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Messages - Loyal

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256
You mad son of a gun, you really did it! My lord.

257
DF Suggestions / Making the Baron/Mandates Useful/Important
« on: March 12, 2010, 12:52:46 pm »
Currently, the Baron and his ilk don't do anything that couldn't have been handled by your Mayor, and even then he's only useful two-three times per year. On a related note, Mandates are a vexing concept where the only motivation for doing them is that you don't want a random, potentially useful dwarf to get hammered or jailed or beaten.

Being such high nobility, the Baron should hold some pull, not only in his fortress but with the mountainhome, or even with nearby friendly towns. His opinion of the fortress he resides in should be tracked and shared with the mountainhome, in such a way that there's more to how many migrants you get than the merchants saying "Hey, guys, this place is RICH!"

What I'm suggesting is to have mandates (and possibly the Baron's living conditions) affect his overall 'opinion' of the fortress, and let him know what the fortress is or is not capable of producing competently. Many successfully completed mandates of the same type (say, silver items) would make him happy and tell him that the fortress can make plenty of these things, so when the caravan next arrives, he can tell the liason that this fortress is home to hard-working dwarves who could probably find work for some skilled artisans, especially metalcrafters. In following immigrant waves, you'll be more likely to get dwarves that can work silver, and perhaps some of your migrants will even have skills above novice/no-label.

Similarly, failing to fulfill mandates repeatedly (as in, glass items) will tell him, once he gets over his disappointment, that the fortress cannot make glass items. He will tell this to the liason, and so you are less likely to get glasscrafters. It could also convince the baron to stop making Glass mandates and find something else to ask for. Naturally, his opinion of the fortress will fall, affecting your future migrant waves, until he begins asking for something you CAN fulfill, but the Unfortunate Accident ever remains an option if it gets too bad.

For this to work, the way mandates are chosen couldn't be limited to what the noble likes, instead either cycling through random object types ("this year, the fort shall produce leather goods!"), or based on what the trading liasons have requested for the year ("they want metal goblets and prepared meals, and so you should make some"). Granted, I haven't mentioned the Mayor or Tax Collector at all as far as mandates go, but... I'm sure we could think of something.

-Summary:
  • Mandates no longer based on what the nobles like, instead being centered around periodically changing themes.
  • Baron's opinion of the fort affected by his living conditions and the fulfillment of mandates; Higher opinion means more and/or more skilled migrants; merchant profit no longer the only deciding factor.
  • Failed mandates means fewer mandates of that type being issued, and fewer migrants of that job profession arriving.
  • Tax Collector, Mayor should probably also be affected somehow by the mandates issued, or alternatively will stop issuing mandates at all.

258
DF Suggestions / Re: Core76, EMBARK SCENARIOS
« on: March 11, 2010, 03:32:00 pm »
It's entirely probable that one of the "missions" would be simply "build a fort in this area to expand our influence." I don't see the problem.

259
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 11, 2010, 02:24:53 pm »
While trying to dump out some stone near a dangerous section of underground river (The flood meant there were many snakemen still prowling the corridor), so I was stationing some troops near on end of the river and forbidding everything on the other end.

Well, almost everything, as I found out when I saw the message, Dodok Unibetes cancels Dump Item: Interrupted by Snakeman.

Having no attributes to speak of, and still holding his no-label Stonecrafting from when he first arrived, he was predictably getting pummeled and I was about ready to write him off. Then came the announcement, Dodok Unibetes has become enraged!

Tables. Turned. He beat the snakeman into pulp without taking another injury, and then went to go rest his injuries (and his Very Unhappy status -- if it weren't for that I'd have drafted him right then and there). Once I find his room, he's getting a nice cabinet and chest.

260
DF Suggestions / Re: Smithing skill division by metal types
« on: March 11, 2010, 01:49:10 pm »
Going off topic for a sec:
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Can you please stop spamming
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ignore future trolling
Quote from: the other thread
now stop spamming the thread.
Please refrain from using words whose meaning escapes you.

Discussion against an idea is still discussing an idea. It wouldn't be a discussion at all if everyone only said "Yes, what a wonderful idea, I agree". Subskills/Interface discussion are related topics that could go in a new thread, but work just as well here, because the splitting of preexisting skills brings up the problems of overspecialization and skill-clutter, and excessive micromanagement and overburdening data respectively.

Furthermore:

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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.

Back on topic:

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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.

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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.

261
DF Suggestions / Re: Smithing skill division by metal types
« on: March 10, 2010, 10:30:32 pm »
Probably the biggest problem with modeling a realistic economy is that, ultimately, you the player are still setting all production orders, claiming and distributing all goods as you see fit, recruiting and disbanding all military units, and so on. The dwarves would have to be pretty much totally automated, or at least have a system where you, the player, can get 'booted out' for doing a terrible job in their eyes. Like SimCity I suppose.

