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Author Topic: Separate masonry and construction?  (Read 871 times)

alphawolf29

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Separate masonry and construction?
« on: October 19, 2014, 10:46:29 pm »

Can we please separate the masonry and construction skill? I often want a lot of people building walls but only a few people building masonry objects, and its a lot of work to individually tailor each masonry workshop to disallow dabbling/novices.....and can we somehow allow wheelbarrows for constructions?
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StagnantSoul

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Re: Separate masonry and construction?
« Reply #1 on: October 19, 2014, 10:52:39 pm »

All you have to do is stop masonry on your shops for a few minutes. Unless you're constantly making a megaproject, or paving the entire surface, it shouldn't take long. Also, how many masons do you have at once?

Number two is already planned I believe.
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Zarathustra30

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Re: Separate masonry and construction?
« Reply #2 on: October 20, 2014, 02:12:04 am »

Number two is already planned I believe.

With dwarves able to hang on to tools between jobs, I honestly expect it by 0.40.20.
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GavJ

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Re: Separate masonry and construction?
« Reply #3 on: October 20, 2014, 03:46:12 am »

Quote
All you have to do is stop masonry on your shops for a few minutes. Unless you're constantly making a megaproject, or paving the entire surface, it shouldn't take long. Also, how many masons do you have at once?
You just gave two reasons right in your post why the OP is a good idea. It doesn't really matter how many masons HE is using right this minute. Because regardless, hundreds of other people are building megaprojects or paving the entire surface, etc. anyway, and would appreciate this mightily.

In general, the same goes for every other skill -- construction is always unskilled and therefore doesn't make sense to need to have a skill turned on that doesn't even matter for doing it. It should thus be separated out as a job permission of its own for any and all materials, with all crafting skills separate. So construction workers also build wooden walls, not carpenters, construction workers build iron walls, not smiths or whatever, etc. etc.
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Deboche

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Re: Separate masonry and construction?
« Reply #4 on: October 20, 2014, 01:02:39 pm »

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Romegypt

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Re: Separate masonry and construction?
« Reply #5 on: October 20, 2014, 05:54:09 pm »

or maybe make architecture take priority over the walls. Or have architecture for designing, and then construction to build it. Architecture will count for the hit points of the wall (once siege engines and things are added) and construction will be how fast it is built, and maybe vary the hit points slightly. Make wooden walls and floors and things need construction as well too.
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pisskop

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Re: Separate masonry and construction?
« Reply #6 on: October 20, 2014, 05:57:36 pm »

Can we please separate the masonry and construction skill? I often want a lot of people building walls but only a few people building masonry objects, and its a lot of work to individually tailor each masonry workshop to disallow dabbling/novices.....and can we somehow allow wheelbarrows for constructions?

Omg yes.  I feel the pain.  Having your legendary mason go out and play bricklayer instead of the expendables, only to be that ony guy who finds an ambush.

The problem is, for me, that the mason goes outside, not that crappy plebs make my coffins.  I can fix that with to some degree with a manager anyway.
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