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Messages - Arkose

Pages: [1] 2 3 ... 18
1
DF General Discussion / Re: Future of the Fortress
« on: May 12, 2011, 03:49:42 am »
I'm curious about what kind of requirements are going to be placed on who and what can learn secrets. Could an ordinary wild badger learn the secret of necromancy, and if it did, would it build itself a tower and start raising the dead? And if there are requirements for secrets, will they be settable on a per-secret level? (Like "the secret words of wisdom" requiring [INTELLIGENT] to learn and [CAN_SPEAK] to use, for example?)

2
More mundane 'secrets' could also serve as the basis of variable levels of skill and sophistication found across regions or civilizations. Some of the more complicated metal reactions might become secrets your dwarves would need to trade for or discover (maybe through research or something like a strange mood but for secrets), for example. Randomly generated alchemy recipes would also fit this well.

At the most primitive levels, a herd of animals exposed to "the secret of civilization" by a god / wizard / monolith from space might be affected by a "curse" turning them into a new kind of animal-people. They probably wouldn't be all that talkative without "the secret of language", though, unless they happened to have been parrots.

Actually, distinct languages would be another good use for secrets. Currently even though humans, dwarves, elves and goblins have their own words, everyone can understand everyone else. Maybe "the secret of speaking like an elf" isn't special enough to warrant being called a secret, but "the secret language of the damned" or "the secret to making sense of kobold utterances" might work.

3
This opens the question: Would goblins accept different forms of power apart from raw strength? Say political power or someone who has a powerfull trait/abilty/knowledge/whatever?

I've definitely had demons come to power in goblin civs through force of argument or general popularity; I don't know if that is based on traits of the civ or demon, but the idea is already there.

4
I'm definitely looking forward to having a dwarf's zombie and ghost get into fights, and/or team up and become a wacky crime-fighting duo.

5
DF General Discussion / Re: Evil plants in real life.
« on: May 06, 2011, 06:19:25 am »
There are also a list of mushroom dyes listed off of the Wikipedia page, and most of them require either salt water or ammonia to bring out their dye color.

I could definitely go for having a reason to want to embark somewhere with salt water.

6
As for the undead thing, this seems like guaranteed fun. Especially if you have a particularly bad siege involving a demon lord (will demons come back from the dead too - that'd be scary) and are in a race to stuff as many corpses as you can into coffins and then sealing the tomb areas.

Actually, that makes me wonder if there will be tags to prevent certain types of creatures from getting certain kinds of curses. If I mod in angelic beings, I'm not sure if they should become holy zombie angels. (No, wait, they definitely should; pretend I came up with a better example.)

7
DF Suggestions / Re: Constructioins Build Skills
« on: May 01, 2011, 12:51:41 am »
Correct me if I'm wrong, but don't constructions require, therefore train, Masonry or Capentry?

It requires masonry or carpentry, but it doesn't train them.

8
I've been thinking about all the time (and potential skill gains) that gets wasted when professional dwarves perform profession tasks that don't result in skill gain or high quality items: glassmakers collecting sand, potters collecting clay, and carpenters and masons building walls and floors. I would like some way to (for example) have my potter repeatedly making pottery at the same time as my hauler peasants gather clay, without having the peasants grab the pottery jobs or the potter grab the clay collection jobs. Is there a way to arrange for this? Would burrows help?

9
DF Gameplay Questions / Re: Bedroom Furniture: How much is necessary?
« on: March 01, 2011, 12:22:15 am »
I like to give them: bed, chest, cabinet, table, chair.

Giving your dwarves their own table and chair in their room results in them eating there instead of in your legendary dining hall. While this isn't great if you're trying to maximize happiness, if the room is closer to their workshop than your dining hall it might end up being more efficient. (Plus, dwarves that dine alone are less likely to make friends that will go into a tantrum when something unfortunate happens.)

