a new one on an existing map. I've had quite a few bugs with the .2 release. It's far less stable than other MW releases it seems.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on July 31, 2014, 01:48:41 pm
personally, i have no problem with human trading, even though it seems broken, it adds another layer of dufficulty to humans... trying to discover a viable trade system by balancing the caravan traders and the local sovereign accepting traders.... makes me feel alot more like a merchant empire (even though it's illusory) than any of the other races
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 02:03:25 pm
If I lower the amount of coins you get in the mint, people would just forge the coins instead.

Can you send me the save with the workshops not changing? Or did that issue resolve itself?

Let me make a mint and see what it actually produces before I comment more on that. :) There's still a crapload of things I haven't tested yet, such as the altar and whatnot.

I already deleted all those saves, but I will see if it happens again.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 02:20:05 pm
Warlocks have minion-raids. Orc have corsair-raids. Not sure about other races, because i haven't played them yet.
What about Humans? Will their king have a special...activity? Conquest, or perhaps trade missions?
No.

I haven't been able to save a human fort, or start a new one on an existing map. I've had quite a few bugs with the .2 release. It's far less stable than other MW releases it seems.
Say what again? You cant save? What happens?

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kiefatar on July 31, 2014, 03:14:19 pm
I try and save and it crashes immediately. Attempting to start a new fort in a previously used map causes the game to hang for a significantly long time and eventually crash/no-respond. I know it takes awhile to load a map sometimes, but I'm talking about letting it sit for 10+ minutes (my computer is just shy of super-computer in power) before calling it dead. I've had a few other CtDs too, though they seem a bit more random.

Actually, when I went to start the .2 Human Fort release I first have to fix a graphics issue. The 16x16 Phoebus graphics were mislabeled (png not jpg or something). Not a big issue, just grab the file from one of the 5.10 MW releases, but still.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 03:18:21 pm
I have none of these issues, and they dont sound like they are something I could affect with modding. Load/Save times depend on your system, not the raws. Did you overwrite old versions with this new one maybe? What OS do you use?

The graphics issue is fixed now, I just havent uploaded it yet. Splinterz just send me the fix an hour ago.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 03:19:15 pm
Warning: Extremely large image. Contains all modded buildings humans have access to. I plan to make a flowchart with it. Its quite amazing seeing the scope of this thing. :)

http://i.imgur.com/it1ddOK.jpg (http://i.imgur.com/it1ddOK.jpg)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 03:38:33 pm
Warning: Extremely large image. Contains all modded buildings humans have access to. I plan to make a flowchart with it. Its quite amazing seeing the scope of this thing. :)

http://i.imgur.com/it1ddOK.jpg (http://i.imgur.com/it1ddOK.jpg)

That's so crazy. :) It NEEDS a flowchart.

When you first embark with humans, you see the limited structures they can build and you think they're weaker and less complex than all the other races, but very quickly in an image map like that you can see how complex they really are.

Meph, why don't you go write these 2,000 words on phytohormone auxins in vascular plant systems and I'll spend the rest of the day playing? :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 03:43:49 pm
Are these indole-3-acetic acid phytohormones you are talking about? Sure thing, can do. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kiefatar on July 31, 2014, 03:52:28 pm
Rather... just package it up and re-release the humans... I'd love to see some of these new changes and fixes. Maybe it will fix my attempts to play... but we'll see.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 03:54:35 pm
Are these indole-3-acetic acid phytohormones you are talking about? Sure thing, can do. :)

Yes. But make it funny for a children's story. The acetic acid phytohormones have to have a fun adventure! :)

My wife is now actually encouraging me to play DF. I have to write 2100 words per day to stay on schedule for the September release, and it seems when I take a break to play DF, my days are more productive. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 03:56:38 pm
Rather... just package it up and re-release the humans... I'd love to see some of these new changes and fixes. Maybe it will fix my attempts to play... but we'll see.
I just posted a realase... V.03. Today.

Guthbug: Good luck. ^^ My productive days are filled with producing DF, not playing it. :P
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 04:14:52 pm
Earthworks in the form of trenches and moats are cheaper, faster, and easier than walls. This allows you to save your building materials for the buildings.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 04:29:50 pm
Also leaves line of sight to invaders, which scare your civilians and lifestock, and shoot arrows/bolts across your moats.  ;D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 04:50:09 pm
Also leaves line of sight to invaders, which scare your civilians and lifestock, and shoot arrows/bolts across your moats.  ;D

Easily resolved. :)

In those sorts of villages, there are no "civilians". Everyone is in the militia of some sort and usually has a bone or wood crossbow.

It's primitive in a Gaelic sort of way.

If I have plenty of resources and want to build a big ol' thing, I will generally put up a motte and bailey early on, with the bailey a designated burrow for the civies to run into.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on July 31, 2014, 05:38:40 pm
Bug: Humans sometimes bring nothing in trade caravans. I notice that they only brought 'Ironclad/Steelclad' horses with them this time, so I'm wondering if they haven't been given their pack animal status.


@Top Left of Fort: http://i.imgur.com/MhAYakk.png

I also use trenches. I was able to come up with a design that allows me to fit 6 guilds in a relatively small area, and build upwards as needed. It also doesn't look too shabby. The trenches are nice because you can lay out foundations, while eliminating LOS to invaders until they get close.

Interior: http://i.imgur.com/1IVUk9V.png

I'll try and spew some feedback soon.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 05:52:48 pm
Compared to that, mine are a squalor-filled cluster of mud huts. :(
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on July 31, 2014, 06:06:18 pm
Using the still to fill barrels with water a lot seems to create a reasonable amount of flow in the pond you draw from as the water starts to jump around. I haven't tested it yet, but this might allow for renewable fishing.

Also, the trading for Obsidian boulders reaction says (5), but I receive 10 for running the reaction.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 07:56:22 pm
Where in the stockpile settings do you find water? I want to store barrels of water in a specific building but can't seem to find the right settings.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 31, 2014, 08:05:37 pm
I have no idea about stockpiling water. It should be a drink.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on July 31, 2014, 08:12:25 pm
I have no idea about stockpiling water. It should be a drink.

Doesn't seem to be under plant or animal drinks. I'll keep looking. It's ending up in the stockpile, but not sure how.

I see we went back to bows instead of crossbows. I like that better.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on July 31, 2014, 08:17:21 pm
Heads up: Indoor quarries just won't work for humans.

Earlier I suggested digging in frozen oceans for well-lit housing and storage space; well, don't try to dig a quarry like that. As it turns out, the game apparently only thinks of natural ice ceilings being transparent/translucent if the z-level to be lit is above sea-level, anything below will cause your miners to get dizzy as if the transparent ceiling above were made of solid rock.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on August 01, 2014, 09:16:20 am
Is it possible to limit number of civilizations per race? I witnessed some fight recently, and soldiers were yelling : "For the Emperor", and such, even if the world is full of puny confederacies.
The idea is to make only one, but relatively huge, civilization of humans per region/island. Only then the warcries will have any sense.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on August 01, 2014, 01:27:26 pm
Ok, so at this point I've built all the shops, buildings, and unique things that humans have access to. I haven't fully explored the caste system, the military upgrades, or the altar.

I've experimented with different aboveground city designs from simple fishing villages to large map sprawling vistas.

They're pretty cool, but I can't help but feel like something is missing. Some exploration thing that would keep me playing humans, or some high end development thing, or whatever. Am I the only one who feels that way? There's a pretty good sense of achievement from an aboveground town, since it's a lot harder than an underground fort, but I don't know if that's enough flavor to really draw my interest long term.

The warlocks have a huge number of spells and skills to keep toying with, so that is their draw.
Dwarves just get very dwarfy with their crafting, the high end buildings, machines, etc.
Gnomes are sort of in line with dwarves, but experimenting with interesting fort designs is a lot of fun.
Orcs have the raiding "slot machine" to keep your attention virtually forever.
Kobolds are just dang hard and that makes them interesting in a tribal sort of way.
Succubus I haven't spent enough time with, but they seem like a "living" sort of evil race ... similar to warlocks but more alive.

What is the grand vision of humans to fit into that? They're cool, very polished and extremely well-done with a complex economy, but as a preference thing, I think I'd find myself spending time with the other races more.

Some magic ability might improve their replay value. Or some sort of mission to them. Maybe a way to send out trade caravans.

I'm just not sure. Sorry, Meph, if this comes across too much like criticism. I know you've spent a lot of time on this. It's a great ice cream sundae, but I think we're still missing the cherry on top.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 01, 2014, 02:34:22 pm
Criticism is good. :)

An issue with the mod, at least from my point of view, is that people might play dwarves all the time, and completely ignore the other races. Maybe because they are too difficult, too different, or simply to unkown. Humans should be easy to get into and offer a view into all other races. You have 20 workshops that offer glimpses into the pets, items, materials and special features of 10 other races.

Be it succubi summons, warlock spells and zombies, gnomish gadgets... if you play humans, you can have a look at all of them. This was my main goal. People that play humans might find these off-race features interesting enough to start playing Succubi or Gnomes afterwards, because they have been made more curious about them.

The other goal was the guild system. I actually wanted to do exactly this system for dwarves. But the forum community voted against it, because its too different from vanilla. Thats why dwarves have only 1 guildhall, it was decided by poll. But since that day I wanted to make these huge, multi-building guilds that dictate different industries. That goal I reached as well. :)

End-game for humans I could think of this: Foreign Envoys. Build a special diplomacy building, try to "invite a new civ", similar to orc raids, or how kobold steal, but instead you spawn buildmats for ethical buildings.

"You have received word from the Vikings, they allow you to build a Mead-Hall, which trains Berserkers."
"You have received word from the Far East, they will establish a Dojo, training Martial Arts."
"You have received word from the Sultanates, they send a spice and silk merchant. Turbans and Scimitars, hell yeah."

Obviously that clashes with the idea of using 4 different civs with different nobles as I planned, but I am not sure how feasable that is. The humans turned out to be too western, I cant just rename the nobles, give them scimitars and turbans, and suddenly they are middle-eastern.

But I am all ears for other high-end features. They are usually very difficult to write, and I dont know if I can do that within the week I have left (have to playtest, do a tutorial fort, finish the manuals... maybe some warlock stuff, maybe some graphical twbt stuff), but what could I possibly add? Religion is based on IndigoFenix Pantheon script, its actually pretty powerful and I assume it will only get better... magic doesnt seem human, high-tech is gnomish, high-end metals is dwarvish...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on August 01, 2014, 02:41:25 pm
Good goals, and yes, I'd say you reached them.

The foreign envoys idea is nice. Advanced option for the merchant guild hall?

No fantasy world is complete without humans, but the humans interact with the fantasy world. It's the humans in most lores that go out and explore, fight wars, dungeon crawl, etc.

I can think of several ways to simulate that in a building, but none particularly unique. They've all been done before.

Deon's tavern is completely underused right now. You can spawn adventurers, which is awesomely cool. But if you could then assemble a squad with them to do a dungeon crawl into the cavern layers? A whole new level of cool. Can somehow the cave adaptation be removed from the unique castes that are spawned in the tavern?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 01, 2014, 02:45:08 pm
Sure I could remove cave adaption from them, but you could simply give them torches. ;)

The tavern will get some songs with AoE buffs as well, like the dwarven one.

But honestly, the humans are pretty much finished from my point of view. Just military castes missing. the knighs and guards and such. Rest is done.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on August 01, 2014, 03:46:21 pm
Sure I could remove cave adaption from them, but you could simply give them torches. ;)

The tavern will get some songs with AoE buffs as well, like the dwarven one.

But honestly, the humans are pretty much finished from my point of view. Just military castes missing. the knighs and guards and such. Rest is done.

Torches work now? Awesome. :)

They feel finished to me at this point too. The knights and such aren't going to add so much as to be a game changer. But you and I both know that as the months roll by, you're always going to be adding stuff. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on August 01, 2014, 04:44:14 pm

An issue with the mod, at least from my point of view, is that people might play dwarves all the time, and completely ignore the other races.

It's really ironic that you say this because i fell in love with your mod because i personally dislike dwarves. I play fort mode because dwarf fortress is such an awesome game, but i primarily play adv mode because i get to be a human or elf (mostly human). I have been eagerly anticipating this mod, and am very pleased with the results!!!!

I do have a few ideas fr high tier stuff humans could do. I know you said humans don't favor magic, and i agree with that decision, but the idea of human mages is still a fantasy staple, and i was thinking you could expand on the altar.paladin ideas by having priests/clerics, and other mid range divine casters. Leading to forts that may put more emphasis on religion.... or against it (preferring guns and isolation to "honor" and fundamentalism)... you may not have time to implement that, but i will definitely continue to play humans, and find them to be one of my favorite races, because they can access so much of the other masterwork race's content  8)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 01, 2014, 07:15:13 pm
You can hire mages, clerics and conjurers in the tavern, and the warlock worker can teach any human several spells. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on August 01, 2014, 07:24:55 pm
nevermind then..... although the reason i said divine speels for humans is that the orcs have mojos and dreamwalkers, the kobolds have druids and witches, the succubi have the fireborn, humans don't have a unique magic class (which does fit humanity) but if they were to have one, i think religion would be the path to take (just my opinion, i'll play humans regardless)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on August 01, 2014, 07:28:34 pm
nevermind then..... although the reason i said divine speels for humans is that the orcs have mojos and dreamwalkers, the kobolds have druids and witches, the succubi have the fireborn, humans don't have a unique magic class (which does fit humanity) but if they were to have one, i think religion would be the path to take (just my opinion, i'll play humans regardless)

With warrior priests wielding hammers. :)

I totally see the humans as that sort of Warhammer civilizatin.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 01, 2014, 07:33:54 pm
I kinda designed them to be played as "town outpost of large sprawling empire with guards and muskets and cannons", OR as "castle with peasants and knights."

Half medieval dark ages, half imperialistic swiss-guards. ;) Actually no warhammer influence at all in that mode. :D But of course people can play them as they see fit.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on August 01, 2014, 07:40:44 pm
I kinda designed them to be played as "town outpost of large sprawling empire with guards and muskets and cannons", OR as "castle with peasants and knights."

Half medieval dark ages, half imperialistic swiss-guards. ;) Actually no warhammer influence at all in that mode. :D But of course people can play them as they see fit.

That's the way to do it. If you put them in there, then it's ALWAYS there ... if you leave it open like it is, then it can be in there or not as I see fit.


Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Excaerious on August 01, 2014, 10:51:54 pm
Ever since I saw the post up on reddit about the basically almost finished playable version I have been trying to get the hang of Human mode, but I can't. However, that's amazing. For someone who has played DF for a long time everything has become easy, MDF added much content and made it harder but the playstyles of most MDF races are fairly similar with small differences.

I feel like the Human Mode Cavern averse switch is one of the biggest changes ever. It really changes how you have to think. I've played 4-5 forts which have all imploded and the main reasoning has mostly been because I can't just dig my metropolis in a year or two. Having to create 'homes' and literal buildings makes everything infinitely more difficult, at least for me. It'a s struggle to keep a balance between industrial production and progress. I can usually get many builds up quite soon, on year 1 or 2, but I have to sacrifice the building up of resources for trade.

Speaking of which Trade is really fun. It allows you to 'roleplay' out tough scenarios and it still be viable, like trying to get by on only using wooden things to trade and commerce.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on August 02, 2014, 05:27:00 pm
About the time I think I have gotten bored with the humans, I try something new with them. :)

They're really much deeper than they look on the surface.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 02, 2014, 05:29:58 pm
You can also watch me fail at a ocean embark, without plants, trees or drinkable water in the area. :P

I started a succession fort: Glimmerring (http://www.bay12forums.com/smf/index.php?topic=141663.0)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on August 02, 2014, 06:13:01 pm
Something lost in translation between the trader and his contact in the clans -- Flachette gun (and it's big brother the mechanized dakkadakka, although i don't think those are licensed for export to humans) use BLOWDART for ammo, not BULLET_L's.  Bullets being a rare commodity on the steppes.


[REACTION:BUY_ORC_1]
   [NAME:Buy flachette gun for 1500 sovereigns]
   [BUILDING:TRADER_ORC:CUSTOM_A]
   [REAGENT:A:1500:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_FLACHETTE_GUN:INORGANIC:BRASS]
   [PRODUCT:100:100:AMMO:ITEM_AMMO_BULLET_L:INORGANIC:BRASS]
   [SKILL:NEGOTIATION]
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 02, 2014, 06:27:14 pm
And here I thought that guns use bullets. :D

Thanks for the report, I will fix it asap.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vonsch on August 02, 2014, 08:20:12 pm
My first human colony is established. Some observations:

You don't need heaps of boulders as the tips suggest if you start anywhere with peat, clay or fire clay. By that I mean the rock splitter makes blocks from those too, and they are, unlike wood planks, fireproof. (Peat really shouldn't be, but...) Not sure this is intended, but there it is. For purely aesthetic reasons, I don't plan to build a city out of peat, but it's great for that first mud wall, a farmhouse, and some livestock pens.

Also, humans may prefer the topside, but remember how DF defines that. You can still use the power of dig to get going, though not to the same degree as the real digging races. I dug out two levels of basement for my first house. For this first one I am flooring over the bottom and putting down furniture as I go. The -1 level will be a dining/great room, I think. Then some workshops on ground level. Doing it this way saves walls, at least. I could have carved out bedrooms on the bottom, but my OCD kicked in and I thought, "what if I want to take out the walls later? Those won't be considered outside."

It's just 9x9 interior, which I think won't be a standard. Looking at the guilds, I think 11x13 or so will be a better fit. That way a fully developed guild can fit on a floor with some room for stairwells.

Not into the new buildings yet beyond the splitters. But I did notice only arrows in the craftsman's. Based on what I read I was expecting bolts. I thought crossbows were going to be the human starting ranged weapon.  I think the manual says that.

I also got bloomberry seeds on embark, but can't grow them. Since they are a bit pricey (4 each) that was a disappointment. I wonder if they are kobold only, or if it's just a biome difference from the homeland.

The new combined manual is nice.

An aside on the manual: Orc section could use mention of how to make pulleys and what exactly it takes to build each of the three ships. The entry on the shop just says what the components are, not how many you need. Makes troubleshooting stockpile links hard because it's hard to tell if it's bad linkage or it just takes more components than you have. Since raiding in pretty central for orcs it's a bit frustrating.

I think I am going to like humans. If I can keep the gators away.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vonsch on August 02, 2014, 08:43:36 pm
Rock splitter is bypassing the "stone" selections on the Z menu. Besides cutting peat, it just cut up my meteorite boulders too.

Working as intended? If so, need a warning in the manual to forbid or use stockpile links.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 02, 2014, 08:51:09 pm
Nah, I'll fix that up. It shouldnt accept everything, just normal rock.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on August 02, 2014, 08:54:04 pm
An aside on the manual: Orc section could use mention of how to make pulleys and what exactly it takes to build each of the three ships. The entry on the shop just says what the components are, not how many you need. Makes troubleshooting stockpile links hard because it's hard to tell if it's bad linkage or it just takes more components than you have. Since raiding in pretty central for orcs it's a bit frustrating.

pulleys at Goblin tinkerer, or buy them at arms bazaar

2 pulleys per ship with rigging
Searching for: xebec
reaction_orcfort.txt(2752): [NAME:Build a xebec raiding ship]
Found 1 occurrence(s) in 1 file(s)
Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 02, 2014, 09:35:55 pm
On the embark screen in the tools section, living stone tools cost nothing, is this intentional?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on August 03, 2014, 04:32:09 pm
love all the balancing changes, only have a few final suggestions, although i don't know if it will be possible to implement them, or if this is the path you want to take with humans.... first suggestion is an immersion one, basically, if it's possible, randomize the adventurers upi get from the tavern so they are real people, and you don't end up with a squad of five snu snu's (barbarian is a little unbalanced right now for the price)
Second suggestion is adding halfelves/halforcs/half...fill in the blank, as a rare caste for the humas and the orcs/elves/whatever.... that would add some universality to the humans i think....
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 03, 2014, 04:35:36 pm
Half-breeds: No, cant do that. A human+human marriage could give birth to a half-breed the way castes are set up. and they cant get unique graphics.

randomized names: Cant do that either. I can in theory get a larger selection of pre-set names, but it would require a lot of work. You do know that you can rename them? I never liked the set name... but the script doesnt allow randomized names. I can call them "warrior, the warrior", and you give them a name yourself.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: UltraValican on August 03, 2014, 04:39:14 pm
Well, we do have a bunch of merchants of other races running around...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 03, 2014, 04:41:07 pm
Impliying the implications... ^^
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on August 03, 2014, 05:25:21 pm
cool, i figured as much, thanks for the imput..... also i got a colliseum and the two blizzard men i summoned won't die..... what's up with that?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Excaerious on August 03, 2014, 05:39:36 pm
Hey, Meph I noticed in your tutorial/playthrough of Humans you have that calender speed fix - is there anyway we can edit our raws/saves to get the same result? I don't mod, so I have no idea how you would go about such a thing. It's slightly hard to enjoy human-mode or get to end-game human-mode in the Alpha without such. Usually my fort implodes due to not having enough time to do everything I need to do.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: UristMcDuck on August 03, 2014, 06:27:25 pm
Random human question:

A few editions ago, back in 0.4b, I had a fortress that did so resoundingly well (ultimately reaching 10-ingame-years and over a billion in generated wealth) that I decided to familiarize myself with the world and surrounding civilizations.  One very interested detail was that my on-again off-again human allies had a *plague wraith* as their king!  Now, was that a stroke of luck to have so unique an occurrence, or do humans have a habit of being led by creatures of that sort?  Furthermore, can a human fort eventually become the equivalent of a Mountainhome and have such a creature move in and become a citizen?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 03, 2014, 07:07:55 pm
Blizzard men need to be bisected to be killed.

Timestream, the calender time setting, will be released in the next update. You can in theory use it on old saves, too. :) IndigoFenix posted it in here http://www.bay12forums.com/smf/index.php?topic=141524.0 , so you can just grab the script if you want. It should be included in the current test version... did you try v.1 of the humans?

Any civ can start to worship any megabeast, and they might or might not become king. I once saw a gnome civ with a mountain giant king, and a dwarven civ with a cursed queen that was transformed into a drider, half-dwarf, half-spider. And yes, if you become the "mountainhome" of the humans, the king will arrive, and the king will be that plague wraith. He will be tagged friendly and hang around your meeting area.



Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Excaerious on August 03, 2014, 10:34:00 pm
Blizzard men need to be bisected to be killed.

Timestream, the calender time setting, will be released in the next update. You can in theory use it on old saves, too. :) IndigoFenix posted it in here http://www.bay12forums.com/smf/index.php?topic=141524.0 , so you can just grab the script if you want. It should be included in the current test version... did you try v.1 of the humans?

Any civ can start to worship any megabeast, and they might or might not become king. I once saw a gnome civ with a mountain giant king, and a dwarven civ with a cursed queen that was transformed into a drider, half-dwarf, half-spider. And yes, if you become the "mountainhome" of the humans, the king will arrive, and the king will be that plague wraith. He will be tagged friendly and hang around your meeting area.

Was pretty sure I downloaded the latest but apparently somehow I didn't. Downloading the newest resolved that issue right up quickly. Thanks. Fun as hell now with Humans.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: UristMcDuck on August 04, 2014, 12:29:41 am
And yes, if you become the "mountainhome" of the humans, the king will arrive, and the king will be that plague wraith. He will be tagged friendly and hang around your meeting area.

That's hot.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on August 04, 2014, 12:45:03 am
ok, another stupid awesome suggestion.... there should be a dark brotherhood/assasin's guild where you can buy assasins, or train your people into assasins... they could use some version of vampirism so that they would kill your people while they slept (if possible changing the flavor text to read urist mchuman has been found with a slit throat) they would also get maybe a combat ability or 2 to make it worth it

Blizzard men need to be bisected to be killed.

figured as much.... is there any way to tell my soldiers that?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 04, 2014, 01:12:02 am
Tenement Housing For Dummies!

I'm sure there are as many ways to handle human housing as there are players, but I wanted to share my own method of handling the challenge.

First, you Designate your floor-plan by Channeling it into a flattened, cleared area.

Spoiler (click to show/hide)

Once it's dug out, you carefully roof over the dug rooms with Constructed Floors. Access to the basement rooms should be via Constructed UP/DOWN stairways. You will, of course, need lots of blocks.

Spoiler (click to show/hide)

Now for the trick: Go to Construct Walls, but enable Box Select by pressing 'b.' Make a big 'ol rectangle over the previously built or designated roofs. Did I mention the blocks? You'll need them. Have 3 or 4 brick-splitters going.

Spoiler (click to show/hide)

The wall placement will automatically skip over the previous constructions, and fill in each wall with a single stroke of the 'enter' key.
Handy!

Spoiler (click to show/hide)

This building is also easily expandable; just go up a level, and extend the up/down stairway. Repeat the process (placing the floors, then box selecting the walls), and you have an easily built second floor. Of course, this being dwarf fortress, you'll still need to babysit your humans as they build it, but it's worth the ease and safety of construction. If you construct it out of marble blocks, even small rooms will be luxurious enough to keep your humans happy. It also looks, in my opinion, awesome.

Spoiler (click to show/hide)

That's my two cents. I'm sure most of you have your own means of doing such things, but I figure if I can save one person some trouble, it'll be worth the effort ^_^
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vonsch on August 04, 2014, 08:11:55 am
That box select trick had not occurred to me. That will help. Means it will pay to centralize housing on the whole to make building easier. I had been spreading mine out in this last game and it means every building is a block by block designation.

Doing work up in the sky is dangerous. Especially if you have to deconstruct and you get attacked by gargoyles in the middle of it!

'Ware beloooowwww....
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Insanegame27 on August 04, 2014, 03:40:45 pm
Therapist isnt working for human mode. It shows 7/0/0 in the top right but nothing in the middle. You cant edit anything using therapist. Then i remembered autolabor.

PS: anyone know how to stop hunting in autolabor?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Boltgun on August 04, 2014, 05:06:58 pm
Amazing. Above ground alway made me crazy, I will be doing this soon.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 05, 2014, 01:45:02 am
Hmm...it appears that there is still a distressing number of Sell Item things in the shops that only produce copper and silver...the Ore shop, for instance.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 05, 2014, 04:15:41 am
Hmm...it appears that there is still a distressing number of Sell Item things in the shops that only produce copper and silver...the Ore shop, for instance.

Replaced the silver and copper with gold. Haven't touched the conversion rates though.

