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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 84332 times)

Gamerlord

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #330 on: July 24, 2013, 08:44:42 am »

Those look pretty good... maybe change culinary kitchen to something else though?

Meph

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #331 on: July 24, 2013, 10:45:03 am »

Here some ideas for future buildings. I only did the building files... any feedback on them? Good ideas, bad ideas?



And some more, because I love using workshop draw. ^^

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Gamerlord

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #332 on: July 24, 2013, 10:47:06 am »

NICE.

fricy

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #333 on: July 24, 2013, 10:47:44 am »

About the prison: it's already hard to keep dwarves alive in prison, because the priority of feeding a prisoner is below zero. So in this form it would be more of a starving chamber. If your intention is to create ☼Masterwork☼ skeletons, then sure, go ahead. :)
Glassblower: create tools for alchemy/poison/wax workers/distillery?

Meph

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #334 on: July 24, 2013, 10:52:45 am »

The prison would transform a dwarf into an immobile "imprisoned dwarf" and you can select 1-12 months. After that period he will turn back into a normal dwarf. Same system the guild-apprentice or the studying mages use. I can give them the need for food and drink, but I think NOEAT and NODRINK would be easier.

Glassblower would be more for tradegoods and decorations, thats about it. Nothing of real use.
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misiekm

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #335 on: July 24, 2013, 11:01:43 am »

The Precision Toolmaker seems a bit redundant, unless more Steampunk / High Tech machinery is added.

Prison and Printing Press - yes, yes, triple yes. Although I've no clue how these pamphlets / newspapers could work in DF, easier way to print books plus easily locking away these bearded liabilities are excellent ideas.

Painter's Workshop - yes please, my OCD always kicks in when my dwarves' rooms are so... visually random!

Decorator's Workshop - I'd probably never use it, since I don't care that much about item values and decorating, but I'm sure there are plenty others who'd like it.

Meals / drinks with syndromes - this would certainly make the food industry more interesting. Right now I just stick a workflow order on it and never look at it again.

Glassblower / Artisan's Workshop - more variety is always good, though I'd probably use them once or twice and then forget them due to my laziness. Then again, I tend to play embarks with plenty of minerals, I imagine these new trade goods would be more useful where gold and silver are scarce.


Everything in the second post looks fun / useful, though what effects did you have in mind for the Speaker's Podium?
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #336 on: July 24, 2013, 11:59:33 am »

I am mostly just designing for fun.. made 22 in total. Smoke Lounge (tobacco, stops unhappy thoughts), Decorations: Monster Statue and Boogyeman Statue (very simple stuff), Basic Goods Merchant and Rare Goods Merchant, that buy and sell items/materials for coins, and a Mortician/Undertaker that has to prepare/embalm corpses before they can be buried. That one I know I cant do through modding, would have to ask for dfhack scripts by someone else.

The speakers podium would allow dwarves to hold a speech or read stuff to the public. I'd say it works just like the tavern/music, giving some odd buffs here and there. For example a religious pamphlet could hurt/slow down the possessed dwarves, a text on law and justice could reduce tantruming, a scientific journal could give a buff to mental stats (student, learner, things like that), a speech about great victories could add likes-fighting... I would transform one dwarf into the speaker/announcer, and he will stay on the podium for... 1 week or 1 month or so, and all dwarves that run by and are in range get the buff for 1 month. :)

And I am fully aware that all this is a lot, half of them dont really serve a purpose, and that many are only there for people that really want to use them, not have to use them... but anyway, I had fun doing those and maybe some will find there way into the mod.

EDIT: All of them in one go:
« Last Edit: July 24, 2013, 12:01:35 pm by Meph »
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #337 on: July 24, 2013, 01:11:33 pm »

I would like to see a building that would change the tiles under it to soil or sand. I have a lot of pits outside from old traps that have been filled with obsidian, but now I have all these patches of stone amidst the grass and trees, which looks bad. It would also help with the digging invaders if I could undo some of the damage to the soil layer(s).

