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DF Dwarf Mode Discussion / Re: Undergrotto: An experiment in terraforming (image-heavy)
« on: March 12, 2010, 02:26:39 pm »
You mad son of a gun, you really did it! My lord.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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Forum Guidelines
Can you please stop spamming
ignore future trolling
now stop spamming the thread.Please refrain from using words whose meaning escapes you.
The suggestions forum is FOR discussing ideas that may or may not make it into the game, and there are MANY threads here that delve into things that are never likely to get implemented.The idea of suggestion threads is to bring forth ideas that players might like to see implemented in the game, or for the development of said ideas into something workable that CAN be implemented. This subforum would be barren if people limited threads to subjects whose implementation was a foregone conclusion.
One thing I think we should not forget in this discussion is that a single dwarf can be given multiple labors, even if the skill system isn't changed. So if smithing is split out into two or more skills, it would still be easy to have a single smith doing all of the work, just by enabling all the different smithing labors in his preferences. The only gameplay difference would be that such a generalist smith would gain skill less rapidly than a specialized one.While true, the experience gain on each would have to be scaled up to compensate, simply because it'd be near impossible to have a decent metal-goods trading industry otherwise. Even now it's a pain in the butt to get a metalcrafter above competent without a Mood.
I'd actually like to see Brightsmiths integrated into the Jeweler's shop, and have it be something that is done entirely without heat (as specified by Impaler). This is CLEARLY not a skill in any direct way related to blacksmiths, and who seek an entirely different goal. Again, there is basically no need for this skill in the operation of a fortress and little overlap of skill. If anything, it could be done by a metalcrafter (rather than a forge using blacksmith), but I'd really rather see jewelery and fine metals handled at the jewelers shop rather than a craft workshop.Well, the jeweler's shops DO need some more excitement, and giving them gold/silver would help with that.
I get what you're going for here, but not all processes make sense for all outputs or inputs, so a lot of the complexity there is just wasted; most combinations wind up being totally meaningless. There are also labors that don't have inputs, or don't have outputs, like, say, hunting. So basically, there's a lot of redundancy in that system, and the system still doesn't work for everything.Could work if, instead of "input/process/output", you had "labor/material/object", where the content of the second and third columns dependent on the previous column's selection, if needed. So you could go for "Crafting/Wood/Mugs", or if Toady eventually allowed for it, "Stonecrafting/Obsidian/Toys" for instance. Some labors like Hunting wouldn't need a second or third column, and simply choosing "Hunting" in the first column would be sufficient.
Objection: Voldo is the freakiest something alright, but the Moonwalker award goes to Majora's Mask.Goddammit Lost Requiem, get your filthy Slaaneshi habits out of here!
...That is Slaaneshi, right? Because only Warhammer could be that creepy.
NO mate, that be ye VOLDO.
Freakiest and yet coolest moondancer of the video/computer games world.
It's only not a Fallacy if you've established a chain of logical cause and effect which you manifestly did not do. If you don't want more primary skills that's your opinion but saying that my proposal makes a large incresse in primary skills inevitable isn't substantiated.Okay:
I stated more then once that the benefit is that you get closer to the common high-fantasy troupe of specific dwarven settlements having craftsmen with a particular excellence and expertise in a particular metal. Often its stated their work is a desirable commodity through the world. This adds character to a Fortress and encourages trade both imports and exports.So, "realism/historical accuracy for realism/historical accuracy's sake" is the sum of your argument? I guess we're just going to have to agree to disagree on this then, because I certainly don't see the merit in that.
My whole point is that 'metal' should not be consider "a single material type", the game has a large number of 'elemental' metals and a huge array of alloys. Lumping them all together is akin to having a profession called "Non metal Crafter" who makes everything out of glass, wood, bone and stone as if they were all interchangeable.That's not remotely similar and you know it.
Ridicules, more knowledge and sophistication ALWAYS results in more division of labor. That's why their are hundred of types of medical specialists today compared to medieval society having only Surgeons, Dentists and Blood-letters. Again if you don't want more skills that's one thing but don't made ridicules assertions in the guise of realism.You are the only one arguing for realism. You.
