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Poll

Should humans get several civs, based on RL civs? (Asian/Western/Arabic/etc) Only one would be active by default, but players can chose to enable more or play as different ones.

Yes, please give us Vikings and Ninjas and Knights.
Yes, but only if it doesnt take too much work.
Maybe better to only make one civ, as close to vanilla DF humans as possible.
Maybe better to only make one civ, as close to MDF humans as possible.
No, I dont like it because it doesnt fit a procedually generated fantasy world.
No, I dont like it, because... (please post the reasons)

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Author Topic: ☼Humans☼ - Everything Human Mode  (Read 148492 times)

Sanctume

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Re: ☼Humans☼ - Everything Human Mode
« Reply #975 on: February 04, 2019, 01:03:41 pm »

Ahh, contracts (Human) from a crafts(dwarf) workshop made from wood or stone.  I can't wait to try that one tonight. 

Re: Mining.
So far, the only mining I do are:
1. Shallow dry moat. 
2. Well and pipe and "bath tub" .
3. And garbage pit. 

My next project is to excavate the footprint of my central castle and build simultaneously up and down as I channel expose the foundations so my dungeons will be outside-light tiles.


JAK

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Re: ☼Humans☼ - Everything Human Mode
« Reply #976 on: March 09, 2019, 12:04:12 am »

The poison vat appears to be broken. I've tried fixes that came up in a search (physically putting an unforbidden barrel of poison on top of the vat, using a bucket full of poison to build the vat) and none of it has worked. The "Extract-containing item" text is always red. "ADD_SPATTER_VENOM" item and "Improvable ammunition" (for example; traps/weapons equivalents are also good to go) are in the white. I have a stockpile full of venom milked from my fort's herd of tamed coral snakes and asps. I had plans to add rattlesnakes and giant black mambas to that collection but the point of doing that is rather lost if the vat is broken.

Is there some step I'm just missing?

EDIT: I have also verified that no funny business is afoot with either burrows or stockpile links.
« Last Edit: March 09, 2019, 12:09:22 am by JAK »
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FantasticDorf

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Re: ☼Humans☼ - Everything Human Mode
« Reply #977 on: March 13, 2019, 03:38:24 am »

Three options:
- You mint your own coins, aka mine gold, smelt gold bars and forge gold coins in the vanilla forge. Just like vanilla DF.
- You rent out workshops, aka you buy a "trade licence"-tool from a caravan, build a trader (foreign) and rent it out. Not very efficient.
- You sell stuff, aka you build a trader (local), get some resources/items and sell them. The best way.

Are any of these up for revision? I've been looking into applications to enrich humans in vanilla in a watered down way with commerce going back and forth between reactions (though a list of where roses's scripts for you could be found would be helpful if i learnt how to apply some merchant shops abstractly) drawing upon inspiration from masterwork, though its still rather bare bones for commercial exchanges.

  • With Masterwork's relevant update to the newer version (opening up new opportunities to steal objects by raiding etc), unless for the sake of ease of letting players craft contracts could much of the reagents where possible be upgraded to their 0.44 counterparts like quires = contracts? Or are the scripts too deep set to take any different lists of items?
In addition to this, i've been messing around with elves in modded vanilla and in the process of doing this i found out that eggs can be accurately used in reactions by applying [REAGENT:A:5:EGG:NO_SUBTYPE:CREATURE:CREATURE_MAT:FEMALE:EGG][UNROTTEN] which suggests that with some specialisation and a very particular course of selection of materials applicable animal skins, ivory (unicorn horn etc) meat and other applicable reagents could be sold to vendors with the right framework in place within raws, though im relatively unfinished in working out the work required as [DEFAULT] (used for androgenous vermin) doesn't seem to apply for raws listed under [ALL].

  • Secondly what is your standing position on cash crops in order to generate profit, given that it is easy in vanilla circumstances to make seperate file categories especially for plants that don't exist in the wild (I use these for elf crafting, a mixture of plants and seeds to reach reaction outcomes) to have seeds generated by workshop reactions and add a commercial pricetag in bulk for gold, silver, or coppers regarding renewable farming which is limiting of the maximum amount of food and seeds you can have at any one time.
« Last Edit: March 13, 2019, 03:42:37 am by FantasticDorf »
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Fewah

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Re: ☼Humans☼ - Everything Human Mode
« Reply #978 on: October 14, 2021, 10:06:13 pm »

Sorry to Necro this, but I don't know where else to ask this....

How do you get guns? I start the mod with the most recent version and cannot select any Guns on embark or even find the ammo.
Once I'm in-game I've tried finding the gunsmith workshop and there's nothing?
Additionally, how do I get guns as dwarves?

Thanks
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Artwr

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Re: ☼Humans☼ - Everything Human Mode
« Reply #979 on: October 26, 2021, 10:58:04 pm »

Sorry to Necro this, but I don't know where else to ask this....

How do you get guns? I start the mod with the most recent version and cannot select any Guns on embark or even find the ammo.
Once I'm in-game I've tried finding the gunsmith workshop and there's nothing?
Additionally, how do I get guns as dwarves?

Thanks

Probably on the shops and/or guilds. You have to use the trading and guild developing system, with gold coins and such, to get them (with the humans).
I never played with dwarfs on this mod, but you just created the will to do so.
I never played with the dwarves in Masterwork, but now I'm
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