Some reactions to reverse alloying might be useful under certain circumstances. For instance if I want to upgrade from welded mithril to volcanic, but don't have enough mithril, to be able to reverse the welded mithril back into titanium and mithril would be useful.   
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nuget102

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #338 on: July 25, 2013, 10:33:21 am »

I would like to see a building that would change the tiles under it to soil or sand. I have a lot of pits outside from old traps that have been filled with obsidian, but now I have all these patches of stone amidst the grass and trees, which looks bad. It would also help with the digging invaders if I could undo some of the damage to the soil layer(s).

Some reactions to reverse alloying might be useful under certain circumstances. For instance if I want to upgrade from welded mithril to volcanic, but don't have enough mithril, to be able to reverse the welded mithril back into titanium and mithril would be useful.
I like the sand thingie. It would allow you to build a farm/pasture underground where ever you like.

Oh and you forgot to put an option in the poll that includes the Fletcher I think? ^^ I went ahead and voted for the fort decorating and evil stuff. I really want to make people into vampires just for the love of making arenas where I might eventually fight my dwarves if I decide to. Like the Dwarves that would otherwise be executed.. I wish there was a way to designate someone to be executed via the hammerer or have to fight to the death with a creature/person... It would be really cool I think. :)
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SabbyKat

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #339 on: July 25, 2013, 03:53:27 pm »

Here some ideas for future buildings. I only did the building files... any feedback on them? Good ideas, bad ideas?



~ Painters. Would this mean you can change the color of furniture and such, or could you say, paint walls, floors, and such things as well? Either way, it sounds like a great addition. I myself am fickle about color-patterns, and I try to make everything out of one color, which often is a pain due to the different stones, gems, etc.

~ Culinary Kitchen. Sounds like a nice addition, yet the problem I see (just my opinion!) is why do we need positive buffs and such, if there's not really a challenge that needs them? Though, I suppose it would depend if those buffs are not just for military, but more so for things like digging faster, crafting faster, a happiness boost that multiplies, etc, which would be very useful for sure.

~ Toolmaker. Now this, this could be very interesting... but there's not enough information to give any real feedback. I think the expansion of technology (if balanced of course) is a great idea, and one that needs to be tapped into a ton more. Could you give us more details on what might be done? (I have a bunch of ideas that I know are plausible for modding to suggest as well, if you wish for suggestions :p).

~ Artisian's shop. No real opinion. trading crap is trading crap. Whether it's wax, or stone, or metal, doesn't matter to me. Not against it, but perhaps it would be better to bake this into craftdwarf's shop instead?

~ Cocktail bar. Pretty much same view as the Culinary Kitchen. Depends on what buffs it imparts and functions it gives.

~ Printing Press. For the mass production of books and such - god yes! For a fort who has harder learning on, and uses the library system to safely train a lot of guys, book production can be a nightmare without spamming 5-10 shops to do it. Printing plates, I can't say much about as I'm not sure of their use. Newspapers I can't really see a use for? Religious stuff, I could see working if a religion system was added to the game, though, I doubt that can be done by modding.

~ Decorators workshop. Not trying to be negative, but meh. Decorations really only add value (which has a limit for actual use in fort, due to the abundance of value producing items for dinning halls, etc), and trading. Not a bad thing - but don't see a real purpose to it from my POV. Sure others will use it, though.

~ Prison Now this, this is what we need. Such a pain in the ass to not be able to restrain dwarves who are infected by disease, or by evils, or that whiny noble you want to starve to death in a rotten prison cell. ;) Really, I love the idea of it and it's much needed. If you can make it work with the justice system so dwarves who are to be 'punished' instead go into this building - even better. ;)

~ Glassblower. What would the new glass types do, besides value and trading?

~ Podium. It sounds like an interesting idea!... yet to what end? What use? I can't see much use of this that doesn't step on the toes of taverns and their songs generally speaking. I'd need to hear more to give a real opinion... if you'll take the podium and enlighten meCo. ;)

~ Coin Mint. If you intend to make trading with coins viable, 110% this building is vital and I would say do it! Even without trading, I'd argue it still makes more sense then forging coins at a forge, and would fit better overall. What would Minting Ingots do?