I think he was implicitly stating that something like this would come when the economy resembled something functional, that would give a reason to have coins.I'm just hoping there's going to be a 'purse' or 'wallet' item for dwarves soon enough. Like quivers are for bolts, except then for every dwarf and for coins. That should make the economy and coins more bearable.
Also, make it out of rope reed cloth, by the time the economy sets in people will have plenty of rope reed cloth and/or elf corpses. Maybe some leather(All the low priced leather from human caravans..) and maybe metal(A platinium wallet with steel spikes? Dwarves will love that.)
Am I the only one that actually likes coins? I sometimes turn economy on because I like seeing all those coins on the floor in their rooms, and I can use many of the extra stone laying around after digging to make some coffers to store more coins in. Every dwarf in my fort gets a big chest filled with coins and other valuables. Tombs for everyone too, so all their coins and items they have when they die get moved there. It's a shame items only get moved one at a time...And that I can't bury the military with their armour and weapons.
I hope they don't. That means I need to make a wallet for every single dwarf in my fort. I'd rather they just use their magical debit card system, since I'd rather not worry about having to supply my dwarves with metal coins when they apparently do just fine with invisible, weightless, Monopoly money that sticks to their beards so they don't need to carry it.
Slippery Slop is the name of a logical fallacy, it's like saying "But that can't be right because Ad Hominem attack!",A dangerous course, one that leads easily to catastrophe, as in He's on a slippery slope, compromising his values to please both the bosses and the union. This metaphoric expression alludes to traversing a slick hillside, in constant danger of falling. [Mid-1900s]
if my idea is a good thing compared to the present system then it should be evaluated on that merit, if too much of that good thing would be a bad thing then that's a reason not to over do something, not a reason to avoid it entirely as if their is no stopping something once started.On the merit of what, precisely? All I see is unnecessary overspecialization.
This is ridiculous, the 'High Fantasy' genre is based in human history and Toady has explicit cut off date for what Technology is and isn't appropriate. Dwarves are the most metallurgicaly gifted race so having more nuanced divisions of skill in metal working is one way to express that, non dwarves might lack certain skills making them unable to work the metal which is different from being unable to mine/smelt the metal.The dwarves' penchant for metalworking is already expressed by having five skills dedicated to the working of a single material type, as well as being the only race capable of working steel (and, implicitly, HFSinite). "More nuanced divisions" are perfectly unnecessary.
If the incresse in primary skills is kept to around 50% (1 additional skill for ever 2 current ones) it would hardly be noticeable as it would be moving from 50 to 75 (assuming changes only to the industrial profession skills and not combat skills or social skills) and their is no real difference between the cognitive juggling of 50 or 75 objects. A Skill synergy system on the other hand would probably require around 100 skills or skill modifiers (one for every 'form' and one for every 'material') and require multiple objects to be combined to produce every desired result which is a lot of mental juggling.50-ish primary skills are barely acceptable as is, and a not-insignificant percentage of them have no remarkable use to speak of. 75 primaries would be absolutely unacceptable and I don't know how you could possibly justify otherwise.
Or make it so that some of it's heads have poisonous bites, others burning bites, and perhaps some more nasty effects.This idea intrigues me and I wish to learn more.
[ATTACK:MAIN:BYTOKEN:HD1:bite:bites:2:4:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:HD2:bite:bites:2:4:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:HD3:bite:bites:2:4:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:HD4:bite:bites:2:4:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:HD5:bite:bites:2:4:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:HD6:bite:bites:2:4:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:HD7:bite:bites:2:4:GORE][ATTACKFLAG_WITH]...And I want to know if it'll have the desired effect, or if it'll render the creature totally inert or what. The many-armed clown's entry tells me that I can at least safely include many "MAIN" attacks, but as I've never encountered them myself I have no way to tell what it does beyond that.
The main trouble maker is my mayor, who keeps mandating Adamantine. I got excited at the begining, wondering if this meant I had some on the map, but I know for sure now, it aint there. I still havent found any, and look forward to the next release, which should have some on every map, no?I think it was just magma where there would be "a little on every map, even if just on the bottom".