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Messages - Mephansteras

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16246
DF Suggestions / Re: You've struck Gold!
« on: July 01, 2008, 01:12:37 pm »
"You've struck Dwarven Syrup Roast! Praise the Cooks!"

I never realized the sedimentary layers had more gold and platinum. Even in the middle of a forest on the coast?

Oh, sorry for the misunderstanding. You probably won't find gold in a sedimentary layer. But granite, gabbro, diorite, and most of the other lower layer rocks can all have native gold. So even in forts that have platinum, I usually end up with way more gold and silver then platinum. As it should be, I suppose.

Looking at wikipedia, it says that gold is 30x more common then platinum. And that it was an "unworkable" metal for most of history. In it's pure state, it was unworkable up until the 20th century. And even now it's usually alloyed with Iridium. Hmm...maybe when metallurgy in DF gets better platinum should require some more advanced techniques to work.


16247
DF Dwarf Mode Discussion / Re: No Sieges
« on: July 01, 2008, 11:50:27 am »
@ above - Go to goblins in the creature_default raws. Find damblock. Change it to 20 or thereabouts. Have Fun!

@ OP What is your created and exported wealth like? I normally get seiges pretty quick because I export so much junk and get 1.5 million worth artifacts from adamantine.

I don't even have an appraiser yet so I don't know. I have three artifacts. One is a Milky Opal Chest, another a Aluminum Millstone  ::) and the last an Aluminum Puzzlebox.  I have never hit Adamantine in a fortress.  :(

Everything in the fort is smoothed and there are masterwork engravings.

Three years and you don't have an appraiser? You've been trading with merchants, right? Just set a dwarf who's done some trading to be your broker and you should then get the appraisal information. If not, make sure you have a broker and make them trade with the next set of merchants and that should let you know waht's going on.

Those aluminum artifacts should have given you a significant wealth boost, although maybe not enough to get sieges yet. Still kind of strange, since a population of 80+ is supposed to allow sieges. At least according to something Toady said once.

16248
DF Suggestions / Re: You've struck Gold!
« on: July 01, 2008, 11:26:47 am »
I don't really see why gold would be considered useless. I've found that its a great way to make money, as well as furniture/statues/etc to keep nobles happy. Yeah, platinum is better, but you generally find more gold then platinum overall.

Steel is worth a good deal, but until you get late into a fort you're not likely to have enough steel to want to waste it on anything other then armor and weapons. And by the time your fort is that well established, well, generating wealth is pretty easy.

16249
DF Suggestions / Re: You've struck Gold!
« on: June 30, 2008, 11:53:53 pm »
Yeah. I like the color of microline, and I modded it to have lots of rock crystal and a rare gem sometimes, so I actually actively mine it out now. I should do something for Orthoclase, though. I still hate that stuff, and it's not worth much yet. I'll have to do something about that.

I'm not really into the idea of my dwarves not knowing stuff about rocks, though. That would just get annoying.

16250
DF Gameplay Questions / Re: Essential resources
« on: June 30, 2008, 07:02:55 pm »
Stone. Stone is all you need. And a soil layer if you don't have human contact. Use the wood from the wagon to make a single bed to define the barracks, and dwarves will only have a slight problem with sleeping on a smoothed, engraved floor. Injured dwarves are gonna die anyway.

Sand is nice, but only if you have magma. Water is nice, Trees are nice, a chasm can be nice. But all you need is rock.

Actually, I'd argue that at a minimum you need either Stone OR Trees, at a bare minimum. I've had fortresses do fine without any access to stone other then the Dwarven caravans. You just make everything out of wood. The only thing you NEED stone for right now is mechanisms and as fire-safe materials for forges/kilns/etc. Although technically you can use metal for those as well.

16251
DF Dwarf Mode Discussion / Re: Would you consider this cheating?
« on: June 30, 2008, 06:39:39 pm »
the exact methodology seems a bit of an exploit to me, in that logically it shouldn't work.

What are you talking about?  Just because the dwarves don't notice that all the workshops have stout wooden doors that lock from the outside, it's not your fault...
I'm talking about how dwarves can unbuild doors just fine regardless of where they are in relation to the door, which implies that door locks are mainly a matter of courtesy. And berserking dwarves shouldn't care about manners.