Code: [Select]
[REACTION:HUMAN_SKILL_BOOKKEEPER]
[NAME:===SKILL BOOKKEEPER=====]
[BUILDING:GUILD_MERCHANT_E:NONE]
   [REAGENT:A:500:COIN:NONE:INORGANIC:NONE]

[REACTION:HUMAN_COPPER_COIN_TO_SILVER]
   [NAME:1000 coppers for 500 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_A]
   [REAGENT:A:1000:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:500:COIN:NONE:INORGANIC:SILVER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_COPPER_COIN_TO_GOLD]
   [NAME:2000 coppers for 500 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_B]
   [REAGENT:A:2000:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:500:COIN:NONE:INORGANIC:SILVER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_SILVER_COIN_TO_GOLD]
   [NAME:1000 sovereigns for 500 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_C]
   [REAGENT:A:1000:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:500:COIN:NONE:INORGANIC:GOLD]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_SILVER_COIN_TO_COPPER]
   [NAME:500 sovereigns for 1000 coppers]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_D]
   [REAGENT:A:500:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:1000:COIN:NONE:INORGANIC:COPPER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_GOLD_COIN_TO_SILVER]
   [NAME:500 sovereigns for 1000 sovereigns]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_E]
   [REAGENT:A:500:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:1000:COIN:NONE:INORGANIC:SILVER]
   [SKILL:RECORD_KEEPING]

[REACTION:HUMAN_GOLD_COIN_TO_COPPER]
   [NAME:500 sovereigns for 2000 coppers]
   [BUILDING:GUILD_MERCHANT_E:CUSTOM_F]
   [REAGENT:A:500:COIN:NONE:INORGANIC:GOLD]
   [PRODUCT:100:2000:COIN:NONE:INORGANIC:COPPER]
   [SKILL:RECORD_KEEPING]
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Szarrukin on August 06, 2014, 08:07:24 am
OK, I'm sure it was already reported, but brick splitting block makes blocks from EVERY stone. Including economic stones, like cave fungus or lignite, which is quite annoying. Is there any way to fix it?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 06, 2014, 08:25:38 am
OK, I'm sure it was already reported, but brick splitting block makes blocks from EVERY stone. Including economic stones, like cave fungus or lignite, which is quite annoying. Is there any way to fix it?
yes, I know. I am working on the humans atm, doing last fixes and balancing. its easy to fix, just add [WORTHLESS_STONE_ONLY] after the reagent.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 06, 2014, 11:36:33 pm
Humans officialy released: http://www.bay12forums.com/smf/index.php?topic=141919.0

Have fun. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kizucha on August 07, 2014, 05:53:49 am
Hm i'm blind or are the humans unable to process tree saplings? I dont have the carpenters guild yet(maybe in the guild is a way?) but in the manual i cant find any way to make wood from farming. :-\ I know the trade and all but i will miss it a bit. :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Jilladilla on August 07, 2014, 06:27:45 am
Hm i'm blind or are the humans unable to process tree saplings? I dont have the carpenters guild yet(maybe in the guild is a way?) but in the manual i cant find any way to make wood from farming. :-\ I know the trade and all but i will miss it a bit. :D

Carpenters guild grants the sawmill that'll do what you want (and yes I checked the reaction file to make sure) hope your tree farming operation ends up successful!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kizucha on August 07, 2014, 06:45:42 am
Carpenters guild grants the sawmill that'll do what you want (and yes I checked the reaction file to make sure) hope your tree farming operation ends up successful!

Thank you! :) Ok so my first thought was right. Full ahead to the wood farming! :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on August 07, 2014, 04:33:33 pm
i noticed that the knights hall was replaced by the colliseum, but i don't know how to turn a soldier into a squire? it seems to only summon monsters as it did before
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 07, 2014, 04:35:55 pm
i noticed that the knights hall was replaced by the colliseum, but i don't know how to turn a soldier into a squire? it seems to only summon monsters as it did before
Garrison makes squires. Its in the manual AND the flowchart.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Megaman_zx on August 07, 2014, 04:40:49 pm
Thanks, was still using the beta manual  :o 
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SharpKris on August 07, 2014, 07:30:38 pm
It seems humans are much more FPS efficient
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: palu on August 07, 2014, 07:30:53 pm
What happened to the guild sigils idea? Maybe instead you could make "guildmasters", one of each guild, perhaps appointed at the guildhall, similar to the warlock overlord.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 07, 2014, 08:28:59 pm
What happened to the guild sigils idea? Maybe instead you could make "guildmasters", one of each guild, perhaps appointed at the guildhall, similar to the warlock overlord.
No one said "yeah, guild sigils", some people said "I dont like all guild buildings in one place" and "I dont like using immobile pet creatures", so I didnt do them.

If people still want them, they are not hard to do. 30mins or so, top.

Guildmasters wont work, since they would move around. The sigils idea is to give boni for having all guild buildings in one place.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: palu on August 07, 2014, 08:31:27 pm
They don't need bonuses, I just want the flavor of it. And I  for one support guild sigils. Someday I'll build a guild-centered town.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 07, 2014, 08:37:01 pm
I might add a apprentice - journeyman - master system, like the squire - knight - paladin, that has guild members upgrade over time and get free skills. But first I have to find a way to relyably run naturalskills.lua on them, after they transform. Without that script, the transformed creature does not take on the natural skills of the new creatures they became.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: palu on August 07, 2014, 09:46:06 pm
Isn't there a command to run a script periodically? And I remember the idea for the dwarves. I actually liked it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 07, 2014, 09:53:54 pm
I thought about SyndromeTrigger, that the transformed unit themselves run it once. That way its only called when its needed, not periodically all the time, regardless of units needing the fix or not.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 08, 2014, 01:09:57 am
A question regarding the Bardic Songs played over at Deon's Tavern. Do the songs require line of sight to provide the bonuses? It's relevant to my towns layout.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kizucha on August 08, 2014, 03:09:41 am
Someone can say me what the stockpile settings are for storing waterbarrels? I like to set up a tavern like building with a stockpile for food and drinks. The big problem with this is, it looks like water is also stored in meat-fish-stockpiles? ??? In the "extract (animal)" is an obtion for water but in the meat-fish-stockpile i dont have it enabled. So i'm a bit confused. :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 06:12:48 am
A question regarding the Bardic Songs played over at Deon's Tavern. Do the songs require line of sight to provide the bonuses? It's relevant to my towns layout.
yes.

Someone can say me what the stockpile settings are for storing waterbarrels? I like to set up a tavern like building with a stockpile for food and drinks. The big problem with this is, it looks like water is also stored in meat-fish-stockpiles? ??? In the "extract (animal)" is an obtion for water but in the meat-fish-stockpile i dont have it enabled. So i'm a bit confused. :D
Vanilla doesnt have any stockpiles for barreled water, it might end up in any food stockpile. I am not sure.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: windalu on August 08, 2014, 08:09:02 am
So, I just embarked with humans for the first time. A group of wild wolves was literally a part of the starting group, I didnt notice them among the livestock before unpausing. About 1/3 of livestock dead or hurt, some citizens hurt too. I have never before seen wild animals to be right on the starting spot, do humans have somehow altered embarks or is it just my "there is a first time for everything"?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 08:10:53 am
So, I just embarked with humans for the first time. A group of wild wolves was literally a part of the starting group, I didnt notice them among the livestock before unpausing. About 1/3 of livestock dead or hurt, some citizens hurt too. I have never before seen wild animals to be right on the starting spot, do humans have somehow altered embarks or is it just my "there is a first time for everything"?
Happens sometimes.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 08, 2014, 11:45:45 am
Hey,

I tried the human for a bit, and there is one point that confuses me greatly.
I wanted to go for a wood route, and I couldn't figure out how to get a sawblade that's needed for the sawmill.

Not at embark, not at forge, do I seriously have to grind gold and summon the dwarves for something as human as sawing wood?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Guthbug on August 08, 2014, 12:06:23 pm
Hey,

I tried the human for a bit, and there is one point that confuses me greatly.
I wanted to go for a wood route, and I couldn't figure out how to get a sawblade that's needed for the sawmill.

Not at embark, not at forge, do I seriously have to grind gold and summon the dwarves for something as human as sawing wood?

I think it is at the forge ... check under trap components.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 12:26:37 pm
Nope. All trap components are made in the Trap Engineer of the Engineers Guild. But honestly I did not think of the Sawmill.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on August 08, 2014, 01:17:41 pm
The Wood Industry is somewhat/largely unbalanced under certain circumstances.

1. Embark with as many Steeloak Saplings as possible next to a volcano, or find/create magma.

2. Channel out an area of 4 10x10 farms for Steeloak Saplings, and 4 5x5 farms for your food crops.

3. Mine for some Minerals, sell them at Ore Trader.

4. Build a Carpenter Guild. Upgrade to Level 4.

5. Build a Trap Merchant. Buy 4 Bronze Sawblades.

6. Build Sawmill and Exotic Wood buildings (4 of each)

7. Dedicate workers to them, then create your forges. Make Knuckledusters (worth 2 Vouchers for 1 Steel Bar!)

8. Sell Knuckledusters for Vouchers, then sell Vouchers for coins.

Bonus: Equip your farmers, sawmill people, exotic woodworkers, smiths and merchants with Rocket Boots from the Gnome Merchant. You are now hyper efficient and can convert Acorns to Coins at lightspeed.

You are now rolling in coins, and can easily approach a million.

http://i.imgur.com/APYkXu3.png

(Had over 1 Million before, but I bought 12 Mechanical Dragons and a crapload of Flamethrower Turrets.)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 01:20:19 pm
That seems fine. Smart play abuses the system. It rewards players that find loopholes. Not everyone will have magma and steeloaks, and figure out that knuckle dusters have the highest return rate of all finished goods. ^^
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on August 08, 2014, 01:23:41 pm
You could reduce the output by half by reducing the amount of bars you get for 1 Knuckle Duster. It's also not all that hard to buy 60 Coal for 1000 Sovereigns (15 Wood to 60 Planks to 60 Coal/45 Coal if directly from Wood)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 01:40:14 pm
If you have balancing suggestions, I am all ears. :)

Knuckle dusters give less.
Less wood for same price.
Less gold for fungiwood/sporetrees.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on August 08, 2014, 01:58:29 pm
Gnome Shop:
Rocket Boots to Rollerskates (You must use the Tinker Workshop to produce the best item)

All Workshops:
Should require an additional 500 Gold Coins in every reaction. This will emphasize that they are getting paid by the fort for their service. It will also make it less efficient than actually being the race, which makes Humans somewhat unbalanced.

Become A Squire:
Should require 500 Coins or some sort of material. As it stands I can improve the quality of every human that doesn't require a guild for free.

Warlock Merchant:
Dreadnought set should be 20,000 Coins, same as Human Plate set.

Drow:
Giant Drowspider should be at least 15,000 Coins, as it's arguably more valuable than a Human Barbarian. It should make access to the Silk industry require a marginal investment.

University:
Haven't looked into the Library much, but I'm assuming if the Library skill cap is 10 or under, it becomes redundant compared to this.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 08, 2014, 02:41:18 pm
Wood stalk plant doesn't seem to be able to make money by itself or as booze (unless I missed an other way to use it?).
No big deal, but it's a bit odd, when all other embark seeds can make money.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 04:20:06 pm
Wood stalk plant doesn't seem to be able to make money by itself or as booze (unless I missed an other way to use it?).
No big deal, but it's a bit odd, when all other embark seeds can make money.
Woodstalks should be kobold specific, but they appear randomly through all civs, depending on who has access to it in worldgen. So in theory it shouldnt even be there.

Nuhaine:: These are good and all of them are in my todo list. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 08, 2014, 06:08:00 pm
Well, in the "many biomes" world, both dwarves and humans consistently have access to it, was the case in the old version too, so it lead me to think it was just one of those standard above ground seeds.

Oh well, at least it makes booze reliably, and is the only standard non tree plant that grows in winter above ground, superb with the harder farming for underground plants.

EDIT/Double post:
I prayed a god for a while (1 priest, 1 altar, full time 'free' prayer with occasional sacrifice of a fish), and I can't seem to find how to check my "merit", if there is a value I can check.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 06:18:20 pm
After an altar is consecrated you can run the reaction again, it will show the merit in the announcements.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle on August 08, 2014, 07:30:27 pm
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 08, 2014, 07:34:41 pm
A question regarding the Bardic Songs played over at Deon's Tavern. Do the songs require line of sight to provide the bonuses? It's relevant to my towns layout.
yes.
What about Z levels?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 08, 2014, 07:35:44 pm
yes, across z levels, if its in line of sight.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 08, 2014, 07:53:41 pm
yes, across z levels, if its in line of sight.
Peeeeerrrrfect.
*starts building an elevated open-air tavern in the middle of my town*
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on August 08, 2014, 10:52:03 pm
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.


I've been settling in cliffy deserts for the glass and stone access. Plus, some of the larger hills can be easily hollowed, smoothed, and refloored for a nice castle to house the nobles and guardsmen.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Mithril Leaf on August 08, 2014, 11:00:53 pm
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.
I like a mostly flat desert with a brook running though. I tend to play humans like freaky dwarves, so I have a bunch of miner as the starting force and we quarry down a few levels then floor over it, so it's technically aboveground.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 08, 2014, 11:31:24 pm
I disagree.
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.

I like building my towns on world-gen created roadways. It adds a nice bit of structure to the map, and doing things like paving/protecting the road become fun projects.

All Workshops:
Should require an additional 500 Gold Coins in every reaction. This will emphasize that they are getting paid by the fort for their service. It will also make it less efficient than actually being the race, which makes Humans somewhat unbalanced.
I disagree. I would argue that we already paid for their service when we bought the license. I also feel that balance between the different playable races is, in a word, pointless. It's not like your fortresses will interact with each other.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on August 09, 2014, 12:46:07 am
Quote from: Moseythepirate
I disagree. I would argue that we already paid for their service when we bought the license. I also feel that balance between the different playable races is, in a word, pointless. It's not like your fortresses will interact with each other.

Well in the real world you buy the contract, and often pay more on top of that contract for additional services. The contract is just to get them under your thumb. I didn't really mean to compare the races, per se, just state that having the extra versatility is unbalanced. Dwarf Fortress is meant to be difficult, and with too much versatility without enough difficulty to access or benefit from that versatility, you can easily negate the 'FUN' in DF.
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.

I'm currently building on a flat Glacier, because building on a flat Glacier is fun and gives me room to build. I'm bordering a Tundra, and Polar Bears have eaten a few of my humes. The resulting tantrum spiral crippled half my fort, but I now have a burgeoning metal industry. Once I have more men, my marginal stockpile of 100k coins should quintuple quite easily. Snow Storms were problematic, but I have a castle 4 Z-Levels tall that is slowly expanding now.

(Buy Wood -> Make Coal, Buy Iron -> Make Pig Iron, Steel @ Crucible -> Make Steel Knuckle Dusters -> Sell for just under double the investment in coins.)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SharpKris on August 09, 2014, 01:00:48 am
running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on August 09, 2014, 01:23:56 am
running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
You could just make bins, your men should put all of the leather into them. Trade Warehouses automatically unpack packages, so it would actually be bothersome to create new packages. Also, you could merely pack-unpack to get the desired quality.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle on August 09, 2014, 01:24:27 am
Make a stockpile next to it.

Also, Nuhaine, you are incorrectly attributing a quote to me. Just so you know.  :P
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on August 09, 2014, 01:37:13 am
Whoops, I guess I snipped the wrong code when I was condensing to the smaller quote.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SharpKris on August 09, 2014, 02:09:40 am
running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
You could just make bins, your men should put all of the leather into them. Trade Warehouses automatically unpack packages, so it would actually be bothersome to create new packages. Also, you could merely pack-unpack to get the desired quality.

problem is that they first put the leather in the bins and then take it out one by one to bring it to the merchant
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: windalu on August 09, 2014, 04:48:54 am
running a hunting village with leather based economy.
is there a way to pack the items you want to sell to the merchant so they wount have to bring it over to him piece by piece?
packing station maybe?
You could just make bins, your men should put all of the leather into them. Trade Warehouses automatically unpack packages, so it would actually be bothersome to create new packages. Also, you could merely pack-unpack to get the desired quality.
problem is that they first put the leather in the bins and then take it out one by one to bring it to the merchant

put you leather stockpile next to the merchant. Or just a small secondary stockpile that is set to take from the main stockpile. You will still carry one piece at a time but the distance will be short :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 09, 2014, 04:51:08 am
Yeah, but if that pile is right next to the merchant building, it is quite fast.

My setup is 1 stockpile next to the leather production, that 'g'ives to a second one with 1 wheelbarrow next to the merchant (or wherever you need it).
If you have enough bins and the wheelbarrow for it, it can make the whole thing quite efficient in hauling.

PS: windalu was faster, but do add the "1 wheelbarrow", it usually helps having only 1 hauler, but transporting bins.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: PiggiesGoMoo on August 09, 2014, 05:28:35 am
Encountering something odd. The human diplomat gave me a barony and then promoted my baron to a count when I've barely created any wealth. I've barely produced anything or traded anything, and I also haven't created a single weapon, weapon trap, or piece of armor. Also, it's only the summer of the second year of the fortress. It's annoying because I have to appease the noble before I even have my economy going. Is this related to some change you made for the humans? Oh and my "created wealth" value is blank, which is odd.

EDIT: My mistake, apparently this is in the manual.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 09, 2014, 06:34:06 am
Encountering something odd. The human diplomat gave me a barony and then promoted my baron to a count when I've barely created any wealth. I've barely produced anything or traded anything, and I also haven't created a single weapon, weapon trap, or piece of armor. Also, it's only the summer of the second year of the fortress. It's annoying because I have to appease the noble before I even have my economy going. Is this related to some change you made for the humans? Oh and my "created wealth" value is blank, which is odd.
Its intended, which is explicitly stated in the manual.

About the "pay 500 gold to foreign workshops": Nope. You pay gold to traders, the workshops have a worker you already hired. He does jobs, if you give him the materials. It makes more sense from a gameplay perspective as well, to have two different ways of getting off-race items. Either money, or the right materials.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on August 09, 2014, 01:19:44 pm
Weird, so I got like two waves of immigrants, and then I have not gotten a single one since. My fortress has been at 20 humans for the past 5 years or so. Caravans still come, I'm producing a lot of goodies, I've had like one small siege. Haven't lost any guys except for a baby or two that got snatched. I don't even recall seeing the message about "no migrants arriving this season"

Another oddity that I've just noticed is that caravans no longer bring cloth or leather, and they had for the first couple years. I've even requested cloth during the broker meetings. The loss of cloth and the immigrants stopping seem to have occurred at the same time, more or less.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nuhaine on August 09, 2014, 01:47:16 pm
The loss of cloth and the immigrants stopping seem to have occurred at the same time, more or less.

Necar is a deity of The Cut Nation. Necar most often takes the form of a Male Cave Lobster and is associated with Chaos, Agriculture, and Traveling.
In the Midsummer of 512, Necar cursed the skeleton Kateb Tradeslaughter to prowl the night in search of migrants and cloth.

Kateb Tradeslaughter:
Kills - 5,112 Humans of The Cut Nation.
_________________________________

You may have set the 'Population Cap' too low in the settings, or you may have bought too much cloth or leather, as they stop bringing such materials if you have too much of them. Otherwise I have no idea.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 09, 2014, 01:48:44 pm
The civ is dead. Thats why you cant get migrants.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on August 09, 2014, 02:10:12 pm
Well, bummer. Not a bug then I'd suppose. Caravans still come when the civ is dead?

Quote
Necar cursed the skeleton Kateb Tradeslaughter to prowl the night in search of migrants and cloth.

:D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 10, 2014, 04:22:18 am
I said a bit back that all the trading that the humans were doing where things like quarries and brewery industries can play a huge part in the game that an oil industry would be pretty cool.

Spoiler (click to show/hide)

How do I add buildings to my game? I've got the buildings and reaction raws in the right human files, as well as the permits in the entities file. Does it have something to do with the launcher?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 10, 2014, 06:37:08 am
I'm pretty sure you need to generate a fresh world to see new buildings.

If not, try to add the raw additions to the save's raws.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 10, 2014, 06:47:46 am
You need a new world for it. What exactly does it do?

It looks very industrial, factory-like. More 18th/19th century than 14th.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 10, 2014, 07:04:08 am
I've generated the world 3 times, still nothing though.

There's probably something wrong with my raws. Here's they are if you're curious.

building_human:
Code: [Select]
[BUILDING_FURNACE:MAGMA_REFINERY]
[NAME:Magma Refinery]
[NAME_COLOR:4:0:1]
[BUILD_LABOR:ARCHITECT]:MECHANIC]
[BUILD_KEY:CUSTOM_ALT_Z]

-buncha random text-

[BUILD_ITEM:1:TRAPCOMP:ITEM_TRAPCOMP_DRILLBIT_GNOME:NONE:NONE]
[BUILD_ITEM:80:BLOCKS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:TRAPPARTS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:12:GRATE:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:5:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:PIPE_SECTION:NONE:INORGANIC:NONE][MAGMA_BUILD_SAFE]

entity_good_human:
Code: [Select]
[PERMITTED_BUILDING:DFHACK_MACHINA_DRILLING_RIG_GNOME]
[PERMITTED_BUILDING:MAGMA_REFINERY]

[PERMITTED_REACTION:LUA_HOOK_MACHINA_DRILLING_RIG_DOWN_GNOME]
[PERMITTED_REACTION:LUA_HOOK_MACHINA_DRILLING_RIG_UP_GNOME]
[PERMITTED_REACTION:LUA_HOOK_MACHINA_DRILLING_RIG_PUMP_GNOME]

[TRAPCOMP:ITEM_TRAPCOMP_DRILLBIT_GNOME]

[PERMITTED_REACTION:REFINE_MAGMA_OBSIDIAN]
[PERMITTED_REACTION:REFINE_MAGMA_GLASS]

[PERMITTED_REACTION:SELL_HUMAN_MAGMA]

reactions_human:
Code: [Select]
[REACTION:LUA_HOOK_MACHINA_DRILLING_RIG_DOWN_GNOME]
[NAME:Extend drill]
[BUILDING:DFHACK_MACHINA_DRILLING_RIG_GNOME:CUSTOM_D]
[REAGENT:A:1:PIPE_SECTION:NONE:NONE:NONE]
[REAGENT:B:1:TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:NONE:NONE]
[PRODUCT:100:0:BOULDER:NONE:NONE:NONE][PRODUCT_DIMENSION:1]
[SKILL:OPERATE_PUMP]

[REACTION:LUA_HOOK_MACHINA_DRILLING_RIG_UP_GNOME]
[NAME:Retract drill]
[BUILDING:DFHACK_MACHINA_DRILLING_RIG_GNOME:CUSTOM_U]
[PRODUCT:100:1:PIPE_SECTION:NONE:INORGANIC:RECYCLED_GNOME]
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:INORGANIC:RECYCLED_GNOME]
[SKILL:OPERATE_PUMP]

[REACTION:LUA_HOOK_MACHINA_DRILLING_RIG_PUMP_GNOME]
[NAME:Draw up liquids]
[BUILDING:DFHACK_MACHINA_DRILLING_RIG_GNOME:CUSTOM_P]
[PRODUCT:100:0:BOULDER:NONE:NONE:NONE][PRODUCT_DIMENSION:1]

[REACTION:REFINE_MAGMA_OBSIDIAN]
[NAME:Fill (Obsidian) Barrel]
[BUILDING:MAGMA_REFINERY]
[REAGENT:A:1:BARREL:OBSIDIAN:NONE:NONE][PRESERVE_REAGENT][EMPTY]
[PRODUCT:100:7:LIQUID_MISC:NONE:MAGMA:NONE][PRODUCT_TO_CONTAINER:A]
[PRODUCT_DIMENSION:150]
[SKILL:OPERATE_PUMP]

[REACTION:REFINE_MAGMA_GLASS]
[NAME:Fill Glass Barrel]
[BUILDING:MAGMA_REFINERY]
[REAGENT:A:1:BARREL::GLASS_GREEN:NONE][PRESERVE_REAGENT][EMPTY]
[PRODUCT:100:7:LIQUID_MISC:NONE:MAGMA:NONE][PRODUCT_TO_CONTAINER:A]
[PRODUCT_DIMENSION:150]
[SKILL:OPERATE_PUMP]

[REACTION:SELL_HUMAN_MAGMA]
[NAME:Sell magma drum for 500 sovereigns]
[BUILDING:TRADER_HUMAN:CUSTOM_B]
[REAGENT:A:2250:LIQUID_MISC:NONE:MAGMA:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[CONTAINS:A][FOOD_STORAGE_CONTAINER][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:500:COIN:NONE:INORGANIC:GOLD]
[SKILL:NEGOTIATION]

You need a new world for it. What exactly does it do?

It looks very industrial, factory-like. More 18th/19th century than 14th.

At the time being it just pumps the magma into barrels. I'd like to eventually require that it uses magma safe barrels/specially made drums and see if the liquid draining script for the distillery works for this workshop eventually, but I decided to see if the raws worked at that point before I do more.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 10, 2014, 07:20:08 am
Check your errorlog, I think you just copied the gnomish stuff and will have DUPLICATE REACTION in it. You have to rename the IDs.

Code: [Select]
[BUILD_ITEM:1:TRAPCOMP:ITEM_TRAPCOMP_DRILLBIT_GNOME:NONE:NONE]
[BUILD_ITEM:80:BLOCKS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:TRAPPARTS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:12:GRATE:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:5:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:PIPE_SECTION:NONE:INORGANIC:NONE][MAGMA_BUILD_SAFE]
138 items might be a bit much. The worker will get hungry, thirsty and tired and just cancel building it, long before it finishes.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: psudo on August 10, 2014, 03:45:08 pm
Hi everyone,

I'm not sure this is an issue with just Humans, but they're the ones I've been having this problem with:

I can't use the boulders I bough on embark.

I have tried mass claiming them, but that didn't help.

I tried creating a stone stockpile and they happily drag the boulders there, but still won't use them for any construction or reaction.

I've even tried dumping them and then reclaiming them. That had the interesting effect of only dumping the ones in my stockpile and not the ones in my wagon, but still wouldn't let me use them.

At this point I'm stumped and would appreciate any help or insight you all have.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 10, 2014, 03:56:13 pm
Upload the save please, because that sounds impossible.

Maybe they are economic, and you did not make them available in the stone stocks screen?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: psudo on August 10, 2014, 04:20:41 pm
Hi Meph. They are basalt boulders, so I don't think that's it. Here is the save: http://dffd.wimbli.com/file.php?id=9343
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 10, 2014, 04:28:28 pm
Did you check?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: psudo on August 10, 2014, 04:32:04 pm
They were restricted. I've never had that happen to non economic stone before, especially right at embark.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 10, 2014, 04:34:40 pm
screenshot from your save:
(http://i.imgur.com/5bOFYTm.png)

Every stone that is used in a reaction is economic. humans can sell any stone type, so pretty much all stone types are economic by default.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 10, 2014, 09:05:25 pm
Check your errorlog, I think you just copied the gnomish stuff and will have DUPLICATE REACTION in it. You have to rename the IDs.

Ah, I didn't know there was an error log. Thanks for the tip. Will dfhack still work with the drilling rig when it's not the gnomes being played?

