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Messages - Impaler[WrG]

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661
DF Suggestions / Re: Presentation (Isometrics? We've got the solution!)
« on: November 24, 2008, 03:46:39 pm »
I just realized your still going to have obscuring problems if you allow viewing of objects on lower levels.  Say for example you have a two story tall dinning hall surrounded by walls on all sides.  You could see the two rows of wall in the back and one row in the front but you would have one row of floor 'under' that being concealed.  Theirs really no way to stop that, you projection at least prevents obscuring when your viewing one level which is a marked improvement over Isometric and will handle 90+% of normal game play.

662
Now to come up with an interface that allows us to order up items crafted and decorated in exactly the manner we want down to the type of images sown on the pads of the throne while also not forcing us to Micromanage every detail of junk that made purely for export.

663
DF Suggestions / More Jewler activities
« on: November 24, 2008, 02:41:21 pm »
I've noticed that my Jewelers don't really end up doing much, gems are rare (as they should be) and you can easily process all your gems with a single jeweler.  Most of my immigrant jewelers just become de-facto haulers as they have nothing else to do.

I propose the following fixes,

Make the gem cutting and encrusting process take longer but have a higher value production, currently rough gems are a modifier of 3 and cut are 5 which will mean only +8 total value from cutting the lowest quality value 2 gems and at best +120 from cutting the most precious gems.  Raise the cut gem multiplier to at least 7, the large gems could be in excess of 20 multiplier due to their great rarity.  Raising gem material values would help as well.  The difference between rough and cut gem vales has always been very large because of the time and skill required.

Allow Jewlers to make a limited set of metal crafts, at a minimum things like rings, amulets and other jewelry like constructions.  These objects would no longer be built at the crafts shop which is not equipped for such delicate and intricate crafting, goblets, and toys are still crafted their though.  If necessary this activity could be spun off into a new profession 'Jewelery Smith' which would work only with metal at the jewelery shop or a new 'Jewelry smith' shop.

Jewelers or the new Jewel Smiths could only work with metals that have a [JEWELERY] tag associated with them all the alloys of Gold and Silver along with the Pewters and a few other choice metals such as copper which are very soft would have this tag.  No fuel would be consumed to make these crafts because the metals can be worked cold or at stove-top temperatures in very small quantities.  These metals would still be used by the forge to make bulky items like coffins and tables and their might still be a fuel cost their to reflect the fact that these items are so much larger. 

Move coin making from the forge to the jewelry or Jewelry Smith shop (or perhaps its now better to name it the mint).  Coins would be made only from the Jewelery metals (not hard coded though, I'd add a new [COIN] tag to metals to do this).  And again this labor would be performed by the hypothetical Jewelry Smith or as a fall back the Gem Setter.  If someone wanted to implement Iron coins then they would be made at the forge because Iron isn't a [JEWELERY] tagged metal which makes all crafting default to their.

664
DF Suggestions / Re: Presentation (Isometrics? We've got the solution!)
« on: November 24, 2008, 01:57:27 pm »
Very interesting, you are starting to win me over to this projection method.  I'd recommend you make additional mock ups of that same scene from the other 3 directions to get a feel for how well rotation will allow objects and if their are perhaps unforeseen problems with things being obscured.

Currently the way the game handle engravings is quite poor.  I've heard theories that DF remembers from what direction engravings/smoothed are made but it can not display it nor would it seem can you have both sides of a wall modified.  Something needs to be done to allow the 'facet' between two tiles to hold things be they engravings, blood splatters, candle holders, goblin skull trophies or frescoes.  Only then can they be represented well in a 3D projections.  Designations for engraving things would act on all the wall tiles inside or in contact with the designation so by designating inside the open space of a room you get an interior side engraving, designating in the hall gets the exterior side engraved.  It might be necessary to have 'only floor' and 'only wall' options for engraving and smoothing so you can do the independently and objects that need to be embedded in walls like candle holders, frescoes and trophies can use wads to resolve ambiguity.

665
If the goal of your mod is increased difficulty then you should strongly consider adding [SLOW_LEARNER] to dwarves (of what ever race you play as).  I've started using it after reading about it here on the forum and it makes a big difference, moods don't produce legendaries anymore and your seeing a lot slower advancement both civilian and military.

666
DF Modding / Re: Plant Mods for an Idiot
« on: November 24, 2008, 01:23:38 am »
A season is 1008, 4032 is a whole year.

667
DF Suggestions / Re: Suggestion: Crafting Failures
« on: November 24, 2008, 01:18:30 am »
Different crafts should have different failure rates and different chances to recycle the materials used.  This would create more diversity among the crafts and make some more or less 'expensive' in raw materials to train for.

Things like wood, bone and stone crafting all involve removing material from a starting mass that can't be repaired, thus when you break the mass your working on theirs no way to reuse it for the same craft.  Though their is some potential to use it for some bulk non-crafting purpose or for smaller crafts.  Example wood -> wood scraps which can be burned for fuel, stone -> rubble which can be used in construction, bone -> bone fragments which could make bone meal.

Glass and unfired clay tend to be very reusable because their mailable materials when being worked on and any error or breakage just starts the crafting process over again with no real waste.

Cooking involves permanent chemical changes to the ingredients and can't be recycled in any way but the nature of the ingredients mean the product will almost always be edible and thus usable, though simply of very low quality.  Failure tends to take the form or burning the food, leaving out a key ingredient or getting the ingredient ratios wrong and contaminating the food with pathogens.  The first two could result in an obviously poor food item but the third could be a hidden modifier.  Any dwarf that eats the contaminated food barfs a short time later and goes to their room nauseous and looses some otherwise productive time to the nausea as well as getting an unhappy thought hit "Got sick from poor food recently".  This would provide a very interesting non-linear 'cost' to failure and perhapses result in some interesting social interactions between the cook and the victim of the bad meal.