I've always viewed the "deconstruct from anywhere" to mean that the deconstructing dwarf goes off and gets the appropriate tools to take the door down. It's not like the game specifically tracks most tools. Which means that most dwarves when locked in and berzerking will rail at the door but be able to get out.

What would be awesome would be if dwarves carrying axes and picks would be able to take down certain doors. Wooden for both, stone for picks. Metal doors...really should depend on the metals involved. Copper pick vs Steel door? You're not going anywhere, Urist. Adamantine axe or pick? Not much is going to stop him, short of a nice thick adamantine door. The game already knows the effectiveness of metals, so it would be a simple calculation.

16252
DF Suggestions / Re: You've struck Gold!
« on: June 30, 2008, 02:27:57 pm »
Being able to trick the occasional stupid Human merchants with Pyrite crafts, though...that would be hilarious!

16253
DF Modding / Re: Civilization Forge Mod
« on: June 30, 2008, 10:25:04 am »
Yeah, they got pretty silly about stuff like that. I guess they just wanted more variety in special abilities and whatnot.

For this mod, I view it more like societal differences. There isn't much different between High Elves and normal elves in the creature def. It's more to do with what weapons and armor they use and their attitudes towards everything. It won't be as big a deal once Toady programs things so that the different races have truly different civilizations within themselves. But I don't expect to see that for quite some time.

16254
DF Modding / Re: Civilization Forge Mod
« on: June 29, 2008, 10:12:06 pm »
Huh. Ok, thanks! I'll get that fixed.

16255
DF General Discussion / Re: Future of the Fortress 4
« on: June 27, 2008, 06:46:58 pm »
He moved all his weekends to the end of the month to let him do a solid block of DF coding, so he's taking a break. I think he has some weekend project he's working on.

Either way, he won't be back until next week or so.

16256
DF Dwarf Mode Discussion / Re: I hate possessions... I really do.
« on: June 27, 2008, 05:54:36 pm »
Does that actually get you more moods?

I've always thought that they were sort of a fixed "You get x strange moods per fortress, based on wealth/population/explored area". Just killing them off seems like a waste of an artifact if that's the case...

16257
Best advice I can give is to have directed roads and watchtowers.

Basically, you have specific avenues that FORCE the merchants to follow particular paths into your fortress. I like to use statues spaced every few tiles so that wagon's can't get through them. You an also use walls, channels, or anything else that tickles your fancy. As long as it's impassible, it'll work.

Like so:
s = statue
+ = road square
Code: [Select]
s  s  s
+++++++
+++++++
+++++++
s  s  s

You can see from the above that wagons (3x3) can't fit in between the statues.

This forces them to get to the same point to every time to get to my road and into my fortress. Most maps, that means I have only 4 areas that I really need to worry about. Depends on the map, but doing this usually forces the traders to show up right at the start of the road, since they can't get to your fortress any other way. Just make sure that road NEVER gets blocked off, otherwise they'll just bypass your site.

At the start of each road I have watchtowers manned with military dwarves to help out with any ambushes that show up. The trick here is have their beds IN the watchtower (even barracks beds can be assigned). I usually have a few levels of living quarters, as it were. Beds, tables, chairs, food stockpiles, etc. Oh, and put up some archery targets for your marksdwarves so they stick around when training as well. All of this usually keeps that squad in the area even when off duty. You also get the occasional fortress guard wandering over as well, which can make them useful for a change.

This isn't foolproof, of course. Sometimes the towers just get overrun. Sometimes the goblins manage to sneak past the tower and attack the merchants halfway along the road. But most of the time it gives me the opportunity to save them.

Oh, and my watchtowers usually use drawbridges as their entrance. I started doing this after a few doors got suck open by dropped items or corpses, and the poor marksdwarves inside got slaughter during the next ambush because I couldn't lock the doors. If it's just going to be marksdwarves stationed there (safer, but not always as effective) you can have a sealed tower that only has access through underground tunnels to your fortress.

16258
DF Suggestions / Quality for constructions
« on: June 27, 2008, 03:10:26 pm »
Had this idea reading the thread about strange moods.

Mechanical constructs like traps, waterwheels, pumps, and whatnot should have a quality to them. Why does every watermill produce 100 power? It seems strange that they are so consistent.

So, here is my thought. Three things should go into the quality of constructs:

1) Design. Anything that requires an architect to design should end up with a quality of the design. This would give us an incentive to have actual trained architects.

