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Author Topic: Separate cut gems and craft gems at jewelers workshop  (Read 1752 times)

Darbuk.Ubildolush

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #15 on: March 20, 2010, 07:12:56 pm »

I've always felt that you should only generate cut gems when you use that option, and have crafts require cut gems to create (A single one in the case of a ring, multiple in the case of a crown or summat).  However, I realize this would break some existing elements of crafting, I don't really consider this a bad thing.

Another possibility is to allow crafts to only be created from a large gem, and subtly bump up the likelihood of getting a large gem while eliminating the possibility to get a crafted item.  This would make sense since even a ring would require a fairly large gem.

A third possibility, and my favorite..  when a dwarf cuts a gem, one of a few small types of jewel is created.  They would be tiny, small, medium, large.  You can set out to create any gem type, but you would only immediately succeed on tiny, anything else would have a small margin of error  based on the dwarves skill.   The resulting gems would be of a particular size, and a particular quality.

At that point you would be able to assign cut gems to create craftable items.  Craftable items would be separated into all four size categories, as well as a fifth labelled 'complex'.  Necklaces would be in the tiny column, earrings in small, rings in medium, crowns in large.  In complex we find things like 'Necklace with pendant', where you assign two tiny or small jewels and a medium or large jewel, creating a 'moonstone necklace with large peridot pendant' for instance.

Encrusting would also have an expanded option, the ability to choose a specific gem type (Of any size) and apply it to anything else in the fortress, including already placed items.   This would allow pearl rings, diamond encrusted statues, and the like, with you selecting which gems are used to encrust what items.   Diamond encrusted Artifact Adamantine swords for the win!
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"Little dwarven man,
Your insides are delicious.
You can not blame me."
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King_of_the_weasels

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #16 on: March 21, 2010, 06:00:16 am »

Honestly I don't understand why crafts can be made from gems in the first place, who owns a ring that's pure ruby?  It'd make more sense if it was only cut gems and gems could be placed on crafts, which I'm pretty sure they can be.  Such as a silver ring with a topaz gem on it or something like that.
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kotekzot

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #17 on: March 21, 2010, 09:02:51 am »

The suggestion is primarily for gameplay reasons, to make production chains more predictable so you can plan around them.

Gameplay > realism.
The game's supposed to be unpredictable!
So, if you don't want to run out of gems, just have a dozen or so stockpiled in reserve!
(You can always get more cut gems from caravans)

More random=more Fun!!!
Fun>Stability!
Look me in the eye and tell me that requeuing workshop orders is fun.
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Darbuk.Ubildolush

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #18 on: March 21, 2010, 11:03:29 am »

Look me in the eye and tell me that requeuing workshop orders is fun.

It is, at the very least, a part of the management aspect of the game that I find enjoyable most days.  I wouldn't point at it and say "Woohoo idn't this fun!" but it is part of the whole that I find enjoyable.

Care to meet me on webcam for that whole 'look you in the eye' part?  Otherwise you'll have to settle for this. ;)
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<At the Midnight Coffee and Endarkenment Sand Bar, at a Mantis Shrimp Man Poetry Jam>
"I call this one "Dining on the shores of a dwarven hold with seaweed in my hand."
"Little dwarven man,
Your insides are delicious.
You can not blame me."
*SNAPSNAPBOOMBOOMSNAPBOOMSNAPBOOM*

Hyndis

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #19 on: March 21, 2010, 01:14:36 pm »

The suggestion is primarily for gameplay reasons, to make production chains more predictable so you can plan around them.

Gameplay > realism.
The game's supposed to be unpredictable!
So, if you don't want to run out of gems, just have a dozen or so stockpiled in reserve!
(You can always get more cut gems from caravans)

More random=more Fun!!!
Fun>Stability!
Look me in the eye and tell me that requeuing workshop orders is fun.

Another suggestion of mine about that annoyance:

http://www.bay12games.com/forum/index.php?topic=48273.0
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Arkenstone

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #20 on: March 22, 2010, 08:24:19 pm »

The suggestion is primarily for gameplay reasons, to make production chains more predictable so you can plan around them.

Gameplay > realism.
The game's supposed to be unpredictable!
So, if you don't want to run out of gems, just have a dozen or so stockpiled in reserve!
(You can always get more cut gems from caravans)

More random=more Fun!!!
Fun>Stability!
Look me in the eye and tell me that requeuing workshop orders is fun.
No, Losing is Fun!
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Nakanja

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #21 on: March 23, 2010, 09:27:52 pm »

It'd be neat if you could place your large gems around with the build menu like statues and have a gem museum.
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assimilateur

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #22 on: March 23, 2010, 09:37:53 pm »

It'd be neat if you could place your large gems around with the build menu like statues and have a gem museum.

That's brilliant! I'm not talking about gems per se, but being able to set up a museum - similar to a statue garden - would be nice. Being able to display artifact crafts and have dwarves admire them would finally give them some use.
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Phoenyx

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Re: Separate cut gems and craft gems at jewelers workshop
« Reply #23 on: March 24, 2010, 11:42:01 am »

So, like creating display pedestals that can convert "craft item" to "displayed craft item" ?
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