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Topics - profit

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31
DF Suggestions / Suggestion: Create Rendering thread and UI thread.
« on: December 25, 2008, 02:25:53 pm »
Playability would increase if the rendering and the user interface were done by separate threads so that no matter how much simulation and pathfinding was being done, the rendering and user interface could remain responsive.

This would help single and multicored machines but the people with multicored processors would probably feel the most benefit, as the user interface would NEVER lag and the fps would NEVER fall.    The game itself would still be slow as the simulation ground to a halt on larger forts, but the game would accept keystrokes and commands in a crisp and snappy fashion.

This would eliminate the up/down Z level change jumping more than one level on keypress and laptops with their slower speeds having erratic input that makes it appear you hit the key 4 times.

This may also give the users of multicored processors a tiny amount of speed increase, but the real value would be on the presentation of the program.


32
Discovery of the HFS area, before any of the super fun items spawned has caused my frame rate to go from 8-11 to 4 fps.

AKA from Incredibly laggy to ridiculous insanity laggy.

Backed up the save game.


33
DF Modding / Community Mods and utilities list.
« on: December 20, 2008, 07:57:58 am »
Community Created Mods and Utilities
Celebrating 10 years of the best mods!

Most of the major mods are listed here, along with tutorials and utilities.
I hope you find it useful.  :)

Mods using DF 0.34.11 and under are at a link at the bottom of the page, currently only mods I know work with 40.01+ are here.

Dwarf Fortress

Tutorials: If your having any problems overcoming the steep learning curve of dwarf fortress these are the things to check out.

Dwarf Fortress Wiki This is an excellent source of information on dwarf fortress, and has tutorial pages devoted to all levels of player.
MacNewbie beginner pack for Mac
The DF Starter Pack bundles Dwarf Fortress with the best community graphics packs, tools, and interface improvements already configured.
PyLNP is an open-source and cross-platform launcher for DF and related content - including managing and merging mods.


Essential Utilities: These utilities take some of the repetition out of many of the common tasks, or can be used to repair things when they break

Dwarf Therapist  <--- It makes Dwarf fortress playable.  It's that good. Get it!
DFHack <--- WHEN things break you will need this.


