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.
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.
- 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.
...
lmeires assassins/thieves: I wouldnt even know where to begin to write something like this. AI modding cant be done.
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.
"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.
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. :)
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. ^^
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)
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.
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?
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.
you have elves in the forests and dwarves in the mountains. Let the humans have the sea xPYou are not serious. Human have the plain.
"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.
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.
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.
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.
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?
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.
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?
Human halberds and turnips? Hey, I know these words. You eat one and hit people with the other.
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.
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.
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.
-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
-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.
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.
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.
FFWWWFF
FCBHBCF
FXWXWXF
FCBHBCF
FFWWWFF
where F=fortification, W=Wall,X=up/down stairs, B=the solid tiles in the workshop, H=human, C=CannonOOOFFFOOO
OOOFCFOOO
OOOWBWOOO
FFWWHWWFF
FCBHXHBCF
FFWWHWWFF
OOOWBWOOO
OOOFCFOOO
OOOFFFOOO
where O=open spaceA civ-exclusive siege cannon would probably be nice.
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
Okay I agree on no steel armor and siege engines too but what about weapons now?
Humans should be natural farmers and masons and carpenters.Masons I don't think so. Humans should not be better manson than dwarves.
Yeah that militia building sounds like a good idea, Also since the humans in dwarf fortress are MediterraneanOkay 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.
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.
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.
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 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?
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.
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.
...
Doesn't making multiple possible civs based on real world cultures defeat the purpose of a 'procedurally generated fantasy world'?Seconded.
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.
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?
I feel like you have been ignoring this part:I'm happy with that. I always play in the default settings so it's OK.
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 am unsure about the guilds. Western-only, or part of the basis for all? (guilds in atztecs or vikings makes no sense...)
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.
While thinking about human ideas myself, I personally enjoyed this direction just to add ideas to the discussion.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.
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.
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?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.
In the general modding thread someone even suggested doing Japanese, Chinese, Mongolians, Indians and Polynesians seperately. 5 civs, all Asia.
If you want samurai try out Orc mode. They do a pretty good 'honour' thing.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?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.
In the general modding thread someone even suggested doing Japanese, Chinese, Mongolians, Indians and Polynesians seperately. 5 civs, all Asia.
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.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.
The orcs have the Damascene Forge as well as the Ancient Forge. They can make sone elegant stuff.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.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.
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.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...
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?
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.
...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.
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.
*hits Stiefel*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.
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.
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.
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?
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)
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.
Also: debt collectors as an enemy?Ehm, no?
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.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)
Dwarves, Warlocks, Gnomes and Succubi do not have those. Only Orc Raids and Kobold Thievery triggers sieges.Dwarves used to. :P
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. :)
Is it possible to play as Humans in fortress mode yet?Ask again in 3 weeks. Then it will be a yes.
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.
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.
- 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
default metal working reactionsNo, I cant.
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.
I just come here to throw some idea at you Meph.But what should it do? Yes, I can collect points of Chivalry, but to what end?
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
:o This is actually a hard questionThere'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.
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
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. :-)
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.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 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. ;)
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.
QuoteStill 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.
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.
- 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.)
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.
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.
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.
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.
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.
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.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. :)
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.
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.
when your miner is highly skilled.I will make their mining skill increase slower. :)
Quotewhen your miner is highly skilled.I will make their mining skill increase slower. :)
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.
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.
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.
Also, water is a huge problem in freezing biomes if you don't have a cavern source.Brew drinks? Just because humans done need them, doesnt mean they wont use them.
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.
Yeah, I figured it wasn't a bug related to humans, just didn't know where better to vent my frustration :D
Brew drinks? Just because humans done need them, doesnt mean they wont use them.
Otherwise: Cavern lakes.
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.
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. ;)
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.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.
Shortly after, they died of thirst and half of the town started throwing tantrums.
And it was going so well.
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.Wait, you said children, not babies... babies never feed themselves, and dont walk... they are carried and fed by the mother.
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.
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.
