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Author Topic: A bit more realism.  (Read 1891 times)

Xalion

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A bit more realism.
« on: November 06, 2011, 12:38:58 am »

Have any of you DF players out there found it strange that the amount of stone needed to build a 3 X 3 workshop if the same as the amount needed to make a stone pot, or a toy? Or that if you melt down a metal toy you can make a piece of armor or a battle axe out of it? Or that the amount of wood needed to make a flute is the same as the amount needed to make a bed?

What I propose is that instead of getting one piece of stone (or ore, or wood, etc.), you get one 'pile' of stone from mining one block. Each 'pile; of stone will have many 'pieces' of stone in it, and different jobs will need different amounts of pieces of stone. Each 'set' of stone will take up the space which one unit of stone currently takes up. Dwarves can carry up to one 'set' of stone, and can add more 'pieces' to a 'set' in order to fill the 'set' to max.

Please comment on this suggestion
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Dwarfu

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Re: A bit more realism.
« Reply #1 on: November 06, 2011, 12:43:47 am »

Please comment on this suggestion

How about a search first?
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Mickey Blue

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Re: A bit more realism.
« Reply #2 on: November 06, 2011, 12:44:45 am »

Wouldn't it be easier to just make it so different things demanded different amounts of material (flute = one wood, bed = 3 wood, etc)? To me it would accomplish the same goal without having to completely change the resource gathering side of the game or at new things for people to figure out.
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TantrumTime

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Re: A bit more realism.
« Reply #3 on: November 06, 2011, 01:41:54 am »

What we need is infinite wood crafts. Give your woodcrafter a single log and watch him produce an unlimited supply of rings, scepters, amulets and crowns from it. I know this sounds like a really dumb idea, and woodcrafting would have to take longer to balance the removal of resource hauling time, but I don't see any other way to balance wood with the other crafting materials. Wood has a value of 1 and there are common flux stones with a value of 2. Even if wood wasn't needed for more important jobs, it would still be inefficient to make wooden crafts.

If you made it realistic, a single tree could produce hundreds of wooden crafts. That means DF has to remember how much is left of each log, and for what purpose? There would still be a functionally infinite amount of wood to use for crafting, just as there already is a functionally infinite amount of stone available for crafting. I don't really care about how much stone my dwarfs use, every map has tons of stone, and most of the time it just gets in the way.

As for metal, It's glitched. Everything costs 1 bar because of a bug, in the new version it will likely be fixed.
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knutor

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Re: A bit more realism.
« Reply #4 on: November 06, 2011, 02:25:02 am »

X, I'm fine with the ratios.  1:1 ratios.  It sets a good civilization progression rate the way it is.  I couldn't imagine the complexity it would cause in a side by side civie progression with more complex recipes. 

It would be nice to have some of the x(cloth)x back to mend the wounded.  x(cloth)x are after all, rags.  And the game needs better cleaning.  Its a match made in heaven.  But I'm good with the wood and stone recipes requiring 1 unit. 

We are not told just how big that 'one' unit is.

Knutor
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peskyninja

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Re: A bit more realism.
« Reply #5 on: November 06, 2011, 04:59:13 am »

I think this suggestion can cause lots of lag.
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MonkeyHead

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Re: A bit more realism.
« Reply #6 on: November 06, 2011, 07:58:58 am »

So, basically moving the consumption of stone and wood into the way DF handles soap/cloth nd sort-of-metal? (i.e. 1 bar of solid or bolt of cloth = 15000 units, where say 100 units is needed for a task)....

GreatWyrmGold

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Re: A bit more realism.
« Reply #7 on: November 06, 2011, 08:26:39 am »

Here's an idea: Metal bars are composed of 150 discrete units. Maybe stones could be composed of, say, 100 discrete units and logs of 200. Crafts would require maybe 30-50 units, furniture around 100, making wooded bolts would require, say, 100 units per 20 bolts. Maybe 50/10.

What we need is infinite wood crafts. Give your woodcrafter a single log and watch him produce an unlimited supply of rings, scepters, amulets and crowns from it. I know this sounds like a really dumb idea, and woodcrafting would have to take longer to balance the removal of resource hauling time, but I don't see any other way to balance wood with the other crafting materials. Wood has a value of 1 and there are common flux stones with a value of 2. Even if wood wasn't needed for more important jobs, it would still be inefficient to make wooden crafts.

If you made it realistic, a single tree could produce hundreds of wooden crafts. That means DF has to remember how much is left of each log, and for what purpose? There would still be a functionally infinite amount of wood to use for crafting, just as there already is a functionally infinite amount of stone available for crafting. I don't really care about how much stone my dwarfs use, every map has tons of stone, and most of the time it just gets in the way.
Great idea, if you like easy infinite wealth. Go mod it. You can create reactions that create crafts, you can preserve reagents, you can make reactions that are in the craftsdwarf's workshop...
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Silverionmox

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Re: A bit more realism.
« Reply #8 on: November 06, 2011, 01:21:26 pm »

What are the amounts of material the game works with behind the screen? The game asks for 15000 units of certain materials when they run out, is a unit of material already composed out of 15000 pieces, and is it just the implementation that is not complete, or is that just a glitch?
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Dwarfu

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Re: A bit more realism.
« Reply #9 on: November 06, 2011, 04:38:10 pm »

...is it just the implementation that is not complete, or is that just a glitch?

Partial units of reagents are planned and partially implemented.  Known bugs have been reported and are awaiting completion/fixing.

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Birdy

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Re: A bit more realism.
« Reply #10 on: November 08, 2011, 08:48:17 am »

I'd rather see a random amount of stone/wood dropped when harvesting, maybe have the tree get bigger - as in the older it is, the more wood it drops, you could also specify the type of tree to the amount dropped. For instance an old Oak would drop more wood than say an old Pine tree...

I'd also like to see rocks/logs stack, like bolts/arrows, that way if you did chop down a tree you wouldn't have to go and pick up individually say about 6 logs...
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