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Masterwork DF / Re: [GNOME] - V0.42: More Mechanized Madness
« on: February 15, 2014, 01:52:55 pm »
Oh, ok.
...Found it. It has !NOMIN! before it. I guess that means it's listed as one of the optional, unimportant stones.
Unimportant to dwarves, maybe, but it's an essential part of the (electricity-using) aluminum smelting process. So I guess I'm going to want to change that too.
I think I'm going to have electricity, but make it a largely optional tech tree instead of an essential part of the gnome's game, so players can decide which style they prefer. Basically the story I'm going by is that gnomes know how to harness electricity, but prefer clockwork. Running machines off of mechanical power directly is more efficient than converting mechanical energy into electricity and back again. Humans like electricity because it's quiet and can travel long distances by wire, but gnomes are more environmentally conscientious, tend to live in close-knit communities where mechanical power is freely available, and enjoy watching clockwork move around, so they don't really like using electricity for anything that can be replicated by clockwork, instead limiting it to things like aluminum smelting, high-voltage lightning guns, and 'thunder coils' (Tesla coil traps).
I think I'm going to keep the infinite-ammo elemental weapons, but make them require gems of Armok. Magitek has to show up sooner or later.
...Found it. It has !NOMIN! before it. I guess that means it's listed as one of the optional, unimportant stones.
Unimportant to dwarves, maybe, but it's an essential part of the (electricity-using) aluminum smelting process. So I guess I'm going to want to change that too.
I think I'm going to have electricity, but make it a largely optional tech tree instead of an essential part of the gnome's game, so players can decide which style they prefer. Basically the story I'm going by is that gnomes know how to harness electricity, but prefer clockwork. Running machines off of mechanical power directly is more efficient than converting mechanical energy into electricity and back again. Humans like electricity because it's quiet and can travel long distances by wire, but gnomes are more environmentally conscientious, tend to live in close-knit communities where mechanical power is freely available, and enjoy watching clockwork move around, so they don't really like using electricity for anything that can be replicated by clockwork, instead limiting it to things like aluminum smelting, high-voltage lightning guns, and 'thunder coils' (Tesla coil traps).
I think I'm going to keep the infinite-ammo elemental weapons, but make them require gems of Armok. Magitek has to show up sooner or later.

