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DF Suggestions / Re: Mechanisms
« on: February 18, 2009, 03:16:03 am »What? No. Bad bad bad. Some stones would be very suitable for mechanisms, some more suitable than a lot of metals.
Such as?
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What? No. Bad bad bad. Some stones would be very suitable for mechanisms, some more suitable than a lot of metals.
But really, I don't consider polishing and sharpening to be a "natural extension of equipping and using them," mainly because there's a great deal of precedent for people forgetting or not having time or otherwise failing to take care of their weapons and then suffering the consequences. Which is cool. It should happen in DF too.
Stop being obtuse. Of course the fortress would have to be ventilated.
Stillsuits too hot? Of course they would be hot. The desert is hot. Its called adaptation. You get used to it.
Having still-suits in the game would be nice, but what I was talking about earlier was door-seals at the entrance to your fortress so that the entire fortress is basically a still-suit. Much simpler.
And if anyone wants to make arguments that go something like: "Blah blah blah abstracted blah blah blah too complicated blah blah" all that would really need to be done would be make the increased qualities have a relatively lesser effect. In other words:
Why not have the potential for off site miners to strike HFS? As long as there are appropriate repercussions for the main site, why not?
Under vanilla settings, that's right.
Plans exist to allow modding to fix that.
And, in a sort of contradictory way, modding is "vanilla" with DF.
LOL see the real problem is now everyone is so untrusting, and they are trying to apply it to middle ages, but back then, your word was your bond.
If they could not deliver I find it hard to believe they would show up ever again in your fortress.
Swindling people is kind of a recent thing, in the dwarven time period, pulling a maddoff results in swift death.
The pleasure of seeing what is in the caravan remains, just there is ways to pay excessive amounts and have vital supplies assured to be delivered..
The current way of you setting the prices which you will pay would result in YOUR (or more specifically your dwarfs) deaths if you decided to not buy the material that you said was needed so bad, and looking at it from the caravans standpoint is highly unrealistic.
This brings us to the second issue, that has crept in: Should an accountant, lost in the tundra, and forced to build a shelter from ice cubes, eventually gain enough construction skills to build elaborate bridges from ice?
This has less to do with the skills and talents of the dwarf in question being deficient, than the local level of technological advancement (zero, effectively) being insufficient to support his growth.
(a terrible, terrible thing)
Don't they teach people how to read in school anymore?
Just a short condensation from what ive read so far and my personal ideas:
1. Workshops should have a setting for speed/quality of work
It's a counter argument.
The argument that everyone's giving is that "I could do better than fail at a craft--noone should ever ever ever evar fail so totally that it's not just a plain mug or something." This can be broken down into two assertions and a conclusion: 1) I am representative of the population as a whole; 2) I have not observed myself failing horribly at a craft or hobby like dwarven trades; C) Therefore, noone should be expected to fail horribly at any dwarven craft.
tsen is pointing out that by asserting 1), you make 2) invalid, as self-assessments are gravely inaccurate for the population as a whole. Moreover, the idea of a horrible failure is up for grabs, which means it's an inaccurate test against an inaccurate standard, amplifying the errors.
As a note: I'm for crafting failures, with finer units of material and a scaling system for the failures. Controls for say "learning people/workshops/materials" would help this a lot. Someone who's learning to cut gems could be trained on glass while your legendary gem cutter could cut the diamond of awesome you just dug out.