Quote
Code: [Select]
[BUILD_ITEM:1:TRAPCOMP:ITEM_TRAPCOMP_DRILLBIT_GNOME:NONE:NONE]
[BUILD_ITEM:80:BLOCKS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:TRAPPARTS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:12:GRATE:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:5:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:PIPE_SECTION:NONE:INORGANIC:NONE][MAGMA_BUILD_SAFE]
138 items might be a bit much. The worker will get hungry, thirsty and tired and just cancel building it, long before it finishes.

The worker probably will, though with large constructions like this, I either move all the parts close to the site, or I suspend it halfway through to let the worker get some rest.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 10, 2014, 09:07:30 pm
Check your errorlog, I think you just copied the gnomish stuff and will have DUPLICATE REACTION in it. You have to rename the IDs.

Ah, I didn't know there was an error log. Thanks for the tip. Will dfhack still work with the drilling rig when it's not the gnomes being played?

Quote
Code: [Select]
[BUILD_ITEM:1:TRAPCOMP:ITEM_TRAPCOMP_DRILLBIT_GNOME:NONE:NONE]
[BUILD_ITEM:80:BLOCKS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:TRAPPARTS:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:12:GRATE:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:5:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:NONE:NONE:NONE][MAGMA_BUILD_SAFE]
[BUILD_ITEM:20:PIPE_SECTION:NONE:INORGANIC:NONE][MAGMA_BUILD_SAFE]
138 items might be a bit much. The worker will get hungry, thirsty and tired and just cancel building it, long before it finishes.

The worker probably will, though with large constructions like this, I either move all the parts close to the site, or I suspend it halfway through to let the worker get some rest.
The problem is not that its gnomish, but that you copied it. There is no need to copy it, either enable the reactions in the entity and thats it, or write a version with a custom ID. Currently the game bugs out, because there are two items (the buildings) with identical IDs.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 10, 2014, 10:21:31 pm
Thanks for the info!

Is there an option to use smaller font? Most of more complex reactions have their text cut off on the right.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti on August 10, 2014, 11:39:38 pm
Usually I just press tab until I can see the full reaction.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: bennerman on August 12, 2014, 07:50:25 pm
Are humans missing the serrated disc? I literally cannot find it in the smith's shop

Edit: Apparently the sawmill isn't there either. So how do I process Steeloak?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 12, 2014, 07:58:00 pm
Read the manual. Its clearly stated in Getting Started: "Engineers Guild: Unlocks trap components". Without the engineers guild, no trapcomps.

Edit: Apparently read the manual again. Sawmill is there. Just go to building page, search for sawmill.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on August 12, 2014, 11:12:25 pm
So, I built a carpenters guild, how exactly do I enlarge it? I have the gold, I queued up the job, but nothing's happening.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kartag on August 12, 2014, 11:57:57 pm
I played only humans recently, and it's great, they have a really cool, different from other races playstyle, but I've ran into some issues.

The alchemist has no reactions for some reason - do I need to research something else for it to work or is it just broken?

Also, I don't know how to make the town look good (especially in Stonesense). The houses need sloping roofs to look realistic, but the roof uses as much material as the house itself to be built (in case of 3-tile-wide house), and even more if the building is wider, so the house looks like a pyramid on top of a rectangle, which is not realistic at all. If I try to make houses enormous with multiple storeys to match its enormous roof, it seems extremely large and unproportional in comparison to humans. So, how do I build a realistic enough town with realistic-looking houses while not using all buildmats I have on a single house? Asking for advice and/or Stonesense screenshots of towns to get some ideas.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle on August 13, 2014, 12:41:57 am
Yeah, I can confirm the alchemist having no reactions. I haven't looked at the raws yet, but I bet the reason is there. Probably forgot to add their reactions to the civ, or to the building or something.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 13, 2014, 04:50:33 am
So, I built a carpenters guild, how exactly do I enlarge it? I have the gold, I queued up the job, but nothing's happening.

For future use, you've got to be more specific than "nothing's happening". Has someone completed the job?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 13, 2014, 07:44:21 am
If nobody upgrades the building, it can have many causes.

The job is stated to use [SKILL:DESIGNBUILDING], which is usually known as 'Architect'.
It is possible your architects are all busy on other tasks.

Also check that you didn't set any 'P'rofile on the building (usually good for the 'join' task).

Personally, when playing the human, I set a whole lot of people as both mason and architect, because those two skills are used a whole lot while establishing your fortress.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on August 13, 2014, 05:28:52 pm
So, I built a carpenters guild, how exactly do I enlarge it? I have the gold, I queued up the job, but nothing's happening.

For future use, you've got to be more specific than "nothing's happening". Has someone completed the job?

Nope. It just sits there in the queue, no one takes the job. I have put up buildings and other things that require architecture, and I have guys with only building designer active and they sit around saying no job.

If nobody upgrades the building, it can have many causes.

The job is stated to use [SKILL:DESIGNBUILDING], which is usually known as 'Architect'.
It is possible your architects are all busy on other tasks.

Also check that you didn't set any 'P'rofile on the building (usually good for the 'join' task).

Personally, when playing the human, I set a whole lot of people as both mason and architect, because those two skills are used a whole lot while establishing your fortress.

Oh sonofa... I bet it's the profile, restricted to only a couple guys after I had them join the guild. Thanks!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle on August 13, 2014, 10:10:58 pm
Yeah, I checked the RAWS- the artificial gem reactions only happen in two buildings, ad I don't think either of those is the human alchemist. I believe it's the dwarf alchemist and the succubbus alchemist, but I' not sure.
Code: [Select]
[BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_E]
[BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_E]
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 13, 2014, 10:12:15 pm
It might sound like a stupid question, but how am I supposed to plant feather acorns (from 4th carpentry extention)?

I even tried in the 'good' biome I have on my map, no luck.

Is it one of those bugs where you can't plant unless you get a fully grown specimen first, or am I missing something?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 14, 2014, 07:48:49 pm
Possible bug:
Tried to change a farmer's guild member into a weaver guild one.

The farmer became a pet for a little time (as expected), but returned to being farmer's guild member.
DFHack confirmed that the caste (soul caste and unit caste) were still farmer's guild ones after the 'change'.

A normal 'human' became a weaver without problem, so it's not an ID problem.

I think it requires more 'science', but it could be that a guild member can't change guild.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 16, 2014, 07:57:30 am
Not sure if this is a bug or not, but stalk whiskey doesn't seem to be on the sell or buy list for the drinks merchant.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 16, 2014, 08:21:34 am
Yeah, Meph answered that one earlier.
Apparently, it's supposed to be a kobold plant, and it was not meant to be available to humans and dwarves.
You'll notice that it doesn't appear in the 'plant' merchant either.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 16, 2014, 08:41:21 am
I see.

I guess I'll have to use underground plants if I want to have a year round brewing industry.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 16, 2014, 09:00:52 am
Somewhat unrelated, but I think there is something wrong with some of the prices.

For example, 'Buy dolomite' says 500 as a price, when it actually takes 1000.
Same for all the other flux.

Most of the more normal stones buy and sell for the same price, so is the error from the price or the text?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 16, 2014, 12:36:11 pm
Somewhat unrelated, but I think there is something wrong with some of the prices.

For example, 'Buy dolomite' says 500 as a price, when it actually takes 1000.
Same for all the other flux.

Most of the more normal stones buy and sell for the same price, so is the error from the price or the text?
The text; flux is purposefully more expensive to buy and to sell. Meph did a big price overhaul a while back; I can only imagine a few of the approximately one bajillion reactions have typos.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: bennerman on August 16, 2014, 02:38:28 pm
So I was doing eugeni... I mean... HUSBANDRY on my animals, killing all the small or skinny ones, when I came across this:

(http://i.imgur.com/Z0DMhJ9.png)

Why was this goat born with tattoos? Obviously I'll keep her because she is gigantic and incredibly muscular, but will her children have tattoos too?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: steelyeyed on August 17, 2014, 03:28:54 pm
Maybe I've missed this, but can'tfind a topic on it.
Tried to forge bronze bars, but can't.   No forge work for it.  It is listed in the manager's menu as make bronze bars (2), but no one to make them.  Bar merchant does not have them either.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: bennerman on August 17, 2014, 05:20:09 pm
Maybe I've missed this, but can'tfind a topic on it.
Tried to forge bronze bars, but can't.   No forge work for it.  It is listed in the manager's menu as make bronze bars (2), but no one to make them.  Bar merchant does not have them either.


You have to build a smith's guild and then the north extension (the crucible). It's all in the manual... but don't worry, I've been known to ask questions that could be solved by RTFM too.

If you are having trouble getting coins, build a food or drink market and sell drinks and cheese, that's how I do it. For drinks, you may want to set it so you only brew a single type of alcohol in the kitchen menu, preferably whatever plant you have most of, but also make sure you switch when you are low, as I don't think brewing recovers seeds. Hope that helped
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: palu on August 17, 2014, 05:45:46 pm
Brewing does recover seeds
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 17, 2014, 06:03:30 pm
The text; flux is purposefully more expensive to buy and to sell. Meph did a big price overhaul a while back; I can only imagine a few of the approximately one bajillion reactions have typos.
Makes sense, but someone has to report it, otherwise it might stick for a few versions mostly unnoticed.

As for ways to make gold, it depends on the biome too.
A forested good area makes selling featherwood quite lucrative, a map that makes above ground silk makes for a pretty decent source of coins too.
It is completely possible to even use high quality coin stacks to buy way more from caravans (like coton, silk, plants), and transform that to get both labour experience and coins.
You could also use your high quality products to buy gold and gold bearing ores from caravans for way more coins than a merchant would net.

Really, there are many ways to make quick coins, it all comes down to how you play it.


The only sad thing is that it's impossible to make money out off buying from shops, transforming and selling back, but that's pretty small once you take into consideration all the possible ways to make those coins.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: bennerman on August 17, 2014, 06:05:31 pm
I actually thought I was screwed when I prospected and there was no gold. Thank god for selling
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fleeb on August 17, 2014, 07:09:02 pm
So, I made a drinks merchant, but I can't sell anything. Any drink I set to sell I get the error "needs food storage b-containing item"
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: bennerman on August 17, 2014, 07:19:40 pm
So, I made a drinks merchant, but I can't sell anything. Any drink I set to sell I get the error "needs food storage b-containing item"

Means you don't have enough. I think it sells about 3 barrels or so. That's why I said, make sure you focus on one specific brew. In my experience, cheese ends up making more money, but both is even better
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on August 18, 2014, 09:51:45 am
Looks like humans can't open kobold loot bags.  I had to permit the reaction myself.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 19, 2014, 10:44:06 am
Not sure if it belongs to here.

I'm pretty sure I read about a way to specify a material to a workshop job, but I can't seem to find out how or to find the post(s).

To explain, I first wanted to use Workflow for various jobs.
For barrels, bins, bags or other similar things, it is great, but it seems to be lacking on the "material" side.

I have a brick block splitter, taking from a pile that only accepts one type of stone (I want my buildings to have the same colour).
Just as is, I can use workflow to limit the clutter, and restart when needed (even though it won't accept specific material through Shift+Enter), but the problem comes just a bit later.

When I built the basics (dormitory and wall around the camp), I usually start by getting a sawmill, and later a second brick splitter for higher price blocks.
The problem is that workflow will interfere with the second brick splitter and wood planks, because all of the outputs are considered "any block".

When I first read about workflow, I really thought it would help me for every repeat jobs, but it seems like the Shift+Enter thing is just there to tease, as it creates the entry, but refuses to apply it to the workshop task, because that task is more generic than the workflow entry.

It's the same with the vanilla still, you can't tell it to make wine when strawberry wine gets low.

if someone knows how to get it working, where I went wrong, I would love it, because what I read from Workflow seemed to hint that it is possible to do exactly that.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kartag on August 19, 2014, 12:53:42 pm
I am very annoyed with inability to brew drinks caused by the fact that all barrels are occupied. All of my barrels contain stacks of 5-15 units of booze or food, and the wiki says that barrels can contain up to 100 units of food or drinks. So, I think there might be a way to create a reaction that merges stacks of food/drinks of the same type and frees the containers. Is it possible? Even if it involves dfhack, it is fine. Don't know where to post it, so posting here, because storage in aboveground forts can be more of a problem then underground - you can't just dig wider or deeper, you have to build another storey or even another building.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 19, 2014, 01:03:30 pm
I am very annoyed with inability to brew drinks caused by the fact that all barrels are occupied. All of my barrels contain stacks of 5-15 units of booze or food, and the wiki says that barrels can contain up to 100 units of food or drinks. So, I think there might be a way to create a reaction that merges stacks of food/drinks of the same type and frees the containers. Is it possible? Even if it involves dfhack, it is fine. Don't know where to post it, so posting here, because storage in aboveground forts can be more of a problem then underground - you can't just dig wider or deeper, you have to build another storey or even another building.
No. Barrels can contain up to 15 drinks when used in custom reactions. Toady One "cheats" when he adds 100 units, its above their capacity. Just make rock pots, they are a good replacement.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 19, 2014, 02:27:49 pm
Rock block pots, or clay/green glass when you have magma (or too much coal) are great.

Even when using wood, try to get the first two levels of the carpenter guild, and make your stuff from planks (same with rock blocks for rocks), you can make twice as many from the same amount of base materials (and you can choose 'barrel' or 'large pot')

By the way, there is no way to 'unbuild' (south carpenter) wooden large pots, it caused me a few problems in my last fort when trying to get rid of wood as food containers (resorted to throwing them for cheap to a caravan after throwing the content).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on August 19, 2014, 02:40:46 pm
This is odd, my farm workshop is full of rope reed seeds.  My seed stockpile (set to no barrels) does have a bag of rope reed seeds, and my clothier has unused bags sitting in inventory.  I just can't get anyone to bag these seeds.  Other seeds are working fine.
I tried turning on fastdwarf to make sure none of the humans who would get the seeds were otherwise occupied but they just ignored them. 

Also made sure the seeds aren't forbidden.  very odd.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 19, 2014, 03:16:25 pm
Odd, my humans do seem to take the reed seeds just fine...
I'll make sure to double check that.

If it was a bag problem, they would put 1 seed per tile on the pile, so that's not the problem, at least, and they tend to make multiple bags when they cancel with "misplaced".
In the mean time, few things you can verify:
Are there any iddler with food hauling enabled?
Is your farmer taking the seeds from the workshop to plant? (forbid the other seeds to be sure)
Is your stockpile accepting rope reed seeds? (they don't remove them if disabled later and no other pile to take them to)
Does your 'j'ob screen show the hauling task for the seeds? (practically impossible to check in big forts with many things happening, but worth a quick look)

EDIT: I had a bit of time to get to my human fort, and had some rope reed (plant) around.
My seeds tasked (blue TSK) as soon as they were ready, so I think the problem is on your end, that's all I can say.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Vidox Darkling on August 20, 2014, 07:11:30 am
Odd. I had a few people become Squires, and they served their two years all fine and dandy. Then they became Knights. About a minute later, they went ahead and transformed into Paladins. Not really a bad thing, but a bug. Anyways, about a year later, they reverted into knights, before becoming Paladins again after a minute like before. I have no clue what that was about.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: dukea42 on August 20, 2014, 09:17:10 am
Maybe one of the benefits to praying is temporary boosts to your knights?  I was actually going to suggest that as a praying feature but I still can't figure out what all that gains you.

However I was thinking random paladins become Templars with an aura effect or something maybe only for a month or so. It's a human form of magic.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 20, 2014, 09:38:55 am
If I understood correctly, high god 'power' (through praying) has an effect that depends on the god (god of volcanoes having a different effect than a god of fertility).

I myself am not sure what type of god results in what effect (I have no clue where to look), but I would advise choosing gods that have positive or war-related theme, because I would not put it past Meph to randomly spawn a volcano in the heart of my map, or other similar FUN.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: palu on August 20, 2014, 01:25:51 pm
The plugin is here (http://bay12forums.com/smf/index.php?topic=138404.msg5260318#msg5260318).
List of effects:
Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 20, 2014, 02:10:00 pm
Awesome, I will add this to the manual. :)

Water eruption in freezing temperatures is very powerful... instantdeath by ice encasing. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on August 20, 2014, 06:49:00 pm
The plugin is here (http://bay12forums.com/smf/index.php?topic=138404.msg5260318#msg5260318).
List of effects:
Spoiler (click to show/hide)

So that's why AngelSilver burned to the ground! My best guess till now was one of those fire-succubi-things but I wasn't anywhere near rich enough to attract one of them.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 21, 2014, 09:00:52 am
While trying to setup a small early military, I was wondering what the difference between squire and guard.

As far as I can tell, the guard guard is all around worse, with the squire having the same EXP bonuses, with more and a few gifted levels for combat.
The only drawback being that squire (and knight/paladin) can't gain EXP for any standard job.

Did I miss something obvious, or is the guard only good for civilian conscription?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kiefatar on August 21, 2014, 09:33:58 am
Any way to add Coal transactions to one of the vendors (Stone, Ore or Metal)? We don't need all the varieties, but I figured something a bit more efficient than buying/burning wood would be nice. Though in the end, 15x3 coke per 1000 coins isn't bad.

A few questions too...
1. I had set up a simple 1man wood bow/arrow armed military with my starting 7. He went and got one stack of arrows, but then refused to pick up any more. I even set up a ammo stockpile, but nobody's touching the 4 other stacks. They most certainly aren't forbidden or dumped.

2. Why would a whole freshwater lake be fishless? My most recent embark was on a shore so I could take advantage of a fishing economy, but my fisherman soon tells me it's empty. I can imagine the smaller ponds that can appear to be barren, but a whole multi-embark tile lake?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on August 21, 2014, 10:13:03 am
Odd, my humans do seem to take the reed seeds just fine...
I'll make sure to double check that.

If it was a bag problem, they would put 1 seed per tile on the pile, so that's not the problem, at least, and they tend to make multiple bags when they cancel with "misplaced".
In the mean time, few things you can verify:
Are there any iddler with food hauling enabled?
Is your farmer taking the seeds from the workshop to plant? (forbid the other seeds to be sure)
Is your stockpile accepting rope reed seeds? (they don't remove them if disabled later and no other pile to take them to)
Does your 'j'ob screen show the hauling task for the seeds? (practically impossible to check in big forts with many things happening, but worth a quick look)

EDIT: I had a bit of time to get to my human fort, and had some rope reed (plant) around.
My seeds tasked (blue TSK) as soon as they were ready, so I think the problem is on your end, that's all I can say.
It I had a string stockpile taking from the workshops :(.  I forgot that this kept the seeds from being sent to the see stockpile.  whoops.  Thanks for looking at this for me.  I appreciate your time especially when it was such a silly mistake.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on August 21, 2014, 11:09:39 am
While trying to setup a small early military, I was wondering what the difference between squire and guard.

As far as I can tell, the guard guard is all around worse, with the squire having the same EXP bonuses, with more and a few gifted levels for combat.
The only drawback being that squire (and knight/paladin) can't gain EXP for any standard job.

Did I miss something obvious, or is the guard only good for civilian conscription?
Guards/Marksmen are your militia fighters.  The can have a civilian occupation.  Squire/knight/paladin are your dedicated warriors/haulers.  They will gain only fighting skills.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 22, 2014, 10:12:24 am
Ok, so the squires transformed just fine to knight, then paladin (reverting all that training's stats in the process).
Now, about twice a season in 1/8 speed (so about once a year for normal time?) they transform from paladin to paladin, the exact same caste too.
I know it's already been mentionned, but it is annoying, because now, I am left with high legendary paladins, but with stats that certainly don't match because they transform all the time, rerolling basic attributes every time.

Last time (right now), one even transformed back into a knight (from paladin).


Now, I know exactly what is causing this messing things up (the timed transformation syndrom), but something doesn't make any sense in the raws.
[SYN_IMMUNE_CREATURE:HUMAN:PALADIN_FEMALE]

This line (I assume) is supposed to prevent my female paladins to run the syndrom, but there are other syndroms (?).

In order to track the problem, I used "showunitsyndromes", and copied the two units:
Spoiler (click to show/hide)

My guess is that the problem comes from the fact that those syndromes stayed, as [permanent], rather than being discarded once run.

I have absolutely no clue on if and what I should remove via a command to make them stop this crazyness.

Also, DT shows "Paladin", "Squire To Knight" and "Knight To Paladin" in the "buffs", which I assume comes from those syndromes.

Anyway, the point is that the whole Squire line is completely worthless as it is, because you loose all those juicy stats from training and combat, making them all around worse than guards for combat in the long run (yeah, weapon EXP bonus is nice, but it does not change things that much compared to maxed stats.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on August 25, 2014, 08:50:30 am
My human fort just found a Red Marker.  Um... there isn't a reaction in the Sacred Altar for this like the dwarves have.  What do I do?  Can I atom smash it?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Gildemoron on August 25, 2014, 09:34:47 am
Any ideas how to fix that problem with paladins turning into paladins again and again?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 25, 2014, 10:45:46 am
Red marker shouldnt do anything to humans much.

I will fix the paladins in the next update... i have no access to the raws atm, so I cant check where the typo is. Probably one syn class not properly named.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on August 25, 2014, 10:47:31 am
I just looked at the human raws.  The transformation from squire to knight has a delay of 1,000,000 while knight to paladin is 100.  That would explain why they do not spend two years as knights.  I also changed the natural skills for knights from 2 to 4 and for paladins from 2 to 6 and then run natural skills after the change.  This got the paladin's skills closer to what was expected if they don't train at all.

I do not have the problem of repeated transformations.  I was very careful to only make one squire at a time.  I did not queue up the next job until the first squire left the building.

Back to the evil red marker.  I have one of its minions in a cage and the rest are being butchered.  The marker is about to be atom smashed.  Hopefully this keeps them from coming back.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 25, 2014, 10:51:14 am
Oh, in that case it was a leftover from testing. ^^

I will make them run naturalskills automatically. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 25, 2014, 11:59:29 am
Oh, that's good news, and sorry to be so bad at reading the raws (it confuses me greatly when taking on interraction-based issues, things all over the files, and I can't understand where to look and in what order...).

Anyway, I decided to scrap that fort, after loosing my main defense mean at the time and getting attacked by gnome necromancers (and there I thought they were my allies) that remained hidden but revived my big pile of remains, destroying all access to my food supplies (and creating a small 70 entities, against my 6 military and 30 normal humans).
I kept a save that happens to be just a few days after the last transformation I noted (right before my earlier post), long before the gnomes, so if you think you might need it, I can upload it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle on August 25, 2014, 12:15:22 pm
What about the human alchemist? Did you ever go and fix them up?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 26, 2014, 03:57:15 am
I am on vacation, online only with a phone. I cant fix anything atm.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on August 26, 2014, 08:05:45 am
Update on Paladin weirdness.  I have 4 male and 1 female paladins.  I made 5 more male squires.  A little while after making the squires my FEMALE paladin went from paladin -> knight -> paladin.  Nothing happened to the male paladins.  I am going to poke at the raws and see what I can find.

UPDATE:  Turns out I just did not wait long enough.  My other 4 original paladins have reverted to knights.  I expect them to make a full recovery to Paladin soon. Then they have to find their gear... AGAIN.... sigh.  Happy we just killed off two succubi ambushes right before this happened.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle on August 26, 2014, 11:18:41 am
Does anyone know the building code for the human alchemist building? with that, I could fix the humans and upload the fixed raws.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 26, 2014, 11:23:51 am
[BUILDING_WORKSHOP:GUILD_HEALER_E]
[NAME:Alchemist]

If that's what you wanted.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle on August 26, 2014, 11:27:11 am
Aha! Yes, that's what I was looking for. To get your human alchemist to work, just replace the artificial gem, ironbone and bloodsteel reaction with these:

Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on August 26, 2014, 11:40:55 am
(http://i.imgur.com/kbeDnED.png)

Found this in the human caravan. This isn't really a bug report, per se, but I felt the need to point out that as a constrictor snake, boas don't have any venom.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on August 26, 2014, 03:16:44 pm
(http://i.imgur.com/kbeDnED.png)

Found this in the human caravan. This isn't really a bug report, per se, but I felt the need to point out that as a constrictor snake, boas don't have any venom.
Perhaps the snake had a venomous personality, and the barrel is filled with cruel and sarcastic quips.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Zeronet on August 27, 2014, 08:53:40 am
Something i,ve been thinking about with human mode is like, earthworks. Is it possible to mod construction of ramps out of soil or does the inability to collect soil preclude that? I really just wanted to put my Keep on a hill but there isnt always a suitable one. The only way at present is obsidian.

I know in the middle ages they used to do earthworks to raise the central keep artificially.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 27, 2014, 09:27:26 am
Thats not a problem, you can collect clay, peat or dirt for this. It can be used for constructions. You can build a dirt castle for all that DF physics care. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Boltgun on August 28, 2014, 03:38:20 am
(http://i.imgur.com/kbeDnED.png)

Found this in the human caravan. This isn't really a bug report, per se, but I felt the need to point out that as a constrictor snake, boas don't have any venom.

I'm curious to know if it's in vanilla too. It is worth reporting this error in that case.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor on August 28, 2014, 04:15:40 pm
What is meant to be the process for training your soldiers properly? I had 18 troops training for year-round for almost 2 years and none of them had skills better than rank 3-4 at best. My entire army plus 40 random civilians as militia couldn't defeat the ~10-12 Naga that showed up in year 5.. all my guys had copper armour and weapons. Naga had steel or similar, and in the battle logs my guys hardly ever got a hit in, was just a wall of text with the Naga epic halberd skillz.

Also, can humans make halberds? They are one of my favourite historical polearms
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on August 28, 2014, 04:31:05 pm
Copper is a terrible weapon-metal for everything but hammers, if the invaders had steel that alone could be a big reason as to why you lost. I'd invest in a Smith's Guild next time, both for the steel access and because I'm pretty sure the weapon smith extension can indeed make halberds.

Also, as for your actual question, you might want to consider upgrading your soldiers to squires as they get combat-skill training bonuses, only catch is that they can't train in civilian skills too.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 28, 2014, 04:39:36 pm
Copper is a terrible weapon-metal for everything but hammers, if the invaders had steel that alone could be a big reason as to why you lost. I'd invest in a Smith's Guild next time, both for the steel access and because I'm pretty sure the weapon smith extension can indeed make halberds.

Also, as for your actual question, you might want to consider upgrading your soldiers to squires as they get combat-skill training bonuses, only catch is that they can't train in civilian skills too.
+1, all correct. Copper is really, really bad. At least mix it with tin to get bronze next time, which is still worse than iron... Copper armor is about the same grade as tough leather. If you dont have metals available, try a Tanners Guild the next time, at least you get good armor by using scaleplate or chitinplate. Its irongrade. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 28, 2014, 05:09:07 pm
When playing humans, I like to use lamelar leather for 'padded' armour sets.

They take a bit to make, but it is a very decent early protection, with a solid armour layer and a fur for cold protection as an upper layer.

As for copper, I make cheap arrows/bullets, as well as trap weaponry and other shields to train my smiths.

