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Messages - SirHoneyBadger

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2596
DF Suggestions / Re: Slower skill development / higher skills on dwarves
« on: January 01, 2009, 09:01:23 pm »
I like this idea. How exactly would one mod it into the Raws, though?

I think I'd make it so that, once someone reached "Legendary" status, there'd be ranks above and beyond that.

Legendary status should be more a mark of potential, and genius talent, than a measure of experience and knowledge in a given field.

I wish Talent (the ability to create masterwork items and artifacts, with the potential to still make awful junk that noone likes) were calculated separately from Skill (the ability to consistently perform adequately, without screwing up).

2597
DF Modding / Re: Dwarf Fortress Complete [Alpha]
« on: January 01, 2009, 08:42:49 pm »
I kindof like the idea of Asian based humas in the game. Sure it's cliche, but if done really well it could still be fun to have your dwarfs interact with them, once in a while.

Plus, the Japanese have made huge contributions to metalworking, so dwarfs and Japanese might have a lot to talk about. 


2598
DF Modding / Re: Dwarf Fortress: The Fleshening!
« on: December 31, 2008, 09:20:54 pm »
The copper/bronze formulas are up.

Thanks, Granite26!

i2amroy: that's a good idea, I'll have to think of that...although it sounds like something that might be difficult or impossible to mod?

2599
DF Modding / Re: Dwarf Fortress: The Fleshening!
« on: December 31, 2008, 02:08:11 am »
The number on the left currently represents the basic weapon/armour potential of the metal. I'll be adding different potentials for damage/block, meltability by magma (yes, no), color, and value (1-500), as well as tool ability, mechanisms, and structures (doors, gates, etc) eventually, melting temperature (approximated--I think it's already in, but it'll be a while before I add it to the list), resistance to corrosion (as a factor of 1-8), magnetism (high/low/none), and weight (in percentage, compared to soft iron), incase those qualities are ever tracked by the game.

Items marked with an asterisk * denote that these are "mystical" metals that can be combined with rare magical substances, taking on special abilities. These mystical metals are few and far between, very difficult and extremely expensive to manufacture.

1. Basic iron/steel formulas.

Iron:

70 = Soft Iron (4 units limonite + 3 units fuel = 1 unit soft iron)

70 = Soft Iron (3 units hematite + 3 units fuel = 1 unit soft iron)

70 = Soft Iron (3 units iron ore + 2 units fuel = 1 unit soft iron)

70 = Soft Iron (2 units magnetite + 2 units fuel = 1 unit soft iron)

70 = Soft Iron (1 unit pyrite + 2 units fuel = 1 unit soft iron)

70 = Soft Iron (1 unit lodestone + 1 unit fuel = 1 unit soft iron)

70 = Soft Iron (4 units iron ore + 1 unit anthracite + 1 unit of fuel = 2 bars soft iron)

75 = Cold Iron (4 units iron ore + 1 unit fuel = 1 unit cold iron)

75 = Delta Iron (obtained from white cast iron)

80 = Tool Iron (10 units limonite + 2 units anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (8 units hematite + 2 units anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (6 units iron ore + 2 units of anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (4 units magnetite + 2 units anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (3 units pyrite + 1 unit anthracite + 1 unit fuel = 3 bars tool iron)

80 = Tool Iron (2 units black sand + 2 units fuel = 1 bar tool iron)

80 = Pig Iron (3 units iron ore + 1 unit flux + 1 units fuel = 1 unit pig iron)

80 = Pig Iron (1 unit soft iron + 1 unit flux + 1 unit fuel = 1 unit pig iron)

90 = Wrought Iron (5 units iron ore + 1 unit fuel = 2 units wrought iron)

90 = Wrought Iron (3 units soft iron + 1 unit fuel = 2 units wrought iron)

100 = Wootz Iron (1 bar of grey cast iron + 1 bar of pig iron + 1 bar of cold iron + 1 unit of green glass + 2 units of fuel = 2 units of wootz iron)

100 = Grey Iron (3 units iron ore + 2 units flux + 2 units fuel = 1 unit grey iron)

100 = Grey Iron (2 bars of soft iron + 2 units flux + 2 units fuel = 1 unit grey iron)

110 = Grey Cast Iron (4 units iron ore + 2 units fuel + 1 unit sand = 2 bars grey cast iron)

110 = Grey Cast Iron (3 units of black sand + 2 units fuel = 2 bars grey cast iron)

110 = Grey Cast Iron (2 bars of soft iron + 2 units fuel + 1 unit sand = 2 bars grey cast iron)