668
DF Suggestions / Re: Fill in space/dirt wall construction
« on: November 24, 2008, 12:46:15 am »
Quote
I don't know about 'building' dirt floors though.  That would mean you can't cover an already-constructed rock floor with dirt.  Perhaps you could use a dirt dumping zone, much like a pond zone, to mark an area you want covered with dirt.  Just like a pond, the dwarves would keep bringing bags of dirt until all the tiles are dirty.

I'd abandon the idea of plants growing in the 'floor' layer and make plants require a whole z-level of soil below the 'working' level ware they are planted and harvested.  Thus you would need to dig and channel out a 2 level deep room and then fill the lower half with dirt to create an underground farm.

Quote
There should also be a new construction type, "dirt mounds," to solve the problem of dropping entire tiles of dirt on enemies at once. The way it would work is this: one bucket of dirt creates a mound, which blocks the movement of smaller creatures but not larger ones (and allows trapped creatures to escape from it if given enough time), and another bucket creates a wall. Dirt mounds adjacent to walls automatically become ramps, and pouring dirt on a one-tile-wide area will create dirt ramps to the sides, which will (realistically) prevent you from building a 3-tile-high dirt wall without it piling up into a mound.

Sounds good but make it even simpler, all dirt mounds are ramps at all times.  Have a rule that dirt mounds can only be constructed on top of a solid surface like a stone or dirt wall and any dirt wall not surrounded on 8 sides by walls or dirt mounds collapses by splitting into two mounds one of which will be ware the wall was and the other in the empty space triggering the collapse.  Thus when your dwarfs build with dirt they will naturally create these ramps by the avalanching of the lose dirt mounds.

Also some kind of wheelbarrow would be an excellent addition as it would allow the equivalent of two or three normal trips worth of dirt to be carried in one trip with only a minor loss of movement speed.    Bags make a little more sense for transport then do buckets but I could see both being used interchangeably.

669
DF Modding / Re: How is thread value determined?
« on: November 23, 2008, 12:07:43 pm »
Thanks, too bad its hard coded in that way, hope its made flexible at some point.

670
DF Modding / Re: skull totems
« on: November 23, 2008, 10:35:44 am »
I suggest you change 'talc' to 'skull' so that the new stone is actually distinguishable from normal talc, also wouldn't skulls be found in sedimentary rather then igneous rock.

671
DF Modding / How is thread value determined?
« on: November 23, 2008, 10:31:41 am »
Dose anyone know the exact method used to determine the value of plant fiber threads?  Is it based on the raw plant value?  Dose extract value effect it?  I've messed with both and can't tell what the determining factors are, the wiki lacks any explanation as to ware thread value comes from.  I'm trying to balance plant values and how much profit results from growing every plant and need to have a grasp on thread values to do it.

672
DF Modding / Re: Coins... and Flux!
« on: November 23, 2008, 10:20:26 am »
Look under Damascus Steel descriptions thats ware it was used.

673
DF Dwarf Mode Discussion / Re: Worst Aquifer Disasters!
« on: November 23, 2008, 10:17:06 am »
I had my first very minor aquifer mishap recently when building next to a lake.  My initial home stead mining of an apartment complex broke into a layer of Grey mud that promptly flooded it, fortunately everyone got out safely and only one level was effected.  I started a new apartment adjacent to it and eventually grew to fort to decent size then undertook a recovery project.  I mined out a 1x1 plug of rock and a 'slot' for it to fall into that would close the spot I broke the aquifer at, a simple manual cave in did the trick and a short manually powered screw pump stack (one of the screws was legendary btw) emptied the flooded level into the lake by a very pleasant waterfall and the reclaimed area became a large dining room and kitchen complex.

674
DF Dwarf Mode Discussion / Re: Your fortress design
« on: November 23, 2008, 10:04:43 am »
I usually mine into the side of a large rock promontory or hill with the goal of eventually fortifying it into a roughly conical shaped multi level castle a bit like Minas Tirith.  Inside and underneath I tend to have an unplanned (or more accurately planned and built bit by bit) swiss cheese of linear hallways 2-3 tiles wide interspersed with workshops and storage areas of various sizes.  Housing is built inside high value rock inclusions to maximize value and rooms vary from 2x3 too 4x5 with up to 4 beds in some rooms (a bedrooms originating from each bed is allocated over the whole room area to create dormitory like conditions).  Levels are interconnected by stairwells on the edges of corridors which are almost always connect only two levels.

675
DF Dwarf Mode Discussion / Re: New Vein exloration method
« on: November 22, 2008, 11:12:53 am »
The wiki already mentions both the diagonal and vertical shaft as exploration techniques, both are 100% revealing techniques aimed at finding all gems which is not the scope of what I'm proposing.  The diagonal method has an efficiency of 20% (1/5th of all squares mined) (BTW PG your picture is slightly different then the official method as you spaced the tunnels 5 spaces apart which would leave one unrevealed tile per cube, thats probably worth it though considering how rare a lone crystal is).  The vertical shaft method has an efficiency of 11%(1/9th all squares mined) which is considerably more mining then my proposed 2% solution. 

But it also gives me an idea, it should be possible to combine the two methods and mine in a linear row of shafts rather then a tunnel.  You would mine a + at just one level and then sink shafts every 4 spaces along the legs with the first one 5 tiles from the center of the + for a total of just 16 shafts per cubic area, a mind boggling 0.7% of all rock mined to find almost all veins.

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