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Messages - Waparius

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166
DF Suggestions / Re: New weapon grade metals
« on: February 18, 2013, 06:07:13 pm »
That sounds very gamey. "Top tier" of the "smith career"? A "quest" to get hold of something?

Shrug. Would it sound better if I said that players who want to play as a smith would be able to look for spacemetal in order to obtain great renown and/or money? Players who are adventuring could try to look for it and trade some to a smith in exchange for a powerful/magically potent/ridiculously light space sword? And smiths who've heard of such things via rumour, legend or whatever might bring it up to a renowned explorer with said offer?

167
DF Suggestions / Re: New weapon grade metals
« on: February 18, 2013, 02:49:23 am »
I would like new metals as something exceedingly rare and special though; maybe a meteor crashed in worldgen, creating a pocket of 100 or so pieces of random metal in the entire world. It could have mystical qualities, but the sheer rarity of it would make items made from it valuable on par with artifacts.

Thunderbolt Iron? That would be fantastic, but probably best done as an adventure mode thing. Sort of, the top tier of the Smith career, or alternately as something a smith might offer to an adventurer - a quest to get hold of some spacemetal in exchange for something made of the stuff.

168
DF Suggestions / Re: Your shit is too expensive, I'm leaving!
« on: February 13, 2013, 10:22:17 pm »
I like the simplified, non-RSI-inducing version of trading, but IMO it would be better to have the final value of various items depend on the haggling skills of your broker. Ideally, you should be able to mark various items in both the fortress and the caravan for trade, set what priorities each of those items has and the kind of prices you want to pay, then let your broker work out a deal with the merchant. Depending on how good the broker is, the deal would be more or less in your favour.

ie - you set it so that your most-desired item is, say, *steel helm*s, but you'd also like barrels of gnomeblight, ropes and plump helmets. You're willing to offer as many rock mugs as they want but if they push it you'll throw gems, rock mechanisms and silver crafts. As an absolute last resort, you'll also sell them some of your gold furniture or large gems.

As a bonus, if your broker is sufficiently terrible it should be possible for him to sell all that gold furniture for a binload of -rock mug-s.

Ideally by this point regular dwarves should also have items of their own, and attempt to buy and sell at the trade depot. Or at the very least there should be shops and shopkeepers to do it.

169
It's a reasonable enough placeholder for potion-effects and possibly something like Gnomeblight (or at least have gnomes treat it like booze when it comes to stealing the stuff), but IMO when it comes to potions at least it should be folded into a system for dealing with equipment and belongings outside of clothes and military gear, similar to needing to have jewelery sorted out before artifacts get proper magic effects. Dwarves should be able to claim and use flasks and phials and waterskins of particular substances, and it should be possible to order dwarves to carry/use particular items.

170
I've heard of something called the "knowledge arc", which is also supposed to be the time we get books in fortress mode. So this sort of thing's presumably due to come in...

IMO, it should be something that becomes necessary as the fort grows in size, just like managers start needing an office. An earlier thread of mine had noticeboards as a bit of furniture you put into a meeting hall, well and other common area; dorfs would go to the halls between jobs and pick up new jobs, and dwarfs with the clerk or messenger labour active would regularly meet in his office and then go update various boards.

But to simulate the way you don't need so much bureacracy in smaller groups they should only be necessary after the fort's reached a certain arbitrary size like 100 dwarves.

171
DF Suggestions / Re: A proposal: remove fortress time
« on: December 18, 2012, 08:29:32 pm »
Food is a huge issue, if you keep it realistic.
...
Also construction and mining would have to be revamped. Many things players build would take years to build in real life, if you want to keep it realistic you can't have your dwarfs build a defensive wall or a bedroom complex in a few weeks.

I'm sure it's been suggested before but food-as-an-issue is a feature, not a bug, as long as trading gets rejiggered - goblin sieges actually become a thing that has to be dealt with. The "lock the door" method is too easy.

The time problem becomes less so if it's possible to speed up the passage of time. Speed up to focus on production and construction, slow down for defence and trade - but from what more program-savvy sorts have said that'd sort of require less focus on the individual dwarves in production-time unless you wanted to melt your processors.

172
DF Suggestions / Re: Dwarf Cleaning Workshop, Bathouse, Scrubhouse etc.
« on: December 16, 2012, 09:16:55 pm »
As well as the aforementioned practical side, I think a bathhouse and/or designated "bathing zone" wouldn't be out of place when we start getting religious rituals. Dwarves cleaning themselves up at the well lacks a certain something.

