v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Human"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Humans in Fortress Mode: added a note from buzz on the talk page)
(whoever added this comment was playing version 0.31, not 40d)
 
(39 intermediate revisions by 24 users not shown)
Line 1: Line 1:
{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}
+
{{Quality|Exceptional}}
 +
{{40d creaturelookup/0|butcher=no}}
 +
{{av}}
  
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].
+
'''Humans''' are intelligent [[humanoid]] [[creature]]s that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].
  
== Humans in Fortress Mode ==
+
== Fortress Mode ==
  
 
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.
 
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.
  
In the current version<sup>[[v0.28.181.40d]]</sup> humans will invade if enough humans were killed while visiting your area. They have also been known to show up if you've killed or offended too many [[elves]], though it's anyone's guess as to whether or not this is intended.
+
Humans will attack if enough humans are killed while visiting your area. This is especially dangerous if a human noble has been to your fortress - all [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.
  
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.
+
=== Living among them ===
  
=== Living among them ===
+
Creating a settlement underneath a human town confers a number of advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapon]]s, trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.
  
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.
+
Because human towns are so open plan, kobold thieves can easily steal goods and return with better equipped forces. The benefits of human guards may also be less than great because their human children have a fondness for punching hippos, elephants and other large beasts capable of going on a rampage. (They can't tell man from dwarf).
  
== Humans in Adventure Mode ==
+
== Adventure Mode ==
  
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.
+
Human towns usually have many different shops. They typically have swordsmen and plenty of [[drunk]]s to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.
  
 
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.
 
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.
Line 24: Line 26:
  
 
== Playing as Humans in Fortress Mode ==
 
== Playing as Humans in Fortress Mode ==
To start a "Human fort" (or, alternately, an Elven retreat or [[Goblin]] tower) 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.
+
To start a "Human Town" (or, alternately, an Elven Forest Retreat, [[Goblin]] Tower or [[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:
 +
<pre>
 +
        [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
 +
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
 +
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
 +
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
 +
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
 +
</pre>
 +
 
 +
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 [[pet]]s upon embarking, and the races will start with the appropriate food and [[plant]]s (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).
 +
 
 +
== Future development ==
 +
 
 +
In the future, humans will be more xenophobic than right now. Thanks to this xenophobia, demons are less likely to take over a human Civ.
 +
 
 +
<blockquote> Toady One (04.May.2009) [http://www.bay12games.com/forum/index.php?topic=30026.msg540602#msg540602]:
 +
 
 +
Humans are far too xenophobic and afraid of strange things to allow a demon to go through some mechanic like a duel for warlord status -- the same tag that'll make humans consider pointy ears and glowing red eyes less attractive or scary in general might control this.
 +
</blockquote>
 +
 
 +
This doesn't mean that demons can't overtake a group of humans.
 +
 
 +
<blockquote> Toady One (04.May.2009) :
  
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 [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).
+
It would be cool if eventually the demon can exploit the religious process to turn a group of human bandits into a demon cult or something, but for now, it's just straightforward violence and domination.  A demon might pass into the rulership of humans in this way as well, but it would have to not get killed by them first.
 +
</blockquote>
  
{{Game_Data|[CREATURE:HUMAN]
+
{{gamedata}}
[NAME:human:humans:human]
+
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|40d:entity_default.txt|ENTITY|PLAINS}}}}
[TILE:'U'][COLOR:3:0:0]
 
[GENPOWER:3]
 
[BUTCHERABLE_NONSTANDARD]
 
[INTELLIGENT]
 
[CANOPENDOORS]
 
[BENIGN]
 
[PREFSTRING:stature]
 
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
 
[SIZE:7]
 
[MAXAGE:60:120]
 
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
 
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
 
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
 
[FAT:3]
 
[EQUIPS]
 
[DIURNAL]
 
[SPEECH_MALE:human_male.txt]
 
[STANDARD_FLESH]
 
[HOMEOTHERM:10067]
 
[LAYERING:10]
 
[SWIMS_LEARNED][SWIM_SPEED:2500]
 
}}
 
 
{{Creatures}}
 
{{Creatures}}
[[Category:Races]]
+
{{Category|Races}}
[[Category:Humanoids]]
+
{{Category|Humanoids}}

Latest revision as of 14:27, 19 September 2024

Human

U

Portrait
Biome

Special

Attributes

· Learns · Humanoid

Cannot be tamed

Age
Child at: 1
Adult at: 12
Max age: 60-120
Rotting leaves
Bones 7
Skulls 1

Wikipedia article

This article is about an older version of DF.

