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DF Modding / Re: [Beta-Relz] MMO - Metals and Minerals Overhaul
« on: April 22, 2010, 02:41:19 am »
Yeah! Lookin' forward to it, Rochndil!
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Yeah! Lookin' forward to it, Rochndil!
This is a great idea, but we would need an easier way to do it. I can't imagine trying to do this in the raws. Maybe a simple GUI would be useful for that...Maybe basing something off of Quickfort would be useful. This program makes it easy to designate areas to be mined and set up constructions using an excel spreadsheet. Something like that could be co-opted for the suggestions in this thread, methinks. I dunno. :B Anyway, I love the ideas presented thus far!
This is true, to some degree, but sometimes it mostly is just an issue of knowledge, and often getting that knowledge itself requires new conditions to arise, even if that knowledge would allow you to create examples of the technology using the same exact resources your ancestors had. I mean, given late medieval resources and technology, and some out-of-universe knowledge, it's not really that infeasible for a guy to create a fairly basic electric generator. The biggest thing stopping them is the knowledge, which only came after there came an impetus for the development of that sort of thing in the first place. The same goes for a lot of advanced chemistry.
The problem here is that when you start modeling things really well, you run the risk of creating an extreme discontinuity between player knowledge and in-universe knowledge. I mean, in theory, if chemistry and physics were simulated well, you could trivially just embark on a site and build a goddamn electric power plant and start the Dwarven Manhattan Project. Well, maybe not the Manhattan Project, but the point is that it is a little weird when the player is allowed to get ridiculously outside the scope of the gameworld at large in terms of technology.
If you have a material advantage (adamantine vs steel, or steel vs copper, or something), especially with high weapon quality, then edged vs armor should do just fine.