173
DF Suggestions / Re: Slab Lists and Ghost involvement.
« on: December 16, 2012, 09:11:03 pm »
I think most of the time ghosts should be the negative unhappy-thought-makers they presently are.

 On the other hand it should be possible for the odd ghost to pop up with a good enough reason.

 If vampires start actively recruiting, for instance, and one of the new vampires has a dead parent interred in the fort, their parent's ghost might start haunting the place again until they're killed. If you break off from your civilisation and get attacked by dwarves for whatever reason, a loyal dwarf or two buried before the split might rise up, in addition to other dwarves leaving in outrage before the attack.

Some artifacts might entice ghosts back over the veil under more amicable circumstances as well - appearing when an enemy army starts marching on the fortress, or entertaining in the memorial hall, for instance.

 But outside of that IMO dwarves should only return from their rest for something relatively big, not because their tomb isn't fancy or somebody messed up their engraving.

174
Quote
A related form of 2, say 2a, could be a separate order, "fall back", distinct from station in that it takes higher priority over immediate combat by essentially saying "only fight in defense, not just 'cause the enemy's right next to you, until you get to this position [selected just like being stationed]."

I like this one. Something else that might be good, related to it would be to have military (or even non-military) dwarves that are brave, agressive or foolhardy enough enough sometimes attack invaders regardless of duty status, much like hunters will currently take pot-shots. Urist McBrawler might be an annoyance to have 'round in peacetime with her habit of starting fistfights at the drop of a xx-pigtail fibre hood-xx, but when she throws herself on a goblin ambush you not only have time to get the other civilian dorfs to safety, you also get rid of a peacetime nuisance.

Another idea - more level-headed dwarves flee towards militia dwarves or into the fortress, whichever is closest (unless said militia dwarves are fighting goblins). When enemies are distracted, dwarves are less panicked and more likely to run to safety. If there's a sufficiently charismatic dwarf nearby they should raise or lower the likelihood the other dwarves panic and run every which way.

175
How about dwarves start getting irritated at dwarves who don't do enough work, rather than having to pay money? If enough dwarves get annoyed they start fistfights and try to force the moocher to leave, assuming migration comes in.

Dwarves who aren't particularly lazy should get more annoyed at being unable to work, as well.

176
If the fort turns into the capital it stands to reason you should have a whole bunch of nobles hanging out conferring with the king on behalf of all the other forts in the civilisation. Not necessarily the duke of this and the duchess of that, but their agents and relatives should definitely have a place.

Later on, nobles should travel to the mountainhome and require their own apartments, barracks for their honour guard and the like.

177
The idea of a bunch of frontierdwarves at the beginning and then moochers, layabouts and nobles at the end is a good one.

The game needs a compromise between the "Start with enough people to have a reasonable chance of survival" and "Yes! I need another miner!", but at the later stages, I think it would be perfectly reasonable to have a huge migrant wave for the player to deal with every so often, just because the fort's become A Fine Place To Live (or the goblins are on the march and the fortress has never yet fallen in battle). It would be perfect if the hardy frontiersdwarves got fed up with all these decadent moochers, beggars and thieves and the new arrivals didn't like the ill-mannered frontiersdwarves who wouldn't know an engraving if they fell face-first into it.


Basically having a big migrant wave or two until the fort hits "Mayor" size and having to either grind your way up to, say, a Barony unless you get lucky, followed by the trouble of coping with huge migrant rushes would be what I'd prefer to see.

Of course losing dwarves should have a way bigger impact than it currently does.

178
DF Suggestions / Re: Flexible workshops & room definition
« on: September 30, 2012, 10:49:53 pm »

...I fail to see why that would do anything except increase micromanagement needs. Which is easier, "Make 20 chairs and 20 tables," or "Make 40 masonry blocks, cut 20(*2) slabs and 20(*8) legs, and then turn the slabs and legs into 20 chairs and 20 tables?"

Forgot to mention that it would all be done automatically beyond queuing up your chairs or whatever. You put in, "construct 30 tables", and the workshop builds 30 tables, but the workers go through the different steps on their own. Sorry, my bad. :)

[edit]
If anything it would simplify some orders. Make 5 Clear Glass Portals instead of Gather 5 Sand, Make 10 Charcoal, Make 5 Ash, Make 5 Potash, Make 5 Pearlash, Make 5 Clear Glass Portals.

