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Author Topic: Does 44.02 work properly in fort mode with other races? Ie access to other items  (Read 808 times)

malvado

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This was something that I was looking forward to in the last version when it was possible to start to take in other races such as humans, elves and goblins to your fortress and award them citizenship, however it didnt seem to change the items you could craft in an forge like Longswords and other human weapons.

Anyone know if this has changed in the latest version of DF?
I do know how to mod it , however I would rather appreciate it being a part of the game or by discovery while crafting.
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PatrikLundell

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There has been no mentioning of the addition of acquired crafting methods/recipes, and it's very unlikely it would have been added without being mentioned.
The multi race fortresses added the ability to make armor/clothing to fit desired races, but I assume you already know that.
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malvado

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Aye I do know that bit.
It's a bit of an assumption that if you get an goblin smith he should be able to smith goblin weapons , same with Humans etc.
There's a bit going on earlier like animal knowledge which can be learned by your civ, I was hoping smithing also could be learnable for both weapons and perhaps other bits ( special ores and the likes ).
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PatrikLundell

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I'm sure application knowledge acquisition is included in Toady's notes, but I'd expect the first opportunity for that to be included to be multi tile machinery, as that may change how things work. It also seems Toady is moving away from workshop buildings towards application zones. Another opportunity for this kind of upgrade would be a fleshed out knowledge system where new knowledge can actually be used for something. However, one of the first things an acquired recipe system would result in is probably an automatic addition of new things dorfs can produce to be applied on a save upgrade (e.g. automatic addition of the ability to produce pedestals and show cases with 0.44.01).

I certainly agree it would be nice to get knowledge of culturally associated item production into the fortress, but it would probably require a bit of a process along the line of:
- The new fortress member must come from a civ with the appropriate knowledge (i.e. race isn't really important: a dwarven civ goblin is basically a dwarf in a goblin body).
- The new addition has to know the applicable process sufficiently well (a hauler from a human civ wouldn't know how to craft human weapons, and a smith apprentice probably wouldn't either).
- Some kind of knowledge transfer would have to occur, either automatically or initiated by the overseer (e.g. by ordering the human civ master smith to teach the knowledge of how to produce a particular human weapon. This, in turn, would require some new process either in the library or in a smithy, and probably involve the other smiths until the knowledge has been assimilated and thus be common to the fortress). Once there fortress knowledge might trickle back to the civ in a similar fashion as animal training does (but hopefully actually leading somewhere, which animal training doesn't really do currently).
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malvado

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Thank you for your detailed reply.

I'd like my dwarves to learn from other civilizations and from the creatures that do migrate to the fort. It does seem though that this might be planned in the long run as you say Toady might have it planned in the future.

So I guess the only way to apply it now is either by editing the files for civs or by Df hack if there is any module for that kind of knowledge?
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PatrikLundell

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I've seen it mentioned that people have hacked old fortresses to support new functionality, so the same principles can probably be applied to "acquired" recipes, but I suspect at least some raw hacking is involved, not only scripts. I'd ask in the mod forum.
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