Dwarf Fortress Mods

Lucelle Weapons and Armour Adds in over 150 historical weapons and armor from a variety of cultures.
Orichalcum This mod gives uses to otherwise underused minerals and objects in-game, as well as an expanding on the present categories of items and minerals.
Fantastic Dwarf Fortress: a mod that aims to remove micromanagement while still managing to add features. Aims to have an easier early game but a harder end-game.
Wanderer Mod Adventure mode crafting and alchemy, more dialogue text, material rebalance and tiered leather and more.
Direforged  several new entities, many with their own languages, more than fifty creatures of various nature, from hiveable vermin to megabeasts and night creatures, decorative and mythic workshops, and a gem-based adventure mode magic system.
Rise of the Mushroom Kingdom (total conversion) You should view what this mod does, it is Mario themed, but I do not think I can make a description to do it justice.
Fortbent (total conversion) a Homestuck mod that adds playable trolls and lots of other Homestuck stuff
Dragon Ball (total conversion) Play as the saiyans in a quest to... avoid tantrum spirals as much as possible!
Random Raw Scripts Python 2.7 scripts that randomly generate large beasts, vermin (including giant versions), night creature hags, and vampires.
Dark Ages IV: War & Mythos Massive Horror Fantasy mod. Incorporates features of many older mods.
Dragonic Civilization The restarted from scratch version of the Dragonic Civilization mod.  This edition is now prepackaged and hosts new creatures, a new setting, tiered metals, and maps of the eastern and western hemispheres of earth.
Black Powder Firearms Superior firepower, realistic manufacturing and rocket launchers!
Stal's Armoury Pack Contains about 70 historical weapons and 65 historical articles of armour and clothing. Also changes how weapons and armour behave.
Nchardahrk Elder Scrolls total conversion mod
Modest Mod - a collection of tweaks, bugfixes, and FPS boosters.
Old Genesis Very old and popular mod with various Fortress Mode enhancements. Aims to "Keep the spirit of Vanillia".
The Earth Strikes Back! Adds surprises to mining like valuable gems, pet rocks, and hostile creatures... plus Tribute workshops to make the most of these surprises.
Warhammer Mod total conversion based on the Warhammer Fantasy setting.
Solari Adds a solari race.
Adventurecraft Adventure mode expansion.
Appearance Tweaks Gives elves pointy ears, female dwarves grow beards, and better child names.
Cloth Armor Mod Adds several types of glass weapons and historical cloth armor with other related buildings, items, and reactions.  Also comes with Minotaur, Drow, Deugar, and Ogre civs.
Crematory Overhaul Lets you burn garbage.
Desolation A world of mutations and darkness.
Expanded Good/Evil Regions Adds a lot of new content to Good and Evil regions to keep the unicorns and zombies company.
[Rubble] First Landing addon pack A highly elaborate Sci-Fi mod relying on DFhack to go where no other mod has gone before.
FORTAL KOMBAT! -Round 1:FIGHT!
Fortress Defense Mod II Adds a bunch of powerful siegers to test your forts against.
Grim's History and Realism Mods 70 new weapons, and combat rebalanced for realism.
Kazoo's Silk Egg A small mod that lets you farm silk from spider eggs.
Kobold Kamp A playable society of primitive kobolds.
More leather mod Lets you get more than one unit of leather from butchered animals.
Mostly Mythical Monsters Modular Mod A massive collection of new creatures.
My Little Fortress: Friendship is Magma A My Little Pony mod based on Desolation. Includes content from fan works like Fallout:Equestria.
My Little Fortress: Losing is !!Magic!! Another MLP mod, this one being more loyal to the show.
Procedural Decoration Legends Heavy improvements to the engraving system allows you to have whole stories engraved on walls.
Spellcrafts - Another Lame Magic Mod! Yer a wizard, Urist!
Star Wars:Jawa Fortress A Star Wars total conversion.
Succubus Dungeon Playing as demons.
Teh LOLmod A community mod, built to enable the Necrothreat series of succesion forts.
LC's Terrible Weapons Pack "...a whole cartload of destructive, graceless, gruesome rubbish." New weapons, all improvised and ugly.
Undertale: Pretale Mod This mod fills you with Determination.
ZM5's Modpack - Warcraft, Dragon's Dogma, and more A wide, eclectic collection of new content, with a Warcraft emphasis.
FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS Adds dinosaurs to Dwarf Fortress.
Dwarf Fortress From Scratch! An unusual community mod in which almost all default raws have been removed and slowly replaced by custom creations.
Combo Weapons Mod A few hybrid weapons.
Amostubal's Expanded Dictionary Adds almost 15,000 words to each language.
Ancient Guns Mod Adds some primitive firearms.
Cat Fortress "Play as cats in fort mode or other animals in adventure mode."
Colony Alpha <<<Warhammer 40k, Squats, Orkz, Eldar and more... >>  Warhammer 40k mod.
Deadlier combat! Faster bleeding!Makes people feel more pain and bleed out faster.
New Age Vilous Mod Content from the Vilous fantasy setting.
Warhammer 40K Underhive Settlement Reboot 2.2.2 Another 40k mod, this one running on Milo Christiansen's Rubble system.
Undertale Mod IndigoFenix's take on Undertale.
The Deep Ones: Return of the Carp God Cultists and Lovecraft's Deep Ones.
Plump Helmet Invaders Self explanatory.
Fluffy Pony Mod Adds Fluffy My Little Pony creatures.
Assorted Creatures Pack
Assorted Mods Normanid Mod,Necskelon civ mod,  cult of Shrek
Lands of Duality - adds many new creatures and plant types for good and evil biomes, along with some new weather types.
Dwarfest Dungeon - adds Darkest Dungeon creatures - several invaders, but also many wild creatures, mostly in evil biomes. Many have attacks that will cause negative moodlets in your dwarves.
Zombies Ate My Dwarves - pack with various horror monsters - some cheesy classic horror movie monsters, several invader races (probe-wielding aliens, chainsaw-wielding, inbred cannibal hillbillies, land-locked undead and occasionally mutated pirates, various skeletons that make bad puns, etc.), as well as monsters from Doom and Splatterhouse.
What Lurks Below - a revamp for the caves, adding in many more plants and creatures to make the underground more dangerous and lively.
Merged Megabeasts - simple mod that adds in several new abominable megabeasts that merge the features of existing vanilla ones - i.e the Bronze Roc, a flying mechanical roc-like creature made of bronze, or the Cyclodragon, a giant, scaly humanoid with one eye and fire breath.
Fallout Equestria Redux - a continuation of the My Little Pony/Fallout crossover mod, with proper automatic/multi-projectile firearms, dozens of spells, power armor and more
Voliol's Various Vivants - adds various real-life animals and plants, such as ibises and lemon trees
Diablo Mod - large pack that adds monsters and races from Diablo - most of the wild creatures aren't confined to evil/savage biomes.
bloop_bleep's Moving Fortress Parts Mod Allows you to create moving parts within your fortress that move on wheels connected to power sources
Primal Adds several hundred dinosaurs and prehistoric creatures.
All Races Playable Allows you to make a human or elfin village.
Monstrous Manual A pack containing content from Dungeons & Dragons, attempts to be as compatible as possible with other mods.
Domestically Bred Dwarven Beasts Spiritual successor to the Deeper Dwarven Domestication mod
Splint's utility mod to the list - adds a bunch of workshops and utility reactions for stuff like bulk block making, stone/glass/metal beds, etc.
Sver's DF Combat Reworked A rebalance to make weapons more distinct, armor more useful, wounds more serious, speed more important, and combat less absurd.
Veterinarian golems Adds golems that magically heal animals.
WillowLuman's Daleks & Cybermen Adds the aforementioned Doctor Who monsters.
Dwarvemon A mod that adds Pokemon and Pokemon related stuff
LISA: The Dwarfful - a Life Ruining DF Experience - TC mod that converts the regular fantasy setting into one based on the LISA games.
The Long Night Total Conversion to a post apocalypse earth.