110 = White Cast Iron (4 units iron ore + 3 units fuel + 1 unit sand = 1 bar of white cast iron, 1 bar of delta iron)

110 = White Cast Iron (3 units of black sand + 3 units fuel = 1 bar of white cast iron, 1 bar of delta iron)

110 = White Cast Iron (2 bars soft iron + 3 units fuel + 1 unit sand = 1 bar of white cast iron, 1 bar of delta iron)

115 = Best Iron (6 units of iron ore + 1 unit of fuel = 1 unit of best iron)

115 = Best Iron (3 units of soft iron + 1 unit of fuel = 1 unit of best iron)

120 = White Iron (2 units iron ore + 1 unit chromium + 3 units fuel + 1 unit sand = 1 bar white iron)

120 = White Iron (1 bar of soft iron + 1 unit chromium + 3 units fuel + 1 unit sand = 1 bar white iron)

125 = Case Iron (4 units iron ore + 4 units fuel = 1 bar case iron)

125 = *Fay Iron (1 unit of lodestone + 1 unit of pyrite + 1 unit of olivine + 1 unit of umber + 1 bar of fay gold + 3 rock crystals + 1 lapis lazuli + 1 pyrope + 4 units of fuel = 1 bar fay iron)

Basic Steels:

120 = Mild Steel (1 bar of cold iron + 1 bar of pig iron + 2 units of fuel = 1 bar of mild steel)

120 = Mild Steel (3 bars of cold iron + 3 bars of pig iron + 1 unit of anthracite + 1 unit of fuel = 3 bars of mild steel)

125 = Tower Steel (2 units of iron ore + 8 units of fuel = 1 bar of tower steel)

125 = Core Steel (4 units iron ore + 1 unit flux + 1 unit sand + 4 units of fuel = 1 bar of core steel)

125 = Core Steel (3 units black sand + 1 unit flux + 4 units of fuel = 1 bar of core steel)

133 = Pearl Steel (1 bar of grey iron + 1 bar of pig iron + 1 unit of fuel = 1 bar of pearl steel)

133 = Bane Steel (3 bars of mild steel + 1 bar of tower steel + 1 bar of delta iron + 2 units of fuel = 4 bars of bane steel)

140 = Black Steel (1 bar of wrought iron + 1 bar of grey cast iron + 4 units of fuel = 1 bar of black steel)

140 = Black Steel (6 units of black sand + 2 units of flux + 4 units of fuel = 1 bar of black steel)

145 = Crucible Steel (3 bars of cold iron + 2 bars of best iron + 1 bar of grey iron + 8 units of fuel = 3 bars of crucible steel)

145 = Crucible Steel (3 bars of cold iron + 2 bars of best iron + 1 bar of grey iron + 3 units of anthracite + 1 unit of fuel = 3 bars of crucible steel)

150 = Jewel Steel (1 bar of black steel + 1 bar of core steel + 1 bar of delta iron + 3 units of sand + 3 units of fuel = 2 bars of jewel steel)

2. Copper Formulas

50 = Chako (1 unit of copper ore + 1 unit of galena + 1 unit of fuel = 1 bar of chako)

50 = Niello (2 bars of karat copper + 1 bar of karat silver + 3 bars of lead + 1 unit of sulfer = 6 units of niello)

50 = Karat Copper (3 bars of copper + 3 units of fuel = 1 bar of karat copper)

60 = Copper (3 units of copper ore + 3 units of fuel = 1 bar of copper)

60 = Copper (2 units of native copper + 2 unit of fuel = 1 bar of copper)

60 = Copper (1 unit of nugget copper + 1 unit of fuel = 1 bar of copper)

60 = Copper (3 units of azurite ore + 3 units of fuel = 1 bar of copper + 1 bar of caeruleum)

60 = Copper (2 units of malachite + 1 unit of fuel = 1 bar of copper)

60 = Copper (1 unit of cuprite + 2 units of fuel = 1 bar of copper)

60 =  Nicanor (1 bar of copper + 1 bar of silver + 1 bar of gold + 2 units of fuel = 2 bars of nicanor)

60 = Billon (2 bars of copper + 1 bar of silver + 2 units of fuel = 2 bars of billon)

60 = Low Brass (2 bars of copper + 1 bar of zinc + 1 bar of lead + 2 units of fuel = 4 bars of low brass)

60 = Pinchbeck (1 bar of copper + 2 bars of zinc + 3 units of fuel = 3 bars of pinchbeck)
 
65 = Tombac (5 bars of copper + 1 bar of zinc + 3 units of fuel = 6 bars of tombac)