Might not be the best strategy for massive army (lamelar divides your leather stock by two, and requires string), but it's the best protection I could figure out in my embarks (somewhat weak animals for easy leather).

On the 'copper is terrible' point, it's true, but copper is still better than wood weapons, when you only have this as a weapon metal.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 28, 2014, 05:14:11 pm
But do you truly only have copper as material, if you play humans that have a cheap and early metal merchant that can sell you any bar? If you got lamellar leather, you sure enough have meat, bones and other butchery products that can be sold for gold, which buys you any metal you want. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor on August 28, 2014, 05:37:12 pm
It was terrible timing anyway, I was probably 10 minutes away from having a fully walled and draw-bridged hilltop castle. I was finaly getting my huge stockpile of copper and fire opals and spare plants sold to start buying guilds too.

I made copper helms, shields, mail and breastplates and leather gauntlets and greaves.. I also made copper spears and all solders also had bone bows with bone arrows.

I am familiar with ironbone from my couple of Orc forts so I'll aim for that on my new fort if I dont go straight for metal industry...

Squires make my soldiers into permanent soldiers right? That's fine because these guys were professionals anyway, until the Naga showed up and wiped them out. I managed to fend off about 30 white tiger men though so I guess the Naga have very high combat skill and their higher quality weapons were my doom.



Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 28, 2014, 05:38:54 pm
Nagas are not supposed to be that hard though. And squires are currently bugged, once they turn to Paladins (4 years later), you get a lot of transformation spam, because one number in the interactions is wrong. I have to fix that for the next release.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor on August 28, 2014, 05:52:14 pm
Well it will take me a few years game time to get the squires in the first place, and if they survived another 4 years of slaughter then I dont mind a bit of spam. If I were to fix the number in the file, would the changes work in my world or would I need a new fort for it to take effect?

Also is it reasonable to try and get pistols and rock bullets early on? Or is there a tech issue with gunpowder? I've never investigated guns yet in MWDF so I'm not sure if the humans have a special way different to existing wiki info..
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 28, 2014, 05:55:25 pm
Quote
If I were to fix the number in the file, would the changes work in my world or would I need a new fort for it to take effect?
It would work on a running save. :)  If you need it, just send me a PM.

Bullets I want to buff a bit, they seem less powerful than arrows atm, because of their small size.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 28, 2014, 06:08:12 pm
I don't know, my only go with bullets and rifles was pretty conclusive.

I mean, they are not the most raw power, but they penetrate pretty well, and they tend to blow the target away.

It might have been luck, but they really reminded me the vanilla crossbows in many ways, and dark stranglers being shot back a few tiles per shot was nice to see.

If you are going to up the raw power for bullets, you might in turn want to up the reload time a bit, to prevent guns from being as over powered as vanilla ranged weaponry (like, 1 shot with wooden arrow killing legendary fighter clad in masterwork steel).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor on August 28, 2014, 06:21:41 pm
If I buy pistols from a rented human merchant shop, and make some bullets, will it work? Or do I need academics guild with alchemy add-on for blackpowder as some kind of secondary ammo?

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 28, 2014, 06:28:20 pm
Bought weapons and ammo work.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor on August 28, 2014, 06:38:18 pm
Okay, thanks! I am going to enclose my fort faster this time and attempt to go ranged weapon heavy until I can get some actually useful weapons and armour.

Oh as a final note to the Naga killing my last fort, I had actually scavenged quite a lot of steel and iron and other metal weapons better than copper so i think it was just very skilled Naga and the fact my troops were so spread out and terrible combat AI (I hope toady fixes this eventually, the whole military system needs fixing)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Raszul on August 29, 2014, 06:23:22 am
Hello everyone !
I'm new to this forum, but already a huge MDF fan since about half an year now. You guys did an amazing job here ! Really, the mod is just genius !

So I finally signed up here, becouse I got a simple problem: I felt like the Humans lack a good guard animal, so I thought "no problemo, just make the dwarfen mastiff available for humans at embark". After 2 days playing around with the tags on the mastiff and the entity of the human race, I surrendered ....well, my understanding of the raws is a bit underwhelming :D It would be awesome if someone could help me out here :)

Oh, and I hope I placed this question right, wasn't really sure about where to put it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 29, 2014, 06:26:30 am
look at dwarffortress/hack/scripts/AddPetToCiv.lua, open in text editor, scroll to the bottom and look for ENTITY:HUMAN and ENTITY:MOUNTAIN. You will find the mastiff in there somewhere, just copy it into the human section as well. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Raszul on August 29, 2014, 07:31:51 am
First of all, thank you for the quick reply :)

So I took
Spoiler (click to show/hide)
from the dwarves section and copied it in the human section too.
Was that right ? Couse nothing happens.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 29, 2014, 08:01:51 am
Yes, thats it. Did you regen a new world? Its all thats necessary. You do have to change the MOUNTAIN to PLAINS though, which is the correct Id for the human civ. (mountain is dwarf civ)

Its insertPet("PLAINS","MASTIFF","MALE") and FEMALE. I think it might even work without a regen, but you certainly need to re-embark.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Raszul on August 29, 2014, 08:19:19 am
Quote
Its insertPet("PLAINS","MASTIFF","MALE") and FEMALE
Yeah already thought of that, but needed to regen a new world.

Well thank you good sir, my next human city will thank you. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor on August 29, 2014, 08:20:24 am
are the normal war dogs (with steel armour?) not good enough for the purpose? Are Mastiffs really that awesome?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 29, 2014, 08:37:15 am
Well, Mastiffs are bigger, which usually makes everything combat related better.

Non trained Mastiffs can already rio to shread most animals and weak invaders, and steel clad ones are not that far from a low/medium skill military member.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Bainin on August 29, 2014, 06:34:15 pm
Im having a weird bug my people cant seem to find my Gold coins... as soon as they got stockpiled no matter iv i delete the stockpile and remove bins on it and let the Bookkeeper catch up kinda annyoing to me i cant even sell items i obviously have like Gems or Wood my hole market system is messed up i tried restarting it but it wont work.. also i have tons of Stone blocks clustering my splitters still my workers sometimes cant seem to find them >.> and my farms wont work inside my fort sometimes i can plant kobold bulbs or how their called but nothing else my farms only work iv i build them outside is that a feature on purpose or also a bug?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 29, 2014, 06:51:34 pm
Interpunctuation is nice, as is "known bugs section" in the manual, I guess its the burrows bug. Or you store your coins in bins, and as soon as someone picks up a bin, all coins in it get unavailable.

What biome are you in? Most things dont grow in mountain, desert, tundra or glacier biomes.

Stone blocks: Did you set the materials to non-economic in the stone stocks screen?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 29, 2014, 06:54:47 pm
Double check burrows and stockpiles set to 'g'ive.
If a stockpile is set to give to any workshop, that workshop can no longer take items that are not form one of thee stockpiles set to 'g'ive to it.
Similarily, if a stockpile is set to give to workshop A, but not to workshop B, the workshop B won't be able to take items from that stockpile.

As for burrows, I am not experienced enough with them, but I read multiple times about them causing a workshop entry to remain red when you have the materials.

If you stockpile your coins, NEVER use bins, it tends to only mess things up, with the job cancel thing when your bins are transported.


Blocks not found, there is usually only one reason, being that you are trying to build in a place that doesn't have ground access to your blocks at the time you are trying.
It can be a bridge retracted, a wrong z-level (easier to make the mistak with the multi zlevel view), stairs/bridge/floor not yet built...

And finally, for farms, humans don't start with underground plants, being an above ground race and all.
My tip for you is to farm above ground, and the easy way to do so is to channel a soil area, to get rid of all the normal above ground things that prevent farms.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare on August 30, 2014, 02:13:07 am
Does this lua reaction REACTION:LUA_HOOK_USEMAGMA require the workshop to be 3x3?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on August 30, 2014, 09:04:30 am
Does this lua reaction REACTION:LUA_HOOK_USEMAGMA require the workshop to be 3x3?
No.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: QbertEnhanced on August 31, 2014, 03:55:03 am
Any chance of an option to disable the guild system for unlocking buildings? Would make doing some quick runs a lot more convenient.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on August 31, 2014, 08:00:00 am
Wouldn't that kind of ruin the entire point of the humans?

Well, I guess you can do it manually anyway.

As a big, WARNING, I'll say that you should always backup the files before editing them.

Now, open "Dwarf Fortress\raw\objects\reaction_human.txt".
Search for "[REACTION:LUA_HOOK_UPGRADE_BUILDING_UPGRADE_NORTH_CARPENTER]" (the first of the extension upgrade).
For each of the reaction entries until you encounter a long line of "########", remove the lines with "[REAGENT:Z:1:TOOL:".

As for why this works, you are basically removing the need for the permit.
That way, you won't have to build a single guild for that.
You will have to generate a new world for it to work.


I'll say it again, but I really feel that if you remove the need for gold coins for the guilds, human mode looses quite a lot in the process, but now you know how to do it
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: QbertEnhanced on August 31, 2014, 03:18:51 pm
Thanks. And yes, it would take a lot of progression out of it. I mostly just wanted to play around with the system at leisure for a bit.
Thanks again.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: fedobear on September 01, 2014, 03:16:39 pm
I made two citizens run the reaction to become cooks guild apprentices, they are now for all intents and purposes animals. I think they can still do labor but therapist sees them as animals and it's making managing their labor an annoyance.

Intended due to the transformation script or bug?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: firefly68 on September 01, 2014, 03:20:51 pm
I made two citizens run the reaction to become cooks guild apprentices, they are now for all intents and purposes animals. I think they can still do labor but therapist sees them as animals and it's making managing their labor an annoyance.

Intended due to the transformation script or bug?

I haven't played much human so far, but I would guess it functions in the same way as dwarf mode guilds? In dwarf mode it takes some time after they become guid apprentices before they undergo another transformation turning them into full guild members which can then be given labors like usual.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on September 01, 2014, 04:24:32 pm
Yep, that's the same, they stay "tame" for a little while (the training period, if you wish), then they should transform to the right caste.
It won't fix their XP rates (even if therapists says it does), you'll need a small script I posted a while ago in the dwarves post for that.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SammyLiimex on September 02, 2014, 07:56:12 pm
Dumb question, but how do I collect blood in a reliable way?

To make bloodsteel, do I really need to buy it from caravans?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor on September 02, 2014, 11:34:17 pm
I assume an orc workshop will allow you to get an orc worker to collect blood and stuff. So the foreign workshop rented out to orcs using an orcish contract.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on September 03, 2014, 12:02:13 am
Doing a little raws delving, there is a reaction "[REACTION:HUMAN_EXTRACT_BLOOD][NAME:Extract blood]" at a building called "GUILD_COOK_N"

and the description of that building is

"
cook north - culinary kitchen (has the new kitchen reactions, otherwise humans have vanilla kitchen)
[BUILDING_WORKSHOP:GUILD_COOK_N]
[NAME:Culinary Kitchen]
"

Hope it helps.  I haven't played human mode enough to confirm it in-game.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor 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.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos 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).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SammyLiimex 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?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree 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!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire 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.)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: kyranzor 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?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Flare 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).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Altaree on September 09, 2014, 10:22:22 am
Has anyone solved the mystery of the repeating Paladins yet?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Violaceus 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...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Szarrukin 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?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos 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).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: foxtrot 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.

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos 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).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: foxtrot on September 14, 2014, 07:55:14 pm
Thanks man!

I just did'nt have enough iron bars but now it works.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on September 14, 2014, 11:34:51 pm
3 bars.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: denspb 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).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: denspb 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Angle 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)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Plazma_Rush 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SammyLiimex 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti 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.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SammyLiimex on September 24, 2014, 11:01:09 pm
Thank you, Ill try that tonight and report if it worked or didnt
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on September 25, 2014, 01:08:54 am
You do need to generate a new world for it to work, just as an FYI.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: foxtrot on September 26, 2014, 03:18:26 pm
Quick Question

In the masterwork settings i've set the population cap to 150, yet my fortress is now 175 humans.
Is it because the population cap only works with dwarf fortresses?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on September 26, 2014, 03:44:00 pm
No, it should work in all modes, but it's a "soft" cap (only prevents future migrations)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: foxtrot on September 26, 2014, 04:26:45 pm
So its those kids.

Ok thanks for the help.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SammyLiimex on September 26, 2014, 07:48:47 pm
You do need to generate a new world for it to work, just as an FYI.

=(

I guess ill just use dfhack to cheat some in, I have like 200 bones and ash made
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on September 26, 2014, 07:55:50 pm
If you replace an existing reaction, without changing its reaction id, you shouldn't need a regen.

so if you keep the lines

[REACTION:CREATE_ARTIFICIAL_EMERALD]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_R]
   [BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_R]
   [BUILDING:GUILD_HEALER_E:CUSTOM_SHIFT_E]

(or any other reaction that you don't mind changing) but only change its NAME, REAGENTS, and PRODUCTS i think that you might be able to do it without a regen.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on September 26, 2014, 08:10:40 pm
You'd need to change it in the save too (not just the default raws), but it's worth a try.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SammyLiimex on September 27, 2014, 10:21:58 pm
Okay, on these strings in the reaction_masterwork file, what should I change to make it work?

Code: [Select]
[REACTION:MAKE_IRONBONE]
   [NAME:Transmute ash and bones to ironbone]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_I]
[BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_I]
[REAGENT:h:300:BAR:NONE:ASH:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:2:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON][PRODUCT_DIMENSION:150]
[SKILL:POTASH_MAKING]

[REACTION:MAKE_BLOODSTEEL]
   [NAME:Transmute ironbone and blood to bloodsteel]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_B]
[BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_B]
[REAGENT:blood:750:NONE:NONE:NONE:NONE]   
[REACTION_CLASS:BLOOD]        [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:blood barrel:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER]
   [PRESERVE_REAGENT]
        [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[CONTAINS:blood]
[REAGENT:a:150:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:h:150:BAR:NONE:ASH:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:BAR:NONE:INORGANIC:STEEL_DROW][PRODUCT_DIMENSION:150]
[SKILL:POTASH_MAKING]

Looking at the above posts, it looks liek the only difference is the addition of the line [BUILDING:GUILD_HEALER_E:CUSTOM_SHIFT_E], so Im guessing thats the line I add. Ill try this.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: SammyLiimex on September 27, 2014, 10:28:43 pm
http://i.imgur.com/eVMGJhR.png

It worked, thanks!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Zeronet on September 29, 2014, 06:03:04 pm
Something i've mentioned briefly before, but a suggestion i have for human mode is earthworks. Some sort of workshop that can convert stone or gather soil in order to build dirt walls and ramps. With humans modifying the surface so much if its possible, it could be cool so that people can easily create a castle on a hill without needing to find a perfect hill in the game. Or just build earth walls for star forts etc.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on September 29, 2014, 06:37:25 pm
Something i've mentioned briefly before, but a suggestion i have for human mode is earthworks. Some sort of workshop that can convert stone or gather soil in order to build dirt walls and ramps. With humans modifying the surface so much if its possible, it could be cool so that people can easily create a castle on a hill without needing to find a perfect hill in the game. Or just build earth walls for star forts etc.
You can already do that, just build a clay oven and queue "collect clay/dirt/peat" jobs at some soil area.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Zeronet on September 29, 2014, 07:21:04 pm
Oh yes, i am sorry for repeating myself i had forgotten about that solution  :-[.

EDIT: Though it does make clay block walls rather than natural looking clay, i guess i was a little unclear, i was wondering if it was possible to make natural dirt/clay walls.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on September 30, 2014, 04:45:01 am
No, thats impossible, except if you cheat with dhack. See the dfhack readme for tile painting.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: fedobear on September 30, 2014, 05:43:26 pm
how do I make a stockpile only for trade crates?
from stocks screen I can work out they're bars of some kind but I can't find the material.

Is there any generalized way to look at a certain material with perhaps dfhack to find out what material its made of / stockpile it goes in?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: denspb on October 01, 2014, 05:12:46 am
how do I make a stockpile only for trade crates?
from stocks screen I can work out they're bars of some kind but I can't find the material.
Technically crates are bars of soap (made from tallow of non-existent creatures).

Is there any generalized way to look at a certain material with perhaps dfhack to find out what material its made of / stockpile it goes in?
Reading RAWs might help.

I believe this is the good example of information that should exist in manual - glossary of new items with stockpile category and hint about way to obtain/ use them.
Good candidates:
 - trade stuff (crates, wagons)
 - library stuff (paper, ink, glue, books, journals, researches)
 - magic stuff (spell tomes, magic wands, skins)
 - tavern stuff (pipes, tobacco, instruments, fireplaces)
 - new metallurgy stuff (slag, processed ores)
 - souls, megabeast souls
 - tree growing (sapplings)
 - gunpowder production (glycerol, black powder, dynamite)
 - fossils/relics/treasures
 - animal armor
 - steampunk stuff : coin dies/precision tools/etc.
 - gnome stuff : capacitors/magnets/etc.
 - candles/torches

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: foxtrot on October 02, 2014, 08:08:46 pm
Hey guys, since the start of my fortress I've been fishing to keep it fed and it was going great but now that the river is now empty of all life I started making the neat new fisher guilds and i made a few of them.

http://i.imgur.com/d8wts5i.png

The problem is that i was noticing my fish stock still dropping and that all my fisher guilds qere farming was a substance called "knowledge".
So no fish but allot of "knowledge which is worrying me, I'l still build a farm but I was hoping to know if this si a bug or something.

http://i.imgur.com/W1hkkM3.png ( as you can see my turtlepond is full of knowledge but no turtles)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: denspb on October 03, 2014, 04:02:19 am
The problem is that i was noticing my fish stock still dropping and that all my fisher guilds qere farming was a substance called "knowledge".
So no fish but allot of "knowledge which is worrying me, I'l still build a farm but I was hoping to know if this si a bug or something.

http://i.imgur.com/W1hkkM3.png ( as you can see my turtlepond is full of knowledge but no turtles)
As I believe, this knowledge stones are there for the quicker experience growth. They should evaporate as they appear (it implies you haven't turned off TEMPERATURE).
As for fish/turtles, each reaction generates fish or turtle with 10% chance (50% chance for knowledge stone).
With legendary fish farmer (and no stockpile for buckets) that would still bring you tons of food, but with dabbling fisher it can be really slow.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: foxtrot on October 03, 2014, 05:23:31 am
Your right I did turn off tempature so would that mean that i can still get fish but with knowledge stones or do I have to turn on tempature to get fish?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on October 03, 2014, 06:09:23 am
No, the temperature will only make the rocks evaporate (along with a whole lot of other similar "rocks").

The ponds are just fairly low probability, all of them, and it's on the labels too.
They usually are only half decent once you get to very high level in the skill, to be able to chain the jobs very fast.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: denspb on October 03, 2014, 03:25:05 pm
Couple of bug reports (so that they don't get lost).
1) Easy workout in Weight bench consumes the bar reagent (Medium/Hard workouts are fine)
2) "Farm turtles" says 5% chance in title, but actual chance is 10%.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on October 03, 2014, 06:01:26 pm
The "workout" (the easy one) is a reaction that does not use any item in the raws, so I really doubt it would consume anything.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: denspb on October 04, 2014, 01:16:46 am
The "workout" (the easy one) is a reaction that does not use any item in the raws, so I really doubt it would consume anything.
I believe that was true in prior versions, however in 6.1 raws are:
Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on October 04, 2014, 01:39:56 am
Oh, I mostly play with the v6, because I don't care too much for the hermit, and from "reaction_masterwork2.txt"

Code: [Select]
[REACTION:WORK_OUT1]
[NAME:Work out]
[BUILDING:TRAINING_DWARF:CUSTOM_A]
[BUILDING:WEIGHT_SET_KOBOLD:CUSTOM_A]
[PRODUCT:100:10:BOULDER:NONE:INORGANIC:SWEAT]
[SKILL:MISC_WEAPON]

[REACTION:WORK_OUT2]
[NAME:Work out - Medium (Any Metal Bar)]
[BUILDING:TRAINING_DWARF:CUSTOM_B]
[BUILDING:WEIGHT_SET_KOBOLD:CUSTOM_B]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:IS_METAL]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:100:20:BOULDER:NONE:INORGANIC:SWEAT]
[SKILL:MISC_WEAPON]

[REACTION:WORK_OUT3]
[NAME:Work out - Hard (Lead Bar)]
[BUILDING:TRAINING_DWARF:CUSTOM_C]
[BUILDING:WEIGHT_SET_KOBOLD:CUSTOM_C]
[REAGENT:A:150:BAR:NONE:INORGANIC:LEAD]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:100:30:BOULDER:NONE:INORGANIC:SWEAT]
[SKILL:MISC_WEAPON]

It's a bit odd, I really thought that 6.1 was just adding the hermit, but apparently, other changes had been made.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: denspb on October 05, 2014, 03:29:23 am
One more strange thing I've witnessed. It looks more like dwarf fortress bug rather than MW, but MW seems to create conditions necessary to reproduce:

In my human fort I have 3 bureaucrats. At some point new items required to increase precision of bookkeeping. Two of bureaucrats started updating records simultaneously and it seems that they were nod doing any progress at all. It could be true if record keeping job does "at the end of job unit set the bookkeeping score to score at the beginning of the job + some value".
Could someone proove/refute that?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Illogical_Blox on October 17, 2014, 05:22:42 pm
Hey. Just wanted to ask - on the fort in my sig, I rented market stalls in spring for 3 months. It is now autumn, they haven't left. I need those coins - am I meant to do something?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 17, 2014, 08:27:52 pm
Hey. Just wanted to ask - on the fort in my sig, I rented market stalls in spring for 3 months. It is now autumn, they haven't left. I need those coins - am I meant to do something?
You get the coins the instant you rent it out. If they dont leave (which they should), you can kick them out manually.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Illogical_Blox on October 17, 2014, 10:08:50 pm
Hey. Just wanted to ask - on the fort in my sig, I rented market stalls in spring for 3 months. It is now autumn, they haven't left. I need those coins - am I meant to do something?
You get the coins the instant you rent it out. If they dont leave (which they should), you can kick them out manually.
???

I tried several times, looked all around, etc.

No coins. I'll check tomorrow.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 17, 2014, 10:41:13 pm
Only one that doesnt give coins is the human merchant/worker. All other do give coins.
Which race is it, and which workshop?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Illogical_Blox on October 17, 2014, 10:44:06 pm
Only one that doesnt give coins is the human merchant/worker. All other do give coins.
Which race is it, and which workshop?
Ah. I've been renting the foreign and local stalls to humans. Bah.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 17, 2014, 10:50:46 pm
Manual and flowchart say that you dont get anything from them. :P after all, you rent to your own people, there is no outside flux of money coming in. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Illogical_Blox on October 18, 2014, 08:39:37 am
I was pretty sure they did at the time... then again, I wasn't really paying much attention. Bah. At least it doesn't affect "Little Meph", huh Meph?   ;D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on October 18, 2014, 02:30:04 pm
Is there a specific shop I can buy a Tear of Armok from? My castle is in a aquiferless tundra and there's two different fire-breathing FBs in the caverns so a well just isn't an option.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Illogical_Blox on October 18, 2014, 05:43:39 pm
OK - got a wood merchant set up, but he refuses to buy wood. Its all in red. Despite the fact we have loads of wood.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on October 18, 2014, 05:56:18 pm
did you try having the manager do it? (burrows bug)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Illogical_Blox on October 18, 2014, 06:11:23 pm
Tried just now - it cancelled, needing 10 wood, even though I have it (in log form) in a stockpile giving to the stall.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on October 18, 2014, 06:57:02 pm
Hmm.  I don't see anything wrong with the reaction:
Spoiler (click to show/hide)
you do have basic "rough" wood, right, not other types?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Illogical_Blox on October 20, 2014, 02:28:47 pm
Hmm.  I don't see anything wrong with the reaction:
Spoiler (click to show/hide)
you do have basic "rough" wood, right, not other types?
That was the problem. Thanks!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: There Is No Vic on October 29, 2014, 10:13:02 pm
The Priest calls the soul of the fallen!
The water buffalo bull stands up.

I am very amused by my deity ressurecting this water buffalo for me to eat again.

I can't find anything on a priest caste in the manual.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 30, 2014, 03:39:16 am
Either he learned a easter-egg secret in worldgen because your priest was an adventurer and found a slab, or you have someone praying to a deity of life and/or rebirth, which might have this effect.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: There Is No Vic on October 30, 2014, 08:06:14 am
Praying to deity.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: palu on October 30, 2014, 10:43:05 am
Hey guys, since the start of my fortress I've been fishing to keep it fed and it was going great but now that the river is now empty of all life I started making the neat new fisher guilds and i made a few of them.

http://i.imgur.com/d8wts5i.png

The problem is that i was noticing my fish stock still dropping and that all my fisher guilds qere farming was a substance called "knowledge".
So no fish but allot of "knowledge which is worrying me, I'l still build a farm but I was hoping to know if this si a bug or something.

http://i.imgur.com/W1hkkM3.png ( as you can see my turtlepond is full of knowledge but no turtles)
Also not that you don.t need all those guildhalls - you can buy unlimited extensions from one guildhall.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 30, 2014, 11:30:26 am
The fish are most likely being taken away to the fish cleaner.

Knowledge is just a bi-product that allows the reaction to procude XP, if no fish are created. But it should evaporate, so you are playing with temperature:off, which is not recommended with this mod.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vcordie on October 30, 2014, 12:58:43 pm
Edit: Realized I'm dumb.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: maverik010 on November 12, 2014, 08:15:38 am
How can i open boxes with armor sets, muskeets and bullets? I assume it can be done at archaeologist normally but humans don't have that building. I looked into manual but there wasn't any answer for my trouble.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on November 12, 2014, 11:01:56 am
How can i open boxes with armor sets, muskeets and bullets? I assume it can be done at archaeologist normally but humans don't have that building. I looked into manual but there wasn't any answer for my trouble.

One of the extensions to the Merchant's Guild has the option to open crates.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on November 12, 2014, 11:20:51 am
Merchant guild's first expansion is your goto building.
Even for dwarves, it have nothing to do with the archeology building, but in the trade storehouse.

By the way, humans to have an archeologist, it just means that you still  haven't upgraded every guilds, there are a lot of very neat things in there, and I'd recommand opening that big flowchart that Meph made for us.

