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Author Topic: Influence Artifact Creation  (Read 1060 times)

Stormbuilder

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Influence Artifact Creation
« on: August 14, 2012, 02:32:47 pm »

So I recently started a fortress with the specific purpose of trying to get many *useful* artifacts.

I am pretty sure people here have already done so in the past, but couldn't find anything regarding it.

I am mostly interested in weapons and armor, so i put a stockpile in the middle of the forges which can only contain top-level metal bars (as i use the masterwork mod, those are adamantine, iridium, volcanic, slademantine). I am hoping that whenever someone gets a mood and starts creating an armor/weapon, this is what they will take for the base metal.

Also, to encourage weapon/armor moods, i enabled those to jobs on 50 or so dwarves. I am checking the wiki now and I see that actually they need to be of that profession: so I'll have them craft a shitton of bolts in order to get them the correct profession.

Am I doing this right? Is there anything else I could do?
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(name here)

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Re: Influence Artifact Creation
« Reply #1 on: August 14, 2012, 02:59:12 pm »

I think they just need to have a higher skill in armor/weapon smithing than in any other artifactable skill, so you can just get to novice on your farmers and fish dissectors.
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Quietust

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Re: Influence Artifact Creation
« Reply #2 on: August 14, 2012, 03:01:22 pm »

Also, to encourage weapon/armor moods, i enabled those to jobs on 50 or so dwarves. I am checking the wiki now and I see that actually they need to be of that profession: so I'll have them craft a shitton of bolts in order to get them the correct profession.

When the game decides a strange mood is going to happen, it randomly picks one "eligible" dwarf in your fortress - this stage includes several profession checks, one to determine eligibility (i.e. CHILD, RECRUIT, or any adult civilian profession) and another to determine probability (metalsmiths/craftsdwarves/jewelers are high probability, carpenters/masons/bowyers are medium probability, and everything else is low). Once it picks a dwarf, it then looks at their skills (NOT their profession) to figure out what sort of mood they're going to enter, choosing the highest moodable skill - for example, a dwarf which is a Dabbling Weaponsmith and a Legendary Farmer will enter a Weaponsmithing mood.

I am mostly interested in weapons and armor, so i put a stockpile in the middle of the forges which can only contain top-level metal bars (as i use the masterwork mod, those are adamantine, iridium, volcanic, slademantine). I am hoping that whenever someone gets a mood and starts creating an armor/weapon, this is what they will take for the base metal.

If a moody metalworker has a personal preference for a type of metal, they may decide that they must use that type of metal, and nothing you do will be able to convince them otherwise. Back in 40d this could also happen with Adamantine (or any other DEEP metal), though it's not clear whether or not it still happens.
« Last Edit: August 14, 2012, 03:03:24 pm by Quietust »
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GreatWyrmGold

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Re: Influence Artifact Creation
« Reply #3 on: August 14, 2012, 03:01:23 pm »

Also, once the mood starts, put them in a burrow that doesn't include the forge but DOES include the metal stockpiles you want them to use. Once they grab the right metal, release them from the burrow before they go all Planepacked on you.
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Stormbuilder

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Re: Influence Artifact Creation
« Reply #4 on: August 14, 2012, 03:23:12 pm »

Also, once the mood starts, put them in a burrow that doesn't include the forge but DOES include the metal stockpiles you want them to use. Once they grab the right metal, release them from the burrow before they go all Planepacked on you.

I am curious, why should I not include the forge?
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GreatWyrmGold

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Re: Influence Artifact Creation
« Reply #5 on: August 14, 2012, 05:54:25 pm »

Not including the forge is how to activate the Planepacked bug...I'm not sure f they'll stick to stuff in the burrow if you leave it in, but I wouldn't risk it. Then again, I generally try to get awesome artifacts and therefore sometimes invoke Planepacked intentionally, so I dunno...
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Stormbuilder

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Re: Influence Artifact Creation
« Reply #6 on: August 14, 2012, 06:21:58 pm »

Ok, I went and checked what this planepacked bug is...but it looks like it's not necessary for me to activate it.

I just want top-metal artifact weapons, not *high value* artifact weapons. I mean, as long as it's iridium, I don't care if it's iridium with 10 iridium engravings :D
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quarague

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Re: Influence Artifact Creation
« Reply #7 on: August 15, 2012, 09:13:37 am »

note that if your moody dwarf picked the wrong metal and then runs out to get another material for his artifact you can forbid the wrong metal bar and he will go fetch a new one, hopefully of a better material. This only works while he is still running around getting materials for his artifact, not after he started crafting.
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