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DF Dwarf Mode Discussion / Re: Mining drop rates and Gems
« on: July 01, 2012, 02:07:56 pm »
The small cluster of the mineral would (I think). I was asking if the large cluster did.
May 9, 2024: The May '24 Report is up.
News: April 23, 2024: Dwarf Fortress 50.13 has been released.
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How comes dwarven logic is not really existant?That's just speciesist lies. Dwarven logic is existant; it's just underdeveloped. Think of dwarves like toddlers.
Why does fighting the dead provide such drastically bad thoughts? With necromancer towers just over each hill you'd think zombie killing would be passe.It's not just the fighting, it's the pervasive evil of the undead. It unnerves the steeliest of minds, crumbles the steeliest of spines, and disgusts the steeliest of noses. The last might just be because the undead are sorta...rotten.
Can clowns break through floodgates?Despite my desire to tease you to find out yourself...
That just did a lot to ding whatever remaining sympathy I had for goblins. lolIt's not goblins, it's night critters. Big difference.
Fortress/Interface: New cancel messagesThe first isn't needed; if no hospital bed is available, the dwarf will be deposited on the floor or in his own bed. I forget which is preferred. Dwarves don't cancel jobs to retrieve wounded--do you think they should? If so, say so and don't hint it. The other medical ones are sensible. The bookkeeper one seems sorta redundant; how often do you NOT know that your bookkeeper doesn't have an office?
Dwarf cancels Retrieve Wounded: No available hospital bed.
Dwarf cancels job: Retrieving wounded.
Doctor cancels Suture: No thread.
Doctor cancels Dress Wound: No cloth.
Doctor cancels (etc.)
Bookkeeper cancels Update Records: No office.
Fortress: Option to have dwarves drop hauling item when running to burrowI've seen varied behavior. Normally they do drop stuff they're hauling when interrupted (including once in the bottom of a river I was slowly draining), but apparently not always. Obviously, when the thing they're hauling is something like an artifact axe, or a big stack of meat and the pursuer is a vulture, you want the dwarf to keep hold of it. Either greater intelligence or some kind of menu (maybe under 'o'rders, maybe under 'h'auling) where dwarves are told what to hold onto and what to drop when interrupted would be needed.
In case they need to get back to the fortress quickly to avoid getting caught outside in a siege, there should be an option to have dwarves drop an item they're hauling to increase speed.
Ah. I see, nevermind. Everyone makes mistakes.Next time, mind deleting my quotings of your quotes that you don't have anything to say about for me to reply to?I thought I did...
So, let's see how this could work. Maybe an extra option under the 'A'ttack menu, aside from attack or wrestle, called something like "Perform Linked Move," where you could choose from a seiries of moves after selecting the body part you were attacking? Or maybe using something like whatever interface Toady set up for reactions and punch-catching and stuff.QuoteWell, yes, sorta. But the difference is that both attacks would happen in the same action. Two distinct attacks, but only one action needed, with no pause in between. Maybe the chance of pulling it off would be related to the melee combat skill, or the striker/kicker skill?QuoteSounds like punching the head twice, in interface/game terms.QuoteAn uppercut followed by bringing the same fist down in an overhead blow?QuoteCombat: Attacks linking togetherLike...um...stabbing someone in the gut with a halberd, and then hitting someone else with his friend? (Okay, would require troll or kobold or something, but still.) I'd like some less-ludicrous examples.
Similar to the above idea, having attacks that could only be performed immediately after a specific attack (preferably being performed within the same action as the other attack). I don't quite know how to explain this one well, sadly. :<
Ah, I see. There's other ways to dispose of unconscious enemies, ways which don't require time and make you vulnerable to attack, but ways that aren't nearly as cool.QuoteDepends on whether or not the target is unconscious, stunned, crippled, or what have you.QuoteGood luck getting there...I think we can agree that this should be possible, but not easy, to do on someone around your size.QuoteTrust me, they'll be far less angry when they're a puddle at the bottom of a 50-foot drop.QuoteCombat: Dragging/carrying targetsPlanned, but bear in mind that few angry goblins are going to be LESS angry if you drag them around.
Being able to literally drag your opponents along with you seems like a basic idea, but it would open up so many possibilities.
What, seriously? O_o;Oh, yeah, this too. Dwarves have no concept of personal space. They lack a bunch of our cultural concepts and taboos, which is part of why their babies don't even wear diapers or kobold loincloths (somewhat cleaner than diapers).
When it comes to jamming there are a few ways it could work. A jam could be a permanent thing that requires a dwarf to come and fix it or it could be something that happens for a period of time and then fixes itself. I like the idea of having both.Speaking as someone with minimal training in mechanics, the "stuck until a dwarf comes to fix it" seems more likely.
A well oiled and maintained machine shouldn't jam at all but as the oil runs dry the machines should jam more and more frequently. These jams would clear themselves but would lead to machines being unreliable. Once it gets really bad it could then jam permanently and require the attention of a mechanic and some oil to get it going again.Seems sensible. It certainly is, from a gameplay perspective.
I would kind of like the option to turn this off in init for those who like building computers and the like. Perhaps masterwork mechanisms wouldn't need oil at all?I like both ideas.