Humans are intelligent humanoid creatures that live in cities on the plains. They are one of the races playable in Adventure Mode. Their buildings are made entirely of wood, and usually include several houses and shops, and a tavern. They are primarily interested in trade, and generally send large caravans in summer.

Fortress Mode[edit]

The first human caravan will arrive in the summer of your second year, provided a human civilization has access to your site. The caravan will have wagons, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a representative if their civilization is big enough, and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.

Humans will attack if enough humans are killed while visiting your area. This is especially dangerous if a human noble has been to your fortress - all traps that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human siege, they may send a diplomat to make an offer of peace.

Living among them[edit]

Creating a settlement underneath a human town confers a number of advantages. The human soldiers and guards, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also reclaim the items present inside the various buildings, giving you a nice early cache of weapons, trade objects and furniture. Finally, the wood from the buildings may be acquired by deconstructing them, or undermining the structure.

Because human towns are so open plan, kobold thieves can easily steal goods and return with better equipped forces. The benefits of human guards may also be less than great because their human children have a fondness for punching hippos, elephants and other large beasts capable of going on a rampage. (They can't tell man from dwarf).

Adventure Mode[edit]

Human towns usually have many different shops. They typically have swordsmen and plenty of drunks to recruit. The leader and quest giver of a city is called the mayor, who can generally be found in the tavern in the center of town.

Humans characters are, in every way, the middle road between dwarves and elves. Their starting equipment is metal, but the type of metal depends on how advanced that particular Human civilization is. Humans might have copper, bronze, or iron equipment. Humans may start with skill in any weapon (as opposed to the more limited lists that elves and dwarves use). Humans lack the special damage resistance of dwarves and the raw speed of elves, but they are one size category larger than dwarves. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious Fortress Mode addict.

They may buy both armor and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human shops, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.

Playing as Humans in Fortress Mode[edit]

To start a "Human Town" (or, alternately, an Elven Forest Retreat, Goblin Tower or 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 pets upon embarking, and the races will start with the appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default).

Future development[edit]

In the future, humans will be more xenophobic than right now. Thanks to this xenophobia, demons are less likely to take over a human Civ.

Toady One (04.May.2009) [1]:

Humans are far too xenophobic and afraid of strange things to allow a demon to go through some mechanic like a duel for warlord status -- the same tag that'll make humans consider pointy ears and glowing red eyes less attractive or scary in general might control this.

This doesn't mean that demons can't overtake a group of humans.

Toady One (04.May.2009) :

It would be cool if eventually the demon can exploit the religious process to turn a group of human bandits into a demon cult or something, but for now, it's just straightforward violence and domination. A demon might pass into the rulership of humans in this way as well, but it would have to not get killed by them first.

Races
DwarfElfGoblinHumanKobold
Animals
AlligatorBeak dogBilouBlack-crested gibbonBlack-handed gibbonBlack bearBonoboCatCave crocodileCheetahChimpanzeeCougarCowDeerDogDonkeyElephantElkFoxGazelleGiant batGiant cave spiderGiant cave swallowGiant cheetahGiant desert scorpionGiant eagleGiant jaguarGiant leopardGiant lionGiant moleGiant olmGiant ratGiant tigerGiant toadGorillaGray gibbonGrimelingGrizzly bearGroundhogHarpyHippoHoary marmotHorseIce wolfJaguarLarge ratLeopardLionMandrillMountain goatMuleMuskoxNaked mole dogOne-humped camelOrangutanPileated gibbonPolar bearRaccoonRhesus macaqueSaltwater crocodileSasquatchSiamangSilvery gibbonTigerTwo-humped camelUnicornWarthogWhite-browed gibbonWhite-handed gibbonWolf
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent