Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Suggestions on doors, plants and artifacts  (Read 954 times)

Szkeptik

  • Bay Watcher
    • View Profile
Suggestions on doors, plants and artifacts
« on: July 16, 2012, 05:01:39 am »

Hi everyone!

I thought it would be a nice addition to the game if you could set doors to only allow passage for certain dwarves. It could work much like workshop profiles do now, but you could also set access by profession, making it possible only for cooks and brewers to enter your raw food stores for example. This way the whole fortress could be streamlined a little.

Another thing is about moods and artifacts. I had a bowyer create a bow (foreign weapon). I thought what if this dwarf received a special bonus so he could make bows from now on? This could be expanded to all moods. If a dwarf happens to create a foreign artifact, he should be able to manufacture that kind of equipment from then on. A weaponsmith who made an artifact flail once could smith flails from that point, a clothier who made a turban could make turbnas etc. Or, since possessed moods don't give xp maybe they could get this extra instead.

Regarding plants I have the feeling that since the huge explosion of different animal species, the plant life seems quite pale in comparison. I think there could be more variance in where and when a plant can be grown. For example, cave wheat could only be grown on muddied rock but not on sand or clay, rat weed would only grow in hot climates, there could be something that only grows in snow, or only in areas with very low drainage etc. All in all you could never hope to grow everything where you are. Some biome specifications could also be extended to underground plants. Maybe temperature has an effect on them as long as they are above x depth.
Logged

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Suggestions on doors, plants and artifacts
« Reply #1 on: July 16, 2012, 05:25:30 am »

The door thing is nice.

The artifact thing could be nice too, but possessed moods should NOT get the bonus at all. They dont get XP, that doesnt mean they need a compensation, its just bad luck.

Plants is just overcomplicating things.
We can do micromanagement, but not THAT much.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

D34dlock

  • Bay Watcher
    • View Profile
Re: Suggestions on doors, plants and artifacts
« Reply #2 on: July 16, 2012, 01:27:30 pm »

The artifact giving new options would be nice, but how would you use it if it was tied to the Dwarf? If it was tied to the Civ like animal training is now, it could work. Dwarf makes it & then the Civ gets the ability/TAG for itself. Then make it in the appropriate building.
Logged

MasterShizzle

  • Bay Watcher
  • Constantly in a fey mood
    • View Profile
Re: Suggestions on doors, plants and artifacts
« Reply #3 on: July 16, 2012, 05:41:43 pm »

The artifact giving new options would be nice, but how would you use it if it was tied to the Dwarf? If it was tied to the Civ like animal training is now, it could work. Dwarf makes it & then the Civ gets the ability/TAG for itself. Then make it in the appropriate building.

That would work. Tied to the civ, the extra workshop options could be enabled with the completion of a strange mood for that job, kind of like the way you can't build magma forges/etc. until magma is discovered.
Logged
Boss is throwing a tantrum!
MasterShizzle cancels Play Dwarf Fortress: interrupted by Boss

Minecraft's fine, your computer just sucks.

Szkeptik

  • Bay Watcher
    • View Profile
Re: Suggestions on doors, plants and artifacts
« Reply #4 on: July 17, 2012, 03:37:26 am »

I don't think the implementation of such a mechanic could be a problem. Also, dwarves can already learn to use foreign weapons so everything is already there it just has to be put together.
Logged

JasonMel

  • Bay Watcher
    • View Profile
Re: Suggestions on doors, plants and artifacts
« Reply #5 on: July 19, 2012, 05:39:46 am »

I thought it would be a nice addition to the game if you could set doors to only allow passage for certain dwarves.
The problem I have with this is that the more different ways you have of specifying who can be where, the more confusing it can become when the user is trying to figure out why someone seems unable to go somewhere. That's one reason why I favor the forbidden burrow concept to keep people out of places -- all such rules would be found under burro<w>.

Quote from: Szkeptik
If a dwarf happens to create a foreign artifact, he should be able to manufacture that kind of equipment from then on.
That seems reasonable in theory. I think that the crafter should only get this benefit if they gained skill experience from it; i.e., possessions should not confer this knowledge. But I disagree that the whole civilization, or even the whole fort, should gain the same benefit. I have no answer for how the interface would allow this.

Quote from: Szkeptik
Some biome specifications could also be extended to underground plants. Maybe temperature has an effect on them as long as they are above x depth.
The think the underground biome is its own biome because it doesn't differ significantly between latitudes in real life. Not subject to weather, a cave is a cave is a cave; that's why you can grow the same underground stuff everywhere.

Soil type planting restrictions are an interesting idea, though, for both above- and below-ground plants.
Logged