65 = Brass (1 bar of copper + 1 bar of zinc + 2 units of fuel = 2 bars of brass)

65 = Cast Brass (2 units of copper ore + 4 units of calmium + 1 bar of brass + 3 units of fuel + 1 unit of sand = 4 bars of cast brass)

70 = Black Brass (1 bar of copper + 1 bar of tin + 1 bar of zinc + 1 bar of lead + 2 units of fuel = 4 bars of black brass)

75 = Hepatizon (2 bars of copper + 1 bar of silver + 1 bar of gold + 2 units of fuel = 2 bars of hepatizon)

75 = High Brass (3 bars of copper + 2 bars of zinc + 3 units of fuel = = 2 bars of high brass)

75 = White Tombac (5 bars of copper + 1 bar of zinc + 1 bar of arsenic + 3 units of fuel = 6 bars of white tombac)

80 = Bronze (3 bars of copper + 1 bar of tin + 2 units of fuel = 2 bars of bronze)

80 = Red Brass (3 bars of copper + 1 bar of tin + 1 bar of zinc + 2 units of fuel = 4 bars of red brass)

80 = Khar (1 bar of copper + 1 bar of nickel + 1 bar of zinc + 1 bar of tin + 1 bar of lead + 1 bar of silver + 3 units of fuel = 6 bars of khar)

80 = Bell Metal (3 bars of copper + 1 bar of tin + 1 bar of silver + 1 unit of iron ore + 4 units of fuel = 3 bars of bell metal)

80 = Bell Metal (1 unit stannite + 2 units fuel = 1 bar of bell metal)

80 = Kuro (5 bars of karat copper + 1 bar of arsenic + 3 units of fuel = 6 bars of kuro)

90 = Bismuth Bronze (1 bar of bismuth + 1 bar of tin + 3 bars of copper + 2 units of fuel = 2 bars of bismuth bronze)

90 = Alumina (4 bars of copper + 1 bar of aluminum + 1 bar of delta iron + 1 bar of zinc + 1 unit of manganese + 1 unit of arsenic + 1 unit of green glass + 3 units of fuel = 4 bars of alumina)

90 = Gildis (4 bars of copper + 1 bar of aluminum + 1 bar of delta iron + 2 bars of zinc + 1 bar of tin + 1 unit of manganese + 1 unit of arsenic + 3 units of fuel = 4 bars of gildis)

95 = White Bronze (2 bars of copper + 1 bar of tin + 1 unit of ortho + 2 units of fuel = 1 bar of white bronze)

100 = Beryl Copper (1 bar of beryllium + 2 bars of copper + 3 units of fuel = 3 bars of beryl copper)

100 = Cyprite (3 bars of karat copper + 1 bar of tin + 2 units of fuel = 1 bar of cyprite)

100 = Monel (3 bars of copper + 1 bar of nickel + 1 unit of manganese = 3 bars of monel)

115 = Auricipride (2 bars of copper + 1 bar of gold + 1 bar of tin + 1 unit of auricipridite ore + 2 units of fuel = 3 bars of auricipride)

125 = Arsenical Bronze (3 bars of copper + 1 bar of tin + 1 bar of arsenic + 2 units of fuel = 2 bars of arsenic bronze)

130 = Bronzium (2 bars of copper + 1 bar of zinc + 1 bar of tin + 1 bar
of calmia + 3 units of fuel = 2 bars of bronzium).

135 = Auric Bronze (3 bars of copper + 1 bar of tin + 1 bar of calmia + 1 bar of auricipridite + 1 bar of zinc + 1 bar of silver + 6 units of fuel = 3 bars of auric bronze)

166 = Beryl Bronze (1 bar of beryllium + 1 bar of copper + 1 bar of
zinc + 1 bar of tin + 1 bar of calmia + 1 bar of manganese + 4 units of fuel = 3 bars of beryl bronze)

200 = *Orichalcum (1 unit of malachite + 1 unit of cuprite + 1 unit of azurite + 1 unit of tetrahedryte + 1 bar of cyprite + 1 bar of gold + 1 bar of tin + 1 bar of zinc + 1 bar of beryllium + 1 bar of iridium + 4 units of fuel = 1 bar of orichalcum)

3. Iron Alloys

120 = Sky Iron (2 bars of cold iron + 1 bar of nickel + 2 units of fuel = 1 bar of sky iron)

125 = Martelite (4 bars karat copper + 4 bars tin + 1 bar delta iron + 1 bar karat gold + 4 units fuel = 4 bars martelite)

135 = Red Steel (2 bars of soft iron + 2 bars of flux + 1 bar of cinnabar + 3 units of fuel = 1 bar of red steel)

135 = Blue Steel (2 bars of soft iron + 2 bars of flux + 1 bar of azurite + 3 units of fuel = 1 bar of blue steel)

145 = Immaculate Steel (1 bar of pearl steel + 1 bar of sky iron + 1 bar of chrome + 1 bar of soft iron + 3 units of fuel = 1 bar of immaculate steel).

