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Messages - rossbob

Pages: [1] 2 3 ... 5
1
DF Suggestions / Re: Rename the new noble positions
« on: April 14, 2010, 11:52:48 am »
"Dwarven axemen" works, but it's the equivalent of "Axedwarves," in which -men or -dwarves refers to someone who does something (or however you want to phrase it). In something like Lord of the Rings, though, Men is pretty clearly a way of saying humans.

2
DF Suggestions / Re: Rename the new noble positions
« on: April 14, 2010, 11:44:40 am »
It is always odd that in fantasy settings humans rarely if ever refer to themselves as humans... but other fantasy creatures... yeah.

Especially odd was one game where the human characters had classes like Warrior, Archer, Thief, and Wizard... but the Dwarf and Elf are actually called "Dwarf" and "Elf"
They refer to themselves as Men all the time, though.

3
Not only that but I belive its detrimental. When my miners are hungry or thirsty they seem to have a lower success rate at leaving stone, gems, and ore.

I think you're just paranoid :-p


And I've found that my dwarves are less happy because every time they continue working past thirst and hunger they get a bad thought. 

From my experience this is actually true. They also work much slower when they're hungry, thirsty, or tired.
I've noticed the lower success rate, too. My legendary miners go from leaving stones in every tile they dig out to destroying about half of them when they're hungry/thirsty/tired. It's not unreasonable that a tired worker would be a clumsy one, I guess. But it gets awfully tedious trying to shepherd them all so that they don't waste valuable materials when they'd rather be drinking.

4
DF General Discussion / Re: Welding the gates shut...
« on: April 10, 2010, 02:37:47 am »
They didn't actually, which is what I'm basing my statement on.
I don't know if they had to respect forbid settings, but I know that they did respect them every time I bothered to check. This thread supports that observation.

5
DF Gameplay Questions / Re: Arsenal Dwarf Non Existant?
« on: April 05, 2010, 02:43:33 pm »
I tried using a seasonal autosave with a missing arsenal dwarf and 41 population. No amount of saving and reloading made the AD show up. On the other hand, no amount of editing the population requirement in the raws did anything either. So my earlier assumption seems to have been wrong.

Still, I can't make the AD show up in the nobles list just by saving and quitting.

6
DF Gameplay Questions / Re: Arsenal Dwarf Non Existant?
« on: April 05, 2010, 01:08:34 pm »
I was missing the arsenal dwarf with a population of 41. The problem was fixed after I edited the raws a little. Whether it was fixed because I edited the raws, I don't know. But if you still can't appoint an arsenal dwarf, here's what I did:

-Find the arsenal dwarf entry in entity_default.txt
-Change [REQUIRES_POPULATION:20] to some number above your current population (42 for me)
-Load, save, and quit
-Change [REQUIRES_POPULATION:42] back to [REQUIRES_POPULATION:20]
-Marvel as the arsenal dwarf position pretends it was never missing!

7
DF Dwarf Mode Discussion / Re: Arsenal Dwarf
« on: April 03, 2010, 11:04:39 pm »
I think I must have missed the trigger for it somehow. I tried setting the population requirement up to 42, thinking that maybe it would re-trigger when I got some more immigrants, but then there was that handy suggestion about the barracks. So I set the requirement back down to 20, loaded my game, and checked one last time before setting up a barracks. And now I do have the arsenal dwarf position, with 20+ dwarves and no barracks. Thrilling!

8
DF Dwarf Mode Discussion / Re: Arsenal Dwarf
« on: April 03, 2010, 10:21:55 pm »
Is there a requirement  beyond a population of 20? I've got 41 right now and still no arsenal dwarf. It's dismaying.

9
DF General Discussion / Re: Get well soon cards for toady
« on: January 08, 2010, 10:41:31 pm »
:D Thats a good one

Spoiler (click to show/hide)


So... A viral force of darkness, then?

10
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 05, 2009, 06:33:27 pm »
The largest oddity for me to see on the list was that Nervous Tissue was extracted... I don't know if that is technically possible for that time period, or at least desirable.

That struck me as odd too. As the brain is listed separately, the extracted nervous tissue would basically contain the spinal cord and the peripheral nerves. I think you would need a very skilled butcher indeed to separate the nerves from all the other tissue which they are embedded in. Also I guess the butcher would have to be more than a little odd himself to bother going through the trouble :D

I like to think that the dwarves are trying to keep kosher. You might argue that elephants aren't kosher to begin with, but maybe this particular butcher just wanted to keep in practice.

11
DF Suggestions / Re: Caravan price and weight
« on: November 10, 2009, 03:41:34 pm »
(this is of course assuming the transactions occur at approximately the same time.  Obviously supply and demand change over time, and thus price changes over time.  But that has nothing to do with distance travelled).

The transactions in DF don't occur at the same time, though. They occur, at most, three times a year, each time with a different set of merchants. Merchants traveling different distances would, reasonably, incur different costs for transporting their goods. The only way for them to make a profit from something bulky and low-value like logs would be to raise their prices accordingly. There are never any rival merchants who can afford to sell their logs for less because their transportation costs were lower. But there are lots of cases in which, reasonably, it's impractical to carry logs halfway across the world and sell them for 3-6 dwarfbucks.