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.
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.
Lübeck is pretty ugly, if I may say so.
moseythepirate: Wouldnt the water in the bucket freeze instantly? human goes to well, fills bucket, stands on "aboveground" tile, water frozen?
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.
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!
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...
I won't say humans are more fun than the other races, at least not in the current stage of developmentWell, 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.
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...
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.
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. ^_^
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.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!
[ITEM_TOOL:ITEM_TOOL_WORKSHOP_DUMMY_SUCCUBUS4]
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I think I found the issue:Code: [Select]
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[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)
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!!!
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.Would this be a good time to bring up my earlier cutebold torchbearer suggestion?
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.
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.
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.
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.
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.
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.
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.
Run the settings as admin.
Metal stall is way out of whack.
Sell 4 iron bars for only 500 sovereigns? Better to hunt and fish than to mine.
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.
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.
Wood merchant is working fine on my end. What part doesnt work?QuoteI 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?
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?
Warlocks have minion-raids. Orc have corsair-raids. Not sure about other races, because i haven't played them yet.No.
What about Humans? Will their king have a special...activity? Conquest, or perhaps trade missions?
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?
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)
Are these indole-3-acetic acid phytohormones you are talking about? Sure thing, can do. :)
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.
Also leaves line of sight to invaders, which scare your civilians and lifestock, and shoot arrows/bolts across your moats. ;D
I have no idea about stockpiling water. It should be a drink.
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.
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.
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)
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.
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.
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.
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.
Blizzard men need to be bisected to be killed.
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.
[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]
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.
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!
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 beforeGarrison makes squires. Its in the manual AND the flowchart.
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.
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. :DVanilla doesnt have any stockpiles for barreled water, it might end up in any food stockpile. I am not sure.
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.
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?
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?).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.
No big deal, but it's a bit odd, when all other embark seeds can make money.
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?
yes, across z levels, if its in line of sight.Peeeeerrrrfect.
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.
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.
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.
All Workshops: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.
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.
Where do you guys like to build your human forts? I like to build mine above major rivers, inside the valleys they create.
running a hunting village with leather based economy.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.
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?
running a hunting village with leather based economy.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.
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?
problem is that they first put the leather in the bins and then take it out one by one to bring it to the merchantrunning a hunting village with leather based economy.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.
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?
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.
The loss of cloth and the immigrants stopping seem to have occurred at the same time, more or less.
Necar cursed the skeleton Kateb Tradeslaughter to prowl the night in search of migrants and cloth.
[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]
[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]
[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.
[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.
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]
138 items might be a bit much. The worker will get hungry, thirsty and tired and just cancel building it, long before it finishes.
[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]
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.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?QuoteCode: [Select][BUILD_ITEM:1:TRAPCOMP:ITEM_TRAPCOMP_DRILLBIT_GNOME:NONE:NONE]
138 items might be a bit much. The worker will get hungry, thirsty and tired and just cancel building it, long before it finishes.
[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]
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.
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.
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?
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.
[BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_E]
[BUILDING:ALCHEMISTS_CHAMBERS_FOOCCUBUS:CUSTOM_SHIFT_E]
Somewhat unrelated, but I think there is something wrong with some of the prices.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.
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?
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.
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.
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"
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.
The plugin is here (http://bay12forums.com/smf/index.php?topic=138404.msg5260318#msg5260318).
List of effects:Spoiler (click to show/hide)
Odd, my humans do seem to take the reed seeds just fine...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.
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.
While trying to setup a small early military, I was wondering what the difference between squire and guard.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.
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?
(http://i.imgur.com/kbeDnED.png)Perhaps the snake had a venomous personality, and the barrel is filled with cruel and sarcastic quips.
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.
(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.
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.+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. :)
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.
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.
Its insertPet("PLAINS","MASTIFF","MALE") and FEMALEYeah already thought of that, but needed to regen a new world.
Does this lua reaction REACTION:LUA_HOOK_USEMAGMA require the workshop to be 3x3?No.
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?
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
If I'm reading correctly, you are basically applying what I did to all the active units.Dangnabit!
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).
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?
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?
[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]
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).
To get your human alchemist to work, just replace the artificial gem, ironbone and bloodsteel reaction with these:Spoiler (click to show/hide)
[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]
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)
You do need to generate a new world for it to work, just as an FYI.
[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]
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.
how do I make a stockpile only for trade crates?Technically crates are bars of soap (made from tallow of non-existent creatures).
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?Reading RAWs might help.
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".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).
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)
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:
[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]
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.
???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.
Only one that doesnt give coins is the human merchant/worker. All other do give coins.Ah. I've been renting the foreign and local stalls to humans. Bah.
Which race is it, and which workshop?
Hmm. I don't see anything wrong with the reaction:That was the problem. Thanks!you do have basic "rough" wood, right, not other types?Spoiler (click to show/hide)
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.Also not that you don.t need all those guildhalls - you can buy unlimited extensions from one guildhall.
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)
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.
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 guildThank 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?
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.
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.
A question from my side about these exploits: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?
Should I fix them, or should I leave them in, as a reward for smart players that learned how to cheat the system? :P
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.
Human can't build stable?
Never built a farmer's guild. I'll try it. :DHuman 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. :DHuman 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.
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.Never built a farmer's guild. I'll try it. :DHuman 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.
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.
So humans can't use magic or magic workshops
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.You are right, it should spawn a creature. I checked, the product is missing, I'll fix it.
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?
I might not be the best for advices on this, as I play on 1/8 speed ever since it became an option.
When you open the GUI, there is a setting for calender speed.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.
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. :)
Another dumb question:Welded metals were removed several updates ago. Mithril and wolfram on their own were already good enough, the welded metals were just ridiculous.
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?
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.
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 you cant. Humans are not the great metalworkers that the dwarves are.
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.
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.
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?
Weird... can it be that a visiting succubus merchant did those interactions?
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.
Is there no possibility that this is just a part of the Secret Fun StuffNo.
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? :)
Semimegabest Queen?Yes.Spoiler (click to show/hide)
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?
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.
It is a common fantasy and fiction trope that humans are the only ones in the setting to have significant cultural differences.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.
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.
It is a common fantasy and fiction trope that humans are the only ones in the setting to have significant cultural differences.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.
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.
...
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, ...
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 :-\
whats with humans and nobles?
Maybe squires could undergo a strange mood of sorts? A desire to undertake a quest maybe?
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.
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?
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.
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
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 workshopI'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
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.You are right, it should spawn a creature. I checked, the product is missing, I'll fix it.
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?
[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]
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.You are right, it should spawn a creature. I checked, the product is missing, I'll fix it.
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?
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.
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?
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.
Hmn, nother question. Is there anything I can do with 'non-standard' vouchers? Seeing as you cant seem to sell them at all.
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'?
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
[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]
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 thisBack in 0.34 new nobles weren't appointed when one died. So, definitely.
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 :OWorkshop(foreign) => Kobolds contract. The kobold potter works with clay.
I'm still using a version from before the Rebirth, but I have no idea how to use the clay I've got...
Ah right :D That's a little...hard for me to do at this point in the game, but it should be possible.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 :OWorkshop(foreign) => Kobolds contract. The kobold potter works with clay.
I'm still using a version from before the Rebirth, but I have no idea how to use the clay I've got...
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.
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.
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.
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.
No, all skills are covered except gelding, bookbinding and papermaking.
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!
maybe a writers guild could replace the current library system. With a printing press or something like that.But, but... gelding! ;)
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.
Question
How do I keep these arseholes happy when it keeps raining?
Is there something I can counter it with thatll make them happier
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.
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. :)
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.)
QuoteI'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?
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?
[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]
[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]
I'm not sure what you mean, are you confused about how to upgrade your guilds/markets?
Did you check the furnaces section? That's where Meph puts the more academic/arcane stuff.
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?
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.
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.
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