~ The four 'evil' buildings. I can't say too much about these, as they sound... confusing. If someone becomes a werewolf - what stops them murdering everyone? Or are they suddenly friendly and able to continue working? Would raised undead be hostile or friendly, can they work? Etc. If this just means you can change dwarves entirely into abominations of evil that still work like dwarves in essence, then... GOD YES PLEASE! it sounds bloody awesome. Though, there would have to be some form of counter-balance to each to make sure they aren't just out-right superior to normal dwarves, and/or the materials to create the building or turn people, to be fairly 'high' (or tied to specific biomes, like evil biomes or even needing stuff from hell to do demon changes, etc).

~ Mortician requirement for the dead. I very much like the idea, though, I would think it need be an optional system (if you can get someone to do this dfhack script for you that is). I've always felt it funny to just drop corpses into a stone box and necromancers and other nasties can do nothing to them, when they're basically just dumped in their all mangled and left to rot without a care... :P

~ Smoke Lounge. Over-all, doesn't fit the lore (in df) of dwarves, as last I looked, they don't smoke at all. That aside, happiness currently is too EASY to keep. ALl you need is some cheap gems for cabinets, beds, etc, in 1x4 room for a dwarf, and they'll get INSANE happiness from it - even losing family barely dents it, discounting any other positives. further, psychiatrist noble role helps avoid tantrum spirals if you risk going that far. I mean, it's a fun idea! I just don't think it really has a practical use, adding tobacco's, pipes, and all that, just to alter a generally easily dealt with system already. :) Still say add it, even just for fun and Decoration.

~ Fletcher. Sounds like a condensing of the bow maker, and other shops into one which is always a positive.

~ The monster Statues. Maybe you could make them 'scare' creatures when approached? Similar to scarecrows use, but more variety. Hell, even make it give 'evil' dwarves (vampires, demons, etc) happy thoughts for admiring it like dwarves do normal statues! ;)

~ Merchants stall. I can't say much with this, I like the idea! But it would really mess with trading... I need more info before I can say too much about it. Generally like the idea at a basic sense, though. Perhaps after trading a set amount with the different races, have a trader of that race show up and claim one of these shops and trade year-round with you (balance being a real issue here, but can be over come).

~ 'Soil Generator' - someone above posted this idea, and I think at the core, the idea is a good one. being able to place soil or sand (with limits) to help fill in spots would be very nifty. Some may argue 'it's unbalanced! You make stone floors into farms!' - but a simple tear of armok and some ingenuity or a cavern pump system can do that already. I would personally use it on the surface, so I can place farms that aren't all patchy and ugly due to the random splotches of rock everywhere you can't fix >.<

And that's that! I really like almost all the things, but need a lot more info on many of them to give solid opinions.




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jimboo

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #340 on: July 25, 2013, 06:28:37 pm »

Glassblower would be more for tradegoods and decorations, thats about it. Nothing of real use.

If the glassblower had more colors to work with, that'd open options.  If the gemcutter could make wheelbarrows, they'd be colorful while zipping around the fortress.
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Stronghammer

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #341 on: July 25, 2013, 07:38:30 pm »

Omg a mint for realistic coin production, and a merchants stall that gives a use to my coins. What more could an economist dwarf ask for from a mod.
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silentdeth

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Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #342 on: July 26, 2013, 01:00:15 pm »

The prison would transform a dwarf into an immobile "imprisoned dwarf" and you can select 1-12 months. After that period he will turn back into a normal dwarf. Same system the guild-apprentice or the studying mages use. I can give them the need for food and drink, but I think NOEAT and NODRINK would be easier.

No thirst or hunger for prisoners? Safe confinement? What kind of elven crap is this? Where is the option to "Make them talk?"

