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DF Suggestions / Re: Request shipments
« on: November 05, 2007, 09:12:00 pm »DF Suggestions / Re: Confirmation of "e"mbark command
« on: November 01, 2007, 07:16:00 pm »DF Suggestions / Re: Pipe dream.
« on: November 01, 2007, 08:08:00 pm »It would also be nice to have up/down pipes - up would require a screw in every part, and enough power for each part.
DF Suggestions / Re: How about this?
« on: October 29, 2007, 02:51:00 pm »"Omritz Urthun saw a beautiful meteor shower lately"
"Logmir doomsayer has found evidence that the end is coming"
DF Suggestions / Re: A question about building things...
« on: October 28, 2007, 07:34:00 pm »DF Suggestions / Re: How would other races successfully fight dwarves?
« on: October 28, 2007, 07:38:00 pm »DF Suggestions / Re: Suggestion for new version/future versions
« on: October 25, 2007, 09:35:00 am »DF Suggestions / Re: War and Slavery
« on: October 25, 2007, 09:26:00 am »Chains: once multi-tile restraints are implemented (they will be, right?) slaves could be kept on chains by slave-drivers to further control them/make it harder to escape.
Also, with multi-tile chains and Z-levels, what happens if an entity chained to the edge of a cliff it kicked off of it? will they hang? any limbs that were attached to chains should be unusable and take some light damage, as well as choking if a chain was attached to the neck. This could be used for mass hangings with the new trapdoors, or for some live target practice. Maybe chain damage would be related to the effective falling damage for a given height.
Slavery also needs the skill "slave driver" - the skill would use a whip and armour (up to chain). Slave driver skill affects how many, and how efficiently the slaves work, as well as keeping them from revolting. Slave drivers could also constantly try to inflict light wounds upon the slaves to further control them. this might work like sparring, with inexperienced slave drivers accidentally killing slaves. Slave drivers would be payed some for fraction of the work that the slaves do. Not all dwarves would be suitable to be slave drivers - morals
Slave caravans/traders could be in too, with healthy slaves fetching quite high prices
DF Suggestions / Re: Alchemist's workshop transmutating materials.
« on: November 26, 2007, 03:10:00 am »quote:
Originally posted by WyldKarde:
<STRONG>The trouble with having a huge chance of either total failure or an undesired result is that it undermines the stated purpose here, which is to supply hard to find items for fey moods. It should be non-trivial though, so perhaps huge raw materials requirements based on the relative values of the materials? So for example, gold into platinum might require ten bars of gold, but claystone into platinum would require a hundred or more blocks (not rocks, blocks). Naturally, that would lead to an extremely cluttered workshop and so would take even a legendary Alchemist some time to process.Alternatively, let the value of the desired output only be achievable at a given level of Alchemy skill. Even a dabbling alchemist could produce a common stone such as shale from another kind of common stone (at a 5-1 ratio, perhaps), but it would take a Master alchemist to produce gold from lead or crystal glass from green glass (still at a ratio of 5-1 or worse).</STRONG>
I understand that it would undermine the purpose, but somehow just "processing" huge amounts of materials A) would be assumed to not have any waste, and therfore be a rock-sink or something and B) just no feel right. Alchemists should be mysterious,clever and elegant, not just run industrial transmutation factories.
The skill-based method would be preferable, but would limit the usefulness if you had to train an alchemist up to legendary to satisfy a mood. I also imagine that training an alchemist would be rather more difficult than training a mason.
Idea: once recipes are in, the alchemist shop has 2 functions: use recipe, which follows a recipe (the shop might start off with a few simple ones), or experiment, which could be dangerous for lower-skill alchemists and possible result in new recipes based upon the materials experimented with. Experimenting would also train alchemists relatively quickly(3-4 years to get to legendary?).
DF Suggestions / Re: Alchemist's workshop transmutating materials.
« on: November 25, 2007, 10:59:00 pm »DF Suggestions / Re: Mattresses
« on: November 27, 2007, 08:47:00 pm »quote:
Originally posted by Psitticine:
<STRONG>how would an engraver feel about having his masterpiece concealed beneath the rug?</STRONG>
Another meaning to "swept under the rug"
Rugs, if added, you have to take a long time to make, perhaps with a % complete at the workshop.