179
DF Suggestions / Re: Flexible workshops & room definition
« on: September 30, 2012, 09:08:44 pm »
[MegaNecro]

Thinking over this suggestion last night it occurred to me that the real barrier to making rooms-as-workshops work properly is the way manufacturing jobs currently work. Right now, to make, say, a wooden chair, the dwarf takes a log into the workshop and turns it straight into a chair.

With that approach, the big benefit to having a room-based workshop is just that you can mass-produce a bunch of items at one time. That, and put Jewelers' and Bowyers' shops wherever you like.

IMO the people talking about how magma forges should work were on the right track - crafting goods should be broken up into several discrete steps, with specialised furniture useful for speeding up various steps, in much the same way that the cloth industry works right now.

So, here's how crafting should work in room-based workshops.

1) All current one-step craft jobs are broken up into 2 or more steps, depending on what you're making.

At the very least, you have to start by preparing your raw materials and end by putting the whole thing together. Most shops should have an optional final step that "finishes" the item somehow using extra materials, just like you can glaze stone and clay crafts - varnishing your wooden chairs for instance, or polishing metal armour. The final step should improve the quality of the object, and be necessary if you want a masterwork item.

So, say, for carpentry the steps would be 1) Cutting --> 2) Shaping --> 3) Assembly [--> 4) Sanding & Varnishing] ; for forging you'd go Heating --> Hammering --> Quenching --> Polishing/Sharpening, and so on.

2) All of the necessary steps can be performed on one piece of furniture. Additional furnishings speed up individual steps and increase item quality.

At the very least, carpenters, masons and other stage-one workers should be able to make their items on a crude workbench (the proverbial log or boulder), or (if tools are brought in) with just their required tools. But workers should take a long time to build items in crude conditions, and only be able to make items of a given quality. It takes much less time to cut wood on a powered +Large, Serrated Steel Disc+ than with a hand-saw.

As always, certain work just can't be done without the right furniture - you might be able to work bronze with just a forge and a crucible, but iron will take bellows, an anvil and quenching barrels. (To make things easier and remove the need for the Primordial Steel Anvil Tree, you should probably be able to make a crude anvil out of iron bars and a crude crucible from stone.)

3) Dwarves work together to make items if possible; some steps have less impact on item quality than others, and are assigned to lower-skilled apprentices if possible.

Apprentices dwarf the bellows and grab the boulders from the stockpile. Perhaps it's better to say that certain steps are less influenced by skill; I'm not sure whether or not certain finishing touches would really depend so much on mastery, for instance, polishing and the like, though I'm sure it's possible to ruin anything at any stage if the apprentice is inept or unlucky enough.

Either way this enables a proper apprenticeship system and prevents the problem of churning out a zillion wood blocks or whatever while your carpenters skill themselves up.

Ideally dwarf mode's time scale would be made more realistic, with production time and food/water/sleep needs drastically increased, while travel times drastically decreased, but that's for another thread.


tl:dr, by breaking production up into steps and using specialty furniture to speed up particular steps, room-based workshops can be constructed and upgraded logically and flexibly. If some steps are more important than others dwarves can have a proper apprenticeship. If some materials and jobs need specialty furniture, you lower the number of anvil-shaped bottlenecks to having a functional fortress.

Thoughts?

180
DF Suggestions / Re: Let's Discuss: Magic
« on: September 23, 2012, 08:06:27 am »
Honestly I'm mostly in favour of secrets and artefacts, because both of those are interesting and have a balance between control and randomness.

Artefacts probably should make at least a little more sense than, "chest of making the owner's big toe turn purple" - maybe some kind of procedural-generation thing that takes into account what type of item it is and builds its effects through combining a number of possibilities, so that when the clothier gets possessed and starts making a cloak, the game spins its dice and comes up with:

[Worn Item Power List: Transforms Wearer/Grants Power/Allows Wearer To Create/etc]
[Possession Theme List: Monsters/Undead/Syndromes/etc]

And suddenly when a dwarf puts on the artifact cloak, the goblin army outside - and any dwarves he's got a grudge against - suddenly have their skin rot off.

So next time you get attacked, you can get your militia commander or whoever to put on the cloak and curse the invaders. The powers you get are up to the game, but once you have them you can use them over and again.

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