"Like drawing little fishies do ya kid? Well how about you tell us everything you know about this damn cult or be forever known as Three Finger Urist"

"Want to draw some stuff in blood, great we have a dark mage who is all into blood too, we will just leave you two alone to get antiquated."

"Want to hammer another useful dwarf because he couldn't make something out of stuff we have never even heard of and you probably just made up? Well how about a trip to prison and all of the craftsdwarfs can take turns counseling you on our production capabilities."

"Awe poor dwarf couldn't find someone in charge to cry on? Well hop over to the prison and make someone in charge cry on you."
 
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #343 on: July 27, 2013, 05:38:53 am »

Prison works like this:
12 reaction, 1-12 months of incarceration. Reagents needed are 1 food for each month, and 1 barrel of drink for each 3. Dwarf is transformed into a "imprisoned dwarf", immobile, blind, mute, 10% strength/toughness/agilty.

In short, you take the food and drink he would need, and simulate a locked away dwarf that cant talk to anyone, cant see whats outside his cell, and is restrained by his chains/weakened by imprisonment.

After the wanted time he transforms back into the normal dwarf he was, with a 2% malus on strength, toughness and agilty for each month he spend in prison. This is permanent. Lock away your suspect for 10 months, it will cost you 10 food, 3 barrels of drink and 20% of his attributes. Prison is no fun. ;)

@stronghammer: I thought you might have something to say about that part. ;) Mint currently transforms copper, silver and gold bars into 500, 1000 or 2000 coins. You need a minting plate, produced at the precision toolmaker and some mechanisms to build it. The reactions are more or less free, no fuel required since they are pressed. I would love to make it require power, maybe dfhack r4 will allow such a thing in future.

Merchants I have 3 atm. But I face a problem, having no sub-menus, the list of reactions gets very, very long. Weapons&Armor Merchant, just with simple stuff has 45 items. With Buy/Sell for each, that makes 90 reaction. And thats for one material. Just allowing Bronze/Iron/Steel, the most basic of metals, it would go up to 270 reactions. With the better items, like platearmor and upgraded weapons/trapparts/ammo, it would soar to 540.

The basic goods merchant and the rare goods merchant is not much better. I am still undecided about how to solve this.

@jimboo: New glasses would have more colors, yeah. I want to do gem-based glazes, more or less like a dye, each gem makes its own color.

@nuget102: Sand thingy cant be done. Non-soil-level soil isnt possible, I tried that a long time ago. But you can use simple water for that. Build a liquid spawner, spawn water, deconstruct it, and you have mud. Mud supports farm plots. :)

@sabbykat:
Quote
~ Painters. Would this mean you can change the color of furniture and such, or could you say, paint walls, floors, and such things as well? Either way, it sounds like a great addition. I myself am fickle about color-patterns, and I try to make everything out of one color, which often is a pain due to the different stones, gems, etc.

Yes. Furniture atm, 10 items. Not build walls/floors, but you can color blocks and build the walls/floors from those. But it needs dye to work.

~ Culinary Kitchen. Sounds like a nice addition, yet the problem I see (just my opinion!) is why do we need positive buffs and such, if there's not really a challenge that needs them? Though, I suppose it would depend if those buffs are not just for military, but more so for things like digging faster, crafting faster, a happiness boost that multiplies, etc, which would be very useful for sure.

Boost physical and mental attributes, maybe speed and disease resistance. Well fed dwarves are better citizens. ;) Happiness comes automatically, the food is more valuable.

~ Toolmaker. Now this, this could be very interesting... but there's not enough information to give any real feedback. I think the expansion of technology (if balanced of course) is a great idea, and one that needs to be tapped into a ton more. Could you give us more details on what might be done? (I have a bunch of ideas that I know are plausible for modding to suggest as well, if you wish for suggestions :p).

