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Author Topic: Leather & Animals  (Read 1130 times)

Steely Glint

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Leather & Animals
« on: September 19, 2008, 04:16:27 am »

The first suggestion is a minor thing that has probably been mentioned before, and may even be planned. I'd like to see leather items require different amounts of leather, and not use up a whole leather stack if they don't require it all.

For example a piece of leather torso armor might require 5 units of leather, so you could make one out of a single bonobo skin or a third of an elephant skin. I get annoyed that a raccoon skin can make the same amount of armor as an entire dragon skin. I should at least be able to get a full suit of leather armor out of a dragon.

I imagine this is not a priority, and would probably be best implemented after stacking improvements have been made. Since this would effectively increase the amount of leather gained from large animals, it would probably be best if it waited until animals required food to survive.

And animals requiring food to survive brings me to the second thing I'd like to discuss: animals should require food to survive. Naturally, most herbivores would be penned up outside where they can graze on the local flora during the warm months. Cats could survive by eating vermin, though other carnivores would be realistically expensive to maintain. Milling grass crops (like longland grass or some new animal feed crop) could produce fodder for winter survival.

Before animals start taking up precious food resources, it would probably be good to include an auto-butcher option for animals above a certain amount. Animal pens would provide a solution to the annoyance of masses of animals swarming the meeting hall, though non-butcherable pets that need to be fed would become an even more onerous burden. To make feeding large or carnivorous animals worthwhile, it would be cool to make them war-trainable by default or usable as mounts.
« Last Edit: September 19, 2008, 02:01:00 pm by Steely Glint »
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Awayfarer

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Re: Leather & Animals
« Reply #1 on: September 19, 2008, 06:55:56 am »

I never really thought about the leather thing. Makes sense. One cat hide shouldn't be equal to a donkey hide and yet you can make a set of trousers out of either.

By the by, fauna is animal life, flora is plant life. Although it would be awesome to see a herd of cows tackle down a giant cougar. Hell, it wouldn't even be out of the spirit of DF.  ;D

I believe that animals will eventually require food. That'll help with the current surplus of farming goods that most people experience too.
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Neonivek

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Re: Leather & Animals
« Reply #2 on: September 19, 2008, 10:10:41 am »

Lets see here... Ill revive a few points for this topic not by me.

1) Differing Leather goods names: Dragonscale Tunic instead of Dragon Leather Tunic or Polarbear fur Cape instead of Polarbear Leather Cape
2) Greater Difference in Leather Strength: Leather shouldn't all have equal strength. (or rather should be must more differing)
3) Greater Leather cost difference

That is all I can remember other then using a Cure made from urine...
« Last Edit: September 19, 2008, 11:16:07 am by Neonivek »
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Tormy

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Re: Leather & Animals
« Reply #3 on: September 19, 2008, 10:28:46 am »

For example a piece of leather torso armor might require 5 units of leather, so you could make one out of a single bonobo skin or a third of an elephant skin. I get annoyed that a raccoon skin can make the same amount of armor as an entire dragon skin. I should at least be able to get a full suit of leather armor out of a dragon.

Really?
- 1 wooden cage can imprison a dragon, hell 1 wooden cage can contain unlimited number of dragons theoretically in DF as it is now.
- Tamed creatures dont need food and water
- 1 noname dwarf can kill a megabeast
- etc.
..as for your suggestion, it makes sense, and I agree with it. I just wanted to point out, that there are many "unrealistic" stuff in DF right now.  :)
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Silverionmox

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Re: Leather & Animals
« Reply #4 on: September 19, 2008, 11:05:22 am »

Lets see here... Ill revive a few points for this topic not by me.

1) Differing Leather goods names: Dragonscale Tunic instead of Dragon Leather Tunic
2) Greater Difference in Leather Strength: Leather shouldn't all have equal strength. (or rather should be must more differing)
3) Greater Leather cost difference

That is all I can remember other then using a Cure made from urine...

Depending on the actual biology of the dragon, an armor could either be made from the cured skin of a dragon, or of the cut and assembled scales. A typical implication could be to let dragons gain scales as they grow older. So young dragons would be more vulnerable, but would also yield more (soft) leather for clothes etc. rather than tough scales, suitable for armor.

Differentiation between furs, skins and other types of cover would be nice.
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Neonivek

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Re: Leather & Animals
« Reply #5 on: September 19, 2008, 11:17:52 am »

Getting ahead of yourself are you? There are no Baby or Teen Dragons!

Ohh Gawd... I hope I didn't just write the plot to another hollywood movie...
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Granite26

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Re: Leather & Animals
« Reply #6 on: September 19, 2008, 11:42:09 am »

Naturally, most herbivores would be penned up outside where they can graze on the local fauna during the warm months.

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Derakon

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Re: Leather & Animals
« Reply #7 on: September 19, 2008, 01:21:20 pm »

...hah. There's a good argument. It's not that the DF tile sizes can hold arbirtrarily-sized creatures; it's that all the creatures are more or less the same size! Sure that titan might have a SIZE:20 line in the raws, but that's just shorthand for how tough he is; really he's six feet tall, tops. And the cats are the same size as the dogs as the cows; your meat and fat returns when butchering vary only because many DF creatures are composed largely of hot air.
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Steely Glint

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Re: Leather & Animals
« Reply #8 on: September 19, 2008, 02:14:10 pm »

I know the difference between flora and fauna, but I posted that comment at 5:00 AM so cut me a break.  :)

Tormy, I agree that those things you mentioned should be changed. I think Toady mentioned at some point that he'd be adding cage sizes at some point, and I'd like to see animals given one chance to escape based on cage material and quality. This means you'd need a high quality size 20 steel cage to have a good chance of catching a megabeast.

I also think megabeasts should be much stronger. The game could give the player a chance to postpone the attack by having the megabeast demand tribute or a sacrifice (through a proxy?) before it actually attacks the fort.
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Draco18s

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Re: Leather & Animals
« Reply #9 on: September 19, 2008, 02:54:39 pm »

Getting ahead of yourself are you? There are no Baby or Teen Dragons!

Ohh Gawd... I hope I didn't just write the plot to another hollywood movie...

O RLY?
(If you haven't seen the movie, kid finds a baby dragon and it becomes the main attraction for a theme park.  It grows up in a cage and eventually the kid rescues it and returns it home).
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G-Flex

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Re: Leather & Animals
« Reply #10 on: September 19, 2008, 04:47:18 pm »

I would definitely like to see variation in leather. The fact that you can even GET viable leather (as good as cow... or dragon) out of cats/kittens is pretty silly.
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Dwaref

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Re: Leather & Animals
« Reply #11 on: September 19, 2008, 09:45:12 pm »

I would definitely like to see variation in leather. The fact that you can even GET viable leather (as good as cow... or dragon) out of cats/kittens is pretty silly.
um yeah, or how about making a crossbow from the bones of a groundhog. heck, you could hardly make a solid needle of a groundhog.
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