Dwarf Fortress Graphics packs: These change the tilesets and the graphics of the game.

Gemset
Phoebus' Graphic Set
Ironhand's Graphics Set
Mayday's
Taffers tileset
CLA Graphic Set
Spacefox 16x16 Graphic and Tileset



Visualizer Utilities: These read the map layout from Dwarf fortress memory and generate different most of the time 3d projections of the terrain in DF.


Stonesense
IsoWorld
Armok Vision

Miscellaneous utilities: These do not fit neatly into other categories, if they become numerous I will make new sections for them.

Quickfort Some people would classify this as an essential utility, it allows you to use .CSV spreadsheets to plan and build a fort... Very rapidly I might add.
PerfectWorldDF Utility to make your own world in any manner you want and how you want it to be. You want a world that looks like a smiley face or the united states? THIS IS THE UTILITY!
SoundSense A sound engine for DF which brings tons of new sound FX and music. It takes the game to a whole new level. Many who try it are no longer willing to play without. (version independent)
Legends Viewer Recreates legends mode from exported data, plus hyperlinks, better formatting, etc.
World Viewer.) Recreates Legends Mode from exported data. Browser like navigation, including tabs, allows to easily view other people/places/entities by just clicking names in the event logs or search lists, including a graphical map.
Pathing Simulator A maze navigation simulator which functions as a demo for path finding optimizations. (version independent)
WinMerge Open source software. Useful for installing mods as you can see what is changing.
PictureFort - a utility that converts images to Quickfort blueprints.
Symmetricity Fortress planning with symmetry
Text Will Be Text DF Hack plugin.  Changes the UI some.
Accessibility Utility reports your location and lets you add bookmarks to the map
Appearance Tweaks makes cosmetic changes like pointy elf ears and bearded female dwarves
Adventurers Journal V2 AJ2 creates a quests system for the adventure mode of the Dwarf Fortress game.

Modding Utilities: These are tools that help with modding your fortress.