Currently printing plates, minting plates, maybe clockwork parts, I want to make new tools like springs, suspenders, gauges, valves, boilers, precision tools. Used for steampunk, which will be far expanded, maybe even steampunk pets. And a new material: Spring Steel. I plan to use it for the guns, to make them a bit harder to get. And for fine mechanics, maybe clocks. The toolmaker should mostly just create reagents and buildmats for other, machinery/steampunk related goods. Sort of a basic "tech" building. Since magic is so strong atm, and religion gets a big upgrade for the inner threats that are planned, I thought tech is a bit under-staffed.

~ Artisian's shop. No real opinion. trading crap is trading crap. Whether it's wax, or stone, or metal, doesn't matter to me. Not against it, but perhaps it would be better to bake this into craftdwarf's shop instead?

Craftsman is rather full. Artisan would be the upgrade, just like still=>brewery or smelter=>metallurgist.

~ Cocktail bar. Pretty much same view as the Culinary Kitchen. Depends on what buffs it imparts and functions it gives.

Same buffs I guess. Coffee could give nosleep, juices recuperation, tea calms people down, cocktails give higher mental stats, oddly enough... I cant really think of a good name for the building, it should make all kinds of drinks.

~ Printing Press. For the mass production of books and such - god yes! For a fort who has harder learning on, and uses the library system to safely train a lot of guys, book production can be a nightmare without spamming 5-10 shops to do it. Printing plates, I can't say much about as I'm not sure of their use. Newspapers I can't really see a use for? Religious stuff, I could see working if a religion system was added to the game, though, I doubt that can be done by modding.

Newspapers and religious stuff would be for the Speakers Podium.

~ Decorators workshop. Not trying to be negative, but meh. Decorations really only add value (which has a limit for actual use in fort, due to the abundance of value producing items for dinning halls, etc), and trading. Not a bad thing - but don't see a real purpose to it from my POV. Sure others will use it, though.

I found it hard myself to find a justification, because most materials can be decorated with anyway. Bone, Horn/Hoof, Pearl, Leather, Gem, Stone, Cloth, Metal, Wood... thats all in vanilla already. Its only plants I could come up with, so either this gets scrapped, or it simply serves to combine all those already existing things and allow an easier selection of the item. I could make reactions specifically for weapons, armor, shoes, gloves, shields and so on. Would be quite a large list...

~ Prison Now this, this is what we need. Such a pain in the ass to not be able to restrain dwarves who are infected by disease, or by evils, or that whiny noble you want to starve to death in a rotten prison cell. ;) Really, I love the idea of it and it's much needed. If you can make it work with the justice system so dwarves who are to be 'punished' instead go into this building - even better. ;)

Its already finished an works. See first comment in this post. :) But cant work with the justic system, sadly. I myself always found it weird who gets arrested, I'd rather throw my bastard hammerer/sherrif into prison now and then.

~ Glassblower. What would the new glass types do, besides value and trading?

Nothing. New colored glasses, glazed with gem powder. Artisan, Decorator, Glassblower and Painter are all just for color and value, no real use.

~ Podium. It sounds like an interesting idea!... yet to what end? What use? I can't see much use of this that doesn't step on the toes of taverns and their songs generally speaking. I'd need to hear more to give a real opinion... if you'll take the podium and enlighten meCo. ;)

Same use as the tavern and songs. Just for different boosts, mostly mental/physical atributes. And some flavor. Read the names of criminals sentenced to death in the mountainhomes, to raise focus. Read a religios pamphlet to make cursed/possessed dwarves afraid and maybe give themselves away. Read a scientific journal/discovery and raise analytical ability. Or read a battlereport about a lost battle and the wounded refugees, raising empathy in the listeners. Hold a speech, raise willpower and add likesfighting. Stuff like that.

~ Coin Mint. If you intend to make trading with coins viable, 110% this building is vital and I would say do it! Even without trading, I'd argue it still makes more sense then forging coins at a forge, and would fit better overall. What would Minting Ingots do?

See above in this post, it makes coins. Mostly for the merchants, embassy, guilds... I thought it would warrant an easier way then a smith making coins by hand. Ingots were just an idea that came to mind, but I dont really know what to do with them, so I scrapped them. After all, bars are already ingots, more or less.

