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DF Dwarf Mode Discussion / Re: Expansion advice
« on: October 13, 2014, 10:29:37 am »My version is really more of a creepy sex dungeon with nothing but food, booze, and beds
I take full credit for this idea
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My version is really more of a creepy sex dungeon with nothing but food, booze, and beds
I'm sorry, but I still think that we're being carried away. All the rather excellent ideas in this thread require major overhauls to the actual game. A little too major, in my opinion.
I'll think about it, but it's on my back burner.

QuoteIf, on the other hand, they live on the top of a small hill containing the only spring in a vast region of desert infested with goblins, they're gonna have to adapt to a life of constant warfare or die....if it's the only water, what are the goblins drinking...
That's just it. Without something like agriculture that lets you store up large amounts of resources for hard times, this situation doesn't really end up happening. Without enough immediate resources for both groups, both groups wouldn't be there in the first place. And without a base of operations and, again, largely stockpiled cache of food, you can't sustain an army to march far away across areas without resources in between, nor do you have any reason to, because you couldn't manage the "empire" you win.
Yeah, I'm toying with the idea of actually using the "Alchemy" skill...
I'm sure everyone here understands the basic idea. It'd definitely be nice to see part of the production remove the need to trade for an anvil. Though realistically if you're doing a minimalist start with no tools on embark it should be probably start with knapping tools from boulders on the ground and fallen sticks off trees. I'd expect in most cases you'd bring at least a mallet and chisel with you. Maybe an adze for carpenters and tools other common starting professions like you'd bring an axe and pickaxe for woodcutters and miners.
You can use a wooden stump as an anvil, it's not a big deal. It's just way more annoying, takes longer and more energy (some is lost to the wood from your arm) and reheatings, and won't make the same sharp, crisp shapes. But just to make another metal anvil or some maces or something, who cares?
And if you can get your hands on quartzite, it'd probably be almost as good as iron for an anvil.
It would be appropriate to allow all these things, but just have them wear out sooner + limit the maximum quality levels achieveable. Possibly also limit item types that can be made from extremely complicated things like metal instruments or whatever from being made on wooden stumps.
-snip-
All of these are great. Great work. I totally agree about peripheral stuff like cords and adhesives providing limited bonuses while every so often there will be a major leap in the type of weapon you can make.
I would add a stone scourge in though, by tying a rock or two to the end of a vine you have a very basic scourge, and you could even have an option for teeth.
Also, I think Obsidian "teeth" on a stick to make a macuahuitl should have an optional spot between "teeth on a stick" and "crude sword." It is dependent, of course, on your embark spot being on an obsidian flow, but realistically obsidian is a fantastic material for making weapons out of.
I reckon that the development of composite bows should unlock the manufacture of all different varieties of bow - short, recurve, long, and of course crossbows - in composite form, rather than recurve bows being in and of themselves the pinnacle of bow-making.
Also, there should be quite a few steps for crossbows to do with the trigger mechanism, and, separately, the drawing system, so crossbows would have three different sets of upgrades:
crude bow -> bow -> composite bow (alongside normal bows)
hand drawn -> belt hook -> Greek slider -> lever -> rack-and-pinion -> windlass
groove-and-rod -> roller nut
There should also be separate innovations for light and heavy crossbow variants. Heavy crossbows obviously suffer a penalty in rate of fire for increased range and power, while light crossbows have the opposite, and if your dwarves are feeling particularly oriental, they should be able to invent the repeating crossbow as a light crossbow variant - very low power, range, and accuracy, but obscene rate of fire (modern reconstructions have achieved 2 bolts per second). I just love the idea of handing every one of 200 dwarves a repeating crossbow and telling them to go to town on the lightly armoured goblins. There'd be 400 bolts in the air before the first one hits.
Alongisde all this crossbow tech, of course, should be a change to the marksdwarf skill that makes it have only a very small effect on the rate of fire of crossbows and instead change accuracy. Bowdwarf, on the other hand, should improve both. (as in real life)
Looking back on this - holy crap there are a lot of different paths for crossbows to go down. Last point: crossbows and ballistae should not be common core until either crossbows or ballistae are invented, and then it's only a small step to scale them up or down.