This is the modding guide on the Dwarf Fortress wiki, which may be helpful.
DFLang Generates Language files
Raw tile selector & Raw tile merger Raw tile selector: Simple graphical interface to select tiles and colors for plants, stones and small creatures.   Raw tile merger: Easy to use tool to update tile and color data of unmodified raws by comparing them to modified raws.
Custom Workshop Workshop Allows you to quickly design custom workshops building patterns.
Creation Forge A standard cheat building that allows quick testing of new worlds.
vbase Extensive set of body parts and creature variations intended as a modder's resource
DF Raw Patcher  The utility goes through the DF raws and modifies the values that were changed in your Mod raws, and adds new entries where none previously existed.
Tile Genie Allows you to take multiple tile sets and combine them in to one set by picking and choosing the tiles.
Temperature Conversion Utility An html temperature converter.
UristV - Arena mode map editing.
Dwarf Fortress Mod manager Allows the creation and editing of mods and makes merging them together easy. Also helps to export mods into compact patch files, allows splitting and tweaking mods, & much more.
Random Raw Creator (RRC) This tool uses a list of nouns to create new raws for DF. It can create random Toys, Plants, Weapons, Stone, Food, Instruments, Minerals, and Gems.
DF World Tinker An advanced modding tool. It allows code gurus to add custom workshops and reactions to an established fort. Also, it can swap materials around and find raw data for Titans.
Tileset Resizer Tileset Resizer is a collection of Octave Functions to resize Dwarf Fortress tilesets with minimum loss of quality.
Project: Modder's Resource FAQ, Links, and a offline Wiki in html.
Dwarf Heightmap HTML5 This looks like perfect world in HTML 5.
Syntax Highlighting for DF raws a simple package for Sublime Text that syntax highlights the DF raws.
LangCreate, a DF utility for creating pseudo-realistic languages.
RandCreatures, a DF utility that creates random creatures, civs, and megabeasts.
DF entity editor Helps mixing mods by checking entity strings for permitted reactions, and adding missing lines.
Notepad++ Highlighting New version of it to work with the newer raw files.
Rubble Rubble, An all-in-one modding utility and mod loader, comes with a large collection of mini-mods, ready to install and use.
PyDwarf In the vein of ModBase and Rubble but it aims to be friendlier and more comprehensive. Essentially its purpose is to provide capable querying and modification of raws to modders, and easy management and use of modders' scripts by players.
Raw Explorer Helps with modding raw files.
DFlangOpt?
Quiet-Suns tools streamline the creation, resizing, merging, maintenance, and update of graphic sets.
DF duplisearch Utility/script for detecting duplicated raws.
Entity Relationship Visualizer and Tweaker entity ethics and relationship tweaker utility that makes it easier to manage which civs tend to ally or start wars with each other.


Issues: These mods have some issue that prevents them from being used.   Authors: message me when you fix them.
XXTatteredXX XXTatteredXX have unical trees,weapons and clothes, rock (based on minecraft), animal corpses and vermins, grass tiles (Biomes have varying types of grass). [bad archive]


-> v0.34.11 and under <-
-> v0.28.181.40d and under <-

If you would like your mod posted here or someone Else's mod posted here reply to this topic or send me a message on the forum.
If any of these mods were removed and taken down so they are no longer available PLEASE inform me of that as well.

Guidelines for Additions:
#1 Pretty much any mod or utility Dwarf Fortress related is welcome.
#2 The mods link should link to a Bay 12 forum post, and that link should be included in the request to add.
#3 The first post in the thread should be clear and explain what the mod does.
#4 The first post in the thread should have the mod or a link to the mod in it.


34
DF Suggestions / Suggestion: Purchase of raw gems.
« on: December 16, 2008, 09:19:35 pm »
I understand the trade guild may not allow this suggestion, but It would be nice to be able to buy uncut stones from the dwarven and human caravans.

I have some dwarves with crazy preferences and when they dont get their stones they want in a mood they become suicidal... and for some reason they like theirs uncut...

35
DF Gameplay Questions / What does this message mean?
« on: December 16, 2008, 01:04:07 am »
I have just received a message I have never seen before and do not see it mentioned anywhere.  Anyone know what the consequence of it is?

Spoiler (click to show/hide)

P.S. I have never seen a craftsdwarves guild.

Population was 183 Dwarves

The king has not came yet because I have yet to build 5000 in roads.


36
DF Modding / Melt that stone!
« on: December 14, 2008, 09:14:30 am »
While I do like my legendary miners, I am sure this is a fairly common sight to you all

Spoiler (click to show/hide)

And while dwarves are supposedly master metalworkers, often masses of magma smelters go unused

Spoiler (click to show/hide)

Indeed the creamatorium in the lower right hand corner would see far more action in any of my normal games.

To give my furnace operators something to do and to reduce the amount of stone laying about, this mod makes all stones smeltable.

As a bonus every once in a while it will actually produce a bar of metal. Currently the rates are for every 100 stone you melt you will get about 3 iron bars, 1 nickel bar, 1 gold bar, 1 copper bar, 1 platinum bar, and one aluminum bar.   Not enough to repave the fortress in platinum floorplates, but I have been able to make a few rose gold bins.   Think of it as a tip for cleaning your floors =)

If you wish to change the ratios of metals you get, feel free they are all in the open.   You may also consider adding a fuel result too if you wanted to do this with a non magma smelter.. but personally I find it distasteful to not use magma.

RESULTS
Spoiler (click to show/hide)

This mod appears to work on saved games.

To install: Backup your current raw\objects folder

Replace matgloss_stone_layer.txt with this

Spoiler (click to show/hide)

And if you want to melt the little pockets of mica and stuff, Replace matgloss_stone_mineral.txt with this

Spoiler (click to show/hide)

Dwarves can now (s)MELT THE WORLD!

