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DF Community Games & Stories / Re: Brightwater: Community fortress of science, oceans, and animal taming
« on: June 11, 2012, 03:02:00 pm »
Well, it's nice to get some...finality or closure or something.
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I don't think reducing the number of skills is a priority, though some of that could be re-evaluated.The point was that having a couple dozen single-use, no-quality-product skills means that a large proportion of your workforce will be useless. High skill in, say, threshing shouldn't mean that you're useless, nor should it mean that you can't work a millstone better than a child.
The idea behind linking the dairy-based skills is that A. those skills would be naturally learned together (how many medieval dairy farmers knew how to milk but didn't have a clue about how to make cheese?) and B. they're really useless as it stands. Making milking and cheesemaking into one skill would make that skill somewhat less useless, and also reduce the number of worthless migrants around....As for the skill merging suggested,There's still A. a lot of skills that have one, clearly-defined use (like Milking, Lye Making, Potash Making, Soap Making...mostly farming skills), and B. a lot of skills with similar techniques (like animal/fish disscection and maybe fish cleaning and butchery) or which would logically be used together (lye/potash makers could be rolled into "ash proccessors," cheese makers and milkers could be rolled into "dairy farmers," etc). Unless lye making is going to have enough new uses in the future that are distinct from the new uses potash making is going to have, they should be merged.
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A lot of these skills are set for additions in the future, such as siege engineering getting more kinds of and improved siege weapons and wax working for making candles for lighting, or having their products being made more useful such as fertilizers from potash making when farming gets reworked, so changing them too much beforehand would probably be a lot of unnecessary work.
It's still important that the skills make sense. I don't really see how a dwarf would learn how to make cheese from milking a cow etc. Better to have a few skills too many than too few imo. And there's nothing stopping a person from assigning a dwarf several professions really if they have a small fort without sufficient labor for each skill individually.
Where have I stated that "Oh, aquifers are just fine as they are! No need to change! Hur dur!" What I was saying there was "If we took out what makes dwarves cancel jobs in aquifers, we would be taking out what makes them also show a sense of self-preservation around building in flooding rooms."<--Point here; Comments based on thinking the point is over there --->Ok, but how does that relate to your larger point that aquifers are fine as they are? My point, which admittedly I didn't elaborate much on, was that something that's normal and expected should not cause announcement spam. Digging under the water table is not an emergency.
My point was that the same rules that tell dwarves not to build in flooding rooms also tell them not to build in rooms with water that's about to be removed.
More like, big pit vs. ginormous fortress. What parking garages do you go to? I'd like to see them. And yes, it should behave as it does IRL, but dwarves building under the water table are a lot different than humans doing the same. We have access to cheap steel and concrete and massive earth-movers and electric pumps and stuff; dwarves have expensive steel (mostly reserved for miltary and magma-moving purposes), stone, picks, and windmills driving usually-wooden pumps. Humans build shallow basements and parking garages and sometimes foundations under the water table that no one ever enters; dwarves build whole, usually self-contained, usually self-sustainable cities. A couple big differences, there; let's get the facts, and see how they apply to DF. How do humans build below the water table?QuoteAlright, I'll compromise: Humans don't build massive living complexes, with everything from living spaces to workshops to forges, under the water table. Dwarves do. Still apples and oranges, or at least apples and peaches.How is it so different? Parking garage vs big hole down. Seems similar to me. Anyway, this issue is not how dwarves react to it, but how it behaves. It should behave the same way in DF as in real life.
Major in the same way goblins are major. I've had lots worse complications due to goblins than aquifers. Hell, even kobolds have screwed over my forts quicker and more efficiently. Dozens of arrows flying at your population is a wee bit more dangerous than a lack of stone. And "requires attention and work?" Describe a single industry in DF that isn't. Explain how dealing with goblins or kobolds doesn't require "attention and work." Explain.Quote"Major?" 99 times out of 100, I can pierce an aquifer easily if I don't make a stupid mistake and lose the pick, and I usually avoid aquifers. That leads to point II: "'Everywhere?' Use the site finder bundled with the embark software to look for a location with no aquifer. I do it all the time! The sites might not have everything you want, but it's not a perfect world, nor is DF supposed to hand you everything on a golden platter."Major compared to just digging strait down, heck yeah. There's a reason new players are encouraged to avoid aquifers. I'm not saying it's makes the game into a game of chance, I'm saying it requires a lot more attention and work.
[/quote]QuoteAnd, again: You want it to model real-world challenges. Tell me how. What's a realistic way to handle aquifer piercing? Again, like I said at the start of the thread, how to people IRL deal with aquifers? If it so much unlike how dwarves do it?I did answer this, but I'll add to it. People don't dig smaller holes so that less water flows out. They don't risk drowning by digging in an aquifer. They don't drop a layer of soil from a higher level as a shield against the water. If it is cold enough for water to freeze, it won't flow out of a aquifer. And while you probably would have a pump to get the excess water out, you don't need 4 people working the pump per 1 person digging. You wouldn't even need it to be constantly pumping, IMO.