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Messages - Shurhaian

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451
DF Suggestions / Re: Rock beds
« on: October 03, 2009, 09:12:12 am »
Could someone at least tell me how do I add rock beds to my game then? Please?

That is not possible yet ...

Not quite true.

You can make a custom reaction at the smelter. For instance:

Code: [Select]
[REACTION:BED_GLASS_GREEN]
[NAME:make green glass bed]
[SMELTER]
[REAGENT:3:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BED:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]

This is from the "glass fortress" mod, slightly modified by me(the original form used blocks). The reaction takes three units of raw glass, at a smelter, either using fuel or powered by magma, and produces a green glass bed which is then used as normal.

However, you can't just drop this into an existing fortress. Making a new reaction in the raw/objects/reaction_standard.txt file requires a new world gen.

You could cannibalize an existing reaction, if you were sure you didn't want to use it. Let us take, for example, the reaction to make billon bars, using a bar of silver and a bar of copper. I rarely use this; silver is more valuable on its own, but the reaction DOES allow you to make the most of tetrahedrite and galena, which otherwise have less than 100% returns for silver. (With tetrahedrite, a single rock can spit out two bars, so that's almost a cheat, but I think it's the same reason making pig iron and steel at a regular smelter doesn't need any refined coal beyond the fuel; the same ingredient satisfies both slots. So there's no way to bring that in line without nerfing the use of other ores.)

Within reaction_standard.txt there is:

Code: [Select]
[REACTION:BILLON_MAKING2]

[NAME:make billon bars (use bars)]

[SMELTER]

[REAGENT:1:BAR:NO_SUBTYPE:METAL:SILVER]

[REAGENT:1:BAR:NO_SUBTYPE:METAL:COPPER]

[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:BILLON]

[FUEL]

Now, so long as you leave the first tag alone, you can gut the rest:

Code: [Select]
[REACTION:BILLON_MAKING2]

[NAME:make rock bed]

[SMELTER]

[REAGENT:5:STONE:NO_SUBTYPE:STONE:ORTHOCLASE]


[PRODUCT:100:1:BED:NO_SUBTYPE:STONE:ORTHOCLASE]

Here I have changed the name shown in game, dropped one reagent entirely, and changed the other to use five units of orthoclase and turn it into a single orthoclase bed, which functions normally(but is, of course, heavier to move and install); this reaction needs no fuel. Replace orthoclase with whatever rock is horribly common on your map - check the matgloss_stone_layer and matgloss_stone_mineral files to make sure the name is correct(the bit in ALLCAPS needs to match exactly, or you get an extremely heavy, worthless, nondisplaying "generic rock").

If you have thousands of that rock, you could even up the number used to 10 or more, but if you do, make sure the smelter doing it is near your stone dump.

Also, note well - this reaction takes place at a smelter, not a mason's shop as you might think. Until custom workshops are in, that's the best we can do; all custom and/or editable reactions are at the smelter. If you're using the manager to issue smelt orders, this could cause problems if you make a (non-magma) smelter specifically to churn out custom reactions; the smelt orders will pop up there as well. If your others are all normal smelters, this means your furnace operators and metal haulers will be running to a different place than normal, which might be bad enough; if you are using magma buildings, this will either use up refined coal on those smelt jobs, or generate job cancel spam due to your lack of coal(or use all your coal and then spam).

452
DF Suggestions / Re: Quality Booze
« on: October 03, 2009, 08:52:36 am »
Coins already have a mint year. Giving booze a vintage year would be a nice touch even if the dwarves otherwise don't care.
Imagine finding a cask of hundred-year wine in a long-abandoned fortress.  Or being sent to try and find one by an aging friend on his death bed, who wants one last sip of the wine he knew as a child before he dies.
Even if there were no effects whatsoever on quality, this would be made of awesome and win.

If wine that old also tastes better than just-minted stuff(even if it wouldn't in reality, it could be prized simply because it's old, and thus give better thoughts), and if it went up in value along with that... that hundred-year-old cask might be worth the price of a minor artifact.

Except that it could be a perfectly viable trade good.

453
DF Suggestions / Re: Rock beds
« on: October 02, 2009, 08:53:49 pm »
Speaking seriously - Beds are indeed difficult to manage right now on maps without a lot of wood(and/or if you're trying to avoid annoying the elves). Just making them out of rock, though, would be too much the other way.

I suggested this in another thread, but: Say you can make a rock platform or a metal bed frame, at mason's workshops and forges respectively. Say you can also make a mattress at a clothier's, possibly with multiple units of cloth. Build a mattress bed, and select both a base and a matress to make it out of; dwarves will haul both parts to the spot and put it together. You now have an alternate way to make a bed - using one component that's essentially unlimited, and another that is, in fact, renewable. It's more work to put together, to compensate for this, but it's still an option - one that gives the dwarves a chance to be that much closer to independent of trees.

