DF Suggestions / Re: Oil!
« on: August 30, 2007, 04:57:00 pm »quote:
Originally posted by a1s:
<STRONG>
aren't these the same thing?
seriously though, what is liquid evil?</STRONG>
Pink goo from Ghostbusters 2.
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quote:
Originally posted by a1s:
<STRONG>
aren't these the same thing?
seriously though, what is liquid evil?</STRONG>
Pink goo from Ghostbusters 2.
quote:
Originally posted by PresidentEvil:
<STRONG>I'm not saying that. I'm saying magical items should be insanely powerful and rare, and created through strange moods as well. For example, you should have one or two magical items for every, say, five artifacts.</STRONG>
I think most artifacts should be somewhat magical, but only a few are very very magical. Maybe a chance for every decoration on it to have a magical property, so that complex artifacts are more likely to be magical. Also a setting in the init file that raises or lowers the amount of magic in a new world.
[ August 26, 2007: Message edited by: Grek ]
Haunted: Ghosts sometimes form near dead bodies that give unhappy thoughts and make dead things near them give out extra miasma, but only rarely attack people. More strange moods, with a chance that happy dwarfs go fell or macabre(equal chance of either). Outside river is unhealthy, but not deadly.
Terrifing: Extra river attacks. Tentacle demons out of chasms, spirits of fire from magma and toad demons in underground water. Miasma seeps out of the ground. Dead bodies become hostile undead(100% chance for bodied non burried, lowered chances for graveyards and even lower for tombs). Extra moods, with a chance happy dwarfs go fell. Outside river is undrinkable, even wells and in-cave sources make you sick.
quote:
Originally posted by Deathworks:
As for vampirism, I think it wouldn't be that much fun for dwarf fortress, considering how difficult it is to keep the dwarves from walking into a dangerous area. So, your vampire fortress would wither on the first day.
Next version has the option to set areas as impassible to your dwarfs. Just designate the entire outdoors.
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Originally posted by Savok:
<STRONG>Too graphics-intensive.</STRONG>
For now. Later in develpment, support for varied tilesets could go in.
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Personal coin chests and vaults should still exist however.
I must have forgot the part about some nobles demanding a private vault for their money.
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Defaults are good to have but irl the system is more fluid. I strongly support the idea that workers of each class are part of some overall "union" or guild. Makes sense seeing as most of them have representative nobles.
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Nobles should not be allowed to control the salaries of other dwarves, or else they would just give themselves easy money.
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Rather, the wages of everyone in the fortress should be controlled by you, as god and the government combined. They would automatically fluctuate due to a few factors:
1. The total amount of workers in a class, compared to the demand for workers of that class.
2. How much work they get done. (compared to how much work they are asked to do)
3. What the job IS, there is no need for fisherdwarves on maps with no water.
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This way dwarves get paid a minimum wage for HAVING such and such skills because they took time and effort to aquire. The exception being legendary dwarves of course. At the same time, all the dwarves of a specific class would earn more money depending on how much work they do collectively. This way, all 4 of your carpenters can earn a living, even if you only provide a single workstation.
I don't realy like that plan. A dwarf should get payed based on the following things: the wage for the job times the quality modifier of the product made (if any) plus a bonus from the noble if it was a mandate.
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Still, currency should be universal within racial boundaries. It doesnt make sense that the currency is simply worthless in neighboring kindoms because the stamp is different. Would they simply never trade with each other at all?
Would money from the roman empire be excepted in mideval china? They should have different money, and the value of another empire's money should go down at as you move farther and farther from that empire's citys.
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Originally posted by Savok:
<STRONG>Coin vaults already exist: Just make a large amount of coins and put it in a sealed room. The economy will run on credit.</STRONG>
This is basicly a more elegant, intuitive and sensable version which produces less job cancelation spam.
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1. Seperating the money owned in personal accounts from the communal "government" money that the player has access to.
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1. How money can be better handled: Banks, personal vaults and the like. We need to eliminate the coin mess we currently get, but how?
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2. Wages: Who gets what, for doing what. This goes double for nobles.
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3. Trade with other races: Bartering works but coinage is more stable. Prices should fluctuate due to rarity, demand and especially distance of transport.
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4. Standardized currency within racial boundaries: If get some human coins from one town, i should be able to spend them anywhere in the human empire. As long as the coins are all the same size the markings should be irrelevant. There are a few exceptions such as a state of war between towns.
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5. Taxes: At the very least, we need a property tax on rich dwarves. On a larger scale, dwarf outposts may need to pay regular tribute to the king, or somesuch thing.
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Originally posted by BurnedToast:
<STRONG>hey lets have an ini option so dwarves don't have to drink or eat too! and we could make an ini option that makes them invulnerable! and then we could make one that makes all workshops not use materials!</STRONG>
Init options are for features that are not fully implemented and/or buggy. Art defacement is a little too extreme at the moment. Eating, drinking, dieing, and building stuff is put together well. Please put more thought into your posts.
On another note, a crush rock designation that makes dwarfs with hammers destroy rocks on that tile would be very helpful.
[ August 25, 2007: Message edited by: Grek ]
[ December 26, 2007: Message edited by: Grek ]
quote:
Originally posted by SeaBee:
<STRONG>Dominions III</STRONG>
QFT.
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Originally posted by Shankist:
<STRONG>It's probably because the barrel was made of wood. Those damn hypocrites got pissy at seeing wood turned into a perfectly good container and not an absolutely worthless wooden sword.</STRONG>
They sold him that barrel.