Dwarf Fortress is an exercise in a utopian (barring all the death, magma, and rampant, depressive alcoholism) Communist state. :P

262
DF Suggestions / Re: Coopers
« on: March 10, 2010, 10:19:19 pm »
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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.

263
DF Dwarf Mode Discussion / Re: It burns when they pee
« on: March 10, 2010, 02:19:15 pm »
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.
Objection: Voldo is the freakiest something alright, but the Moonwalker award goes to Majora's Mask.

264
DF Suggestions / Re: Smithing skill division by metal types
« on: March 10, 2010, 01:42:50 pm »
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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:

If we split up metalsmithing into x-smithing * 4, much like if the Coopers thing is implemented (don't try to argue they're unrelated, they're the same damn topic with different subject matter and prooobably could do with a thread-merge), it will likely follow that more skills get needlessly split up, either for 'Historical Accuracy' or to keep things nice and uniform.

Masonry could be split into Furniture, Sculpting, and Brick-making/laying. Stone Detailing becomes Smoothing and Engraving. Wood- and Stone-crafting get split up to differentiate between whittling/chiseling and putting small pieces of wood/stone together to form crafts that way. I'm sure we could think of more.

Do you see what I mean and intend to argue the point as I intended, or are you going to keep crying "FALLACY" and jam your fingers in your ears?

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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.

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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.

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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.

Also, division of labor is the practice of splitting up multiple tasks in the creation of a single object, such as having a multitude of laborers each creating different parts of a gun. The goal of division of labor is to have multiple workers that are easier to train and can be paid less than a single worker who does all of these things by himself, as well as speeding up the process by having all of the laborers ready to work their particular task as soon as the task needs doing.

Division of labor is not associated with the "knowledge" or "sophistication" of a craft, it is related to the total labor available, or the complexity of performing it. As you know, once you hit anywhere between 50-80 dwarves, depending on your playstyle, you quickly run out of non-hauling jobs for your dwarves, either because nothing more particularly needs to be produced, or because you do not have enough of an influx of materials to support additional jobs.

"Division of labor" as far as the process of (dwarven) metallurgy is concerned involves procuring metal ores from the earth, smelting it into usable metal bars, and then smithing it into objects. You may have already figured that I was talking of the already-existing Mining, Furnace Operating, and x-smithing, respectively.

Telling your dwarves that "You're going to smith copper objects, you're going to smith iron objects, and you're going to smith gold" is pointless because, due to the nonfunctionality of the dwarven economy, division of labor is only helpful in terms of how long it takes to produce an object. Having one dwarf mine, smelt, and smith is inefficient as he'll be divided between all three tasks. Having one dwarf do each task results in goods being produced faster. Overshooting it by having a dwarf each for red-, black-, white-, and bright-smithing results in similar production times, but with two or three dwarves, at a time, spending most of their time doing nothing in particular.

Perhaps this model could change when the economy is fixed, but it's impossible to say how at this time.

265
DF Dwarf Mode Discussion / Re: I just don't get coins.
« on: March 10, 2010, 12:54:57 pm »
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.
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.

266
DF Suggestions / Re: Smithing skill division by metal types
« on: March 09, 2010, 06:51:30 pm »
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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]

Yeah, no.

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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.

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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.

Besides, I would argue that being so naturally gifted with metalworking would involve less specialization required. Every dwarf in this game clearly has an intrinsic knowledge of different metals, judging by their likes and that they know how to make various alloys. Additionally, they presumably have some knowledge of the differing properties of each, i.e. malleability and brittleness. Therefore it's not at all a far stretch to assume that once a dwarf knows how to work metal, he wouldn't have a great deal of difficulty adapting those techniques to harder or softer metals.

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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.

267
DF Modding / Re: Making Hydras More Dangerous... (help with Tokens!)
« on: March 09, 2010, 06:08:18 pm »
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.

268
DF Gameplay Questions / Re: seriously? catapult ammo
« on: March 09, 2010, 05:44:03 pm »
Dwarves looking for a hauling/dump job seem to favor the furthest eligible item possible. I'm not sure why.

Ideally, you could build a catapult range for defense, and have retractable bridges/floodgates to control whether the rocks fly outside.

269
DF Modding / Making Hydras More Dangerous... (help with Tokens!)
« on: March 09, 2010, 05:32:08 pm »
In an attempt to make megabeasts more dangerous, I've been fiddling around with their raws. The Hydra in particular intrigues me because I'd like to see it take advantage of its multiple heads somehow, perhaps by attacking with all of them at once?

Basically I replaced its default attack line with...
Code: [Select]
[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.

270
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 09, 2010, 04:55:37 pm »
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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".

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