150 = Celestium (4 bars of immaculate steel + 2 bars of aluminum + 2 bars of titanium + 1 bar of palladium + 1 bar of karat silver + 1 bar of karat gold + 1 bar of karat platinum + 6 units of fuel = 4 bars of celestium)

150 = Meteor Steel (1 bar of crucible steel + 1 bar of nickel + 1 bar of cobalt + 3 units of fuel = 1 bar of meteor steel)

150 = *Bloodmetal (2 bars of cyprite + 1 bar of beryllium + 4 bars of delta iron + 1 bar of karat gold + 1 bloodstone + 3 units of umber + 4 units of fuel = 1 bar of bloodmetal)

170 = Imperial Steel (1 bar of nickel + 1 bar of cobalt + 2 bars of delta iron + 3 bars of Crucible Steel + 6 units of fuel = 4 bars of imperial steel)

175 = Jovian Steel (1 bar of titanium + 1 bar of nickel + 1 bar of cobalt + 4 bars of crucible steel + 6 units of fuel = 4 bars of jovian steel)

185 = Deep Steel (1 bar of tungsten + 1 bar of molybdenum + 1 bar of beryllium + 1 bar of uranium + 4 bars of case iron + 4 units of fuel = 4 bars of deep steel)

185 = Still Steel (1 bar of palladium + 1 bar of titanium + 1 bar of chrome + 1 bar of aluminum + 1 bar of karat silver + 1 bar of argyre + 4 bars of pearl steel + 2 units of fuel = 4 bars of still steel)

185 = Draconic Steel  (1 bar of cobalt + 1 bar of iridum + 1 bar of karat platinum + 1 bar of thorium + 1 unit of manganese + 1 unit of green glass + 4 bars of sky iron + 8 units of fuel = 4 bars of draconic steel

185 = Mountain Steel (1 bar of titanium + 1 bar of nickel + 1 bar of cobalt + 1 bar of tungsten + 1 bar of vanadium + 4 bars of crucible steel + 6 units of fuel = 4 bars of mountain steel)

4. Silver Formulas.

10 = Red Orm (1 bar of karat copper + 1 bar of bronze + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of red orm)

10 = Black Orm (2 bars of hepatizon + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of black orm)

10 = Gild Orm (2 bars of high brass + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of gild orm)

10 = Fine Orm (2 bars of nicanor + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of fine orm)

10 = Blood Orm (1 bar of red brass + 1 bar of rose gold + 1 bar of karat gold + 1 bar of cinnabar + 3 units of fuel = 2 bars of blood orm)

10 = Vermilium (2 bars of sterling silver + 1 bar of karat gold + 3 units of fuel = 3 bars of vermilium)

20 = Electrum = (1 bar of silver + 1 bar of gold + 2 unit of fuel = 2 bars electrum)

25 = Karat Silver (3 bars silver + 3 units of fuel = 1 bar karat silver)

25 = Sterling Silver (3 bars of karat silver + 1 bar of karat copper + 3 units of fuel = 4 bars of sterling silver)

33 = Silver (5 units of pyragyrite + 3 units of fuel = 1 bar of silver)

33 = Silver (4 units of argentite + 3 units of fuel = 1 bar of silver)

33 = Silver (3 units of silver ore + 3 units of fuel = 1 bar of silver)

33 = Silver (2 units of horn silver + 2 units of fuel = 1 bar of silver)

33 = Silver (1 unit of silver nuggets + 1 unit of fuel = 1 bar of silver)

33 = Black Silver (4 units of horn silver + 1 unit of fuel = 1 bar of black silver)

33 = Kinium = (1 bar of silver + 1 bar of nickel + 1 bar of zinc + 3 bars of copper + 3 units of fuel = 6 bars of kinium)

33 = Goloid = (4 bars silver + 1 bar of gold + 1 bar of copper = 6 bars of goloid)

33 = Billon (1 bar of silver + 1 bar of copper + 3 units of fuel = 2 bars of billon)

33 = Blue Billon (1 bar of silver + 4 units of azurite ore + 6 units of fuel = 2 bars of blue billon)