~ The four 'evil' buildings. I can't say too much about these, as they sound... confusing. If someone becomes a werewolf - what stops them murdering everyone? Or are they suddenly friendly and able to continue working? Would raised undead be hostile or friendly, can they work? Etc. If this just means you can change dwarves entirely into abominations of evil that still work like dwarves in essence, then... GOD YES PLEASE! it sounds bloody awesome. Though, there would have to be some form of counter-balance to each to make sure they aren't just out-right superior to normal dwarves, and/or the materials to create the building or turn people, to be fairly 'high' (or tied to specific biomes, like evil biomes or even needing stuff from hell to do demon changes, etc).

Some kind of benign werebeast maybe. Non-berserking. Vampires would still suck blood, demons would be like golems maybe, or full fort members that work, dont know. Necromancers would raise all kinds of silly undeads, it depends on the creature. A pet stays an undead pet, a citizen becomes a friendly undead, a killed invader will turn into a hostile undead, nothing I can do about that. These four buildings were more or less a joke, but why not. The demonification could be a reward for conquering hell... you need reagents from hell, and then you can bind demons to all your dwarves, having an uber-dwarf army. For fun, why not? :)

~ Mortician requirement for the dead. I very much like the idea, though, I would think it need be an optional system (if you can get someone to do this dfhack script for you that is). I've always felt it funny to just drop corpses into a stone box and necromancers and other nasties can do nothing to them, when they're basically just dumped in their all mangled and left to rot without a care... :P

Current prediction is rather negative. Putnam doesnt know how to do it with lua/ruby, and I cant do it with modding.

~ Smoke Lounge. Over-all, doesn't fit the lore (in df) of dwarves, as last I looked, they don't smoke at all. That aside, happiness currently is too EASY to keep. ALl you need is some cheap gems for cabinets, beds, etc, in 1x4 room for a dwarf, and they'll get INSANE happiness from it - even losing family barely dents it, discounting any other positives. further, psychiatrist noble role helps avoid tantrum spirals if you risk going that far. I mean, it's a fun idea! I just don't think it really has a practical use, adding tobacco's, pipes, and all that, just to alter a generally easily dealt with system already. :) Still say add it, even just for fun and Decoration.

I think it fits the lore. Dwarves smoke, maybe not DF dwarves, because Toady hasnt written any tobacco system, but why not? The workshop and reactions are all done, its just 2 anyway. 10 plants currently give leaves, these can be used to make tobacco. The craftsman/forge can now make a pipe, and both together deleted all negative thoughts of the worker that smokes it. Its more for this one, unhappy legendary dwarf/named overseer/starting seven you really dont want to lose. You cant really stop tantrums in a 200 dwarf fort by letting them all smoke one after another. ^^ But I already wrote the system for the kobold shisha lodge, so why not port it to dwarves, it seems... dwarfy.

~ Fletcher. Sounds like a condensing of the bow maker, and other shops into one which is always a positive.

Cant touch the bowyer, its hardcoded. But I have the ammo-caster that makes all thse fancy, broadhead/hammerhead/piercing ammo, but players cant make wooden/bone versions of those. And no bows. Fletcher is already finished, thats why its not in the poll. It makes javelins, bolts and arrows, boradheda/hammerhead/piercing of wood or bone, it makes bows from wood and thread, and you can add daggers as bayonets to bows/crossbows/javelin throwers, and adds mechanisms to them to make them "repeating crossbows/javelin throwers and composite bows", with a raised rate of fire.

~ The monster Statues. Maybe you could make them 'scare' creatures when approached? Similar to scarecrows use, but more variety. Hell, even make it give 'evil' dwarves (vampires, demons, etc) happy thoughts for admiring it like dwarves do normal statues! ;)

Just deco, and they will stay this way. I have *Have a close look at the statues vicious claws* and *Make the sign of armok for protection while walking past the statue*, but they have no effect. What you describe cant be done anyway.

