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Author Topic: Dwarven economics  (Read 5308 times)

Toady One

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Re: Dwarven economics
« Reply #15 on: November 06, 2005, 01:34:00 pm »

Kobolds always have such a bad reputation.  They are erudite scholars that calmly enjoy the quiet things in life.
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Aquillion

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Re: Dwarven economics
« Reply #16 on: November 08, 2005, 09:35:00 pm »

They are also quite inedible, which is why everyone hates them.
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Toady One

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Re: Dwarven economics
« Reply #17 on: November 08, 2005, 09:51:00 pm »

Those people should play Stumpy-Wumples, and learn tolerance.  Like Joshua.
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Harlander

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Re: Dwarven economics
« Reply #18 on: November 09, 2005, 06:19:00 am »

quote:
Originally posted by Aquillion:
<STRONG>They are also quite inedible, which is why everyone hates them.</STRONG>

Not so. Get yourself a ring or amulet of poison resistance and chow down on a few kobolds - you'll get intrinsic poison resistance in no time.

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Toady One

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Re: Dwarven economics
« Reply #19 on: November 09, 2005, 11:12:00 am »

WHERE'S THE SPOILER ALERT!?!
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Harlander

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Re: Dwarven economics
« Reply #20 on: November 09, 2005, 11:47:00 am »

I ordered one, but it didn't arrive in time. You know what these cowboy outfits are like.
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Toady One

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Re: Dwarven economics
« Reply #21 on: November 09, 2005, 12:06:00 pm »

I do.  I can go around the block and buy red alligator boots for eight hundred dollars, but I haven't yet.
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Captain_Action

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Re: Dwarven economics
« Reply #22 on: November 15, 2005, 10:40:00 pm »

Here's a few questions that kinda relate to the topic.

Is it possible to over fish the surface river? What about the underground river(s?)?

Do dwarves have water closets? Will we need to carefully craft "flushing" mechanisms to carry the unmentionables away?

Is possible to hear the underground river through the rock?

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Toady One

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Re: Dwarven economics
« Reply #23 on: November 16, 2005, 12:53:00 am »

A good miner can avoid drowning your cave, but I haven't done any kind of detection of hidden areas stuff.  Dwarves should probably have some ability in this regard when it comes to mining or locating cave features.

You can over fish the rivers in the sense that you run out of fish for the season after a while.  Animals replenish over time.  If you over-log, fewer animals will come around.

There is currently no potty.

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Ancient_Sleeping_Dude_Rei

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Re: Dwarven economics
« Reply #24 on: November 17, 2005, 08:23:00 am »

Why not have a new bonus for highly skilled miners, that when they dig, they can put their ear to the wall and knock on to listen for "echo" or something, to find stuff like rivers, caves, resources, etc etc etc.

Also, is there some sort of hauling skill in? Or maybe something that they grab an wheelbarrow and transport stuff with it? Cause hauling one rock at a time when mining a huge area might be ineffective when you have LOTS of jobs that needs doing...

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Captain_Action

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Re: Dwarven economics
« Reply #25 on: November 22, 2005, 11:59:00 pm »

I was wondering, how many dwarves can fit in a single map square?

We already know that clothing can wear out (Damage or use?). What about beds, tools, and doors?

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Toady One

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Re: Dwarven economics
« Reply #26 on: November 23, 2005, 11:45:00 am »

We were thinking about having mules that are able to haul stuff around...  they'd have to be cave mules or something.  We were thinking about wheelbarrows as well, but the haul jobs have to be associated to particular transport piles or something -- writing code to make people haul multiple objects to multiple locations that actually works well and fast is a hard problem.
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Toady One

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Re: Dwarven economics
« Reply #27 on: November 23, 2005, 11:49:00 am »

Clothing wears out with use.  Item damage is a one of the required things.  There is no limit on the number of creatures in a square, although only one of them can be standing.  There is a bloat to add a system whereby it records the order grounded creatures were stacked and if there are a lot in a square the lowest ones start to get crushed based on the size of each one.  So a dragon could let lots of little dwarves play on its belly, but the opposite set up might be traumatic

Other objects were slated to wear with use, but that doesn't happen yet.  There's also a vague notion of objects made of certain materials rotting out of a number of years.  It's programmed, but games usually don't last long enough for it to matter.

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Eagleon

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Re: Dwarven economics
« Reply #28 on: November 23, 2005, 05:38:00 pm »

Heh heh. I can just imagine it; give a horse huge milky eyes, a bioluminescent tongue, and needle-sharp teeth, and you have yourself a cave mule. *shudders* Wouldn't want to be the one to have to put a bit in its mouth.
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Silleh Boy

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Re: Dwarven economics
« Reply #29 on: November 23, 2005, 10:24:00 pm »

quote:
Originally posted by Toady One:
<STRONG>So a dragon could let lots of little dwarves play on its belly, but the opposite set up might be traumatic</STRONG>

i DO hope that will be a possible thing to accomplish, now you've mentioned it.

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