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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84212 times)

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #660 on: September 14, 2013, 09:29:33 am »

Craftsdwarf.
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CheatingChicken

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #661 on: September 14, 2013, 11:41:45 am »

I noticed something about the Earthkin (and probably other mages).
They tend to spam the combat reports a lot, even when inactive (the rock armor triggers quite often).
Is theree any way for you to change that? It makes it quite difficult to see actual combat reports when they pop up since the "New Reports" Icon is up most of the time.
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #662 on: September 14, 2013, 11:53:25 am »

Yeah, I think I can alter that... but atm its earthkin and some of the white mages. Unfortunately I can only do it with combat messages, OR they use the ability without making any feedback about it.
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Z1000000m

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #663 on: September 14, 2013, 06:32:11 pm »

Please set the occurance of fire users to 0. Possibly every mage caste.

Seriously, I just started a new fort for .i and the first caravan that came was a freakshow. I had some normal critters going around the map as per usual, so the caravan guards decided to kill them. One of those was a firemage. Two firebreaths, one dragonfire and two fireballs later, all my map went to shit thanks to literal friendly fire. I am not amused.

Seriously though, mages should not ever be caravan guards. I can only imagine how guards or even traders themselves can just accidentally kill some caravan unit and the whole caravan goes away and you get shit pinned on you for it.
« Last Edit: September 14, 2013, 06:34:21 pm by Z1000000m »
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BoffoDorf

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #664 on: September 14, 2013, 08:10:43 pm »

Actually I have to agree here, firemages and fire based weapons are bad news to begin with unless one fireproofs the area they are to be used in. The last thing anyone needs (particularly the caravan itself ) is a caravan guard spilling fire left at right at the first sign of a wild boar and setting the map aflame. There just are not enough ways to combat forest fires, especially early on.

Anyway, thanks for the crafts dwarf heads up so to speak. Would it not make more sense to actually move at least the wicker reaction to the thatchery? I mean the manual states as much and you need to make wicker at the thatchery anyway, not to mention the craftsdwarf shop is overfull with enough random reactions as it is.

Looking at the raws it looks like making a scarecrow doesn't require any skill at all, would that have to do with the new form of spawning critters from thin air?

I also noticed the kiln doesn't return the seeds of the plants it drys. Intentional or an oversight? It's bad enough the kiln eats fuel, last thing anyone needs in addition is yet another seed sink (I'm looking at you vanilla cooking >:()
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #665 on: September 15, 2013, 01:11:20 am »

I can make firemages a lot rarer. Honestly, its only a problem if you play on flat maps... which most people seem to do. ;)

Seeds will be added, was an oversight.
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Bolland

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #666 on: September 15, 2013, 11:04:41 am »

I've been looking at the priests and noticed they cannot gain skill levels in anything but Priest/Shaman. I understand this is intentional.

However, it also affects social skills.  I feel that this is a bit out of whack. Are the priests so focused on their duties, which may include preaching, that they can't get better at persuading/intimidating their subjects to worship Armok? Are they so focused they can't learn to lie to or judge the intent of their worshippers and Armok?

I also see that the Witch Hunters get their skills set very high because of their training. Other guild descriptions contain phrases similar to the Which Hunters', such as the Engineers (accepting inventors), Fishing Guild (probably attracts mostly patient dwarves), Healers (altruistic dwarves), the military castes (previous training) and so on. Should they not receive similar treatment? Is it possible to only affect migrants with the caste (maybe one caste for transforms and a copy with the skill bonus/malus)?
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Broseph Stalin

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #667 on: September 15, 2013, 10:52:44 pm »

I'm not a huge fan of corpses as items, not really based on anything rational I just don't like having the whole siege boxed up and hauled to the finished goods stockpile in bins. Maybe you could add a caste that drops "intact limb" or something like that that the biologist could study while general corpses are treated like corpses.

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #668 on: September 15, 2013, 11:01:21 pm »

I can make rare castes, 1 in 33, which go to the biologist, yes... but I cant use normal corpses in reagents, so the entire "sacrifice to armok", "extract clockwork here", "search kobold corpse for loot" and so on would also go.

Its just a silly workaround for the bugs vanilla DF has, I simply cant use CORPSE:NONE:NONE:NONE REACTION_CLASS:GOBLIN in a reaction, it takes any corpse...
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Billy Jack

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #669 on: September 15, 2013, 11:57:22 pm »

I can make rare castes, 1 in 33, which go to the biologist, yes... but I cant use normal corpses in reagents, so the entire "sacrifice to armok", "extract clockwork here", "search kobold corpse for loot" and so on would also go.

Its just a silly workaround for the bugs vanilla DF has, I simply cant use CORPSE:NONE:NONE:NONE REACTION_CLASS:GOBLIN in a reaction, it takes any corpse...
Couldn't you make a new material with the reaction class and add that to the body make up of the particular creatures?
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Putnam

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #670 on: September 16, 2013, 01:35:39 am »

No, I don't think so. Corpse materials are different.

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #671 on: September 16, 2013, 05:37:43 am »

I tested with GET_MATERIAL_FROM_REAGENT, and corpses give bone-items, so I figured its the bone material, but even after I gave goblins a custom body material and body tissue template with a unique reaction class it wouldnt work.

Thats why I had to use the workaround with itemcorpses... I would gladly use proper corpses again, but I dont know if thats possible.
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moseythepirate

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #672 on: September 17, 2013, 04:20:51 pm »

This is just a personal thought, but I would rather like for Cobalt to have more uses. As it is, the only real use for it is as an iron replacement, if you lack iron. If your map has both, the cobalt seems pretty pointless, especially considering how steel requires naught but iron, flux, and fuel at a smelter, while welded cobalt requires cobalt, silver, copper, and fuel at a crucible and a metallurgist.

So, cobalt and its welded variant is substantially more difficult to produce than iron and steel, and slightly inferior. Even if they ARE a really nice shade of blue.
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #673 on: September 17, 2013, 05:38:18 pm »

I am open to suggestions. It currently is in fact a alternative to iron/steel. cobalt/welded cobalt. Thats the basic idea.
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jimboo

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #674 on: September 17, 2013, 09:08:54 pm »

Blue glass.  I'd still like to see my glassmaker come up with a Portland vase.  Since the word cobalt comes from superstitious German miners, perhaps there could be a warpstone-like chance when mining. 
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