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Author Topic: Fell moods give legendary medical skill  (Read 4129 times)

Lightningfalcon

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Re: Fell moods give legendary medical skill
« Reply #30 on: November 06, 2012, 01:37:08 pm »

One thing that could be done is having butchery train up the surgery skill at a slow rate, but only up to a certain level, such as novice.  That way they would have an edge over other dwarves, but wouldn't get insane levels of medical knowledge.
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DarbyMcB

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Re: Fell moods give legendary medical skill
« Reply #31 on: November 06, 2012, 02:12:59 pm »

As such, it might be usefull to have similair. Either a system of complementary skills, where one skill gives a small (capped) bonus to another or a set of general knowledge attributes.
((For example, a butcher will have a very limited knowledge of anatomy, and some skill with blades. A swordsdwarf will have the same. A surgeon would have a high anatomy stat, giving him bonusses if he were to fight. Even more so, a mason would make a slightly better miner, as would an architect, because they know about rocks/ structural integrity  respectively.))
I think this should be taken seriously, I find it frustrating when I need more masons and I have 3 migrants with legendary stone detailing and multiple legendary miners, but none of them know how to turn a rock into a stool, even on a novice basis.

I think these skills should be looked at for the types of tools/latent skills used in them, and then they should be leveled up based on how well those latent skills are leveled, and whether or not they use a similar tool.

something like

Your woodcrafter would slowly level up their crafting skill as well as woodcrafting. Crafting would give indirect bonuses to them if they ended up being a bonecrafter, or stonecrafter, so the skills themselves wouldn't be leveled up, but they would have a good enough knowldge to know how to not fuck it up, the specifics on bonecrafting they learn as they do it. This could also apply to tools being used, and materials worked with. so although a mason, and a stone crafter don't necessarily have crafting, or the tools in common, the stonecrafter would have developed a solid knowledge of stone, and therefore know what delicate practices need to be used to not screw up a chair, and vice versa.  Tool knowledge may also be good, as crafters and detailers may go hand in hand, because of their attention to detail, and their use of small fine ended tools.

I find I'm getting to the point that anything else I said would be not very thought out, so I'll leave it at that.
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Thecard

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Re: Fell moods give legendary medical skill
« Reply #32 on: November 06, 2012, 02:25:12 pm »

That's partly because you most languages are related in a family, but more because you're training the attributes (memory amongst others) that you need to learn a language.

As such, it might be usefull to have similair. Either a system of complementary skills, where one skill gives a small (capped) bonus to another or a set of general knowledge attributes.
((For example, a butcher will have a very limited knowledge of anatomy, and some skill with blades. A swordsdwarf will have the same. A surgeon would have a high anatomy stat, giving him bonusses if he were to fight. Even more so, a mason would make a slightly better miner, as would an architect, because they know about rocks/ structural integrity  respectively.))

The civwide anotamy knowledge is nice, but a bit strange.
Yeah, that makes sense.  I would say it makes sense to have a cap.  The first, basic things a doctor would learn would help the most in combat training (such as what parts of the body are vulnerable to sharp weapons), but he isn't going to use his advanced knowledge much (he won't be doing heart surgery in battle).  So, you know, as he gets closer to the "roof" of the cap, the complimentary skill gain slows.
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GreatWyrmGold

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Re: Fell moods give legendary medical skill
« Reply #33 on: November 06, 2012, 06:32:07 pm »

I think some sort of complementary skills system makes the most sense.
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LARD

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Re: Fell moods give legendary medical skill
« Reply #34 on: November 14, 2012, 08:27:43 pm »

On a slightly different though related note, I would suggest that if a surgeon went into a strange mood (any mood) he would grab supplies, the nearest injured dwarf and give him a physical augmentation such as an adamantine sword for an arm or more likely, a chert foot.

I think this has been hinted at on another thread a long time ago, but I wanted to suggest it here. Sorry if it's not worth the bump
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Re: Fell moods give legendary medical skill
« Reply #35 on: November 14, 2012, 09:15:04 pm »

A medical mood sounds amazing. I would like to see a literal axedwarf.

Damiac

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Re: Fell moods give legendary medical skill
« Reply #36 on: November 16, 2012, 10:04:38 am »

Yeah, complimentary skills make the most sense here.
So masonry, mining, stonecrafting, engraving, all also take into account and improve the "stoneworking" skill.  Mining wouldn't make you any better at engraving, but you'd at least have the secondary knowledge already trained.

I think "anatomy" would be a good secondary skill for combat, surgery, butchery, etc...

So then it'd make sense to have dwarves with multiple jobs in the same categories.  Especially given that jobs are already seperated into categories anyway.
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