(Metal axles, hubs, paddles, and metal+cloth vanes for making axles, water wheels, and windmills would further that. It still leaves the lye industry as requiring wood, but you CAN get by, for the most part, without much clear/crystal glass, fertilizer, or soap.)

454
DF Suggestions / Adamantine vs "normal" ruler arrival
« on: October 02, 2009, 08:48:03 pm »
Right, so. I finally got a fortress up to the level of a duchy, and the requirements for The Incoming King showed up in my nobles display. Architecture - check. Roads - well, I've encountered several seams of native gold. Very check. Offerings - will have to wait til autumn.

I started digging out quarters for the queen and any consort she might bring. While I was at it, I expanded my living quarters.

And I clipped The Blue Stuff.

Autumn arrived. The dwarven caravan arrived. It left with more than enough offerings to satisfy the requirements. The autumn migrant wave did not include the ruler, and I thought I just might have averted the cheapo queen and got a legitimate arrival instead.

Wrong. Spring arrives, and I get the queen "dressed as a peasant". Waltzing in on the gold road, with all my lovely architecture, and the offerings surely had got to the mountainhomes, and I even had sumptuous quarters and a mausoleum waiting for her... and she arrives dressed as a peasant.

I think it would be nice if the king/queen's arrival checked to see if the normal requirements were met, when the ruler entered the map. If you're eligible for the ruler by dint of that preparation, you get the full retinue - even if it was triggered by adamantine.

(I was hoping for a few free royal guards... not to mention the satisfaction of earning the ruler the hard way. Ah well...)

455
DF Suggestions / Re: A better, simplier way to manage dwarf equipment
« on: October 02, 2009, 08:42:15 pm »
I can't speak for everyone else, but I know my suggestions were an attempt to further reduce the micromanagement. Your initial idea, while sound, still needed a lot of careful fiddling.

Assigned/owned weapons - perhaps only for heroes, and/or perhaps heroes would try to claim one - would be another really neat idea.

I, too, look forward to the big release. Even if it does mean my lovely 3x3 site will disappear. :)

456
DF Suggestions / Re: War Alarm
« on: October 02, 2009, 08:38:54 pm »
It also has peacetime applications. By restricting the burrows in which dwarves work, you can trade some of the silly running around they currently do, for a more specific work pool. Say you have two craftsdwarves, and an order goes in to make bone bolts at Burrow A. The craftsdwarf at Burrow A is just finishing a drink; the one in burrow B, across the map, is idle. As it is now, Craftsdwarf B will run across the map to do it, even if Craftsdwarf A is long finished his drink, and idle, by the time B arrives. With burrows in place, Craftsdwarf B won't even look at Workshop A, and A will finish his drink, get to the workshop, and churn out all the bone bolts in less time than it would have taken B to even get there at all.

This makes it practical to have several sub-fortresses on your map that might only be connected overland; you can concentrate on digging out quarters and workshops and hunting for valuable resources, rather than carving out a lengthy tunnel between the two, and yet still not worry that dwarves will be constantly running back and forth. It only works at that ideal level if you make the burrows self-sufficient - but you could also have specific inter-burrow haulers, and assign war dogs to them, so that they don't get eaten by the groundhogs.

457
DF Suggestions / Re: Expansions to cloth?
« on: October 02, 2009, 08:32:34 pm »
I think it adds good flavour to the game that the plants AREN'T all just plugged in from real life; carrying on in that vein would be a very good idea.

I should note that extracting from an animal kills it, so... not terribly unlike boiling a coccoon. The problem becomes one of timing - but if control of small animals is improved, perhaps they could be bred, and extracted from at the proper time, perhaps by auto-order. Setting up a sensible sericulture would be nice.

Definitely, though, the application of cloth neds to be improved first, and I look forward to seeing what's forthcoming.

An ability to make beds using some rigid material for the base and cloth to pad it would be interesting. Sort of like how ballista arrows are now; make a rock or metal platform at a mason's or metalsmith's shop, make a mattress at a clothier's, and combine the two at either a clothier's or a craftsdwarf's or perhaps just by building the thing(like how screw pumps and other complicated constructions have the different materials selected when they're placed). The mattress could take multiple units of cloth; more difficulty, but since it's a renewable resource, this wouldn't be insurmountable.

458
DF Suggestions / Re: Quality Booze
« on: October 01, 2009, 09:25:49 pm »
I worry that now boozemaking will become a fairly difficult industry

Slight increase in complexity won't make it difficult
Perhaps not, but it is something to be careful of when increasing that complexity. Sometimes, a lot of extra complexity doesn't make it much more difficult for the player at all; sometimes, what seems like a slight nudge up in complexity can have effects far beyond the apparent and make it MUCH harder to manage. So the concern is not unwarranted.