2) Materials. Any materials that have quality, like pipes or mechanisms, should be factored into this. Better parts make for a better machine.

3) Skill of those building the item. You can have a great design and good parts, but lousy workmanship can ruin anything. Conversely, I've seen talented people do some impressive stuff with a mediocre design and cheap parts. Again, this would give you an advantage to having a skilled mason or carpenter building things instead of some stupid peasant. They're fine for stacking stone walls, but shouldn't be given tasks that require actual skill.

The end result could be an averaged quality level. So if you started with a -design- (120), +materials+ (140), and basic construction (100) you'd end up with a -watermill- that pumps out 120 power instead of 100. Maybe pumps could use less power if they have a higher quality, traps could jam less or have an accuracy improvement. The power usage for things would probably need to be tweaked upwards to make this work, but I think that pumps use too little power as it is anyway.

Oh, and raising bridges could fling things further! A masterwork bridge with masterwork mechanisms hurling goblins off the screen would be awesome!

Hmm. Some workshops require architecture as well. Maybe those could follow this same pattern? Giving maybe a speed boost to the dwarves working in it? "Efficiency of design" or whatnot? Maybe even a quality boost, if the materials used in the construction were better. Say, stone blocks instead of rough stone. Again, things would probably need to be rebalanced to compensate, but I know workshops have lots of ideas about how to improve them floating around as it is. They would probably also give better thoughts about work. Maybe even allow for decorating buildings to improve good thoughts more? You could get a *<<+mason's workshop+>>* decorated with images of mountains in exceptionally worked Silver or something.

This would allow for some pretty cool strange moods. So let's say your architect goes into a strange mood. He demands that something requiring an architect be designated for building that needs to be designed (assuming one isn't already). He then runs off and spends a while designing it. Maybe even commandeering the appropriate types of materials to keep that aspect in place. He could also go off and grab a dwarf with the appropriate skill to build it, assuming he doesn't have it already. Have him grab the dwarf with the highest skill in the fort, to ensure that the object is made up to his standards. Maybe he fails if no suitable skilled dwarf is available?

And a mason or carpenter who goes into a strange mood may want to build something really impressive. So he demands, say, a workshop to be designed. Maybe grabbing the forts resident architect once it's been designated to actually do the design. He then runs around getting the right materials and gets to work. Imagine getting an Artifact Magma Forge!

Thoughts?


[Edited to add in strange mood effects]

16259
It is supposed to be sort of "Sim-Fantasy" after all. At least, I think Toady's kind of referred to it as that.

As for the OP...that's a tough one.  I think things that are harvested, like Stone, wood, gems, and whatnot are automatically known because the various dwarves given the task to do that know when they've mined, copped down trees, etc. And, since these things are pre-designated, the rest of the fortress knows that the miners are off digging in that area. So hauler dwarves know to go grab stone from those areas, and assumedly are mentioning to each other things like "Yeah, there's still another 10 or some chunks of hematite back there that need to be grabbed". So that can be pretty well subsumed into the game without explicitly tracking it.

With items out of the way, you'd only need to track things like major events. Deaths, ambushes, mega-beasts, artifacts, and whatnot. Even there, though, you'd have lots of issues figuring out who's telling who what and figuring out who's seen what happen. Or heard. I mean, a Titan is probably pretty easy to detect even if you can't see him. Same with the screaming of dwarves being chased by goblins.

Overall, I'm not sure this idea is worth the processor hit you'd get from all of the line of sight tracking that'd be necessary to know who knows what. It'd make for some neat behavior, though, I'll agree with that.

16260
I was thinking: what about concrete and adobe/clay?
If you think about it, concrete would be pretty dang useful, you could fill in a pond with no need for magma or cave-ins. concrete probably would be created from: small bits of rock and pulverized rock. both made either at the mason's workshop, or maybe a new, powered building.(Grinder?) It would also require lye in its production, giving lye a newfound use.(Look it up if you don't know)But, the problem would be figuring out how too use it. Would it act like a liquid? Would a dwarf mix it with water then pour it in with a bucket? Would it be a thing designated via build?

Adobe and clay a rather straightforward.

Hmm...I'd say that the task to make concrete powder would be kind of like the "Collect Sand" task. Then, as long as you had bags of concrete around, it would just show up as a potential building material like everything else.

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