A setup like:
Code: [Select]
##+##
#BCT#
+WWW+
+WWW+
#WWW#
##+##

B - bed
C - chair
T - table
W - workshop
# - wall
+ - door

Is probably the most efficient setup for a dwarf that has its own dedicated workshop. (It tiles very well too, and since apparently workshop noise has been broken in the past few releases it won't even be a problem if neighbors in similar cells are working while the dwarf sleeps.) Expand it to a 4x4 room for food and booze stockpiles to be refilled by untrained haulers and the craftsdwarf will almost never be wasting time en-route between tasks. (Cleaning and partying are still issues, I guess; the former could be solved by having a soap stockpile and well in the room.)

10
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 26, 2011, 08:39:41 pm »
So what are your plans for cobaltite and cinnabar?

Cobalt is pretty far beyond the technological realm of possibility here, although cinnabar mining isn't, and I don't think mercury extraction from cinnabar even requires much of a "smelting" operation, per se (I think it mostly consists of tumbling the broken rock in a high-heat environment).

I don't know if they were talking about smelting necessarily; cobalt and cinnabar have historically been used as blue and red pigments. I could see them being used as ingredients in the dyer's workshop.

11
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 22, 2011, 08:46:20 pm »
Quote
stopped bees and vermin from being assignable to pastures

I'm kind of sad to see this one go; it was kind of fun having your dwarves capture and tame a swarm of rats and then put them out to pasture. (Not that it was very useful to do so with rats, but I was hoping to eventually do the same with cave spiders to set up silk farms.)

12
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 13, 2011, 12:43:27 pm »
Will villages produce and export other goods besides food? And will they also demand materials for these?

I think it would be awesome if a nearby human town decided that they want to make walls or a special building of some kind and start mass-demanding stone blocks.

Actually, I'm curious to know if the deforestation caused by human settlements is currently related to the amount of lumber demanded for the construction of buildings.

13
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 13, 2011, 12:37:44 pm »
trophic level for chickens is iirc 2:1 thus 2 Kilo grain on 1 Kilo meat but for cows you would be about right - it depends on the animal. The thing is that animal feed (like pure grain) has a higher content of fat and Nutrients then the natural diet of animals (say normal grassing) so the trophic level for these diets are different. Its a little bit like humans which have a healthy diet (lots of vegies, 3 to 4 times a weak meat) compared to someone who lives on Fastfood and Softdrinks. 

Even different breeds differ in the food-to-meat ratio. Cows like the diary breed "Holstein Cattle" produce less meat per kilo grain then Meat/beef breads "Florida cracker cattle" or "German Angus cattle". For most animals you have to look at the feed the species and the breed to get the correct ratio.

On a more general note, warm blooded animals generally require much more food than cold-blooded ones. Checking on wikipedia, "In general a warm-blooded animal requires 5 to 10 times as much food as a cold-blooded animal of the same size and build, so cold-blooded animals are better at surviving in environments with small amounts of food, such as a desert, or great seasonal variations in food, such as some tropical areas with long dry seasons."

I'm curious to know if biologists have charts for the expected food-mass consumption of an animal with a given size, build and metabolism; if it's a simple enough relationship Toady might be able to make use of it.

14
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 18, 2010, 05:41:57 pm »
Dragon cheese for the dragon cheese throne!

What with dragons not being mammals, I'd expect any dragon cheese to have an equally disgusting origin as dwarven milk.

15
DF General Discussion / Re: IT LIIIIIIVES!
« on: December 17, 2010, 12:17:41 pm »
Uranium Golem. Just mod in Uranium. Then, using the 'black lung' mod as an inspiration, mod in a radiation sickness. YOU KNOW THIS IS THE BEST IDEA EVER.

We already have uranium ore in the form of pitchblende: "Uraninite is a radioactive, uranium-rich mineral and ore with a chemical composition that is largely UO2, but also contains UO3 and oxides of lead, thorium, and rare earth elements. It is most commonly known as pitchblende."

I guess if you wanted pure military-grade uranium you could mod in a uranium enrichment workshop?

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