2340
« on: July 26, 2009, 01:15:08 pm »
I like the bed reworking, honestly, the current system seems screwy. You can't make a soft bed out of just wood, you need at least a matress and blankets if it's cold. Plus, beds can just as easily be made out of metal or even stone (though stone beds would be a pita to haul around).
I'd remove the stuffing idea though. None of the animals in the game beyond some hostiles have feathers, you can't fill a leather matress with water (dwarves lack the technology to waterproof large leather containers, and waterbeds have to be heated or they're freezing cold). I've always assumed that just like plants grow without fertilizer and dwarves never poo, some stuff goes on behind the scenes we don't see.
As for Pilsu's other suggestions: in order...
The engraving change I like. I would add that the value increase from engraving should be reduced, however block walls should be engravable while raw stone walls should not. Making stone blocks should take longer to compensate.
The clothing change I like. However, the leather system needs to be reworked, currently a kitten gives as much leather as a cow. The smallest butcherable animals like kittens and groundhogs should give one unit, while large animals like cows should give a lot more. This could be easily coded in by basing the amount of leather a skinnable animal gives on it's creature size in the raws.
As for the decoration changes - YES!!! I love it. It will take some time to implement, but I honestly think that being able to issue your dwarves, say, steel crossbows with ivory handles would add a lot of depth to the game.
The ammo suggestion was one I was thinking about suggesting. I like it. The damage bonus from flint and obsidian needs to be reduced though, considerably. Stone should be somewhere between copper and bronze, and should also include flint as a sharp stone. Arrows should also be re-stackable, or else quivers should have a maximum number of arrows in them and dwarves will fill the quiver until it's full (so 30 stacks of 1 Steel Arrow or 1 stack of 25 Steel Arrows).
There's another really good thread about non-metal weapons. Stone axes, spears, maces, and knives were very common in early days, they should be implemented. Wooden spears and clubs should also be implemented. Stone and wooden weapons should break very fast against iron or steel armor though, their main weakness is they're fragile.
Yes to cave spider silk value and danger, yes to phantom spider silk (and it should be tradeable), yes to obsidian value, yes to speed. Overall pretty good. I would add though that dwarves should buy and use crafts when the economy is started. Dwarves should want mugs to drink booze from, dwarves who like music should spend some of their spare time learning to play instruments, child dwarves should want toys, and dwarves should collect crafts when they have extra cash and wear them.
Masonry should stick with making furniture. Architecture, currently a weak skill, should be applied to making walls, and when walls are destructible architecture skill should contribute to their strength.