So much more dwarvenly.

37
My Volcano/Magma pipe does not seem to be refilling with the precious, precious  red gold of yummyness.   I turned off heat tracking and weather for Playability reasons (lag) do they interfere with volcanic activity?

PS my volcano is completly dry. Yes, That is a pump, I was trying to pump more magma out..


Spoiler (click to show/hide)

38
DF Suggestions / Suggestion: Dwarven Transport System
« on: November 25, 2008, 03:40:19 am »
I was thinking about dwarves and their love of mechanical things *You have to admit this cannon is cool -> http://mythicmktg.fileburst.com/war/us/herald/images/betajournal/WAR_betajournal-2.jpg and I came up with a transport system in my head that is fairly low tech but could still haul a fairly good load at decent speed.

The bad part about this is it would need to add more items to the game in order to be somewhat realistic and could easily become unbalancing if care was not taken.

Anyhow.  The basic design is a player lays out a track on the floor of their fortress and when a dwarf needs to go some where he steps on the transport system and it calculates the time it takes for him to get to his destination.

After that calculation is done the dwarf is held in a buffer until the time has elapsed and then comes off the line wherever he is supposed to come off at.

This will reduce unit pathfinding costs as the path only needs to be calculated once.
This will also reduce graphics usage as the dwarf is not shown carrying his stone anymore.
This will allow fortresses to be built more effiently as stockpiles and workshops can be connected and perhaps reduce the number of haulers that one would need, or make the ones you have work more efficiently, while once again at the same time reducing lag.

Now for the complicated part... How this monster is built.

The required components.

#1 Fine tubing - This is made at the metalsmiths forge at the ratio of 15 for every bar of metal used.  These can be made out of Copper, bronze, iron or steel and take 15 times as long as a normal workshop item.  Since in my mind it would also be far more difficult to make fine tubing they should also recieve exp bonuses while doing this task.

#2 Drive rods - These can be made out of iron or steel at the metalsmiths shop they produce 5 per bar of metal and require 10x as long as normal metal objects to create

#3 Springs - These can be made out of iron or steel at the metalsmiths shop, they produce 10 per bar and require 25x the time of a normal object.

#4 Fine mechanisms - These are machined from a mechanics workshop, do not require a fuel to produce, and produce 10 per bar requiring 10x the time.   They can be made of copper, bronze, iron, or steel

#5 Rope - Pig tail rope would be fine

#6 Rails - Produced from iron or steel at the metalsmiths shop, 4 per bar at regular speed.

#7 Air Tank - Produced from copper, bronze iron or steel,  Produces 3 per 1 bar of metal takes 3x as long to build. 

#8 Accelerators - These can be assembled in a mechanics workshop and need A rope, A drive rod, a spring, fine tubing, and 2 fine mechanisms.

#9 Rail ties - These can be assembled at a masons shop using stone, carpenters shop giving 2x per piece of wood, or a metalsmiths shop using iron or steel giving 4 for every bar.

Now for the actual transport system itself.

#1 The rails - Each segment would need  1 accelerator and 1 piece of fine tubing if it is under 5 tiles long or 2 if it is up to 10 long, and 1 rail and a 2 rail ties for every length of track

#2 The Compressor - This is a pump that requires 100 units of force to operate * so you would need 2 water wheels to run one because they only give 90 a piece*  This produces a 100 units of air power every few seconds.

They need 2 drive rods, 3 pieces of fine tubing, 2 fine mechanisms and a block to build

They can also be dwarf powered but they would only produce 10 units of air power instead of 100.   Or they can wear a dwarf out really fast.   

Also would like to have a boiler option and maybe a magma boiler option as well

Also if a player needs more power they can build more compressors anywhere along the lines and it will help power it.

#3 The air tank - This is where the force is stored, when placed next to a compressor it can store up to 5000 units air power. Uses an air tank, a fine piece of tubing and a block to build.  More of these can be added if the player believes its warranted as well.

#4 Car Depot - This is just required for the operation of the transport system. It Requires quite a bit of metal as I am abstracting building the cars inside it for the system and a couple blocks to build.

#5 *Forgot this one*  The lift - For traveling through Z levels.  Needs everything a 1 square track would need Plus 4 drive rods and 4 more fine tubes.

All that building will Net the player a really really neeto dwarven transport system.

The energy used is dependent on the weight carried by it, so rock moving will take a lot more air power than wooden flute hauling but there will always be a minimum due to the weight of the dwarf.

