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Author Topic: Suggestion: Mine Vein  (Read 4620 times)

profit

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Re: Suggestion: Mine Vein
« Reply #15 on: February 15, 2009, 01:50:02 am »

There is a utility that does this already, so it is atleast a wanted idea.

The only downside is it marks ALL valuable veins.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

zchris13

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Re: Suggestion: Mine Vein
« Reply #16 on: February 15, 2009, 03:08:27 pm »

A geoscientist type job.  For miners.  That could be required.
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Felblood

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Re: Suggestion: Mine Vein
« Reply #17 on: February 15, 2009, 05:26:34 pm »

You mean folding that together with something like this?

I don't see it. Why would you need a skill to keep mining a vein as it was revealed?

Ideally, you'd want to implement this, such that the player didn't get extra information, earlier, just for using an interface convenience.
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zchris13

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Re: Suggestion: Mine Vein
« Reply #18 on: February 15, 2009, 09:05:25 pm »

Lego Rock raiders. So incredibly lame. Needed more ways to lose.  DF got the balance right.
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Felblood

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Re: Suggestion: Mine Vein
« Reply #19 on: February 16, 2009, 07:43:59 am »

Yeah, the idea reminded me of that game, too. The thing is, the comparison is a false dichotomy; Rock Raiders didn't need geologists anyway, because their levels were very predictably structured. That's why the game was so easy.

--Except for the slug levels. I hate those stinking slugs and their stinking re-spawning.

I still don't see why you would need a new skill to auto designate veins, unless it auto-designates even unknown ore, like the current cheat utilities. Can someone please explain this to me?
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The path through the wilderness is rarely direct. Reaching the destination is useless,
if you don't learn the lessons of the dessert.
--but you do have to keep walking.

zchris13

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Re: Suggestion: Mine Vein
« Reply #20 on: February 16, 2009, 05:31:54 pm »

Yeah. I know. Wasn't thinking clearly.

(i hate those slugs! but i like those pusher beams. genius)
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