Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

Pages: 1 ... 48 49 [50] 51 52 ... 65

Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 80580 times)

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #735 on: September 25, 2013, 05:07:06 pm »

I haven't read what you may have planned for "Metallurgy", but imo, members of the clergy is an actual profession when it comes down to the rituals and what not of religion. I don't think praying as a profession comes down to social skills, especially in a fantasy setting.

If you still have great plans for "Metallurgy", go ahead and use Strand Extraction, but consider using Brewing for Praying as well (both applications for the same skill).  After all, I do believe that monks gave us mead and Christians know all about the "blood of Christ" being wine.  ;)

Machine Operator for Ore Processing +1000 %.  Stick their butts in the Brick Oven as well.  (law of unintended consequences will be the resulting never tiring, super strong fine dark red brick maker.) And all of the applications are in the "just get it done, I don't care which of you peons does it" category.
« Last Edit: September 25, 2013, 05:11:29 pm by Billy Jack »
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #736 on: September 25, 2013, 05:21:12 pm »

The Metallurgy would be used for metal strands (adamantine, gold, silver, mithril, orichalcum), for Alloys (Metallurgist) and higher metals (Crucible & Volcanic Foundry). I just thought it would fit better, because of the hardcoded strand extraction, which is still done by the Apostles of Armok/Praying skill. Its just an idea, I havent written anything. Honestly, it would be a load of work, because so many things are connected to the skills... castes, guilds, library, professions, creature sprites...

Brick Oven: I keep Oven Operating on it, but will double the reagents and add a fuel cost (and a magma version).

About the kobold rebalancing I mentioned: Done. I managed to embark with dwarves, kobolds or orcs in the same world, but they still keep their unique pets. It also allowed be to do this:

Kobold Camp
 - Shovels are no more.
 - Kobolds can dig soil and stone now, if you manage to get your hands on a pick.
 - Stealing from dwarves, drow or troglodytes has a 10% chance of netting you a pick.
 - This means: A aboveground fort in the beginning, and more late-game action with caverns and the HFS. Cutebolds vs. Clowns. :)
 - Even better: Embark as dwarves with 7 miners, dig a nice layout, abandon, reclaim with kobolds. Make the best of the space you find.

Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Etherdrinker

  • Bay Watcher
  • ☼Etherdrink☼
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #737 on: September 25, 2013, 11:45:26 pm »

oh? Mep, if you actually find to mod this things, is even possible create a real prepared expedition or linked forts and organized reclaimed forts? I mean,  I really hate the litter of the stuff a abandon fortress left (yep you could DHhack the thing out of it but is not the idea) like create a unmovable hoards of stuff, and/or unpoachable? Using "locks" that that when they use specific materials give more % of security or just simple flat secure for avoid the stuff get scattered/stealed after a abandoned fortress?


About "linked" forts, is like you can send stuff/dwarves to other Fort you run in other place of the same world, perhaps it sounds unnecessary because you can trade with others for the stuff you need. Just an idea.

The strands actually is used for create unteareable cloth right?

About Ore Processors, Is hard to decide even for me as a player, cause both are "logical" jobs for use a ore processor machine.
Miners yes, they donīt have nothing to do after they mine the whole fortress, and digging to deep, or free digging for exploration, give you a ton load of fun thanks to your (I really hate those guys, every time they appear, I just ragequit the fortress due to a very costly lost of a miner) Metal Wraiths.

About the Machine Operation, I just donīt like this job, is a very specific and useless job overall then are plenty now of more "engineering-machine specific" tier of jobs that in my opinion, you can stick together in few/one job.

All the Engineering, Machine, Mechanic etc etc, can be done by just one or less job(s).

If something in my grammar are too funky, I could try to rephrase it.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #738 on: September 25, 2013, 11:52:10 pm »

Engineer => Siege Engines and Trap Upgrades.
Mechanic => Mechanisms and arming traps.
Machine Operator => Pumps, Steam Engine, Coin Mint, Printing Press, (maybe) Ore Processor.

All three are hardcoded, at least the SiegeEngine, Mechanics/Traps and Pumps part. So I cant merge them, even if I wanted to.

Strand extraction is for candy. And even metal clothing will degrade.

Locks/Unpoachable forts for reclaim: dfhack lair command. I can link it to a workshop, but I really dont see a reason how or why. ^^

PS: Miners are not costly, they are cheap since drop-rate isnt linked to mining skill anymore. :P
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #739 on: September 26, 2013, 12:17:35 am »

Pics for Rendermax. Only caverns and natural light, no buildings or items yet.















Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Sefarian

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #740 on: September 26, 2013, 12:40:26 am »

Oh my Gosh... that's so coooooooool! :O

Logged

BoffoDorf

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #741 on: September 26, 2013, 12:45:05 am »

That rendermax effect is so super sexy but since fort time is so sped up, is the world up top going to be permanently dark as a result?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #742 on: September 26, 2013, 12:56:36 am »

It's not that sped up. Masterwork's default is either 8 or 10 seconds per day (8 if it's 150, 10 if it's 120, I'm not sure which).

moseythepirate

  • Bay Watcher
  • Congratulations, you've managed to weaponize air.
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #743 on: September 26, 2013, 03:39:33 am »

Honestly, I feel like splitting skills around is not the way to go. If it was me, I would keep animal care unused, in case you come up with some new skill in the future. And I don't feel that having metallurgy as a skill would really accomplish much; since the products don't have quality values, and it does the same basic task as furnace operating, all it would accomplish is split the experience for the same task to two skills. Having an unused skill is awkward, I know, but I am of the opinion that splitting skills up like this is a really bad idea.

Rendermax looks gorgeous, it's what I'm looking forward to most of all in the upcoming release.

Not really a big fan of the idea of forcing kobolds to live aboveground until they can finagle a pick, but it should be fun to at least test. Mostly I'm afraid that it will detract from the uniqueness of kobold camp, and force us to spend far more time building houses than we should. But like I said, that's what testing is for. Shame we can't have both shovels and picks, though.
Logged
Congratulations, you've managed to weaponize air.

BoffoDorf

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #744 on: September 26, 2013, 03:41:51 am »

8-10 seconds light to dark and back again would be bad enough  ;D
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #745 on: September 26, 2013, 06:02:13 am »

The day night cycle is ten times slower. You got 5 days sun, 5 days night. Sounds strange, but much less irritating for the player. Guess in adventure mode not so much ^^ Its easy to change though, even in a running world, doesnt need a regen or anything.

World up top has day and night. ;) Underground its dark, you can still make out items, but dark enough for light to look pretty. :P

About the kobolds: If I want Kobolds and other civs in one world, I cant do the UNDIGGABLE trick on rock anymore... I could give them skill-learn rate 0 on mining, give them shovels... so they dig super slow, but I guess that would just annoye everyone. The stolen picks could level them up, or make them faster...
« Last Edit: September 26, 2013, 06:04:21 am by Meph »
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Pascale

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #746 on: September 26, 2013, 07:12:35 am »

Is the next release going to include the armor fix where padded becomes the Under layer, mail becomes Over and actual armor becomes armor?
Logged

zach123b

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #747 on: September 26, 2013, 07:45:08 am »

rendermax sounds awesome, can't wait for the release. i'll just science dwarven magic until then ><

a little off topic but a thought on kobolds:
what if you made the kobolds have 0 skill learn rate in mining but have it where they can 'study' rocks
interaction to make them learn then make a few items that dissapear then kobold loses the mining learn rate
non-economic rock -> kobold learn rate goes up -> make a few items -> kobold learn rate resets -> few items go away with interaction
or give them the ability to steal books and make there own library to get skill up but only by a bit
Logged
"IT'S WORLDGEN TIME!"
"No, Meph, No!"

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #748 on: September 26, 2013, 10:33:06 am »

Quote
Is the next release going to include the armor fix where padded becomes the Under layer, mail becomes Over and actual armor becomes armor?
Yes, thats included.

Zach: That doesnt quite work, skill learn rates can only be changed in new creatures, thats why the Guildhall transforms the dwarves. Even if they have no skills, you can just make 20 kobold dirt diggers, and they build a fort in no time.

I wish there was a way to make them soil-only, but expwnent (who knows stuff) says that using dfhack for that is super complex and would slow down the game quite a bit.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Etherdrinker

  • Bay Watcher
  • ☼Etherdrink☼
    • View Profile
Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #749 on: September 26, 2013, 01:14:27 pm »

About drop rate, yea, but so the mining skill are going to be more and more unused.

Rendermax is too pretty, looks really cool but, again, I just wait this thing are not going to kill my fps (you can make it toge-able so no problem).

Also, I really like this system modifies the path finding for mobs and Dwarves as well, so a pretty nice mechanic could evolve from the dark. And will enforce tons of fun (bogeyman lives in the dark?). Urist Mcpussy was scared by his shadows lately. As well other stuff is very intuitive.

Clothes... meh I ve lost a lot of fortress for cloth-tantrums, Was really hopping those adamantine cloth could be unteareable or steel ones or orichalcum ones... you can add something like this as a "last tier" clothing or some kind of coating than improve the resistance of a cloth overtime?

Again Iam still pretty noob for all the DFhack options, I ve read some, and I find REALLY nice stuff here, other stuff confuse me even I can read it, I canīt totally get the idea how it works and what exactly do.  So if any one you can explain me when I write something that have a response en DFhack. It will be really appreciated.
Pages: 1 ... 48 49 [50] 51 52 ... 65