12
DF Suggestions / Re: Caravan price and weight
« on: November 10, 2009, 03:15:16 pm »

Except you only demonstrated it costs money to ship wheat.  The price of that wheat in Rome is the same as the price of any other wheat, no matter how much it cost you to ship it.

So the guy who ships his wheat 2 miles and paid 8 denari sells his wheat at some price P.

The guy who ships his wheat 10 miles and paid 40 denari sells his wheat at some price P.

Those Ps are the same.  Wheat is wheat.  The guy who shipped 2 miles makes more profit.

If expected P x total amount of wheat shipped < total cost to transport, it just doesn't get transported by the merchant.  He doesn't get to arbitrarily increase the price of his wheat.

Well, that was one of the goals of the Edict on Maximum Prices. It attempted to curb rampant inflation, in part through price control. So yes, in theory wheat was wheat and glass was glass. In practice, though, it was expensive and difficult to transport goods over long distances. Goods started disappearing from the market once the Edict went into effect, and merchants starting selling their goods on the black market, because it was the only way they could make a profit. In practice, prices increased over distance.

13
DF Suggestions / Re: Caravan price and weight
« on: November 10, 2009, 02:23:07 pm »
Historical relative prices depend on a lot of economic data, like demand, supply, monetary policy, money supply, etc...  Comparing DF to Rome is sort of missing the boat - Rome didn't grow enough food on its own and had a population vastly in excess of the maximum population of your typical DF world.  How can you conclude *anything* relevant for DF from that?
I think you might have missed my point when I brought up my earlier examples. I really wasn't interested in the conversion rate of denarii to Dwarfbucks. I was, however, interested in providing examples in which a) price increases with distance, and b) transporting bulk (or presumably bulky) cargo over long distances is prohibitively expensive.

It really shouldn't matter what a prickleberry is in real life, because, as Honsoku pointed out, merchants can carry an awful lot of them in place of just one log, and (if people actually buy them) make far more money doing so. But since they do carry logs around with them, they should either stop or charge more.

14
DF Suggestions / Re: Caravan price and weight
« on: November 09, 2009, 11:40:16 pm »
I agree, price doesn't arbitrarily increase by distance. If that means that adding weight*0.3 to an item's price doesn't make sense, I can't really argue with that. And maybe it's off-topic to argue anything else. But transportation costs do increase by distance, and if someone is hoping to make a tidy profit off of some logs, they're going to charge far more for hauling them halfway across the world than they would to just cart them half a mile down the road.

Like I said, maybe at this point that has nothing to do with the topic at hand. If so, feel free to disregard this. Chapter 11 (or maybe 10, who can really say?) of I don't know what discusses timber shortages and the move to coal on a large scale in medieval Europe. It's pretty clear about the link between growth of coal mining and the cost to transport timber over longer distances. Given the high cost transporting it, then, timber was eventually used only for specialized purposes - construction, ship-building, etc. So maybe caravans really shouldn't bother carrying it, if they can't make much profit from doing so. But then again, given the usefulness of wood in DF, I doubt many people would have a hard time paying a higher price for a steady supply.

15
DF Suggestions / Re: Caravan price and weight
« on: November 09, 2009, 10:23:31 pm »
I can only speak for myself, but I can honestly say that I spend about 50,000 dwarfbucks a year on gems. I'd gladly spend more, but there's no Buy All option, and my patience is limited. Also, my workers are lazy and indolent.

I'd hate to start rambling off in the wrong direction, so forgive me if I'm missing something, but transporting goods by land tended to be exorbitantly expensive for most of history (at least as far as my understanding goes). I can understand that applying this to Dwarf Fortress as it currently stands would be a bit odd. Merchants just show up on the edge of the map, after all, and there are no real transportation costs to speak of.

If there were transportation costs, however, I'm having trouble seeing why bulk wouldn't be a factor. Daily life in the Roman city: Rome, Pompeii and Ostia certainly seems to suggest that, with "Transportation of bulk goods by land was prohibitively expensive and slow." (p.198) ...After previewing my post, I'm not entirely sure that the link works... It goes on to say, though, that hauling a wagon-load of wheat was something of an exercise in futility, as the animals required to haul it would rapidly eat a wagon-load of food themselves. I realize bulk cargo isn't quite the same as bulky cargo, but I think the point remains, especially for something so cheap as to be effectively free, like logs in DF.

Trade, transport, and society in the ancient world: a sourcebok [sic], meanwhile, discusses the increase in price as a function of distance. Page 134 includes a convenient excerpt from the Edict on Maximum Prices, allowing you to calculate your shipping costs in wagon-, camel-, and ass-loads per mile.

If I've missed the point completely, or if this has already been covered, feel free to disregard all this, of course. In summary (bulleted for your convenience):
  • I buy too many gems.
  • In the 4th century Roman empire, it apparently cost 4 denarii to transport an ass-load of freight 1 mile.
  • Either my linking abilities suck, or I fail at Google Books.

Edit: Having read ManaUser's post, I can only speak for myself, but I can honestly say that I would gladly spend about 50,000 dwarfbucks a year on lumber. But patience is limited, workers are indolent, etc...

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