That flowchart is really a superb way to present you the possibilities in a clear, concise way, and give you an idea of how to progress, depending on your goals.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on November 12, 2014, 03:44:18 pm
Found a possible exploit. I know that humans aren't supposed to be able to work candy like the dwarves, and as such can't extract the strings; but what they can do is enable raw candy as non-economic, cut each boulder into 8 blocks, and make from those blocks 4 different weapons while only wasting about 50% of what I assume to be the important combat modifiers. (I checked with a calculator, most of the vanilla values are still way higher than steel.) Considering how many wafers it takes to make anything out of refined candy, making candy-block weapons/armor is absurdly OP by comparison and the raw material should probably be nerfed if it hasn't already. I suggest remaking it into a sort of supernaturally-light just-above-steel tier metal; that way it's still a viable super-weapon material, but doesn't overshadow refined candy.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: maverik010 on November 13, 2014, 04:45:40 am
Thank you guys for answers. I wanted to buff up my military on the start with boxes to save time on manual fitting the equiupment (i trying multiple sets of military on the start). Now i see that won't work (laziness is bad thing, i know and leads to early fun  :D). Thanks a lot.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on November 20, 2014, 10:04:38 am
A stupid question: How to make cloth from fleece yarn? I've got some "fleece yarn" in my tanner, but my loom does not accept those.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on November 20, 2014, 10:09:55 am
Fleece makes 3 pieces of thread, not one. Its more efficient, and there should be a reaction in the tanner? If not, try the greater tannery from the guild
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on November 20, 2014, 10:15:22 am
Fleece makes 3 pieces of thread, not one. Its more efficient, and there should be a reaction in the tanner? If not, try the greater tannery from the guild
Thank you but the problem is not making thread. The tanner has a reaction "Comb a fleece", it runs automatically and I have some threads called "fleece yarn" now in the tanner. I believe they are threads because the stocks view in the 'z' menu says that. The loom has 4 weaving reaction for cotton, silk, yarn and metal but none of them accept the "fleece yarn"s. So my question is how to make cloth?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on November 20, 2014, 11:04:27 am
Strange, I'm pretty sure "fleece yarn" threads are used for the "yarn" cloth.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on November 20, 2014, 11:45:04 am
Does the Farmers' Workshop accept it for spinning?

Also IIRC, in vanilla some types of thread like horse-hair are too short/coarse and can't be woven into cloth, if that effect can carry over at all it'd be important to know what animal the fleece came from.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on November 21, 2014, 08:20:27 am
Thank you all. I've found the reason. There was a hospital zone over the tanner! When I was playing dwarves I never put the hospital or the tanner on the ground and they never overlapped. I didn't know the weaving will always fail despite the hospital is set to store no threads.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on November 21, 2014, 12:57:42 pm
Hospitals will overstock, and never give back, that's a vanilla thing.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: JAK on November 24, 2014, 07:54:00 pm
I can't get the "fill barrel/pot with water (10)" to work. I have access to fresh water.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on November 24, 2014, 09:49:31 pm
you need to have your workshop directly next to the water

XXXw
XXXw
XXXw

X are your workshop
w is water, 1 z-level lower, with direct view.

Basically, build it next to a pont or a river.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Jiamil on November 27, 2014, 01:23:18 am
About the poll: I wouldn't like it, because right now Warlocks are my preferred race and I would like to see them more refined first.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: JAK on November 30, 2014, 08:38:35 pm
Question: can Seawolf society arms fire bullets made by humans in their workshops?

A citizen made a Seawolf society arms in a strange mood but I don't know if I can make ammunition for it in Human Mode. I haven't made the effort to make bullets and equip it somebody to find out firsthand, but it'd be great if somebody could let me know in advance.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on November 30, 2014, 08:41:21 pm
Question: can Seawolf society arms fire bullets made by humans in their workshops?

A citizen made a Seawolf society arms in a strange mood but I don't know if I can make ammunition for it in Human Mode. I haven't made the effort to make bullets and equip it somebody to find out firsthand, but it'd be great if somebody could let me know in advance.

Yep, should work
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on November 30, 2014, 10:28:21 pm
A beginner question. I find humans are short on human resource. When I play with dwarves I can set two of them start sparing right after embark. But now the two men must spend their life cutting stones and building floors.

And the first wave of migrants is too small. Maybe that's because I can't make enough wealth.

Now here are only 9 adults and 2 children and winter is comming.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on December 01, 2014, 12:22:48 am
I might not be the best for advices on this, as I play on 1/8 speed ever since it became an option.

The thing about humans is that you can "dig" the first rooms, and just have the roof to build, it saves time when making the bedroom and such.

They are somewhat slow starters on the wealth, but it also means that you won't get assaulted too soon, meaning that you have time to set up your defences.
It is also important to note that early military for humans is best done with guns (buy them from the human merchant), as they are physically weaker than the dwarves.

If you play on normal speed, I'd say to put 2 people to mining strait from the start, 1 farming, 1 stone cutter, and the 3 others can build, store, cut trees...
Depending on the biome, you might want to rush a merchant stall or two (the basic resource ones), to get a few gold coins and be able to buy what you want, including wealth materials for your migrant waves.

Again, I play on 1/8 speed, so I usually have already started my wall off when the first migrant wave appears, and by the first winter, I have a small town built, with the necessary traps and bridges to fend off most "early" threats.

But if you really want population, you have at least two ways to do that:
* You can increase your starting count from the launcher.
* You can use dfHack to spawn a migrant wave at any time.

Humans rely on having a bit more work to do, so starting with 10-15 should give you a comparable start to the default for the dwarves, as long as you take enough food.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on December 02, 2014, 11:07:42 am
I love human. There are always problems that dwarves never have. How to defeat firebirds?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: JAK on December 02, 2014, 05:36:14 pm
A beginner question. I find humans are short on human resource. When I play with dwarves I can set two of them start sparing right after embark. But now the two men must spend their life cutting stones and building floors.

And the first wave of migrants is too small. Maybe that's because I can't make enough wealth.

Now here are only 9 adults and 2 children and winter is comming.

Through the council building you can spawn migrant waves for coins (I think it also attracts migrant attention like wealth does, as doing it multiple times got me larger waves).

You can get 10 generic stone boulders from the local merchant for just 500 coins. In wealthier fortresses you can completely substitute mining through that source. Remember to enable each stone type in the Stone window.

If you're crafty you can make entire underground stories by channeling out a large area vertically and linking it to a staircase, putting a roof over it, then filling in the floors as needed.

If you're short of gold...
-Ordering as much as possible in the form of bars, crates of bars, and using the trade screen's search function to look for gold items to melt is a great help.
-Build 2 of the Engineer's guild coin presses.
-Having a large livestock industry is great to passively accumulate wealth, namely with cheese. 5 units of cheese nets 500 gold at the local merchant, and butchering the adult males gives a little extra by selling the meat. I keep a large number of horses and pigs for this, and stuff into the same pasture the other stray grazers. 4 farmer's workshops milk on repeat.
-Succubus invaders and the Fortress Defense Mod races often bring gold equipment that can be melted down. The assorted other crap metal they bring is a great way to get scrap metal for ammunition production.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on December 02, 2014, 06:34:07 pm
A little exploratory mining can't hurt either, as long as you keep rotating your miners and employ an efficient design to dig up valuables. Rough gems are super valuable and pretty easy to find in most kinds of stone layers, I paid for most of my starting guilds just with gems. You just have to be careful not to make the tunnels too wide or far apart to keep your miners digging as fast as they can before cave adaption sets in and you have to rotate them out for new ones. I recommend 1-2 wide tunnels spaced 2-3 tiles apart, it's fairly a fairly efficient way to find gem clusters. (If you've found something like an emerald on a layer, it's a good idea to shrink the spacing from 3 to 2 if you haven't already. A single emerald is worth 2500 at the gem merchant shop, but they're only found in single tile "clusters" so a spacing of 3 can pass over them unnoticed.) It's also helpful to dig out actual mines since they can be used as catacombs and/or cisterns after you've extracted all the valuables from a layer.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: JAK on December 02, 2014, 06:49:22 pm
Question: I know I can buy a wraithblade from the warlock merchant, and that it's like a sword that shoots projectiles. Can my human soldiers make use of them, especially if I send the user to get trained by the warlock professor?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on December 02, 2014, 09:03:36 pm
It's no need to mint coins by myself. 2 featherwood to 500 cions, 1 silk to 500 coins. Buy all the cloth from caravans, and all the spore and fungi woods from dwarven caravan, then we have enough gold to run the first guildhalls. In fact I'm considering melt down the coins and make golden furniture, instead of making furniture from featherwood.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: There Is No Vic on December 05, 2014, 10:07:43 am
Infinite Coins: (edit: may be exploity)
Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on December 06, 2014, 05:42:59 am
Infinite metal bars:
Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 06, 2014, 03:48:01 pm
A question from my side about these exploits:

Should I fix them, or should I leave them in, as a reward for smart players that learned how to cheat the system? :P
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Arcvasti on December 06, 2014, 04:15:21 pm
I'd say that there SHOULD be ways to get infinite gold by making a profit by taking a raw material, processing it through several steps and then selling the final product for enough to buy 2-3 of the original raw material. That's how economies normally work. The exploits of the type described above seem easier then that and the yield should probably be adjusted to make it less profitable.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on December 06, 2014, 10:51:57 pm
I would not fix them, because that would punish the people that didn't use them, more than anything.

Maybe change a bit for many "chains", to allow small profits on other branches too, like the textile industry, so that those chains reward labour, rather than seeing them as exploits.

Personally, I try not to abuse those, to keep things a bit challenging, never having enough coins at the beginning, having to choose what industry to build or what can be sold because not needed right now, because I need a few additional coins.

At the same time, I tend to abuse an other loop in the mid-late game, by selling worthless junk (the flux from the metal processing, usually) to make masterwork coins, and use those to buy all I need from caravans, rinse and repeat.


If you think about it, most of the loops are not that overpowered, when you compare them to what other race can also do.
Dwarves have the praying that can give them free stuff at an alarming rate when trained, orcs and kobolds have this stealing/raiding that can net big prizes, gnomes can automate production, digging and transportation of goods, warlocks can revive their dead, and create the lower castes at will, allowing to scale the work force when needed, and the succubus can transform other civ members into specialized castes, that are better versions of their originals.

I might not know every (or any) race inside out , but it feels normal to have some overpowered things here and there for the players to discover, that's what DF has been about for me since I started, and seeing the insane contraptions people come up with, I'd say that I'm not the only one.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on December 07, 2014, 12:41:21 am
A question from my side about these exploits:

Should I fix them, or should I leave them in, as a reward for smart players that learned how to cheat the system? :P
Without these exploits human must rely on hunting and farming. While only raw resources truly make wealth you can't say human is a race that is heavily related to trading and gold coins. 1 bronze sawblade = 2 vouchers = 2000 coins = 80 meat. Level 2 guildhall and stonecutter = 7000 coins = 280 meat. Life is too harsh, isn't it?

BUT these exploits are so powerful that breaks the balance. Textile industry only trains skills but produce exactly same money as the plants. All the other industries spend more money than you earn. I'd say human economy is base on hunting and farming and exploits. It's still not very much business of trading.

Maybe change a bit for many "chains", to allow small profits on other branches too, like the textile industry, so that those chains reward labour, rather than seeing them as exploits.
That sounds perfect.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on December 07, 2014, 08:39:16 am
Human can't build stable?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on December 07, 2014, 05:53:13 pm
Human can't build stable?

There's a "kennel" attachment in the Farmer's guild. I haven't messed with it much, but I assume it's the same thing.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on December 07, 2014, 11:38:26 pm
Human can't build stable?

There's a "kennel" attachment in the Farmer's guild. I haven't messed with it much, but I assume it's the same thing.
Never built a farmer's guild. I'll try it. :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on December 08, 2014, 10:10:29 am
Human can't build stable?

There's a "kennel" attachment in the Farmer's guild. I haven't messed with it much, but I assume it's the same thing.
Never built a farmer's guild. I'll try it. :D

While asking community may be a beneficial solution, due to users living in different time zones, getting an answer might take hours, or even days. In the future, i humbly recommend looking at the beautiful cheatsheet Meph provided us - all guildhalls and their respective extensions are listed there, and opening it (depending on the machine you are operating on) will take only several seconds, which compared to 2-3 hours waiting for a forum response might seem a little...faster.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lcy03406 on December 08, 2014, 11:30:14 am
Human can't build stable?

There's a "kennel" attachment in the Farmer's guild. I haven't messed with it much, but I assume it's the same thing.
Never built a farmer's guild. I'll try it. :D

While asking community may be a beneficial solution, due to users living in different time zones, getting an answer might take hours, or even days. In the future, i humbly recommend looking at the beautiful cheatsheet Meph provided us - all guildhalls and their respective extensions are listed there, and opening it (depending on the machine you are operating on) will take only several seconds, which compared to 2-3 hours waiting for a forum response might seem a little...faster.
The beautiful cheatsheet didn't say anything about feeding grazers. I won't argue about your opinion about community but, I dug around the raws and found that humans can't feed grazers. In entity_good_human.txt there are no FEED_PET* reactions permitted. And in reaction_human.txt none of the reactions produce INORGANIC:PET_FEEDING boulders. In the war kennel, south extension of farmer's guild, you can only neuter, train, armor animals.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on December 08, 2014, 12:41:02 pm

The beautiful cheatsheet didn't say anything about feeding grazers. I won't argue about your opinion about community but, I dug around the raws and found that humans can't feed grazers. In entity_good_human.txt there are no FEED_PET* reactions permitted. And in reaction_human.txt none of the reactions produce INORGANIC:PET_FEEDING boulders. In the war kennel, south extension of farmer's guild, you can only neuter, train, armor animals.


If is it true, then you have my apologies. I personally never bother with grazing livestock - far too much trouble.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 09, 2014, 02:42:50 pm
I might add stables. Did realize that they were important, seeing that humans live aboveground, which means access to pastures.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Deathswarm on December 11, 2014, 12:16:44 pm
In vanilla, humans had cheetahs, giant eagles and camels. Can we have that at embark?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Deathswarm on December 11, 2014, 10:51:46 pm
So humans can't use magic or magic workshops
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on December 11, 2014, 11:15:49 pm
So humans can't use magic or magic workshops

Is that a question or a statement

Humans can recruit a simple Mage unit at Deon's Tavern, but as far as I know they don't have a magic user's guild. 
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Deathswarm on December 12, 2014, 01:04:01 am
It's a question and thanks, I spent an hour seeing if it was a bug or not.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 12, 2014, 10:04:06 am
You got religion and some simple mages from the tavern. A summoner, a healer, a battle-mage.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: sgtmook on December 27, 2014, 02:16:31 am
Silly question, probably. How does one go about building a cannon? When I use the cannon engineer's build a cannon task, my engineer just takes all the materials, work for a while, then leave the workshop empty handed.

I read on the manual that cannons are supposed to be creatures, is a cannon supposed to spawn at the cannon engineer's when the build cannon task is complete? If so, what could cause the cannon to not spawn?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 27, 2014, 05:37:56 am
Silly question, probably. How does one go about building a cannon? When I use the cannon engineer's build a cannon task, my engineer just takes all the materials, work for a while, then leave the workshop empty handed.

I read on the manual that cannons are supposed to be creatures, is a cannon supposed to spawn at the cannon engineer's when the build cannon task is complete? If so, what could cause the cannon to not spawn?
You are right, it should spawn a creature. I checked, the product is missing, I'll fix it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Ishar on December 27, 2014, 06:09:23 am
I might not be the best for advices on this, as I play on 1/8 speed ever since it became an option.

Excuse me, what's this? I didn't find anything like this in the manual.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 27, 2014, 06:13:32 am
I might not be the best for advices on this, as I play on 1/8 speed ever since it became an option.

Excuse me, what's this? I didn't find anything like this in the manual.
When you open the GUI, there is a setting for calender speed.

Quote
A few extra words on the calender speed: It can be changed in a running fort, but you need to restart DF for it to go into effect. It makes the days pass slower or faster, which results in longer or shorter seasons. That means you can have more or less time between seasonal effects, like caravans, sieges, ambushes and migrants. It does not, I repeat NOT, change game speed, creature speed, how fast crops grow, ingame ticks, diseases, how fast children grow or anything else. Its just the time on the calender. But in relation to the season, things might go faster or slower. If you play with 1/8 time, it takes 8 times as long to complete a year. This means that a plant that needed 2 seasons to grow, now needs 1/4 of a season. Kids that grow up in 8 years would only need 1. Thats because the year has more time units. The other way around, if you play with 8 times speed, it will be pretty impossible to harvest any plants before winter, because winter arrives very, very fast. As long as it takes normally to go to Mid-Spring. Same RL time.

How is this used? For two things: Players that are pressured in the beginning by migrant waves and early ambushes can get more time. For example I played a 2 year fort with 1/2 speed, which is about 4 normal years of time, and only got 3 migrant waves. This means you have more time to get your fort started. On the other hand, if you are bored with your high-end fortress that does not get attacked often enough, you can increase the calender speed. On 4 times speed, you will face sieges, titans and fbs 4 times more often, in the same RL time that passed. It also makes for curious succession forts and time anomaly stories. :)

(http://i.imgur.com/vhOBHJ5.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Ishar on December 28, 2014, 05:21:17 am
Another dumb question:
Is there any way for humans to process the special metals?
Steeloak, welded wolfram/mithril and volcanic comes to mind. I know I can grow steeloak, but what happens when it's harvested? Do I get a bar instantly?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vjmdhzgr on December 28, 2014, 10:50:26 am
Another dumb question:
Is there any way for humans to process the special metals?
Steeloak, welded wolfram/mithril and volcanic comes to mind. I know I can grow steeloak, but what happens when it's harvested? Do I get a bar instantly?
Welded metals were removed several updates ago. Mithril and wolfram on their own were already good enough, the welded metals were just ridiculous.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Ishar on December 29, 2014, 04:56:30 pm
Well, can't argue with that, they were indeed very powerful.
My question still stands about volcanic. I know I can get it from dwarf sources, but can I use it? Humans lack the magma forge.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 29, 2014, 05:31:38 pm
No you cant. Humans are not the great metalworkers that the dwarves are.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Ishar on December 30, 2014, 11:30:07 am
There some funny business with knight training in my fort. Then again, I'm running 6.0, so it might have been already solved.
The issue is, two of my squires turned into knights, then paladins, as it should happen. Then, a couple months after the paladin transformation, they turned into knights again, and right after that, bang, paladin again.
I don't think this is normal. Could it be an issue that I started the fort at 1/8 speed, and changed it to normal after two in game years?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 30, 2014, 11:35:40 am
That bug was fixed in 6.2.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nickolai Don Bonavitch on January 01, 2015, 12:11:38 pm
So. i was using the gnome merchant, buying a mechanical spider, when i get the announcement that the person doing it has turned into an Unholy Ritual.
Should i kill them or what?
What is an unholy ritual?
What does it do?


:EDIT: Ok. so she turned about half of my fort into Summoned souls, and then into devils, before turning into a human again. Upon checking her, it said she had the appearance of being two hundred years old.
What exactly is she?
How do i get my new Devils to do the work they used to? they're only listed as Tame.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on January 01, 2015, 12:35:35 pm
So. i was using the gnome merchant, buying a mechanical spider, when i get the announcement that the person doing it has turned into an Unholy Ritual.
Should i kill them or what?
What is an unholy ritual?
What does it do?


:EDIT: Ok. so she turned about half of my fort into Summoned souls, and then into devils, before turning into a human again. Upon checking her, it said she had the appearance of being two hundred years old.
What exactly is she?
How do i get my new Devils to do the work they used to? they're only listed as Tame.

I quess that it's one of these !Secret! Fun features. Never encountered an unholy ritual myself, to be honest, so I can't really help you.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nickolai Don Bonavitch on January 01, 2015, 12:44:29 pm
Great. so half my town has turned into sex fiends, i have no idea when it will happen again, and they are all useless now.
Hmm. Maybe i can military them.
Thy are listed as succubi now though. And Tame. I don't think they'll ever do any work.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on January 01, 2015, 12:48:37 pm
Great. so half my town has turned into sex fiends, i have no idea when it will happen again, and they are all useless now.
Hmm. Maybe i can military them.
Thy are listed as succubi now though. And Tame. I don't think they'll ever do any work.

Wait a few weeks/months, perhaps they will transform once again into usable civ members - if not, then better dispose of them. Who knows what trouble they might cause once another ritual is in place...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nickolai Don Bonavitch on January 01, 2015, 01:02:11 pm
It looks like they do some work, but it doesn't say if they're doing it or not. A fisher-succubus wont say that hes fishing, even if he is standing at the shore, but raw fish will show up on the same tile. I cannot edit their labors, or draft them.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: There Is No Vic on January 02, 2015, 10:32:20 am
No you cant. Humans are not the great metalworkers that the dwarves are.

I know I was buying volcanic bars and doing something to end up with volcanic weapons and armor. Not sure how and my laptop is kaput atm. Sorry I can't be more helpful.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Boltgun on January 02, 2015, 12:18:19 pm
Great. so half my town has turned into sex fiends, i have no idea when it will happen again, and they are all useless now.
Hmm. Maybe i can military them.
Thy are listed as succubi now though. And Tame. I don't think they'll ever do any work.

No they won't and it's not an hidden feature, apparently a reaction that should never happen in human mode ran into your town.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on January 02, 2015, 12:30:35 pm
Great. so half my town has turned into sex fiends, i have no idea when it will happen again, and they are all useless now.
Hmm. Maybe i can military them.
Thy are listed as succubi now though. And Tame. I don't think they'll ever do any work.

No they won't and it's not an hidden feature, apparently a reaction that should never happen in human mode ran into your town.

How could it happen, then? Is it fixable?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Boltgun on January 02, 2015, 12:49:29 pm
Great. so half my town has turned into sex fiends, i have no idea when it will happen again, and they are all useless now.
Hmm. Maybe i can military them.
Thy are listed as succubi now though. And Tame. I don't think they'll ever do any work.

No they won't and it's not an hidden feature, apparently a reaction that should never happen in human mode ran into your town.

How could it happen, then? Is it fixable?

There is not much to do anymore, besides loading a previous save.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on January 02, 2015, 03:41:17 pm
Weird... can it be that a visiting succubus merchant did those interactions?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nickolai Don Bonavitch on January 02, 2015, 03:57:00 pm
Weird... can it be that a visiting succubus merchant did those interactions?

Nope. It was a full Civ Member, she works like everyone else, claims to be human in the "thoughts" screen. She just randomly shiffted into a "unholy ritual" and started turning anyone who got too close.
It actually had a combat report for the change.
"The Unholy Ritual grabs the Passing Fishery Worker and whispers dark words into his ear"
"The Fishery worker has turned into a Summoned Soul"
"The summoned soul has turned into a Devil Fishery Worker"
After the change i cannot alter their labors using the DFHack Dwarf manipulator, but i can alter their labors in the Vanilla screen, v, p, l,
After the change they are listed as "Tame" and do not announce their work, they are still listed in the Citizens Screen, not in the Animals screen.
I noticed after a while that they still will do the work i allow them too. I just made them all Fishery workers.
I keep getting Job Canceled:Cannot grab. when they try to put raw fish into the stockpile.
But they do fish.

Wondering what to do.

Onto the person who did it, She is listed as being 270+ years old.
Honestly kinda cool, but she is still claiming to be human. No crimes listed, considering opening Legends in backup save so i can read up on her.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on January 02, 2015, 04:00:51 pm
The only explanation I could give for that is that the human civ abducted a succubus kid, who grew up in the human civ and then migrated to your fortress... but human are not baby_snatchers, so that cant be.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vjmdhzgr on January 03, 2015, 01:47:04 am
The only explanation I could give for that is that the human civ abducted a succubus kid, who grew up in the human civ and then migrated to your fortress... but human are not baby_snatchers, so that cant be.
Civs don't need to be baby snatchers to end up with citizens of other entity types. If civs go to war and conquer a site the ones that weren't killed join that civ (okay actually I don't know exactly how it works, but I do know that it does). A famous example being the legendary elven dwarven king Cacame ApeBalded who ended up in the dwarven civ as a result of wars between dwarves and elves. It's definitely possible for humans and succubi to go to war. As for the succubus migrating though, you don't migrants that aren't your civ's original creature, even if your dwarven civ is comprised entirely of goblins. You can get people with significant positions in your civ of a different creature. Again the elven dwarven king as an example and I believe outpost liaisons will visit your fort briefly. From the sounds of it though, it was a normal citizen of the fort that did this though so the mystery continues.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Boltgun on January 03, 2015, 04:32:40 am
Even from a prisoner of war, this interaction is very limited in time and is provided by an autosyndrome stone that should not have an inhaled effect.

Let's remove a lead, do you have an errorlog.txt in our dwarf fortress folder containing messages about duplicate objects?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nickolai Don Bonavitch on January 03, 2015, 04:15:01 pm
No it doesn't mention duplicate objects.
Do you guys want me to post the save?
This is from after the Transformation.
I started a new one using the original embark save, if that's any help, although the person who did it, Ocgi Tawkiura
isn't there yet, and may not show up.

One last thing... how do i post a save? :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Boltgun on January 04, 2015, 04:55:31 am
This could help yes, if you have one before the transformation happens it would be the best.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nickolai Don Bonavitch on January 04, 2015, 04:14:46 pm
Is there no possibility that this is just a part of the Secret Fun Stuff
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on January 05, 2015, 12:25:15 pm
Is there no possibility that this is just a part of the Secret Fun Stuff
No.

Secret Fun Stuff is only for dwarf mode, the other races dont have any. Its a bug... the conversion should only happen if Succubi (in Succubus Mode) capture and corrupt invading races. Not visiting Succubi in a human fort.  ???
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nickolai Don Bonavitch on January 05, 2015, 06:10:31 pm
It wasn't an visiting merchant, i didn't even have a merchants guild yet.
It was a full regular member of the Civilization.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: itman on January 18, 2015, 01:09:20 am
Some of my humans are dying, and I'm not sure why. I would get a notification that my guy is too injured to hunt, but he isn't hunting. Then they die. One guy took an impact to the chest and buttock, and another guy's cloak blocked an attack with his cloak but is still dead. Is this a feature? :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on January 18, 2015, 01:13:11 am
Some of my humans are dying, and I'm not sure why. I would get a notification that my guy is too injured to hunt, but he isn't hunting. Then they die. One guy took an impact to the chest and buttock, and another guy's cloak blocked an attack with his cloak but is still dead. Is this a feature? :)

Hatch on a ramp?  (sounds like your guys are falling down something.  almost certainly not related to the mod)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: itman on January 18, 2015, 01:22:55 am
They've been dying out in the wilderness, no hatches in sight. It's just that this hasn't happened to me before in the mod or vanilla, so I'm not sure.
Edit: It seems that anyone going hunting is swiftly killed. I managed to disable the labor on one guy after he broke his shin, and he was fine.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on January 18, 2015, 03:24:25 pm
I don't know of any monsters or ambushes that would kill you and stay invisible.  is there a waterfall with shallow water?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: itman on January 18, 2015, 05:58:31 pm
There's a brook with a 1 z-level drop, near where some of them died, but most deaths happened on the opposite side of the map from the brook.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: someone12345 on February 15, 2015, 11:54:39 am
Semimegabest Queen?
Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on February 15, 2015, 10:29:07 pm
Semimegabest Queen?
Spoiler (click to show/hide)
Yes.