33 = Green Billon (1 bar of silver + 4 units of malachite + 6 units of fuel = 2 bars of green billon)

50 = Argentite (3 bars of karat silver + 1 bar of sterling silver + 1 bar of argyre + 3 units of fuel = 4 bars of argentite)

50 = Gurite (3 bars of copper + 1 bar of silver + 3 units of fuel = 4 bars of gurite)

75 = Star Argent (1 bar of rhodium + 1 bar of palladium + 1 bar of platinum + 3 bars of argent + 3 units of fuel = 1 bar of star argent)

200 = Ithildium (3 bars of karat silver + 1 bar of aluminum + 1 bar of titanium + 1 bar of vanadium + 1 bar of chrome + 1 bar of iridium + 2 units of fuel = 1 bar of ithildium)

300 = *Lunite (3 bars of karat silver + 3 bars of chrome + 3 bars of lead + 1 bar of iridium + 1 bar of karat platinum + 1 bar of tungsten + 1 bar of tantalum + 9 moonstones + 1 unit of marble + 1 unit of jet + 3 units of anthracite + 1 unit of fuel = 1 bar of lunite)

5. Aluminum Formulas

75 = Alectoz (3 units aluminum nuggets + 3 units lithium + 1 bar copper + 1 clear zircon + 3 units fuel = 3 bars alectoz)

100 = Duralium (4 bars aluminum + 2 bars copper + 1 bar magnesium + 1 unit manganese + 4 units of fuel = 4 bars duralium)

125 = *Nox (2 bars duralium + 2 bars titanium + 1 bar nickel + 1 bar delta iron + 1 bar cobalt + 1 bar iridium + 1 bone opal + 4 units of bone ash + 4 units of fuel = 1 bar nox)

6. Patterned formulas.

75 = Starslag (1 bar of titanium + 1 bar of nickel +1 bar of cobalt + 1 bar of tungsten + 1 bar of iridium + 1 bar platinum + 3 rock crystals + 3 units of manganese + 6 units of fuel = 3 units starslag)

100 = Wootz Iron (1 bar of soft iron + 1 bar of cold iron + 1 bar of pig iron + 1 bar of green glass + 2 units of fuel = 2 bars of wootz iron)

140 = Patterned Steel (1 bar of core steel + 1 bar of wootz iron + 1 unit black sand + 2 units of fuel = 1 bar of patterned steel)

140 = Blue Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of cobalt + 1 unit of sand + 2 units of fuel = 1 bar of blue mosaic steel

140 = Red Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of cinnabar + 1 unit of sand + 2 units of fuel = 1 bar of red mosaic steel

140 = Green Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of vanadium + 1 unit of sand + 2 units of fuel = 1 bar of green mosaic steel)

140 = Grey Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of nickel + 1 unit of sand + 2 units of fuel = 1 bar of grey mosaic steel)

140 = White Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of chrome + 1 unit of sand + 2 units of fuel = 1 bar of white mosaic steel)

140 = Black Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of delta iron + 1 unit of sand + 2 units of fuel = 1 bar of black mosaic steel)

140 = Orange Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 unit of auricipridite + 1 unit of sand + 2 units of fuel = 1 bar of orange mosaic steel)

140 = Violet Mosaic Steel (1 bar of core steel + 1 bar of wootz iron + 1 bar of azurite + 1 unit of sand + 2 units of fuel = 1 bar of violet mosaic steel)

150 = Tesselated Steel (1 bar of red steel + 1 bar of blue steel + 1 bar of black steel + 1 bar of patterned steel + 2 units of sand + 4 units of fuel = 2 bars tesselated steel)

150 = Vermiculated Steel (1 bar of black mosaic steel + 1 bar of white mosaic steel + 1 bar of martelite + 1 unit of sand + 4 units of fuel = 1 bar vermiculatum steel)

150 = Musivum Steel (1 bar of black mosaic steel + 1 bar of white mosaic steel + 3 bars of martelite + 1 bar of auricipride + 1 unit of sand + 4 units of fuel = 2 bars musivum steel)

150 = Regulatum Steel

150 = Palladian Steel (2 bars of patterned steel + 2 bars of delta iron + 1 bar of celestium + 1 unit of sand + 4 units of fuel = 1 bar palladian steel)

225 = Green Starmetal (2 bars of wootz iron + 1 bar of vanadium + 1 unit of starslag + 1 tsavorite + 6 units of fuel = 1 bar of green starmetal)

225 = White Starmetal (2 bars of wootz iron + 1 bar of chrome + 1 unit of starslag + 1 clear zircon + 6 units of fuel = 1 bar of white starmetal)

