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Author Topic: Playing as Humans  (Read 1327 times)

Firehawk

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Playing as Humans
« on: July 11, 2010, 04:57:17 am »

What do I need to edit in the raws or whatever to embark as humans? :)
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xDarkz

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Re: Playing as Humans
« Reply #1 on: July 11, 2010, 06:36:44 am »

== Playing as Humans in Fortress Mode ==
To start a "Human Town" (or, alternately, an Elven Forest Retreat, {{L|Goblin}} Tower or {{L|Kobold}} Cave) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.

In order to build trap components, you will also need to add the following to the Human entry in entity_default:

       
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]


Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different {{L|pet}}s upon embarking, and the races will start with the appropriate food and {{L|plants}} (for example, humans have {{L|prickle berry|prickle berries}} instead of {{L|plump helmet}}s by default).


Straight from: http://df.magmawiki.com/index.php/40d:Human
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Double A

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Re: Playing as Humans
« Reply #2 on: July 11, 2010, 07:04:57 am »

So... what do kobolds start out with?
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Firehawk

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Re: Playing as Humans
« Reply #3 on: July 11, 2010, 07:12:04 am »

Much thanks o7
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GaxkangtheUnbound

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Re: Playing as Humans
« Reply #4 on: July 11, 2010, 07:26:38 am »

Kobolds require the [INTELLIGENT] tag, or else the game will crash.
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LordSlowpoke

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Re: Playing as Humans
« Reply #5 on: July 11, 2010, 07:32:56 am »

So... what do kobolds start out with?

Ten thousand points and absolutely nothing to spend it on.
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ChairmanPoo

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Re: Playing as Humans
« Reply #6 on: July 11, 2010, 07:50:32 am »

I'd like to note that method is for 40d. Can anyone confirm this still works in the new version?

Oh well, time to test this out.
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Aravin

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Re: Playing as Humans
« Reply #7 on: July 11, 2010, 07:53:46 am »

Better don't try. There are numerous bugs concerning noble positions, while playing humans. I got them ported to human civ, and ended with game crash because of some military bug (my squad just refused to move or take weapons and than DF HF crashed).
After all it's Dwarf Fortress. Maybe later the possibility of playing other races will be fully implemented.  :-\
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Double A

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Re: Playing as Humans
« Reply #8 on: July 11, 2010, 07:57:13 am »

Wait, why would you want to play as anyone other than Kobolds Dwarves?
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ChairmanPoo

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Re: Playing as Humans
« Reply #9 on: July 11, 2010, 08:06:01 am »

It's broken. You still play as dwarves. Only dwarves allied with a human civilization,  or something like that.
Wait, why would you want to play as anyone other than Kobolds Dwarves?

TBH what I would like to do is play as morlocks, but dont feel in the mood to tamper with the raws to get such a thing working.
« Last Edit: July 11, 2010, 08:08:42 am by ChairmanPoo »
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cameron

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Re: Playing as Humans
« Reply #10 on: July 11, 2010, 10:05:20 am »

you can just add civ controllable to the humans and remove it from teh dwarves then copy the dwarven entity postiotions
from here down

   [LAND_HOLDER_TRIGGER:1:20:10000:100000]
   [LAND_HOLDER_TRIGGER:2:20:20000:200000]
   [LAND_HOLDER_TRIGGER:3:20:30000:300000]
   [POSITION:MONARCH]
      [NAME_MALE:king:kings]
      [NAME_FEMALE:queen:queens]
      [NUMBER:1]
      [SPOUSE_MALE:king consort:kings consort]
      [SPOUSE_FEMALE:queen consort:queens consort]
      [SUCCESSION:BY_HEIR]
      [RESPONSIBILITY:LAW_MAKING]
      [RESPONSIBILITY:RECEIVE_DIPLOMATS]


all the way till you hit the elf enitity
then copy that over the human entity postions which are war lord and warrior then add the trap componat stuff if you want traps/screwpumps

or you could check out my mod
http://www.bay12forums.com/smf/index.php?topic=60894.0
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Illeist

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Re: Playing as Humans
« Reply #11 on: July 11, 2010, 10:20:45 am »


TBH what I would like to do is play as morlocks, but dont feel in the mood to tamper with the raws to get such a thing working.

Yeah, it's really not worth it; they can only eat Time Traveler meat.
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Haus Party

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Re: Playing as Humans
« Reply #12 on: July 11, 2010, 10:22:50 am »

Yeah, but why would you want to play as humans? Goblins are where it's at.

Or would be, except that they're missing a lot of important functionality. :(
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Double A

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Re: Playing as Humans
« Reply #13 on: July 11, 2010, 10:25:33 am »

Oh, like brains?

 :P
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Haus Party

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Re: Playing as Humans
« Reply #14 on: July 11, 2010, 10:31:42 am »

Nah, more like Engineering, Crafts, and a few other things likely escaping me at the moment.

Prepared goblin brain suggests the brain isn't an issue. :)
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