Why not?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: someone12345 on February 16, 2015, 04:41:52 pm
I though only demons could take over civs.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on February 16, 2015, 06:11:28 pm
In vanilla DF yes. In Masterwork any megabeast/semimegabeast can do that. For any civ. I remember a gnome civ with a giant king, and a dragon who ruled the warlocks. :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Gokajern on February 18, 2015, 01:19:27 pm
I like the idea of variety in general and yet there's one thing bothering me.
So if humans get different "cultures", what about other races? Of course dwarves have mountain and hill dwarves, but it would still feel lacking in comparison. Then there's the rest of the races, orcs, gnomes, kobolds, etc. All live in different locations/conditions but still have the same culture? I think it makes sense with warlocks and succubi, even the hermit. For everybody else though, it feels out of place.
I guess you could say I support the idea of various cultures in general for every race. Otherwise having vanilla humans or maybe a couple of cultures based location/conditions (like the dwarves) would make it more cohesive.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: KittyRead on February 28, 2015, 06:51:45 pm
How do I mine with humans? I tried channeling holes but that doesn't seem very effective and I can only go down about 6 Z-levels before channeling further would trap a miner. I would prefer to sell gems and make coins with gold instead of selling feather logs but I'm worried about my miners getting cave adaption since there doesn't really seem to be a way to check the time except when the season changes.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on March 01, 2015, 02:12:50 am
Open stripmine or ventilation shafts. It's enough if you have some 1-tile shafts that break to the surface, every time a miner steps in that "outside/light" tile, the timer is reset.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on March 01, 2015, 11:41:00 am
I like the idea of variety in general and yet there's one thing bothering me.
So if humans get different "cultures", what about other races?

It is a common fantasy and fiction trope that humans are the only ones in the setting to have significant cultural differences.

Edit: I personally believe it happens to make humans look special, in that "regardless of our differences, we can still work together against the common enemy" or something like that. Acceptance, resilience and creativity are usual human traits on fiction, after all, as (comparatively) huge genetical and societal variety. I personally approve the idea, though I don't think it should be a priority.

But if it can be implemented, would be amazing.

Edit 2:

How do I mine with humans? I tried channeling holes but that doesn't seem very effective and I can only go down about 6 Z-levels before channeling further would trap a miner. I would prefer to sell gems and make coins with gold instead of selling feather logs but I'm worried about my miners getting cave adaption since there doesn't really seem to be a way to check the time except when the season changes.

Build down and up/down stairs on the border of the quarry, and go mining and channeling your way down. Don't make it too big, though, as you don't want to risk having your miners stuck there for too long.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Gokajern on March 01, 2015, 02:30:25 pm
It is a common fantasy and fiction trope that humans are the only ones in the setting to have significant cultural differences.

Edit: I personally believe it happens to make humans look special, in that "regardless of our differences, we can still work together against the common enemy" or something like that. Acceptance, resilience and creativity are usual human traits on fiction, after all, as (comparatively) huge genetical and societal variety. I personally approve the idea, though I don't think it should be a priority.

But if it can be implemented, would be amazing.
Creativity huh? Good point, still that trope would make sense if DF revolved around humans. Maybe we could give humans more cultures  or variation than the rest of the races to account for these traits? Obviously without taking it too far. I also agree that it shouldn't be a priority though and of course without forgetting that it's all about the dwarves.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on March 01, 2015, 03:48:28 pm
It is a common fantasy and fiction trope that humans are the only ones in the setting to have significant cultural differences.

Edit: I personally believe it happens to make humans look special, in that "regardless of our differences, we can still work together against the common enemy" or something like that. Acceptance, resilience and creativity are usual human traits on fiction, after all, as (comparatively) huge genetical and societal variety. I personally approve the idea, though I don't think it should be a priority.

But if it can be implemented, would be amazing.
Creativity huh? Good point, still that trope would make sense if DF revolved around humans. Maybe we could give humans more cultures  or variation than the rest of the races to account for these traits? Obviously without taking it too far. I also agree that it shouldn't be a priority though and of course without forgetting that it's all about the dwarves.

Not just creativity, it's also a probable consequence of how (vanilla) DF's cultures are displayed. Dwarves are isolationist and tradition-centric so they're unlikely to adapt or progress beyond the feudal hierarchy they start with. Elves are intolerant of anyone or thing that fails to align with their religion, and are likely to actively eliminate any hints of deviancy from their borders. Goblins are surprisingly tolerant, but their inherent "evil nature" would likely mean that even minor disputes would be a fair reason to commit murder which drives down the possibility of dissent; being evil would also make willing immigration from non-evil empires unlikely. Finally, humans are both very tolerant and very wide-spread, that encourages both immigration and diversity as human civs have to employ a large number of strategies to work different environments.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on March 01, 2015, 04:04:13 pm
That seems like a great lorewise argument for this mechanic. Well... as much of a official lore Dwarf Fortress can possibly have, but still.

Though it still looks like a terribly hard to implement mechanic, but I am an outsider, I might be completely wrong and it can be as simple as chewing bubblegum. However, I believe making them balanced and fun to play on their generic form should come first to creating many, though possibly unstable and unbalanced mini-races.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on March 01, 2015, 04:31:53 pm
The orcish embark scenarios in the manual are meant to give a number of ideas for different cultures, but it's quite purposely left in the hands of the player to decide what sub-set of the available buildings to use.

As to whether it's easy or hard to add this as a more filled out mechanic, it depends a lot on specifically on what you mean.  It would take, like, ten minutes to tweak a few superficial things like the default weapons, animals, or cultural values.  Even though that's simple it could have an interesting impact what you see from invaders and maybe a bit on the dynamic world and legends. 

It could take an arbitrarily long amount of time to make a whole new civilization from scratch with it's own reactions and buildings, especially if you overhaul the core mechanics (non-mercantile humans, etc.).
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on March 01, 2015, 07:09:10 pm
I believe that different weapons with different names (and, if possible, different values) would already be enough, as maybe different guilds.

Let's take, say, the vikings. For their quirks, they could have superior bows, better weaponsmiths, great tanning, but inferior metal armor. The japanese would be different, maybe capable of producing katanas, and so the "europeans", with crossbows, gothic plate and stuff.

I believe the trading faction concept should stay, as there is no reason for it to go away. Maybe the different human factions always keep a trading, maybe as a form of a multi-national quasi-company run by the guilds? That way, you wouldn't need to change neither the guilds or stalls, but would get the possibility of some easy to implement flexibility for the humans.

I also believe that we should set some bare minimum level of civilization for those alternative cultures. In other words, avoiding tribes or stone age people (maybe opening an exception for, say, Mayans, that were quite advanced, though metal smiting was discovered very late for them).


Another possibility too would be to make the player's fort, though financed by their especific civilization, run by the guild, strengthening the idea of "merchant outpost". Then, if this is possible, with each civilization archetype, the player would get access to one or two special buildings (say, Huscarl Longhouse and Raiding Port for vikings) with special interactions and equipment.

Edit: I was thinking... I am pretty sure you can adjust a civilization to make sure it will bring only certain items. While it could be only certain types of drinks and pets, I think we could use it to implement a quite interesting system in which every civilization archetype will have a token, say, "Nordic Token", the only kind your home merchants would bring you. You buy them from the caravans, and use it to build the cultural building (you will have a list, but the token would be necessary, in the way that, as a Nordic fort, you can't get a Niponic building).

At the same time, that could be used in interactions a la Warlock to create fort members, maybe cultural warriors made as castes? That could be interesting, but given how valuable the tokens would be, it would be necessary for that warrior to be truly an elite soldier, but let's leave the balancing for later.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on March 01, 2015, 11:25:03 pm

...
Let's take, say, the vikings. For their quirks, they could have superior bows, better weaponsmiths, great tanning, but inferior metal armor. The japanese would be different, maybe capable of producing katanas, ...

No comment on the idea itself, but you got your Japanese and Vikings backwards there buddy. The Norse/Celts were known and feared for their superb metalsmithing, and managed to make some pretty (http://upload.wikimedia.org/wikipedia/commons/1/1c/Viking_sword_collection.jpg) fancy (http://bottega.avalonceltic.com/rep_immagini/prod/elmo_vichingo_2.jpg) stuff (http://upload.wikimedia.org/wikipedia/commons/a/a9/Scuto_Battersea_BritMu252a.jpg) without sacrificing utility, but they looked down on archery and range fighting in general as being dishonorable. While the Japanese had to make do with low-quality iron gathered from black sand that was too brittle for much more than ceremonial uses like dueling; until the conquest of iron-rich Korea, warfare in Japan meant hundreds of archers and maybe a few dozen sword-wielding noblemen. The famous "Thousand-folding" technique used to make katanas is purely to shift impurities out from the center of the iron so the thing doesn't shatter the first time it gets blocked, good iron doesn't need to be folded.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on March 01, 2015, 11:48:44 pm
Very aware of everything you're saying there buddy (except for the hundreds of archers. I thought spearmen were more prevalent). But if we go on specifics, the japanese bows are even inferior to the western ones, and can't hope to compare to recurve or composite bows they could find just at the other side of the sea. They could have very proficient archers (to the point of knowing those bows could only hope to pierce actual armor at spit range, and making the best of it by aiming at gaps), but terrible bows. At least if my Japanese warfare info is up to date.

Also, by no means, think the traditional katana is a superior weapon too, but we are working with fiction tropes here. If humans are going to be the creative, adaptive, varied race, and the Katana is already implemented in the mod, why not use it there as a superior sword? Hell, if they use my idea of elite soldiers by a token, a proficient swordsman/archer armed with that orc daikyu/katana combo would kick so much ass...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on March 02, 2015, 08:16:34 am
I'm more concerned about the tavern update and the changes to trade with/after it. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: chaosfiend on March 12, 2015, 12:53:16 pm
Um, I'm having some trouble with using the Geomagic Map to play humans. I tried it multiple times, without touching the Parameters at all, and its having an impossible time placing humans down as a playable civ. Is there a reason behind this that  needs to be fix in parameters?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on March 12, 2015, 01:06:40 pm
Maybe you should try using the mod preset parameters? At the World Gen tab? Also, sometimes, even with the parameters, it just refuses to work (once had to go up to 1000 resets on the same generation), so try closing and opening again.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on March 24, 2015, 11:39:23 am
Let's bring the relevant threads back to the first page... *bump

The 40.x update of the humans will be delayed at least till Toady One releases the new DF version that includes traders and taverns. Lots of new features for modders to play around with, and no reason to simulate it badly now. ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: chaosfiend on March 26, 2015, 09:04:49 am
I cannot recall...Have the Humans had the screw press and thus the Compact Peat reaction removed?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on March 26, 2015, 10:27:25 am
The screwpress is one of the Farmer's Guild extensions, though I don't remember if compacting peat is on it's list of reactions.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: jomen on March 27, 2015, 12:50:44 pm
Hi everyone

I 'm wondering how do you install cannon . I have cannons which are considered as animals , i have built arsenals , but now what should i do ?

The manual says that you have to pastured cannons on top of arsenal . I did so but what now ? I don't really understand how to do. I searched with the research forum but find anything.

Need help here :)

And about the turret ( i have buy some from caravans ) how does it work ?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on March 27, 2015, 09:05:28 pm
Since they are animals, you can pasture them just like any other pet. You make a 1-tile zone 'I' on the workshop and assign it as pasture 'n' and put the cannon in it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 02, 2015, 06:58:35 am
Hey. So a machine operator got a strange mood (possessed). But I didn't know what he needed, he didn't claim any workshop. He's insane now and we prolly have to kill him. But for later ref, how do you find out what he needs?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on April 02, 2015, 08:22:05 am
Workshop requirements are determined by either the worker's "Highest Moodable skill", or else require a crafts-workshop if they don't have one. The best way to prepare for a mood is to just build at least one of each vanilla workshop (and glass furnace) and keep a small stock of as many different materials as you can. This chart on the wiki should prove handy in the future: http://dwarffortresswiki.org/index.php/v0.34:Strange_mood#Skills_and_workshops
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 02, 2015, 10:58:24 am
Ah.... New problem though. I can't seem to build roofs... I had to channel underground and then it roofed. Help?
Edit: Also barrel water filling is bugged. Or it seems so. Most of the time I get something along these lines: Cannot fill water barrel, water source needed.

There's a river in walking distance  :-\
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on April 02, 2015, 06:49:47 pm
Ah.... New problem though. I can't seem to build roofs... I had to channel underground and then it roofed. Help?
Edit: Also barrel water filling is bugged. Or it seems so. Most of the time I get something along these lines: Cannot fill water barrel, water source needed.

There's a river in walking distance  :-\

Well for the first problem, is the roof accessible? You need an orthogonal (opposite of diagonal) space and a way to walk up to it to build any construct, including floors for roofing.

As for the second, I think the water-filling reaction uses some DF Hack trickery to require fresh water underneath the workshop itself. Either that or adjacent to it, I forget which.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Crust13 on April 02, 2015, 07:15:23 pm
whats with humans and nobles?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 02, 2015, 10:17:21 pm
I dunno. Also thanks, I'll be sure to try that.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on April 03, 2015, 10:34:21 am
whats with humans and nobles?

Historically speaking, the longer a human society exists, the larger, more bloated, and more privileged it's ruling class will become. MWDF humans have lot in common with a typical medieval Italian city-state. At the top you have the King/Queen who may claim to be divine, followed by rich estate-holders like Counts, followed by village Mayors with whom the higher nobles consult with to inform the masses of the state's demands, and finally you have the general bureaucracy that actually does the paperwork in telling the peasantry what exactly needs to be done.

For the purposes of playing, just think of the potentially infinite nobles as a way to get special treatment for your favorite workers without pissing off the other "real" nobles, with the added bonus of never missing out on a good trade deal just because the broker decided to take a nap immediately after he went off break.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on April 07, 2015, 02:53:15 am
I've been wondering...Since [CE:COUNTER_TRIGGER:COMBATHARDNESS] is no longer a thing, what will be used in the Reborn version of Humans to upgrade their knights into paladins? The old Tennis interactions? Or that feature is just begin cut off?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Boltgun on April 07, 2015, 03:32:00 am
You could use legendary discipline even if it's easy to rise.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 07, 2015, 12:32:20 pm
Maybe squires could undergo a strange mood of sorts? A desire to undertake a quest maybe?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on April 07, 2015, 12:41:34 pm
Maybe squires could undergo a strange mood of sorts? A desire to undertake a quest maybe?

I don't think we can control strange moods.
There is always a distinct possibility that I could be wrong, though.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 07, 2015, 01:01:15 pm
Well you could always make a building that sends squires on quests or sommat.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: nordak on April 08, 2015, 12:31:40 am
First run with the latest version... Quickly discovered that the Humans were very vanillin, made me quite sad as I had my basements dug and was trying to find all the custom buildings.   :'(
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on April 08, 2015, 12:45:05 am
First run with the latest version... Quickly discovered that the Humans were very vanillin, made me quite sad as I had my basements dug and was trying to find all the custom buildings.   :'(
Humans are not done or the new version.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 08, 2015, 05:00:15 pm
I think he means the version for DF v.31
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on April 08, 2015, 11:48:56 pm
It is technically possible to enable fort mode for Hermit, Dwarves, Gnomes, Humans, Sucubi and Kobolds in the launcher of the version 0.0006.

It doesn't mean that anything is finished, or even started, but it is still possible, which can bring that kind of misunderstanding to people that don't take time to read that it's not finished yet, and by a large margin.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 09, 2015, 04:44:32 pm
I rolled back to the old version of the game just to try out humans and holy shit is it a blast. The cheat sheet was insanely intimidation though, which prevented me from even trying it back when 34 was still newish. Now that i have actually jumped in and tried it, it is not actually that complex, and most of the guild related stuff is optional anyways. Cannot wait for the taverns update to drop so we can get humans in the newest version of the game. When it drops i may try my hand at writing an easy start guide for them, assuming they will retain some of the complex features from the last build
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 10, 2015, 01:49:31 pm
Double posting here because i have ran in to a few bugs. I know this version is no longer in development but if anyone has any ideas of how to help that would be great. I summoned a wizard adventurer from the tavern, and she showed up naked and with no items. She was pissed about being naked, but would not pick up any of the available clothing. I assigned her to the military and gave her a uniform, but she still would not put on any pants, and eventually went melancholy from the emotional strain. Will all adventerurs be insane obligate nudists, or is this an isolated case?

Secondly my population is 210, but i am still getting migrants. It is becoming a problem, as i am running out of space. What do?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 10, 2015, 08:49:47 pm
First off regarding the naked wizard lady... I see no problems  ;D
But I imagine it is some weird glitch regarding her race or sommat.
Secondly you'll eventually hit a limit. If necessary you can strip-mine underground housing. So long as sunlight hit it the game will not cave adapt.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on April 10, 2015, 08:53:39 pm
Secondly my population is 210, but i am still getting migrants. It is becoming a problem, as i am running out of space. What do?

Apartments.

If I am playing with an above ground race, or any race that benefits from being above ground or doesn't need mining, sure as hell I will be building over 200 z levels high towers for them to live in. Looks cool as hell in stonesense.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 10, 2015, 09:53:29 pm
Oh yeah i am doing apartment style housing, i just would like to not have to make them super gigantic. My settlement is laid out like a small town, and some of my asthetic buildings like my tavern and church take up quite a bit of space as is.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on April 10, 2015, 10:13:20 pm
You can always do big common dorms or longhouses, it saves a ton of space.  Beds only take up one tile after all. Of course then you have to work a bit to get happyness up through a nice dining hall, statue garden, etc.

Your mage should have been able to wear clothes, no idea about that.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 10, 2015, 10:57:25 pm
Well the king just showed up with another huge ass migrant wave, and combined with the ludicrous birth rates in this place my population is now 270. He came with a ton of lords who are now demanding shit from me, would there be repercussions to just murdering them?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 10, 2015, 11:48:05 pm
Only if they find out! :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on April 10, 2015, 11:57:48 pm
Do it on a fancy way. Make some sort of lord kill room, put them in a unit, and send them there.

At least have fun with it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 11, 2015, 12:37:34 am
Noble killing is in fact a favorite pastime of players.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on April 11, 2015, 01:10:16 am
.34 and earlier versions don't have activated worlds, so the only consequences to killing the nobles beyond that of any other death (Unhappiness from friends, ghosts, etc.) is that you won't be able to replace them.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: jomen on April 11, 2015, 07:01:19 am
Goodmorning .

I play with the 34. version a human city. I cannot use gold coins for humans activity anymore. I used to , but now all feature using gold à listed in red although i have a lot of gold coins . I had made silver and copper coin to sell it to caravan because i have no use of these metals. I don't know if it is the problem. But i now storage copper and silver coin in separate stockpile and the problem still the same. Do i missed something ?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on April 11, 2015, 08:21:24 am
By any chance, does your coin stockpile allow the use of bins?

Bins and coins are only good if you plan on selling those to caravans, but for reactions, it screws things a whole lot.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on April 11, 2015, 08:48:47 am
If I set bins to zero in a stockpile, they will be emptied and removed from the stockpile, or those items are just effectively lost?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: jomen on April 11, 2015, 09:31:13 am
I do use bins indeed. But i used bins before this problem too and it work. Not completely fine because of bins being moved as a worker gather other coins on the map in this bins and so blocking use of coins for reactions.

But i will try to set bins to zero . Thanks if it work :)

edit : i just sell all copper and silver coins , get rid of bins in gold coins stockpile and the problem still the same :(
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on April 11, 2015, 11:36:49 am
If not bins, then Pathfinding bug related to burrows.  Use the manager to run reaction a couple times, will reset. Not directly related to Masterwork.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 11, 2015, 12:19:10 pm
So i have decided on another course of action for my noble problem. I am going to make them a squad, and send them in a tunnel to the second cavern layer with some basic supplies and a few guns. If they can survive for 2 years down there they will be allowed to rejoin us on the surface, otherwise the problem will take care if itself.

On a side note is there any way to increase coin stack size? It literally took 6 ingame months to haul all the coins to the tavern needed to hire a hero
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 11, 2015, 02:32:16 pm
My advice is to make "banks" next to anyplace your gold is needed. Speeds things up. Make sure it's safe though! Gold is precious.... :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on April 11, 2015, 04:09:42 pm
If it's not burrows, it can be because the stockpile is set to 'g'ive to something.

When a stockpile is set to give to even a single output (other stockpile or workshops), it forbids anything else to take from it, potentially making some problems in the process.

The other way around is true to, any workshop set to recieve from a stockpile will never scan for stockpiles not set to give to them.

It can be a bit confusing at first, but it can also be used to fine tune your processes, with the biggest impact being with boulders and cut gems, letting you use specialised stockpiles with only the wanted material, and using it to feed the workshops, ensuring that the correct materials are used.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 11, 2015, 11:53:21 pm
Holy shit guns are awesome. My human civ has been in pretty heavy warfare with a succubus civ, most of my migrants have a handful of succubus kills including my king. Finally got a vile force of darkness, but it was just one squad of bow guys. My gunner squads lined the fortifications and rained death on them, they were broken and running away after about two salvoes. Sent out my halberdier squad and battle squires to mop up what was left. No casualties, and we got their bigshot general guy. Gonna summon some more armies to test out my shit a bit more. Cannot wait for this to hit the current release!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 12, 2015, 12:00:58 am
Hahahah. Maybe I'll make a human fort eventually. Pretty fun to imagine the enemies horror as they see cannons up the yin-yang.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 12, 2015, 12:16:15 am
I don't even have cannons yet, that was just a musket squad and a pistol squad. I made the pistol guys so they could weild torches in their off hand for cave exploring, but i have not got around to breaching the caverns yet, not sure there is really anything of worth down there. Also having to wait 5 years for my squires to become paladins is a little anoying, wish i could speed it up somehow
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 12, 2015, 12:21:36 am
Lol. Guns are pretty handy.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: slay_mithos on April 12, 2015, 03:49:24 am
A small musket squad, with decent ammo (at least copper grade, possibly iron) can do insane damages.

On any small-ish entities, it also has a decent chance to knock them back, so they take a bit more damage from slaming on walls and such.

When I play humans, I have a sniper tower over my entrance, with always at least one musket user at any time, and that is enough to ward off most hostile animals from wandering near and entering.
It also doubles as a good way to not be caught too off guard when an attack comes, with at least one shooter at the ready to try and save any civilians that might still be out.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 12, 2015, 04:14:42 am
Dude. Make a wall. Load with canons. When a titan comes. Play attack on titan music. Let the fun begin.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: jomen on April 12, 2015, 09:36:57 am
If it's not burrows, it can be because the stockpile is set to 'g'ive to something.

When a stockpile is set to give to even a single output (other stockpile or workshops), it forbids anything else to take from it, potentially making some problems in the process.

The other way around is true to, any workshop set to recieve from a stockpile will never scan for stockpiles not set to give to them.

It can be a bit confusing at first, but it can also be used to fine tune your processes, with the biggest impact being with boulders and cut gems, letting you use specialised stockpiles with only the wanted material, and using it to feed the workshops, ensuring that the correct materials are used.

Actually i did'nt used workshops set to receive stockpile but maybe i have set it accidentally i will check. It work with the manager but the reaction still unusable with workshops , it still red. The problem is that with manager i don't choice always what workshop will be used for generic reaction like "join the guild" :( . I ill try to pu gold next to workshop too.

Thanks for all your advice
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 12, 2015, 10:39:18 am
Jesus training buildings like the guardhouse and university are nearly completely useless unless you use workshop profiles to decide who can train there, and it takes a massive assload of micromanagement. I did however make all my shooters into marksmen, as well as making my champion-headed melee squad into squires for an eventual team of badass paladins.

Also is it worth jumping through the massive hoops required to teach a few guys the way of magic? With warlock contracts i can teach a few spells like boulder throw and curse to my wannabe wizards, as well as powerleveling their sorcery skills at the university. Is there anything about magic i should know? I have never played warlock mode before.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 12, 2015, 11:03:40 am
Well spells can be pretty handy for all kinds of things. Healer mages can extend your armies lifespan. And fireballs deter any ideas.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on April 12, 2015, 11:12:11 am
I had mages with fireballs. Once. And then, a snatcher showed up...
Nothing of that time remains, but ash and sorrow.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 12, 2015, 11:59:17 am
How the frig do i make totems? I can queue the job from the manager screen but it always gets cancelled, saying we have no totem producing body parts or something like that. I ask because they are needed for a few reactions at the Warlock workshop
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on April 12, 2015, 12:00:18 pm
How the frig do i make totems? I can queue the job from the manager screen but it always gets cancelled, saying we have no totem producing body parts or something like that. I ask because they are needed for a few reactions at the Warlock workshop

Not a human expert, but I assume it's the same as other races (and vanilla) - at the craftshuman, from skulls.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on April 12, 2015, 12:20:26 pm
How the frig do i make totems? I can queue the job from the manager screen but it always gets cancelled, saying we have no totem producing body parts or something like that. I ask because they are needed for a few reactions at the Warlock workshop
I've had this problem before; to make totems, you need skulls. I find it helps if you use a craftsman's shop near your bonehoard/butchers. If you have plenty-o-corpses around, try

Hope this helps.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 13, 2015, 12:44:43 pm
Hooleeeeee shit, that was the most intense battle i have ever had in this game.

So i decided i was getting a bit bored, what better way to fix this than to slay some goblins! Challenge goblins to war x10 from my merchants guild and wait.

Next thing i know i am getting ambush after ambush. At its peak i think we had something like 270 invaders including their mounts. Not even a siege, just a fuckload of ambushes. My riflemen lined the walls and fired until they ran out of bullets. More goblins road in as fast as we could kill them. My mages stood alongside the riflemen, slinging chainlightning, curses and enfeeblement from their warlock staves. My troops eventually run out of bullets, and they cannot seem to grab more because the gobbos keep spooking them.

I build some extra staircases to get them out of there, and open the outer drawbridge to lure some goblins into the killzone. I set the leverpull on repeat so that we could hopefully slam or fling a few gobbos. What actually happened was that my outer bridge broke. Now the only thing keeping the goblin hordes back was a single locked door, and some trolls were on the way. My musketmen reload and retake the walls, but there are no fortifications between them and the trading courtyard, so they trade fire with the goblin bowmen. All of my melee troops and my mages are behind that door, just waiting for it to burst open. I draft a few more ragtag musket people to join them.

A troll finally wisens up and busts down the door. Battle is joined instantly. 80 or so gobbos vs my ten swordlord paladins and a handfull of weaker melee troops, backed by mages. The door makes an excellent choke point, and between getting slashed up and hexed we start to push them back. I totaly thought i was fucked, but my paladins really pulled through for me. I order all squads to run out to the front of the fortress into the thick of the remaining goblin bowmen. They beat back the frontline swordgoblins and sprint into the arrows. Bullets fly and cripple a few as the paladins and mages clash with the front ranks of the bowmen. Despite lacking any melee training my mages start cracking skulls with their staffs and enfeebling everyone, which was badass. The goblins finally begin to crumble in the face of the carnage and break. Very few escape thanks to my remaining gunmen, and the day is ours. I thought we were totally fucked, but we did it.