225 = Red Starmetal (2 bars of wootz iron + 1 bar of cinnabar + 1 unit of starslag + 1 red spinel + 6 units of fuel = 1 bar of red starmetal)

225 = Blue Starmetal (2 bars of wootz iron + 1 bar of azurite + 1 unit of starslag + 1 blue garnet + 6 units of fuel = 1 bar of blue starmetal)

225 = Black Starmetal (2 bars of wootz iron + 1 bar of uranium + 1 bar of aluminum + 1 unit of starslag + 1 black zircon + 6 units of fuel = 1 bar of blue starmetal)

225 = Gold Starmetal (2 bars of wootz iron + 1 bar of karat gold + 1 unit of starslag + 1 golden beryl + 6 units of fuel = 1 bar of gold starmetal)

300 = *Red Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy red diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of red witchiron)

300 = *Green Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy green diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of green witchiron)

300 = *Blue Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy blue diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of blue witchiron)

300 = * Yellow Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy yellow diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of yellow witchiron)

300 = *Orange Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy orange diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of orange witchiron)

300 = *Black Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy black diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of black witchiron)

300 = *Violet Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy violet diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of violet witchiron)

300 = *Grey Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy grey diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of grey witchiron)

300 = *Brown Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy brown diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of brown witchiron)

300 = *White Witchiron (3 bars of fay iron + 3 units of starslag + 1 fancy white diamond + 3 bars of fay glass + 3 units of umber + 3 units of bone ash + 6 units of fuel = 1 bar of white witchiron)

325 = Octirion

7. Gold Formulas

20 = gold

Rose gold (3 bars of gold + 1 bar of copper + 3 units of fuel = 4 bars of rose gold)

Crown gold (6 bars of karat gold + 1 bar of karat silver + 2 bars of karat copper + 3 units of fuel = 6 bars of crown gold)

White gold (3 bars of gold + 1 bar of nickel + 3 units of fuel = 4 bars of white gold)

Tumbaga (3 bars of gold + 1 bar of palladium + 3 units of fuel = 4 bars of tumbaga)

Green gold (3 bars of gold + 1 bar of silver + 3 units of fuel = 4 bars of green gold)

Grey gold (3 bars of gold + 1 bar of silver + 1 bar of copper + 1 unit of manganese + 3 units of fuel = 6 bars of green gold)

Violet gold (3 bars of gold + 1 bar of aluminum + 3 units of fuel = 4 bars violet gold)

Blue gold (3 bars of gold + 1 bar of iridium + 3 units of fuel = 4 bars blue gold)

Black gold (3 bars of gold + 1 bar of rhodium + 3 units of fuel = 4 bars of black gold)

Amita (5 bars of karat copper + 1 bar of gold + 3 units of fuel = 6 bars of amita)

Calcouri (3 bars of karat gold + 3 bars of karat copper + 1 bar of rhodium + 1 bar of iridium + 1 unit of auricipridite + 6 units of fuel = 1 bar of calcouri)

Fay Gold (6 bars of gold + 1 faint yellow diamond + 6 units of fuel = 1 bar of fay gold)

Fay Glass (1 rock crystal + 1 amethyst + 1 smoky quartz + 1 rose quartz + 1 unit of pearlash + 1 unit of fuel = 1 bar of fay glass)

Bone Ash (3 units of bone + 1 unit of fuel = 1 unit of bone ash)

Diamond grades:
Bort = 5 value
Faint Black, Faint Grey, Faint Brown, Faint Yellow = 30 value
Clear, White = 40 value
Fine Clear, Fine White = 60 value
BlueWhite, Canary, BrightWhite, Pink = 75 value
Light Blue, Light Red, Light Orange, Light Violet, Light Green = 75 value
Dark Blue, Dark Red, Dark Orange, Dark Violet, Dark Green, Dark Yellow = 100 value
Fancy Blue, Fancy Red, Fancy Orange, Fancy Violet, Fancy Green, Fancy Yellow, Fancy Black, Fancy Grey, Fancy Brown, Fancy White = 150 value
Perfect Clear, Perfect White, Perfect BlueWhite, Perfect Blue, Perfect Red, Perfect Orange, Perfect Violet, Perfect Green, Perfect Yellow, Perfect Black, Perfect Grey, Perfect Brown = 300 value

2600
DF Modding / Re: MOAR MEGABEASTZ!
« on: December 31, 2008, 01:54:19 am »
Disco Colossus...need I say more?

2601
DF Modding / Re: Dwarf Fortress: The Fleshening!
« on: December 31, 2008, 01:48:42 am »
Well, please feel entirely free to offer ideas and suggestions, Deon, you're a lot more experienced at this than I am, and I'm thankful for any help.