~ Merchants stall. I can't say much with this, I like the idea! But it would really mess with trading... I need more info before I can say too much about it. Generally like the idea at a basic sense, though. Perhaps after trading a set amount with the different races, have a trader of that race show up and claim one of these shops and trade year-round with you (balance being a real issue here, but can be over come).

Cant be linked to real trading, it would create a seperate system parallel to it. Always accessable, even in a locked down glacier fort, build a merchant, buy unlimited wood. Its a bit silly actually, but I want to give it a try. The buildmats would be a "trading license" which would have to be traded in the normal way, to have at least ONE caravan in your fort that could realistically bring that merchant with them. What you describe can, yet again, not be done. They are normal workshops.

~ 'Soil Generator' - someone above posted this idea, and I think at the core, the idea is a good one. being able to place soil or sand (with limits) to help fill in spots would be very nifty. Some may argue 'it's unbalanced! You make stone floors into farms!' - but a simple tear of armok and some ingenuity or a cavern pump system can do that already. I would personally use it on the surface, so I can place farms that aren't all patchy and ugly due to the random splotches of rock everywhere you can't fix >.<

Cant be done, but why not just use mud?

And that's that! I really like almost all the things, but need a lot more info on many of them to give solid opinions.

Info is very basic, because they are just random ideas I had while playing around with the workshop design tool. I sometimes do that. I dont really think that I'll add 25 new workshops without a plan behind it. But I am wary of the "inner threats" system, because it will be complex, will be hard and add a new level of difficulty to the game... but people cant toggle it, because I cant alter my GUI atm. That means I would have to upload it as non-optional, and people wont like that. So I'll postpone it and rather do some random stuff for fun in the meantime. :)

@misiekm: I think everything has been answered along the way. Podium Speaker effects, see above in this post. :)

@ALL: Concerning Merchants: I myself think that 500 copper coins, 500 silver coins, 500 gold coins, basic goods merchant stall, rare goods merchant stall and weapons and armor merchant stall all sound a bit... daft, to be honest. Instead of this general name, I would rather do this:
Coppers, Shillings and Sovereigns (copper, silver and gold coins), and the merchants would be: Urists Steel Emporium, Teduks Fine Goods and Bomreks Bargains. Should be clear which is which... What do you think?

I finished 5 buildings, and added 5 more. A third merchant, the weapons/armor guy. Then the kiln/clay oven to make clay furniture, the herbalists garden, because I noticed while designing the culinary kitchen that I dont have any herbs or spices to use, not even salt/pepper, lol. The Surgical Theater that can lobotimze dwarves and teach medical skills. Atm the apothecarius teaches these skills, but I want to use the apothecarius to fight diseases, once I have that system build in. And the Thaumaturg, making magical items for the general dwarf, non-mages guild related.

Weapons/Armor Merchant => Buy&Sell weapons, armor, shields, trapparts, ballista/catapult parts.
Herbalists Garden => Grow herbs, make spices, grow flowers, make perfume, ideas wanted.
Surgical Theater => Train medical skills, lobotomize dwarves (add noemotion), maybe "cure" mental illnesses that will be introduced.
Kiln/Clay Oven => make clay items and furniture.
Thaumaturg => Make magical items for normal dwarves. Think Health Potion, Invisibility Cloak, Boots of Speed, Gauntlets of Ogre Strength, classical stuff.

Current process:
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Z1000000m

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #344 on: July 27, 2013, 07:18:29 am »

So, with the armor shop, I'd assume you can get quality items right?
this raises a problem where the quality depends on the dwarf.
Can you make the reactions produce wares of certain and unchangable quality? If so, it should be easy to make separate reactions for diffrent qualities with increasing costs.

If not, well, a caste that gets at least a starting skill of 5 in whatever skill would be used should do the trick.

With the added buildigns, we really do need a detailed manual with all the reactions listed and explained. Its already quite a case of guide dang it.


Also, a crapton of bugs here we go.
« Last Edit: July 27, 2013, 07:26:50 am by Z1000000m »
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