270 citizens down to 245, mostly military casualties but a few civilians in there too. Also my Lord Paladin's giant war tiger, rip in peace.

Not sure i will ever be able to top this, probably gonna retire the fort and try warlock mode or something
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: RodriguesSting on April 13, 2015, 01:05:19 pm
A single door waiting to be broken by gigantic trolls, with a couple of elite soldiers and mage(s) behind it as the last line of defense for the city?

That was Minas Tirith, dude.

(http://vignette2.wikia.nocookie.net/indebanvandering/images/5/5f/Siege_minas.jpg/revision/latest?cb=20111205185506&path-prefix=nl)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 13, 2015, 01:51:42 pm
But more shooty i guess. I also forgot to mention the mechanical dragon that was outside the front gate. It killed about 10 goblins and 14 mounts, as well as crippling a further 5 goblins and tying up two whole squads for a really long ass time while they sat there trying unsuccessfully to kill it. Those things are fucking monstrously powerful.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 13, 2015, 03:44:18 pm
That. Was. Awesome.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Plazma_Rush on April 15, 2015, 07:47:58 pm
Silly question, probably. How does one go about building a cannon? When I use the cannon engineer's build a cannon task, my engineer just takes all the materials, work for a while, then leave the workshop empty handed.

I read on the manual that cannons are supposed to be creatures, is a cannon supposed to spawn at the cannon engineer's when the build cannon task is complete? If so, what could cause the cannon to not spawn?
You are right, it should spawn a creature. I checked, the product is missing, I'll fix it.

Has anyone been able to fix this? Since the whole Masterwork Reborn thing there hasn't been an update to fix that for those of us playing the old version.

Code: [Select]
[REACTION:BUILD_CANNON]
[NAME:Build a cannon]
[BUILDING:GUILD_ENGINEER_W:CUSTOM_A]
[REAGENT:A:1500:BAR:NONE:INORGANIC:IRON]
[REAGENT:B:2:TRAPPARTS:NONE:INORGANIC:IRON]
[REAGENT:C:2:WOOD:NONE:NONE:NONE]
[SKILL:SIEGECRAFT]

Either it's supposed to spawn something and the product is missing or there's a reaction hook script that spawns the unit. Those are my best guesses, at least.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: chaosfiend on April 16, 2015, 04:55:32 pm
IIRC, the Drow Toxicist is the Foreign SHop that allows you to poison weapons. I've done plays with poison Ammo on kobolds, but can someone enlighten me as to how long poison would last on a Melee weapon?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: lordofgilneas on April 16, 2015, 09:03:31 pm
Dunno, never have done poison gear yet.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: moseythepirate on April 16, 2015, 11:26:55 pm
Silly question, probably. How does one go about building a cannon? When I use the cannon engineer's build a cannon task, my engineer just takes all the materials, work for a while, then leave the workshop empty handed.

I read on the manual that cannons are supposed to be creatures, is a cannon supposed to spawn at the cannon engineer's when the build cannon task is complete? If so, what could cause the cannon to not spawn?
You are right, it should spawn a creature. I checked, the product is missing, I'll fix it.

Has anyone been able to fix this? Since the whole Masterwork Reborn thing there hasn't been an update to fix that for those of us playing the old version.

Code: [Select]
[REACTION:BUILD_CANNON]
[NAME:Build a cannon]
[BUILDING:GUILD_ENGINEER_W:CUSTOM_A]
[REAGENT:A:1500:BAR:NONE:INORGANIC:IRON]
[REAGENT:B:2:TRAPPARTS:NONE:INORGANIC:IRON]
[REAGENT:C:2:WOOD:NONE:NONE:NONE]
[SKILL:SIEGECRAFT]

Either it's supposed to spawn something and the product is missing or there's a reaction hook script that spawns the unit. Those are my best guesses, at least.

I too am interested in this.

IIRC, the Drow Toxicist is the Foreign SHop that allows you to poison weapons. I've done plays with poison Ammo on kobolds, but can someone enlighten me as to how long poison would last on a Melee weapon?

I do believe it lasts for...basically forever.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on April 17, 2015, 01:08:54 pm
IIRC, poisons are a contaminant so they should last until the weapons get doused in water somehow.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vjmdhzgr on April 17, 2015, 05:16:58 pm
IIRC, poisons are a contaminant so they should last until the weapons get doused in water somehow.
I believe the dfhack script that applies the contaminant makes them immune to getting washed off.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: chaosfiend on April 18, 2015, 03:24:34 am
Hmn, nother question. Is there anything I can do with 'non-standard' vouchers? Seeing as you cant seem to sell them at all.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on April 18, 2015, 04:04:25 am
Hmn, nother question. Is there anything I can do with 'non-standard' vouchers? Seeing as you cant seem to sell them at all.

What do you exactly mean by 'non-standard vouchers'?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: chaosfiend on April 18, 2015, 05:36:30 am
Hmn, nother question. Is there anything I can do with 'non-standard' vouchers? Seeing as you cant seem to sell them at all.

What do you exactly mean by 'non-standard vouchers'?

Standard Vouchers are the ones that you sell for coin: Steel, Bloodsteel, Bronze, Iron, Ironbone, Cobalt, Mithril

Non-standard would be ones like: Gold, Silver, Ebony, ect
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on April 18, 2015, 05:44:29 am
Hmn, nother question. Is there anything I can do with 'non-standard' vouchers? Seeing as you cant seem to sell them at all.

What do you exactly mean by 'non-standard vouchers'?

Standard Vouchers are the ones that you sell for coin: Steel, Bloodsteel, Bronze, Iron, Ironbone, Cobalt, Mithril

Non-standard would be ones like: Gold, Silver, Ebony, ect

Oh, I see. Sadly, the only thing you can do is to dump them in magma, as they have no use. The [REACTION:SELL_VOUCHER_MATERIAL_GOLD] used to accept gold, but as of 6.2 it accepts only copper vouchers. Sorry.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on April 18, 2015, 10:17:58 am
Can you use to buy weapons?  From the raws it looks like the weapon you get will match the voucher type.
It looks like this one would be pretty fine for (edit:  actually, any of the metals you mention) ebony, for example:

Code: [Select]
[REACTION:BUY_WEAPON_HAMMER_WAR_D]
[NAME:Buy war hammer (4 vouchers)]
[BUILDING:WEAPON_MERCHANTS_STALL:NONE]
[BUILDING:MERCHANT_WEAPON:NONE]
[REAGENT:A:4:TOOL:ITEM_TOOL_VOUCHER:INORGANIC:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:A:NONE][SKILL:NEGOTIATION]
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 19, 2015, 02:21:01 pm
Brillianthanded holds, at least for now. After toppling the greatest goblin army ever amassed, the city's defenders looked to repairing the damage and picking up the pieces. The area outside the smashed apart front gate was littered with bodies and slick with blood and mud, as well as a few soldiers caught in goblin nets. The cremation furnaces roared as their operators took to their grisly work, incinerating the countless goblin corpses that had accumulated. The carpenters churned out caskets for those who had fallen in the defense of their home, and they were interred in the growing crypts in the mines below. The hospital was full of the wounded, soldiers who may never fight again after irreparable damage to their appendages, children who had caught wicked goblin arrows, and countless other break and wounds. A secondary infirmary was set up in one of the dormitories, and anyone with the slightest amount of medical experience was drafted to help tend to the injured.

A mother, stricken by melancholy over her dead child sat sobbing in the streets, as a parade of people carrying corpses and the gravely wounded moved steadily past. Rain poured down, the congealing blood running in rivulets from the front gate and snaking down into the soil. The high priestess of Vicu, goddess of sacrifice, gave sermons and comfort to those on break from the steady work shifts. Grim-faced soldiers lined the parapets, clutching their rifles in the rain and looking out for any goblin stragglers. Those not hauling provided food and drink for the laborers. Everyone moved with a sort of steady automation, mild shellshock in their eyes. It would be many months of hard work before Brillianthanded returned to anything resembling normalcy.




As an aside, is there any easier way to remove my own people from cages than building the cages and attaching them to a lever? It takes a really fucking long time and 2 mechanisms per cage. If not there really needs to be an easier way, or else those stupid cage throwers are way too annoying to deal with.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on April 19, 2015, 02:47:59 pm
Are they metal? If they are you might be able to melt them down and release the creature inside in the process, I remember seeing a science thread along those lines. Though to be safe, you should probably test with a caged dog or something first; as I'm not sure if it was a .34 thread or a .40 thread.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 19, 2015, 02:53:51 pm
Holy fuck the king and duke threw two soldiers in jail for not meeting production mandates while they were battling the goblin menace. Is it possible to kill the king/duke and not have new ones appointed? I think a revolution is in order after this
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vjmdhzgr on April 19, 2015, 03:16:31 pm
Holy fuck the king and duke threw two soldiers in jail for not meeting production mandates while they were battling the goblin menace. Is it possible to kill the king/duke and not have new ones appointed? I think a revolution is in order after this
Back in 0.34 new nobles weren't appointed when one died. So, definitely.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 19, 2015, 04:33:23 pm
There was a secret meeting in the chapel that night. The high preistess, archmage, Lord Paladin and captain of the guard were all present. Something had to be done. The king and all his little lords had done nothing to improve the defence of the fortress, and yet were more than happy to imprison the brave defenders over not producing abacuses quickly enough. Even the present duke, one of the founding seven had fallen into noble arrogance and decadence. The people were still too grief stricken to be outraged over the present transgressions, but something needed to be done.

The plans were set in place. Once the cleanup from the goblin massacre was nearly finished, the miners would be secretly contracted to dig a tunnel outside the walls that breached one of the deep deep cavern layers. The king, lords, and all of their associates would be exiled down there at gunpoint. Brillianthanded would become an independent city state, no longer bowing to the whims of the Plain-Nations of Webbing. A new chapter in human history was about to be ushered in, with the creation of the first human republic.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Vhorthex on April 22, 2015, 03:56:39 pm
That will teach me to not read the patch notes of the rebirth. :P

Started a game with humans, and then couldnt' find any of their unique buildings...

Can't wait for their re-implementation!

Woo! Go Picard!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on April 22, 2015, 05:18:13 pm
I am also pretty hype for new humans, it will be so much easier to make aboveground buildings with new trees and better wood. I want to make massive gunrunner fortresses and then come visit them as an adventurer
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vjmdhzgr on April 25, 2015, 12:39:02 pm
I can't seem to upgrade the west and south wings of the smith guild hall. I have an anvil, I have plenty of blocks, and i have the upgrade permit. I don't have any stockpiles aside from a food one, and no burrows.
EDIT: Turns out I placed the east one on the west side and the west one on the east side and mistook them. Still I should have everything I need for the south upgrade, but I can't seem to upgrade it.
EDITAGAIN: I have been able to construct the blast furnace as well so it is just the armory and weaponry that I can't make.
FINALEDIT: I figured it out you need two anvils. It looked like only one was needed.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: caekdaemon on April 26, 2015, 02:14:18 am
I've got a question...how on earth do you use clay? The clay oven refers to having the material shaped and then firing it, but I can't find a building to shape it :O

I'm still using a version from before the Rebirth, but I have no idea how to use the clay I've got...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on April 26, 2015, 02:54:33 am
I've got a question...how on earth do you use clay? The clay oven refers to having the material shaped and then firing it, but I can't find a building to shape it :O

I'm still using a version from before the Rebirth, but I have no idea how to use the clay I've got...
Workshop(foreign) => Kobolds contract. The kobold potter works with clay.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: caekdaemon on April 26, 2015, 03:01:12 am
I've got a question...how on earth do you use clay? The clay oven refers to having the material shaped and then firing it, but I can't find a building to shape it :O

I'm still using a version from before the Rebirth, but I have no idea how to use the clay I've got...
Workshop(foreign) => Kobolds contract. The kobold potter works with clay.
Ah right :D That's a little...hard for me to do at this point in the game, but it should be possible.

Let's just hope this fireclay industry pays itself off :D

EDIT : Actually, this is pretty odd, since it's possible for a human player to build a clay oven to fire it long before they can get a kobold workshop.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on April 26, 2015, 07:56:50 am
Yes, because the clay oven is hardcoded and is required to issue the "collect clay" job.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: TheStratovarian on May 05, 2015, 04:04:55 am
I'm getting an odd thing with guild joining. It doesn't matter the  It removes the person from the therapist and puts it as a military unit named guild apprentice, but won't change them out of it. I can leave a guild just fine, just not join one. Loving the human faction immensely, just finding that odd aspect irking.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Plazma_Rush on May 06, 2015, 08:05:17 pm
I'm getting an odd thing with guild joining. It doesn't matter the  It removes the person from the therapist and puts it as a military unit named guild apprentice, but won't change them out of it. I can leave a guild just fine, just not join one. Loving the human faction immensely, just finding that odd aspect irking.

Not really understanding what you mean. Normally, it makes them into a Guild Apprentice and after a while they return to normal as a guild member.
Have you tried waiting for a bit?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: killy667 on May 24, 2015, 03:00:29 pm
How do I get coins for a university/guild?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on May 24, 2015, 04:56:34 pm
Well you can dig up some gold and smith it into coins or you can build a few local merchant stall buildings and sell whatever raw materials you have available. I recommend the stone and gem merchants, you're probably going to be quarrying anyway to get building supplies so that can be a easy way to make money.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on May 24, 2015, 11:41:07 pm
Three options:
- You mint your own coins, aka mine gold, smelt gold bars and forge gold coins in the vanilla forge. Just like vanilla DF.
- You rent out workshops, aka you buy a "trade licence"-tool from a caravan, build a trader (foreign) and rent it out. Not very efficient.
- You sell stuff, aka you build a trader (local), get some resources/items and sell them. The best way.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Spleenling on June 26, 2015, 04:30:45 pm
Version: 6.2.7

I never seem to get attacked when i play as Humans, i am a Barony i have several Fortress Defense races active, i am at war with the Goblins, i have have been letting all the Snatchers go.

It has been 5 Years.
I am bored and on the verge of going to the Circus for the Lolz
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 27, 2015, 10:37:18 am
You can declare war on purpose.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Spleenling on June 27, 2015, 04:23:12 pm
I know you can summon sieges via the Merchants Guild but the manual states that doesn't change alligence.

Unless i'm missing something
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on June 27, 2015, 07:08:54 pm
That is correct. You get an attack, no actual war. I'm not sure why you are not attacked, that has never been a problem in 34.11. Maybe too far away from the other civs?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Spleenling on June 28, 2015, 01:25:29 am
Embark Screen said i was in range of all the active Civs
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vjmdhzgr on June 28, 2015, 10:25:22 am
That is correct. You get an attack, no actual war. I'm not sure why you are not attacked, that has never been a problem in 34.11. Maybe too far away from the other civs?
Distance from other civs affecting their attacks was only added in 0.40. The only distance civs couldn't travel was across oceans or over mountains that have no way around them.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Neyvn on July 17, 2015, 10:52:18 am
I so want to play Human mode in the new version...
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on July 17, 2015, 11:11:24 am
Yeah me too, can't wait.

Just got a plague in my new human city. I think I have the two infectees in quarantine,  but how can I actually cure them?

EDIT: Oh jesus i lied the entire fortress is infected what the fuck do i do send help. Everyone is now Pock-marked plaugebearers.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: smakemupagus on July 17, 2015, 11:31:29 am
I'm not super knowledgeable about either diseases or human mode, so take with a grain of salt.

Disease resisting potions include Dwarven Cure-all (brewed from a plant; humans might be able to cultivate at some kind of elf building, .. or possibly import in crates) and Orcish Black Draught (humans should be able to buy at the Orcish trader). 
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on July 17, 2015, 11:51:47 am
Fuck I fucked up. Made a hospital to help the sick. All 87 humans save like 5 immediately went to rest.  Deleting the zone did not get them back up. There is a very real chance everyone is about to starve to death, Boatdiamond is about to become a plague necropolis.  Fuck.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Wyzack on July 17, 2015, 04:42:00 pm
Well they got up before they starved, but everyone still has horrible blisterplague and is bleeding from their weeping sores all over the place. Plus that dorf diplomat totally brought the disease with him when he left. The whole place is on lockdown until we figure out a cure or everyone dies. Trying the famers guild herbalist, hopefully it works. Migrants are building a temporary shanty town outside. Things look pretty grim.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Vhorthex on September 29, 2015, 03:54:29 pm
Are Humans still the planned feature for the 'next update' whenever that may be? No rush, just can't remember what was picked in the end?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: chaosfiend on November 30, 2015, 08:03:03 am
I'm not sure if I'm missing something really stupid...I'm trying to set up the Mason Guilds Archaeologist wing, but it refuses to set up. I have the Mason Permit West, and more blocks than I can shake a stick at. Are there any other materials to build it I'm missing?

Above problem was resolved, but a new one cropped up. Is the Turn Booze into Fuel reaction supposed to take ages to do? I have had someone doing the reaction in the Booze Burner for almost a whole season.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on December 01, 2015, 11:44:13 am
Reactions always take the same time, the only factor is the skill of the user. Legendary will finish almost instantly, a dabbling human will take forever.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: chaosfiend on December 01, 2015, 12:04:31 pm
What is the specific Skill for the Booze burner if I may ask?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Devin9 on February 15, 2016, 07:59:13 am
Fuck I fucked up. Made a hospital to help the sick. All 87 humans save like 5 immediately went to rest.  Deleting the zone did not get them back up. There is a very real chance everyone is about to starve to death, Boatdiamond is about to become a plague necropolis.  Fuck.
Didn't you know? If your settlement has boat in the name, it's going to get wiped out in some really weird and sudden way.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Imic on July 01, 2016, 05:56:35 am
Better architecture in sites.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Thuellai on July 14, 2016, 05:22:37 am
Do humans not have screw presses?  Started in a location with peat and was dismayed to find I couldn't compress it and use it as fuel for my industry.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 14, 2016, 06:34:48 am
Do humans not have screw presses?  Started in a location with peat and was dismayed to find I couldn't compress it and use it as fuel for my industry.
Yes, its part of the Farmers Guild, its the northern guild extension.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Metaltooth on July 15, 2016, 05:55:02 am
Are you planning any new guilds for future releases?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 15, 2016, 06:11:30 am
No, all skills are covered except gelding, bookbinding and papermaking.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Metaltooth on July 15, 2016, 06:25:27 am
No, all skills are covered except gelding, bookbinding and papermaking.

Any future plans for them?
So far playing them is very fun
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 15, 2016, 08:32:05 am
maybe a writers guild could replace the current library system. With a printing press or something like that.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Metaltooth on July 15, 2016, 09:27:42 am
maybe a writers guild could replace the current library system. With a printing press or something like that.
Get ahold of a Necromancer slab and mass produce that shit, everyone will live forever and war will end!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Dirst on July 15, 2016, 10:43:59 am
maybe a writers guild could replace the current library system. With a printing press or something like that.
But, but... gelding! ;)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Metaltooth on July 15, 2016, 12:13:18 pm
I have encountered a problem with the standard human embark profile
http://puu.sh/q2Gz9/1a78ac5ddd.png

I chose to settle down on an island and got this when I chose my embark profile
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: IlFedaykin on July 17, 2016, 05:15:37 pm
Just a couple of things (I apologize if they were already reported or were intentional):
-Armory extension seems to only improve rock armors my mistake, only the details given when you haven't got the reagents are wrong. Could be nice adding a material selection, though  
-Uprade reactions for the guild extensions don't use the materials as buildmats
-(minor) Steel can now be made at the crucible but pig iron can not so you are forced to always build metallurgist smelter too
-(minor) Among the uses allowed for the flux stones the are rock weapons and armor so, in order to keep them, you have to use stockpile links
-(minor)brick splitting block has a repeated hotkey

Great Work btw  :D
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nomus on July 19, 2016, 05:25:13 pm
I don't know if I encountered a bug or if I'm just doing something horribly wrong, but after I built a Merchant Stall I ordered it to be made into one of the different shops.  My humans would just go up to it, stand there for a tick, and then just leave as though the order had been completed even though it had not and the stall was still empty.  I tried this with every type of merchant, but they all had the same result.

Any ideas?  I'm stumped.

EDIT: I reinstalled Masterwork and now it works fine, still have no idea what caused that behavior though.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Kyurisu on July 21, 2016, 03:26:09 am
Is it intentional that humans are unable to make bullets, either through any workshop or the foreign merchant stall? The only way to obtain them is to buy them, which gets pretty pricy.

Also, it feels kind of strange that humans can rent out a 'foreign' merchant stall to other humans to craft guns, but are unable to do so themselves. And not only for roleplay reasons either, since those stalls use the negotiation skill instead of any metalsmithing.

Aside from those issues though, I've been having a ton of fun with humans, so thanks!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Thuellai on July 21, 2016, 10:27:17 am
It would be nice if the farmer's guild stuff relied less on underground plants, given humans aren't supposed to be living and farming underground normally.  Being able to age animal cheeses and a wider variety of aboveground fruits would be nice - I've got a huge grove of persimmon trees, and I'd love to be able to make aged persimmon wine.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nevets_ on July 22, 2016, 10:34:09 am
I can't seem to figure out how to make pearlash, it doesn't show up in the Kiln's list of reactions.  Was it moved to a different building?  Ash/Potash are fine, but I can't find pearlash under the kiln, crematory, smelter, glasssmith or anywhere else I'd think to look.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on July 22, 2016, 10:35:56 am
I can't seem to figure out how to make pearlash, it doesn't show up in the Kiln's list of reactions.  Was it moved to a different building?  Ash/Potash are fine, but I can't find pearlash under the kiln, crematory, smelter, glasssmith or anywhere else I'd think to look.
Academics guild. The (al-)chemist makes it.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nevets_ on July 22, 2016, 10:53:20 am
Thanks, I guess it's time to mint more coins.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Nevets_ on July 22, 2016, 03:17:06 pm
I just built an alchemist and the pearlash reaction isn't there either.
(http://i.imgur.com/2PXh4eT.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: friendo on July 23, 2016, 11:21:49 pm
Is it normal to have a human diplomat that won't leave? It says that he's here to "relax" as well, but he's been doing so for a while. He's already met and concluded meetings with leader.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Emperor on July 24, 2016, 04:48:29 am
Diplomats in the new version seem to stick around longer - around a year or so.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: windalu on July 30, 2016, 04:31:21 pm
today I noticed that Weapon merchant stall - "sell battle pick" can also use (sell) halberds and spears. Not sure about other weapon types.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vonsch on August 27, 2016, 12:50:51 am
War kennels are very disappointing.  I was expecting something more in line with the old gnome system, instead I just get an untamed dog that interrupts everyone. Correction, starts fights with everyone.  And then dies.

I'd rather have easier fertilizer from the farmer's guild than wild dogs.  Only using that guild to convert farmers into better farmers.

Screwpress will become useful once I start working on library.  Wicker is meh as long as there is wood around.  It can be useful in some situations.  Herbalist is okay, though I never bother with poisons except with bolds.  Haven't built it yet so don't know if there are options for fighting disease there.  If so it's a LOT more interesting and useful.

War kennels are a gaping hole at present.  They need a lot of work, or need to be replaced.

Edit:  On reflection the advantage to the War Kennel COULD be that it's much faster than breeding.  But that assumes the output is tamed dogs, not wild ones.  I'd suggest a bone or several bones instead of a toy though.  The meat, chain, and cage inputs are fine.  Even better would be if the output was war dogs.  They could be neuter also.

Of course, if the plan is for a more robust system like the old gnome one...



Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on September 06, 2016, 02:58:20 pm
The plan was indeed to train combat skills of animals and to put armors on them, but I needed to wait for Roses scripts to finish. I think by now I should be able to do those.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Metaltooth on September 06, 2016, 04:53:11 pm
Question

How do I keep these arseholes happy when it keeps raining?
Is there something I can counter it with thatll make them happier
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: vonsch on September 06, 2016, 05:52:35 pm
Question

How do I keep these arseholes happy when it keeps raining?
Is there something I can counter it with thatll make them happier

Compensate for the negative from the rain with an equal or greater positive.  Or use burrows to keep them indoors when it rains?  You could roof over most of the area at least your artisans stay in.  Can't do much about woodchoppers, etc.

I generally go for decent rooms, a super tavern, etc.  I should look into temple too.  And put some nice furnishings along the main paths (master sculptures, etc.)  And sometimes I flat cheat  ;)  (remove-stress in dfhack window while a humie is selected.}
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Amostubal on September 24, 2016, 11:19:37 am
Well I had the oddest time with a merchant stall today... I had a very dwarfy human going through a fey mood wanting yarn thread.... just stating that none of the merchant stall purchased cloth or thread was acceptable.  I couldn't even deconstruct it or sell it back, nor could I get anyone else to use it...

Personal suggestion instead of generic no source material, put out say reed thread/cloth, Llama yarn/cloth, cave spider silk thread/cloth.... the game seems to have a hard time accepting that certain hair is wool, if it doesn't have an associated wool bearing animal....
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 06, 2016, 03:23:53 pm
And new human sprites, 32x, coming soonish...

(http://i.imgur.com/KcJ4m2s.png)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on October 06, 2016, 09:38:26 pm
Can humans do anything with hidden gems? I've noticed they don't have Tributes, and I can't seem to sell them either. Is it worth investing in an alchemy guild for all these hidden garnets or should I just save them for moods?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Splint on October 27, 2016, 02:57:03 am
So, question, will humans be getting non-"hero" combat castes? I'm just curious, cause from what I read, they used to have an upgrade system for knights of some sort, but it was scrapped because of some issues with it or something; the 5 fighting ones also seem to be more geared for adventure mode or something, rather than fort mode. I'd be happy with just two, since they seem like they might be gimped for nonstatic defense with harder learning on.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 27, 2016, 07:50:28 am
So, question, will humans be getting non-"hero" combat castes? I'm just curious, cause from what I read, they used to have an upgrade system for knights of some sort, but it was scrapped because of some issues with it or something; the 5 fighting ones also seem to be more geared for adventure mode or something, rather than fort mode. I'd be happy with just two, since they seem like they might be gimped for nonstatic defense with harder learning on.
I can easily add some, but so far you are the only person to request it.

If I ever make a human-focused update, I probably add them. :)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Splint on October 27, 2016, 04:46:18 pm
So, question, will humans be getting non-"hero" combat castes? I'm just curious, cause from what I read, they used to have an upgrade system for knights of some sort, but it was scrapped because of some issues with it or something; the 5 fighting ones also seem to be more geared for adventure mode or something, rather than fort mode. I'd be happy with just two, since they seem like they might be gimped for nonstatic defense with harder learning on.
I can easily add some, but so far you are the only person to request it.

If I ever make a human-focused update, I probably add them. :)

Am I really? I figured other people would have noticed they didn't really have joinable analogues for the other races' combat castes.  :-\

My suggestion then would be a State Army enlistment building with Armsmen to do melee stuff and Marksmen for ranged fighting along with  of course, using gold to bulk-order shipments of equipment for your new State Infantrymen (which a small chance of not succeeding, to represent lost, stolen, or misfiled orders.)