Probably should produce dwarf happy thoughts as well because it is a massive project to undertake... and I know it would produce a happy thought in me to not have to lug a stone block 5km to the masons shop.

39
DF Suggestions / Suggestion: Dwarven learning hall
« on: November 24, 2008, 05:07:05 am »
I know dwarves are not known for their books and poems unlike a certain pointy eared race, but, all dwarven things I know of they seem to have a massive mechanical understanding.   They must learn it from somewhere, so..

How about a dwarven learning hall.  In this hall you can select what you would like your dwarfs to learn, such as mining or masonry or whatever, and whenever they are idle they will go here to learn.

Before they can learn though a dwarf who is skilled has to first raise the level of knowledge in the hall of learning.  In this way the hall is kinda like a dwarf.   The hall has a knowledge level that has been inscribed into the tablets and that knowledge can only come from someone experiencing it somewhere.
  So if someone wanted it to teach mining it would work something like this:
*assuming no place is designated for mining, as it would take priority*
1. User tells Hall of knowledge to teach mining.
2. Legendary Miner enters hall of knowledge and after about a season has brought the level of knowledge up to proficient.... then he dies to unicorn.
3. Some Unskilled peasants with mining tag on go here to learn
4. The peasants after a season or so now are proficient miners.
5. Since the building only has a proficient skill level, the peasants cannot learn more and now go on to parting and becoming friends with everyone in the fortress.. or whatever.

*Edit - This would also be a great place to have children go to keep them out of harms way and such... or to crush with a cave in.. up to you I suppose.

http://images.elfwood.com/art/k/r/kronenberg/dwarven_library.jpg

40
DF Suggestions / Suggestion: Crafting Failures
« on: November 21, 2008, 10:43:45 pm »
Just a realism addition:

If an item created is the lowest quality there should be a chance of a failure.

*this only affects the LOWEST QUALITY LEVEL ONLY, so most craftdwarfs after getting a little skill, this will no longer really affect.

If a failure occurs NO item is crafted.

If it occurs on the forge, The Metal is returned, fuel is not.

If it occurs using carpentry, Sawdust is made, only able to be made into ash or charcoal.

If it occurs using masonary, The rock is destroyed.

If it occurs with the kitchen, The Food is turned into a substandard food item.

A lower chance of it happening but if it occurs while gem cutting, the raw gem  is destroyed or turned into some substandard cut gem *better practice with raw green glass =p

If any craft fails, the task remains and the crafter will probably try it again. So.. if you queue 10 rock coffins, you will still get 10 rock coffins just it may take a little longer until your crafter gains some experience.

I expect this to actually change the game very little as most of the low value items are just fluff anyhow.  Just adds realism and kinda encourages higher skill sets even more.

41
DF Suggestions / Suggestion: Add an option to purchase materials outright
« on: November 21, 2008, 07:55:11 pm »
I propose adding a separate and entirely optional screen where a player who has spoken to a trading representative and established relations with their caravans can barter without traders actively being at their fortress and has a nearly unlimited source of goods.

Mechanics and balance vs caravans ->

A player can order a specific number of items such as in my case I want 2000 cobaltite because its a pretty blue. It determines a cost based on the things below and a weight limit for the wagons and I now have to select the items to trade for it like a regular caravan.

Cost #1 Special order - The things actively bought this way should cost 3x as much.  Special orders always have in the past raked people over the coals on cost why should DF be any different.

Cost #2 Wagons - Every wagon that they send will Cost an additional 2000 as they have to do a special run that may not be part of the trade route. This will make buying ore more expensive than buying a bar of metal a lot of times and helps balance.

A fortress credit account could streamline this significantly, as you could trade up spare credit when the merchants come and purchase food in an emergency if your farmers die or something.





42
DF Suggestions / Suggestion: Create designation "Break Stones"
« on: November 21, 2008, 03:07:39 am »
Create a designation that allows you to destroy stone as a miner.

An unskilled miner kinda does this already as they do not produce any rocks afterwords for a lot of digs but legendary minors can open a huge area and have a ton of stone left over. Probably should take a bit to crumble a rock to dust even for a skilled miner but would be handy if you wanted to create a storeroom without hauling all the stone to the chasm.

43
Very simple idea.

  Remove engraving and move smoothing to the masonary skill and engraving to the stonecrafting skill.

I think it would help fix the logic in that smoothing is not really engraving but does tie in with masonary and stonecrafting really is basicly engraving.

<in reference to ->
Req567, SMOOTHING AND ENGRAVING SKILLS, (Future): They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.

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