Quote from: Pilsu
In some ways I like the cool-aid, no quality structure it currently is, just because if I run out of alcohol I can quickly brew up some before my dwarves start complaining about it.

Well, convenience comes second to realism in this game. Alcohol dependency should mean something. You'll inevitably need water for brewing so they won't die of thirst just because the announcement system sucks right now
Amen to that last.

It would be quite nice if you could rig custom announcements. For example, if your stock of booze, b, compared to your population, p, falls below some user defined factor n - b/p < n - it could trigger an announcement that your alcohol stores are running low.

Better management of water would make it permissible to make booze MUCH more complicated, because then there'd be some incentive to not keep as much alcohol handy. As it is, booze is EASIER by far than water, for most fortresses, at least to keep safe; your farms can be underground, but in most cases your water source cannot, not without some extensive tunneling. To tap a brook, you also need some careful reservoir work(or a cliff to dig into that puts your fortress above the brook's level); to tap an underground river you first need to find it. And then there's the matter of constructing and setting up a well; it might take some time to get a cloth or metal industry for a rope or chain. And you can't store it, so dwarves must always trudge directly to the water source every time they get thirsty. Booze, in contrast, is simple - you just need a plant and a barrel - and portable; you can put a small stockpile wherever you please, and assign it to take from the main stores.

Let's say you could order water to be collected in barrels and stored. You could then move it around where you wish. If brewing needed water input, that'd be a start right there. Let's say stills, the ashery(which, mind, soaks ashes in water to get lye, and dries it back out for potash), the kitchen, maybe even forges(for quenching) all needed water. For cooking and quenching, a barrel of water would probably go a long way; for brewing and lye making, on the other hand, it'd get consumed quite quickly, and constructing a water network - with the buildings being built around wells, which are then "private" unless there's no other water source - would start to become a priority.

But I digress.

So. Say brewing needs water, and there's better ways to manage water. Right there, you have made it extra work to do brewing, and introduced some temptation to either run sober, or at least ration your booze. Making GOOD booze on top of that becomes more of a challenge yet.

However, if you do well at it, perhaps booze exports could take over the space that prepared food has currently.

459
DF Suggestions / Re: A better, simplier way to manage dwarf equipment
« on: October 01, 2009, 09:08:32 pm »
I think I've seen mentioned that somewhat safer sparring - not 100%, but lacking its current lethality - is already in the works. It makes sense; the two are quite different activities.

Now, it would ALSO make sense if, beyond a certain skill, dwarves DID need to fight in earnest. And once they reach another level of skill, only all-out mortal combat will do. Not a pass at arms against a comrade in arms, but honest, lethal combat against a mortal enemy. Say, once dwarves become heroes, restrained sparring will not do, and dwarves must fall back to sparring as it is now; and once they are champions or a degree or two under, no training will suffice but actual battlefield experience against enemies trying to kill them.

But all of this is tangential. Leave aside the possible changes to sparring if you wish - we can agree to disagree, and at any rate that's not what this thread is about, so I'm stopping before I hijack it any further.

I do think that extending the existing military UI, and having separate options for good/bad weapons vs good/bad armor, and having a single option to re-check gear rather than manually forbidding it, would all be good things. (You COULD still manually forbid it if you only wanted them to exchange one bit of armor, of course...)

460
DF Suggestions / Re: War Alarm
« on: October 01, 2009, 08:58:08 pm »
The problem with search engines is that you need to know exactly what words to use. In cases like this, if you knew what the community called it, you wouldn't need to search, would you...?

At any rate, you are correct. This is a very desirable feature. So much so that, as has been mentioned above, it's already a dev priority. :)

Additional note: I'm not sure what Toady has planned for the fortress guard, but it would be nice if, when the alarm was sounded, the FG rushed toward entrances and meeting areas(and royal guards sought out nobles and stuck to them like glue).

461
DF Suggestions / Re: A better, simplier way to manage dwarf equipment
« on: October 01, 2009, 08:56:15 pm »
i dod not read it all, but i assume ...
Right there, that spells disaster. Or, specifically, "why bother?"

To address the OP...

I do like your notion. It might even be made simpler, but what you have is a good starting point for the mechanism.