Perhaps sets of armor divided into simple, basic, and elite (buying cheap sets of helmets, mail, and leather armor, fairly priced sets of full regular armor, and sets of very expensive/extortionately priced plate armor.) In addition to a bulk order of standardized bronze or iron spears, axes, and crossbows - the weapons of the common man. It'd also be a good money sink if you have everything you feasibly need but your militia/mineral wealth is lacking.

While we're on the topic of a human focused thing, I'd also advise having actual values instead of leaving the variable setting, probably with an emphasis on craftsmanship, commerce, and skill at arms (good products sell for more and good soldiers are needed to protect caravans and investments; the fact humans are also almost always at war with someone somewhere in a given world-gen would make that fit.)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: FantasticDorf on October 27, 2016, 05:07:24 pm
Heh, i almost expected the workers to be distinguished between white (office traditionally), blue (manual labour) and pink (customer service & entertainment) collar workers portrayed literally in colored rags. Looking good though.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Meph on October 27, 2016, 05:16:42 pm
Quote
I'd also advise having actual values instead of leaving the variable setting, probably with an emphasis on craftsmanship, commerce, and skill at arms (good products sell for more and good soldiers are needed to protect caravans and investments; the fact humans are also almost always at war with someone somewhere in a given world-gen would make that fit.)

What exactly did you mean by that?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Splint on October 27, 2016, 05:25:29 pm
Quote
I'd also advise having actual values instead of leaving the variable setting, probably with an emphasis on craftsmanship, commerce, and skill at arms (good products sell for more and good soldiers are needed to protect caravans and investments; the fact humans are also almost always at war with someone somewhere in a given world-gen would make that fit.)

What exactly did you mean by that?

Unlike the other races, they have no preset values, instead they still have vanilla's variable range of -30:30 - this means that you could have what is explicitly played up as a merchant race that hates trade and commerce, among other things.

I've also found the humans are among the most aggressive races in world gen, probably tied with orcs and ferric elves in fact (both of which are also almost excessively prone to waging wars on their neighbors.) Very seldom do I find a human civ that hasn't within the last decade or two of world-gen ending, been at war with someone - including groups of humans in the same civ; and more often than not, they tend to be the aggressor. Favoured targets I noticed, tend to be elves, orcs, and kobolds.

As such, commerce and good quality products (that is craftsmanship) should logically be high on thier list, with skill at arms close behind them, just as examples for what masterwork's humans may value as a general rule.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Podesta on June 08, 2017, 08:11:20 pm
I'm quite curious on how the underground living for humans work. I know theoretically they get sick, and whatnot, but how is it implemented? Is it through the CAVE_ADAPT tag?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Amostubal on June 08, 2017, 08:41:02 pm
I'm quite curious on how the underground living for humans work. I know theoretically they get sick, and whatnot, but how is it implemented? Is it through the CAVE_ADAPT tag?

in creature_civ_human
Code: [Select]
[CAVE_ADAPT]
[SKILL_LEARN_RATE:MINING:25]

[CAN_DO_INTERACTION:SPELUNCAPHOBIA_MW]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:33600]
[CDI:FREE_ACTION]

[CAN_DO_INTERACTION:SPELUNCAPHOBIA_MW_SLOW]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:3050]
[CDI:FREE_ACTION]

from interaction_masterwork:
Code: [Select]
[INTERACTION:SPELUNCAPHOBIA_MW]
[I_TARGET:A:CREATURE]
  [IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LIGHT]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
  [SYNDROME]
    [CE_DIZZINESS:SEV:10:PROB:100:RESISTABLE:START:0:PEAK:10000:END:20000]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:18400:26800:REQUIRED]
    [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:0:PEAK:10000:END:20000]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:26800:33600:REQUIRED]
      [CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:START:0:PEAK:10000:END:20000]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]

[INTERACTION:SPELUNCAPHOBIA_MW_SLOW]
[I_TARGET:A:CREATURE]
  [IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LIGHT]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
  [SYNDROME]
    [CE_SPEED_CHANGE:SPEED_PERC:50:START:0:PEAK:3050:END:20000]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:3050:NONE:REQUIRED]

and there is your answers.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Podesta on June 09, 2017, 02:06:06 am
Thanks a lot! I for some reason thought it was on cave adaption, so I went searching all over the files for it and comparing to vanilla.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Balgias on August 05, 2017, 09:13:18 am
What is with the buildings included in this image, and why aren't most of them in this latest release? ( don't keel me about the image size, I thought this forum might have some sorta downscale thing. )
(http://i.imgur.com/znUXqAN.jpg)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on August 05, 2017, 12:18:43 pm
I'm not sure what you mean, are you confused about how to upgrade your guilds/markets?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Balgias on August 05, 2017, 06:13:00 pm
I'm not sure what you mean, are you confused about how to upgrade your guilds/markets?

The current version of the mod doesn't advertise universities, illumination, council, military garrison, ect ect
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on August 05, 2017, 07:55:56 pm
Did you check the furnaces section? That's where Meph puts the more academic/arcane stuff.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Balgias on August 08, 2017, 04:16:18 am
Did you check the furnaces section? That's where Meph puts the more academic/arcane stuff.

I don't see anything like that in the furnaces section.

Note: I've also not yet been offered to become a barony, despite my 1.4mill created wealth, and I've also only ever been invaded by night creatures ??? I embarked on a map with atleast 9 or so other hostile civs nearby, what gives?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Amostubal on August 08, 2017, 08:35:27 am
Universities were never implemented... most of what they were set to do was already moved to the guilds.

I think you are looking at an old planned graphic that never fully got finished.  pretty much if you can't find it in the build list it never made it in or it has been removed long before I came along.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: burrito25man on August 09, 2017, 03:11:48 pm
Did you check the furnaces section? That's where Meph puts the more academic/arcane stuff.

I don't see anything like that in the furnaces section.

Note: I've also not yet been offered to become a barony, despite my 1.4mill created wealth, and I've also only ever been invaded by night creatures ??? I embarked on a map with atleast 9 or so other hostile civs nearby, what gives?

That graphic was for the legacy 34.11 version of masterwork. If memory serves, the humans there should have those buildings. Same goes for the barony thing.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Saeldanya on August 24, 2017, 09:08:23 pm
After 10 ingame years of human mode... some observations:

Like the person above, I've only ever (10 years, 3 different fortresses) been invaded by night creatures. Nothing and no one else. Twice I got the message 'an army is invading from the north!) but no army actually showed up. I've also never been offered to become a barony so that might have something to do with it.

Funny thing is, my human civ is at war with another human civ and THE VERY INSTANT I retire a fortress and a baron / nobles are appointed it starts to get sieged by other humans like crazy. Like, the very next month (this happened with both my retired fortresses, both the same human civ). Sieges about twice a year.

I enjoyed my humans immensely, BUT: the inability to join a garrison, coupled with the harsh exp penalty for combat skills without garrisons, was too harsh in my opinion. Dwarves get to become legionnaires, why don't humans? I spent year after year training up my soldiers in a library and it was soooooo much micromanagement to get them anywhere. Sure, the standard guilds offer some xp bonus to some skills, but that's more micromanagement and afaik you can only get one combat skill boost from a guild. Also no stat boosts.  Seriously, humans need garrisons.

I also found the guild skill boosts to not be intuitive at all. Why do farmer guild members not get any grower skill bonus? Or clothiers no clothesmaking skill bonus? And merchants get 3 different weapon skills... huh. This was very confusing. I ended up not using the guilds at all.

That said, the tech tree was super awesome, lots to discover and something refreshingly different from vanilla dwarf mode.

Just my 2 cents in case someone wants to keep working on the mod at some point in the future.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: LMeire on August 26, 2017, 10:43:57 am
After 10 ingame years of human mode... some observations:

Like the person above, I've only ever (10 years, 3 different fortresses) been invaded by night creatures. Nothing and no one else. Twice I got the message 'an army is invading from the north!) but no army actually showed up. I've also never been offered to become a barony so that might have something to do with it.

Funny thing is, my human civ is at war with another human civ and THE VERY INSTANT I retire a fortress and a baron / nobles are appointed it starts to get sieged by other humans like crazy. Like, the very next month (this happened with both my retired fortresses, both the same human civ). Sieges about twice a year.

I enjoyed my humans immensely, BUT: the inability to join a garrison, coupled with the harsh exp penalty for combat skills without garrisons, was too harsh in my opinion. Dwarves get to become legionnaires, why don't humans? I spent year after year training up my soldiers in a library and it was soooooo much micromanagement to get them anywhere. Sure, the standard guilds offer some xp bonus to some skills, but that's more micromanagement and afaik you can only get one combat skill boost from a guild. Also no stat boosts.  Seriously, humans need garrisons.

I also found the guild skill boosts to not be intuitive at all. Why do farmer guild members not get any grower skill bonus? Or clothiers no clothesmaking skill bonus? And merchants get 3 different weapon skills... huh. This was very confusing. I ended up not using the guilds at all.

That said, the tech tree was super awesome, lots to discover and something refreshingly different from vanilla dwarf mode.

Just my 2 cents in case someone wants to keep working on the mod at some point in the future.

1) That's probably a vanilla feature, armies have to travel from one of their sites to reach you. If you're out of the way, on a different landmass, or if they just decide to take a shortcut through a terrifying jungle filled with undead, nobody will be able to reach you. It also might be that you're being invaded, but everyone that shows up is too stealthy to be seen unless until a fortress member bumps into them. Try pasturing some cats outside along the edge of the map as bait.

2) Also a vanilla feature, AI forts attack eachother at random as soon as the rumor mill mentions that a target exists, but with player forts there's some extra settings that keep them from jumping the gun, namely your exported wealth and population.


4) The guilds work fine ingame, Dwarf Therapist is just bugged and displays the wrong skill boosts.


Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Saeldanya on August 26, 2017, 03:49:50 pm
I don't think the lack of sieges (except *mancers with animated minions) is a vanilla feature. All 3 different starting locations were affected, each one was in a different part of the world. I had several millions worth of exported and generated wealth with 2 of the 3 forts. One of the forts experienced more megabeasts attacks than the others, but again, no sieges whatsoever except *mancers. Judging by the map, all 3 locations were easy to reach.

For my new game I chose a near extinct dwarven civ that's already at war with succubi. Should be !FUN! :D

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: ZM5 on August 27, 2017, 10:29:08 am
Tbh it is a vanilla issue - I'm not sure about what races the three hostile civs were, but if they only have one active season set it seems like its very rare for them to even show up.

I've noticed that too when I was meddling with my own mod - a race with only one active season wouldn't even show up even if the population triggers were reached - lowering the population triggers and making them active in all seasons did however seem to help atleast a bit - I got ambushes so that's a start.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Saeldanya on August 28, 2017, 07:52:31 am
Well, my new game with dwarves (the fortress is close to a former human fort) is now getting considerably more attention. Goblins instead of forest imps. Undead succubi. Even had a very unlucky human thief stop by. I now get visiting guild representatives, this never happened when I played humans, though maybe that's something only humans do if you play a nonhuman civ? And other civs now actually show up in the 'C' list even if they are not trading partners, this also wasn't the case with my 3 human forts. I made sure all of my 3 human forts had 4 or more hostile neighbors.

This is just a suspicion, but I think there's an issue with humans related to the fact that they never get offered barony status. It's like other civs don't fully recognize the existence of the player fort until it is retired, though they do send caravans. Wild animals, megabeasts and *mancers do (those are the ones who always showed up for !FUN!), but not actual civs. It's not just me, another person above had the same experience.

Possibly related (or not):

My human adventurer belonging to the same civ couldn't sleep at a retired, fully inhabited human fort. Got the 'you cannot rest until you leave this site' message. While inside the inn!
In adventure mode, no one had anything at all to say about that (very recently retired) human fortress, not even if they were close by. People only talked about my older forts that had been retired for several years or longer, even if those forts were much farther away. If I tried asking about it, the name never came up in the menu. The fort in question was my wealthiest and most long-lived by far.

If anyone played humans with the current, modified version for 43.05 and actually got sieged by something other than tower inhabitants, please speak up!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: meryilla on August 28, 2017, 03:41:14 pm
Unfortunately I suffered from the same experience Saeldanya. Ran a Human fort for four years in-game and got a single titan and megabeast attack and multiple werebeasts turning up but no sieges, ambushes or even thieves(!). I never got promoted to a barony either despite being way above the requirements, however I did read about a similar issue in vanilla occurring whereupon the diplomat won't offer the barony to you unless there is no caravan on the map - which is a problem as the diplomats usually arrive with said caravans!
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Herodian on July 20, 2018, 03:37:04 pm
Sorry to Necro, but this is still an entirely valid discussion thread with no alternative place for human-mode to replace it.

So, what's going on with human-mode? Any idea whether the problem with not being sieged or interacted with posted above is resolved or even if it was a real thing?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Herodian on July 31, 2018, 07:52:28 am
I've played a good bit more of human mode, and I feel like there's a few things missing/ a bit off. Mostly the military caste stuff, the military castes just seem way too rare by pop ration, with one in every thousand humans being born in marksman/guards castes and one in every hundred being a squire. With an average fort being at most 100-200 you're never going to have more than one or two people in the military castes by birth. It'd be fine, but the Garrison building needed to recruit people into military castes isn't buildable, and the reactions to transform people using it don't seem to be there either.

I feel like guild membership should be more common, since it's really the main gimmick of humans, along with guns (Which I think would be more appropriately built at a workshop rather than bought; If guns are the human thing, bought from them by other civilizations, it only makes sense for them to be craftable within the settlement).

I'm not an experienced modder, but I'm happy to try to get something working to resolve those issues, if other folks agree with my thinking on what's wrong.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: pirotitan on November 13, 2018, 03:55:32 pm
Hello, I'm new to the forum and masterwork (but not new to DF), So apologies in advance if I am asking a question that has an obvious answer.
 I have built my first human fortress and it is slowly leading early into its third year. I have set up a Bladesman squad militia in the fort in preparation for the succubus baby snatchers and barbaric orchish raids endemic to my region that may show up soon, or so the histories describe. (wealth going up quickly due to some artifacts including a Orchalcum Piston that is worth more than the rest of my fort combined (and also didnt improve the smithing of the moody weaponsmith?? maybe a bug, but dissapointing))
     In any case, I wanted to see if I could pump out some ☼iron musket☼(s) before any raid gets here to hold the fort down at range and have gotten powder created, but I was confused as to how directly to produce the guns themselves - I finally figured out I need a foreign human workshop to build them - but I dont have the Contract (human) to do it.
     (I can make cannons and hand cannons through the engineer guild, I would just prefer muskets as I would rather avoid explosions as of yet, too much Fun this early)
     
I know after a bit of digging that I can get this by telling a liason from a given civ that I will pay top dollar in an import agreement for a Contract (race), however that could take more than a year if I dont call the caravan spammingly like a talkative in-law.
     The Image included in Masterwork that explains (somewhat) the guilds for humans says above the Human Workshop (foreign) and Human Merchant (foreign) that "You can make the human lisence yourself ;)" however I have yet to find the source on how to do that online or in the image/game.
     
     Could someone explain how to make said Contract (human)?


EDIT: Wait. I found out. I started a new world to test and brought a few on enbark, and then realised that they can be made of any material. I didnt realise that the contract would literally just be a craft item... So for anyone wondering, to make the Contract (human) you need to go to a craft shop, like a forge or craftsman's shop and make it like you would any trade item. its a normal item you can make like a -dog bone ring- or *willow wood statue of a human*... welp, I suppose it was just that easy.

Spoiler (click to show/hide)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Zlorthishen on November 17, 2018, 07:55:31 am
>Could someone explain how to make said Contract (human)?

just go to a craftsman's workshop and make one out of wood or rock.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Sanctume on January 29, 2019, 11:43:19 am
Ok, so I am trying out this Human fort.  I suck at it.
Rough logs, sure used it for the first building so I can get inside rooms and put beds. 
But damn if I'm going to use it for city wall. 
I did 50% slow calendar, so I am only in Autumn of my first year.

1. What's the fastest way to make blocks?  I have carpenter making rough logs to planks, but is it a 1:1 ratio?  It's slow. 

2. Stone blocks sounds good, but I embarked on an aquifer, so no immediate stone quarry yet. 

3. How do I make steel weapons/armors? I embarked with limonite, and marble.  I can't find a metalsmith forge, or smelters. WTF?! 

4. I hated making cheesy spiked balls to trade, nor make wood craft clutter.  How do I get this make money via trade thing for humans work in early game? 

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Splint on January 29, 2019, 12:50:56 pm
1. For planks, you need a saw mill, for which I believe you need a carpenter's guild house and one of the extensions. You'd be better off just using the raw logs to build walls with. With the standard carpentry shop, it's a 1:1 ratio.

2. You'll probably be better served with "traditional" mining and make sure the miners come topside to sleep and such to counter the claustrophobia/cave adaptation. Not really able to do an open quarry with an aquifer, unless the water freezes in the area in the winter.

3. Sounds like a bug, though I think for humans the north Smith's guild addon handles alloys. But you should still have access to the regular metal smith forge and smelters.

4. You need coins. Gold, silver, and copper, depending on what you need from the basic stalls, but for guildhouses and extensions you can only use gold. The merchant's guild's north extension handles exchange of different denominations. At the basic stalls you can also sell raw materials - in your case, you can probably sell wood to get some starter funds. And look at the bright side, at least trap parts aren't as insanely valuable as a barrel of meat and lard mashed together. You won't be buying out a caravan with three spiked balls like you will three barrels of prepared meals.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Sanctume on January 29, 2019, 01:48:29 pm
Thanks Splint. 
I'm embarked with 12 in a dying civ name "The Dead Kingdom'. 
One founder was a Squire and I find that pretty cool that he was useless from the start with no labors except train. 

I did not see any Carpenter's Guild.   Maybe I need to unlock it somehow? 

I did see Mason Guild and Merchant Guild in the b-w build workshops menu. 
Just no b-w-f for metalsmith's forge, and no sub menu for list of smelters / magma smelters. 

Question of mining.  I notice carving stairs keep the stairs "inside and no light".  If I channel a few stairs at a time to expose the z-level to light, I can construct to have "inside" and "light" rooms -- will that counter Human mining debuffs?
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Splint on January 29, 2019, 04:16:53 pm
Anything exposed to the open will be considered "above ground," preventing cave adaptation (or causing severe adaptation's effects,) and preventing cave flora from growing on that square.

It takes a bit for the adaptation to set in - I've been able to get what I need just fine with 2-3 miners and just getting what I need when I need it. Besides, so long as you don't make the workers live underground they'll take care of countering it themselves when they come up to eat and sleep.

And the guildhall starts as an empty one, you have to pay to set up a guild (costs gold coins,) and then pay further coin for the extensions you need or want.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Sanctume on January 30, 2019, 11:41:54 am
Re-installed, and reloaded by Day 1 save.  I can make the wood burner, smelter, and metalsmith forge now. 

So I embarked with some native gold and minted stacks of 500 coins. 

I build a Guildhall (6 blocks, 4 chairs).

After this, I bought Engineer Guild. I think it costs 500 or 1000 coins. 

Then the confusing part.  How do I use this Mint Coin? 

I think I bought Mint Coin (n).  I realize n means north in this case. 
I bought it 2x not realizing that I can build the north 3x7 section (3 blocks?). 

At this time, I am out of gold coins (because I started another Guildhall for Masons). 

So I am not sure what to expect from the Mint Coin.
How do I mint coin? 
Is this going to be workshop building that I can act like a smelter giving it an input of native gold ores?

Re: Food. 
So do I make farmplots like normal, then Kitchen and Still? 
I do not quite get how a Farming guild will function.  Or is this just extra flavor like some fancy kitchen and fancy still later in the game?


Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Splint on January 30, 2019, 12:59:38 pm
Coin mint is basically a bulk coin producer without fuel being needed. It's function is identical to the dwarven version, the coin press. Gold, Silver, or copper bars go in, coins fall out.

Food is done the normal way, though the farmer's guild handles things that I think the screw press is used for by the dwarves, as well as thatchery, poison application, and apparently, according to the manual, breeding dogs (presumably similar to the kobold breeding warren.)

Manual answers a lot of this stuff, so might be a good idea to address it before posting (I've just been checking to verify before responding.)
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Sanctume on February 04, 2019, 12:23:12 pm
Ahh, a few things the Manual.html addressed.

1. `b-w-i` Splitting Block workshop is 1x3 in size, use for converting 1 stone boulder into 10 rock blocks. 
2. Splitting block requires Stone Craft labor enabled, not Mason labor.

3. In order to gain coins [500], build Merchant Stalls out of 3 rock blocks. 

4. Merchant Stall - select the merchant you can to Sell to.
Bringing battle axe can get fell trees in early game, so you can sell 10 rough logs for 500 coins. 
Or you can sell 2 feather wood (Good Biome only) logs for 500 coins. 
Evil Biome only logs sell for more, as well as some of the deep cavern fungus logs.

5. Questions: What labor is allowed to sell to Merchant Stalls?  Is it just the Broker? Assigned Bureaucrat positions too? Or anyone?
If I sell threads and cloths to the Merchant Stall - Textile; does the person need Weaving skill enabled?


After obtaining stacks of coins, a little micro-management is needed.

6. `b-w-Ctrl+g` Build Guildhall (7x7) using blocks (wood planks don't work) plus 4 chairs/thrones (early carpenter shop using rough logs, or mason workshop using boulders). 
7. `q` Select what type of Guildhall (Merchant's Guild) for coins (500 or 1000 not sure).
8. Assign a Manager in noble screen if you have not done so.

9. `q-P` Profile the Guildhall, and Assign One specific person yo want to join the Merchant's Guild for 500 coins.
10. `q` Guildhall, Join Guild for 500 coins, and the one assigned profile will go there and become a guild member.
Remove the guild member from the profile list, and assigned the next person you want to join the guild member.

Now here is where I messed up, or was just confused.  And this was how I successfully upgraded the Guildhall.

11. `b-w-Ctrl+n` Build Guildhall Extension North (cost 3 blocks).  I put this 3x7 north of the Guildhall, but I read that it can be placed elsewhere. 
12. `q` on the Guildhall, select buy Extension North (costs 1000? coins), after this, will enable the North Extension.
13. `q` on the North Extension, select the available type of workshop this North Extension is (costs 500? coins).

Ok, so far, so good.

Question: How or where or what menu, do I buy "contracts"?

Manual says I can get it from caravans.  I built a Trade Depot, and traded as normal.  But there is no option to buy contracts. 

I built the Guild Hall - Merchant's Guild (North and West), and it does not have the option to buy contracts either.





Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Splint on February 04, 2019, 12:39:41 pm
I don't think any particular skill is needed to buy and sell things from the stalls. For guild extensions... I don't rightly remember, unfortunately. I don't think you need to pay more, but if you do after getting that particular guild extension, then the manual should be updated to reflect it.

Contracts are tool items purchased from caravans.

They'll probably be around the bottom of the list, or under leather and cloth the caravans bring, near the ammo. I don't recall which. Human contracts can also be made by a craftsman at a standard crafting workshop if memory serves, which provides both firearms and ammunition, as well as halberds, bulk loads of fine building materials (obsidian or marble,) or the somewhat expensive option of getting random contracts of other races, so if you want something specific (for example, succubus or orc contracts in a location where you can't really call them,) then you can get potentially get them for an admittedly steep 5000 gold coins.

Makes me think a human fort is in order. Last one I was did I lost the save to, which was rather unfortunate.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Sanctume on February 04, 2019, 01:03:41 pm
Ahh, contracts (Human) from a crafts(dwarf) workshop made from wood or stone.  I can't wait to try that one tonight. 

Re: Mining.
So far, the only mining I do are:
1. Shallow dry moat. 
2. Well and pipe and "bath tub" .
3. And garbage pit. 

My next project is to excavate the footprint of my central castle and build simultaneously up and down as I channel expose the foundations so my dungeons will be outside-light tiles.


Title: Re: ☼Humans☼ - Everything Human Mode
Post by: JAK on March 09, 2019, 12:04:12 am
The poison vat appears to be broken. I've tried fixes that came up in a search (physically putting an unforbidden barrel of poison on top of the vat, using a bucket full of poison to build the vat) and none of it has worked. The "Extract-containing item" text is always red. "ADD_SPATTER_VENOM" item and "Improvable ammunition" (for example; traps/weapons equivalents are also good to go) are in the white. I have a stockpile full of venom milked from my fort's herd of tamed coral snakes and asps. I had plans to add rattlesnakes and giant black mambas to that collection but the point of doing that is rather lost if the vat is broken.

Is there some step I'm just missing?

EDIT: I have also verified that no funny business is afoot with either burrows or stockpile links.
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: FantasticDorf on March 13, 2019, 03:38:24 am
Three options:
- You mint your own coins, aka mine gold, smelt gold bars and forge gold coins in the vanilla forge. Just like vanilla DF.
- You rent out workshops, aka you buy a "trade licence"-tool from a caravan, build a trader (foreign) and rent it out. Not very efficient.
- You sell stuff, aka you build a trader (local), get some resources/items and sell them. The best way.

Are any of these up for revision? I've been looking into applications to enrich humans in vanilla in a watered down way with commerce going back and forth between reactions (though a list of where roses's scripts for you could be found would be helpful if i learnt how to apply some merchant shops abstractly) drawing upon inspiration from masterwork, though its still rather bare bones for commercial exchanges.

In addition to this, i've been messing around with elves in modded vanilla and in the process of doing this i found out that eggs can be accurately used in reactions by applying [REAGENT:A:5:EGG:NO_SUBTYPE:CREATURE:CREATURE_MAT:FEMALE:EGG][UNROTTEN] which suggests that with some specialisation and a very particular course of selection of materials applicable animal skins, ivory (unicorn horn etc) meat and other applicable reagents could be sold to vendors with the right framework in place within raws, though im relatively unfinished in working out the work required as [DEFAULT] (used for androgenous vermin) doesn't seem to apply for raws listed under [ALL].

Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Fewah on October 14, 2021, 10:06:13 pm
Sorry to Necro this, but I don't know where else to ask this....

How do you get guns? I start the mod with the most recent version and cannot select any Guns on embark or even find the ammo.
Once I'm in-game I've tried finding the gunsmith workshop and there's nothing?
Additionally, how do I get guns as dwarves?

Thanks
Title: Re: ☼Humans☼ - Everything Human Mode
Post by: Artwr on October 26, 2021, 10:58:04 pm
Sorry to Necro this, but I don't know where else to ask this....

How do you get guns? I start the mod with the most recent version and cannot select any Guns on embark or even find the ammo.
Once I'm in-game I've tried finding the gunsmith workshop and there's nothing?
Additionally, how do I get guns as dwarves?

Thanks

Probably on the shops and/or guilds. You have to use the trading and guild developing system, with gold coins and such, to get them (with the humans).
I never played with dwarfs on this mod, but you just created the will to do so.
I never played with the dwarves in Masterwork, but now I'm