2602
DF Suggestions / Re: Requests vs Demands
« on: December 31, 2008, 01:37:49 am »
Yeah, if a noble wants a fancy window, I'm happy to give him a fancy window.

Maybe nobles could, as a formula of their noble rank + years of experience, and maybe + some sort of charisma or leadership bonus, have a set value of goods that they would need to satisfy their demands?

Like, for instance, a lowly baron could demand a gem window with a value of 1500 minimum, whereas the king demands a 30000+ window. And then maybe they could specify certain features, like the window must be constructed of red gems, or must be fashioned from an alloy of copper, etc.

2603
DF General Discussion / Re: Your Sentimental Habits.
« on: December 30, 2008, 09:34:39 pm »
I decided that dwarfs are likely claustrophiles (the opposite of claustrophobic), when I was first deciding how to design their individual rooms, so dwarfs always sleep with their beds facing atleast 2 sides of stone, and their private quarters almost never have open spaces, or more than 1 space between the raw stone.

Every dwarf (or dwarf couple) eventually gets their own room, atleast 3x3, complete with a pillar of raw stone in the center, and a door for privacy.

I like to design complex labyrinths, so my entire fortress tends to become one huge maze, with multiple entrances and exits. Everything gets guards/traps, but my soldiers go out and fight, or stand guard over workers. They don't hide behind traps, the traps are just there to avenge soldiers and protect against thieves and kid-snatchers.

Fortresses will be enclosed with stone, and guarded. Nobody gets in or out without passing checkpoints.

I always build my fortresses in maximum-size areas, and one of my priorities is building a grand road for the caravan, from the bottom of the map, right to the fortress.

I don't clearcut tree areas, some trees of each type present are always left alone.

I like to build hidden temples, and secret little areas. Even if they'll probably never be used, there will always be atleast a tightly guarded, secret temple to the forge-god, with a working forge.

My captain of the guard gets assigned several war dogs, sometimes all of them, and will be trained up to Legendary in crossbow, even if already legendary in another weapon type . His/her function is basically as a first response problem-solver, aside from the regular army. The Captain goes in first, comes out last, and other dwarf soldiers will gather around the Captain in times of war. The Captain's quarters are always as good as anybody else's, or better, but are designed for function over form, and the toughest dwarf in the fortress gets the job.

Dungeon Masters get not only nice quarters, but a working private zoo, all their own.

Gems stuck into walls that I don't intend to mine out will commonly be left in their raw state. If possible, I like to build my Fortress's main living quarters in a gem area.

Gardens/farms, and animal stocks are continuously guarded by soldiers, even if they're completely safe from attack. No exceptions. If the walls are soil, they'll be lined with cut stone or bronze as soon as possible.

Outside areas will always be incorporated into the overall fortress, and, whenever possible, there will be several tightly guarded water areas.

Garden areas will also, if possible, function as nurseries for dwarf children.

Wounded soldiers, including guard-dogs, are guarded until they get convalescence, or they die.

Legendary dwarfs are always part of the military, and always have solders under them. It's good for the soldiers to see what they're fighting for, and to have good role-models.

Soldiers, even if they have their own private quarters, also get beds in the army barracks. Army gets it's own kitchen, storage areas, etc.

Masterwork items are never sold, and unless they're weapons/armour currently in use, are usually displayed prominently, often in a museum-type area right outside the crafts area, or otherwise in a public area.

Dignified funeral areas are a must, but I tend to make them more communal affairs, with long rows of niches, built around several magnificent central shrines. I'll vary this though, so some dwarfs will get more elaborate personal crypts, when I feel like making them, or feel that a particular dead hero deserves a singular resting place. They may be buried with a palette of collected goblin weapons.

Walls are almost *always* atleast 3 stones thick. Very few exceptions, and these are always done out of absolute necessity.



2604
DF General Discussion / Re: random demon generator
« on: December 30, 2008, 07:53:54 pm »
Randomness aside, it would be nice if the computer generated, and kept track, of appearances in the game, especially with something like demons (and dragons, ofcourse), but really, with every creature we encounter. Little chunks of identifying detail can add a whole lot to the immersion factor, and even give some emotional interest.

It's more work, but what isn't?

2605
DF Modding / Re: MOAR MEGABEASTZ!
« on: December 30, 2008, 05:02:00 am »
Giant angry baby! run from the baby! MUST HAVE!

