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Author Topic: Questions about the usefulness of new jobs  (Read 11865 times)

wierd

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Re: Questions about the usefulness of new jobs
« Reply #60 on: March 26, 2012, 02:38:19 pm »

What a shame...

They make such dwarvenly itchy wool.... and they don't need grass! 

I should tear through all the creature raws and see if I can find other non-grazing shearables.
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RAKninja

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Re: Questions about the usefulness of new jobs
« Reply #61 on: March 26, 2012, 02:39:59 pm »

Trolls have no pet tags. They are sentient, thinking, learning creatures and cannot normally be tamed by dwarves.
or goblins, really.

"tame" trolls seem to be a clone creature reading from the same raw or something, as "wild" trolls will go on rampages and eat the trolls herded by goblins.

not: not night trolls, three eyed trolls, or any other variety of night creature, just a default creature troll.
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KodKod

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Re: Questions about the usefulness of new jobs
« Reply #62 on: March 26, 2012, 02:41:52 pm »

I should tear through all the creature raws and see if I can find other non-grazing shearables.

Let me save you some time:

Nope.

My suggestion would be to make Rutherers shearable, since the description implies that they are covered in thick fur.
« Last Edit: March 26, 2012, 02:43:46 pm by KodKod »
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wierd

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Re: Questions about the usefulness of new jobs
« Reply #63 on: March 26, 2012, 02:49:58 pm »

What a letdown. :(

Looks like importing raw yarn is the way I will keep rolling then.

The grazers have (imho) unrealistic graze rates and graze patterns, and grass takes too long to grow. (A healthy hay field can be cut 3 to 4 times in a summer.  This means grass should go from sparse to thick in a little under a month in the summertime. Grass takes way longer than that.)

The absurd eating, without options to tell dwarves to cut and feed with hay makes raising wool animals a lesson in pure WTF.

I'll let the humans do that.

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KodKod

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Re: Questions about the usefulness of new jobs
« Reply #64 on: March 26, 2012, 02:57:50 pm »

I'm quite tempted to take Grazer away from goats, they'll eat anything anyway.
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wierd

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Re: Questions about the usefulness of new jobs
« Reply #65 on: March 26, 2012, 03:06:45 pm »

Iirc, some goats produce a wooly coat that can be sheared. (Not that I would take *anything* from a billy goat. The stench DOES NOT WASH OUT.)

I would love to see an "implied" shearable tag, rather than an implicit one, so that creatures that grow long fur can be sheared.  (Eg, "shearability" happens after fur length exceeds a threshold. Sheep produce "hair" that when carded out is several meters long.)

That way you could raise soft, long haired kitties and shear them. Same with dogs.
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Broseph Stalin

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Re: Questions about the usefulness of new jobs
« Reply #66 on: March 26, 2012, 03:15:05 pm »

Milking/Cheese Making will not sustain your fort but they can set the mood if you want a farm themed fort.
Beekeeping Glitched up and really inefficient. Wax crafts, mead, royal jelly- none of it's worth the time required to get them. I expect they'll improve in the future.
Shearing/Spinning are compared to hyper efficient farming not worth while but having some wool on hand is good for moods.

Overall I think most of the problems are mainly balance related.

KodKod

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Re: Questions about the usefulness of new jobs
« Reply #67 on: March 26, 2012, 03:22:52 pm »

That way you could raise soft, long haired kitties and shear them. Same with dogs.

Soft kitty, warm kitty, little ball of fur.
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Mushroo

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Re: Questions about the usefulness of new jobs
« Reply #68 on: March 26, 2012, 03:53:01 pm »

Grazing problems are easily solved by replacing your pastures with sculpture gardens. :)
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khearn

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Re: Questions about the usefulness of new jobs
« Reply #69 on: March 26, 2012, 04:02:21 pm »

Back to the OP:
So I have been experimenting a little with the new jobs such as shearing, milking and beekeeping and I can't really find a huge use  for  them (even with a large amount of hives I still hardly get a significant amount of honey) . There's no situation I can think of where I couldn't just buy a ton of cloth from a civ or just grow some pig tails. In the 3d version before the caves were put in Tundra/Arctic maps were very interesting because they forced you to work with nearly no wood. I think if there were situations where access to cloth or food was limited these jobs would see more use.

On the flip side embarking with egg-layers is almost like cheating.

I can think of a few situations where you can't just buy a ton of cloth from a civ. If you are being seiged. If you are in an evil surrounding and have a few dozen eternal husks/thralls/zombies hanging around outside so no caravan can survive long enough to get to your depot. If you are on an island and your parent civilization is extinct, so you don't ever get caravans from anyone.

Yes, you can plant pigtails. But that won't help if you get a moody dwarf that wants wool cloth.
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runlvlzero

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Re: Questions about the usefulness of new jobs
« Reply #70 on: March 26, 2012, 04:04:36 pm »

Grazing problems are easily solved by replacing your pastures with sculpture gardens. :)

How does this work, animals avoid the meeting hall and stare at the statues getting happy thoughts?
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wierd

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Re: Questions about the usefulness of new jobs
« Reply #71 on: March 26, 2012, 04:18:36 pm »

Make the dining room not be a meeting hall.

Make a sculpture garden outside, big enough for all the critters to not kick out teeth.

Critters will congregate in the sculpture garden, and eat the grass.

Cons: dwarves will also congregate in the sculpture garden instead of the dining hall.
Solution: put masterwork statues in the sculpture garden.

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Mushroo

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Re: Questions about the usefulness of new jobs
« Reply #72 on: March 26, 2012, 04:19:02 pm »

Grazing problems are easily solved by replacing your pastures with sculpture gardens. :)

How does this work, animals avoid the meeting hall and stare at the statues getting happy thoughts?

I have noticed that, with pastures, animals have this weird tendency to start grazing in the top left corner, and will get angry if they have to share with other animals. Plus there is the micro-management of assigning each animal to a pasture, what happens if they have calves, etc. I always end up with some pastures over-grazed and some under-grazed.

My solution instead of using a pasture is to place statues in grassy areas and designate them as a large sculpture garden. Animals will roam around the statue grazing here and there, without eating up all the grass or getting angry and kicking each other. Furthermore there is no need to assign the animals to a pasture, and as an extra added bonus, your dwarfs won't get cave-adapted.

(I didn't say anything about a meeting hall, not sure where you got that idea.)
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wierd

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Re: Questions about the usefulness of new jobs
« Reply #73 on: March 26, 2012, 04:21:35 pm »

If the dining room has meeting hall enabled, animals will congregate there instead of in the sculpture garden.

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runlvlzero

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Re: Questions about the usefulness of new jobs
« Reply #74 on: March 26, 2012, 04:31:40 pm »

Cool makes sense. It is also my personal belief that cave fungus grows faster then pasture grass above ground. I like to clear out a level of soil if I have one to spare and just dump all my animals up there.
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