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Messages - Stormy_2021

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DF Suggestions / Re: Skill bleeding
« on: June 07, 2012, 07:47:49 pm »

Clearly, we need a more robust system that allows sensible skill synergy and adapts itself to modding (new materials, new skills, new items, etc.) without requiring massive investments of time. I would prefer the composite skills idea, in one form or another. Basically, any job trains three composite skills: a material skill, a product skill, and a tool/process skill. The game would determine the available skills based on the available materials etc. in the raws. That way a dwarf that made stone furniture would be better in making wooden furniture than, say, a fisher.

I think you are being a little simplistic with your calculations, it seems like a piece of code that works through a table of relations would work, and that would be a resource that the community could provide and refine itself.  However, I really like the idea of organizing or designing the skill bleeding mechanic (or really, redesigning the whole skill system through it) around material, product, and processes.  It makes a lot of sense, but I would also think that personal stats would also be a part of that synergy.  woodcutting and mining aren't very similar, but they both require great strength, and working with crafts would exercise your dexterity and possibly your artistry.  I don't actually know if stats currently change, but perhaps they should over time, and perhaps the stats could work alongside this new skill system, to provide some realistic synergy between skills that aren't related through tools, processes, or materials.

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DF Suggestions / Re: Site Finder Improvements
« on: June 07, 2012, 07:39:01 pm »
Anything that is visible from the surface or cliffs should be noted.  It seems silly to try and pick a site based on the very ambiguous term "volcanism", but not be able to know whats in the first few layers.  It might also not be that far fetched to list the layer types, like if there are sedimentary, metamorphic and what-not in the chosen embark.  Personally, I'm against the current amount of ambiguity.  Dwarven surveyors would spend quite a bit of time figuring out what they are getting into before investing resources trying to establish a new fortress.  That might mean that t use a bit of geological science to figure some non-visible things out.  And there is of course always the option of lowering the amount of clarity in your reports.  As it stands, its just so damn hard to find a site you want, which is definitely something that a newer player would be turned off by.  At the very least, the site finder should save it's info so you don't have to re-search the whole world everytime you want to try again.  Since you can't currently set up a rigid trade agreement where you get shipments of iron or flux or other industry items, its really hard to get around sites that lack certain things.

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DF Suggestions / Re: Skill bleeding
« on: May 30, 2012, 08:13:05 pm »
Maybe, instead, similar skills would grant bonuses to each other (for the sake of this post's math let's say 5% of the XP is added). I also think that similar skills should be chosen more by the kinds of products they create and the tools/techniques that would be used

For instance, a legendary glassmaker (25,000 XP, working in a furnace) with no glassmaking skill would be able to make glass as if he were a talented (4,500 XP) glassmaker. An accomplished woodcrafter with 10,000 XP, who also had a just-above-novice (say, 700 XP) level in carpentry, would mimic an adequate carpenter. Maybe the amount of synergy would vary by skill--for instance, half of the XP from masonry applies to stonecrafting and vise versa, and 15-20% of all farming skills' XP is, but only 1% of mining and woodcutting XP would be shared.

Except for the glassmaking typo, this sounds exactly like what I was thinking of.  Different skills should have different bonuses.  Pottery and glassmaking have certain similarities, but have a lot of differences too, so maybe a 15 to 25 percent bonus would suffice. Masonry, engraving, and stonecrafting are all really similiar, so maybe something like 50 percent would be appropriate.  Perhaps as a balancing mechanic, certain skillfamilies would all increase together or or at least have a high percentage bleedoff rate, but be learned slower.  Like agriculture and ranching.  At any rate the crafting duties seem like they need to grouped together.  Someone who makes master quality wooden statues could probably make a pretty nice chair.

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DF Suggestions / Skill bleeding
« on: May 30, 2012, 07:35:11 pm »
So I have seen topics that are somewhat close to this, but nothing that actually suggests this.  I think that when a dwarf learns a skill, skills that are related to that skill should increase as well, by some percentage.  It seems silly that someone could be a legendary mason but be a terrible engraver.  It doesn't seem hard to do programming wise, and I'm kinda sick or getting a wave of 20 immigrants with terrible skill levels, and this would help alleviate the drawbacks of training them.  It would also help when you are just starting out and don't have many dwarves to specialize.       The idea itself is not at all new to the rpg world, in Stone soup, once you level up your short sword skill to a certain level, you get a bonus to your long blade skill, helping you when you change weapons.  Also, when you start to specialize in a certain type of magic and get really good at it, you get a penalization to the magic that is opposed to your specialty, which could possibly be worked in to this system somehow as a balancer.  I'm not sure that it needs much balancing, since the number of related skills could be kept small or large depending on the usefullness of said skill.  It might require a bit of a stretch in logic to make certain skills more worthwhile than they currently are, say linking milking and cheesemaking.

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