2606
DF Modding / Flesh vs. Minerals
« on: December 30, 2008, 03:33:27 am »
Update. Two new alloys based on osmium and iridium (though under vastly different names), extractable rubber, giant cacti.
New installation method (should be easy to do and foolproof to boot).
And it should indeed work as intended now. It'll even remove the traces of the previous versions of the mod.<P>Concept by Sean Mirrsen<P>Contributors:
   <B>Deon</B><P>This mod went through several iterations, but now it is hopefully heading in the right direction.<P>Function:_________________________________________<P>This mod slightly alters appearance rates of most minerals in the game, most notably rock crystal.
Also this mod adds a carpload of new materials, metals, alloys, and the like.<P>Installation:_____________________________________<P>First, back up your DF copy's "raw\objects" folder.
Then extract the contents of the archive into your main DF folder, overwriting anything in the way.
Then run the provided setup batch file. "minmod_176_setup" for this version.<P>The mod now comes in discrete selectable chunks.
The files are named according to the state of the chunks.
Type "off" instead of "on" (or anything, really) at the filename's end and the module will deactivate.
"matgloss_minmod_main_on" is the main matgloss file. Turning this off will deactivate the mod completely. And spam the errorlog if you leave extensions on.  :)
"reaction_minmod_main_on" is the main reactions file. Turning this off will disable all alloys and extractable materials added by the mod.
"reaction_minmod_alchemy_on" is the alchemy extension. It contains gold amalgamation and any reactions I deemed implausible in the game's current state.
"reaction_minmod_infusion_on" is the infusion extension. It contains the reactions for the 20 new metamagic metals.
"reaction_minmod_manualstone_on" is the manual stone selection extension. Leaving it on will have all stone in existance be initially forbidden in the Stones screen, so it can be manually selected later.<P>After changing the state of any of the extensions, you will need to erase all files in the data\objects directory.
You can do this manually, or by running the "mod_clean_objects.bat" batch file provided in the raws folder (where you would be changing filenames around  :)<P>New metals:
Spoiler (click to show/hide)

This is really great work, all credit to Sean and Deon!

After having looked over the Minerals mod, I noticed that I've got quite a bit of duplication, so when I get a chance, I'll try to review the various formulae and see which version most appeals.

Definitely, there are some ideas I'll be borrowing, namely some of the aluminum reactions, stellite and talonite, manganese, red brass, white bronze, anthracite, and the various mineral bases. I won't use any entirely original ideas though, just things with a clear established real-world basis that I can verify online.


2607
DF Modding / Re: Dwarf Fortress: The Fleshening!
« on: December 30, 2008, 03:14:25 am »
Yep! Now that I know it can be done, I'll fix wootz.

2608
DF Suggestions / Re: Tower caps are green !?!?! (aka drop mud from tree's)
« on: December 30, 2008, 12:00:54 am »
I'd second this because it appeals to me, but I'm not sure I should, considering that I've been in some amazingly muddy caves. I remember being in one in Pennsylvania that you couldn't really get into for most of the year, because the rest of the time it was completely packed with mud.

It covered everything, it filled everything, it *was* everything, and everywhere, and I can still remember how it smelled.

2609
DF Suggestions / Re: Requests vs Demands
« on: December 29, 2008, 11:47:16 pm »
Which is another reason to *slightly* curb their severe annoyance factor: No real reason to have them in the game, if they're there *solely* to make the game more work and less entertainment (not that dipping them in molten lava isn't entertaining, it's just not really their intended use).

2610
DF Modding / Re: Dwarf Fortress: The Fleshening!
« on: December 29, 2008, 09:03:00 pm »
I'm looking forward to the ability to do that with weapons and armour, and also materials that are better for structural items, and maybe also materials that work better in mechanisms, and metals that work better in tools (tool steel)? Hopefully, weight of materials, and resistance to corrosion/rust (or heat, cold, acid, shock, whatever different types of damage will be in the game, now or eventually), will also become factors. Some materials might even work better when forged into blunt, or sharp, or pointy weapons, or resist against those specific types of damage better, or only be forgeable and/or useable by certain species.

As far as formulas for quantitative, over qualitative materials, that's a great idea too, but keep in mind that this is just a "master list" for now, and I'll be adding more eclectic formulas to the mix, like Mokume-gane type mixes for precious metals (pretty stuff, by the way, if you're interested):

http://en.wikipedia.org/wiki/Mokume-gane

And things that will just be variations on a theme, like Bulat steel. I would also like to offer some magical materials that have actual abilities and qualities, beyond "makes a good sword". Until I have some idea of what magic system we'll be getting, though, that's going to be tricky.

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