The Weapons screen - both in the labor -> soldiering prefs and the weapons system in the <m>ilitary screen - could be enhanced to have two separate toggles added: best/worst weapons, best/worst armor. There could be an option to then re-check their gear; if it's within tolerance of the best/worst available(same multipliers, within one stage of quality, say), they'll keep what they have, otherwise they'll stow their old gear and get new. Ideally, they would, if the new gear is in a stockpile, bring their old gear right there and swap it; but it'd be simpler to just drop their old gear and get the new. As a compromise, maybe they'd only drop the old gear when about to pick up the new, so it'd likely have less distance to be hauled; but with the customizable options on stockpiles this is not a certainty.

These options might also be handleable at the squad level. <m>ilitary -> <v>iew squad, or possibly through the <x> squad interface; use best/worst toggles for weapons and armor, and an instruction for the entire squad to recheck their gear.

It might also be nice if there were a way to restrict materials to certain dwarves. As it stands, artifacts will only be used by... I think heroes(Great or higher weapon skill) and champions. If your stocks of iron and steel are limited, you may want to restrict them similarly.

All that said, I believe one of the planned changes with the army arc is to make sparring MUCH less deadly. As it is, it's basically dwarves trying to attack each other and stopping when one gets hurt; perhaps not as aggressive as normal combat, but still very undisciplined, thus the importance of good armor and poor weapons. With improved sparring, these might not be as important; recruits could spar in leather armor and wielding leather shields, leaving the good stuff for the more skilled dwarves, but could be left properly armed at all times. Or - if your resources are REALLY limited - not.

tl; dr version: What you have is a good start, but I think the UI could be pushed farther and better. Improved sparring will change the dynamic, but this would still be a useful tool.

462
Far as I know, it's easy enough to not have the king arrive prematurely. Just don't make offerings to the dwarven caravan until you're good and ready; to give the traders a profit, just trade them the goods at that profit, rather than offering as such.

It's harder to tell when the rooms are ready, because the current means of browsing rooms is a NIGHTMARE, but that's a separate issue.

That said, the king sending an emissary to make sure all is in readiness makes good in-character sense, and I like it.

463
DF Suggestions / Re: Interspecies breeding
« on: October 01, 2009, 08:55:29 am »
Given elves' other tendencies and preferences, this is... scarily possible. Who knows what the druids are actually capable of?

464
DF Suggestions / Re: Partial Reveal
« on: October 01, 2009, 08:04:31 am »
Well, no, nothing keeps you from ignoring the alternating-colour pattern in Klondike solitaire, either.

In the case of DF, I loosely define as cheating something that alters the game from its default state in a manner which makes it substantially easier in a game-mechanical way. Especially, but not solely, the sorts of changes which cannot be accomplished by modding the raws. (But not including things which only poke at memory to get around the barriers of the stock interface, e.g. Dwarf Foreman/Manager/Therapist when not used to modify normally-unchangeable labour sets.)

Given the extensive community, just because you're playing solo doesn't mean you're not voiding your accomplishments compared to other players.

Spoiler (click to show/hide)

In this case, having the ENTIRE map be visible from start is not only possible, it'd probably make things simpler. But Toady hasn't set up the game to work that way - not in the 2D days, and not now. In fact, the game can subtly break if you try(site features that are revealed without being properly dug into don't trigger e.g. underground plant growth, magma buildings, nor I think the full effects of HFS).

Giving more information about the layout to the player, even nonspecific, would make the game substantially easier. This is why I don't think it should be map-wide and free - but having it be attributed to something your actual dwarves are doing makes it more sensible. I find this a more acceptable compromise, and truer to the spirit of the game, than just giving it to the player everywhere for free.

For those who want a tunable experience, perhaps an option to make this behaviour map-wide could be in the raws, but I wouldn't want it to ship as the default.

465
DF Suggestions / Re: Quality Booze
« on: September 30, 2009, 11:10:41 pm »
...or rather, a [DRINK_AGES] tag to the source's definitions, but it amounts to the same thing. And maybe [DRINK_AGES_BADLY] for things that get WORSE with time...

Coins already have a mint year. Giving booze a vintage year would be a nice touch even if the dwarves otherwise don't care.

Have the dwarves know what drinks get better with age, what get worse, and which don't really care, might be enough. They might still prefer wine, but they'll drink beer when the wine is young, and wait for the wine to get older. Beyond that, it becomes a numbers game - the short-term alcohols are straightforward, but wine would lend itself well to large batches so that, though the wine-lovers whittle away at it, some could still get older.

Changes to hauling so that SPECIFIC goods can be moved around would make setting up a locked wine-cellar easier. Or you can just forbid the barrels in question.

(Tangent: There should so be an option to make glass demijohns, which act as barrels but only for liquids. Glass might not impart flavour to its contents the same way a wooden barrel does. Metal... I have no idea; some metal does react, especially with anything acidic. Have the brewers be smart enough to prefer the most suitable containers; wood for things it'd help, inert substances for things that you don't really want acquiring flavours beyond their own.)

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